From dcb64cec2221b51166ebaffcab339f23ef4cf8aa Mon Sep 17 00:00:00 2001 From: wing-it Date: Mon, 9 Nov 2020 17:58:22 -0500 Subject: [PATCH] New Crowdin updates (#7664) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New translations translation.json (Hungarian) * New 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(Russian) * New translations translation.json (Russian) * New translations translation.json (Polish) * New translations translation.json (Polish) * New translations translation.json (Polish) * New translations translation.json (Polish) * New translations translation.json (Chinese Traditional) * New translations translation.json (Chinese Traditional) * New translations translation.json (Chinese Traditional) * New translations translation.json (Ukrainian) * New translations translation.json (Russian) * New translations translation.json (Ukrainian) * New translations translation.json (Turkish) * New translations translation.json (Turkish) * New translations translation.json (Turkish) * New translations translation.json (Ukrainian) * New translations translation.json (Swedish) * New translations translation.json (Swedish) * New translations translation.json (Swedish) * New translations translation.json (English) * New translations translation.json (English) * New translations translation.json (English) * New translations translation.json (Spanish) * New translations translation.json (Polish) * New translations translation.json (French) * New translations translation.json (Spanish) --- 13th Age Glorantha/translations/ca.json | 95 + 13th Age Glorantha/translations/hu.json | 95 + 13th_Age-neovatar/translations/ca.json | 95 + 13th_Age-neovatar/translations/hu.json | 95 + 5eShaped/translations/ca.json | 1024 ++++++++ 5eShaped/translations/hu.json | 1024 ++++++++ 7th Sea 2e/translations/ca.json | 100 + 7th Sea 2e/translations/hu.json | 100 + 7th Sea/translations/ca.json | 72 + 7th Sea/translations/hu.json | 72 + A Fistful of Darkness/translations/ca.json | 914 +++++++ A Fistful of Darkness/translations/hu.json | 914 +++++++ A Song of Ice and Fire/translations/ca.json | 245 ++ A Song of Ice and Fire/translations/hu.json | 245 ++ AGE System/translations/ca.json | 246 ++ AGE System/translations/hu.json | 246 ++ APOCTHULHU/translations/ca.json | 353 +++ APOCTHULHU/translations/hu.json | 353 +++ AW/translations/ca.json | 129 + AW/translations/hu.json | 129 + AW2E/translations/ca.json | 182 ++ AW2E/translations/hu.json | 182 ++ .../translations/ca.json | 39 + .../translations/hu.json | 39 + AdventureTime/translations/ca.json | 48 + AdventureTime/translations/hu.json | 48 + .../translations/ca.json | 531 ++++ .../translations/hu.json | 531 ++++ Adventures on a Dime/translations/ca.json | 68 + Adventures on a Dime/translations/hu.json | 68 + Agon Official/translations/ca.json | 99 + Agon Official/translations/hu.json | 99 + AllforOne/translations/ca.json | 66 + AllforOne/translations/hu.json | 66 + Altered Carbon Official/translations/ca.json | 87 + Altered Carbon Official/translations/hu.json | 87 + Anima-Beyond-Fantasy/translations/ca.json | 483 ++++ Anima-Beyond-Fantasy/translations/hu.json | 483 ++++ Arianrhod2/translations/ca.json | 146 ++ Arianrhod2/translations/hu.json | 146 ++ Ars_Magica_5th/translations/ca.json | 198 ++ Ars_Magica_5th/translations/hu.json | 198 ++ Band of Blades Official/translations/ca.json | 897 +++++++ Band of Blades Official/translations/hu.json | 897 +++++++ .../translations/ca.json | 142 ++ .../translations/hu.json | 142 ++ .../translations/ca.json | 314 +++ .../translations/hu.json | 314 +++ Black-Seven/translations/ca.json | 35 + Black-Seven/translations/hu.json | 35 + Black_Crusade/translations/ca.json | 358 +++ Black_Crusade/translations/hu.json | 358 +++ Blades in the Dark/translations/ca.json | 1203 +++++++++ Blades in the Dark/translations/hu.json | 1203 +++++++++ Bluebeard's Bride/translations/ca.json | 138 ++ Bluebeard's Bride/translations/hu.json | 138 ++ CWOD-C20/translations/ca.json | 109 + CWOD-C20/translations/hu.json | 109 + CWOD-V20/translations/ca.json | 139 ++ CWOD-V20/translations/hu.json | 139 ++ CWOD-Vampire/translations/ca.json | 101 + CWOD-Vampire/translations/hu.json | 101 + CWOD-Wr20/translations/ca.json | 93 + CWOD-Wr20/translations/hu.json | 93 + Call_of_Cthulhu_6th_Ed/translations/ca.json | 169 ++ Call_of_Cthulhu_6th_Ed/translations/hu.json | 169 ++ Call_of_Cthulhu_7th_Ed/translations/ca.json | 394 +++ Call_of_Cthulhu_7th_Ed/translations/hu.json | 394 +++ .../translations/ca.json | 108 + .../translations/hu.json | 108 + Call_of_Cthulhu_Spanish/translations/ca.json | 143 ++ Call_of_Cthulhu_Spanish/translations/hu.json | 143 ++ Chronicles of Darkness/translations/ca.json | 372 +++ Chronicles of Darkness/translations/hu.json | 372 +++ City Of Mist Official/translations/ca.json | 160 ++ City Of Mist Official/translations/hu.json | 160 ++ Coriolis Alternative/translations/ca.json | 213 ++ Coriolis Alternative/translations/hu.json | 213 ++ Coriolis/translations/ca.json | 116 + Coriolis/translations/hu.json | 116 + CriancasEnxeridas/translations/ca.json | 37 + CriancasEnxeridas/translations/hu.json | 37 + Cyberpunk 2020/translations/ca.json | 409 ++++ Cyberpunk 2020/translations/hu.json | 409 ++++ D&D_3-5/translations/ca.json | 378 +++ D&D_3-5/translations/hu.json | 378 +++ D&D_4E/translations/ca.json | 275 +++ D&D_4E/translations/hu.json | 275 +++ DFRPG/translations/ca.json | 127 + DFRPG/translations/hu.json | 127 + .../translations/ca.json | 625 +++++ .../translations/hu.json | 625 +++++ .../translations/pl.json | 2 +- Dark_Heresy/translations/af.json | 1 + Dark_Heresy/translations/ca.json | 192 ++ Dark_Heresy/translations/cs.json | 1 + Dark_Heresy/translations/da.json | 1 + Dark_Heresy/translations/de.json | 1 + Dark_Heresy/translations/el.json | 1 + Dark_Heresy/translations/en.json | 3 +- Dark_Heresy/translations/es.json | 1 + Dark_Heresy/translations/fr.json | 1 + Dark_Heresy/translations/he.json | 1 + Dark_Heresy/translations/hu.json | 192 ++ Dark_Heresy/translations/it.json | 1 + Dark_Heresy/translations/ja.json | 1 + Dark_Heresy/translations/ko.json | 1 + Dark_Heresy/translations/nl.json | 1 + Dark_Heresy/translations/pl.json | 1 + Dark_Heresy/translations/pt.json | 3 +- Dark_Heresy/translations/ru.json | 3 +- Dark_Heresy/translations/sv.json | 3 +- Dark_Heresy/translations/tr.json | 3 +- Dark_Heresy/translations/uk.json | 3 +- Dark_Heresy/translations/zh.json | 3 +- Das_Schwarze_Auge_5/translations/ca.json | 2170 +++++++++++++++++ Das_Schwarze_Auge_5/translations/hu.json | 2170 +++++++++++++++++ .../translations/ca.json | 718 ++++++ .../translations/hu.json | 718 ++++++ .../translations/ca.json | 170 ++ .../translations/hu.json | 170 ++ .../translations/ca.json | 130 + .../translations/hu.json | 130 + Degenesis-henry4k/translations/ca.json | 225 ++ Degenesis-henry4k/translations/hu.json | 225 ++ Degenesis/translations/ca.json | 341 +++ Degenesis/translations/hu.json | 341 +++ Delta Green 2/translations/ca.json | 343 +++ Delta Green 2/translations/hu.json | 343 +++ DnD_Original_DnD/translations/ca.json | 48 + DnD_Original_DnD/translations/hu.json | 48 + Dragon Age RPG/translations/ca.json | 84 + Dragon Age RPG/translations/hu.json | 84 + Dramasystem/translations/ca.json | 72 + Dramasystem/translations/hu.json | 72 + Dungeonslayers-4/translations/af.json | 2 +- Dungeonslayers-4/translations/ca.json | 176 ++ Dungeonslayers-4/translations/cs.json | 2 +- Dungeonslayers-4/translations/da.json | 2 +- Dungeonslayers-4/translations/de.json | 2 +- Dungeonslayers-4/translations/el.json | 2 +- Dungeonslayers-4/translations/en.json | 6 +- Dungeonslayers-4/translations/es.json | 2 +- Dungeonslayers-4/translations/fr.json | 2 +- Dungeonslayers-4/translations/he.json | 2 +- Dungeonslayers-4/translations/hu.json | 176 ++ Dungeonslayers-4/translations/it.json | 2 +- Dungeonslayers-4/translations/ja.json | 2 +- Dungeonslayers-4/translations/ko.json | 2 +- Dungeonslayers-4/translations/nl.json | 2 +- Dungeonslayers-4/translations/pl.json | 2 +- Dungeonslayers-4/translations/pt.json | 6 +- Dungeonslayers-4/translations/ru.json | 6 +- Dungeonslayers-4/translations/sv.json | 6 +- Dungeonslayers-4/translations/tr.json | 6 +- Dungeonslayers-4/translations/uk.json | 6 +- Dungeonslayers-4/translations/zh.json | 6 +- Eclipse Phase Alternate/translations/ca.json | 468 ++++ Eclipse Phase Alternate/translations/hu.json | 468 ++++ Eclipse Phase V2/translations/ca.json | 195 ++ Eclipse Phase V2/translations/hu.json | 195 ++ Electric Bastionland/translations/ca.json | 348 +++ Electric Bastionland/translations/hu.json | 348 +++ Elemental/translations/ca.json | 130 + Elemental/translations/hu.json | 130 + Elric/translations/ca.json | 204 ++ Elric/translations/hu.json | 204 ++ .../translations/ca.json | 241 ++ .../translations/hu.json | 241 ++ Empire_des_cerisiers/translations/ca.json | 1 + Empire_des_cerisiers/translations/hu.json | 1 + Esper_Genesis_5E/translations/ca.json | 722 ++++++ Esper_Genesis_5E/translations/hu.json | 722 ++++++ Exalted 3/translations/ca.json | 248 ++ Exalted 3/translations/hu.json | 248 ++ FACES (French)/translations/ca.json | 34 + FACES (French)/translations/hu.json | 34 + .../translations/ca.json | 186 ++ .../translations/hu.json | 186 ++ .../translations/ca.json | 199 ++ .../translations/hu.json | 199 ++ Fate/translations/ca.json | 338 +++ Fate/translations/hu.json | 338 +++ Fellowship/translations/ca.json | 230 ++ Fellowship/translations/hu.json | 230 ++ Feng-Shui-2/translations/ca.json | 48 + Feng-Shui-2/translations/hu.json | 48 + .../translations/ca.json | 170 ++ .../translations/hu.json | 170 ++ Forbidden_Lands/translations/ca.json | 339 +++ Forbidden_Lands/translations/hu.json | 339 +++ Fragged-Empire/translations/ca.json | 348 +++ Fragged-Empire/translations/hu.json | 348 +++ GURPS/translations/ca.json | 1033 ++++++++ GURPS/translations/hu.json | 1033 ++++++++ Genefunk 2090/translations/ca.json | 179 ++ Genefunk 2090/translations/hu.json | 179 ++ .../translations/ca.json | 574 +++++ .../translations/hu.json | 574 +++++ Genesys-RPG-nonAPI/translations/ca.json | 569 +++++ Genesys-RPG-nonAPI/translations/hu.json | 569 +++++ Genesys-RPG/translations/ca.json | 565 +++++ Genesys-RPG/translations/hu.json | 565 +++++ Glaive/translations/ca.json | 24 + Glaive/translations/hu.json | 24 + GoddessSaveTheQueen/translations/ca.json | 98 + GoddessSaveTheQueen/translations/hu.json | 98 + Godlike/translations/ca.json | 24 + Godlike/translations/hu.json | 24 + Golden Sky Stories/translations/ca.json | 26 + Golden Sky Stories/translations/hu.json | 26 + Hawkmoon/translations/ca.json | 321 +++ Hawkmoon/translations/hu.json | 321 +++ Hawkmoon_mongoose/translations/ca.json | 318 +++ Hawkmoon_mongoose/translations/hu.json | 318 +++ HeXXen1733/translations/ca.json | 1 + HeXXen1733/translations/hu.json | 1 + .../translations/ca.json | 73 + .../translations/hu.json | 73 + Hellywood/translations/ca.json | 76 + Hellywood/translations/hu.json | 76 + HeroesOfElectrum/translations/ca.json | 36 + HeroesOfElectrum/translations/hu.json | 36 + Hitos/translations/ca.json | 80 + Hitos/translations/hu.json | 80 + HollowEarthExpedition/translations/ca.json | 56 + HollowEarthExpedition/translations/hu.json | 56 + Infected!/translations/ca.json | 127 + Infected!/translations/hu.json | 127 + Inspectress-Inc/translations/ca.json | 26 + Inspectress-Inc/translations/hu.json | 26 + Into The Dark/translations/ca.json | 22 + Into The Dark/translations/hu.json | 22 + Into the Odd/translations/ca.json | 11 + Into the Odd/translations/hu.json | 11 + ItrasBy/translations/ca.json | 15 + ItrasBy/translations/hu.json | 15 + Karyu Densetsu/translations/ca.json | 82 + Karyu Densetsu/translations/hu.json | 82 + Kids on Bikes Official/translations/ca.json | 72 + Kids on Bikes Official/translations/hu.json | 72 + Kids on Brooms Official/translations/ca.json | 48 + Kids on Brooms Official/translations/hu.json | 48 + Knight/translations/ca.json | 1187 +++++++++ Knight/translations/fr.json | 8 +- Knight/translations/hu.json | 1187 +++++++++ .../translations/ca.json | 281 +++ .../translations/hu.json | 281 +++ L5R Fantasy Flight Games/translations/ca.json | 270 ++ L5R Fantasy Flight Games/translations/hu.json | 270 ++ L5R/translations/ca.json | 203 ++ L5R/translations/hu.json | 203 ++ Legend-of-the-Elements/translations/ca.json | 367 +++ Legend-of-the-Elements/translations/hu.json | 367 +++ Lex Arcana/translations/ca.json | 60 + Lex Arcana/translations/hu.json | 60 + Lotfp/translations/ca.json | 89 + Lotfp/translations/hu.json | 89 + M-Space/translations/ca.json | 810 ++++++ M-Space/translations/hu.json | 810 ++++++ Macchiato Monsters/translations/ca.json | 52 + Macchiato Monsters/translations/hu.json | 52 + Magica_Logia/translations/ca.json | 212 ++ Magica_Logia/translations/hu.json | 212 ++ Magical_Fury/translations/ca.json | 42 + Magical_Fury/translations/hu.json | 42 + Malmsturm/translations/ca.json | 132 + Malmsturm/translations/hu.json | 132 + .../translations/ca.json | 270 ++ .../translations/hu.json | 270 ++ Masks - A New Generation/translations/ca.json | 399 +++ Masks - A New Generation/translations/hu.json | 399 +++ MassEffect_5e/translations/ca.json | 595 +++++ MassEffect_5e/translations/hu.json | 595 +++++ Metallic Guardian/translations/ca.json | 117 + Metallic Guardian/translations/hu.json | 117 + Mongoose_Traveller2e/translations/ca.json | 105 + Mongoose_Traveller2e/translations/hu.json | 105 + .../translations/ca.json | 1720 +++++++++++++ .../translations/hu.json | 1720 +++++++++++++ Monster of the Week/translations/ca.json | 1169 +++++++++ Monster of the Week/translations/hu.json | 1169 +++++++++ Monsterhearts-2/translations/ca.json | 400 +++ Monsterhearts-2/translations/hu.json | 400 +++ Moon Punk/translations/ca.json | 466 ++++ Moon Punk/translations/hu.json | 466 ++++ Mork Borg/translations/ca.json | 77 + Mork Borg/translations/hu.json | 77 + Mothership Official/translations/ca.json | 295 +++ Mothership Official/translations/hu.json | 295 +++ Mothership/translations/ca.json | 180 ++ Mothership/translations/hu.json | 180 ++ MouseGuard/translations/ca.json | 69 + MouseGuard/translations/hu.json | 69 + MouseGuard2E/translations/ca.json | 75 + MouseGuard2E/translations/hu.json | 75 + Mutant Year Zero/translations/ca.json | 168 ++ Mutant Year Zero/translations/hu.json | 168 ++ Mythras/translations/ca.json | 898 +++++++ Mythras/translations/hu.json | 898 +++++++ NOC/translations/ca.json | 142 ++ NOC/translations/hu.json | 142 ++ Nemesis/translations/ca.json | 116 + Nemesis/translations/hu.json | 116 + Night Witches/translations/ca.json | 81 + Night Witches/translations/hu.json | 81 + OHET/translations/ca.json | 114 + OHET/translations/hu.json | 114 + Official Savage Worlds/translations/af.json | 19 +- Official Savage Worlds/translations/ca.json | 858 +++++++ Official Savage Worlds/translations/cs.json | 19 +- Official Savage Worlds/translations/da.json | 19 +- Official Savage Worlds/translations/de.json | 19 +- Official Savage Worlds/translations/el.json | 19 +- Official Savage Worlds/translations/en.json | 31 +- Official Savage Worlds/translations/es.json | 19 +- Official Savage Worlds/translations/fr.json | 19 +- Official Savage Worlds/translations/he.json | 19 +- Official Savage Worlds/translations/hu.json | 858 +++++++ Official Savage Worlds/translations/it.json | 19 +- Official Savage Worlds/translations/ja.json | 19 +- Official Savage Worlds/translations/ko.json | 19 +- Official Savage Worlds/translations/nl.json | 19 +- Official Savage Worlds/translations/pl.json | 19 +- Official Savage Worlds/translations/pt.json | 31 +- Official Savage Worlds/translations/ru.json | 31 +- Official Savage Worlds/translations/sv.json | 31 +- Official Savage Worlds/translations/tr.json | 31 +- Official Savage Worlds/translations/uk.json | 31 +- Official Savage Worlds/translations/zh.json | 31 +- .../translations/ca.json | 174 ++ .../translations/hu.json | 174 ++ Old School Essentials/translations/ca.json | 83 + Old School Essentials/translations/hu.json | 83 + OneDice/translations/ca.json | 44 + OneDice/translations/hu.json | 44 + Our Last Best Hope/translations/ca.json | 16 + Our Last Best Hope/translations/hu.json | 16 + Outbreak/translations/ca.json | 121 + Outbreak/translations/hu.json | 121 + Over the Edge 2e/translations/ca.json | 22 + Over the Edge 2e/translations/hu.json | 22 + Paladin/translations/ca.json | 321 +++ Paladin/translations/hu.json | 321 +++ Paranoia_Mongoose/translations/ca.json | 79 + Paranoia_Mongoose/translations/hu.json | 79 + .../translations/ca.json | 49 + .../translations/hu.json | 49 + .../translations/ca.json | 541 ++++ .../translations/hu.json | 541 ++++ Pathfinder Community/translations/ca.json | 2103 ++++++++++++++++ Pathfinder Community/translations/hu.json | 2103 ++++++++++++++++ Pathfinder_Cazra/translations/ca.json | 212 ++ Pathfinder_Cazra/translations/hu.json | 212 ++ Pendragon5thEdition/translations/ca.json | 329 +++ Pendragon5thEdition/translations/hu.json | 329 +++ Polaris/translations/ca.json | 490 ++++ Polaris/translations/hu.json | 490 ++++ Qin Warring States/translations/ca.json | 120 + Qin Warring States/translations/hu.json | 120 + Raspberry Heaven/translations/ca.json | 8 + Raspberry Heaven/translations/hu.json | 8 + RatasEnLasParedes/translations/ca.json | 17 + RatasEnLasParedes/translations/hu.json | 17 + ReachofTitan/translations/ca.json | 36 + ReachofTitan/translations/hu.json | 36 + Rhapsody of Blood/translations/ca.json | 807 ++++++ Rhapsody of Blood/translations/hu.json | 807 ++++++ Rolemaster 2nd-classic/translations/ca.json | 109 + Rolemaster 2nd-classic/translations/hu.json | 109 + .../translations/ca.json | 995 ++++++++ .../translations/hu.json | 995 ++++++++ Rolemaster_2E/translations/ca.json | 985 ++++++++ Rolemaster_2E/translations/hu.json | 985 ++++++++ Ryuutama/translations/ca.json | 263 ++ Ryuutama/translations/hu.json | 263 ++ .../translations/ca.json | 656 +++++ .../translations/hu.json | 656 +++++ SavageWorlds-Tabbed/translations/ca.json | 1226 ++++++++++ SavageWorlds-Tabbed/translations/hu.json | 1226 ++++++++++ SavageWorldsFrench/translations/ca.json | 232 ++ SavageWorldsFrench/translations/hu.json | 232 ++ Shaan/translations/ca.json | 119 + Shaan/translations/hu.json | 119 + Shadow of the Demon Lord/translations/ca.json | 198 ++ Shadow of the Demon Lord/translations/hu.json | 198 ++ Shadowrun4thEdition/translations/ca.json | 403 +++ Shadowrun4thEdition/translations/hu.json | 403 +++ Shadowrun5thEdition/translations/ca.json | 436 ++++ Shadowrun5thEdition/translations/hu.json | 436 ++++ Shadowrun6th-German/translations/ca.json | 438 ++++ Shadowrun6th-German/translations/hu.json | 438 ++++ ShadowrunAnarchy/translations/ca.json | 101 + ShadowrunAnarchy/translations/fr.json | 8 +- ShadowrunAnarchy/translations/hu.json | 101 + .../translations/ca.json | 50 + .../translations/hu.json | 50 + .../translations/ca.json | 242 ++ .../translations/hu.json | 242 ++ Singularity/translations/ca.json | 128 + Singularity/translations/hu.json | 128 + Songs for the Dusk/translations/ca.json | 872 +++++++ Songs for the Dusk/translations/hu.json | 872 +++++++ SpaceNinjaCyberCrisis/translations/ca.json | 19 + SpaceNinjaCyberCrisis/translations/hu.json | 19 + .../translations/ca.json | 47 + .../translations/hu.json | 47 + Star Trek Last Unicorn/translations/ca.json | 24 + Star Trek Last Unicorn/translations/hu.json | 24 + .../translations/ca.json | 769 ++++++ .../translations/hu.json | 769 ++++++ Star Wars FFG Alternate/translations/ca.json | 505 ++++ Star Wars FFG Alternate/translations/hu.json | 505 ++++ Star Wars Saga Edition/translations/ca.json | 61 + Star Wars Saga Edition/translations/hu.json | 61 + StarWars5E/translations/ca.json | 648 +++++ StarWars5E/translations/hu.json | 648 +++++ Starcraft RPG/translations/ca.json | 216 ++ Starcraft RPG/translations/hu.json | 216 ++ Starfinder HUD/translations/ca.json | 997 ++++++++ Starfinder HUD/translations/hu.json | 997 ++++++++ .../translations/ca.json | 1135 +++++++++ .../translations/hu.json | 1135 +++++++++ Symbaroum/translations/ca.json | 176 ++ Symbaroum/translations/hu.json | 176 ++ TIH/translations/ca.json | 107 + TIH/translations/hu.json | 107 + .../translations/ca.json | 47 + .../translations/hu.json | 47 + Tales from the Loop/translations/ca.json | 94 + Tales from the Loop/translations/hu.json | 94 + Teens in Space Official/translations/ca.json | 24 + Teens in Space Official/translations/hu.json | 24 + TerraDevastada/translations/ca.json | 19 + TerraDevastada/translations/hu.json | 19 + .../translations/ca.json | 182 ++ .../translations/hu.json | 182 ++ The Laundry/translations/ca.json | 172 ++ The Laundry/translations/hu.json | 172 ++ The One Ring/translations/ca.json | 154 ++ The One Ring/translations/hu.json | 154 ++ The Sprawl/translations/ca.json | 104 + The Sprawl/translations/hu.json | 104 + The Veil/translations/ca.json | 102 + The Veil/translations/hu.json | 102 + TheWitcher/translations/ca.json | 272 +++ TheWitcher/translations/es.json | 2 +- TheWitcher/translations/hu.json | 272 +++ Thirsty Sword Lesbians/translations/ca.json | 649 +++++ Thirsty Sword Lesbians/translations/hu.json | 649 +++++ Tiny D6 Games/translations/ca.json | 55 + Tiny D6 Games/translations/hu.json | 55 + Torchbearer/translations/ca.json | 148 ++ Torchbearer/translations/hu.json | 148 ++ Torg Eternity/translations/ca.json | 247 ++ Torg Eternity/translations/hu.json | 247 ++ Tremulus/translations/ca.json | 189 ++ Tremulus/translations/hu.json | 189 ++ Trudvang Chronicles/translations/ca.json | 146 ++ Trudvang Chronicles/translations/hu.json | 146 ++ UnknownArmies/translations/ca.json | 48 + UnknownArmies/translations/hu.json | 48 + .../translations/ca.json | 567 +++++ .../translations/hu.json | 567 +++++ Urban-Jungle/translations/ca.json | 66 + Urban-Jungle/translations/hu.json | 66 + WODVtM5eAlpha/translations/ca.json | 100 + WODVtM5eAlpha/translations/hu.json | 100 + .../translations/ca.json | 1100 +++++++++ .../translations/hu.json | 1100 +++++++++ .../translations/ca.json | 370 +++ .../translations/hu.json | 370 +++ .../translations/ca.json | 799 ++++++ .../translations/hu.json | 799 ++++++ .../translations/ca.json | 115 + .../translations/hu.json | 115 + WhiteLies/translations/ca.json | 81 + WhiteLies/translations/hu.json | 81 + Worlds in Peril/translations/ca.json | 75 + Worlds in Peril/translations/hu.json | 75 + Wurm/translations/ca.json | 66 + Wurm/translations/hu.json | 66 + Zafir/translations/ca.json | 285 +++ Zafir/translations/hu.json | 285 +++ .../translations/ca.json | 184 ++ .../translations/hu.json | 184 ++ fate_core_with_rolls/translations/ca.json | 48 + fate_core_with_rolls/translations/hu.json | 48 + inSANe auto cal/translations/ca.json | 200 ++ inSANe auto cal/translations/hu.json | 200 ++ swords-and-wizardry/translations/ca.json | 127 + swords-and-wizardry/translations/hu.json | 127 + vampire-v5/translations/ca.json | 70 + vampire-v5/translations/hu.json | 70 + 494 files changed, 125477 insertions(+), 113 deletions(-) create mode 100644 13th Age Glorantha/translations/ca.json create mode 100644 13th Age 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SharpSwordsAndSinisterSpells/translations/ca.json create mode 100644 SharpSwordsAndSinisterSpells/translations/hu.json create mode 100644 Shinobi_Gami_Chinese_Traditional/translations/ca.json create mode 100644 Shinobi_Gami_Chinese_Traditional/translations/hu.json create mode 100644 Singularity/translations/ca.json create mode 100644 Singularity/translations/hu.json create mode 100644 Songs for the Dusk/translations/ca.json create mode 100644 Songs for the Dusk/translations/hu.json create mode 100644 SpaceNinjaCyberCrisis/translations/ca.json create mode 100644 SpaceNinjaCyberCrisis/translations/hu.json create mode 100644 Spire - The City Must Fall/translations/ca.json create mode 100644 Spire - The City Must Fall/translations/hu.json create mode 100644 Star Trek Last Unicorn/translations/ca.json create mode 100644 Star Trek Last Unicorn/translations/hu.json create mode 100644 Star Wars FFG API-Compatible/translations/ca.json create mode 100644 Star Wars FFG API-Compatible/translations/hu.json create mode 100644 Star Wars FFG Alternate/translations/ca.json create mode 100644 Star Wars FFG Alternate/translations/hu.json create mode 100644 Star Wars Saga Edition/translations/ca.json create mode 100644 Star Wars Saga Edition/translations/hu.json create mode 100644 StarWars5E/translations/ca.json create mode 100644 StarWars5E/translations/hu.json create mode 100644 Starcraft RPG/translations/ca.json create mode 100644 Starcraft RPG/translations/hu.json create mode 100644 Starfinder HUD/translations/ca.json create mode 100644 Starfinder HUD/translations/hu.json create mode 100644 Stars_Without_Number_Revised/translations/ca.json create mode 100644 Stars_Without_Number_Revised/translations/hu.json create mode 100644 Symbaroum/translations/ca.json create mode 100644 Symbaroum/translations/hu.json create mode 100644 TIH/translations/ca.json create mode 100644 TIH/translations/hu.json create mode 100644 Tales from the Loop Official/translations/ca.json create mode 100644 Tales from the Loop Official/translations/hu.json create mode 100644 Tales from the Loop/translations/ca.json create mode 100644 Tales from the Loop/translations/hu.json create mode 100644 Teens in Space Official/translations/ca.json create mode 100644 Teens in Space Official/translations/hu.json create mode 100644 TerraDevastada/translations/ca.json create mode 100644 TerraDevastada/translations/hu.json create mode 100644 The Expanse RPG (AGE System)/translations/ca.json create mode 100644 The Expanse RPG (AGE System)/translations/hu.json create mode 100644 The Laundry/translations/ca.json create mode 100644 The Laundry/translations/hu.json create mode 100644 The One Ring/translations/ca.json create mode 100644 The One Ring/translations/hu.json create mode 100644 The Sprawl/translations/ca.json create mode 100644 The Sprawl/translations/hu.json create mode 100644 The Veil/translations/ca.json create mode 100644 The Veil/translations/hu.json create mode 100644 TheWitcher/translations/ca.json create mode 100644 TheWitcher/translations/hu.json create mode 100644 Thirsty Sword Lesbians/translations/ca.json create mode 100644 Thirsty Sword Lesbians/translations/hu.json create mode 100644 Tiny D6 Games/translations/ca.json create mode 100644 Tiny D6 Games/translations/hu.json create mode 100644 Torchbearer/translations/ca.json create mode 100644 Torchbearer/translations/hu.json create mode 100644 Torg Eternity/translations/ca.json create mode 100644 Torg Eternity/translations/hu.json create mode 100644 Tremulus/translations/ca.json create mode 100644 Tremulus/translations/hu.json create mode 100644 Trudvang Chronicles/translations/ca.json create mode 100644 Trudvang Chronicles/translations/hu.json create mode 100644 UnknownArmies/translations/ca.json create mode 100644 UnknownArmies/translations/hu.json create mode 100644 UnofficialElderScrollsRPG/translations/ca.json create mode 100644 UnofficialElderScrollsRPG/translations/hu.json create mode 100644 Urban-Jungle/translations/ca.json create mode 100644 Urban-Jungle/translations/hu.json create mode 100644 WODVtM5eAlpha/translations/ca.json create mode 100644 WODVtM5eAlpha/translations/hu.json create mode 100644 Warhammer 4e Character Sheet/translations/ca.json create mode 100644 Warhammer 4e Character Sheet/translations/hu.json create mode 100644 Warhammer Fantasy Roleplay 4e Official/translations/ca.json create mode 100644 Warhammer Fantasy Roleplay 4e Official/translations/hu.json create mode 100644 Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ca.json create mode 100644 Warhammer-Fantasy-Roleplay-2nd-Edition/translations/hu.json create mode 100644 Warhammer40k-WrathandGlory/translations/ca.json create mode 100644 Warhammer40k-WrathandGlory/translations/hu.json create mode 100644 WhiteLies/translations/ca.json create mode 100644 WhiteLies/translations/hu.json create mode 100644 Worlds in Peril/translations/ca.json create mode 100644 Worlds in Peril/translations/hu.json create mode 100644 Wurm/translations/ca.json create mode 100644 Wurm/translations/hu.json create mode 100644 Zafir/translations/ca.json create mode 100644 Zafir/translations/hu.json create mode 100644 Zweihänder Grim & Perilous/translations/ca.json create mode 100644 Zweihänder Grim & Perilous/translations/hu.json create mode 100644 fate_core_with_rolls/translations/ca.json create mode 100644 fate_core_with_rolls/translations/hu.json create mode 100644 inSANe auto cal/translations/ca.json create mode 100644 inSANe auto cal/translations/hu.json create mode 100644 swords-and-wizardry/translations/ca.json create mode 100644 swords-and-wizardry/translations/hu.json create mode 100644 vampire-v5/translations/ca.json create mode 100644 vampire-v5/translations/hu.json diff --git a/13th Age Glorantha/translations/ca.json b/13th Age Glorantha/translations/ca.json new file mode 100644 index 0000000000..1bf16b91d5 --- /dev/null +++ b/13th Age Glorantha/translations/ca.json @@ -0,0 +1,95 @@ +{ + "Name": "Name", + "Race": "Race", + "Class": "Class", + "Level": "Level", + "AbilityScores": "AbilityScores", + "STR": "STR", + "Strength": "Strength", + "CON": "CON", + "Constitution": "Constitution", + "DEX": "DEX", + "Dexterity": "Dexterity", + "INT": "INT", + "Intelligence": "Intelligence", + "WIS": "WIS", + "Wisdom": "Wisdom", + "CHA": "CHA", + "Charisma": "Charisma", + "Base": "Base", + "+Misc.": "+Misc.", + "+Item": "+Item", + "Mod": "Mod", + "Total": "Total", + "Basic Melee Attack": "Basic Melee Attack", + "Basic Ranged Attack": "Basic Ranged Attack", + "Defenses": "Defenses", + "Attack": "Attack", + "Damage": "Damage", + "Miss": "Miss", + "Ability": "Ability", + "Misc.": "Misc.", + "Weapon": "Weapon", + "Item": "Item", + "On Miss": "On Miss", + "AC": "AC", + "PD": "PD", + "MD": "MD", + "Basic melee": "Basic melee", + "Basic ranged": "Basic ranged", + "Situational Attack Modifier": "Situational Attack Modifier", + "Damage on hit": "Damage on hit", + "Damage on miss": "Damage on miss", + "Escalation die value": "Escalation die value", + "Attack result": "Attack result", + "Hit Points": "Hit Points", + "HP": "HP", + "Recoveries": "Recoveries", + "Recovery": "Recovery", + "Recovery Value": "Recovery Value", + "Current": "Current", + "Max.": "Max.", + "Rec. Die": "Rec. Die", + "Temp.": "Temp.", + "Initiative": "Initiative", + "One Unique Thing": "One Unique Thing", + "Describe your characters one unique thing ...": "Describe your characters one unique thing ...", + "Class Features": "Class Features", + "Talents": "Talents", + "Powers & Spells": "Powers & Spells", + "Feats": "Feats", + "At-Will": "At-Will", + "Battle uses left": "Battle uses left", + "Daily uses left": "Daily uses left", + "Show Description": "Show Description", + "Show Macro": "Show Macro", + "Usage": "Usage", + "Type": "Type", + "Points": "Points", + "Icon Relationships": "Icon Relationships", + "Icon": "Icon", + "positive": "positive", + "conflicted": "conflicted", + "negative": "negative", + "Background": "Background", + "Backgrounds": "Backgrounds", + "Roll": "Roll", + "Attribute": "Attribute", + "Check": "Check", + "Description": "Description", + "Macro": "Macro", + "Magic Items": "Magic Items", + "Equipment": "Equipment", + "Coins": "Coins", + "Qty": "Qty", + "Incremental Advances": "Incremental Advances", + "4th / 7th / 10th Level": "4th / 7th / 10th Level
(+1 to 3 abilities)", + "abilities": "abilities", + "Extra Magic Item": "Extra Magic Item", + "Ability Score Bonus": "Ability Score Bonus", + "Skills": "Skills", + "Power/Spell": "Power/Spell", + "Feat": "Feat" +} + + diff --git a/13th Age Glorantha/translations/hu.json b/13th Age Glorantha/translations/hu.json new file mode 100644 index 0000000000..1bf16b91d5 --- /dev/null +++ b/13th Age Glorantha/translations/hu.json @@ -0,0 +1,95 @@ +{ + "Name": "Name", + "Race": "Race", + "Class": "Class", + "Level": "Level", + "AbilityScores": "AbilityScores", + "STR": "STR", + "Strength": "Strength", + "CON": "CON", + "Constitution": "Constitution", + "DEX": "DEX", + "Dexterity": "Dexterity", + "INT": "INT", + "Intelligence": "Intelligence", + "WIS": "WIS", + "Wisdom": "Wisdom", + "CHA": "CHA", + "Charisma": "Charisma", + "Base": "Base", + "+Misc.": "+Misc.", + "+Item": "+Item", + "Mod": "Mod", + "Total": "Total", + "Basic Melee Attack": "Basic Melee Attack", + "Basic Ranged Attack": "Basic Ranged Attack", + "Defenses": "Defenses", + "Attack": "Attack", + "Damage": "Damage", + "Miss": "Miss", + "Ability": "Ability", + "Misc.": "Misc.", + "Weapon": "Weapon", + "Item": "Item", + "On Miss": "On Miss", + "AC": "AC", + "PD": "PD", + "MD": "MD", + "Basic melee": "Basic melee", + "Basic ranged": "Basic ranged", + "Situational Attack Modifier": "Situational Attack Modifier", + "Damage on hit": "Damage on hit", + "Damage on miss": "Damage on miss", + "Escalation die value": "Escalation die value", + "Attack result": "Attack result", + "Hit Points": "Hit Points", + "HP": "HP", + "Recoveries": "Recoveries", + "Recovery": "Recovery", + "Recovery Value": "Recovery Value", + "Current": "Current", + "Max.": "Max.", + "Rec. Die": "Rec. Die", + "Temp.": "Temp.", + "Initiative": "Initiative", + "One Unique Thing": "One Unique Thing", + "Describe your characters one unique thing ...": "Describe your characters one unique thing ...", + "Class Features": "Class Features", + "Talents": "Talents", + "Powers & Spells": "Powers & Spells", + "Feats": "Feats", + "At-Will": "At-Will", + "Battle uses left": "Battle uses left", + "Daily uses left": "Daily uses left", + "Show Description": "Show Description", + "Show Macro": "Show Macro", + "Usage": "Usage", + "Type": "Type", + "Points": "Points", + "Icon Relationships": "Icon Relationships", + "Icon": "Icon", + "positive": "positive", + "conflicted": "conflicted", + "negative": "negative", + "Background": "Background", + "Backgrounds": "Backgrounds", + "Roll": "Roll", + "Attribute": "Attribute", + "Check": "Check", + "Description": "Description", + "Macro": "Macro", + "Magic Items": "Magic Items", + "Equipment": "Equipment", + "Coins": "Coins", + "Qty": "Qty", + "Incremental Advances": "Incremental Advances", + "4th / 7th / 10th Level": "4th / 7th / 10th Level
(+1 to 3 abilities)", + "abilities": "abilities", + "Extra Magic Item": "Extra Magic Item", + "Ability Score Bonus": "Ability Score Bonus", + "Skills": "Skills", + "Power/Spell": "Power/Spell", + "Feat": "Feat" +} + + diff --git a/13th_Age-neovatar/translations/ca.json b/13th_Age-neovatar/translations/ca.json new file mode 100644 index 0000000000..1bf16b91d5 --- /dev/null +++ b/13th_Age-neovatar/translations/ca.json @@ -0,0 +1,95 @@ +{ + "Name": "Name", + "Race": "Race", + "Class": "Class", + "Level": "Level", + "AbilityScores": "AbilityScores", + "STR": "STR", + "Strength": "Strength", + "CON": "CON", + "Constitution": "Constitution", + "DEX": "DEX", + "Dexterity": "Dexterity", + "INT": "INT", + "Intelligence": "Intelligence", + "WIS": "WIS", + "Wisdom": "Wisdom", + "CHA": "CHA", + "Charisma": "Charisma", + "Base": "Base", + "+Misc.": "+Misc.", + "+Item": "+Item", + "Mod": "Mod", + "Total": "Total", + "Basic Melee Attack": "Basic Melee Attack", + "Basic Ranged Attack": "Basic Ranged Attack", + "Defenses": "Defenses", + "Attack": "Attack", + "Damage": "Damage", + "Miss": "Miss", + "Ability": "Ability", + "Misc.": "Misc.", + "Weapon": "Weapon", + "Item": "Item", + "On Miss": "On Miss", + "AC": "AC", + "PD": "PD", + "MD": "MD", + "Basic melee": "Basic melee", + "Basic ranged": "Basic ranged", + "Situational Attack Modifier": "Situational Attack Modifier", + "Damage on hit": "Damage on hit", + "Damage on miss": "Damage on miss", + "Escalation die value": "Escalation die value", + "Attack result": "Attack result", + "Hit Points": "Hit Points", + "HP": "HP", + "Recoveries": "Recoveries", + "Recovery": "Recovery", + "Recovery Value": "Recovery Value", + "Current": "Current", + "Max.": "Max.", + "Rec. Die": "Rec. Die", + "Temp.": "Temp.", + "Initiative": "Initiative", + "One Unique Thing": "One Unique Thing", + "Describe your characters one unique thing ...": "Describe your characters one unique thing ...", + "Class Features": "Class Features", + "Talents": "Talents", + "Powers & Spells": "Powers & Spells", + "Feats": "Feats", + "At-Will": "At-Will", + "Battle uses left": "Battle uses left", + "Daily uses left": "Daily uses left", + "Show Description": "Show Description", + "Show Macro": "Show Macro", + "Usage": "Usage", + "Type": "Type", + "Points": "Points", + "Icon Relationships": "Icon Relationships", + "Icon": "Icon", + "positive": "positive", + "conflicted": "conflicted", + "negative": "negative", + "Background": "Background", + "Backgrounds": "Backgrounds", + "Roll": "Roll", + "Attribute": "Attribute", + "Check": "Check", + "Description": "Description", + "Macro": "Macro", + "Magic Items": "Magic Items", + "Equipment": "Equipment", + "Coins": "Coins", + "Qty": "Qty", + "Incremental Advances": "Incremental Advances", + "4th / 7th / 10th Level": "4th / 7th / 10th Level
(+1 to 3 abilities)", + "abilities": "abilities", + "Extra Magic Item": "Extra Magic Item", + "Ability Score Bonus": "Ability Score Bonus", + "Skills": "Skills", + "Power/Spell": "Power/Spell", + "Feat": "Feat" +} + + diff --git a/13th_Age-neovatar/translations/hu.json b/13th_Age-neovatar/translations/hu.json new file mode 100644 index 0000000000..1bf16b91d5 --- /dev/null +++ b/13th_Age-neovatar/translations/hu.json @@ -0,0 +1,95 @@ +{ + "Name": "Name", + "Race": "Race", + "Class": "Class", + "Level": "Level", + "AbilityScores": "AbilityScores", + "STR": "STR", + "Strength": "Strength", + "CON": "CON", + "Constitution": "Constitution", + "DEX": "DEX", + "Dexterity": "Dexterity", + "INT": "INT", + "Intelligence": "Intelligence", + "WIS": "WIS", + "Wisdom": "Wisdom", + "CHA": "CHA", + "Charisma": "Charisma", + "Base": "Base", + "+Misc.": "+Misc.", + "+Item": "+Item", + "Mod": "Mod", + "Total": "Total", + "Basic Melee Attack": "Basic Melee Attack", + "Basic Ranged Attack": "Basic Ranged Attack", + "Defenses": "Defenses", + "Attack": "Attack", + "Damage": "Damage", + "Miss": "Miss", + "Ability": "Ability", + "Misc.": "Misc.", + "Weapon": "Weapon", + "Item": "Item", + "On Miss": "On Miss", + "AC": "AC", + "PD": "PD", + "MD": "MD", + "Basic melee": "Basic melee", + "Basic ranged": "Basic ranged", + "Situational Attack Modifier": "Situational Attack Modifier", + "Damage on hit": "Damage on hit", + "Damage on miss": "Damage on miss", + "Escalation die value": "Escalation die value", + "Attack result": "Attack result", + "Hit Points": "Hit Points", + "HP": "HP", + "Recoveries": "Recoveries", + "Recovery": "Recovery", + "Recovery Value": "Recovery Value", + "Current": "Current", + "Max.": "Max.", + "Rec. Die": "Rec. Die", + "Temp.": "Temp.", + "Initiative": "Initiative", + "One Unique Thing": "One Unique Thing", + "Describe your characters one unique thing ...": "Describe your characters one unique thing ...", + "Class Features": "Class Features", + "Talents": "Talents", + "Powers & Spells": "Powers & Spells", + "Feats": "Feats", + "At-Will": "At-Will", + "Battle uses left": "Battle uses left", + "Daily uses left": "Daily uses left", + "Show Description": "Show Description", + "Show Macro": "Show Macro", + "Usage": "Usage", + "Type": "Type", + "Points": "Points", + "Icon Relationships": "Icon Relationships", + "Icon": "Icon", + "positive": "positive", + "conflicted": "conflicted", + "negative": "negative", + "Background": "Background", + "Backgrounds": "Backgrounds", + "Roll": "Roll", + "Attribute": "Attribute", + "Check": "Check", + "Description": "Description", + "Macro": "Macro", + "Magic Items": "Magic Items", + "Equipment": "Equipment", + "Coins": "Coins", + "Qty": "Qty", + "Incremental Advances": "Incremental Advances", + "4th / 7th / 10th Level": "4th / 7th / 10th Level
(+1 to 3 abilities)", + "abilities": "abilities", + "Extra Magic Item": "Extra Magic Item", + "Ability Score Bonus": "Ability Score Bonus", + "Skills": "Skills", + "Power/Spell": "Power/Spell", + "Feat": "Feat" +} + + diff --git a/5eShaped/translations/ca.json b/5eShaped/translations/ca.json new file mode 100644 index 0000000000..eef086bffb --- /dev/null +++ b/5eShaped/translations/ca.json @@ -0,0 +1,1024 @@ +{ + "0": "0", + "10TH_LEVEL": "10th-level", + "10_DAYS": "10 days", + "10_MINUTES": "10 minutes", + "11TH_LEVEL": "11th-level", + "12TH_LEVEL": "12th-level", + "12_HOURS": "12 hours", + "13TH_LEVEL": "13th-level", + "14TH_LEVEL": "14th-level", + "15TH_LEVEL": "15th-level", + "16TH_LEVEL": "16th-level", + "17TH_LEVEL": "17th-level", + "18TH_LEVEL": "18th-level", + "19TH_LEVEL": "19th-level", + "1ST": "1st", + "1ST_LEVEL": "1st-level", + "1_ACTION": "1 action", + "1_BONUS_ACTION": "1 bonus action", + "1_HOUR": "1 hour", + "1_MINUTE": "1 minute", + "1_REACTION": "1 reaction", + "1_ROUND": "1 round", + "20TH_LEVEL": "20th-level", + "21ST_LEVEL": "21st-level", + "22ND_LEVEL": "22nd-level", + "23RD_LEVEL": "23rd-level", + "24TH_LEVEL": "24th-level", + "24_HOURS": "24 hours", + "25TH_LEVEL": "25th-level", + "26TH_LEVEL": "26th-level", + "27TH_LEVEL": "27th-level", + "28TH_LEVEL": "28th-level", + "29TH_LEVEL": "29th-level", + "2ND": "2nd", + "2ND_LEVEL": "2nd-level", + "30TH_LEVEL": "30th-level", + "30_DAYS": "30 days", + "3RD": "3rd", + "3RD_LEVEL": "3rd-level", + "4TH": "4th", + "4TH_LEVEL": "4th-level", + "5TH": "5th", + "5TH_LEVEL": "5th-level", + "6TH": "6th", + "6TH_LEVEL": "6th-level", + "7TH": "7th", + "7TH_LEVEL": "7th-level", + "7_DAYS": "7 days", + "8TH": "8th", + "8TH_LEVEL": "8th-level", + "8_HOURS": "8 hours", + "9TH": "9th", + "9TH_LEVEL": "9th-level", + "ABILITIES": "Abilities", + "ABILITY": "Ability", + "ABILITY_CHECK": "Ability check", + "ABILITY_CHECKS": "Ability checks", + "ABILITY_CHECKS_QUERY": "Ability checks query", + "ABILITY_CHECK_MODIFIER": "Ability check modifier", + "ABILITY_SCORE": "Ability score", + "ABILITY_SCORES": "Ability scores", + "ABJURATION": "Abjuration", + "AC": "AC", + "ACID": "acid", + "ACROBATICS": "Acrobatics", + "ACTION": "Action", + "ACTIONS": "Actions", + "AC_ARMORED": "Armored AC", + "AC_UNARMORED": "Unarmored AC", + "AC_UNARMORED_ABILITY": "Unarmored ability", + "ADD_COMMON_ITEMS": "Add common items", + "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS": "Add half proficiency to unproficient saving throws", + "ADVANTAGE": "Advantage", + "ADVANTAGE+": "Advantage+", + "ADVENTURING_GEAR": "Adventuring gear", + "AGE": "Age", + "ALIGNMENT": "Alignment", + "ALL": "All", + "AMMO": "Ammo", + "AMMO_AUTO_USE": "Automatically use ammo", + "AMMO_WEIGHT": "Ammo weight", + "AMPHIBIOUS": "Amphibious", + "AMULET": "Amulet", + "ANIMALHANDLING": "Animal Handling", + "API": "API", + "APPEARANCE": "Appearance", + "ARCANA": "Arcana", + "ARMOR": "Armor", + "ARMOR_CLASS": "Armor class", + "ARROWS": "Arrows", + "ARTIFICER": "Artificer (2017)", + "AS": "as", + "ATHLETICS": "Athletics", + "ATK": "Atk", + "ATTACHERS": "Attachers", + "ATTACK": "Attack", + "ATTACKS": "Attacks", + "ATTACK_MODIFIER": "Attack modifier", + "AT_WILL": "at will", + "AUTO": "Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "Automatically expend spell resources", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "Automatically roll damage for attacks", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS": "Automatically roll damage for saving throws", + "AUTOMATIC_HIGHER_LEVEL_QUERIES": "Automatic higher level queries", + "AUTO_REVERT_ADV": "Automatically revert (dis)advantage", + "AVERAGE_OF_ABILITIES": "Average of the highest 1 or 2 abilities", + "AVG": "avg", + "BACKGROUND": "Background", + "BACKSTORY": "Backstory", + "BARBARIAN": "Barbarian", + "BARD": "Bard", + "BASE_DC": "Base DC", + "BIG": "Big", + "BITE": "Bite", + "BLINDED": "Blinded", + "BLINDED_1": "A blinded creature can’t see and automatically fails any ability check that requires sight.", + "BLINDED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.", + "BLINDSIGHT": "Blindsight", + "BLIND_BEYOND": "blind beyond this radius", + "BLUDGEONING": "bludgeoning", + "BONDS": "Bonds", + "BONUS": "Bonus", + "BORDER": "Border", + "BONUSES": "Bonuses", + "BONUSES_AND_PENALTIES": "Bonuses & Penalties", + "BONUSES_AND_PENALTIES_TOOLTIP": "Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one", + "BRAWN": "Brawn", + "BREAK_TIES": "Break ties", + "BURROW": "Burrow", + "CANCEL": "Cancel", + "CANTRIP": "Cantrip", + "CANTRIPS": "Cantrips", + "CAN_HAVE": "Can have", + "CARRIED": "Carried", + "CARRYING_CAPACITY": "Carrying capacity", + "CARRYING_CAPACITY_1": "This is the weight that you can carry", + "CARRYING_PUSH_DRAG_LIFT": "Push, Drag, or Lift", + "CARRYING_PUSH_DRAG_LIFT_FEET": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.", + "CARRYING_PUSH_DRAG_LIFT_METERS": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 1.5 meters.", + "CASTERS_4TH": "4th level spellcasting", + "CASTERS_5TH": "5th level spellcasting", + "CASTERS_9TH": "9th level spellcasting", + "CASTING_TIME": "Casting Time", + "CHA": "Cha", + "CHALLENGE": "Challenge", + "CHARACTER": "Character", + "CHARACTER_NAME": "Character name", + "CHARACTER_NAME_ON_ROLL_TEMPLATES": "Character Name on all roll templates", + "CHARISMA": "Charisma", + "CHARISMA_SAVING_THROW": "Charisma saving throw", + "CHARMED": "Charmed", + "CHARMED_1": "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.", + "CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.", + "CHECK": "Check", + "CHECK_MODIFIER": "Check modifier", + "CHOOSE_WHEN_ROLLING": "Choose when rolling", + "CLASS": "Class", + "CLASS_AND_LEVEL": "Class & Level", + "CLASS_AND_LEVEL_PLACEHOLDER": "Turn on edit mode by clicking the pencil", + "CLASS_FEATURES": "Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Extra Attack (Barbarian)", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "Your speed increases by 10 feet while you aren’t wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE": "Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT": "Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT": "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.", + "CLASS_FEATURE_BARD_COUNTERCHARM": "Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE": "Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES": "Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST": "Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION": "Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION": "Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID": "Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS": "Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC": "Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE": "Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Extra Attack (Fighter)", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE": "Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND": "Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL": "Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT": "Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY": "Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION": "Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EXTRA_ATTACK": "Extra Attack (Monk)", + "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI": "Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT": "Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS": "Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:\n•You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "You can spend 1 ki point to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF": "Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL": "Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND": "Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT": "You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE": "Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY": "Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT": "You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE": "Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT": "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT": "Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT": "Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE": "Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT": "Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY": "Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH": "Cleansing Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE": "Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT": "When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_EXTRA_ATTACK": "Extra Attack (Paladin)", + "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE": "Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE": "Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT": "You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS": "Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT": "Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY": "Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT": "Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT": "Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH": "Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_EXTRA_ATTACK": "Extra Attack (Ranger)", + "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY": "Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES": "Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER": "Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT": "You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT": "You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE": "Land’s Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT": "Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER": "Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT": "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS": "Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT": "You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", + "CLASS_FEATURE_RANGER_VANISH": "Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE": "Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION": "Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE": "Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION": "Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE": "Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK": "Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT": "You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT": "Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT": "During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE": "Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT": "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING": "Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT": "Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", + "CLASS_FEATURE_SORCERER_METAMAGIC": "Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL": "Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT": "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL": "Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT": "when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL": "Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT": "When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL": "Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT": "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL": "Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT": "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL": "Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT": "When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL": "Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT": "When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT": "You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL": "Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT": "When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION": "Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT": "You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS": "Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT": "You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS": "Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER": "Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT": "You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM": "Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT": "Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON": "Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT": "Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY": "Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS": "Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT": "You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY": "Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT": "You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "CLASS_LEVELS": "Class levels", + "CLERIC": "Cleric", + "CLIMB": "Climb", + "CLOSE": "Close", + "COINS": "Coins", + "COLD": "cold", + "COLOR": "Color", + "COMPONENTS": "Components", + "COMPONENTS_M": "M", + "COMPONENTS_S": "S", + "COMPONENTS_S_M": "S, M", + "COMPONENTS_V": "V", + "COMPONENTS_V_M": "V, M", + "COMPONENTS_V_S": "V, S", + "COMPONENTS_V_S_M": "V, S, M", + "CON": "Con", + "CONC": "Conc", + "CONCENTRATION": "Concentration", + "CONCENTRATION_UP_TO_10_MINUTES": "Concentration, up to 10 minutes", + "CONCENTRATION_UP_TO_12_HOURS": "Concentration, up to 12 hours", + "CONCENTRATION_UP_TO_1_HOUR": "Concentration, up to 1 hour", + "CONCENTRATION_UP_TO_1_MINUTE": "Concentration, up to 1 minute", + "CONCENTRATION_UP_TO_1_ROUND": "Concentration, up to 1 round", + "CONCENTRATION_UP_TO_24_HOURS": "Concentration, up to 24 hours", + "CONCENTRATION_UP_TO_2_HOURS": "Concentration, up to 2 hours", + "CONCENTRATION_UP_TO_6_ROUNDS": "Concentration, up to 6 rounds", + "CONCENTRATION_UP_TO_8_HOURS": "Concentration, up to 8 hours", + "CONDENSE": "Condense", + "CONDITIONS": "Conditions", + "CONDITION_IMMUNITIES": "Condition Immunities", + "CONJURATION": "Conjuration", + "CONSTITUTION": "Constitution", + "CONSTITUTION_SAVING_THROW": "Constitution saving throw", + "CONTENT": "Content", + "CONTRACT": "Contract", + "COPPER": "Copper", + "CORE": "Core", + "COST": "Cost", + "COSTS_2_ACTIONS": "Costs 2 Actions", + "COSTS_3_ACTIONS": "Costs 3 Actions", + "CP": "CP", + "CREATE_CLASS_FEATURES": "Create class features", + "CRIT": "Crit", + "CRITICAL_DAMAGE": "Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED": "Critical damage is maximized", + "CRIT_ATTACHER_TOOLTIP": "Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", + "CRIT_RANGE": "Crit range", + "CURRENCY": "Currency", + "CURRENT": "Current", + "CUSTOM": "Custom", + "CUSTOM_CLASSES": "Custom classes", + "CUSTOM_CLASS_NAME": "Custom class name", + "DAMAGE": "Damage", + "DAMAGE_IMMUNITIES": "Damage Immunities", + "DAMAGE_MODIFIER": "Damage modifier", + "DAMAGE_RESISTANCES": "Damage Resistances", + "DAMAGE_VULNERABILITIES": "Damage Vulnerabilities", + "DARKVISION": "Darkvision", + "DC": "DC", + "DEAFENED": "Deafened", + "DEAFENED_1": "A deafened creature can’t hear and automatically fails any ability check that requires hearing.", + "DEATH": "Death", + "DEATH_SAVES": "Death saves", + "DEATH_SAVING_THROW": "Death saving throw", + "DEATH_SAVING_THROWS": "Death saving throws", + "DEATH_SAVING_THROW_CHANCES": "Death saving throw chances", + "DECEPTION": "Deception", + "DEX": "Dex", + "DEXTERITY": "Dexterity", + "DEXTERITY_SAVING_THROW": "Dexterity saving throw", + "DEX_MAX_X": "Dex (max X)", + "DICE": "Dice", + "DICE_MODIFIERS": "Dice modifiers", + "DICE_SYSTEM": "Dice system", + "DIE": "Die", + "DISADVANTAGE": "Disadvantage", + "DISADVANTAGE-": "Disadvantage-", + "DISPLAY": "Display", + "DISPLAY_AUDITORY": "Auditory", + "DISPLAY_AUDITORY_MATERIAL": "Auditory, Material", + "DISPLAY_AUDITORY_MENTAL": "Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY": "Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL": "Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY": "Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL": "Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL": "Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL": "Auditory, Visual, Material", + "DISPLAY_MATERIAL": "Material", + "DISPLAY_MENTAL": "Mental", + "DISPLAY_MENTAL_MATERIAL": "Mental, Material", + "DISPLAY_MENTAL_OLFACTORY": "Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL": "Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL": "Mental, Visual", + "DISPLAY_OLFACTORY": "Olfactory", + "DISPLAY_OLFACTORY_MATERIAL": "Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL": "Olfactory, Visual", + "DISPLAY_TEXT": "Display text", + "DISPLAY_VISUAL": "Visual", + "DISPLAY_VISUAL_MATERIAL": "Visual, Material", + "DISTANCE": "Distance", + "DIVINATION": "Divination", + "DMG": "Dmg", + "DOCUMENTATION": "Documentation", + "DONT": "Don’t", + "DRAGON": "Dragon", + "DROP": "Drop", + "DRUID": "Druid", + "DURATION": "Duration", + "EFFECT": "Effect", + "ELECTRUM": "Electrum", + "EMOTE": "Emote", + "ENCHANTMENT": "Enchantment", + "ENCUMBERED": "Encumbered", + "ENCUMBERED_FEET": "Speed reduced by 10 feet", + "ENCUMBERED_HEAVILY": "Heavily Encumbered", + "ENCUMBERED_HEAVILY_2": "You have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.", + "ENCUMBERED_HEAVILY_FEET": "Speed reduced by 20 feet", + "ENCUMBERED_HEAVILY_METERS": "Speed reduced by 6 meters", + "ENCUMBERED_METERS": "Speed reduced by 3 meters", + "ENCUMBRANCE_MULTIPLIER": "Encumbrance multiplier", + "ENGINEERING": "Engineering", + "EP": "EP", + "EQUIPMENT": "Equipment", + "EVERY": "every", + "EVOCATION": "Evocation", + "EXHAUSTION": "Exhaustion", + "EXHAUSTION_LEVEL": "Exhaustion level", + "EXHAUSTION_LEVEL_1": "Disadvantage on ability checks", + "EXHAUSTION_LEVEL_2": "Speed halved", + "EXHAUSTION_LEVEL_3": "Disadvantage on attack rolls and saving throws", + "EXHAUSTION_LEVEL_4": "Hit point maximum halved", + "EXHAUSTION_LEVEL_5": "Speed reduced to 0", + "EXHAUSTION_LEVEL_6": "Death", + "EXPAND": "Expand", + "EXPERIENCE_POINTS": "Experience points", + "EXPERTISE": "Expertise", + "EXPERTISE_AS_ADVANTAGE": "Expertise as Advantage when importing", + "EXPLODE": "explode", + "EXTRAS": "Extras", + "EXTRA_ON_A_CRIT": "extra on a crit", + "EYES": "Eyes", + "FAILURES": "Failures", + "FEATS": "Feats", + "FEATURES": "Features", + "FEATURES_AND_TRAITS": "Features & Traits", + "FEET": "Feet", + "FEET_ABBREVIATION": "ft.", + "FIELD": "Field", + "FIGHTER": "Fighter", + "FILTERS": "Filters", + "FIN": "Fin", + "FINESSE": "Finesse", + "FIRE": "fire", + "FLAT_HEAL": "Flat heal", + "FLAWS": "Flaws", + "FLY": "Fly", + "FORCE": "force", + "FORT": "Fort", + "FORTITUDE": "Fortitude", + "FORTITUDE_SAVING_THROW": "Fortitude saving throw", + "FREEFORM": "Freeform", + "FREETEXT": "Freetext", + "FRIGHTENED": "Frightened", + "FRIGHTENED_1": "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.", + "FRIGHTENED_2": "The creature can’t willingly move closer to the source of its fear.", + "GARGANTUAN": "Gargantuan", + "GENDER": "Gender", + "GENERATE": "Generate", + "GENERATE_SKILLS": "Generate skills", + "GM": "GM", + "GOLD": "Gold", + "GP": "GP", + "GRAPPLED": "Grappled", + "GRAPPLED_1": "A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.", + "GRAPPLED_2": "The condition ends if the grappler is incapacitated (see the condition).", + "GRAPPLED_3": "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.", + "HAIR": "Hair", + "HALF": "Half", + "HALFLING_LUCK": "Halfling Luck", + "HALF_DAMAGE": "half damage", + "HALF_ORC_SAVAGE_ATTACKS": "Half-Orc savage attacks", + "HALF_PROFICIENCY": "half proficiency", + "HEAL": "Heal", + "HEAL_FOR": "Heal for", + "HEAVY_ARMOR": "Heavy Armor", + "HEIGHT": "Height", + "HIDE": "Hide", + "HIDE_INFO": "Hide info", + "HIDE_INFO_ABILITY_CHECKS": "Hide ability checks", + "HIDE_INFO_ATTACK": "Hide attack", + "HIDE_INFO_CONTENT": "Hide content", + "HIDE_INFO_COST": "Hide cost", + "HIDE_INFO_DAMAGE": "Hide damage", + "HIDE_INFO_EFFECT": "Hide effect", + "HIDE_INFO_FREETEXT": "Hide freetext", + "HIDE_INFO_NOTE": "Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_RECHARGE": "Hide recharge", + "HIDE_INFO_SAVING_THROWS": "Hide saving throws", + "HIDE_INFO_SAVING_THROW_DC": "Hide saving throw DC", + "HIDE_INFO_SAVING_THROW_FAILURE": "Hide saving throw failure", + "HIDE_INFO_SAVING_THROW_SUCCESS": "Hide saving throw success", + "HIDE_INFO_TARGET_AC": "Hide target AC", + "HIGHER_LEVEL": "Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT": "Higher level flat amount", + "HISTORY": "History", + "HIT": "Hit", + "HIT_DICE": "Hit dice", + "HIT_DICE_RECOVERED": "Hit dice recovered", + "HIT_DICE_RECOVERED_ON_A_LONG_REST": "Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST": "Hit dice recovered on a short rest", + "HIT_POINTS": "Hit points", + "HIT_POINTS_RECOVERED_ON_A_LONG_REST": "Hit points recovered on a long rest", + "HIT_POINTS_ROLLED": "Hit points rolled", + "HIT_POINTS_TEMP": "Temp HP", + "HIT_POINTS_TEMPORARY": "Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY": "Hit point maximum reduced by", + "HON": "Hon", + "HONOR": "Honor", + "HONOR_SAVING_THROW": "Honor saving throw", + "HOUSERULES": "Houserules", + "HOVER": "Hover", + "HP": "HP", + "HUGE": "Huge", + "IDEALS": "Ideals", + "IF_THE_TARGET_IS": "If the target is", + "ILLUSION": "Illusion", + "IMPORT": "Import", + "INCAPACITATED": "Incapacitated", + "INCAPACITATED_1": "An incapacitated creature can’t take actions or reactions.", + "INFLUENCE": "Influence", + "INITIATIVE": "Initiative", + "INNATE_SPELLCASTING": "Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL": "requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL": "requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1": "The", + "INNATE_SPELLCASTING_TEXT_2": "’s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3": "can innately cast the following spells,", + "INSIGHT": "Insight", + "INSPIRATION": "Inspiration", + "INSPIRATION_MULTIPLE": "Multiple inspiration", + "INSTANTANEOUS": "Instantaneous", + "INSTANTANEOUS_OR_1_HOUR": "Instantaneous or 1 hour", + "INT": "Int", + "INTELLIGENCE": "Intelligence", + "INTELLIGENCE_SAVING_THROW": "Intelligence saving throw", + "INTIMIDATION": "Intimidation", + "INVESTIGATION": "Investigation", + "INVISIBLE": "Invisible", + "INVISIBLE_1": "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.", + "INVISIBLE_2": "Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.", + "JACK_OF_ALL_TRADES": "Jack of all trades", + "KI": "Ki", + "KILOGRAMS": "Kilograms", + "KILOGRAMS_SHORT": "kg", + "KNOWN": "Known", + "LAIR_ACTIONS": "Lair Actions", + "LANGUAGES": "Languages", + "LARGE": "Large", + "LAWFUL_EVIL": "lawful evil", + "LEATHER": "Leather", + "LEGACY": "Legacy", + "LEGACY_TOOLTIP": "This cannot be used with all sheet features", + "LEGENDARY_ACTIONS": "Legendary Actions", + "LEGENDARY_ACTIONS_TEXT_1": "The", + "LEGENDARY_ACTIONS_TEXT_2": "can take", + "LEGENDARY_ACTIONS_TEXT_3": "legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", + "LEGENDARY_ACTIONS_TEXT_4": "regains spent legendary actions at the start of its turn.", + "LEVEL": "Level", + "LEVELS": "levels", + "LIGHTNING": "lightning", + "LIGHT_ARMOR": "Light Armor", + "LIMIT": "Limit", + "LONGER": "Longer", + "LONGSWORD": "Longsword", + "LONG_REST": "Long rest", + "LUC": "Luc", + "LUCK": "Luck", + "LUCK_SAVING_THROW": "Luck saving throw", + "MACROS": "Macros", + "MANA": "Mana", + "MANIPULATION": "Manipulation", + "MANUAL": "Manual", + "MAX": "Max", + "MEASUREMENT_SYSTEMS": "Measurement systems", + "MEDICINE": "Medicine", + "MEDIUM": "Medium", + "MEDIUM_ARMOR": "Medium Armor", + "MEDIUM_ARMOR_MAX_DEX": "Medium armor max dex", + "MELEE": "Melee", + "MELEE_OR_RANGED_WEAPON_ATTACK": "Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK": "Melee Spell Attack", + "MELEE_WEAPON": "Melee weapon", + "MELEE_WEAPON_ATTACK": "Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER": "Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER": "Melee weapon damage modifier", + "METERS": "Meters", + "METERS_ABBREVIATION": "m.", + "MISC": "Misc", + "MISCELLANEOUS": "Miscellaneous", + "MISCELLANEOUS_NOTES": "Miscellaneous notes", + "MOD": "mod", + "MODIFIER": "Modifier", + "MODIFIERS": "Modifiers", + "MONK": "Monk", + "MOVEMENT": "Movement", + "MULTIPLIER": "Multiplier", + "NAME": "Name", + "NATURE": "Nature", + "NECROMANCY": "Necromancy", + "NECROTIC": "necrotic", + "NO": "No", + "NORMAL": "Normal", + "NOTHING_RECHARGED": "Nothing recharged", + "NO_CONCENTRATION": "No concentration", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "No extra damage on a critical hit from the default damage", + "NPC": "NPC", + "OFFENSE": "Offense", + "ONE_CREATURE": "one creature", + "ONE_TARGET": "one target", + "OR": "or", + "OTHER": "Other", + "OTHER_ARMOR": "Other Armor", + "OTHER_DAMAGE": "Other damage", + "OTHER_PROFICIENCIES_AND_LANGUAGES": "Other Proficiencies & Languages", + "OTHER_TYPE": "Other (AoE, Cone, Line)", + "OUTPUT": "Output", + "PALADIN": "Paladin", + "PARALYZED": "Paralyzed", + "PARALYZED_1": "A paralyzed creature is incapacitated (see the condition) and can’t move or speak.", + "PARALYZED_2": "The creature automatically fails Strength and Dexterity saving throws.", + "PARALYZED_3": "Attack rolls against the creature have advantage.", + "PARALYZED_4": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.", + "PASSIVE": "Passive", + "PASSIVE_ABILITY_CHECK": "Passive ability check", + "PASSIVE_SKILLS": "Passive skills", + "PC": "PC", + "PERCEPTION": "Perception", + "PERFORMANCE": "Performance", + "PERSONALITY_TRAITS": "Personality traits", + "PERSUASION": "Persuasion", + "PER_LEVEL": "per level", + "PER_USE": "per use", + "PETRIFIED": "Petrified", + "PETRIFIED_1": "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.", + "PETRIFIED_2": "The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.", + "PETRIFIED_3": "Attack rolls against the creature have advantage.", + "PETRIFIED_4": "The creature automatically fails Strength and Dexterity saving throws.", + "PETRIFIED_5": "The creature has resistance to all damage.", + "PETRIFIED_6": "The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.", + "PIERCING": "piercing", + "PLATINUM": "Platinum", + "PLUS": "plus", + "POINTS": "Points", + "POINTS_OF_ORIGIN": "Points of origin", + "POISON": "poison", + "POISONED": "Poisoned", + "POISONED_1": "A poisoned creature has disadvantage on attack rolls and ability checks.", + "POTION": "Potion", + "POTION_OF_HEALING": "Potion of Healing", + "POUNDS": "Pounds", + "POUNDS_SHORT": "lb", + "PP": "PP", + "PREPARED": "Prepared", + "PREPARED_MATTERS": "Prepared matters", + "PROCESSING_CLOSE_MESSAGE": "If this does not close after a few seconds (max 15 seconds for complex cases) then an error has occurred. In that case please open an issue on the issue tracker detailing the steps to reproduce (ideally showing the error in the browser's console).", + "PROCESSING_MESSAGE": "While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE": "Processing", + "PROF": "Prof", + "PROFICIENCIES": "Proficiencies", + "PROFICIENCY_BONUS": "Proficiency Bonus", + "PROFICIENCY_DICE": "Proficiency dice", + "PROFICIENT": "Proficient", + "PROFICIENT_ARMOR_WEIGHS": "Armor that you are proficient in weighs", + "PRONE": "Prone", + "PRONE_1": "A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.", + "PRONE_2": "The creature has disadvantage on attack rolls.", + "PRONE_3": "An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.", + "PSI": "Psi", + "PSION": "Psion", + "PSIONICS": "Psionics", + "PSIONICS_4TH": "4th level psionics", + "PSIONICS_5TH": "5th level psionics", + "PSIONICS_9TH": "9th level psionics", + "PSI_LIMIT": "Psi Limit", + "PSI_POINTS": "Psi Points", + "PSYCHIC": "psychic", + "PUBLIC_FOR_ALL": "Public for all to see", + "QUERY": "Query", + "QUERY_ADVANTAGE_DEFAULT": "Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT": "Query (Disadvantage default)", + "QUICK": "Quick", + "RACE": "Race", + "RACIAL_FEATURE_POWERFUL_BUILD": "Powerful build", + "RACIAL_TRAITS": "Racial traits", + "RADIANT": "radiant", + "RANGE": "Range", + "RANGED": "Ranged", + "RANGED_SPELL_ATTACK": "Ranged Spell Attack", + "RANGED_WEAPON": "Ranged weapon", + "RANGED_WEAPON_ATTACK": "Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER": "Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER": "Ranged weapon damage modifier", + "RANGER": "Ranger", + "RANGERUA": "Ranger UA (2016)", + "REACH": "Reach", + "REACTION": "Reaction", + "REACTIONS": "Reactions", + "RECHARGE": "Recharge", + "RECHARGED": "recharged", + "RECHARGE_2_6": "Recharge 2-6", + "RECHARGE_3_6": "Recharge 3-6", + "RECHARGE_4_6": "Recharge 4-6", + "RECHARGE_5_6": "Recharge 5-6", + "RECHARGE_6": "Recharge 6", + "RECHARGE_AFTER_LONG_REST": "Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST": "Recharges after a Short or Long Rest", + "RECOVERED": "recovered", + "REDUCED_TO": "reduced to", + "REF": "Ref", + "REFLEX": "Reflex", + "REFLEX_SAVING_THROW": "Reflex saving throw", + "REGAIN": "Regain", + "REGIONAL_EFFECTS": "Regional Effects", + "RELIGION": "Religion", + "REMARKABLE_ATHLETE": "Remarkable Athlete", + "REPEAT": "Repeat", + "REPORT_AN_ISSUE": "Report an issue", + "REQUIRES_API": "This feature requires the API", + "RESET": "reset", + "RESISTANCES_AND_IMMUNITIES": "Resistances & Immunities", + "RESOURCES": "Resources", + "REST": "Rest", + "RESTRAINED": "Restrained", + "RESTRAINED_1": "A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.", + "RESTRAINED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.", + "RESTRAINED_3": "The creature has disadvantage on Dexterity saving throws.", + "RING": "Ring", + "RITUAL": "Ritual", + "ROGUE": "Rogue", + "ROLL": "Roll", + "ROLL_2": "Roll 2", + "ROLL_OPTIONS": "Roll options", + "ROLL_TEMPLATE": "Roll template", + "SAN": "San", + "SANITY": "Sanity", + "SANITY_SAVING_THROW": "Sanity saving throw", + "SAVE": "Save", + "SAVE_DC": "Save DC", + "SAVING_DC": "Saving DC", + "SAVING_THROW": "Saving throw", + "SAVING_THROWS": "Saving throws", + "SAVING_THROWS_BONUS": "Saving throws bonus", + "SAVING_THROWS_QUERY": "Saving throws query", + "SAVING_THROW_BONUS": "saving throw bonus", + "SAVING_THROW_DC": "Saving throw DC", + "SAVING_THROW_FAILURE": "Saving throw failure", + "SAVING_THROW_MODIFIER": "Saving throw modifier", + "SAVING_THROW_SUCCESS": "Saving throw success", + "SCORE": "Score", + "SECOND_DAMAGE": "Second damage", + "SELF": "Self", + "SENSES": "Senses", + "SHEET": "Sheet", + "SHEET_OUTPUT": "Sheet output", + "SHEET_SETTING": "Sheet setting", + "SHIELD": "Shield", + "SHORT_OR_LONG_REST": "Short or Long rest", + "SHORT_REST": "Short rest", + "SHOW_ALL": "Show all", + "SHOW_RESTS": "Show Rests", + "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED": "Show levels if all slots are used", + "SHOW_TARGET_AC_ON_ATTACKS": "Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS": "Target’s name on Attacks and Saves", + "SHOW_TOTALS": "Show totals", + "SHOW_UNPREPARED_SPELLS": "Show unprepared spells", + "SILVER": "Silver", + "SIZE": "Size", + "SKILL": "Skill", + "SKILLS": "Skills", + "SKILL_$0": "skill_$0", + "SKILL_$1": "skill_$1", + "SKILL_$10": "skill_$10", + "SKILL_$11": "skill_$11", + "SKILL_$12": "skill_$12", + "SKILL_$13": "skill_$13", + "SKILL_$14": "skill_$14", + "SKILL_$15": "skill_$15", + "SKILL_$16": "skill_$16", + "SKILL_$17": "skill_$17", + "SKILL_$18": "skill_$18", + "SKILL_$19": "skill_$19", + "SKILL_$2": "skill_$2", + "SKILL_$20": "skill_$20", + "SKILL_$21": "skill_$21", + "SKILL_$22": "skill_$22", + "SKILL_$23": "skill_$23", + "SKILL_$3": "skill_$3", + "SKILL_$4": "skill_$4", + "SKILL_$5": "skill_$5", + "SKILL_$6": "skill_$6", + "SKILL_$7": "skill_$7", + "SKILL_$8": "skill_$8", + "SKILL_$9": "skill_$9", + "SKILL_SHEET_SETTING": "–   Sheet setting", + "SKIN": "Skin", + "SLASHING": "slashing", + "SLEIGHTOFHAND": "Sleight of Hand", + "SLOT": "Slot", + "SLOTS": "Slots", + "SMALL": "Small", + "SOCIETY": "Society", + "SORCERER": "Sorcerer", + "SORCERY": "Sorcery", + "SORCERY_POINTS": "Sorcery Points", + "SOULKNIFE": "Soulknife", + "SOURCE": "Source", + "SOURCE_TO_TARGET": "Source → Target", + "SP": "SP", + "SPECIAL": "Special", + "SPECIAL_EFFECTS": "Special effects", + "SPEED": "Speed", + "SPELL": "Spell", + "SPELLCASTING": "Spellcasting", + "SPELLCASTING_LEVEL": "Spellcasting level", + "SPELLCASTING_TEXT_1": "The", + "SPELLCASTING_TEXT_2": "is a", + "SPELLCASTING_TEXT_3": "spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4": "has the following", + "SPELLCASTING_TEXT_5": "spells prepared", + "SPELLS": "Spells", + "SPELLS_ON_CORE": "Spells on the core page", + "SPELLS_TAB": "Spells tab", + "SPELL_ATTACK": "Spell attack", + "SPELL_ATTACK_MODIFIER": "Spell attack modifier", + "SPELL_DAMAGE_MODIFIER": "Spell damage modifier", + "SPELL_DC": "Spell DC", + "SPELL_DC_MODIFIER": "Spell DC modifier", + "SPELL_HEAL_MODIFIER": "Spell heal modifier", + "SPELL_LEVEL": "Spell level", + "SPELL_MUST_HAVE": "Spells must have", + "SPELL_POINTS": "Spell points", + "SPELL_POINTS_NAME": "Spell points name", + "SPELL_SAVE_DC": "spell save DC", + "SPELL_SAVING_THROW": "Spell saving throw", + "SPELL_SLOTS": "Spell slots", + "SPELL_SLOTS_TITLE": "Spell slots", + "SPELL_TO_HIT": "to hit with spell attacks", + "STATBLOCK": "Statblock", + "STEALTH": "Stealth", + "STR": "Str", + "STRENGTH": "Strength", + "STRENGTH_SAVING_THROW": "Strength saving throw", + "STR_13": "Str 13", + "STR_15": "Str 15", + "STUNNED": "Stunned", + "STUNNED_1": "A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.", + "STUNNED_2": "The creature automatically fails Strength and Dexterity saving throws.", + "STUNNED_3": "Attack rolls against the creature have advantage.", + "SUCCESSES": "Successes", + "SUMMONER": "Summoner", + "SURVIVAL": "Survival", + "SWIM": "Swim", + "TARGET": "Target", + "TARGET_TO_SOURCE": "Target → Source", + "TEMP": "Temp", + "TEXT_SIZE": "Text size", + "THROWN": "Thrown", + "THUNDER": "thunder", + "TINY": "Tiny", + "TOTAL": "Total", + "TO_HIT": "to hit", + "TO_TRACKER": "Send to Tracker", + "TRACKER": "Tracker", + "TRAITS": "Traits", + "TRANSMUTATION": "Transmutation", + "TREMORSENSE": "Tremorsense", + "TRUESIGHT": "Truesight", + "TURN": "Turn", + "TURN_OFF_FILTERING": "If you are unable to see spells turn off filters or change the level filter to show all levels.", + "TURN_RECHARGE": "Turn recharge", + "TYPE": "Type", + "UNARMORED": "Unarmored", + "UNCONSCIOUS": "Unconscious", + "UNCONSCIOUS_1": "An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.", + "UNCONSCIOUS_2": "The creature drops whatever it’s holding and falls prone.", + "UNCONSCIOUS_3": "The creature automatically fails Strength and Dexterity saving throws.", + "UNCONSCIOUS_4": "Attack rolls against the creature have advantage.", + "UNCONSCIOUS_5": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.", + "UNITS": "Units", + "UNPROFICIENT": "Unproficient", + "UNTIL_DISPELLED": "Until dispelled", + "UNTIL_DISPELLED_OR_TRIGGERED": "Until dispelled or triggered", + "USES": "Uses", + "USE_CUSTOM_SAVING_THROWS": "Use custom saving throws", + "UTILITY": "Utility", + "VALUE": "Value", + "VERSATILE": "Versatile", + "VS": "vs", + "VS_FIEND_OR_UNDEAD": "vs undead or fiend", + "WARLOCK": "Warlock", + "WARLOCK_SLOTS": "Warlock slots", + "WARLOCK_SPELL_SLOTS": "Warlock spell slots", + "WEAPON": "Weapon", + "WEAPON_ATTACK_MODIFIER": "Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER": "Weapon damage modifier", + "WEIGHT": "Weight", + "WEIGHT_PER_COIN": "Weight per coin", + "WHISPERED_TO_GM": "Whispered to the GM", + "WHISPERED_TO_SELF": "Whispered to self", + "WILL": "Will", + "WILL_SAVING_THROW": "Will saving throw", + "WIS": "Wis", + "WISDOM": "Wisdom", + "WISDOM_SAVING_THROW": "Wisdom saving throw", + "WIZARD": "Wizard", + "WONDROUS": "Wondrous", + "YES": "Yes", + "—": "—" +} \ No newline at end of file diff --git a/5eShaped/translations/hu.json b/5eShaped/translations/hu.json new file mode 100644 index 0000000000..eef086bffb --- /dev/null +++ b/5eShaped/translations/hu.json @@ -0,0 +1,1024 @@ +{ + "0": "0", + "10TH_LEVEL": "10th-level", + "10_DAYS": "10 days", + "10_MINUTES": "10 minutes", + "11TH_LEVEL": "11th-level", + "12TH_LEVEL": "12th-level", + "12_HOURS": "12 hours", + "13TH_LEVEL": "13th-level", + "14TH_LEVEL": "14th-level", + "15TH_LEVEL": "15th-level", + "16TH_LEVEL": "16th-level", + "17TH_LEVEL": "17th-level", + "18TH_LEVEL": "18th-level", + "19TH_LEVEL": "19th-level", + "1ST": "1st", + "1ST_LEVEL": "1st-level", + "1_ACTION": "1 action", + "1_BONUS_ACTION": "1 bonus action", + "1_HOUR": "1 hour", + "1_MINUTE": "1 minute", + "1_REACTION": "1 reaction", + "1_ROUND": "1 round", + "20TH_LEVEL": "20th-level", + "21ST_LEVEL": "21st-level", + "22ND_LEVEL": "22nd-level", + "23RD_LEVEL": "23rd-level", + "24TH_LEVEL": "24th-level", + "24_HOURS": "24 hours", + "25TH_LEVEL": "25th-level", + "26TH_LEVEL": "26th-level", + "27TH_LEVEL": "27th-level", + "28TH_LEVEL": "28th-level", + "29TH_LEVEL": "29th-level", + "2ND": "2nd", + "2ND_LEVEL": "2nd-level", + "30TH_LEVEL": "30th-level", + "30_DAYS": "30 days", + "3RD": "3rd", + "3RD_LEVEL": "3rd-level", + "4TH": "4th", + "4TH_LEVEL": "4th-level", + "5TH": "5th", + "5TH_LEVEL": "5th-level", + "6TH": "6th", + "6TH_LEVEL": "6th-level", + "7TH": "7th", + "7TH_LEVEL": "7th-level", + "7_DAYS": "7 days", + "8TH": "8th", + "8TH_LEVEL": "8th-level", + "8_HOURS": "8 hours", + "9TH": "9th", + "9TH_LEVEL": "9th-level", + "ABILITIES": "Abilities", + "ABILITY": "Ability", + "ABILITY_CHECK": "Ability check", + "ABILITY_CHECKS": "Ability checks", + "ABILITY_CHECKS_QUERY": "Ability checks query", + "ABILITY_CHECK_MODIFIER": "Ability check modifier", + "ABILITY_SCORE": "Ability score", + "ABILITY_SCORES": "Ability scores", + "ABJURATION": "Abjuration", + "AC": "AC", + "ACID": "acid", + "ACROBATICS": "Acrobatics", + "ACTION": "Action", + "ACTIONS": "Actions", + "AC_ARMORED": "Armored AC", + "AC_UNARMORED": "Unarmored AC", + "AC_UNARMORED_ABILITY": "Unarmored ability", + "ADD_COMMON_ITEMS": "Add common items", + "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS": "Add half proficiency to unproficient saving throws", + "ADVANTAGE": "Advantage", + "ADVANTAGE+": "Advantage+", + "ADVENTURING_GEAR": "Adventuring gear", + "AGE": "Age", + "ALIGNMENT": "Alignment", + "ALL": "All", + "AMMO": "Ammo", + "AMMO_AUTO_USE": "Automatically use ammo", + "AMMO_WEIGHT": "Ammo weight", + "AMPHIBIOUS": "Amphibious", + "AMULET": "Amulet", + "ANIMALHANDLING": "Animal Handling", + "API": "API", + "APPEARANCE": "Appearance", + "ARCANA": "Arcana", + "ARMOR": "Armor", + "ARMOR_CLASS": "Armor class", + "ARROWS": "Arrows", + "ARTIFICER": "Artificer (2017)", + "AS": "as", + "ATHLETICS": "Athletics", + "ATK": "Atk", + "ATTACHERS": "Attachers", + "ATTACK": "Attack", + "ATTACKS": "Attacks", + "ATTACK_MODIFIER": "Attack modifier", + "AT_WILL": "at will", + "AUTO": "Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "Automatically expend spell resources", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "Automatically roll damage for attacks", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS": "Automatically roll damage for saving throws", + "AUTOMATIC_HIGHER_LEVEL_QUERIES": "Automatic higher level queries", + "AUTO_REVERT_ADV": "Automatically revert (dis)advantage", + "AVERAGE_OF_ABILITIES": "Average of the highest 1 or 2 abilities", + "AVG": "avg", + "BACKGROUND": "Background", + "BACKSTORY": "Backstory", + "BARBARIAN": "Barbarian", + "BARD": "Bard", + "BASE_DC": "Base DC", + "BIG": "Big", + "BITE": "Bite", + "BLINDED": "Blinded", + "BLINDED_1": "A blinded creature can’t see and automatically fails any ability check that requires sight.", + "BLINDED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.", + "BLINDSIGHT": "Blindsight", + "BLIND_BEYOND": "blind beyond this radius", + "BLUDGEONING": "bludgeoning", + "BONDS": "Bonds", + "BONUS": "Bonus", + "BORDER": "Border", + "BONUSES": "Bonuses", + "BONUSES_AND_PENALTIES": "Bonuses & Penalties", + "BONUSES_AND_PENALTIES_TOOLTIP": "Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one", + "BRAWN": "Brawn", + "BREAK_TIES": "Break ties", + "BURROW": "Burrow", + "CANCEL": "Cancel", + "CANTRIP": "Cantrip", + "CANTRIPS": "Cantrips", + "CAN_HAVE": "Can have", + "CARRIED": "Carried", + "CARRYING_CAPACITY": "Carrying capacity", + "CARRYING_CAPACITY_1": "This is the weight that you can carry", + "CARRYING_PUSH_DRAG_LIFT": "Push, Drag, or Lift", + "CARRYING_PUSH_DRAG_LIFT_FEET": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.", + "CARRYING_PUSH_DRAG_LIFT_METERS": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 1.5 meters.", + "CASTERS_4TH": "4th level spellcasting", + "CASTERS_5TH": "5th level spellcasting", + "CASTERS_9TH": "9th level spellcasting", + "CASTING_TIME": "Casting Time", + "CHA": "Cha", + "CHALLENGE": "Challenge", + "CHARACTER": "Character", + "CHARACTER_NAME": "Character name", + "CHARACTER_NAME_ON_ROLL_TEMPLATES": "Character Name on all roll templates", + "CHARISMA": "Charisma", + "CHARISMA_SAVING_THROW": "Charisma saving throw", + "CHARMED": "Charmed", + "CHARMED_1": "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.", + "CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.", + "CHECK": "Check", + "CHECK_MODIFIER": "Check modifier", + "CHOOSE_WHEN_ROLLING": "Choose when rolling", + "CLASS": "Class", + "CLASS_AND_LEVEL": "Class & Level", + "CLASS_AND_LEVEL_PLACEHOLDER": "Turn on edit mode by clicking the pencil", + "CLASS_FEATURES": "Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Extra Attack (Barbarian)", + "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "Your speed increases by 10 feet while you aren’t wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE": "Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT": "Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT": "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.", + "CLASS_FEATURE_BARD_COUNTERCHARM": "Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE": "Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES": "Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST": "Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION": "Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION": "Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID": "Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS": "Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC": "Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE": "Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Extra Attack (Fighter)", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE": "Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND": "Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL": "Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT": "Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY": "Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION": "Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_EXTRA_ATTACK": "Extra Attack (Monk)", + "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI": "Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT": "Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS": "Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:\n•You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "You can spend 1 ki point to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF": "Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL": "Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND": "Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT": "You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE": "Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY": "Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT": "You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE": "Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT": "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT": "Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT": "Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE": "Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT": "Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY": "Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH": "Cleansing Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE": "Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT": "When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_EXTRA_ATTACK": "Extra Attack (Paladin)", + "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE": "Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE": "Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT": "You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS": "Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT": "Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY": "Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT": "Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT": "Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH": "Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_EXTRA_ATTACK": "Extra Attack (Ranger)", + "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY": "Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES": "Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER": "Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT": "You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT": "You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE": "Land’s Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT": "Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER": "Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT": "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS": "Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT": "You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.", + "CLASS_FEATURE_RANGER_VANISH": "Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE": "Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION": "Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE": "Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION": "Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE": "Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK": "Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT": "You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT": "Thieves’ Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT": "During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE": "Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT": "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING": "Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT": "Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", + "CLASS_FEATURE_SORCERER_METAMAGIC": "Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL": "Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT": "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL": "Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT": "when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL": "Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT": "When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL": "Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT": "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL": "Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT": "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL": "Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT": "When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL": "Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT": "When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT": "You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL": "Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT": "When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION": "Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT": "You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS": "Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT": "You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS": "Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER": "Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT": "You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM": "Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT": "Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON": "Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT": "Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY": "Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS": "Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT": "You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY": "Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT": "You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "CLASS_LEVELS": "Class levels", + "CLERIC": "Cleric", + "CLIMB": "Climb", + "CLOSE": "Close", + "COINS": "Coins", + "COLD": "cold", + "COLOR": "Color", + "COMPONENTS": "Components", + "COMPONENTS_M": "M", + "COMPONENTS_S": "S", + "COMPONENTS_S_M": "S, M", + "COMPONENTS_V": "V", + "COMPONENTS_V_M": "V, M", + "COMPONENTS_V_S": "V, S", + "COMPONENTS_V_S_M": "V, S, M", + "CON": "Con", + "CONC": "Conc", + "CONCENTRATION": "Concentration", + "CONCENTRATION_UP_TO_10_MINUTES": "Concentration, up to 10 minutes", + "CONCENTRATION_UP_TO_12_HOURS": "Concentration, up to 12 hours", + "CONCENTRATION_UP_TO_1_HOUR": "Concentration, up to 1 hour", + "CONCENTRATION_UP_TO_1_MINUTE": "Concentration, up to 1 minute", + "CONCENTRATION_UP_TO_1_ROUND": "Concentration, up to 1 round", + "CONCENTRATION_UP_TO_24_HOURS": "Concentration, up to 24 hours", + "CONCENTRATION_UP_TO_2_HOURS": "Concentration, up to 2 hours", + "CONCENTRATION_UP_TO_6_ROUNDS": "Concentration, up to 6 rounds", + "CONCENTRATION_UP_TO_8_HOURS": "Concentration, up to 8 hours", + "CONDENSE": "Condense", + "CONDITIONS": "Conditions", + "CONDITION_IMMUNITIES": "Condition Immunities", + "CONJURATION": "Conjuration", + "CONSTITUTION": "Constitution", + "CONSTITUTION_SAVING_THROW": "Constitution saving throw", + "CONTENT": "Content", + "CONTRACT": "Contract", + "COPPER": "Copper", + "CORE": "Core", + "COST": "Cost", + "COSTS_2_ACTIONS": "Costs 2 Actions", + "COSTS_3_ACTIONS": "Costs 3 Actions", + "CP": "CP", + "CREATE_CLASS_FEATURES": "Create class features", + "CRIT": "Crit", + "CRITICAL_DAMAGE": "Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED": "Critical damage is maximized", + "CRIT_ATTACHER_TOOLTIP": "Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", + "CRIT_RANGE": "Crit range", + "CURRENCY": "Currency", + "CURRENT": "Current", + "CUSTOM": "Custom", + "CUSTOM_CLASSES": "Custom classes", + "CUSTOM_CLASS_NAME": "Custom class name", + "DAMAGE": "Damage", + "DAMAGE_IMMUNITIES": "Damage Immunities", + "DAMAGE_MODIFIER": "Damage modifier", + "DAMAGE_RESISTANCES": "Damage Resistances", + "DAMAGE_VULNERABILITIES": "Damage Vulnerabilities", + "DARKVISION": "Darkvision", + "DC": "DC", + "DEAFENED": "Deafened", + "DEAFENED_1": "A deafened creature can’t hear and automatically fails any ability check that requires hearing.", + "DEATH": "Death", + "DEATH_SAVES": "Death saves", + "DEATH_SAVING_THROW": "Death saving throw", + "DEATH_SAVING_THROWS": "Death saving throws", + "DEATH_SAVING_THROW_CHANCES": "Death saving throw chances", + "DECEPTION": "Deception", + "DEX": "Dex", + "DEXTERITY": "Dexterity", + "DEXTERITY_SAVING_THROW": "Dexterity saving throw", + "DEX_MAX_X": "Dex (max X)", + "DICE": "Dice", + "DICE_MODIFIERS": "Dice modifiers", + "DICE_SYSTEM": "Dice system", + "DIE": "Die", + "DISADVANTAGE": "Disadvantage", + "DISADVANTAGE-": "Disadvantage-", + "DISPLAY": "Display", + "DISPLAY_AUDITORY": "Auditory", + "DISPLAY_AUDITORY_MATERIAL": "Auditory, Material", + "DISPLAY_AUDITORY_MENTAL": "Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY": "Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL": "Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY": "Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL": "Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL": "Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL": "Auditory, Visual, Material", + "DISPLAY_MATERIAL": "Material", + "DISPLAY_MENTAL": "Mental", + "DISPLAY_MENTAL_MATERIAL": "Mental, Material", + "DISPLAY_MENTAL_OLFACTORY": "Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL": "Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL": "Mental, Visual", + "DISPLAY_OLFACTORY": "Olfactory", + "DISPLAY_OLFACTORY_MATERIAL": "Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL": "Olfactory, Visual", + "DISPLAY_TEXT": "Display text", + "DISPLAY_VISUAL": "Visual", + "DISPLAY_VISUAL_MATERIAL": "Visual, Material", + "DISTANCE": "Distance", + "DIVINATION": "Divination", + "DMG": "Dmg", + "DOCUMENTATION": "Documentation", + "DONT": "Don’t", + "DRAGON": "Dragon", + "DROP": "Drop", + "DRUID": "Druid", + "DURATION": "Duration", + "EFFECT": "Effect", + "ELECTRUM": "Electrum", + "EMOTE": "Emote", + "ENCHANTMENT": "Enchantment", + "ENCUMBERED": "Encumbered", + "ENCUMBERED_FEET": "Speed reduced by 10 feet", + "ENCUMBERED_HEAVILY": "Heavily Encumbered", + "ENCUMBERED_HEAVILY_2": "You have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.", + "ENCUMBERED_HEAVILY_FEET": "Speed reduced by 20 feet", + "ENCUMBERED_HEAVILY_METERS": "Speed reduced by 6 meters", + "ENCUMBERED_METERS": "Speed reduced by 3 meters", + "ENCUMBRANCE_MULTIPLIER": "Encumbrance multiplier", + "ENGINEERING": "Engineering", + "EP": "EP", + "EQUIPMENT": "Equipment", + "EVERY": "every", + "EVOCATION": "Evocation", + "EXHAUSTION": "Exhaustion", + "EXHAUSTION_LEVEL": "Exhaustion level", + "EXHAUSTION_LEVEL_1": "Disadvantage on ability checks", + "EXHAUSTION_LEVEL_2": "Speed halved", + "EXHAUSTION_LEVEL_3": "Disadvantage on attack rolls and saving throws", + "EXHAUSTION_LEVEL_4": "Hit point maximum halved", + "EXHAUSTION_LEVEL_5": "Speed reduced to 0", + "EXHAUSTION_LEVEL_6": "Death", + "EXPAND": "Expand", + "EXPERIENCE_POINTS": "Experience points", + "EXPERTISE": "Expertise", + "EXPERTISE_AS_ADVANTAGE": "Expertise as Advantage when importing", + "EXPLODE": "explode", + "EXTRAS": "Extras", + "EXTRA_ON_A_CRIT": "extra on a crit", + "EYES": "Eyes", + "FAILURES": "Failures", + "FEATS": "Feats", + "FEATURES": "Features", + "FEATURES_AND_TRAITS": "Features & Traits", + "FEET": "Feet", + "FEET_ABBREVIATION": "ft.", + "FIELD": "Field", + "FIGHTER": "Fighter", + "FILTERS": "Filters", + "FIN": "Fin", + "FINESSE": "Finesse", + "FIRE": "fire", + "FLAT_HEAL": "Flat heal", + "FLAWS": "Flaws", + "FLY": "Fly", + "FORCE": "force", + "FORT": "Fort", + "FORTITUDE": "Fortitude", + "FORTITUDE_SAVING_THROW": "Fortitude saving throw", + "FREEFORM": "Freeform", + "FREETEXT": "Freetext", + "FRIGHTENED": "Frightened", + "FRIGHTENED_1": "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.", + "FRIGHTENED_2": "The creature can’t willingly move closer to the source of its fear.", + "GARGANTUAN": "Gargantuan", + "GENDER": "Gender", + "GENERATE": "Generate", + "GENERATE_SKILLS": "Generate skills", + "GM": "GM", + "GOLD": "Gold", + "GP": "GP", + "GRAPPLED": "Grappled", + "GRAPPLED_1": "A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.", + "GRAPPLED_2": "The condition ends if the grappler is incapacitated (see the condition).", + "GRAPPLED_3": "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.", + "HAIR": "Hair", + "HALF": "Half", + "HALFLING_LUCK": "Halfling Luck", + "HALF_DAMAGE": "half damage", + "HALF_ORC_SAVAGE_ATTACKS": "Half-Orc savage attacks", + "HALF_PROFICIENCY": "half proficiency", + "HEAL": "Heal", + "HEAL_FOR": "Heal for", + "HEAVY_ARMOR": "Heavy Armor", + "HEIGHT": "Height", + "HIDE": "Hide", + "HIDE_INFO": "Hide info", + "HIDE_INFO_ABILITY_CHECKS": "Hide ability checks", + "HIDE_INFO_ATTACK": "Hide attack", + "HIDE_INFO_CONTENT": "Hide content", + "HIDE_INFO_COST": "Hide cost", + "HIDE_INFO_DAMAGE": "Hide damage", + "HIDE_INFO_EFFECT": "Hide effect", + "HIDE_INFO_FREETEXT": "Hide freetext", + "HIDE_INFO_NOTE": "Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_RECHARGE": "Hide recharge", + "HIDE_INFO_SAVING_THROWS": "Hide saving throws", + "HIDE_INFO_SAVING_THROW_DC": "Hide saving throw DC", + "HIDE_INFO_SAVING_THROW_FAILURE": "Hide saving throw failure", + "HIDE_INFO_SAVING_THROW_SUCCESS": "Hide saving throw success", + "HIDE_INFO_TARGET_AC": "Hide target AC", + "HIGHER_LEVEL": "Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT": "Higher level flat amount", + "HISTORY": "History", + "HIT": "Hit", + "HIT_DICE": "Hit dice", + "HIT_DICE_RECOVERED": "Hit dice recovered", + "HIT_DICE_RECOVERED_ON_A_LONG_REST": "Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST": "Hit dice recovered on a short rest", + "HIT_POINTS": "Hit points", + "HIT_POINTS_RECOVERED_ON_A_LONG_REST": "Hit points recovered on a long rest", + "HIT_POINTS_ROLLED": "Hit points rolled", + "HIT_POINTS_TEMP": "Temp HP", + "HIT_POINTS_TEMPORARY": "Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY": "Hit point maximum reduced by", + "HON": "Hon", + "HONOR": "Honor", + "HONOR_SAVING_THROW": "Honor saving throw", + "HOUSERULES": "Houserules", + "HOVER": "Hover", + "HP": "HP", + "HUGE": "Huge", + "IDEALS": "Ideals", + "IF_THE_TARGET_IS": "If the target is", + "ILLUSION": "Illusion", + "IMPORT": "Import", + "INCAPACITATED": "Incapacitated", + "INCAPACITATED_1": "An incapacitated creature can’t take actions or reactions.", + "INFLUENCE": "Influence", + "INITIATIVE": "Initiative", + "INNATE_SPELLCASTING": "Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL": "requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL": "requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1": "The", + "INNATE_SPELLCASTING_TEXT_2": "’s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3": "can innately cast the following spells,", + "INSIGHT": "Insight", + "INSPIRATION": "Inspiration", + "INSPIRATION_MULTIPLE": "Multiple inspiration", + "INSTANTANEOUS": "Instantaneous", + "INSTANTANEOUS_OR_1_HOUR": "Instantaneous or 1 hour", + "INT": "Int", + "INTELLIGENCE": "Intelligence", + "INTELLIGENCE_SAVING_THROW": "Intelligence saving throw", + "INTIMIDATION": "Intimidation", + "INVESTIGATION": "Investigation", + "INVISIBLE": "Invisible", + "INVISIBLE_1": "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.", + "INVISIBLE_2": "Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.", + "JACK_OF_ALL_TRADES": "Jack of all trades", + "KI": "Ki", + "KILOGRAMS": "Kilograms", + "KILOGRAMS_SHORT": "kg", + "KNOWN": "Known", + "LAIR_ACTIONS": "Lair Actions", + "LANGUAGES": "Languages", + "LARGE": "Large", + "LAWFUL_EVIL": "lawful evil", + "LEATHER": "Leather", + "LEGACY": "Legacy", + "LEGACY_TOOLTIP": "This cannot be used with all sheet features", + "LEGENDARY_ACTIONS": "Legendary Actions", + "LEGENDARY_ACTIONS_TEXT_1": "The", + "LEGENDARY_ACTIONS_TEXT_2": "can take", + "LEGENDARY_ACTIONS_TEXT_3": "legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The", + "LEGENDARY_ACTIONS_TEXT_4": "regains spent legendary actions at the start of its turn.", + "LEVEL": "Level", + "LEVELS": "levels", + "LIGHTNING": "lightning", + "LIGHT_ARMOR": "Light Armor", + "LIMIT": "Limit", + "LONGER": "Longer", + "LONGSWORD": "Longsword", + "LONG_REST": "Long rest", + "LUC": "Luc", + "LUCK": "Luck", + "LUCK_SAVING_THROW": "Luck saving throw", + "MACROS": "Macros", + "MANA": "Mana", + "MANIPULATION": "Manipulation", + "MANUAL": "Manual", + "MAX": "Max", + "MEASUREMENT_SYSTEMS": "Measurement systems", + "MEDICINE": "Medicine", + "MEDIUM": "Medium", + "MEDIUM_ARMOR": "Medium Armor", + "MEDIUM_ARMOR_MAX_DEX": "Medium armor max dex", + "MELEE": "Melee", + "MELEE_OR_RANGED_WEAPON_ATTACK": "Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK": "Melee Spell Attack", + "MELEE_WEAPON": "Melee weapon", + "MELEE_WEAPON_ATTACK": "Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER": "Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER": "Melee weapon damage modifier", + "METERS": "Meters", + "METERS_ABBREVIATION": "m.", + "MISC": "Misc", + "MISCELLANEOUS": "Miscellaneous", + "MISCELLANEOUS_NOTES": "Miscellaneous notes", + "MOD": "mod", + "MODIFIER": "Modifier", + "MODIFIERS": "Modifiers", + "MONK": "Monk", + "MOVEMENT": "Movement", + "MULTIPLIER": "Multiplier", + "NAME": "Name", + "NATURE": "Nature", + "NECROMANCY": "Necromancy", + "NECROTIC": "necrotic", + "NO": "No", + "NORMAL": "Normal", + "NOTHING_RECHARGED": "Nothing recharged", + "NO_CONCENTRATION": "No concentration", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "No extra damage on a critical hit from the default damage", + "NPC": "NPC", + "OFFENSE": "Offense", + "ONE_CREATURE": "one creature", + "ONE_TARGET": "one target", + "OR": "or", + "OTHER": "Other", + "OTHER_ARMOR": "Other Armor", + "OTHER_DAMAGE": "Other damage", + "OTHER_PROFICIENCIES_AND_LANGUAGES": "Other Proficiencies & Languages", + "OTHER_TYPE": "Other (AoE, Cone, Line)", + "OUTPUT": "Output", + "PALADIN": "Paladin", + "PARALYZED": "Paralyzed", + "PARALYZED_1": "A paralyzed creature is incapacitated (see the condition) and can’t move or speak.", + "PARALYZED_2": "The creature automatically fails Strength and Dexterity saving throws.", + "PARALYZED_3": "Attack rolls against the creature have advantage.", + "PARALYZED_4": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.", + "PASSIVE": "Passive", + "PASSIVE_ABILITY_CHECK": "Passive ability check", + "PASSIVE_SKILLS": "Passive skills", + "PC": "PC", + "PERCEPTION": "Perception", + "PERFORMANCE": "Performance", + "PERSONALITY_TRAITS": "Personality traits", + "PERSUASION": "Persuasion", + "PER_LEVEL": "per level", + "PER_USE": "per use", + "PETRIFIED": "Petrified", + "PETRIFIED_1": "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.", + "PETRIFIED_2": "The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.", + "PETRIFIED_3": "Attack rolls against the creature have advantage.", + "PETRIFIED_4": "The creature automatically fails Strength and Dexterity saving throws.", + "PETRIFIED_5": "The creature has resistance to all damage.", + "PETRIFIED_6": "The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.", + "PIERCING": "piercing", + "PLATINUM": "Platinum", + "PLUS": "plus", + "POINTS": "Points", + "POINTS_OF_ORIGIN": "Points of origin", + "POISON": "poison", + "POISONED": "Poisoned", + "POISONED_1": "A poisoned creature has disadvantage on attack rolls and ability checks.", + "POTION": "Potion", + "POTION_OF_HEALING": "Potion of Healing", + "POUNDS": "Pounds", + "POUNDS_SHORT": "lb", + "PP": "PP", + "PREPARED": "Prepared", + "PREPARED_MATTERS": "Prepared matters", + "PROCESSING_CLOSE_MESSAGE": "If this does not close after a few seconds (max 15 seconds for complex cases) then an error has occurred. In that case please open an issue on the issue tracker detailing the steps to reproduce (ideally showing the error in the browser's console).", + "PROCESSING_MESSAGE": "While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE": "Processing", + "PROF": "Prof", + "PROFICIENCIES": "Proficiencies", + "PROFICIENCY_BONUS": "Proficiency Bonus", + "PROFICIENCY_DICE": "Proficiency dice", + "PROFICIENT": "Proficient", + "PROFICIENT_ARMOR_WEIGHS": "Armor that you are proficient in weighs", + "PRONE": "Prone", + "PRONE_1": "A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.", + "PRONE_2": "The creature has disadvantage on attack rolls.", + "PRONE_3": "An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.", + "PSI": "Psi", + "PSION": "Psion", + "PSIONICS": "Psionics", + "PSIONICS_4TH": "4th level psionics", + "PSIONICS_5TH": "5th level psionics", + "PSIONICS_9TH": "9th level psionics", + "PSI_LIMIT": "Psi Limit", + "PSI_POINTS": "Psi Points", + "PSYCHIC": "psychic", + "PUBLIC_FOR_ALL": "Public for all to see", + "QUERY": "Query", + "QUERY_ADVANTAGE_DEFAULT": "Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT": "Query (Disadvantage default)", + "QUICK": "Quick", + "RACE": "Race", + "RACIAL_FEATURE_POWERFUL_BUILD": "Powerful build", + "RACIAL_TRAITS": "Racial traits", + "RADIANT": "radiant", + "RANGE": "Range", + "RANGED": "Ranged", + "RANGED_SPELL_ATTACK": "Ranged Spell Attack", + "RANGED_WEAPON": "Ranged weapon", + "RANGED_WEAPON_ATTACK": "Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER": "Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER": "Ranged weapon damage modifier", + "RANGER": "Ranger", + "RANGERUA": "Ranger UA (2016)", + "REACH": "Reach", + "REACTION": "Reaction", + "REACTIONS": "Reactions", + "RECHARGE": "Recharge", + "RECHARGED": "recharged", + "RECHARGE_2_6": "Recharge 2-6", + "RECHARGE_3_6": "Recharge 3-6", + "RECHARGE_4_6": "Recharge 4-6", + "RECHARGE_5_6": "Recharge 5-6", + "RECHARGE_6": "Recharge 6", + "RECHARGE_AFTER_LONG_REST": "Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST": "Recharges after a Short or Long Rest", + "RECOVERED": "recovered", + "REDUCED_TO": "reduced to", + "REF": "Ref", + "REFLEX": "Reflex", + "REFLEX_SAVING_THROW": "Reflex saving throw", + "REGAIN": "Regain", + "REGIONAL_EFFECTS": "Regional Effects", + "RELIGION": "Religion", + "REMARKABLE_ATHLETE": "Remarkable Athlete", + "REPEAT": "Repeat", + "REPORT_AN_ISSUE": "Report an issue", + "REQUIRES_API": "This feature requires the API", + "RESET": "reset", + "RESISTANCES_AND_IMMUNITIES": "Resistances & Immunities", + "RESOURCES": "Resources", + "REST": "Rest", + "RESTRAINED": "Restrained", + "RESTRAINED_1": "A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.", + "RESTRAINED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.", + "RESTRAINED_3": "The creature has disadvantage on Dexterity saving throws.", + "RING": "Ring", + "RITUAL": "Ritual", + "ROGUE": "Rogue", + "ROLL": "Roll", + "ROLL_2": "Roll 2", + "ROLL_OPTIONS": "Roll options", + "ROLL_TEMPLATE": "Roll template", + "SAN": "San", + "SANITY": "Sanity", + "SANITY_SAVING_THROW": "Sanity saving throw", + "SAVE": "Save", + "SAVE_DC": "Save DC", + "SAVING_DC": "Saving DC", + "SAVING_THROW": "Saving throw", + "SAVING_THROWS": "Saving throws", + "SAVING_THROWS_BONUS": "Saving throws bonus", + "SAVING_THROWS_QUERY": "Saving throws query", + "SAVING_THROW_BONUS": "saving throw bonus", + "SAVING_THROW_DC": "Saving throw DC", + "SAVING_THROW_FAILURE": "Saving throw failure", + "SAVING_THROW_MODIFIER": "Saving throw modifier", + "SAVING_THROW_SUCCESS": "Saving throw success", + "SCORE": "Score", + "SECOND_DAMAGE": "Second damage", + "SELF": "Self", + "SENSES": "Senses", + "SHEET": "Sheet", + "SHEET_OUTPUT": "Sheet output", + "SHEET_SETTING": "Sheet setting", + "SHIELD": "Shield", + "SHORT_OR_LONG_REST": "Short or Long rest", + "SHORT_REST": "Short rest", + "SHOW_ALL": "Show all", + "SHOW_RESTS": "Show Rests", + "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED": "Show levels if all slots are used", + "SHOW_TARGET_AC_ON_ATTACKS": "Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS": "Target’s name on Attacks and Saves", + "SHOW_TOTALS": "Show totals", + "SHOW_UNPREPARED_SPELLS": "Show unprepared spells", + "SILVER": "Silver", + "SIZE": "Size", + "SKILL": "Skill", + "SKILLS": "Skills", + "SKILL_$0": "skill_$0", + "SKILL_$1": "skill_$1", + "SKILL_$10": "skill_$10", + "SKILL_$11": "skill_$11", + "SKILL_$12": "skill_$12", + "SKILL_$13": "skill_$13", + "SKILL_$14": "skill_$14", + "SKILL_$15": "skill_$15", + "SKILL_$16": "skill_$16", + "SKILL_$17": "skill_$17", + "SKILL_$18": "skill_$18", + "SKILL_$19": "skill_$19", + "SKILL_$2": "skill_$2", + "SKILL_$20": "skill_$20", + "SKILL_$21": "skill_$21", + "SKILL_$22": "skill_$22", + "SKILL_$23": "skill_$23", + "SKILL_$3": "skill_$3", + "SKILL_$4": "skill_$4", + "SKILL_$5": "skill_$5", + "SKILL_$6": "skill_$6", + "SKILL_$7": "skill_$7", + "SKILL_$8": "skill_$8", + "SKILL_$9": "skill_$9", + "SKILL_SHEET_SETTING": "–   Sheet setting", + "SKIN": "Skin", + "SLASHING": "slashing", + "SLEIGHTOFHAND": "Sleight of Hand", + "SLOT": "Slot", + "SLOTS": "Slots", + "SMALL": "Small", + "SOCIETY": "Society", + "SORCERER": "Sorcerer", + "SORCERY": "Sorcery", + "SORCERY_POINTS": "Sorcery Points", + "SOULKNIFE": "Soulknife", + "SOURCE": "Source", + "SOURCE_TO_TARGET": "Source → Target", + "SP": "SP", + "SPECIAL": "Special", + "SPECIAL_EFFECTS": "Special effects", + "SPEED": "Speed", + "SPELL": "Spell", + "SPELLCASTING": "Spellcasting", + "SPELLCASTING_LEVEL": "Spellcasting level", + "SPELLCASTING_TEXT_1": "The", + "SPELLCASTING_TEXT_2": "is a", + "SPELLCASTING_TEXT_3": "spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4": "has the following", + "SPELLCASTING_TEXT_5": "spells prepared", + "SPELLS": "Spells", + "SPELLS_ON_CORE": "Spells on the core page", + "SPELLS_TAB": "Spells tab", + "SPELL_ATTACK": "Spell attack", + "SPELL_ATTACK_MODIFIER": "Spell attack modifier", + "SPELL_DAMAGE_MODIFIER": "Spell damage modifier", + "SPELL_DC": "Spell DC", + "SPELL_DC_MODIFIER": "Spell DC modifier", + "SPELL_HEAL_MODIFIER": "Spell heal modifier", + "SPELL_LEVEL": "Spell level", + "SPELL_MUST_HAVE": "Spells must have", + "SPELL_POINTS": "Spell points", + "SPELL_POINTS_NAME": "Spell points name", + "SPELL_SAVE_DC": "spell save DC", + "SPELL_SAVING_THROW": "Spell saving throw", + "SPELL_SLOTS": "Spell slots", + "SPELL_SLOTS_TITLE": "Spell slots", + "SPELL_TO_HIT": "to hit with spell attacks", + "STATBLOCK": "Statblock", + "STEALTH": "Stealth", + "STR": "Str", + "STRENGTH": "Strength", + "STRENGTH_SAVING_THROW": "Strength saving throw", + "STR_13": "Str 13", + "STR_15": "Str 15", + "STUNNED": "Stunned", + "STUNNED_1": "A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.", + "STUNNED_2": "The creature automatically fails Strength and Dexterity saving throws.", + "STUNNED_3": "Attack rolls against the creature have advantage.", + "SUCCESSES": "Successes", + "SUMMONER": "Summoner", + "SURVIVAL": "Survival", + "SWIM": "Swim", + "TARGET": "Target", + "TARGET_TO_SOURCE": "Target → Source", + "TEMP": "Temp", + "TEXT_SIZE": "Text size", + "THROWN": "Thrown", + "THUNDER": "thunder", + "TINY": "Tiny", + "TOTAL": "Total", + "TO_HIT": "to hit", + "TO_TRACKER": "Send to Tracker", + "TRACKER": "Tracker", + "TRAITS": "Traits", + "TRANSMUTATION": "Transmutation", + "TREMORSENSE": "Tremorsense", + "TRUESIGHT": "Truesight", + "TURN": "Turn", + "TURN_OFF_FILTERING": "If you are unable to see spells turn off filters or change the level filter to show all levels.", + "TURN_RECHARGE": "Turn recharge", + "TYPE": "Type", + "UNARMORED": "Unarmored", + "UNCONSCIOUS": "Unconscious", + "UNCONSCIOUS_1": "An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.", + "UNCONSCIOUS_2": "The creature drops whatever it’s holding and falls prone.", + "UNCONSCIOUS_3": "The creature automatically fails Strength and Dexterity saving throws.", + "UNCONSCIOUS_4": "Attack rolls against the creature have advantage.", + "UNCONSCIOUS_5": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.", + "UNITS": "Units", + "UNPROFICIENT": "Unproficient", + "UNTIL_DISPELLED": "Until dispelled", + "UNTIL_DISPELLED_OR_TRIGGERED": "Until dispelled or triggered", + "USES": "Uses", + "USE_CUSTOM_SAVING_THROWS": "Use custom saving throws", + "UTILITY": "Utility", + "VALUE": "Value", + "VERSATILE": "Versatile", + "VS": "vs", + "VS_FIEND_OR_UNDEAD": "vs undead or fiend", + "WARLOCK": "Warlock", + "WARLOCK_SLOTS": "Warlock slots", + "WARLOCK_SPELL_SLOTS": "Warlock spell slots", + "WEAPON": "Weapon", + "WEAPON_ATTACK_MODIFIER": "Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER": "Weapon damage modifier", + "WEIGHT": "Weight", + "WEIGHT_PER_COIN": "Weight per coin", + "WHISPERED_TO_GM": "Whispered to the GM", + "WHISPERED_TO_SELF": "Whispered to self", + "WILL": "Will", + "WILL_SAVING_THROW": "Will saving throw", + "WIS": "Wis", + "WISDOM": "Wisdom", + "WISDOM_SAVING_THROW": "Wisdom saving throw", + "WIZARD": "Wizard", + "WONDROUS": "Wondrous", + "YES": "Yes", + "—": "—" +} \ No newline at end of file diff --git a/7th Sea 2e/translations/ca.json b/7th Sea 2e/translations/ca.json new file mode 100644 index 0000000000..3ea39a7002 --- /dev/null +++ b/7th Sea 2e/translations/ca.json @@ -0,0 +1,100 @@ +{ + "name-u": "NAME", + "nation-u": "NATION", + "player-u": "PLAYER", + "religion-u": "RELIGION", + "wounds": "Wounds", + "dramatic-wounds": "Dramatic Wounds", + "traits-skills": "Traits and Skills", + "prime": "Prime", + "details": "Details", + "story": "Story", + "ship": "Ship", + "all": "All", + "traits": "Traits", + "brawn": "Brawn", + "finesse": "Finesse", + "resolve": "Resolve", + "wits": "Wits", + "panache": "Panache", + "advantages": "Advantages", + "show": "Show", + "dice": "Dice", + "normal": " Normal    ", + "exploding": " Exploding   ", + "reroll": "Reroll", + "plus-2-dice": "Plus 2 Dice", + "plus-3-dice": "Plus 3 Dice", + "plus-4-dice": "Plus 4 Dice", + "skills": "Skills", + "trait-u": "TRAIT", + "rank-u": "RANK", + "aim": "Aim", + "none": "None", + "athletics": "Athletics", + "brawl": "Brawl", + "convince": "Convince", + "empathy": "Empathy", + "hide": "Hide", + "intimidate": "Intimidate", + "notice": "Notice", + "perform": "Perform", + "ride": "Ride", + "sailing": "Sailing", + "scholarship": "Scholarship", + "tempt": "Tempt", + "theft": "Theft", + "warfare": "Warfare", + "weaponry": "Weaponry", + "backgrounds": "Backgrounds", + "background": "Background", + "arcana": "Arcana", + "virtue": "Virtue", + "hubris": "Hubris", + "reputation": "Reputation", + "reputation-rating": "Reputation Rating", + "cost": "Cost", + "wealth": "Wealth", + "profession": "Profession", + "sorcery": "Sorcery", + "rank": "Rank", + "dueling-style-bonus": "Dueling Style Bonus", + "dueling": "Dueling", + "secret-society": "Secret Society", + "society": "Society", + "favor": "Favor", + "languages": "Languages", + "corruption": "Corruption", + "connections": "Connections", + "contact-name": "Contact Name", + "relation": "Relation", + "country-city": "Country, City", + "stories": "Stories", + "steps": "Steps", + "reward": "Reward", + "ship-name-u": "SHIP'S NAME", + "class-u": "CLASS", + "captain-u": "CAPTAIN", + "origin-u": "ORIGIN", + "hits-u": "HITS", + "critical-hits-u": "CRITICAL HITS", + "ship-details": "  Expanded Ship Details", + "class": "Class", + "crew": "Crew", + "cargo": "Cargo", + "guns": "Guns", + "treasury": "Treasury", + "special-features": "Special Features", + "feature": "Feature", + "adventures": "Adventures", + "adventure": "Adventure", + "position": "Position", + "name": "Name", + "lieutenant-first-mate": "Lieutenant/First Mate", + "master-of-sail": "Master of Sail", + "sail": "Sail", + "boatswan": "Boatswan", + "master-gunner": "Master Gunner", + "surgeon-doctor": "Surgeon/Doctor", + "out-of": "out of" +} diff --git a/7th Sea 2e/translations/hu.json b/7th Sea 2e/translations/hu.json new file mode 100644 index 0000000000..3ea39a7002 --- /dev/null +++ b/7th Sea 2e/translations/hu.json @@ -0,0 +1,100 @@ +{ + "name-u": "NAME", + "nation-u": "NATION", + "player-u": "PLAYER", + "religion-u": "RELIGION", + "wounds": "Wounds", + "dramatic-wounds": "Dramatic Wounds", + "traits-skills": "Traits and Skills", + "prime": "Prime", + "details": "Details", + "story": "Story", + "ship": "Ship", + "all": "All", + "traits": "Traits", + "brawn": "Brawn", + "finesse": "Finesse", + "resolve": "Resolve", + "wits": "Wits", + "panache": "Panache", + "advantages": "Advantages", + "show": "Show", + "dice": "Dice", + "normal": " Normal    ", + "exploding": " Exploding   ", + "reroll": "Reroll", + "plus-2-dice": "Plus 2 Dice", + "plus-3-dice": "Plus 3 Dice", + "plus-4-dice": "Plus 4 Dice", + "skills": "Skills", + "trait-u": "TRAIT", + "rank-u": "RANK", + "aim": "Aim", + "none": "None", + "athletics": "Athletics", + "brawl": "Brawl", + "convince": "Convince", + "empathy": "Empathy", + "hide": "Hide", + "intimidate": "Intimidate", + "notice": "Notice", + "perform": "Perform", + "ride": "Ride", + "sailing": "Sailing", + "scholarship": "Scholarship", + "tempt": "Tempt", + "theft": "Theft", + "warfare": "Warfare", + "weaponry": "Weaponry", + "backgrounds": "Backgrounds", + "background": "Background", + "arcana": "Arcana", + "virtue": "Virtue", + "hubris": "Hubris", + "reputation": "Reputation", + "reputation-rating": "Reputation Rating", + "cost": "Cost", + "wealth": "Wealth", + "profession": "Profession", + "sorcery": "Sorcery", + "rank": "Rank", + "dueling-style-bonus": "Dueling Style Bonus", + "dueling": "Dueling", + "secret-society": "Secret Society", + "society": "Society", + "favor": "Favor", + "languages": "Languages", + "corruption": "Corruption", + "connections": "Connections", + "contact-name": "Contact Name", + "relation": "Relation", + "country-city": "Country, City", + "stories": "Stories", + "steps": "Steps", + "reward": "Reward", + "ship-name-u": "SHIP'S NAME", + "class-u": "CLASS", + "captain-u": "CAPTAIN", + "origin-u": "ORIGIN", + "hits-u": "HITS", + "critical-hits-u": "CRITICAL HITS", + "ship-details": "  Expanded Ship Details", + "class": "Class", + "crew": "Crew", + "cargo": "Cargo", + "guns": "Guns", + "treasury": "Treasury", + "special-features": "Special Features", + "feature": "Feature", + "adventures": "Adventures", + "adventure": "Adventure", + "position": "Position", + "name": "Name", + "lieutenant-first-mate": "Lieutenant/First Mate", + "master-of-sail": "Master of Sail", + "sail": "Sail", + "boatswan": "Boatswan", + "master-gunner": "Master Gunner", + "surgeon-doctor": "Surgeon/Doctor", + "out-of": "out of" +} diff --git a/7th Sea/translations/ca.json b/7th Sea/translations/ca.json new file mode 100644 index 0000000000..81977ce400 --- /dev/null +++ b/7th Sea/translations/ca.json @@ -0,0 +1,72 @@ +{ + "up_to_half_the_range": "Up to half the Range", + "past_half_the_range": "Past Half the Range", + "+roll": "+Roll", + "k": "k", + "weapon": "Weapon", + "knack_rating": "Knack Rating", + "name": "Name", + "player": "Player", + "nationality": "Nationality", + "memberships": "Memberships", + "experience": "Experience", + "profession": "Profession", + "skills": "Skills", + "mastery": "Mastery", + "basic": "Basic", + "combat": "Combat", + "equipment": "Equipment", + "notes": "Notes", + "old_skills": "Old Skills", + "character_information": "Character Information", + "traits": "Traits", + "brawn": "Brawn", + "finesse": "Finesse", + "wits": "Wits", + "resolve": "Resolve", + "panache": "Panache", + "background": "Background", + "advantages": "Advantages", + "reputation": "Reputation", + "sorcerous_heritages": "Sorcerous Heritages", + "trait": "Trait", + "knack_name": "Knack Name", + "rating": "Rating", + "cast!": "Cast!", + "en_garde": "En Garde!", + "static": "Static", + "crippled": "Crippled", + "on_guard": "On Guard", + "skilled": "Skilled", + "swordsman_schools": "Swordsman Schools", + "special_abilities": "Special Abilities", + "type": "Type", + "damage": "Damage", + "dice": "Dice", + "static_bonus": "Static Bonus", + "keep": "Keep", + "attack": "Attack", + "range": "Range", + "short": "Short", + "long": "Long", + "reload": "Reload", + "melee": "Melee", + "yes": "Yes", + "no": "No", + "defend!": "Defend!", + "active": "Active", + "passive": "Passive", + "wounds": "Wounds", + "dramatic_wounds": "Dramatic Wounds", + "flesh_wounds": "Flesh Wounds", + "roll": "Roll", + "knocked_out": "Knocked Out", + "defence_knacks": "Defence Knacks", + "first": "First", + "second": "Second", + "third": "Third", + "fourth": "Fourth", + "fifth": "Fifth", + "sixth": "Sixth", + "seventh": "Seventh" +} \ No newline at end of file diff --git a/7th Sea/translations/hu.json b/7th Sea/translations/hu.json new file mode 100644 index 0000000000..81977ce400 --- /dev/null +++ b/7th Sea/translations/hu.json @@ -0,0 +1,72 @@ +{ + "up_to_half_the_range": "Up to half the Range", + "past_half_the_range": "Past Half the Range", + "+roll": "+Roll", + "k": "k", + "weapon": "Weapon", + "knack_rating": "Knack Rating", + "name": "Name", + "player": "Player", + "nationality": "Nationality", + "memberships": "Memberships", + "experience": "Experience", + "profession": "Profession", + "skills": "Skills", + "mastery": "Mastery", + "basic": "Basic", + "combat": "Combat", + "equipment": "Equipment", + "notes": "Notes", + "old_skills": "Old Skills", + "character_information": "Character Information", + "traits": "Traits", + "brawn": "Brawn", + "finesse": "Finesse", + "wits": "Wits", + "resolve": "Resolve", + "panache": "Panache", + "background": "Background", + "advantages": "Advantages", + "reputation": "Reputation", + "sorcerous_heritages": "Sorcerous Heritages", + "trait": "Trait", + "knack_name": "Knack Name", + "rating": "Rating", + "cast!": "Cast!", + "en_garde": "En Garde!", + "static": "Static", + "crippled": "Crippled", + "on_guard": "On Guard", + "skilled": "Skilled", + "swordsman_schools": "Swordsman Schools", + "special_abilities": "Special Abilities", + "type": "Type", + "damage": "Damage", + "dice": "Dice", + "static_bonus": "Static Bonus", + "keep": "Keep", + "attack": "Attack", + "range": "Range", + "short": "Short", + "long": "Long", + "reload": "Reload", + "melee": "Melee", + "yes": "Yes", + "no": "No", + "defend!": "Defend!", + "active": "Active", + "passive": "Passive", + "wounds": "Wounds", + "dramatic_wounds": "Dramatic Wounds", + "flesh_wounds": "Flesh Wounds", + "roll": "Roll", + "knocked_out": "Knocked Out", + "defence_knacks": "Defence Knacks", + "first": "First", + "second": "Second", + "third": "Third", + "fourth": "Fourth", + "fifth": "Fifth", + "sixth": "Sixth", + "seventh": "Seventh" +} \ No newline at end of file diff --git a/A Fistful of Darkness/translations/ca.json b/A Fistful of Darkness/translations/ca.json new file mode 100644 index 0000000000..87bf0b05b9 --- /dev/null +++ b/A Fistful of Darkness/translations/ca.json @@ -0,0 +1,914 @@ +{ + "zero_mode": "◇", + "coin_mode": "⬘", + "hellstone_mode": "◆", + "faction_the_8th_cavalry": "The 8th Cavalry", + "faction_ironware_metal_goods": "Ironware & Metal Goods", + "faction_northern_rail_transport": "Northern Rail & Transport", + "faction_the_thunder_raven_tribe": "The Thunder Raven Tribe", + "faction_fells_wargo": "Fells & Wargo", + "faction_horizon_credit_union": "Horizon Credit Union", + "faction_good_health_association": "Good Health Association", + "faction_eastwest_rail": "East-West Rail", + "faction_diamond_trust": "Diamond Trust", + "faction_the_pony_express": "The Pony Express", + "faction_the_twins": "The Twins", + "faction_the_inquisition": "The Inquisition", + "faction_mr_wongs_family_business": "Mr. Wong’s Family Business", + "faction_the_house_of_roses": "The House of Roses", + "faction_fine_energy_enterprise": "Fine Energy Enterprise", + "faction_lord_dorian_lockwoodtate": "Lord Dorian Lockwood-Tate", + "faction_first_church_of_saint_michael": "First Church of Saint Michael", + "faction_rattlesnake_gang": "Rattlesnake Gang", + "faction_the_shadow_valley_gang": "The Shadow Valley Gang", + "faction_explorers_society": "Explorers Society", + "faction_the_mother_of_bones": "The Mother of Bones", + "faction_the_black_rider": "The Black Rider", + "faction_miners_union": "Miners’ Union", + "faction_southern_refugees": "Southern Refugees", + "faction_native_tribes_from_session_one": "Native Tribes from Session One", + "hellstone_scavengers": "Hellstone Scavengers", + "crew_hellstone_scavengers_xp_condition": "Acquired Hellstone or an artifact, executed a successful scavenge operation or kept trespassers at bay.", + "outlaw_posse": "Outlaw Posse", + "crew_outlaw_posse_xp_condition": "Execute a successful battle, robbery, thievery, murder or jailbreak.", + "bounty_hunters": "Bounty Hunters", + "crew_bounty_hunters_xp_condition": "Execute a successful bounty or treasure hunt.", + "tribe": "Tribe", + "crew_tribe_xp_condition": "Execute a successful hunt, raid, or a spiritual conquest.", + "modus": "Modus", + "equilibrium": "Equi-librium", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another Posse. May be chosen as often as you like, even as your first Special Ability.", + "crew_ability_veteran_revenant": "Veteran", + "crew_ability_veteran_revenant_description": "Choose appropriate special ability from another source.", + "crew_ability_patron": "Patron", + "crew_ability_patron_description": "When you advance your Tier, it costs half the Coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_bloundhounds": "Bloodhounds", + "crew_ability_bloundhounds_description": "Each PC may add +1 action rating to Command, Sling, or Hunt (up to a max rating of 3).", + "crew_ability_a_walking_rogues_gallery": "A Walking Rogues’ Gallery", + "crew_ability_a_walking_rogues_gallery_description": "When your Posse has the chance to mull it over you will recognize any outlaw / lawman you've seen either in person or in a likeness. You know if there is a bounty on their head and its value.", + "crew_ability_life_line": "Life Line", + "crew_ability_life_line_description": "You bring ‘em in alive. You may choose that your target is only incapacitated instead of dead. There’s always a little bit of life left in them.", + "crew_ability_an_eye_for_it": "An Eye For It", + "crew_ability_an_eye_for_it_description": "You may read artifacts or Hellstone weapons to find out what they do and how they are dangerous. With that you always get good details.", + "crew_ability_really_useful": "Really Useful", + "crew_ability_really_useful_description": "Sometimes friends are as good as territory. You may count up to three +3 Faction statuses you hold as if they are claims.", + "crew_ability_lucky_fellows": "Lucky Fellows", + "crew_ability_lucky_fellows_description": "When you roll Rider Events, roll twice and keep the one you want. When you reduce Doom on the Posse, take +1d.", + "crew_ability_heigh_ho": "Heigh-Ho", + "crew_ability_heigh_ho_description": "Each PC may add +1 action rating to Attune, Disable, or Prowl (up to a max rating of 3).", + "crew_ability_transporter": "Transporter", + "crew_ability_transporter_description": "When you execute a Travel Plan to start your run or Hellstone Scavenge, take +1d to the engagement roll.", + "crew_ability_dig_dug": "Dig Dug", + "crew_ability_dig_dug_description": "No way to rip you off. When you acquire mining equipment or explosives, you get +1 result level to your roll.", + "crew_ability_leverage": "Leverage", + "crew_ability_leverage_description": "Your Posse supplies 'found stuff' for other Factions. Your success is good for them. Whenever you gain rep, gain +1 rep. Which Factions? Who’s angry about this arrangement? Which quality rating of which location is affected by this arrangement?", + "crew_ability_got_used_to_the_strange_life": "Got Used to the Strange Life", + "crew_ability_got_used_to_the_strange_life_description": "You get +1d to resistance rolls against supernatural threats including Delving too Deep. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_undue_hellish_confidence": "Undue Hellish Confidence", + "crew_ability_undue_hellish_confidence_description": "No one can beat your Posse as long you have Hellstone around (at least it feels this way). Once per run you may regain 1 Grit if you make a Mutation Roll.", + "crew_ability_deadly_serious": "Deadly Serious", + "crew_ability_deadly_serious_description": "Each PC may add +1 action rating to Command, Sling, or Brawl (up to a max rating of 3).", + "crew_ability_blood_brothers": "Blood Brothers", + "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).", + "crew_ability_straightforward": "Straightforward", + "crew_ability_straightforward_description": "When you execute an assault plan, take +1d to the Engagement roll.", + "crew_ability_fiends": "Fiends", + "crew_ability_fiends_description": "Fear is as good as respect. You may count each active Rider as if it was a claim.", + "crew_ability_forged_in_the_fire": "Forged in the Fire", + "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_war_dogs": "War Dogs", + "crew_ability_war_dogs_description": "When you’re in a feud (-3 Faction status), your Posse does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_watchers": "Watchers", + "crew_ability_watchers_description": "Each PC may add +1 action rating to Attune, Hunt, or Survey (up to a max rating of 3).", + "crew_ability_into_the_burning_beyond": "Into the Burning Beyond", + "crew_ability_into_the_burning_beyond_description": "The spirits showed you the shifting paths into the Burning Beyond and back. You may attune to visit places of the Beyond if you respect the inhabitants and bring appropriate offerings. You don’t have to leave the way you came.", + "crew_ability_horseback_is_home": "Horseback is Home", + "crew_ability_horseback_is_home_description": "You get +1d while on horseback. You speak the language of horses. You may ask them to gather information with +1 effect. You lose 3 Grit when your horse dies.", + "crew_ability_one_with_the_land": "One with the Land", + "crew_ability_one_with_the_land_description": "You may command the spirits of the land or ask kindly for their help or advice. You may ignore one consequence if the spirits chose to provide cover. Or you may gain +1d if they chose to help you on your path.", + "crew_ability_one_with_the_people": "One with the People", + "crew_ability_one_with_the_people_description": "When you have a downtime in your people’s territory, your tribe has one additional downtime action and gains +1d to Acquire Asset. Describe how this can be.", + "crew_ability_stalkers_of_demons": "Stalkers of Demons", + "crew_ability_stalkers_of_demons_description": "You were taught to sense the weakness of demons using taboo magic. If you successfully attune to a demon the GM will tell you its weakness and how it may be destroyed. On a CRIT you may learn its true name. Which taboo must be broken?", + "crew_ability_theyre_with_us": "They're With Us", + "crew_ability_theyre_with_us_description": "You carry a symbol of your people / land; describe it and the grim bounding ritual. As long as you carry it, your Tribe gets +1d against Delving too Deep and +1d resistance against creatures from the Burning Beyond or other spirits as well as against dread or despair. If you lose the symbol or it is destroyed, all get 3 level harm 'disheartened'. May only be healed by restoring the symbol somehow.", + "crew_upgrade_bounty_rigging": "Bounty Rigging (2 free load for weapons or documents)", + "crew_upgrade_scavenger_rigging": "Scavenger Rigging (2 free load for tools or weapons)", + "crew_upgrade_outlaw_rigging": "Outlaw Rigging (2 free load for weapons or armor)", + "crew_upgrade_tribe_rigging": "Tribe Rigging (2 free load for weapons or implements)", + "crew_upgrade_elite_thugs": "Elite Thugs", + "crew_upgrade_elite_rooks": "Elite Rooks", + "crew_upgrade_elite_scouts": "Elite Scouts", + "crew_upgrade_elite_movers": "Elite Movers", + "crew_upgrade_fine_carriages": "Fine Carriages", + "crew_upgrade_mobile_hideout": "Mobile Hideout", + "crew_upgrade_get_out_of_jail_free_card": "'Get out of jail free' card", + "crew_upgrade_gateway_to_the_burning_beyond": "Gateway to the Burning Beyond", + "crew_upgrade_hardened": "Hardened (+1 Grit Box)", + "crew_upgrade_steady": "Steady (+1 Grit Box)", + "crew_upgrade_ruthless": "Ruthless (+1 Grit Box)", + "crew_hellstone_scavengers_contact_0": "Bill 'Scar' Morgan, a judge", + "crew_hellstone_scavengers_contact_1": "'Railroad' Gilliam, a marshal", + "crew_hellstone_scavengers_contact_2": "Sweet Dave, a piano player", + "crew_hellstone_scavengers_contact_3": "Grover McIntyre, hardware store owner ", + "crew_hellstone_scavengers_contact_4": "Ling Lee, a collector", + "crew_hellstone_scavengers_contact_5": "Old Man Bruford, gin mill owner", + "crew_outlaw_posse_contact_0": "Bill 'Scar' Morgan, a judge", + "crew_outlaw_posse_contact_1": "'the Cheat' Murray, an arms dealer", + "crew_outlaw_posse_contact_2": "'Silent' Bob, a blacksmith", + "crew_outlaw_posse_contact_3": "Moe, a saloon owner", + "crew_outlaw_posse_contact_4": "Sam Malone, a smuggler", + "crew_outlaw_posse_contact_5": "Old Man Bruford, gin mill owner", + "crew_bounty_hunters_contact_0": "Bill 'Scar' Morgan, a judge", + "crew_bounty_hunters_contact_1": "'Railroad' Gilliam, a marshal", + "crew_bounty_hunters_contact_2": "'Silent' Bob, a blacksmith", + "crew_bounty_hunters_contact_3": "Moe, a saloon owner", + "crew_bounty_hunters_contact_4": "Madam Zona, a fortune teller", + "crew_bounty_hunters_contact_5": "Xiang, an occultist", + "crew_tribe_contact_0": "'the Cheat' Murray, an arms dealer", + "crew_tribe_contact_1": "Hawk, a feral spirit", + "crew_tribe_contact_2": "Kills Many, the threshold", + "crew_tribe_contact_3": "Free Cloud Raining, medicine man", + "crew_tribe_contact_4": "Seeker, a guide", + "crew_tribe_contact_5": "'Coin' Slate, a merchant", + "scarred": "Scarred", + "corrupted": "Corrupted", + "visions": "Visions", + "gloryhound": "Gloryhound", + "voices": "Voices", + "cursed": "Cursed", + "numb": "Numb", + "hunted": "Hunted", + "shamed": "Shamed", + "carriage": "Carriage", + "upgrade_carriage_description": "You have a carriage, two horses to pull it, and a stable. A second upgrade improves the carriage with armor and four larger, swifter horses.", + "escape_tunnel": "Escape Tunnel", + "upgrade_escape_tunnel_description": "Your hideout has a hidden tunnel, its exit some distance away from your hideout. You may escape unseen if your hideout is under attack.", + "hellstone_storage": "Hellstone Storage", + "upgrade_hellstone_storage_description": "Your Storage and your Vault have proper Hellstone storage facilities. This does not give you extra capacities but makes the storing of Hellstone a safe proposition.", + "hidden": "Hidden", + "upgrade_hidden_description": "Your hideout has a secret location and is disguised to hide it from view. If your hideout is discovered, use two downtime activities and pay Coin equal to your Tier to relocate it and hide it once again.", + "documents": "Documents", + "upgrade_documents_description": "+1 quality for Documents.", + "gear": "Gear", + "upgrade_gear_description": "+1 quality for Gear.", + "implements": "Implements", + "upgrade_implements_description": "+1 quality for Implements.", + "supplies": "Supplies", + "upgrade_supplies_description": "+1 quality for Supplies.", + "weapons": "Weapons", + "upgrade_weapons_description": "+1 quality for Weapons.", + "tools": "Tools", + "upgrade_tools_description": "+1 quality for Tools.", + "hellstone": "Hellstone", + "upgrade_hellstone_description": "Fine Hellstone is Hellstone that has been treated properly (some say wisely) during mining, processing, and storage etc. So it doesn’t fall under the ’Exploited Hellstone’ rule and does not generate Doom when sold.", + "horses": "Horses", + "upgrade_horses_description": "+1 quality for horses.", + "quarters": "Quarters", + "upgrade_quarters_description": "Your hideout includes living quarters for the Posse. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.", + "rail_connection": "Rail Connection", + "upgrade_rail_connection_description": "Your hideout is accessible via a special rail track. If your hideout is also hidden this applies to your rail track as well.", + "secure": "Secure", + "upgrade_secure_description": "Your hideout has locks, alarms, and traps to thwart intruders. A second upgrade improves the defences to include arcane measures that work against spirits, ghosts and maybe undead. You might roll your Posse’s Tier if these measures are ever put to the test, to see how well they thwart an intruder.", + "vault": "Vault", + "upgrade_vault_description": "Your hideout has a secure vault, increasing your storage capacity for Coin or Hellstone to 8. A second upgrade increases your capacity to 16. Note that for safe storage of Hellstone you have to get the 'Hellstone Storage' upgrade as well. A separate part of your vault can be used as a holding cell.", + "workshop": "Workshop", + "upgrade_workshop_description": "Your hideout has a workshop appointed with tools for crafting, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your hideout.", + "contacts_title": "Contacts", + "the_fist": "The Fist", + "playbook_the_fist_description": "Like a cobra ready to strike", + "playbook_the_fist_xp_condition": "You addressed a challenge with force or physical expression.", + "playbook_the_fist_friend_0": "Jim-Bob Thornton, a rancher", + "playbook_the_fist_friend_1": "Jane, a saloon girl", + "playbook_the_fist_friend_2": "Octavius Slone, a doctor", + "playbook_the_fist_friend_3": "Master Lee", + "playbook_the_fist_friend_4": "Sergeant Meyers, Fort Hubert", + "playbook_item_fine_hand_weapon": "Fine Hand Weapon", + "playbook_item_fine_hand_weapon_description": "A personal weapon of high quality. A stone or metal tomahawk, a sable, a bayonet. A BIG knife. A brass knuckle with a name.", + "playbook_item_fine_heavy_weapon": "Fine Heavy Weapon", + "playbook_item_fine_heavy_weapon_description": "A finely crafted two-handed melee or ranged weapon of your choice. A rifle, a bow, a sable, a greatsword, a battleaxe, a heavy tomahawk.", + "playbook_item_scary_weapon_or_tool": "Scary Weapon or Tool", + "playbook_item_scary_weapon_or_tool_description": "A scary-looking hand weapon or tool. This item grants increased effect when you intimidate. Does not increase harm in combat.", + "playbook_item_picture_of_a_lost_love": "Picture of a Lost Love", + "playbook_item_picture_of_a_lost_love_description": "A link to the past. 'Lost' does not necessarily mean 'dead'.", + "playbook_item_bottle_of_whiskey": "Bottle of Whiskey", + "playbook_item_bottle_of_whiskey_description": "Liquid courage. A distillation to steel your nerves. Potent both in its alcohol and its ability to get someone to talk and give away a secret.", + "playbook_item_pack_of_bandages": "Pack of Bandages", + "playbook_item_pack_of_bandages_description": "Cloth strips to stop the bleeding. Maybe also useful to tie hands, gag or blindfold somebody.", + "the_shot": "The Shot", + "playbook_the_shot_description": "A deadly gunslinger & showman", + "playbook_the_shot_xp_condition": "You addressed a challenge with speed or flair.", + "playbook_the_shot_friend_0": "Arthur Fog, a fake native or showman", + "playbook_the_shot_friend_1": "Ralph 'Bad Egg' Horn, a gun smith", + "playbook_the_shot_friend_2": "Sam 'Lucky Eye' Freeman, a cowboy", + "playbook_the_shot_friend_3": "Black Hoof, a native chief or hunter", + "playbook_the_shot_friend_4": "The Great Lo Scalzo", + "playbook_item_fine_and_flashy_pair_of_pistols": "Fine & Flashy Pair of Pistols", + "playbook_item_fine_and_flashy_pair_of_pistols_description": "A finely crafted, decorated and distinctive pair of pistols. Potent both in hurting and impressing people. Maybe also useful to impress creatures that like shiny things.", + "playbook_item_fine_rifle": "Fine Rifle", + "playbook_item_fine_rifle_description": "A finely crafted two-handed repeating rifle (Henry or Winchester for example). Maybe a customization or custom-built for a specific purpose.", + "playbook_item_lightning_a_fine_horse": "'Lightning', a Fine Horse", + "playbook_item_lightning_a_fine_horse_description": "A reliable ally and mean of transportation. May provide Potency for quickness / endurance or when performing a spectacle.", + "playbook_item_special_ammunition": "Special Ammunition", + "playbook_item_special_ammunition_description": "Some bullets for a special purpose. Maybe useful against demons, ghosts, undead or spirits. Maybe useful in the Burning Beyond. Maybe useful for trick shots. Describe what makes them special and how they look like.", + "playbook_item_fine_disguise_kit": "Fine Disguise Kit", + "playbook_item_fine_disguise_kit_description": "A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect of your deceptive actions.", + "playbook_item_a_message_from_an_admirer": "A Message from an Admirer", + "playbook_item_a_message_from_an_admirer_description": "A text, symbol or object which states a message. Who's the admirer? What do they want? What did you promise? Is a third party able to understand the message, too?", + "the_law": "The Law", + "playbook_the_law_description": "A lawman & enforcer", + "playbook_the_law_xp_condition": "You addressed a challenge with authority or stamina.", + "playbook_the_law_friend_0": "Levi 'Ambush' Boyle, a ranger", + "playbook_the_law_friend_1": "Gladis 'Blood' Wells, a bounty hunter", + "playbook_the_law_friend_2": "Karl 'No Teeth' McCann, a killer", + "playbook_the_law_friend_3": "Carlos Vasquez, an outlaw boss", + "playbook_the_law_friend_4": "Hunter, a vengeful spirit", + "playbook_item_fine_pair_of_pistols": "Fine Pair of Pistols", + "playbook_item_fine_pair_of_pistols_description": "A matched pair of distinctive sixshooters, made for greater accuracy and impact. How do they stand out from the average handgun?", + "playbook_item_fine_shotgun": "Fine Shotgun", + "playbook_item_fine_shotgun_description": "A finely crafted shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Did you make personal modifications?", + "playbook_item_badge_of_authority": "Badge of Authority", + "playbook_item_badge_of_authority_description": "An outfit that appears to be of such fine make as to pass you off as an upper class or very rich member of the community.", + "playbook_item_fine_documents": "Fine Documents", + "playbook_item_fine_documents_description": "A set of documents, a mandate, an official order, a wanted poster, a warrant, a reference, a letter of recommendation.", + "playbook_item_manacle_and_chains": "Manacle & Chains", + "playbook_item_manacle_and_chains_description": "A set of heavy manacles and chain, suitable for restraining a prisoner. Multiple sets connect to form a chain-gang.", + "playbook_item_a_keepsake": "A Keepsake", + "playbook_item_a_keepsake_description": "An emotional/sentimental thing from the past. What is it you don't want to forget?", + "the_gamble": "The Gamble", + "playbook_the_gamble_description": "A subtle manipulator & sly trickster", + "playbook_the_gamble_xp_condition": "You addressed a challenge with deception or audacity.", + "playbook_the_gamble_friend_0": "Zane Cooper, a croupier", + "playbook_the_gamble_friend_1": "Mrs. Millie, a madam", + "playbook_the_gamble_friend_2": "'Dandy Jim' Buckley, a con artist", + "playbook_the_gamble_friend_3": "Sly Eddison, a cardsharp", + "playbook_the_gamble_friend_4": "Owen O’Neill, a moonshiner", + "playbook_item_fine_extravagant_melee_weapon": "A Fine Extravagant Melee Weapon", + "playbook_item_fine_extravagant_melee_weapon_description": "A finely crafted exotic melee weapon. How did you get it? Did it come from a strange land? Is it difficult to handle?", + "playbook_item_fine_playing_cards_and_dice": "Fine Playing Cards & Dice", + "playbook_item_fine_playing_cards_and_dice_description": "Gambling accouterments subtly altered to favor particular outcomes. The fine quality of this kit may increase the effect of your deceptive actions when you use it.", + "playbook_item_fine_clothes_and_jewelry": "Fine Clothes and Jewelry", + "playbook_item_a_set_of_won_valuable_documents": "A Set of Won Valuable Documents", + "playbook_item_a_set_of_won_valuable_documents_description": "A valuable document like a deed, a map, a certificate, an ancient book. Who did you win it from? Will they keep looking for it?", + "playbook_a_fine_story": "A Fine Story", + "playbook_a_fine_story_description": "A plausible story with sufficient details to explain something or to impress somebody. The fine quality may increase the effect of your deceptive actions.", + "playbook_item_a_small_token_of_luck": "A Small Token of Luck", + "playbook_item_a_small_token_of_luck_description": "It did not fail you in the past and as long as you own it, better times will come again. What does it look like? How did it come into your possession? Is there a taboo that will ruin its effect if not respected?", + "the_scout": "The Scout", + "playbook_the_scout_description": "A stealthy tracker & hunter", + "playbook_the_scout_xp_condition": "You addressed a challenge with tracking or stealth.", + "playbook_the_scout_friend_0": "Sherman Townsend, store owner", + "playbook_the_scout_friend_1": "He Who Talks, a free spirit", + "playbook_the_scout_friend_2": "Small Fox Hunting, a tribesman", + "playbook_the_scout_friend_3": "'Bullettooth' Jackson, a ranger", + "playbook_the_scout_friend_4": "'Trouble', a pain in the neck", + "playbook_item_fine_hunting_knife": "Fine Hunting Knife", + "playbook_item_fine_hunting_knife_description": "A trusted tool, equally suited for killing and hunting. The fine quality may increase the effect of hunting or combat actions when you use it.", + "playbook_item_fine_rifle_or_bow": "Fine Rifle or Bow", + "playbook_item_fine_rifle_or_bow_description": "A finely crafted hunting rifle or bow, deadly at long range, unwieldy in close combat. Bow is a silent hunter. Did you craft it yourself?", + "playbook_item_fine_leather_clothes": "Fine Leather Clothes", + "playbook_item_fine_leather_clothes_description": "Perfect protective clothing for staying outdoors. The fine quality helps in resisting certain environmental effects. May help against edged weapons and blades. What animal hide was used to make your garments?", + "playbook_item_traps": "Traps", + "playbook_item_traps_description": "Two animal traps of various sizes, suitable to kill smaller creatures and cripple larger ones. A snare, a bear trap. May come with camouflage or cover to avoid early spotting.", + "playbook_item_fine_horse_with_saddle": "Fine Horse with Saddle", + "playbook_item_fine_horse_with_saddle_description": "Not only your reliable ally and mean of transportation, but also able to communicate with you up to a certain extend. May provide Potency for quickness- or endurance-related actions. What breed is your steed? Bronco / Mustang / Pinto / Shire / Palomino / Arabian / Turkoman / Andalusian / Thoroughbred / Nakota / Appaloosa.", + "playbook_item_outdoor_survival_kit": "Outdoor Survival Kit", + "playbook_item_outdoor_survival_kit_description": "A blanket, eating utensils, preserved meat, supplies, a filled waterskin, a telescope / spyglas, firestarter, a compass, a saw, a mirror, a rope.", + "the_outlaw": "The Outlaw", + "playbook_the_outlaw_description": "A maverick & desperado beyond rules", + "playbook_the_outlaw_xp_condition": "You addressed a challenge with breaking the rules or daringness.", + "playbook_the_outlaw_friend_0": "Polly Gains, a dealer", + "playbook_the_outlaw_friend_1": "Father Mathew, a priest", + "playbook_the_outlaw_friend_2": "'The Kid', a bounty hunter", + "playbook_the_outlaw_friend_3": "a Friend you still owe money", + "playbook_the_outlaw_friend_4": "Adolphus Vasquez, railroad worker", + "playbook_the_outlaw_friend_5": "Rufus Johnson, a coachman", + "playbook_item_a_fine_pistol": "A Fine Pistol", + "playbook_item_a_fine_pistol_description": "A finely crafted and distinctive pistol. Who did you buy, steal or swindle it from?", + "playbook_item_a_fine_rifle_or_shotgun": "A Fine Rifle or Shotgun", + "playbook_item_a_fine_rifle_or_shotgun_description": "A shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Or a Rifle deadly at long range, not so good at close quarters. Who did you buy, steal or swindle it from?", + "playbook_item_a_fine_poncho_or_sombrero": "A Fine Poncho or Sombrero", + "playbook_item_a_fine_poncho_or_sombrero_description": "Weather-resistant piece of clothing not only helpful in the wild but also to conceal bulky pieces of equipment.", + "playbook_item_a_guitar_case": "A Guitar Case", + "playbook_item_a_guitar_case_description": "You may store a guitar in it or other 'equipment' hidden in plain sight.", + "playbook_item_a_fine_spirit_bane": "A Fine Spirit Bane", + "playbook_item_a_fine_spirit_bane_description": "Like a normal bane with potential more effect on spirits, ghosts and undead. How does it look like when you channel your willpower through it? What is its origin? Is a sacrifice tied to its use?", + "playbook_item_a_small_piece_of_hellstone": "A Small Piece of Hellstone", + "playbook_item_a_small_piece_of_hellstone_description": "So, why would a sane being carry that around and keep it close?", + "the_thunderheart": "The Thunderheart", + "playbook_the_thunderheart_description": "A totem- fighter born from the land", + "playbook_the_thunderheart_xp_condition": "You addressed a challenge with athletics or spiritual power.", + "playbook_the_thunderheart_friend_0": "The Petrified Tree", + "playbook_the_thunderheart_friend_1": "Maxwell, a scout", + "playbook_the_thunderheart_friend_2": "Black Hoof, a native chief/hunter", + "playbook_the_thunderheart_friend_3": "Red Horse, a medicine man", + "playbook_the_thunderheart_friend_4": "Hunter, a spirit of the land", + "playbook_item_fine_bow_with_arrows": "Fine Bow with Arrows", + "playbook_item_fine_bow_with_arrows_description": "A finely crafted bow, deadly at long range, unwieldy in close combat. Capable of shooting arrows extremely silent. Did you craft it by yourself? Did the spirits help you or gift it to you? Does it need special arrows?", + "playbook_item_fine_weapon": "Fine Weapon", + "playbook_item_fine_weapon_description": "A melee or throwing weapon of high quality. A stone or metal tomahawk, a captured sabre. A gunstock war club. A decorated lance. A bowie knife. How does it stand out from the average weapon?", + "playbook_item_spirit_bane_or_charm": "A Spirit Bane or Charm", + "playbook_item_spirit_bane_or_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead prefer to avoid or find attractive. Describe its appearance. What is it origin? Is a taboo tied to its use?", + "playbook_item_taboco_poison_medicine": "Tabacco / Poison / Medicine", + "playbook_item_taboco_poison_medicine_description": "Tobacco and a peace pipe for its calming effect on body and mind, or a potent poison, or other medicine.", + "playbook_item_a_totems_gift": "A Totem's Gift", + "playbook_item_a_totems_gift_description": "A gift from a totem. How did you get it? Does it help with something? What price did/do you pay for the permission to use it? Is a sacrifice tied to its use?", + "the_speaker": "The Speaker", + "playbook_the_speaker_description": "A spiritual guide & protector", + "playbook_the_speaker_xp_condition": "You addressed a challenge with conviction or sacrifice.", + "playbook_the_speaker_friend_0": "Nathaniel, an atoned sinner", + "playbook_the_speaker_friend_1": "Patience, a lawyer", + "playbook_the_speaker_friend_2": "Cyrus, a gunslinger", + "playbook_the_speaker_friend_3": "Mistress Bethia, an entertainer", + "playbook_the_speaker_friend_4": "Speaks with the Wind", + "playbook_item_symbol_of_your_faith": "A Symbol of Your Faith", + "playbook_item_symbol_of_your_faith_description": "A symbol used as connection to your faith and as an external sign to impress folks. Was it given to you? How does it look like? Do you truly believe in its power?", + "playbook_item_instrument_of_your_faith": "An Instrument of Your Faith", + "playbook_item_instrument_of_your_faith_description": "An instrument to bring your faith into this world. Who gave it to you or did you create it by yourself? How does it look like? Do you truly believe in its power?", + "playbook_item_blessed_implements_for_a_ritual": "Blessed Implements for a Ritual", + "playbook_item_blessed_implements_for_a_ritual_description": "Potent implements useable in rituals and sacred acts, like healing herbs, magnificent cologne, holy water, a page from a book, words, carved bones, special Hellstone, specific blood.", + "playbook_item_a_confession_of_old": "A Confession of Old", + "playbook_item_a_confession_of_old_description": "Some sins are too dreadful even for the wicked. Knowledge or a confession about an inglorious past or other despicable acts. How does it look like? What did you promise to the sinner? Will others believe it?", + "playbook_item_fine_garments_of_ceremony": "Fine Garments of Ceremony", + "playbook_item_fine_garments_of_ceremony_description": "The right clothing for all ceremonial occasions. Gives an aura of spiritual authority and clearly stands out in a crowd.", + "playbook_item_concealed_palm_pistol_or_blade": "Concealed Palm Pistol or Blade", + "playbook_item_concealed_palm_pistol_or_blade_description": "A small derringer with a weak charge and limited range. A small but sharp blade for very close combat. Both easily concealed in a sleeve, boot, or garment.", + "the_plan": "The Plan", + "playbook_the_plan_description": "A well-connected mastermind", + "playbook_the_plan_xp_condition": "You addressed a challenge with calculation or negotiation.", + "playbook_the_plan_friend_0": "John P. Little, a cattle baron", + "playbook_the_plan_friend_1": "'The Dutch', an executor", + "playbook_the_plan_friend_2": "Pepper, a lucky charm", + "playbook_the_plan_friend_3": "Captain Hodgens, Fort Hubert", + "playbook_the_plan_friend_4": "Horatio Freeman, a sheriff", + "playbook_the_plan_friend_5": "Sylvester Stubbs, an official", + "playbook_item_a_concealed_hold_out_pistol": "A Concealed Holdout Pistol", + "playbook_item_a_concealed_hold_out_pistol_description": "A Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.", + "playbook_item_fine_status_symbol": "Fine Status Symbol", + "playbook_item_fine_status_symbol_description": "A descret or obvious symbol of high status. A golden watch, snake leather boots, a specific weapon, a bespoke suit, an unusual hat, a feather, a rare book, an aged bottle of liquor, an ornate pipe etc.", + "playbook_item_blackmail_information": "Blackmail Information", + "playbook_item_blackmail_information_description": "A dirty or dark secret of one of the prestigious citizens of Mudwater or other location. How did you get it? Who may be hurt when you use it? Is someone willing to kill for it?", + "playbook_item_fine_ornamented_carriage": "Fine Ornamented Carriage", + "playbook_item_fine_ornamented_carriage_description": "A finely crafted, prestigious and easy recognizable carriage including horses.", + "playbook_item_spirit_charm": "A Spirit Charm", + "playbook_item_spirit_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead find attractive. How does it look like? What is it origin? Does it need a sacrifice?", + "the_gentle_touch": "The Gentle Touch", + "playbook_the_gentle_touch_description": "An empathic light in a dark world", + "playbook_the_gentle_touch_xp_condition": "You addressed a challenge with influence or empathy.", + "playbook_the_gentle_touch_friend_0": "Mitch Cochran, an entrepreneur", + "playbook_the_gentle_touch_friend_1": "Janet Irsinghausen, a scholar", + "playbook_the_gentle_touch_friend_2": "Mr. Rosenberg, a commissioner", + "playbook_the_gentle_touch_friend_3": "Joe Sawyer, a farmer", + "playbook_the_gentle_touch_friend_4": "Ron Maddox, a surgeon", + "playbook_item_fine_concealed_palm_pistol": "Fine Concealed Palm Pistol", + "playbook_item_fine_concealed_palm_pistol_description": "High quality Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.", + "playbook_item_fine_bedside_manners": "Fine Bedside Manners", + "playbook_item_fine_bedside_manners_description": "May grant Potency in social, non-hostile interactions. What does it look like? Do you use a specific method?", + "playbook_item_fine_doctors_bag_and_apron": "Fine Doctors Bag and Apron", + "playbook_item_fine_doctors_bag_and_apron_description": "Well-crafted instruments to tend your fellow human beings. You're not only a doctor but you look the part, too. May increase the effect of your healing or authority.", + "playbook_item_fine_and_very_strong_cough_syrup": "Fine and Very Strong Cough Syrup", + "playbook_item_fine_and_very_strong_cough_syrup_description": "Something to dull the pain and other sorrows. Alcohol, laudanum, opium, heroin.", + "playbook_item_a_comforting_song": "A Comforting Song", + "playbook_item_a_comforting_song_description": "A well-known song, sang from the heart. May have influence even on hard-boiled outlaws, animals or monsters.", + "playbook_item_an_old_favor": "An Old Favor", + "playbook_item_an_old_favor_description": "A debt to claim. How did you get it? Who may be hurt when you use it?", + "the_wrench_and_saw": "The Wrench & Saw", + "playbook_the_wrench_and_saw_description": "Mad scientist Hellstone otaku", + "playbook_the_wrench_and_saw_xp_condition": "You addressed a challenge with technical skill or ingenuity.", + "playbook_the_wrench_and_saw_friend_0": "Ignaz Toodlebrock, an inventor", + "playbook_the_wrench_and_saw_friend_1": "A voice in your head", + "playbook_the_wrench_and_saw_friend_2": "A favorite tool named ________", + "playbook_the_wrench_and_saw_friend_3": "Virex, a failed experiment", + "playbook_the_wrench_and_saw_friend_4": "Dakota, your fiancé", + "playbook_item_fine_crafting_tools": "Fine Crafting Tools", + "playbook_item_fine_crafting_tools_description": "Like normal crafting tools but you can expect better results when wielded by a person who knows her trade.", + "playbook_item_fine_experimental_rifle": "Fine Experimental Rifle", + "playbook_item_fine_experimental_rifle_description": "A finely crafted two-handed rifle with an experimental (possibly Hellstone-powered) feature. Custom-built for a specific purpose.", + "playbook_item_fine_useful_parts": "Fine Useful Parts", + "playbook_item_fine_useful_parts_description": "Useful (crafting) parts of high quality. May increase the effect of crafting actions. Who else may find them useful?", + "playbook_item_hellstone_googles": "Hellstone Goggles", + "playbook_item_hellstone_googles_description": "Hellstone-powered googles with special features. What do they look like? Who has noticed?", + "playbook_item_an_unopened_box": "An Unopened Box", + "playbook_item_an_unopened_box_description": "Some strange box with unknown content. Is it a dark secret? Who would pay good money to get it? Can it be closed again once it has been opened?", + "playbook_item_a_disturbing_truth": "A Disturbing Truth", + "playbook_item_a_disturbing_truth_description": "A truth too dark to be in the open. How did you get it? Who may be hurt when you use it? Who is willing to kill so that it stays hidden?", + "the_revenant": "The Revenant", + "playbook_the_revenant_description": "A vengeful spirit in a dead body", + "playbook_the_revenant_xp_condition": "You pursuit your quest for revenge no matter what.", + "playbook_item_a_memento": "A Memento", + "playbook_item_a_memento_description": "A memento of your former life or a lost love. Tell us, what this memento is or keep it a secret and we play to find out.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "playbook_ability_is_that_all_you_got": "Is That All You Got?", + "playbook_ability_is_that_all_you_got_description": "You may expend your special armor to avoid harm from an attack in combat, or to push yourself during a fight.", + "playbook_ability_everybodys_kung_fu_fighting": "Everybody's Kung Fu Fighting", + "playbook_ability_everybodys_kung_fu_fighting_description": "You can push yourself to do one of the following: perform a feat of body control or physical force that verges on the superhuman - engage a small gang on equal footing in close combat.", + "playbook_ability_where_does_that_come_from": "Where Does That Come From?", + "playbook_ability_where_does_that_come_from_description": "Once per run you may have a 1 load item left regardless of previously used load. If you can use the surprise to your advantage gain the initiative even vs. experts.", + "playbook_ability_st_anger": "St. Anger", + "playbook_ability_st_anger_description": "When you open your body and soul to the Burning Beyond you may imbue your hands, melee weapons, or tools with spirit energy. You gain Potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_health_is_better_than_wealth": "Health Is Better Than Wealth", + "playbook_ability_health_is_better_than_wealth_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_man_of_honor": "Man Of Honor", + "playbook_ability_man_of_honor_description": "You gain an additional xp trigger: You fought for your or someone else's honor at cost to yourself. If your Posse has problems due to this, also mark Posse xp.", + "playbook_ability_bad_ass_kata": "Badass Kata", + "playbook_ability_bad_ass_kata_description": "Describe how you show off and impress with your physical abilities. If you can exploit this performance for your next move, take improved position or +1 effect (your choice).", + "playbook_ability_veteran": "Veteran", + "playbook_ability_veteran_description": "Choose a special ability from another source (except from The Revenant).", + "playbook_ability_smoke_and_mirrors": "Smoke & Mirrors", + "playbook_ability_smoke_and_mirrors_description": "You may expend your special armor to resist harm from combat or appearing to die (fall off a vehicle, disappear in an explosion, etc.) only to reappear in a location of your choosing with a +1d to your next action.", + "playbook_ability_fancy_dead_eye": "Fancy Dead Eye", + "playbook_ability_fancy_dead_eye_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance - perform an impossible shot (ricochet around the corner, trick shots, shot into/through a group of people) - have one last bullet no one counted for.", + "playbook_ability_eastwood": "Eastwood", + "playbook_ability_eastwood_description": "Before weapons are drawn you may lock eyes with someone forcing them to hesitate or flinch. Both of you know that you can interrupt whatever they do next. Take +1d for your next action against them.", + "playbook_ability_lightning_nerves_of_steal": "Lightning Nerves Of Steel", + "playbook_ability_lightning_nerves_of_steal_description": "You may always shoot first and you may wait 'til the latest possible moment and still be the first to (re-)act.", + "playbook_ability_silver_bullets": "Silver Bullets", + "playbook_ability_silver_bullets_description": "You may enrich your shots with spirit energy. Your shots gain Potency in combat vs. the supernatural.", + "playbook_ability_fill_the_air_with_lead": "Fill The Air With Lead", + "playbook_ability_fill_the_air_with_lead_description": "Expend your Special Ammunition to do one of the following: unleash a barrage of rapid fire to suppress the enemy - attack a group with +1 scale.", + "playbook_ability_stunning_performance": "Stunning Performance", + "playbook_ability_stunning_performance_description": "You can perform a flashy show with your weapons or horse that leaves your audience stunned and speechless. Take +1 effect to act on this impressed folks or on escape.", + "playbook_ability_i_am_the_law": "I Am The Law", + "playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.", + "playbook_ability_a_story_to_tell": "A Story To Tell", + "playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.", + "playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt", + "playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You", + "playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.", + "playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound", + "playbook_ability_s_only_a_flesh_wound_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal). When you accept level 2 or 3 harm instead of resisting clear 1 Grit.", + "playbook_ability_moral_compass": "Moral Compass", + "playbook_ability_moral_compass_description": "You gain an additional xp trigger: You did the right thing at cost to yourself. If your Posse has problems due to this, also mark Posse xp.", + "playbook_ability_tactical_genius": "Tactical Genius", + "playbook_ability_tactical_genius_description": "You always know the best position during a fight or hunt. If you're able to occupy this position gain +1 Effect for you and everybody who’s there with you.", + "playbook_ability_all_eyes_on_me": "All Eyes On... Me!", + "playbook_ability_all_eyes_on_me_description": "You may expend your special armor to resist an allied characters consequence from detection or to push yourself to impress others. You can always make a grand entrance.", + "playbook_ability_gamblers_gift": "Gamblers Gift", + "playbook_ability_gamblers_gift_description": "When someone fools you or takes you by surprise, gain a free 1 Grit flashback. When you gather information while partying or gambling, gain +1 Effect.", + "playbook_ability_cutting_cards": "Cutting Cards", + "playbook_ability_cutting_cards_description": "Your skill with cards is mesmerizing. While you perform a card trick, you may alter a memory, implant suggestion or sow a doubt. You may use your playing cards as dangerous throwing weapons.", + "playbook_ability_heart_of_the_cards": "Heart Of The Cards", + "playbook_ability_heart_of_the_cards_description": "When you accept Position and Effect given by the GM for a roll as is and just let the dice decide, don't spend any Grit or push the situation (you can still accept a Devil's Bargain), regain 1 Grit.", + "playbook_ability_fight_with_panache": "Fight With Panache", + "playbook_ability_fight_with_panache_description": "When you fight in a duel, bystanders won’t interfere. If you use Sling while being in close combat, gain +1 Effect.", + "playbook_ability_saloon_swagger": "Saloon Swagger", + "playbook_ability_saloon_swagger_description": "Gain +1d in situations where your appearance would be an advantage. If you try to sway someone with a profitable proposition or challenge others to a duel, gain Potency.", + "playbook_ability_miss_fortune": "Miss Fortune", + "playbook_ability_miss_fortune_description": "Some call you lucky but truth to be told, bad shit just happens to folk who try to mess with you. You may win every game of chance. Spend 1 Grit to cause a minor accident (a jammed gun), 2 for a major one (an exploding stick of dynamite) or 3 for a catastrophe (a collapsing mineshaft). During Payout, gain +Doom equal to the highest amount of Grit spend this way.", + "playbook_ability_darken_than_the_shadows": "Darker Than The Shadows", + "playbook_ability_darken_than_the_shadows_description": "You may expend your special armor to resist a consequence from detection, or to push yourself for a feat of hunting or stealth.", + "playbook_ability_silent_hunter": "Silent Hunter", + "playbook_ability_silent_hunter_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.", + "playbook_ability_survivor": "Survivor", + "playbook_ability_survivor_description": "From hard won experience or specialized training, you are able to subsist on what any environment provides and you can function on the barest sustenance. You get +1 Grit box.", + "playbook_ability_learned_my_trade_from_the_best": "Learned My Trade From The Best", + "playbook_ability_learned_my_trade_from_the_best_description": "When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_youre_my_game": "You're My Game", + "playbook_ability_youre_my_game_description": "You can smell their blood. When you hunt a target you’ve previously tracked or wounded, you gain +1 effect level. Whenever you gather information on a weakness or vulnerability, you get at least standard effect.", + "playbook_ability_like_a_brother": "Like A Brother", + "playbook_ability_like_a_brother_description": "Explain how your mount is helpful in what you’re trying to achieve and gain +1 effect level or +1d. Your mount always knows the way home.", + "playbook_ability_see_another_day": "See Another Day", + "playbook_ability_see_another_day_description": "You gain an additional xp trigger: You let your prey escape because it was worthy to see another day. If your Posse has problems due to this, also mark Posse xp.", + "playbook_ability_listen_to_the_land": "Listen To The Land", + "playbook_ability_listen_to_the_land_description": "Outside of civilization you always know where you are and how to care for yourself and your mount. You always Read the weather with a Great result.", + "playbook_ability_one_of_those_days": "One Of Those Days", + "playbook_ability_one_of_those_days_description": "You may expend your special armor to resist a consequence from a desperate roll, or to escape from whatever (or to wherever) you want... for now.", + "playbook_ability_now_now_now": "Now! Now! Now!", + "playbook_ability_now_now_now_description": "When you push yourself, you may spend +1 Grit (so 3 Grit total) to gain both +1 effect and +1d instead of one or the other.", + "playbook_ability_didnt_saw_that_coming": "Didn't Saw That Coming", + "playbook_ability_didnt_saw_that_coming_description": "When you make a surprising move that disregards propriety or other convention, you get +1d or +1 effect (your choice, as appropriate).", + "playbook_ability_daredevil": "Daredevil", + "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_vengeful": "Vengeful", + "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your Posse helped you get payback, also mark Posse xp.", + "playbook_ability_some_fine_reputation": "Some Fine Reputation", + "playbook_ability_some_fine_reputation_description": "Entering a location you may tell us what the people have heard about you. When you reveal your name and exploit your reputation you gain improved position or +1 effect (whatever makes sense).", + "playbook_ability_blaze_of_glory": "Blaze Of Glory", + "playbook_ability_blaze_of_glory_description": "When you mark a Stigma and utter a dying malediction you may retaliate against any and all enemies within range. Say how you bring ruin to your foes before they take you down. You may mark a Stigma prematurely to use this ability.", + "playbook_ability_guided_by_the_totem": "Guided By The Totem", + "playbook_ability_guided_by_the_totem_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself for a feat of athletics or hunt.", + "playbook_ability_totems_vessel": "Totem's Vessel", + "playbook_ability_totems_vessel_description": "When you push yourself and open body and soul as a conduit for your totem, choose one of the following additional benefits: perform a feat of athletics or stealth that verges on the superhuman - maneuver to confuse your enemies so they mistakenly attack each other - sense your prey (gather Information with at least Standard result) wherever it is.", + "playbook_ability_protector_of_the_people": "Protector Of The People", + "playbook_ability_protector_of_the_people_description": "When you protect a teammate or your people, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_a_devil_with_a_blade": "A Devil With A Blade", + "playbook_ability_a_devil_with_a_blade_description": "You’re very effective at finding vital organs with your blade. When using Sling to throw or fight with a blade you gain Potency and may choose to do it absolutely silently. On a miss you don’t get any positive result.", + "playbook_ability_gruesome_warpaint": "Gruesome Warpaint", + "playbook_ability_gruesome_warpaint_description": "Enemies falter, hesitate or flinch when attacked by you in close combat. You have an air of menace and danger obvious to even the most oblivious. You gain Potency when trying to intimidate someone. If done immediately after a show of force, also take +1d.", + "playbook_ability_totem_sense": "Totem Sense", + "playbook_ability_totem_sense_description": "Pick an animal sense matching to your totem. This sense is sharpened beyond human range to animal sensitivity.", + "playbook_ability_lone_wolf": "Lone Wolf", + "playbook_ability_lone_wolf_description": "You gain an additional xp trigger: You made things harder by acting alone. If your Posse has problems due to this, also mark Posse xp.", + "playbook_ability_walk_through_the_valley": "Walk Through the Valley", + "playbook_ability_walk_through_the_valley_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when dealing with Hell's forces.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "You can push yourself to do one of the following: perform a feat of social grace, swaying a crowd or capturing the attention of the Divine.", + "playbook_ability_a_dogs_nose": "A Dog's Nose", + "playbook_ability_a_dogs_nose_description": "You always sense the tainted. Take +1d when you gather info to uncover corruption or find the corrupted.", + "playbook_ability_hallow": "Hallow", + "playbook_ability_hallow_description": "You can push yourself to imbue an object or a place with divine power. Gain Potency when it comes up against the supernatural.", + "playbook_ability_curandero": "Curandero", + "playbook_ability_curandero_description": "When you receive an earnest oath from someone to follow one of your Faith's precepts, they may clear any level of severity of harm, immediately or safely over a short while, you decide. Should they ever break the precept, they take level 2 harm, 'Bedamned'.", + "playbook_ability_eli": "Eli", + "playbook_ability_eli_description": "One of your senses is so attuned to the world around you, that it can stand in for any one of your others. Get +1d to any action you can mount as a surprise of this unexpected ability or where others are found lacking.", + "playbook_ability_premonition": "Premonition", + "playbook_ability_premonition_description": "Have one flashback per session to a vision, dream, prayer or meditation that now comes together and has prepared you for this very moment. The first Grit spent this way is free.", + "playbook_ability_god_save_me_from_friends": "God Save Me From Friends", + "playbook_ability_god_save_me_from_friends_description": "You may expend your special armor to resist a consequence for a teammate, or to push yourself when you gather information or work on a long-term project. When you use it to resist you don't have to be present to use this ability, say how you prepared for this situation in the past.", + "playbook_ability_foresight": "Foresight", + "playbook_ability_foresight_description": "Two times per run you can assist a teammate without paying Grit. When you run out of Grit, instead of suffering a Stigma you may choose to come back with 1 Grit left. Either way tell us how you prepared for this.", + "playbook_ability_planning_is_everything": "Planning Is Everything", + "playbook_ability_planning_is_everything_description": "Due to your careful planning, during downtime, you may give yourself or another Posse member +1 downtime action.", + "playbook_ability_runs_in_the_family": "Runs In The Family", + "playbook_ability_runs_in_the_family_description": "During downtime, you get +1 result level when you acquire an asset or reduce Doom. You may choose 'distant cousin' as an asset arriving by train.", + "playbook_ability_weaving_the_web": "Weaving The Web", + "playbook_ability_weaving_the_web_description": "'By failing to prepare, you are preparing to fail.' You gain +1d to Consort when you gather information on a target for a run. You get +1d to the engagement roll for that operation. When the engagement roll is 6, gain 1 Grit.", + "playbook_ability_old_friends_everywhere": "Old Friends Everywhere", + "playbook_ability_old_friends_everywhere_description": "When you come to a new town or settlement, name a Friend, Connection, Vice Purveyor or Enemy you have here. Tell us a story about how you met and about your relationship.", + "playbook_ability_fingers_in_every_pie": "Fingers In Every Pie", + "playbook_ability_fingers_in_every_pie_description": "At the end of each downtime phase, you earn +2 Ablass.", + "playbook_ability_snakeoil_miracles": "Snakeoil Miracles", + "playbook_ability_snakeoil_miracles_description": "When you assist or engage in a group action with someone, they may also ignore one harm penalty.", + "playbook_ability_influential": "Influential", + "playbook_ability_influential_description": "You provide a valuable service to the town and are welcome even in dangerous places. Get +1 result level when you speak on behalf of a local community, acquire an asset or reduce Doom.", + "playbook_ability_little_vultures": "Little Vultures", + "playbook_ability_little_vultures_description": "Cohorts you command gain Potency to gather information and have special armor to resist a consequence of detection or deception.", + "playbook_ability_well_travelled": "Well Travelled", + "playbook_ability_well_travelled_description": "You speak a multitude of languages and are broadly educated. When you gather information in a weird or foreign place, take +1d to your roll.", + "playbook_ability_fandango": "Fandango", + "playbook_ability_fandango_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins your vice may do the same.", + "playbook_ability_quick_witted": "Quick-Witted", + "playbook_ability_quick_witted_description": "You may expend your special armor to resist a consequence of persuasion or suspicion. When you resist with Wits, take +1d.", + "playbook_ability_viper": "Viper", + "playbook_ability_viper_description": "When you invent, craft or try to apply a poison or narcotics, take +1d to your roll. You begin the game with one additional formula already known.", + "playbook_ability_in_good_hands": "In Good Hands", + "playbook_ability_in_good_hands_description": "When you provide meaningful insight or heartfelt advice (to another PC), you both clear 1 Grit. Everyone in your Posse gets +1d to their healing treatment rolls.", + "playbook_ability_driven": "Driven", + "playbook_ability_driven_description": "During downtime, you get 2 ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan. While reading, push yourself for 1 Grit instead of 2.", + "playbook_ability_skillful": "Skillful", + "playbook_ability_skillful_description": "You may expend your special armor to resist a consequence from breaking machines or experimenting with Hellstone, or to push yourself when working on weird science or handling Hellstone.", + "playbook_ability_mad_scientist": "Mad Scientist", + "playbook_ability_mad_scientist_description": "When you invent or craft a creation with steampunk or Hellstone features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_spiritmancer": "Spiritmancer", + "playbook_ability_spiritmancer_description": "When you invent or craft a creation with arcane, spiritual or demonic features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_listening_to_their_voices": "Listening To Their Voices", + "playbook_ability_listening_to_their_voices_description": "When you touch them you may consort with machines to gather information with +1 result level. After that, you may push yourself to give it a feature or task it was not constructed for.", + "playbook_ability_speaking_their_tongue": "Speaking Their Tongue", + "playbook_ability_speaking_their_tongue_description": "You may attune yourself to any machine to activate or disable it.", + "playbook_ability_blood_sweat_and_gears": "Blood, Sweat & Gears", + "playbook_ability_blood_sweat_and_gears_description": "You gain an additional xp trigger: If you achieved a breakthrough on a meaningful invention or scientific problem, mark xp. If your project caused trouble for your Posse, also mark Posse xp.", + "playbook_ability_right_time_right_tool": "Right Time, Right Tool", + "playbook_ability_right_time_right_tool_description": "You may use one of your items for a purpose of which it was not designed for. Fine items stay fine. Describe how you do it and how this is helpful.", + "playbook_ability_one_step_beyond": "One Step Beyond", + "playbook_ability_one_step_beyond_description": "You are affected by spirit bane charms (lose 2 Passion to overcome the repulsion). Whenever you would lose Grit, lose Passion instead. When you would take Stigma, take Decay instead. ", + "playbook_ability_angel_of_vengeance": "Angel Of Vengeance", + "playbook_ability_angel_of_vengeance_description": "You may expend your special armor to terrify or impress an enemy, or to push yourself when you Attune to the Burning Beyond.", + "playbook_ability_touched_by_the_burning_beyond": "Touched By The Burning Beyond", + "playbook_ability_touched_by_the_burning_beyond_description": "You can push yourself to do one of the following: Talk in tongues - terrorize a group of people - captured the attention of a ghost or demon.", + "playbook_ability_hellfire_torch": "Hellfire Torch", + "playbook_ability_hellfire_torch_description": "Your body burns with a non-consuming flame and it looks like you & your stuff is on fire. Take +1d or improved position in situations where being on fire is helpful.", + "playbook_ability_unholy_mount": "Unholy Mount", + "playbook_ability_unholy_mount_description": "Your horse or animal companion is equally frightening as you are. It has Potency when tracking or fighting the supernatural. For 1 Passion it has a temporary mind-link with you.", + "playbook_ability_like_johan": "Like Johan", + "playbook_ability_like_johan_description": "For 1 Passion you’re able to dissipate your body and all your stuff to become a cloud of vapor. This cloud may resemble your living body and clothes if you wish. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings. For +1 additional Passion you chill the area around you and are terrifying for the living to behold.", + "playbook_ability_superiority": "Superiority", + "playbook_ability_superiority_description": "Lose 1 Passion to sense beyond human limits. ‘Hear‘ a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object.", + "a_pistol": "A Pistol", + "a_pistol_description": "A sixshooter, a Smith & Wesson revolver, a Colt Dragoon or Buntline, a Navy or Army Colt. A double-action Peacemaker or Thunderer. An antique blackpouder breachloading heavy pistol.", + "a_2nd_pistol": "A 2nd Pistol", + "a_melee_weapon": "A Melee Weapon", + "a_melee_weapon_description": "A Bowie knife or Arkansas Toothpick. A butcher or skinning knife. A stiletto, rapier or sable. A hatchet, a tomahawk, a club, brass knuckles. Some sharpened piece of metal or equipment.", + "a_second_melee_weapon": "A 2nd Melee Weapon", + "lantern": "Lantern", + "lantern_description": "An oil lantern, a Hellstone lantern or some other light source.", + "throwing_knifes": "Throwing Knifes", + "throwing_knifes_description": "A set of light and well balanced knifes or a single Arkansas Toothpick.", + "armor": "Armor", + "armor_description": "Thick leather vest or waistcoat. A metal plate just at the right spot. An armored vest with Hellstone hardening.", + "a_large_weapon": "A Large Weapon", + "a_large_weapon_description": "A two-handed weapon. A spear, a hunting or buffalo rifle, a smoothbore musket, a crossbow, a bow, a polearm, a battle ax.", + "an_unusual_weapon": "An Unusual Weapon", + "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A weapon with high need of expertise. A whip, a lasso, bolas, a pitchfork, a sling, a viper.", + "a_horse_with_saddle": "A Horse with Saddle", + "a_horse_with_saddle_description": "Your reliable ally and mean of transportation out there in the wild. Does your horse has a name?", + "a_rope": "A Rope", + "a_rope_description": "A coil of rope, a lasso.", + "documents_description": "A collection of possibly useful documents. Some interesting/rough maps. Some blank pages. A pen, pencil or piece of coal. Who taught you to read and write?", + "arcane_ingredients": "Arcane Ingredients", + "arcane_ingredients_description": "A vial of quicksilver, blood or perfume. Peyote. A pouch of black salt, bone dust or grated Hellstone. A small stone or bone with a carved rune. A holy symbol. Hair or fingernails of a dead man. A sand timer. Dried frog skin. Have a look at the list of Ritual Ingredients.", + "subterfuge_supplies": "Subterfuge Supplies", + "subterfuge_supplies_description": "A theatrical makeup kit. Faked gold nugget or Hellstone. A forged badge of authority or symbol of faith. A selection of blank documents, ready for the forger’s hand.", + "demolition_tools": "Demolition Tools", + "demolition_tools_description": "A stick of dynamite, a nail bomb, a heavy hammer, a crowbar, a drill. A vial of nitroglycerin. Explain how you managed to avoid blowing yourself up 'til now.", + "crafting_tools": "Crafting Tools", + "crafting_tools_description": "An assortment for blacksmiths, carpenters, Hellstone mechanist work: A loupe, a scalpel, tweezers, a big/small hammer, pliers, screwdriver, file, saw, hatchet, a Hellstone fork, a battery.", + "a_spirit_bane": "A Spirit Bane", + "a_spirit_bane_description": "A small pendant, trinket, rock or bone that spirits, ghosts and maybe undead prefer to avoid. How does it look like? What is its origin?", + "an_useful_item": "An Useful Item", + "an_useful_item_description": "Some useful item you need right now. Snake leather boots? Guitar / banjo / harmonica? Magnificent Cologne? A piece of (faked) Hellstone? A Hellstone detector? A pipe? Explain why it is useful and why you brought it along.", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "alchemicals": "Alchemicals", + "alias": "Alias", + "an_upgrade": "An upgrade", + "armor_uses": "Armor uses", + "assault": "Assault", + "assist_a_teammate": "Assist a teammate", + "attune": "Attune", + "attune_description": "Attune to supernatural beings like spirits, demons and undead or to the Burning Beyond; channel supernatural energy to achieve effects; communicate with ghosts or undead; understand the Beyond.", + "autofill_reminder_crew": "To generate posse abilities, upgrades, contacts, and claims, enter the name of the posse type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_info": "Big Town - Ranch - Fort - Tribe - Loner - Immigrant - Frontier Town", + "bandoliers": "Bandoliers", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "brawl": "Brawl", + "brawl_description": "Brawl with someone, cry havoc or wrestle with an opponent in close combat; assault or hold a position; do some serious damage, no matter where.", + "broken": "Broken", + "character_mode": "Character Mode", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cohort", + "cohort_quality": "Cohort Quality", + "cohorts": "Cohorts", + "coin": "Coin", + "command": "Command", + "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the Posse's gangs.", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with fellow beings from your heritage or background, friends, or rivals to gain access to resources, information, people, or places.", + "contact_name": "Contact name", + "controlled": "Controlled", + "craft": "Craft", + "craft_description": "Craft mechanisms (create, modify, disable, or repair); reinforce or enhance constructions; understand and use steam - or Hellstone - devices to your advantage.", + "crew": "Posse", + "crew_advancement": "Posse Advancement", + "crew_description": "A short posse description", + "crew_mode": "Posse Mode", + "crew_sheet": "Posse sheet", + "crew_tier": "Posse Tier", + "crew_upgrades": "Posse Upgrades", + "deception": "Deception", + "description": "Description", + "desperate": "Desperate", + "detail_assault": "Point of attack", + "detail_deception": "Method", + "detail_occult": "Arcane power", + "detail_social": "Connection", + "detail_stealth": "Entry point", + "detail_transport": "Route", + "devils_bargain": "Devil's Bargain", + "disable": "Disable", + "disable_description": "Disable a trap, pick a lock, or crack a safe subtlety or with force; break an item, or obstacle with force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite": "Elite", + "engagement": "Engagement", + "entanglement": "Entanglement", + "expert": "Expert", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "factions1": "Status Quo", + "factions2": "Newcomers", + "factions_title": "Factions of Mudwater & Beyond", + "locations_header1": "Locations", + "locations_header2": "Wealth - Law&Order - Outlaw&Chaos - Supernatural", + "wealth": "Wealth", + "law_order": "Law & Order", + "outlaw_chaos": "Outlaw & Chaos", + "supernatural": "Super- natural", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or posse type", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Gang", + "gang_type": "", + "gather_information": "Gather Information", + "gatherinfo_how_can_i_hurt_them": "How can I hurt them?", + "gatherinfo_whos_most_afraid_of_me": "Who's most afraid of me?", + "gatherinfo_whos_most_dangerous_here": "Who's most dangerous here?", + "gatherinfo_what_do_they_intend_to_do": "What do they intend to do?", + "gatherinfo_how_can_i_get_them_to_x": "How can I get them to [X]?", + "gatherinfo_are_they_telling_the_truth": "Are they telling the truth?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_what_happened_here_recently": "What happend here recently?", + "gatherinfo_what_do_the_spirits_counsel": "What do the spirits counsel?", + "gatherinfo_how_can_i_discover_x": "How can I discover [X]?", + "gatherinfo_how_can_i_get_to_place_x": "How can I get to place [X]?", + "gatherinfo_what_should_i_look_out_for": "What should I look out for?", + "gatherinfo_where_should_i_strike": "Where should I strike?", + "gatherinfo_where_is_the_critical_point": "Where is the critical point to shoot?", + "gatherinfo_whos_most_impressed_by_me": "Who's most impressed by me?", + "gatherinfo_where_are_they_vulnerable": "Where are they vulnerable?", + "gatherinfo_what_do_they_expect": "What do they expect to see next?", + "gatherinfo_who_is_really_in_charge_here": "Who is really in charge here?", + "gatherinfo_whos_the_most_lawabiding_here": "Who's the most law-abiding here?", + "gatherinfo_how_can_i_get_them": "How can I get them to [X]?", + "gatherinfo_who_should_i_look_out_for": "What should I look out for?", + "gatherinfo_what_are_they_not_noticing": "What are they not noticing?", + "gatherinfo_what_do_they_really_care_about": "What do they really care about?", + "gatherinfo_how_can_i_stand_out_here": "How can I stand out here?", + "gatherinfo_what_is_the_best_path": "What is the best path to [X]?", + "gatherinfo_what_is_hidden_or_lost_here": "What is hidden or lost here?", + "gatherinfo_how_where_can_i_discover_x": "How / Where can I discover [X]?", + "gatherinfo_who_what_is_most_dangerous_here": "Who / What's most dangerous?", + "gatherinfo_how_will_the_environment_change": "How will the environment change?", + "gatherinfo_where_are_they_it_vulnerable": "Where are they/it vulnerable?", + "gatherinfo_where_should_i_go_flee": "Where should I go / flee?", + "gatherinfo_who_is_most_dangerous_here": "Who's most dangerous here?", + "gatherinfo_what_might_happen_if_i_x": "What might happen if I [X]?", + "gatherinfo_what_do_i_covet": "What do they covet?", + "gatherinfo_how_can_i_help_them_confess": "How can I help them confess?", + "gatherinfo_where_lies_the_corruption": "Where lies the corruption?", + "gatherinfo_what_can_i_trust_them_to_do": "What can I trust them to do?", + "gatherinfo_what_do_they_want_most": "What do they want most?", + "gatherinfo_wheres_the_leverage_here": "Where's the leverage here?", + "gatherinfo_how_can_i_get_x": "How can I get [X]?", + "gatherinfo_what_is_foreign_or_weird_here": "What is foreign or weird here?", + "gatherinfo_how_can_i_ease_their_suffering": "How can I ease their suffering?", + "gatherinfo_how_can_i_use_to_my_advantage": "How can I use [X] to my advantage?", + "gatherinfo_what_here_is_talking_to_me": "What here is talking to me?", + "gatherinfo_what_can_i_improve_here": "What can I improve here?", + "gatherinfo_might_happen_if_i_x": "What might happen if I [X]?", + "gatherinfo_how_can_i_find_x": "How can I find [X]?", + "gatherinfo_who_here_is_guilty": "Who here is guilty?", + "gatherinfo_whats_supernatural_here": "What's supernatural here?", + "gatherinfo_what_do_they_fear": "What do they fear?", + "generate_factions": "Generate Factions", + "guts": "Guts", + "guts_description": "Resist consequences from mental strain or willpower.", + "harm": "Harm", + "haunted": "Haunted", + "healing": "Healing", + "heat": "Doom", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "African — Far East — European — Southern — Native — Mysterious", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; find the trail it left behind; attack with precision whilst shooting from a distance; do some serious damage by hitting exactly the right spot.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Indulge Vice", + "wits": "Wits", + "wits_description": "Use your Wits to resist consequences from deception or understanding.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "lair": "Hideout", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "light": "Light", + "list_crews": "Hellstone Scavengers, Outlaw Posse, Bounty Hunters, or Tribe.", + "list_playbooks": "The Fist, The Shot, The Law, The Gamble, The Scout, The Outlaw, The Thunderheart, The Speaker, The Plan, The Gentle Touch, The Wrench & Saw, or The Revenant.", + "load": "load", + "load:": "Load:", + "look": "Look", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "minus1d": "-1D", + "name": "Name", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_stress_boxes": "Number of grit boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "occult": "Beyond", + "ok": "OK", + "paranoid": "Paranoid", + "personal": "Personal", + "planning_load": "Planning & Load", + "planningdesc": "Choose a plan, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_advancement": "Playbook Advancement", + "playbook_description": "A short playbook description", + "position": "Position", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "prowl": "Prowl", + "prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble; ambush with close violence - a backstab, throat cutting, etc.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(lose 2 grit) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "query_for_consequence": "Query for consequence name when resisting", + "read": "Read", + "read_description": "Read a person, text, document, or item with close scrutiny to gather information and apply knowledge, first aid or healing; recite text or gain a deeper understanding; do research.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reset?": "reset?", + "resist_instructions": "Lose 6 grit minus the highest die result. When you roll a critical on resistance, gain 1 grit.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "risky": "Risky", + "roll-inf": "roll", + "roll": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra stigma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "sling": "Sling", + "sling_description": "Sling a pistol in a shoot-out, throw a blade, a lasso or item; pick an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.", + "social": "Social", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "stash": "Ablass", + "status": "Status", + "stealth": "Stealth", + "stress": "Grit", + "strong": "Strong", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "sway": "Sway", + "sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; perform on stage; change attitudes or behaviour with manipulation or seduction.", + "teamwork": "Teamwork", + "tier": "Tier", + "training": "Training", + "transport": "Travel", + "trauma": "Stigma", + "turf": "Claim", + "unstable": "Unstable", + "upgrade": "Upgrade", + "upgrade_costs": "Upgrade Costs", + "upgrade_wits_description": "Earn 2 xp when training Wits during downtime.", + "upgrade_mastery_description": "Your posse has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_prowess_description": "Earn 2 xp when training Prowess during downtime.", + "upgrade_guts_description": "Earn 2 xp when training Guts during downtime.", + "upon_crew_advance": "Upon posse advance, each PC gets Ablass = Tier+2", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "vaults": "Vaults", + "version": "Version", + "vice": "Vice", + "vice_info": "Faith — Gambling — Luxury — Obligation — Pleasure — Stupor — Weird", + "vice_instructions": "Gain an amount of grit equal to the highest die result. If the result of your vice roll means you gain more than 9 grit, you overindulge.", + "vice_purveyor": "Vice / Purveyor", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "wanted": "Riders", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "Feud", + "warblurb1": "When you're having a feud with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the feud persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take -1 Coin and +1 Doom from each run.", + "warblurb5": "Your Hellstone Claims produce only half their normal income (round down).", + "weak": "Weak", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Bolster your posse's reputation or develop a new one.", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your posse's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the goals, drives, inner conflict, or essential nature of the posse.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.", + "zerodice": "Zero Dice — take the lowest result above", + "xxxsomenewasset": "another new asset to force translation. Hope this works" +} diff --git a/A Fistful of Darkness/translations/hu.json b/A Fistful of Darkness/translations/hu.json new file mode 100644 index 0000000000..87bf0b05b9 --- /dev/null +++ b/A Fistful of Darkness/translations/hu.json @@ -0,0 +1,914 @@ +{ + "zero_mode": "◇", + "coin_mode": "⬘", + "hellstone_mode": "◆", + "faction_the_8th_cavalry": "The 8th Cavalry", + "faction_ironware_metal_goods": "Ironware & Metal Goods", + "faction_northern_rail_transport": "Northern Rail & Transport", + "faction_the_thunder_raven_tribe": "The Thunder Raven Tribe", + "faction_fells_wargo": "Fells & Wargo", + "faction_horizon_credit_union": "Horizon Credit Union", + "faction_good_health_association": "Good Health Association", + "faction_eastwest_rail": "East-West Rail", + "faction_diamond_trust": "Diamond Trust", + "faction_the_pony_express": "The Pony Express", + "faction_the_twins": "The Twins", + "faction_the_inquisition": "The Inquisition", + "faction_mr_wongs_family_business": "Mr. Wong’s Family Business", + "faction_the_house_of_roses": "The House of Roses", + "faction_fine_energy_enterprise": "Fine Energy Enterprise", + "faction_lord_dorian_lockwoodtate": "Lord Dorian Lockwood-Tate", + "faction_first_church_of_saint_michael": "First Church of Saint Michael", + "faction_rattlesnake_gang": "Rattlesnake Gang", + "faction_the_shadow_valley_gang": "The Shadow Valley Gang", + "faction_explorers_society": "Explorers Society", + "faction_the_mother_of_bones": "The Mother of Bones", + "faction_the_black_rider": "The Black Rider", + "faction_miners_union": "Miners’ Union", + "faction_southern_refugees": "Southern Refugees", + "faction_native_tribes_from_session_one": "Native Tribes from Session One", + "hellstone_scavengers": "Hellstone Scavengers", + "crew_hellstone_scavengers_xp_condition": "Acquired Hellstone or an artifact, executed a successful scavenge operation or kept trespassers at bay.", + "outlaw_posse": "Outlaw Posse", + "crew_outlaw_posse_xp_condition": "Execute a successful battle, robbery, thievery, murder or jailbreak.", + "bounty_hunters": "Bounty Hunters", + "crew_bounty_hunters_xp_condition": "Execute a successful bounty or treasure hunt.", + "tribe": "Tribe", + "crew_tribe_xp_condition": "Execute a successful hunt, raid, or a spiritual conquest.", + "modus": "Modus", + "equilibrium": "Equi-librium", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another Posse. May be chosen as often as you like, even as your first Special Ability.", + "crew_ability_veteran_revenant": "Veteran", + "crew_ability_veteran_revenant_description": "Choose appropriate special ability from another source.", + "crew_ability_patron": "Patron", + "crew_ability_patron_description": "When you advance your Tier, it costs half the Coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_bloundhounds": "Bloodhounds", + "crew_ability_bloundhounds_description": "Each PC may add +1 action rating to Command, Sling, or Hunt (up to a max rating of 3).", + "crew_ability_a_walking_rogues_gallery": "A Walking Rogues’ Gallery", + "crew_ability_a_walking_rogues_gallery_description": "When your Posse has the chance to mull it over you will recognize any outlaw / lawman you've seen either in person or in a likeness. You know if there is a bounty on their head and its value.", + "crew_ability_life_line": "Life Line", + "crew_ability_life_line_description": "You bring ‘em in alive. You may choose that your target is only incapacitated instead of dead. There’s always a little bit of life left in them.", + "crew_ability_an_eye_for_it": "An Eye For It", + "crew_ability_an_eye_for_it_description": "You may read artifacts or Hellstone weapons to find out what they do and how they are dangerous. With that you always get good details.", + "crew_ability_really_useful": "Really Useful", + "crew_ability_really_useful_description": "Sometimes friends are as good as territory. You may count up to three +3 Faction statuses you hold as if they are claims.", + "crew_ability_lucky_fellows": "Lucky Fellows", + "crew_ability_lucky_fellows_description": "When you roll Rider Events, roll twice and keep the one you want. When you reduce Doom on the Posse, take +1d.", + "crew_ability_heigh_ho": "Heigh-Ho", + "crew_ability_heigh_ho_description": "Each PC may add +1 action rating to Attune, Disable, or Prowl (up to a max rating of 3).", + "crew_ability_transporter": "Transporter", + "crew_ability_transporter_description": "When you execute a Travel Plan to start your run or Hellstone Scavenge, take +1d to the engagement roll.", + "crew_ability_dig_dug": "Dig Dug", + "crew_ability_dig_dug_description": "No way to rip you off. When you acquire mining equipment or explosives, you get +1 result level to your roll.", + "crew_ability_leverage": "Leverage", + "crew_ability_leverage_description": "Your Posse supplies 'found stuff' for other Factions. Your success is good for them. Whenever you gain rep, gain +1 rep. Which Factions? Who’s angry about this arrangement? Which quality rating of which location is affected by this arrangement?", + "crew_ability_got_used_to_the_strange_life": "Got Used to the Strange Life", + "crew_ability_got_used_to_the_strange_life_description": "You get +1d to resistance rolls against supernatural threats including Delving too Deep. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_undue_hellish_confidence": "Undue Hellish Confidence", + "crew_ability_undue_hellish_confidence_description": "No one can beat your Posse as long you have Hellstone around (at least it feels this way). Once per run you may regain 1 Grit if you make a Mutation Roll.", + "crew_ability_deadly_serious": "Deadly Serious", + "crew_ability_deadly_serious_description": "Each PC may add +1 action rating to Command, Sling, or Brawl (up to a max rating of 3).", + "crew_ability_blood_brothers": "Blood Brothers", + "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).", + "crew_ability_straightforward": "Straightforward", + "crew_ability_straightforward_description": "When you execute an assault plan, take +1d to the Engagement roll.", + "crew_ability_fiends": "Fiends", + "crew_ability_fiends_description": "Fear is as good as respect. You may count each active Rider as if it was a claim.", + "crew_ability_forged_in_the_fire": "Forged in the Fire", + "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_war_dogs": "War Dogs", + "crew_ability_war_dogs_description": "When you’re in a feud (-3 Faction status), your Posse does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_watchers": "Watchers", + "crew_ability_watchers_description": "Each PC may add +1 action rating to Attune, Hunt, or Survey (up to a max rating of 3).", + "crew_ability_into_the_burning_beyond": "Into the Burning Beyond", + "crew_ability_into_the_burning_beyond_description": "The spirits showed you the shifting paths into the Burning Beyond and back. You may attune to visit places of the Beyond if you respect the inhabitants and bring appropriate offerings. You don’t have to leave the way you came.", + "crew_ability_horseback_is_home": "Horseback is Home", + "crew_ability_horseback_is_home_description": "You get +1d while on horseback. You speak the language of horses. You may ask them to gather information with +1 effect. You lose 3 Grit when your horse dies.", + "crew_ability_one_with_the_land": "One with the Land", + "crew_ability_one_with_the_land_description": "You may command the spirits of the land or ask kindly for their help or advice. You may ignore one consequence if the spirits chose to provide cover. Or you may gain +1d if they chose to help you on your path.", + "crew_ability_one_with_the_people": "One with the People", + "crew_ability_one_with_the_people_description": "When you have a downtime in your people’s territory, your tribe has one additional downtime action and gains +1d to Acquire Asset. Describe how this can be.", + "crew_ability_stalkers_of_demons": "Stalkers of Demons", + "crew_ability_stalkers_of_demons_description": "You were taught to sense the weakness of demons using taboo magic. If you successfully attune to a demon the GM will tell you its weakness and how it may be destroyed. On a CRIT you may learn its true name. Which taboo must be broken?", + "crew_ability_theyre_with_us": "They're With Us", + "crew_ability_theyre_with_us_description": "You carry a symbol of your people / land; describe it and the grim bounding ritual. As long as you carry it, your Tribe gets +1d against Delving too Deep and +1d resistance against creatures from the Burning Beyond or other spirits as well as against dread or despair. If you lose the symbol or it is destroyed, all get 3 level harm 'disheartened'. May only be healed by restoring the symbol somehow.", + "crew_upgrade_bounty_rigging": "Bounty Rigging (2 free load for weapons or documents)", + "crew_upgrade_scavenger_rigging": "Scavenger Rigging (2 free load for tools or weapons)", + "crew_upgrade_outlaw_rigging": "Outlaw Rigging (2 free load for weapons or armor)", + "crew_upgrade_tribe_rigging": "Tribe Rigging (2 free load for weapons or implements)", + "crew_upgrade_elite_thugs": "Elite Thugs", + "crew_upgrade_elite_rooks": "Elite Rooks", + "crew_upgrade_elite_scouts": "Elite Scouts", + "crew_upgrade_elite_movers": "Elite Movers", + "crew_upgrade_fine_carriages": "Fine Carriages", + "crew_upgrade_mobile_hideout": "Mobile Hideout", + "crew_upgrade_get_out_of_jail_free_card": "'Get out of jail free' card", + "crew_upgrade_gateway_to_the_burning_beyond": "Gateway to the Burning Beyond", + "crew_upgrade_hardened": "Hardened (+1 Grit Box)", + "crew_upgrade_steady": "Steady (+1 Grit Box)", + "crew_upgrade_ruthless": "Ruthless (+1 Grit Box)", + "crew_hellstone_scavengers_contact_0": "Bill 'Scar' Morgan, a judge", + "crew_hellstone_scavengers_contact_1": "'Railroad' Gilliam, a marshal", + "crew_hellstone_scavengers_contact_2": "Sweet Dave, a piano player", + "crew_hellstone_scavengers_contact_3": "Grover McIntyre, hardware store owner ", + "crew_hellstone_scavengers_contact_4": "Ling Lee, a collector", + "crew_hellstone_scavengers_contact_5": "Old Man Bruford, gin mill owner", + "crew_outlaw_posse_contact_0": "Bill 'Scar' Morgan, a judge", + "crew_outlaw_posse_contact_1": "'the Cheat' Murray, an arms dealer", + "crew_outlaw_posse_contact_2": "'Silent' Bob, a blacksmith", + "crew_outlaw_posse_contact_3": "Moe, a saloon owner", + "crew_outlaw_posse_contact_4": "Sam Malone, a smuggler", + "crew_outlaw_posse_contact_5": "Old Man Bruford, gin mill owner", + "crew_bounty_hunters_contact_0": "Bill 'Scar' Morgan, a judge", + "crew_bounty_hunters_contact_1": "'Railroad' Gilliam, a marshal", + "crew_bounty_hunters_contact_2": "'Silent' Bob, a blacksmith", + "crew_bounty_hunters_contact_3": "Moe, a saloon owner", + "crew_bounty_hunters_contact_4": "Madam Zona, a fortune teller", + "crew_bounty_hunters_contact_5": "Xiang, an occultist", + "crew_tribe_contact_0": "'the Cheat' Murray, an arms dealer", + "crew_tribe_contact_1": "Hawk, a feral spirit", + "crew_tribe_contact_2": "Kills Many, the threshold", + "crew_tribe_contact_3": "Free Cloud Raining, medicine man", + "crew_tribe_contact_4": "Seeker, a guide", + "crew_tribe_contact_5": "'Coin' Slate, a merchant", + "scarred": "Scarred", + "corrupted": "Corrupted", + "visions": "Visions", + "gloryhound": "Gloryhound", + "voices": "Voices", + "cursed": "Cursed", + "numb": "Numb", + "hunted": "Hunted", + "shamed": "Shamed", + "carriage": "Carriage", + "upgrade_carriage_description": "You have a carriage, two horses to pull it, and a stable. A second upgrade improves the carriage with armor and four larger, swifter horses.", + "escape_tunnel": "Escape Tunnel", + "upgrade_escape_tunnel_description": "Your hideout has a hidden tunnel, its exit some distance away from your hideout. You may escape unseen if your hideout is under attack.", + "hellstone_storage": "Hellstone Storage", + "upgrade_hellstone_storage_description": "Your Storage and your Vault have proper Hellstone storage facilities. This does not give you extra capacities but makes the storing of Hellstone a safe proposition.", + "hidden": "Hidden", + "upgrade_hidden_description": "Your hideout has a secret location and is disguised to hide it from view. If your hideout is discovered, use two downtime activities and pay Coin equal to your Tier to relocate it and hide it once again.", + "documents": "Documents", + "upgrade_documents_description": "+1 quality for Documents.", + "gear": "Gear", + "upgrade_gear_description": "+1 quality for Gear.", + "implements": "Implements", + "upgrade_implements_description": "+1 quality for Implements.", + "supplies": "Supplies", + "upgrade_supplies_description": "+1 quality for Supplies.", + "weapons": "Weapons", + "upgrade_weapons_description": "+1 quality for Weapons.", + "tools": "Tools", + "upgrade_tools_description": "+1 quality for Tools.", + "hellstone": "Hellstone", + "upgrade_hellstone_description": "Fine Hellstone is Hellstone that has been treated properly (some say wisely) during mining, processing, and storage etc. So it doesn’t fall under the ’Exploited Hellstone’ rule and does not generate Doom when sold.", + "horses": "Horses", + "upgrade_horses_description": "+1 quality for horses.", + "quarters": "Quarters", + "upgrade_quarters_description": "Your hideout includes living quarters for the Posse. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.", + "rail_connection": "Rail Connection", + "upgrade_rail_connection_description": "Your hideout is accessible via a special rail track. If your hideout is also hidden this applies to your rail track as well.", + "secure": "Secure", + "upgrade_secure_description": "Your hideout has locks, alarms, and traps to thwart intruders. A second upgrade improves the defences to include arcane measures that work against spirits, ghosts and maybe undead. You might roll your Posse’s Tier if these measures are ever put to the test, to see how well they thwart an intruder.", + "vault": "Vault", + "upgrade_vault_description": "Your hideout has a secure vault, increasing your storage capacity for Coin or Hellstone to 8. A second upgrade increases your capacity to 16. Note that for safe storage of Hellstone you have to get the 'Hellstone Storage' upgrade as well. A separate part of your vault can be used as a holding cell.", + "workshop": "Workshop", + "upgrade_workshop_description": "Your hideout has a workshop appointed with tools for crafting, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your hideout.", + "contacts_title": "Contacts", + "the_fist": "The Fist", + "playbook_the_fist_description": "Like a cobra ready to strike", + "playbook_the_fist_xp_condition": "You addressed a challenge with force or physical expression.", + "playbook_the_fist_friend_0": "Jim-Bob Thornton, a rancher", + "playbook_the_fist_friend_1": "Jane, a saloon girl", + "playbook_the_fist_friend_2": "Octavius Slone, a doctor", + "playbook_the_fist_friend_3": "Master Lee", + "playbook_the_fist_friend_4": "Sergeant Meyers, Fort Hubert", + "playbook_item_fine_hand_weapon": "Fine Hand Weapon", + "playbook_item_fine_hand_weapon_description": "A personal weapon of high quality. A stone or metal tomahawk, a sable, a bayonet. A BIG knife. A brass knuckle with a name.", + "playbook_item_fine_heavy_weapon": "Fine Heavy Weapon", + "playbook_item_fine_heavy_weapon_description": "A finely crafted two-handed melee or ranged weapon of your choice. A rifle, a bow, a sable, a greatsword, a battleaxe, a heavy tomahawk.", + "playbook_item_scary_weapon_or_tool": "Scary Weapon or Tool", + "playbook_item_scary_weapon_or_tool_description": "A scary-looking hand weapon or tool. This item grants increased effect when you intimidate. Does not increase harm in combat.", + "playbook_item_picture_of_a_lost_love": "Picture of a Lost Love", + "playbook_item_picture_of_a_lost_love_description": "A link to the past. 'Lost' does not necessarily mean 'dead'.", + "playbook_item_bottle_of_whiskey": "Bottle of Whiskey", + "playbook_item_bottle_of_whiskey_description": "Liquid courage. A distillation to steel your nerves. Potent both in its alcohol and its ability to get someone to talk and give away a secret.", + "playbook_item_pack_of_bandages": "Pack of Bandages", + "playbook_item_pack_of_bandages_description": "Cloth strips to stop the bleeding. Maybe also useful to tie hands, gag or blindfold somebody.", + "the_shot": "The Shot", + "playbook_the_shot_description": "A deadly gunslinger & showman", + "playbook_the_shot_xp_condition": "You addressed a challenge with speed or flair.", + "playbook_the_shot_friend_0": "Arthur Fog, a fake native or showman", + "playbook_the_shot_friend_1": "Ralph 'Bad Egg' Horn, a gun smith", + "playbook_the_shot_friend_2": "Sam 'Lucky Eye' Freeman, a cowboy", + "playbook_the_shot_friend_3": "Black Hoof, a native chief or hunter", + "playbook_the_shot_friend_4": "The Great Lo Scalzo", + "playbook_item_fine_and_flashy_pair_of_pistols": "Fine & Flashy Pair of Pistols", + "playbook_item_fine_and_flashy_pair_of_pistols_description": "A finely crafted, decorated and distinctive pair of pistols. Potent both in hurting and impressing people. Maybe also useful to impress creatures that like shiny things.", + "playbook_item_fine_rifle": "Fine Rifle", + "playbook_item_fine_rifle_description": "A finely crafted two-handed repeating rifle (Henry or Winchester for example). Maybe a customization or custom-built for a specific purpose.", + "playbook_item_lightning_a_fine_horse": "'Lightning', a Fine Horse", + "playbook_item_lightning_a_fine_horse_description": "A reliable ally and mean of transportation. May provide Potency for quickness / endurance or when performing a spectacle.", + "playbook_item_special_ammunition": "Special Ammunition", + "playbook_item_special_ammunition_description": "Some bullets for a special purpose. Maybe useful against demons, ghosts, undead or spirits. Maybe useful in the Burning Beyond. Maybe useful for trick shots. Describe what makes them special and how they look like.", + "playbook_item_fine_disguise_kit": "Fine Disguise Kit", + "playbook_item_fine_disguise_kit_description": "A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect of your deceptive actions.", + "playbook_item_a_message_from_an_admirer": "A Message from an Admirer", + "playbook_item_a_message_from_an_admirer_description": "A text, symbol or object which states a message. Who's the admirer? What do they want? What did you promise? Is a third party able to understand the message, too?", + "the_law": "The Law", + "playbook_the_law_description": "A lawman & enforcer", + "playbook_the_law_xp_condition": "You addressed a challenge with authority or stamina.", + "playbook_the_law_friend_0": "Levi 'Ambush' Boyle, a ranger", + "playbook_the_law_friend_1": "Gladis 'Blood' Wells, a bounty hunter", + "playbook_the_law_friend_2": "Karl 'No Teeth' McCann, a killer", + "playbook_the_law_friend_3": "Carlos Vasquez, an outlaw boss", + "playbook_the_law_friend_4": "Hunter, a vengeful spirit", + "playbook_item_fine_pair_of_pistols": "Fine Pair of Pistols", + "playbook_item_fine_pair_of_pistols_description": "A matched pair of distinctive sixshooters, made for greater accuracy and impact. How do they stand out from the average handgun?", + "playbook_item_fine_shotgun": "Fine Shotgun", + "playbook_item_fine_shotgun_description": "A finely crafted shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Did you make personal modifications?", + "playbook_item_badge_of_authority": "Badge of Authority", + "playbook_item_badge_of_authority_description": "An outfit that appears to be of such fine make as to pass you off as an upper class or very rich member of the community.", + "playbook_item_fine_documents": "Fine Documents", + "playbook_item_fine_documents_description": "A set of documents, a mandate, an official order, a wanted poster, a warrant, a reference, a letter of recommendation.", + "playbook_item_manacle_and_chains": "Manacle & Chains", + "playbook_item_manacle_and_chains_description": "A set of heavy manacles and chain, suitable for restraining a prisoner. Multiple sets connect to form a chain-gang.", + "playbook_item_a_keepsake": "A Keepsake", + "playbook_item_a_keepsake_description": "An emotional/sentimental thing from the past. What is it you don't want to forget?", + "the_gamble": "The Gamble", + "playbook_the_gamble_description": "A subtle manipulator & sly trickster", + "playbook_the_gamble_xp_condition": "You addressed a challenge with deception or audacity.", + "playbook_the_gamble_friend_0": "Zane Cooper, a croupier", + "playbook_the_gamble_friend_1": "Mrs. Millie, a madam", + "playbook_the_gamble_friend_2": "'Dandy Jim' Buckley, a con artist", + "playbook_the_gamble_friend_3": "Sly Eddison, a cardsharp", + "playbook_the_gamble_friend_4": "Owen O’Neill, a moonshiner", + "playbook_item_fine_extravagant_melee_weapon": "A Fine Extravagant Melee Weapon", + "playbook_item_fine_extravagant_melee_weapon_description": "A finely crafted exotic melee weapon. How did you get it? Did it come from a strange land? Is it difficult to handle?", + "playbook_item_fine_playing_cards_and_dice": "Fine Playing Cards & Dice", + "playbook_item_fine_playing_cards_and_dice_description": "Gambling accouterments subtly altered to favor particular outcomes. The fine quality of this kit may increase the effect of your deceptive actions when you use it.", + "playbook_item_fine_clothes_and_jewelry": "Fine Clothes and Jewelry", + "playbook_item_a_set_of_won_valuable_documents": "A Set of Won Valuable Documents", + "playbook_item_a_set_of_won_valuable_documents_description": "A valuable document like a deed, a map, a certificate, an ancient book. Who did you win it from? Will they keep looking for it?", + "playbook_a_fine_story": "A Fine Story", + "playbook_a_fine_story_description": "A plausible story with sufficient details to explain something or to impress somebody. The fine quality may increase the effect of your deceptive actions.", + "playbook_item_a_small_token_of_luck": "A Small Token of Luck", + "playbook_item_a_small_token_of_luck_description": "It did not fail you in the past and as long as you own it, better times will come again. What does it look like? How did it come into your possession? Is there a taboo that will ruin its effect if not respected?", + "the_scout": "The Scout", + "playbook_the_scout_description": "A stealthy tracker & hunter", + "playbook_the_scout_xp_condition": "You addressed a challenge with tracking or stealth.", + "playbook_the_scout_friend_0": "Sherman Townsend, store owner", + "playbook_the_scout_friend_1": "He Who Talks, a free spirit", + "playbook_the_scout_friend_2": "Small Fox Hunting, a tribesman", + "playbook_the_scout_friend_3": "'Bullettooth' Jackson, a ranger", + "playbook_the_scout_friend_4": "'Trouble', a pain in the neck", + "playbook_item_fine_hunting_knife": "Fine Hunting Knife", + "playbook_item_fine_hunting_knife_description": "A trusted tool, equally suited for killing and hunting. The fine quality may increase the effect of hunting or combat actions when you use it.", + "playbook_item_fine_rifle_or_bow": "Fine Rifle or Bow", + "playbook_item_fine_rifle_or_bow_description": "A finely crafted hunting rifle or bow, deadly at long range, unwieldy in close combat. Bow is a silent hunter. Did you craft it yourself?", + "playbook_item_fine_leather_clothes": "Fine Leather Clothes", + "playbook_item_fine_leather_clothes_description": "Perfect protective clothing for staying outdoors. The fine quality helps in resisting certain environmental effects. May help against edged weapons and blades. What animal hide was used to make your garments?", + "playbook_item_traps": "Traps", + "playbook_item_traps_description": "Two animal traps of various sizes, suitable to kill smaller creatures and cripple larger ones. A snare, a bear trap. May come with camouflage or cover to avoid early spotting.", + "playbook_item_fine_horse_with_saddle": "Fine Horse with Saddle", + "playbook_item_fine_horse_with_saddle_description": "Not only your reliable ally and mean of transportation, but also able to communicate with you up to a certain extend. May provide Potency for quickness- or endurance-related actions. What breed is your steed? Bronco / Mustang / Pinto / Shire / Palomino / Arabian / Turkoman / Andalusian / Thoroughbred / Nakota / Appaloosa.", + "playbook_item_outdoor_survival_kit": "Outdoor Survival Kit", + "playbook_item_outdoor_survival_kit_description": "A blanket, eating utensils, preserved meat, supplies, a filled waterskin, a telescope / spyglas, firestarter, a compass, a saw, a mirror, a rope.", + "the_outlaw": "The Outlaw", + "playbook_the_outlaw_description": "A maverick & desperado beyond rules", + "playbook_the_outlaw_xp_condition": "You addressed a challenge with breaking the rules or daringness.", + "playbook_the_outlaw_friend_0": "Polly Gains, a dealer", + "playbook_the_outlaw_friend_1": "Father Mathew, a priest", + "playbook_the_outlaw_friend_2": "'The Kid', a bounty hunter", + "playbook_the_outlaw_friend_3": "a Friend you still owe money", + "playbook_the_outlaw_friend_4": "Adolphus Vasquez, railroad worker", + "playbook_the_outlaw_friend_5": "Rufus Johnson, a coachman", + "playbook_item_a_fine_pistol": "A Fine Pistol", + "playbook_item_a_fine_pistol_description": "A finely crafted and distinctive pistol. Who did you buy, steal or swindle it from?", + "playbook_item_a_fine_rifle_or_shotgun": "A Fine Rifle or Shotgun", + "playbook_item_a_fine_rifle_or_shotgun_description": "A shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Or a Rifle deadly at long range, not so good at close quarters. Who did you buy, steal or swindle it from?", + "playbook_item_a_fine_poncho_or_sombrero": "A Fine Poncho or Sombrero", + "playbook_item_a_fine_poncho_or_sombrero_description": "Weather-resistant piece of clothing not only helpful in the wild but also to conceal bulky pieces of equipment.", + "playbook_item_a_guitar_case": "A Guitar Case", + "playbook_item_a_guitar_case_description": "You may store a guitar in it or other 'equipment' hidden in plain sight.", + "playbook_item_a_fine_spirit_bane": "A Fine Spirit Bane", + "playbook_item_a_fine_spirit_bane_description": "Like a normal bane with potential more effect on spirits, ghosts and undead. How does it look like when you channel your willpower through it? What is its origin? Is a sacrifice tied to its use?", + "playbook_item_a_small_piece_of_hellstone": "A Small Piece of Hellstone", + "playbook_item_a_small_piece_of_hellstone_description": "So, why would a sane being carry that around and keep it close?", + "the_thunderheart": "The Thunderheart", + "playbook_the_thunderheart_description": "A totem- fighter born from the land", + "playbook_the_thunderheart_xp_condition": "You addressed a challenge with athletics or spiritual power.", + "playbook_the_thunderheart_friend_0": "The Petrified Tree", + "playbook_the_thunderheart_friend_1": "Maxwell, a scout", + "playbook_the_thunderheart_friend_2": "Black Hoof, a native chief/hunter", + "playbook_the_thunderheart_friend_3": "Red Horse, a medicine man", + "playbook_the_thunderheart_friend_4": "Hunter, a spirit of the land", + "playbook_item_fine_bow_with_arrows": "Fine Bow with Arrows", + "playbook_item_fine_bow_with_arrows_description": "A finely crafted bow, deadly at long range, unwieldy in close combat. Capable of shooting arrows extremely silent. Did you craft it by yourself? Did the spirits help you or gift it to you? Does it need special arrows?", + "playbook_item_fine_weapon": "Fine Weapon", + "playbook_item_fine_weapon_description": "A melee or throwing weapon of high quality. A stone or metal tomahawk, a captured sabre. A gunstock war club. A decorated lance. A bowie knife. How does it stand out from the average weapon?", + "playbook_item_spirit_bane_or_charm": "A Spirit Bane or Charm", + "playbook_item_spirit_bane_or_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead prefer to avoid or find attractive. Describe its appearance. What is it origin? Is a taboo tied to its use?", + "playbook_item_taboco_poison_medicine": "Tabacco / Poison / Medicine", + "playbook_item_taboco_poison_medicine_description": "Tobacco and a peace pipe for its calming effect on body and mind, or a potent poison, or other medicine.", + "playbook_item_a_totems_gift": "A Totem's Gift", + "playbook_item_a_totems_gift_description": "A gift from a totem. How did you get it? Does it help with something? What price did/do you pay for the permission to use it? Is a sacrifice tied to its use?", + "the_speaker": "The Speaker", + "playbook_the_speaker_description": "A spiritual guide & protector", + "playbook_the_speaker_xp_condition": "You addressed a challenge with conviction or sacrifice.", + "playbook_the_speaker_friend_0": "Nathaniel, an atoned sinner", + "playbook_the_speaker_friend_1": "Patience, a lawyer", + "playbook_the_speaker_friend_2": "Cyrus, a gunslinger", + "playbook_the_speaker_friend_3": "Mistress Bethia, an entertainer", + "playbook_the_speaker_friend_4": "Speaks with the Wind", + "playbook_item_symbol_of_your_faith": "A Symbol of Your Faith", + "playbook_item_symbol_of_your_faith_description": "A symbol used as connection to your faith and as an external sign to impress folks. Was it given to you? How does it look like? Do you truly believe in its power?", + "playbook_item_instrument_of_your_faith": "An Instrument of Your Faith", + "playbook_item_instrument_of_your_faith_description": "An instrument to bring your faith into this world. Who gave it to you or did you create it by yourself? How does it look like? Do you truly believe in its power?", + "playbook_item_blessed_implements_for_a_ritual": "Blessed Implements for a Ritual", + "playbook_item_blessed_implements_for_a_ritual_description": "Potent implements useable in rituals and sacred acts, like healing herbs, magnificent cologne, holy water, a page from a book, words, carved bones, special Hellstone, specific blood.", + "playbook_item_a_confession_of_old": "A Confession of Old", + "playbook_item_a_confession_of_old_description": "Some sins are too dreadful even for the wicked. Knowledge or a confession about an inglorious past or other despicable acts. How does it look like? What did you promise to the sinner? Will others believe it?", + "playbook_item_fine_garments_of_ceremony": "Fine Garments of Ceremony", + "playbook_item_fine_garments_of_ceremony_description": "The right clothing for all ceremonial occasions. Gives an aura of spiritual authority and clearly stands out in a crowd.", + "playbook_item_concealed_palm_pistol_or_blade": "Concealed Palm Pistol or Blade", + "playbook_item_concealed_palm_pistol_or_blade_description": "A small derringer with a weak charge and limited range. A small but sharp blade for very close combat. Both easily concealed in a sleeve, boot, or garment.", + "the_plan": "The Plan", + "playbook_the_plan_description": "A well-connected mastermind", + "playbook_the_plan_xp_condition": "You addressed a challenge with calculation or negotiation.", + "playbook_the_plan_friend_0": "John P. Little, a cattle baron", + "playbook_the_plan_friend_1": "'The Dutch', an executor", + "playbook_the_plan_friend_2": "Pepper, a lucky charm", + "playbook_the_plan_friend_3": "Captain Hodgens, Fort Hubert", + "playbook_the_plan_friend_4": "Horatio Freeman, a sheriff", + "playbook_the_plan_friend_5": "Sylvester Stubbs, an official", + "playbook_item_a_concealed_hold_out_pistol": "A Concealed Holdout Pistol", + "playbook_item_a_concealed_hold_out_pistol_description": "A Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.", + "playbook_item_fine_status_symbol": "Fine Status Symbol", + "playbook_item_fine_status_symbol_description": "A descret or obvious symbol of high status. A golden watch, snake leather boots, a specific weapon, a bespoke suit, an unusual hat, a feather, a rare book, an aged bottle of liquor, an ornate pipe etc.", + "playbook_item_blackmail_information": "Blackmail Information", + "playbook_item_blackmail_information_description": "A dirty or dark secret of one of the prestigious citizens of Mudwater or other location. How did you get it? Who may be hurt when you use it? Is someone willing to kill for it?", + "playbook_item_fine_ornamented_carriage": "Fine Ornamented Carriage", + "playbook_item_fine_ornamented_carriage_description": "A finely crafted, prestigious and easy recognizable carriage including horses.", + "playbook_item_spirit_charm": "A Spirit Charm", + "playbook_item_spirit_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead find attractive. How does it look like? What is it origin? Does it need a sacrifice?", + "the_gentle_touch": "The Gentle Touch", + "playbook_the_gentle_touch_description": "An empathic light in a dark world", + "playbook_the_gentle_touch_xp_condition": "You addressed a challenge with influence or empathy.", + "playbook_the_gentle_touch_friend_0": "Mitch Cochran, an entrepreneur", + "playbook_the_gentle_touch_friend_1": "Janet Irsinghausen, a scholar", + "playbook_the_gentle_touch_friend_2": "Mr. Rosenberg, a commissioner", + "playbook_the_gentle_touch_friend_3": "Joe Sawyer, a farmer", + "playbook_the_gentle_touch_friend_4": "Ron Maddox, a surgeon", + "playbook_item_fine_concealed_palm_pistol": "Fine Concealed Palm Pistol", + "playbook_item_fine_concealed_palm_pistol_description": "High quality Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.", + "playbook_item_fine_bedside_manners": "Fine Bedside Manners", + "playbook_item_fine_bedside_manners_description": "May grant Potency in social, non-hostile interactions. What does it look like? Do you use a specific method?", + "playbook_item_fine_doctors_bag_and_apron": "Fine Doctors Bag and Apron", + "playbook_item_fine_doctors_bag_and_apron_description": "Well-crafted instruments to tend your fellow human beings. You're not only a doctor but you look the part, too. May increase the effect of your healing or authority.", + "playbook_item_fine_and_very_strong_cough_syrup": "Fine and Very Strong Cough Syrup", + "playbook_item_fine_and_very_strong_cough_syrup_description": "Something to dull the pain and other sorrows. Alcohol, laudanum, opium, heroin.", + "playbook_item_a_comforting_song": "A Comforting Song", + "playbook_item_a_comforting_song_description": "A well-known song, sang from the heart. May have influence even on hard-boiled outlaws, animals or monsters.", + "playbook_item_an_old_favor": "An Old Favor", + "playbook_item_an_old_favor_description": "A debt to claim. How did you get it? Who may be hurt when you use it?", + "the_wrench_and_saw": "The Wrench & Saw", + "playbook_the_wrench_and_saw_description": "Mad scientist Hellstone otaku", + "playbook_the_wrench_and_saw_xp_condition": "You addressed a challenge with technical skill or ingenuity.", + "playbook_the_wrench_and_saw_friend_0": "Ignaz Toodlebrock, an inventor", + "playbook_the_wrench_and_saw_friend_1": "A voice in your head", + "playbook_the_wrench_and_saw_friend_2": "A favorite tool named ________", + "playbook_the_wrench_and_saw_friend_3": "Virex, a failed experiment", + "playbook_the_wrench_and_saw_friend_4": "Dakota, your fiancé", + "playbook_item_fine_crafting_tools": "Fine Crafting Tools", + "playbook_item_fine_crafting_tools_description": "Like normal crafting tools but you can expect better results when wielded by a person who knows her trade.", + "playbook_item_fine_experimental_rifle": "Fine Experimental Rifle", + "playbook_item_fine_experimental_rifle_description": "A finely crafted two-handed rifle with an experimental (possibly Hellstone-powered) feature. Custom-built for a specific purpose.", + "playbook_item_fine_useful_parts": "Fine Useful Parts", + "playbook_item_fine_useful_parts_description": "Useful (crafting) parts of high quality. May increase the effect of crafting actions. Who else may find them useful?", + "playbook_item_hellstone_googles": "Hellstone Goggles", + "playbook_item_hellstone_googles_description": "Hellstone-powered googles with special features. What do they look like? Who has noticed?", + "playbook_item_an_unopened_box": "An Unopened Box", + "playbook_item_an_unopened_box_description": "Some strange box with unknown content. Is it a dark secret? Who would pay good money to get it? Can it be closed again once it has been opened?", + "playbook_item_a_disturbing_truth": "A Disturbing Truth", + "playbook_item_a_disturbing_truth_description": "A truth too dark to be in the open. How did you get it? Who may be hurt when you use it? Who is willing to kill so that it stays hidden?", + "the_revenant": "The Revenant", + "playbook_the_revenant_description": "A vengeful spirit in a dead body", + "playbook_the_revenant_xp_condition": "You pursuit your quest for revenge no matter what.", + "playbook_item_a_memento": "A Memento", + "playbook_item_a_memento_description": "A memento of your former life or a lost love. Tell us, what this memento is or keep it a secret and we play to find out.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "playbook_ability_is_that_all_you_got": "Is That All You Got?", + "playbook_ability_is_that_all_you_got_description": "You may expend your special armor to avoid harm from an attack in combat, or to push yourself during a fight.", + "playbook_ability_everybodys_kung_fu_fighting": "Everybody's Kung Fu Fighting", + "playbook_ability_everybodys_kung_fu_fighting_description": "You can push yourself to do one of the following: perform a feat of body control or physical force that verges on the superhuman - engage a small gang on equal footing in close combat.", + "playbook_ability_where_does_that_come_from": "Where Does That Come From?", + "playbook_ability_where_does_that_come_from_description": "Once per run you may have a 1 load item left regardless of previously used load. If you can use the surprise to your advantage gain the initiative even vs. experts.", + "playbook_ability_st_anger": "St. Anger", + "playbook_ability_st_anger_description": "When you open your body and soul to the Burning Beyond you may imbue your hands, melee weapons, or tools with spirit energy. You gain Potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_health_is_better_than_wealth": "Health Is Better Than Wealth", + "playbook_ability_health_is_better_than_wealth_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_man_of_honor": "Man Of Honor", + "playbook_ability_man_of_honor_description": "You gain an additional xp trigger: You fought for your or someone else's honor at cost to yourself. If your Posse has problems due to this, also mark Posse xp.", + "playbook_ability_bad_ass_kata": "Badass Kata", + "playbook_ability_bad_ass_kata_description": "Describe how you show off and impress with your physical abilities. If you can exploit this performance for your next move, take improved position or +1 effect (your choice).", + "playbook_ability_veteran": "Veteran", + "playbook_ability_veteran_description": "Choose a special ability from another source (except from The Revenant).", + "playbook_ability_smoke_and_mirrors": "Smoke & Mirrors", + "playbook_ability_smoke_and_mirrors_description": "You may expend your special armor to resist harm from combat or appearing to die (fall off a vehicle, disappear in an explosion, etc.) only to reappear in a location of your choosing with a +1d to your next action.", + "playbook_ability_fancy_dead_eye": "Fancy Dead Eye", + "playbook_ability_fancy_dead_eye_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance - perform an impossible shot (ricochet around the corner, trick shots, shot into/through a group of people) - have one last bullet no one counted for.", + "playbook_ability_eastwood": "Eastwood", + "playbook_ability_eastwood_description": "Before weapons are drawn you may lock eyes with someone forcing them to hesitate or flinch. Both of you know that you can interrupt whatever they do next. Take +1d for your next action against them.", + "playbook_ability_lightning_nerves_of_steal": "Lightning Nerves Of Steel", + "playbook_ability_lightning_nerves_of_steal_description": "You may always shoot first and you may wait 'til the latest possible moment and still be the first to (re-)act.", + "playbook_ability_silver_bullets": "Silver Bullets", + "playbook_ability_silver_bullets_description": "You may enrich your shots with spirit energy. Your shots gain Potency in combat vs. the supernatural.", + "playbook_ability_fill_the_air_with_lead": "Fill The Air With Lead", + "playbook_ability_fill_the_air_with_lead_description": "Expend your Special Ammunition to do one of the following: unleash a barrage of rapid fire to suppress the enemy - attack a group with +1 scale.", + "playbook_ability_stunning_performance": "Stunning Performance", + "playbook_ability_stunning_performance_description": "You can perform a flashy show with your weapons or horse that leaves your audience stunned and speechless. Take +1 effect to act on this impressed folks or on escape.", + "playbook_ability_i_am_the_law": "I Am The Law", + "playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.", + "playbook_ability_a_story_to_tell": "A Story To Tell", + "playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.", + "playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt", + "playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You", + "playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.", + "playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound", + "playbook_ability_s_only_a_flesh_wound_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal). When you accept level 2 or 3 harm instead of resisting clear 1 Grit.", + "playbook_ability_moral_compass": "Moral Compass", + "playbook_ability_moral_compass_description": "You gain an additional xp trigger: You did the right thing at cost to yourself. If your Posse has problems due to this, also mark Posse xp.", + "playbook_ability_tactical_genius": "Tactical Genius", + "playbook_ability_tactical_genius_description": "You always know the best position during a fight or hunt. If you're able to occupy this position gain +1 Effect for you and everybody who’s there with you.", + "playbook_ability_all_eyes_on_me": "All Eyes On... Me!", + "playbook_ability_all_eyes_on_me_description": "You may expend your special armor to resist an allied characters consequence from detection or to push yourself to impress others. You can always make a grand entrance.", + "playbook_ability_gamblers_gift": "Gamblers Gift", + "playbook_ability_gamblers_gift_description": "When someone fools you or takes you by surprise, gain a free 1 Grit flashback. When you gather information while partying or gambling, gain +1 Effect.", + "playbook_ability_cutting_cards": "Cutting Cards", + "playbook_ability_cutting_cards_description": "Your skill with cards is mesmerizing. While you perform a card trick, you may alter a memory, implant suggestion or sow a doubt. You may use your playing cards as dangerous throwing weapons.", + "playbook_ability_heart_of_the_cards": "Heart Of The Cards", + "playbook_ability_heart_of_the_cards_description": "When you accept Position and Effect given by the GM for a roll as is and just let the dice decide, don't spend any Grit or push the situation (you can still accept a Devil's Bargain), regain 1 Grit.", + "playbook_ability_fight_with_panache": "Fight With Panache", + "playbook_ability_fight_with_panache_description": "When you fight in a duel, bystanders won’t interfere. If you use Sling while being in close combat, gain +1 Effect.", + "playbook_ability_saloon_swagger": "Saloon Swagger", + "playbook_ability_saloon_swagger_description": "Gain +1d in situations where your appearance would be an advantage. If you try to sway someone with a profitable proposition or challenge others to a duel, gain Potency.", + "playbook_ability_miss_fortune": "Miss Fortune", + "playbook_ability_miss_fortune_description": "Some call you lucky but truth to be told, bad shit just happens to folk who try to mess with you. You may win every game of chance. Spend 1 Grit to cause a minor accident (a jammed gun), 2 for a major one (an exploding stick of dynamite) or 3 for a catastrophe (a collapsing mineshaft). During Payout, gain +Doom equal to the highest amount of Grit spend this way.", + "playbook_ability_darken_than_the_shadows": "Darker Than The Shadows", + "playbook_ability_darken_than_the_shadows_description": "You may expend your special armor to resist a consequence from detection, or to push yourself for a feat of hunting or stealth.", + "playbook_ability_silent_hunter": "Silent Hunter", + "playbook_ability_silent_hunter_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.", + "playbook_ability_survivor": "Survivor", + "playbook_ability_survivor_description": "From hard won experience or specialized training, you are able to subsist on what any environment provides and you can function on the barest sustenance. You get +1 Grit box.", + "playbook_ability_learned_my_trade_from_the_best": "Learned My Trade From The Best", + "playbook_ability_learned_my_trade_from_the_best_description": "When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_youre_my_game": "You're My Game", + "playbook_ability_youre_my_game_description": "You can smell their blood. When you hunt a target you’ve previously tracked or wounded, you gain +1 effect level. Whenever you gather information on a weakness or vulnerability, you get at least standard effect.", + "playbook_ability_like_a_brother": "Like A Brother", + "playbook_ability_like_a_brother_description": "Explain how your mount is helpful in what you’re trying to achieve and gain +1 effect level or +1d. Your mount always knows the way home.", + "playbook_ability_see_another_day": "See Another Day", + "playbook_ability_see_another_day_description": "You gain an additional xp trigger: You let your prey escape because it was worthy to see another day. If your Posse has problems due to this, also mark Posse xp.", + "playbook_ability_listen_to_the_land": "Listen To The Land", + "playbook_ability_listen_to_the_land_description": "Outside of civilization you always know where you are and how to care for yourself and your mount. You always Read the weather with a Great result.", + "playbook_ability_one_of_those_days": "One Of Those Days", + "playbook_ability_one_of_those_days_description": "You may expend your special armor to resist a consequence from a desperate roll, or to escape from whatever (or to wherever) you want... for now.", + "playbook_ability_now_now_now": "Now! Now! Now!", + "playbook_ability_now_now_now_description": "When you push yourself, you may spend +1 Grit (so 3 Grit total) to gain both +1 effect and +1d instead of one or the other.", + "playbook_ability_didnt_saw_that_coming": "Didn't Saw That Coming", + "playbook_ability_didnt_saw_that_coming_description": "When you make a surprising move that disregards propriety or other convention, you get +1d or +1 effect (your choice, as appropriate).", + "playbook_ability_daredevil": "Daredevil", + "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_vengeful": "Vengeful", + "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your Posse helped you get payback, also mark Posse xp.", + "playbook_ability_some_fine_reputation": "Some Fine Reputation", + "playbook_ability_some_fine_reputation_description": "Entering a location you may tell us what the people have heard about you. When you reveal your name and exploit your reputation you gain improved position or +1 effect (whatever makes sense).", + "playbook_ability_blaze_of_glory": "Blaze Of Glory", + "playbook_ability_blaze_of_glory_description": "When you mark a Stigma and utter a dying malediction you may retaliate against any and all enemies within range. Say how you bring ruin to your foes before they take you down. You may mark a Stigma prematurely to use this ability.", + "playbook_ability_guided_by_the_totem": "Guided By The Totem", + "playbook_ability_guided_by_the_totem_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself for a feat of athletics or hunt.", + "playbook_ability_totems_vessel": "Totem's Vessel", + "playbook_ability_totems_vessel_description": "When you push yourself and open body and soul as a conduit for your totem, choose one of the following additional benefits: perform a feat of athletics or stealth that verges on the superhuman - maneuver to confuse your enemies so they mistakenly attack each other - sense your prey (gather Information with at least Standard result) wherever it is.", + "playbook_ability_protector_of_the_people": "Protector Of The People", + "playbook_ability_protector_of_the_people_description": "When you protect a teammate or your people, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_a_devil_with_a_blade": "A Devil With A Blade", + "playbook_ability_a_devil_with_a_blade_description": "You’re very effective at finding vital organs with your blade. When using Sling to throw or fight with a blade you gain Potency and may choose to do it absolutely silently. On a miss you don’t get any positive result.", + "playbook_ability_gruesome_warpaint": "Gruesome Warpaint", + "playbook_ability_gruesome_warpaint_description": "Enemies falter, hesitate or flinch when attacked by you in close combat. You have an air of menace and danger obvious to even the most oblivious. You gain Potency when trying to intimidate someone. If done immediately after a show of force, also take +1d.", + "playbook_ability_totem_sense": "Totem Sense", + "playbook_ability_totem_sense_description": "Pick an animal sense matching to your totem. This sense is sharpened beyond human range to animal sensitivity.", + "playbook_ability_lone_wolf": "Lone Wolf", + "playbook_ability_lone_wolf_description": "You gain an additional xp trigger: You made things harder by acting alone. If your Posse has problems due to this, also mark Posse xp.", + "playbook_ability_walk_through_the_valley": "Walk Through the Valley", + "playbook_ability_walk_through_the_valley_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when dealing with Hell's forces.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "You can push yourself to do one of the following: perform a feat of social grace, swaying a crowd or capturing the attention of the Divine.", + "playbook_ability_a_dogs_nose": "A Dog's Nose", + "playbook_ability_a_dogs_nose_description": "You always sense the tainted. Take +1d when you gather info to uncover corruption or find the corrupted.", + "playbook_ability_hallow": "Hallow", + "playbook_ability_hallow_description": "You can push yourself to imbue an object or a place with divine power. Gain Potency when it comes up against the supernatural.", + "playbook_ability_curandero": "Curandero", + "playbook_ability_curandero_description": "When you receive an earnest oath from someone to follow one of your Faith's precepts, they may clear any level of severity of harm, immediately or safely over a short while, you decide. Should they ever break the precept, they take level 2 harm, 'Bedamned'.", + "playbook_ability_eli": "Eli", + "playbook_ability_eli_description": "One of your senses is so attuned to the world around you, that it can stand in for any one of your others. Get +1d to any action you can mount as a surprise of this unexpected ability or where others are found lacking.", + "playbook_ability_premonition": "Premonition", + "playbook_ability_premonition_description": "Have one flashback per session to a vision, dream, prayer or meditation that now comes together and has prepared you for this very moment. The first Grit spent this way is free.", + "playbook_ability_god_save_me_from_friends": "God Save Me From Friends", + "playbook_ability_god_save_me_from_friends_description": "You may expend your special armor to resist a consequence for a teammate, or to push yourself when you gather information or work on a long-term project. When you use it to resist you don't have to be present to use this ability, say how you prepared for this situation in the past.", + "playbook_ability_foresight": "Foresight", + "playbook_ability_foresight_description": "Two times per run you can assist a teammate without paying Grit. When you run out of Grit, instead of suffering a Stigma you may choose to come back with 1 Grit left. Either way tell us how you prepared for this.", + "playbook_ability_planning_is_everything": "Planning Is Everything", + "playbook_ability_planning_is_everything_description": "Due to your careful planning, during downtime, you may give yourself or another Posse member +1 downtime action.", + "playbook_ability_runs_in_the_family": "Runs In The Family", + "playbook_ability_runs_in_the_family_description": "During downtime, you get +1 result level when you acquire an asset or reduce Doom. You may choose 'distant cousin' as an asset arriving by train.", + "playbook_ability_weaving_the_web": "Weaving The Web", + "playbook_ability_weaving_the_web_description": "'By failing to prepare, you are preparing to fail.' You gain +1d to Consort when you gather information on a target for a run. You get +1d to the engagement roll for that operation. When the engagement roll is 6, gain 1 Grit.", + "playbook_ability_old_friends_everywhere": "Old Friends Everywhere", + "playbook_ability_old_friends_everywhere_description": "When you come to a new town or settlement, name a Friend, Connection, Vice Purveyor or Enemy you have here. Tell us a story about how you met and about your relationship.", + "playbook_ability_fingers_in_every_pie": "Fingers In Every Pie", + "playbook_ability_fingers_in_every_pie_description": "At the end of each downtime phase, you earn +2 Ablass.", + "playbook_ability_snakeoil_miracles": "Snakeoil Miracles", + "playbook_ability_snakeoil_miracles_description": "When you assist or engage in a group action with someone, they may also ignore one harm penalty.", + "playbook_ability_influential": "Influential", + "playbook_ability_influential_description": "You provide a valuable service to the town and are welcome even in dangerous places. Get +1 result level when you speak on behalf of a local community, acquire an asset or reduce Doom.", + "playbook_ability_little_vultures": "Little Vultures", + "playbook_ability_little_vultures_description": "Cohorts you command gain Potency to gather information and have special armor to resist a consequence of detection or deception.", + "playbook_ability_well_travelled": "Well Travelled", + "playbook_ability_well_travelled_description": "You speak a multitude of languages and are broadly educated. When you gather information in a weird or foreign place, take +1d to your roll.", + "playbook_ability_fandango": "Fandango", + "playbook_ability_fandango_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins your vice may do the same.", + "playbook_ability_quick_witted": "Quick-Witted", + "playbook_ability_quick_witted_description": "You may expend your special armor to resist a consequence of persuasion or suspicion. When you resist with Wits, take +1d.", + "playbook_ability_viper": "Viper", + "playbook_ability_viper_description": "When you invent, craft or try to apply a poison or narcotics, take +1d to your roll. You begin the game with one additional formula already known.", + "playbook_ability_in_good_hands": "In Good Hands", + "playbook_ability_in_good_hands_description": "When you provide meaningful insight or heartfelt advice (to another PC), you both clear 1 Grit. Everyone in your Posse gets +1d to their healing treatment rolls.", + "playbook_ability_driven": "Driven", + "playbook_ability_driven_description": "During downtime, you get 2 ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan. While reading, push yourself for 1 Grit instead of 2.", + "playbook_ability_skillful": "Skillful", + "playbook_ability_skillful_description": "You may expend your special armor to resist a consequence from breaking machines or experimenting with Hellstone, or to push yourself when working on weird science or handling Hellstone.", + "playbook_ability_mad_scientist": "Mad Scientist", + "playbook_ability_mad_scientist_description": "When you invent or craft a creation with steampunk or Hellstone features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_spiritmancer": "Spiritmancer", + "playbook_ability_spiritmancer_description": "When you invent or craft a creation with arcane, spiritual or demonic features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_listening_to_their_voices": "Listening To Their Voices", + "playbook_ability_listening_to_their_voices_description": "When you touch them you may consort with machines to gather information with +1 result level. After that, you may push yourself to give it a feature or task it was not constructed for.", + "playbook_ability_speaking_their_tongue": "Speaking Their Tongue", + "playbook_ability_speaking_their_tongue_description": "You may attune yourself to any machine to activate or disable it.", + "playbook_ability_blood_sweat_and_gears": "Blood, Sweat & Gears", + "playbook_ability_blood_sweat_and_gears_description": "You gain an additional xp trigger: If you achieved a breakthrough on a meaningful invention or scientific problem, mark xp. If your project caused trouble for your Posse, also mark Posse xp.", + "playbook_ability_right_time_right_tool": "Right Time, Right Tool", + "playbook_ability_right_time_right_tool_description": "You may use one of your items for a purpose of which it was not designed for. Fine items stay fine. Describe how you do it and how this is helpful.", + "playbook_ability_one_step_beyond": "One Step Beyond", + "playbook_ability_one_step_beyond_description": "You are affected by spirit bane charms (lose 2 Passion to overcome the repulsion). Whenever you would lose Grit, lose Passion instead. When you would take Stigma, take Decay instead. ", + "playbook_ability_angel_of_vengeance": "Angel Of Vengeance", + "playbook_ability_angel_of_vengeance_description": "You may expend your special armor to terrify or impress an enemy, or to push yourself when you Attune to the Burning Beyond.", + "playbook_ability_touched_by_the_burning_beyond": "Touched By The Burning Beyond", + "playbook_ability_touched_by_the_burning_beyond_description": "You can push yourself to do one of the following: Talk in tongues - terrorize a group of people - captured the attention of a ghost or demon.", + "playbook_ability_hellfire_torch": "Hellfire Torch", + "playbook_ability_hellfire_torch_description": "Your body burns with a non-consuming flame and it looks like you & your stuff is on fire. Take +1d or improved position in situations where being on fire is helpful.", + "playbook_ability_unholy_mount": "Unholy Mount", + "playbook_ability_unholy_mount_description": "Your horse or animal companion is equally frightening as you are. It has Potency when tracking or fighting the supernatural. For 1 Passion it has a temporary mind-link with you.", + "playbook_ability_like_johan": "Like Johan", + "playbook_ability_like_johan_description": "For 1 Passion you’re able to dissipate your body and all your stuff to become a cloud of vapor. This cloud may resemble your living body and clothes if you wish. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings. For +1 additional Passion you chill the area around you and are terrifying for the living to behold.", + "playbook_ability_superiority": "Superiority", + "playbook_ability_superiority_description": "Lose 1 Passion to sense beyond human limits. ‘Hear‘ a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object.", + "a_pistol": "A Pistol", + "a_pistol_description": "A sixshooter, a Smith & Wesson revolver, a Colt Dragoon or Buntline, a Navy or Army Colt. A double-action Peacemaker or Thunderer. An antique blackpouder breachloading heavy pistol.", + "a_2nd_pistol": "A 2nd Pistol", + "a_melee_weapon": "A Melee Weapon", + "a_melee_weapon_description": "A Bowie knife or Arkansas Toothpick. A butcher or skinning knife. A stiletto, rapier or sable. A hatchet, a tomahawk, a club, brass knuckles. Some sharpened piece of metal or equipment.", + "a_second_melee_weapon": "A 2nd Melee Weapon", + "lantern": "Lantern", + "lantern_description": "An oil lantern, a Hellstone lantern or some other light source.", + "throwing_knifes": "Throwing Knifes", + "throwing_knifes_description": "A set of light and well balanced knifes or a single Arkansas Toothpick.", + "armor": "Armor", + "armor_description": "Thick leather vest or waistcoat. A metal plate just at the right spot. An armored vest with Hellstone hardening.", + "a_large_weapon": "A Large Weapon", + "a_large_weapon_description": "A two-handed weapon. A spear, a hunting or buffalo rifle, a smoothbore musket, a crossbow, a bow, a polearm, a battle ax.", + "an_unusual_weapon": "An Unusual Weapon", + "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A weapon with high need of expertise. A whip, a lasso, bolas, a pitchfork, a sling, a viper.", + "a_horse_with_saddle": "A Horse with Saddle", + "a_horse_with_saddle_description": "Your reliable ally and mean of transportation out there in the wild. Does your horse has a name?", + "a_rope": "A Rope", + "a_rope_description": "A coil of rope, a lasso.", + "documents_description": "A collection of possibly useful documents. Some interesting/rough maps. Some blank pages. A pen, pencil or piece of coal. Who taught you to read and write?", + "arcane_ingredients": "Arcane Ingredients", + "arcane_ingredients_description": "A vial of quicksilver, blood or perfume. Peyote. A pouch of black salt, bone dust or grated Hellstone. A small stone or bone with a carved rune. A holy symbol. Hair or fingernails of a dead man. A sand timer. Dried frog skin. Have a look at the list of Ritual Ingredients.", + "subterfuge_supplies": "Subterfuge Supplies", + "subterfuge_supplies_description": "A theatrical makeup kit. Faked gold nugget or Hellstone. A forged badge of authority or symbol of faith. A selection of blank documents, ready for the forger’s hand.", + "demolition_tools": "Demolition Tools", + "demolition_tools_description": "A stick of dynamite, a nail bomb, a heavy hammer, a crowbar, a drill. A vial of nitroglycerin. Explain how you managed to avoid blowing yourself up 'til now.", + "crafting_tools": "Crafting Tools", + "crafting_tools_description": "An assortment for blacksmiths, carpenters, Hellstone mechanist work: A loupe, a scalpel, tweezers, a big/small hammer, pliers, screwdriver, file, saw, hatchet, a Hellstone fork, a battery.", + "a_spirit_bane": "A Spirit Bane", + "a_spirit_bane_description": "A small pendant, trinket, rock or bone that spirits, ghosts and maybe undead prefer to avoid. How does it look like? What is its origin?", + "an_useful_item": "An Useful Item", + "an_useful_item_description": "Some useful item you need right now. Snake leather boots? Guitar / banjo / harmonica? Magnificent Cologne? A piece of (faked) Hellstone? A Hellstone detector? A pipe? Explain why it is useful and why you brought it along.", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "alchemicals": "Alchemicals", + "alias": "Alias", + "an_upgrade": "An upgrade", + "armor_uses": "Armor uses", + "assault": "Assault", + "assist_a_teammate": "Assist a teammate", + "attune": "Attune", + "attune_description": "Attune to supernatural beings like spirits, demons and undead or to the Burning Beyond; channel supernatural energy to achieve effects; communicate with ghosts or undead; understand the Beyond.", + "autofill_reminder_crew": "To generate posse abilities, upgrades, contacts, and claims, enter the name of the posse type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_info": "Big Town - Ranch - Fort - Tribe - Loner - Immigrant - Frontier Town", + "bandoliers": "Bandoliers", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "brawl": "Brawl", + "brawl_description": "Brawl with someone, cry havoc or wrestle with an opponent in close combat; assault or hold a position; do some serious damage, no matter where.", + "broken": "Broken", + "character_mode": "Character Mode", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cohort", + "cohort_quality": "Cohort Quality", + "cohorts": "Cohorts", + "coin": "Coin", + "command": "Command", + "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the Posse's gangs.", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with fellow beings from your heritage or background, friends, or rivals to gain access to resources, information, people, or places.", + "contact_name": "Contact name", + "controlled": "Controlled", + "craft": "Craft", + "craft_description": "Craft mechanisms (create, modify, disable, or repair); reinforce or enhance constructions; understand and use steam - or Hellstone - devices to your advantage.", + "crew": "Posse", + "crew_advancement": "Posse Advancement", + "crew_description": "A short posse description", + "crew_mode": "Posse Mode", + "crew_sheet": "Posse sheet", + "crew_tier": "Posse Tier", + "crew_upgrades": "Posse Upgrades", + "deception": "Deception", + "description": "Description", + "desperate": "Desperate", + "detail_assault": "Point of attack", + "detail_deception": "Method", + "detail_occult": "Arcane power", + "detail_social": "Connection", + "detail_stealth": "Entry point", + "detail_transport": "Route", + "devils_bargain": "Devil's Bargain", + "disable": "Disable", + "disable_description": "Disable a trap, pick a lock, or crack a safe subtlety or with force; break an item, or obstacle with force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite": "Elite", + "engagement": "Engagement", + "entanglement": "Entanglement", + "expert": "Expert", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "factions1": "Status Quo", + "factions2": "Newcomers", + "factions_title": "Factions of Mudwater & Beyond", + "locations_header1": "Locations", + "locations_header2": "Wealth - Law&Order - Outlaw&Chaos - Supernatural", + "wealth": "Wealth", + "law_order": "Law & Order", + "outlaw_chaos": "Outlaw & Chaos", + "supernatural": "Super- natural", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or posse type", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Gang", + "gang_type": "", + "gather_information": "Gather Information", + "gatherinfo_how_can_i_hurt_them": "How can I hurt them?", + "gatherinfo_whos_most_afraid_of_me": "Who's most afraid of me?", + "gatherinfo_whos_most_dangerous_here": "Who's most dangerous here?", + "gatherinfo_what_do_they_intend_to_do": "What do they intend to do?", + "gatherinfo_how_can_i_get_them_to_x": "How can I get them to [X]?", + "gatherinfo_are_they_telling_the_truth": "Are they telling the truth?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_what_happened_here_recently": "What happend here recently?", + "gatherinfo_what_do_the_spirits_counsel": "What do the spirits counsel?", + "gatherinfo_how_can_i_discover_x": "How can I discover [X]?", + "gatherinfo_how_can_i_get_to_place_x": "How can I get to place [X]?", + "gatherinfo_what_should_i_look_out_for": "What should I look out for?", + "gatherinfo_where_should_i_strike": "Where should I strike?", + "gatherinfo_where_is_the_critical_point": "Where is the critical point to shoot?", + "gatherinfo_whos_most_impressed_by_me": "Who's most impressed by me?", + "gatherinfo_where_are_they_vulnerable": "Where are they vulnerable?", + "gatherinfo_what_do_they_expect": "What do they expect to see next?", + "gatherinfo_who_is_really_in_charge_here": "Who is really in charge here?", + "gatherinfo_whos_the_most_lawabiding_here": "Who's the most law-abiding here?", + "gatherinfo_how_can_i_get_them": "How can I get them to [X]?", + "gatherinfo_who_should_i_look_out_for": "What should I look out for?", + "gatherinfo_what_are_they_not_noticing": "What are they not noticing?", + "gatherinfo_what_do_they_really_care_about": "What do they really care about?", + "gatherinfo_how_can_i_stand_out_here": "How can I stand out here?", + "gatherinfo_what_is_the_best_path": "What is the best path to [X]?", + "gatherinfo_what_is_hidden_or_lost_here": "What is hidden or lost here?", + "gatherinfo_how_where_can_i_discover_x": "How / Where can I discover [X]?", + "gatherinfo_who_what_is_most_dangerous_here": "Who / What's most dangerous?", + "gatherinfo_how_will_the_environment_change": "How will the environment change?", + "gatherinfo_where_are_they_it_vulnerable": "Where are they/it vulnerable?", + "gatherinfo_where_should_i_go_flee": "Where should I go / flee?", + "gatherinfo_who_is_most_dangerous_here": "Who's most dangerous here?", + "gatherinfo_what_might_happen_if_i_x": "What might happen if I [X]?", + "gatherinfo_what_do_i_covet": "What do they covet?", + "gatherinfo_how_can_i_help_them_confess": "How can I help them confess?", + "gatherinfo_where_lies_the_corruption": "Where lies the corruption?", + "gatherinfo_what_can_i_trust_them_to_do": "What can I trust them to do?", + "gatherinfo_what_do_they_want_most": "What do they want most?", + "gatherinfo_wheres_the_leverage_here": "Where's the leverage here?", + "gatherinfo_how_can_i_get_x": "How can I get [X]?", + "gatherinfo_what_is_foreign_or_weird_here": "What is foreign or weird here?", + "gatherinfo_how_can_i_ease_their_suffering": "How can I ease their suffering?", + "gatherinfo_how_can_i_use_to_my_advantage": "How can I use [X] to my advantage?", + "gatherinfo_what_here_is_talking_to_me": "What here is talking to me?", + "gatherinfo_what_can_i_improve_here": "What can I improve here?", + "gatherinfo_might_happen_if_i_x": "What might happen if I [X]?", + "gatherinfo_how_can_i_find_x": "How can I find [X]?", + "gatherinfo_who_here_is_guilty": "Who here is guilty?", + "gatherinfo_whats_supernatural_here": "What's supernatural here?", + "gatherinfo_what_do_they_fear": "What do they fear?", + "generate_factions": "Generate Factions", + "guts": "Guts", + "guts_description": "Resist consequences from mental strain or willpower.", + "harm": "Harm", + "haunted": "Haunted", + "healing": "Healing", + "heat": "Doom", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "African — Far East — European — Southern — Native — Mysterious", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; find the trail it left behind; attack with precision whilst shooting from a distance; do some serious damage by hitting exactly the right spot.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Indulge Vice", + "wits": "Wits", + "wits_description": "Use your Wits to resist consequences from deception or understanding.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "lair": "Hideout", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "light": "Light", + "list_crews": "Hellstone Scavengers, Outlaw Posse, Bounty Hunters, or Tribe.", + "list_playbooks": "The Fist, The Shot, The Law, The Gamble, The Scout, The Outlaw, The Thunderheart, The Speaker, The Plan, The Gentle Touch, The Wrench & Saw, or The Revenant.", + "load": "load", + "load:": "Load:", + "look": "Look", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "minus1d": "-1D", + "name": "Name", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_stress_boxes": "Number of grit boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "occult": "Beyond", + "ok": "OK", + "paranoid": "Paranoid", + "personal": "Personal", + "planning_load": "Planning & Load", + "planningdesc": "Choose a plan, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_advancement": "Playbook Advancement", + "playbook_description": "A short playbook description", + "position": "Position", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "prowl": "Prowl", + "prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble; ambush with close violence - a backstab, throat cutting, etc.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(lose 2 grit) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "query_for_consequence": "Query for consequence name when resisting", + "read": "Read", + "read_description": "Read a person, text, document, or item with close scrutiny to gather information and apply knowledge, first aid or healing; recite text or gain a deeper understanding; do research.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reset?": "reset?", + "resist_instructions": "Lose 6 grit minus the highest die result. When you roll a critical on resistance, gain 1 grit.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "risky": "Risky", + "roll-inf": "roll", + "roll": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra stigma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "sling": "Sling", + "sling_description": "Sling a pistol in a shoot-out, throw a blade, a lasso or item; pick an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.", + "social": "Social", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "stash": "Ablass", + "status": "Status", + "stealth": "Stealth", + "stress": "Grit", + "strong": "Strong", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "sway": "Sway", + "sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; perform on stage; change attitudes or behaviour with manipulation or seduction.", + "teamwork": "Teamwork", + "tier": "Tier", + "training": "Training", + "transport": "Travel", + "trauma": "Stigma", + "turf": "Claim", + "unstable": "Unstable", + "upgrade": "Upgrade", + "upgrade_costs": "Upgrade Costs", + "upgrade_wits_description": "Earn 2 xp when training Wits during downtime.", + "upgrade_mastery_description": "Your posse has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_prowess_description": "Earn 2 xp when training Prowess during downtime.", + "upgrade_guts_description": "Earn 2 xp when training Guts during downtime.", + "upon_crew_advance": "Upon posse advance, each PC gets Ablass = Tier+2", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "vaults": "Vaults", + "version": "Version", + "vice": "Vice", + "vice_info": "Faith — Gambling — Luxury — Obligation — Pleasure — Stupor — Weird", + "vice_instructions": "Gain an amount of grit equal to the highest die result. If the result of your vice roll means you gain more than 9 grit, you overindulge.", + "vice_purveyor": "Vice / Purveyor", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "wanted": "Riders", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "Feud", + "warblurb1": "When you're having a feud with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the feud persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take -1 Coin and +1 Doom from each run.", + "warblurb5": "Your Hellstone Claims produce only half their normal income (round down).", + "weak": "Weak", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Bolster your posse's reputation or develop a new one.", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your posse's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the goals, drives, inner conflict, or essential nature of the posse.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.", + "zerodice": "Zero Dice — take the lowest result above", + "xxxsomenewasset": "another new asset to force translation. Hope this works" +} diff --git a/A Song of Ice and Fire/translations/ca.json b/A Song of Ice and Fire/translations/ca.json new file mode 100644 index 0000000000..da150f4e57 --- /dev/null +++ b/A Song of Ice and Fire/translations/ca.json @@ -0,0 +1,245 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Damage", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:", + "defense-sante": "DEFENSE & HEALTH", + "malus-disorganize": "Malus Disorganized", + "armyhero": "Hero :", + "nohero": "Without Hero", + "hero": "With Hero" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/hu.json b/A Song of Ice and Fire/translations/hu.json new file mode 100644 index 0000000000..da150f4e57 --- /dev/null +++ b/A Song of Ice and Fire/translations/hu.json @@ -0,0 +1,245 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Damage", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:", + "defense-sante": "DEFENSE & HEALTH", + "malus-disorganize": "Malus Disorganized", + "armyhero": "Hero :", + "nohero": "Without Hero", + "hero": "With Hero" +} \ No newline at end of file diff --git a/AGE System/translations/ca.json b/AGE System/translations/ca.json new file mode 100644 index 0000000000..4cc80c4198 --- /dev/null +++ b/AGE System/translations/ca.json @@ -0,0 +1,246 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "char-name-u": "CHARACTER NAME", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class" +} diff --git a/AGE System/translations/hu.json b/AGE System/translations/hu.json new file mode 100644 index 0000000000..4cc80c4198 --- /dev/null +++ b/AGE System/translations/hu.json @@ -0,0 +1,246 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "char-name-u": "CHARACTER NAME", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class" +} diff --git a/APOCTHULHU/translations/ca.json b/APOCTHULHU/translations/ca.json new file mode 100644 index 0000000000..f92cbf65c1 --- /dev/null +++ b/APOCTHULHU/translations/ca.json @@ -0,0 +1,353 @@ +{ + "art": "art", + "armor prce": "armor prce", + "(0%)": "(0%)", + "(10%)": "(10%)", + "(20%)": "(20%)", + "(30%)": "(30%)", + "(40%)": "(40%)", + "(record pristine/worn/junk status)": "(record pristine/worn/junk status)", + "0": "0", + "Survivor's Name": "Survivor's Name", + "10": "10", + "Individual Bonds": "Individual Bonds", + "Community Bonds": "Community Bonds", + "112382": "112382", + "motivations and mental disorders": "motivations and mental disorders", + "incidents of san loss without going insane": "incidents of san loss without going insane", + "wounds and ailments": "wounds and ailments", + "armor and gear": "armor and gear", + "weapons": "weapons", + "personal details and notes": "personal details and notes", + "Archetype": "Archetype", + "Setting": "Setting", + "315": "315", + "Current Home": "Current Home", + "Sex": "Sex", + "Age": "Age", + "Birthplace": "Birthplace", + "8 points of thick hide": "8 points of thick hide", + "adapted": "adapted", + "age": "age", + "agent signature": "agent signature", + "alertness fail checkbox": "alertness fail checkbox", + "alertness rank": "alertness rank", + "alertness": "alertness", + "ammo input": "ammo input", + "ammo": "ammo", + "anthropology fail checkbox": "anthropology fail checkbox", + "anthropology rank": "anthropology rank", + "anthropology": "anthropology", + "appraise fail checkbox": "appraise fail checkbox", + "appraise rank": "appraise rank", + "appraise": "appraise", + "Skills": "Skills", + "archeology fail checkbox": "archeology fail checkbox", + "archeology rank": "archeology rank", + "archeology": "archeology", + "armor piercing input": "armor piercing input", + "armor piercing": "armor piercing", + "armor": "armor", + "art fail checkbox": "art fail checkbox", + "art name": "art name", + "art rank": "art rank", + "art roll": "art roll", + "artillery fail checkbox": "artillery fail checkbox", + "artillery rank": "artillery rank", + "artillery roll": "artillery roll", + "artillery": "artillery", + "athletics fail checkbox": "athletics fail checkbox", + "athletics rank": "athletics rank", + "athletics roll": "athletics roll", + "athletics": "athletics", + "attack": "attack", + "attacks": "attacks", + "authorizing officer": "authorizing officer", + "base range input": "base range input", + "base range": "base range", + "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.", + "bond name": "bond name", + "bond score": "bond score", + "bond flag": "bond flag", + "BP": "BP", + "breaking point": "breaking point", + "CHA": "CHA", + "character name": "Character name", + "charisma distinguishing features": "charisma distinguishing features", + "charisma roll": "charisma roll", + "charisma score": "charisma score", + "charisma": "charisma", + "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.": "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.", + "checkbox for first aid": "checkbox for first aid", + "CON": "CON", + "constitution distinguishing features": "constitution distinguishing features", + "constitution roll": "constitution roll", + "constitution score": "constitution score", + "constitution": "constitution", + "craft fail checkbox": "craft fail checkbox", + "craft name": "craft name", + "craft rank": "craft rank", + "craft roll": "craft roll", + "craft": "craft", + "current status:": "current status:", + "damage input": "damage input", + "damage": "damage", + "damage bonus": "damage bonus", + "damage (×2)": "damage (×2)", + "DB": "DB", + "DD": "DD", + "demolitions fail checkbox": "demolitions fail checkbox", + "demolitions rank": "demolitions rank", + "demolitions roll": "demolitions roll", + "demolitions": "demolitions", + "developments which affect home and family": "developments which affect home and family", + "DEX": "DEX", + "dexterity distinguishing features": "dexterity distinguishing features", + "dexterity roll": "dexterity roll", + "dexterity score": "dexterity score", + "dexterity": "dexterity", + "disguise fail checkbox": "disguise fail checkbox", + "disguise rank": "disguise rank", + "disguise roll": "disguise roll", + "disguise": "disguise", + "distinguishing features": "distinguishing features", + "dodge fail checkbox": "dodge fail checkbox", + "dodge rank": "dodge rank", + "dodge roll": "dodge roll", + "dodge": "dodge", + "drive fail checkbox": "drive fail checkbox", + "drive rank": "drive rank", + "drive roll": "drive roll", + "drive": "drive", + "education": "education and occupational history", + "employer": "employer", + "enter a name for non-player character": "enter a name for non-player character", + "enter armor text": "enter armor text", + "enter hit points": "enter hit points", + "enter npc description": "enter npc description", + "enter sanity loss": "enter sanity loss", + "enter willpower points": "enter willpower points", + "equipment & resources": "equipment & resources", + "firearms fail checkbox": "firearms fail checkbox", + "firearms rank": "firearms rank", + "firearms roll": "firearms roll", + "firearms": "firearms", + "first aid fail checkbox": "first aid fail checkbox", + "first aid rank": "first aid rank", + "first aid roll": "first aid roll", + "first aid": "first aid", + "forensics fail checkbox": "forensics fail checkbox", + "forensics rank": "forensics rank", + "forensics roll": "forensics roll", + "forensics": "forensics", + "foriegn languages and other skills:": "foriegn languages and other skills:", + "gm whisper toggle": "gm whisper toggle", + "GM Whisper": "GM Whisper", + "Has First Aid been attempted since the last injury?": "Has First Aid been attempted since the last injury?", + "heavy machinery fail checkbox": "heavy machinery fail checkbox", + "heavy machinery rank": "heavy machinery rank", + "heavy machinery roll": "heavy machinery roll", + "heavy machinery": "heavy machinery", + "heavy weapons fail checkbox": "heavy weapons fail checkbox", + "heavy weapons rank": "heavy weapons rank", + "heavy weapons roll": "heavy weapons roll", + "heavy weapons": "heavy weapons", + "helplessness 1": "helplessness 1", + "helplessness 2": "helplessness 2", + "helplessness 3": "helplessness 3", + "helplessness": "helplessness", + "history fail checkbox": "history fail checkbox", + "history rank": "history rank", + "history roll": "history roll", + "history": "history", + "hit points": "hit points", + "HP": "HP", + "insight fail checkbox": "insight fail checkbox", + "insight rank": "insight rank", + "insight roll": "insight roll", + "insight": "insight", + "injuries": "injuries", + "INT": "INT", + "intelligence distinguishing features": "intelligence distinguishing features", + "intelligence roll": "intelligence roll", + "intelligence score": "intelligence score", + "intelligence": "intelligence", + "kill radius input": "kill radius input", + "kill radius": "kill radius", + "law fail checkbox": "law fail checkbox", + "law rank": "law rank", + "law roll": "law roll", + "law": "law", + "lethality % input": "lethality % input", + "lethality %": "lethality %", + "lethality": "lethality", + "lethality (×2)": "lethality (×2)", + "luck": "Luck", + "Luck": "Luck", + "medicine fail checkbox": "medicine fail checkbox", + "medicine rank": "medicine rank", + "medicine roll": "medicine roll", + "medicine": "medicine", + "melee weapons fail checkbox": "melee weapons fail checkbox", + "melee weapons rank": "melee weapons rank", + "melee weapons roll": "melee weapons roll", + "melee weapons": "melee weapons", + "military science fail checkbox": "military science fail checkbox", + "military science name": "military science name", + "military science rank": "military science rank", + "military science roll": "military science roll", + "military science": "military science", + "motivations": "motivations", + "name": "name", + "nationality": "nationality", + "navigate fail checkbox": "navigate fail checkbox", + "navigate rank": "navigate rank", + "navigate roll": "navigate roll", + "navigate": "navigate", + "notes": "notes", + "npc": "NPC", + "occult fail checkbox": "occult fail checkbox", + "occult rank": "occult rank", + "occult roll": "occult roll", + "occult": "occult", + "off": "off", + "on": "on", + "other notes name": "other notes name", + "other notes": "other notes", + "pc": "PC", + "permanent resources": "permanent resources", + "personal data": "personal data", + "persuade fail checkbox": "persuade fail checkbox", + "persuade rank": "persuade rank", + "persuade roll": "persuade roll", + "persuade": "persuade", + "pharmacy fail checkbox": "pharmacy fail checkbox", + "pharmacy rank": "pharmacy rank", + "pharmacy roll": "pharmacy roll", + "pharmacy": "pharmacy", + "pilot fail checkbox": "pilot fail checkbox", + "pilot name": "pilot name", + "pilot rank": "pilot rank", + "pilot roll": "pilot roll", + "pilot": "pilot", + "Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Please indicate why this agent was recruited and why the agent agreed to be recruited.", + "post apoc lore fail checkbox": "post apoc lore fail checkbox", + "post apoc lore name": "post apoc lore name", + "post apoc lore rank": "post apoc lore rank", + "post apoc lore roll": "post apoc lore roll", + "post apoc lore": "post apoc lore", + "POW": "POW", + "power distinguishing features": "power distinguishing features", + "power roll": "power roll", + "power score": "power score", + "power": "power", + "pris/worn/junk": "pris/worn/junk", + "pristine": "pristine", + "reassure fail checkbox": "reassure fail checkbox", + "reassure rank": "reassure rank", + "reassure roll": "reassure roll", + "reassure": "reassure", + "research fail checkbox": "research fail checkbox", + "research rank": "research rank", + "research roll": "research roll", + "research": "research", + "resource checks": "resource checks", + "resources at hand": "resources at hand", + "resources stowed": "resources stowed", + "resources in storage": "resources in storage", + "bonds and disorders": "bonds and disorders", + "rank": "skill %", + "recovery SAN": "recovery SAN", + "remarks": "remarks", + "ranged weapons fail checkbox": "ranged weapons fail checkbox", + "ranged weapons rank": "ranged weapons rank", + "ranged weapons roll": "ranged weapons roll", + "ranged weapons": "ranged weapons", + "resources": "resources", + "ride fail checkbox": "ride fail checkbox", + "ride rank": "ride rank", + "ride roll": "ride roll", + "ride": "ride", + "roll": "roll", + "SAN": "SAN", + "SAN LOSS": "SAN LOSS", + "sanity points": "sanity points", + "scavenge fail checkbox": "scavenge fail checkbox", + "scavenge rank": "scavenge rank", + "scavenge roll": "scavenge roll", + "scavenge": "scavenge", + "science fail checkbox": "science fail checkbox", + "science name": "science name", + "science rank": "science rank", + "science roll": "science roll", + "science": "science", + "score": "score", + "search fail checkbox": "search fail checkbox", + "search rank": "search rank", + "search roll": "search roll", + "search": "search", + "sex": "sex", + "sheet settings toggle": "sheet settings toggle", + "sheet settings": "sheet settings", + "sheet type": "Sheet Type", + "Sheet Type": "Sheet Type", + "skill % input": "skill % input", + "skill %": "skill %", + "skill fail checkbox": "skill fail checkbox", + "specialization name": "specialization name", + "skill or stat used": "skill or stat used", + "skill rank": "skill rank", + "skill roll": "skill roll", + "skill": "name", + "skills": "skills", + "special training input": "special training input", + "statistical data": "statistical data", + "Statistics": "Statistics", + "stealth fail checkbox": "stealth fail checkbox", + "stealth rank": "stealth rank", + "stealth roll": "stealth roll", + "stealth": "stealth", + "STR": "STR", + "strength distinguishing features": "strength distinguishing features", + "strength roll": "strength roll", + "strength score": "strength score", + "strength": "strength", + "surgery fail checkbox": "surgery fail checkbox", + "surgery rank": "surgery rank", + "surgery roll": "surgery roll", + "surgery": "surgery", + "survival fail checkbox": "survival fail checkbox", + "survival rank": "survival rank", + "survival roll": "survival roll", + "survival": "survival", + "swim fail checkbox": "swim fail checkbox", + "swim rank": "swim rank", + "swim roll": "swim roll", + "swim": "swim", + "technology use fail checkbox": "technology use fail checkbox", + "technology use rank": "technology use rank", + "technology use roll": "technology use roll", + "technology use": "technology use", + "top secret//orcon//special access required delta green agent documenation sheet": "top secret//orcon//special access required delta green agent documenation sheet ", + "unarmed combat fail checkbox": "unarmed combat fail checkbox", + "unarmed combat rank": "unarmed combat rank", + "unarmed combat roll": "unarmed combat roll", + "unarmed combat": "unarmed combat", + "united states form": "united states form", + "unnatural fail checkbox": "unnatural fail checkbox", + "unnatural rank": "unnatural rank", + "unnatural roll": "unnatural roll", + "unnatural": "unnatural", + "uses per game": "uses per game", + "violence 1": "violence 1", + "violence 2": "violence 2", + "violence 3": "violence 3", + "violence": "violence", + "weapons input": "weapons input", + "whisper rolls to gm": "whisper rolls to gm", + "willpower points": "willpower points", + "WP": "WP", + "x5": "x5", + "yes: only Medicine, Surgery, or long-term rest can help further.": "yes: only Medicine, Surgery, or long-term rest can help further.", + "-": "-" +} diff --git a/APOCTHULHU/translations/hu.json b/APOCTHULHU/translations/hu.json new file mode 100644 index 0000000000..f92cbf65c1 --- /dev/null +++ b/APOCTHULHU/translations/hu.json @@ -0,0 +1,353 @@ +{ + "art": "art", + "armor prce": "armor prce", + "(0%)": "(0%)", + "(10%)": "(10%)", + "(20%)": "(20%)", + "(30%)": "(30%)", + "(40%)": "(40%)", + "(record pristine/worn/junk status)": "(record pristine/worn/junk status)", + "0": "0", + "Survivor's Name": "Survivor's Name", + "10": "10", + "Individual Bonds": "Individual Bonds", + "Community Bonds": "Community Bonds", + "112382": "112382", + "motivations and mental disorders": "motivations and mental disorders", + "incidents of san loss without going insane": "incidents of san loss without going insane", + "wounds and ailments": "wounds and ailments", + "armor and gear": "armor and gear", + "weapons": "weapons", + "personal details and notes": "personal details and notes", + "Archetype": "Archetype", + "Setting": "Setting", + "315": "315", + "Current Home": "Current Home", + "Sex": "Sex", + "Age": "Age", + "Birthplace": "Birthplace", + "8 points of thick hide": "8 points of thick hide", + "adapted": "adapted", + "age": "age", + "agent signature": "agent signature", + "alertness fail checkbox": "alertness fail checkbox", + "alertness rank": "alertness rank", + "alertness": "alertness", + "ammo input": "ammo input", + "ammo": "ammo", + "anthropology fail checkbox": "anthropology fail checkbox", + "anthropology rank": "anthropology rank", + "anthropology": "anthropology", + "appraise fail checkbox": "appraise fail checkbox", + "appraise rank": "appraise rank", + "appraise": "appraise", + "Skills": "Skills", + "archeology fail checkbox": "archeology fail checkbox", + "archeology rank": "archeology rank", + "archeology": "archeology", + "armor piercing input": "armor piercing input", + "armor piercing": "armor piercing", + "armor": "armor", + "art fail checkbox": "art fail checkbox", + "art name": "art name", + "art rank": "art rank", + "art roll": "art roll", + "artillery fail checkbox": "artillery fail checkbox", + "artillery rank": "artillery rank", + "artillery roll": "artillery roll", + "artillery": "artillery", + "athletics fail checkbox": "athletics fail checkbox", + "athletics rank": "athletics rank", + "athletics roll": "athletics roll", + "athletics": "athletics", + "attack": "attack", + "attacks": "attacks", + "authorizing officer": "authorizing officer", + "base range input": "base range input", + "base range": "base range", + "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.", + "bond name": "bond name", + "bond score": "bond score", + "bond flag": "bond flag", + "BP": "BP", + "breaking point": "breaking point", + "CHA": "CHA", + "character name": "Character name", + "charisma distinguishing features": "charisma distinguishing features", + "charisma roll": "charisma roll", + "charisma score": "charisma score", + "charisma": "charisma", + "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.": "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.", + "checkbox for first aid": "checkbox for first aid", + "CON": "CON", + "constitution distinguishing features": "constitution distinguishing features", + "constitution roll": "constitution roll", + "constitution score": "constitution score", + "constitution": "constitution", + "craft fail checkbox": "craft fail checkbox", + "craft name": "craft name", + "craft rank": "craft rank", + "craft roll": "craft roll", + "craft": "craft", + "current status:": "current status:", + "damage input": "damage input", + "damage": "damage", + "damage bonus": "damage bonus", + "damage (×2)": "damage (×2)", + "DB": "DB", + "DD": "DD", + "demolitions fail checkbox": "demolitions fail checkbox", + "demolitions rank": "demolitions rank", + "demolitions roll": "demolitions roll", + "demolitions": "demolitions", + "developments which affect home and family": "developments which affect home and family", + "DEX": "DEX", + "dexterity distinguishing features": "dexterity distinguishing features", + "dexterity roll": "dexterity roll", + "dexterity score": "dexterity score", + "dexterity": "dexterity", + "disguise fail checkbox": "disguise fail checkbox", + "disguise rank": "disguise rank", + "disguise roll": "disguise roll", + "disguise": "disguise", + "distinguishing features": "distinguishing features", + "dodge fail checkbox": "dodge fail checkbox", + "dodge rank": "dodge rank", + "dodge roll": "dodge roll", + "dodge": "dodge", + "drive fail checkbox": "drive fail checkbox", + "drive rank": "drive rank", + "drive roll": "drive roll", + "drive": "drive", + "education": "education and occupational history", + "employer": "employer", + "enter a name for non-player character": "enter a name for non-player character", + "enter armor text": "enter armor text", + "enter hit points": "enter hit points", + "enter npc description": "enter npc description", + "enter sanity loss": "enter sanity loss", + "enter willpower points": "enter willpower points", + "equipment & resources": "equipment & resources", + "firearms fail checkbox": "firearms fail checkbox", + "firearms rank": "firearms rank", + "firearms roll": "firearms roll", + "firearms": "firearms", + "first aid fail checkbox": "first aid fail checkbox", + "first aid rank": "first aid rank", + "first aid roll": "first aid roll", + "first aid": "first aid", + "forensics fail checkbox": "forensics fail checkbox", + "forensics rank": "forensics rank", + "forensics roll": "forensics roll", + "forensics": "forensics", + "foriegn languages and other skills:": "foriegn languages and other skills:", + "gm whisper toggle": "gm whisper toggle", + "GM Whisper": "GM Whisper", + "Has First Aid been attempted since the last injury?": "Has First Aid been attempted since the last injury?", + "heavy machinery fail checkbox": "heavy machinery fail checkbox", + "heavy machinery rank": "heavy machinery rank", + "heavy machinery roll": "heavy machinery roll", + "heavy machinery": "heavy machinery", + "heavy weapons fail checkbox": "heavy weapons fail checkbox", + "heavy weapons rank": "heavy weapons rank", + "heavy weapons roll": "heavy weapons roll", + "heavy weapons": "heavy weapons", + "helplessness 1": "helplessness 1", + "helplessness 2": "helplessness 2", + "helplessness 3": "helplessness 3", + "helplessness": "helplessness", + "history fail checkbox": "history fail checkbox", + "history rank": "history rank", + "history roll": "history roll", + "history": "history", + "hit points": "hit points", + "HP": "HP", + "insight fail checkbox": "insight fail checkbox", + "insight rank": "insight rank", + "insight roll": "insight roll", + "insight": "insight", + "injuries": "injuries", + "INT": "INT", + "intelligence distinguishing features": "intelligence distinguishing features", + "intelligence roll": "intelligence roll", + "intelligence score": "intelligence score", + "intelligence": "intelligence", + "kill radius input": "kill radius input", + "kill radius": "kill radius", + "law fail checkbox": "law fail checkbox", + "law rank": "law rank", + "law roll": "law roll", + "law": "law", + "lethality % input": "lethality % input", + "lethality %": "lethality %", + "lethality": "lethality", + "lethality (×2)": "lethality (×2)", + "luck": "Luck", + "Luck": "Luck", + "medicine fail checkbox": "medicine fail checkbox", + "medicine rank": "medicine rank", + "medicine roll": "medicine roll", + "medicine": "medicine", + "melee weapons fail checkbox": "melee weapons fail checkbox", + "melee weapons rank": "melee weapons rank", + "melee weapons roll": "melee weapons roll", + "melee weapons": "melee weapons", + "military science fail checkbox": "military science fail checkbox", + "military science name": "military science name", + "military science rank": "military science rank", + "military science roll": "military science roll", + "military science": "military science", + "motivations": "motivations", + "name": "name", + "nationality": "nationality", + "navigate fail checkbox": "navigate fail checkbox", + "navigate rank": "navigate rank", + "navigate roll": "navigate roll", + "navigate": "navigate", + "notes": "notes", + "npc": "NPC", + "occult fail checkbox": "occult fail checkbox", + "occult rank": "occult rank", + "occult roll": "occult roll", + "occult": "occult", + "off": "off", + "on": "on", + "other notes name": "other notes name", + "other notes": "other notes", + "pc": "PC", + "permanent resources": "permanent resources", + "personal data": "personal data", + "persuade fail checkbox": "persuade fail checkbox", + "persuade rank": "persuade rank", + "persuade roll": "persuade roll", + "persuade": "persuade", + "pharmacy fail checkbox": "pharmacy fail checkbox", + "pharmacy rank": "pharmacy rank", + "pharmacy roll": "pharmacy roll", + "pharmacy": "pharmacy", + "pilot fail checkbox": "pilot fail checkbox", + "pilot name": "pilot name", + "pilot rank": "pilot rank", + "pilot roll": "pilot roll", + "pilot": "pilot", + "Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Please indicate why this agent was recruited and why the agent agreed to be recruited.", + "post apoc lore fail checkbox": "post apoc lore fail checkbox", + "post apoc lore name": "post apoc lore name", + "post apoc lore rank": "post apoc lore rank", + "post apoc lore roll": "post apoc lore roll", + "post apoc lore": "post apoc lore", + "POW": "POW", + "power distinguishing features": "power distinguishing features", + "power roll": "power roll", + "power score": "power score", + "power": "power", + "pris/worn/junk": "pris/worn/junk", + "pristine": "pristine", + "reassure fail checkbox": "reassure fail checkbox", + "reassure rank": "reassure rank", + "reassure roll": "reassure roll", + "reassure": "reassure", + "research fail checkbox": "research fail checkbox", + "research rank": "research rank", + "research roll": "research roll", + "research": "research", + "resource checks": "resource checks", + "resources at hand": "resources at hand", + "resources stowed": "resources stowed", + "resources in storage": "resources in storage", + "bonds and disorders": "bonds and disorders", + "rank": "skill %", + "recovery SAN": "recovery SAN", + "remarks": "remarks", + "ranged weapons fail checkbox": "ranged weapons fail checkbox", + "ranged weapons rank": "ranged weapons rank", + "ranged weapons roll": "ranged weapons roll", + "ranged weapons": "ranged weapons", + "resources": "resources", + "ride fail checkbox": "ride fail checkbox", + "ride rank": "ride rank", + "ride roll": "ride roll", + "ride": "ride", + "roll": "roll", + "SAN": "SAN", + "SAN LOSS": "SAN LOSS", + "sanity points": "sanity points", + "scavenge fail checkbox": "scavenge fail checkbox", + "scavenge rank": "scavenge rank", + "scavenge roll": "scavenge roll", + "scavenge": "scavenge", + "science fail checkbox": "science fail checkbox", + "science name": "science name", + "science rank": "science rank", + "science roll": "science roll", + "science": "science", + "score": "score", + "search fail checkbox": "search fail checkbox", + "search rank": "search rank", + "search roll": "search roll", + "search": "search", + "sex": "sex", + "sheet settings toggle": "sheet settings toggle", + "sheet settings": "sheet settings", + "sheet type": "Sheet Type", + "Sheet Type": "Sheet Type", + "skill % input": "skill % input", + "skill %": "skill %", + "skill fail checkbox": "skill fail checkbox", + "specialization name": "specialization name", + "skill or stat used": "skill or stat used", + "skill rank": "skill rank", + "skill roll": "skill roll", + "skill": "name", + "skills": "skills", + "special training input": "special training input", + "statistical data": "statistical data", + "Statistics": "Statistics", + "stealth fail checkbox": "stealth fail checkbox", + "stealth rank": "stealth rank", + "stealth roll": "stealth roll", + "stealth": "stealth", + "STR": "STR", + "strength distinguishing features": "strength distinguishing features", + "strength roll": "strength roll", + "strength score": "strength score", + "strength": "strength", + "surgery fail checkbox": "surgery fail checkbox", + "surgery rank": "surgery rank", + "surgery roll": "surgery roll", + "surgery": "surgery", + "survival fail checkbox": "survival fail checkbox", + "survival rank": "survival rank", + "survival roll": "survival roll", + "survival": "survival", + "swim fail checkbox": "swim fail checkbox", + "swim rank": "swim rank", + "swim roll": "swim roll", + "swim": "swim", + "technology use fail checkbox": "technology use fail checkbox", + "technology use rank": "technology use rank", + "technology use roll": "technology use roll", + "technology use": "technology use", + "top secret//orcon//special access required delta green agent documenation sheet": "top secret//orcon//special access required delta green agent documenation sheet ", + "unarmed combat fail checkbox": "unarmed combat fail checkbox", + "unarmed combat rank": "unarmed combat rank", + "unarmed combat roll": "unarmed combat roll", + "unarmed combat": "unarmed combat", + "united states form": "united states form", + "unnatural fail checkbox": "unnatural fail checkbox", + "unnatural rank": "unnatural rank", + "unnatural roll": "unnatural roll", + "unnatural": "unnatural", + "uses per game": "uses per game", + "violence 1": "violence 1", + "violence 2": "violence 2", + "violence 3": "violence 3", + "violence": "violence", + "weapons input": "weapons input", + "whisper rolls to gm": "whisper rolls to gm", + "willpower points": "willpower points", + "WP": "WP", + "x5": "x5", + "yes: only Medicine, Surgery, or long-term rest can help further.": "yes: only Medicine, Surgery, or long-term rest can help further.", + "-": "-" +} diff --git a/AW/translations/ca.json b/AW/translations/ca.json new file mode 100644 index 0000000000..595c3a4f7b --- /dev/null +++ b/AW/translations/ca.json @@ -0,0 +1,129 @@ +{ + "add-society-someone": "Add someone to your secret society.", + "advance-3basicmoves": "Choose 3 basic moves and advance them.", + "advance-4basicmoves": "Advance the other 4 basic moves.", + "angel": "Angel", + "armor": "Armor", + "barter": "Barter", + "battlebabe": "Battlebabe", + "brainer": "Brainer", + "broken": "Broken", + "change-char-type": "Change your character to a new type.", + "chopper": "Chopper", + "class-archetype": "Class", + "class-moves": "Class Moves", + "cool": "Cool", + "crew-contacts": "Crew Contacts", + "crippled": "Crippled", + "custom-weapons": "Custom Weapons", + "description": "Description", + "disfigured": "Disfigured", + "do-something-under-fire": "Do something under fire", + "driver": "Driver", + "erase-holding-option": "Erase an option from your holding.", + "establishment-security": "Add a security to your establishment.", + "experience": "Experience", + "faceless": "Faceless", + "followers": "Followers", + "followers-newoption": "Choose a new option for your followers.", + "fortune": "Fortune", + "frame": "Frame", + "gang": "Gang", + "gang-new-option": "Choose a new option for your gang.", + "gear-barter": "Gear & Barter", + "get-2-gigs-moonlighting": "Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2": "Get 2 pieces of Brainer gear.", + "get-car": "Get a car. (detail)", + "get-car-noshit-driver": "Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune": "Get followers (detail) and fortunes.", + "get-gang-alpha": "Get a gang (detail) and Pack Alpha.", + "get-gang-leadership": "Get a gang (detail) and Leadership.", + "get-gang-security-leadership": "Get a gang (detail) for security, and leadership.", + "get-garage-crew": "Get a garage (workspace, detail) and crew.", + "get-gig-change-crew": "Get a gig and you may change your crew.", + "get-holding-newoption": "Choose a new option for your holding.", + "get-holding-wealth": "Get a holding (detail) and Wealth.", + "get-move-class": "Get a new move from your class.", + "get-move-other": "Get a move from another Playbook.", + "get-plus-cool-max2": "Get +1 Cool (max Cool +2)", + "get-plus-cool-max3": "Get +1 Cool (max Cool +3)", + "get-plus-hard-max2": "Get +1 Hard (max Hard +2)", + "get-plus-hard-max3": "Get +1 Hard (max Hard +3)", + "get-plus-hot-max2": "Get +1 Hot (max Hot +2)", + "get-plus-hot-max3": "Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2": "Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3": "Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3": "Get +1 to any stat (max stat +3)", + "get-plus-weird-max2": "Get +1 Weird (max Weird +2)", + "get-plus-weird-max3": "Get +1 Weird (max Weird +3)", + "gig-abandon-resolve": "Abandon or resolve an obligation gig for good.", + "gigs": "Gigs", + "give-solace": "Give a Solace move to another character.", + "go-aggro": "Go aggro/seize by force", + "growing-arms-legs": "You are growing arms and legs.", + "gunlugger": "GunLugger", + "hard": "Hard", + "hardholder": "Hardholder", + "harm": "Harm", + "highlighted": "Highlighted", + "hoard-option": "Add an option to your hoard.", + "hoarder": "Hoarder", + "hocus": "Hocus", + "hold": "Hold", + "holding": "Holding", + "holding-size": "Size", + "hot": "Hot", + "hx": "Hx", + "improvements": "Improvements", + "lock-unlock-class": "Lock/Unlock Class", + "looks": "Looks", + "macaluso": "Macaluso", + "maestro": "Maestro D", + "maestro-d": "Maestro D", + "marmot": "Marmot", + "misses": "Misses", + "move": "Move", + "name": "Name", + "nolonger-vulnerable-hunger": "You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm": "You are no longer vulnerable to Ψ-harm.", + "open-your-brain": "Open your brain", + "operator": "Operator", + "other": "Other", + "other-moves": "Other Moves", + "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated", + "power": "Power", + "puppet-strings": "Puppet Strings", + "quarantine": "Quarantine", + "read-a-sitch": "Read a sitch; read a person", + "resolve-interest-establishment": "Resolve the interest of somebody in your establishment.", + "retire-char-safety": "Retire your character. (to safety)", + "rolls": "rolls", + "s-m-m": "S.M.M.", + "savvyhead": "SavvyHead", + "second-char": "Create a second character to play.", + "seduce-or-manipulate": "Seduce or manipulate", + "sharp": "Sharp", + "shattered": "Shattered", + "show-hide-improvements": "Show/Hide Improvements", + "size": "Size", + "skinner": "Skinner", + "solace": "Solace", + "stat": "Stat", + "stats": "Stats", + "stock": "Stock", + "strength": "Strength", + "succeeds": "Succeeds", + "succeeds-partially": "Succeeds partially", + "surplus": "Surplus", + "tags": "Tags", + "talk-directly-humans": "You can talk directly with humans.", + "touchstone": "Touchstone", + "unlock-stasis-facility": "Unlocks a stasis facility.", + "wakeup-human": "You wake up human.", + "want": "Want", + "weaknesses": "Weaknesses", + "weird": "Weird", + "workspace-lifesupport": "Add life support to your workspace, and now you can work on people there too.", + "your-bike": "Your Bike", + "your-cars": "Your Car(s)" +} \ No newline at end of file diff --git a/AW/translations/hu.json b/AW/translations/hu.json new file mode 100644 index 0000000000..595c3a4f7b --- /dev/null +++ b/AW/translations/hu.json @@ -0,0 +1,129 @@ +{ + "add-society-someone": "Add someone to your secret society.", + "advance-3basicmoves": "Choose 3 basic moves and advance them.", + "advance-4basicmoves": "Advance the other 4 basic moves.", + "angel": "Angel", + "armor": "Armor", + "barter": "Barter", + "battlebabe": "Battlebabe", + "brainer": "Brainer", + "broken": "Broken", + "change-char-type": "Change your character to a new type.", + "chopper": "Chopper", + "class-archetype": "Class", + "class-moves": "Class Moves", + "cool": "Cool", + "crew-contacts": "Crew Contacts", + "crippled": "Crippled", + "custom-weapons": "Custom Weapons", + "description": "Description", + "disfigured": "Disfigured", + "do-something-under-fire": "Do something under fire", + "driver": "Driver", + "erase-holding-option": "Erase an option from your holding.", + "establishment-security": "Add a security to your establishment.", + "experience": "Experience", + "faceless": "Faceless", + "followers": "Followers", + "followers-newoption": "Choose a new option for your followers.", + "fortune": "Fortune", + "frame": "Frame", + "gang": "Gang", + "gang-new-option": "Choose a new option for your gang.", + "gear-barter": "Gear & Barter", + "get-2-gigs-moonlighting": "Get 2 gigs (detail) and Moonlighting.", + "get-brainer-gear2": "Get 2 pieces of Brainer gear.", + "get-car": "Get a car. (detail)", + "get-car-noshit-driver": "Get a car (detail) and a \"No Shit Driver\".", + "get-followers-fortune": "Get followers (detail) and fortunes.", + "get-gang-alpha": "Get a gang (detail) and Pack Alpha.", + "get-gang-leadership": "Get a gang (detail) and Leadership.", + "get-gang-security-leadership": "Get a gang (detail) for security, and leadership.", + "get-garage-crew": "Get a garage (workspace, detail) and crew.", + "get-gig-change-crew": "Get a gig and you may change your crew.", + "get-holding-newoption": "Choose a new option for your holding.", + "get-holding-wealth": "Get a holding (detail) and Wealth.", + "get-move-class": "Get a new move from your class.", + "get-move-other": "Get a move from another Playbook.", + "get-plus-cool-max2": "Get +1 Cool (max Cool +2)", + "get-plus-cool-max3": "Get +1 Cool (max Cool +3)", + "get-plus-hard-max2": "Get +1 Hard (max Hard +2)", + "get-plus-hard-max3": "Get +1 Hard (max Hard +3)", + "get-plus-hot-max2": "Get +1 Hot (max Hot +2)", + "get-plus-hot-max3": "Get +1 Hot (max Hot +3)", + "get-plus-sharp-max2": "Get +1 Sharp (max Sharp +2)", + "get-plus-sharp-max3": "Get +1 Sharp (max Sharp +3)", + "get-plus-stat-max3": "Get +1 to any stat (max stat +3)", + "get-plus-weird-max2": "Get +1 Weird (max Weird +2)", + "get-plus-weird-max3": "Get +1 Weird (max Weird +3)", + "gig-abandon-resolve": "Abandon or resolve an obligation gig for good.", + "gigs": "Gigs", + "give-solace": "Give a Solace move to another character.", + "go-aggro": "Go aggro/seize by force", + "growing-arms-legs": "You are growing arms and legs.", + "gunlugger": "GunLugger", + "hard": "Hard", + "hardholder": "Hardholder", + "harm": "Harm", + "highlighted": "Highlighted", + "hoard-option": "Add an option to your hoard.", + "hoarder": "Hoarder", + "hocus": "Hocus", + "hold": "Hold", + "holding": "Holding", + "holding-size": "Size", + "hot": "Hot", + "hx": "Hx", + "improvements": "Improvements", + "lock-unlock-class": "Lock/Unlock Class", + "looks": "Looks", + "macaluso": "Macaluso", + "maestro": "Maestro D", + "maestro-d": "Maestro D", + "marmot": "Marmot", + "misses": "Misses", + "move": "Move", + "name": "Name", + "nolonger-vulnerable-hunger": "You can live on local human food and are no loger vulnerable to hunger.", + "nolonger-vulnerable-xharm": "You are no longer vulnerable to Ψ-harm.", + "open-your-brain": "Open your brain", + "operator": "Operator", + "other": "Other", + "other-moves": "Other Moves", + "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated", + "power": "Power", + "puppet-strings": "Puppet Strings", + "quarantine": "Quarantine", + "read-a-sitch": "Read a sitch; read a person", + "resolve-interest-establishment": "Resolve the interest of somebody in your establishment.", + "retire-char-safety": "Retire your character. (to safety)", + "rolls": "rolls", + "s-m-m": "S.M.M.", + "savvyhead": "SavvyHead", + "second-char": "Create a second character to play.", + "seduce-or-manipulate": "Seduce or manipulate", + "sharp": "Sharp", + "shattered": "Shattered", + "show-hide-improvements": "Show/Hide Improvements", + "size": "Size", + "skinner": "Skinner", + "solace": "Solace", + "stat": "Stat", + "stats": "Stats", + "stock": "Stock", + "strength": "Strength", + "succeeds": "Succeeds", + "succeeds-partially": "Succeeds partially", + "surplus": "Surplus", + "tags": "Tags", + "talk-directly-humans": "You can talk directly with humans.", + "touchstone": "Touchstone", + "unlock-stasis-facility": "Unlocks a stasis facility.", + "wakeup-human": "You wake up human.", + "want": "Want", + "weaknesses": "Weaknesses", + "weird": "Weird", + "workspace-lifesupport": "Add life support to your workspace, and now you can work on people there too.", + "your-bike": "Your Bike", + "your-cars": "Your Car(s)" +} \ No newline at end of file diff --git a/AW2E/translations/ca.json b/AW2E/translations/ca.json new file mode 100644 index 0000000000..423c4e81bf --- /dev/null +++ b/AW2E/translations/ca.json @@ -0,0 +1,182 @@ +{ + "add-workspace-2options": "add 2 options to your workspace", + "advance-3basicmoves": "choose 3 basic moves and advance them.", + "advance-3other-moves": "advance the other 3 basic moves.", + "agility": "Agility", + "amenities": "Amenities", + "ammo": "Ammo", + "angel": "Angel", + "armor": "Armor", + "atmosphere": "Atmosphere", + "attractions": "Attractions", + "back-minus-harm": "Come back with -1hard", + "back-minus-weird": "Come back with +1weird", + "barter": "Barter", + "battlebabe": "Battlebabe", + "brainer": "Brainer", + "but": "But", + "change-char-type": "change your character to a new type", + "change-playbook": "Change to a new Playbook", + "charge": "Charge", + "child-thing": "Child-Thing", + "chopper": "Chopper", + "chosen-friends": "Chosen Friends", + "config": "Configuration", + "damage": "Damage", + "playbook-archetype": "Playbook", + "playbook-moves": "Playbook Moves", + "complications": "Complications", + "cool": "Cool", + "crew-contacts": "Crew Contacts", + "custom-weapons": "Custom Weapons", + "description": "Description", + "die": "Die", + "do-something-under-fire": "do something under fire", + "driver": "Driver", + "emerged-stasis": "You emerged from stasis", + "erase-holding-option": "erase an option from your holding", + "establishment": "Establishment", + "establishment-security": "add a security to your establishment", + "experience": "Experience", + "faceless": "Faceless", + "features": "Features", + "follower_barter": "Follower Barter", + "followers": "Followers", + "followers-newoption": "choose a new option for your followers", + "food": "Food", + "force entrance_exit": "Force Entrance/Exit", + "fortune": "Fortune", + "frame": "Frame", + "gang": "Gang", + "gang-new-option": "choose a new option for your gang", + "gear-barter": "Gear & Barter", + "get-2brainer-gear": "get 2 new or relacement brainer gear (you choose)", + "get-ally": "get an ally (cf, detail with the MC)", + "get-establishment": "get an establishment (detail)", + "get-followers-fortune": "get followers (you detail) and Fortunes", + "get-gang-alpha": "get a gang (detail) and Pack Alpha", + "get-gang-leadership": "get a gang (detail) and Leadership", + "get-gang-security-leadership": "get a gang (detail) for security, and Leadership", + "get-garage-crew": "get a garage (workspace, detail) and crew", + "get-holding-newoption": "choose a new option for your holding", + "get-holding-wealth": "get a holding (detail) and Wealth", + "get-move-angel": "get a new angel move", + "get-move-battlebabe": "get a new battlebabe move", + "get-move-brainer": "get a new brainer move", + "get-move-child": "get a new child-thing move", + "get-move-driver": "get a new driver move", + "get-move-faceless": "get a new faceless move", + "get-move-gunlugger": "get a new gunlugger move", + "get-move-hocus": "get a new hocus move", + "get-move-maestro": "get a new maestro d' move", + "get-move-news": "get a new news move", + "get-move-other": "get a move from another playbook", + "get-move-savvyhead": "get a new savvyhead move", + "get-move-skinner": "get a new skinner move", + "get-move-waterbearer": "get a new waterbearer move", + "get-plus-cool-max2": "get +1cool (max cool+2)", + "get-plus-cool-max3": "get +1cool (max cool+3)", + "get-plus-hard-max2": "get +1hard (max hard+2)", + "get-plus-hard-max3": "get +1hard (max hard+3)", + "get-plus-hot-max2": "get +1hot (max hot+2)", + "get-plus-hot-max3": "get +1hot (max hot+3)", + "get-plus-sharp-max2": "get +1sharp (max sharp+2)", + "get-plus-sharp-max3": "get +1sharp (max sharp+3)", + "get-plus-stat-max3": "get +1 to any stat (max stat+3)", + "get-plus-weird-max2": "get +1weird (max weird+2)", + "get-plus-weird-max3": "get +1weird (max weird+3)", + "get-supplier": "get a supplier (cf, detail with the MC)", + "get-vehicle": "get a new vehicle (you detail)", + "get-vehicle-combat-driver": "get a vehicle (you detail) and Combat Driver", + "get-vehicle-new": "get a vehicle (you detail)", + "get-workspace-2options": "get a workspace (you detail) or add 2 options to your workspace", + "gigs": "Gigs", + "go-aggro": "go aggro/seize by force", + "gunlugger": "GunLugger", + "hard_shutdown/cover_ground": "hard shutdown/cover ground", + "hard": "Hard", + "hardholder": "Hardholder", + "harm": "Harm", + "highlighted": "Highlighted", + "hocus": "Hocus", + "hold": "Hold", + "holding": "Holding", + "holding-size": "Size", + "hot": "Hot", + "hx": "Hx", + "hx-notes": "Hx Notes", + "improvements": "Improvements", + "interested-parties": "Interested Parties", + "laws": "Laws", + "life-untenable": "When Life is Untenable", + "lock-unlock-playbook": "Lock/Unlock Playbook", + "look": "Look", + "looks": "Looks", + "maestro-d": "Maestro D", + "marine": "Landfall Marine", + "massive": "Massive", + "misses": "Misses", + "move": "Move", + "name": "Name", + "news": "News", + "no-vuln-hunger": "You are no longer vulnerable to hunger", + "no-vuln-phychic": "you're no longer vulnerable to Ψ-harm", + "no-vuln-isolation": "you're no longer vulnerable to reflexive isolation", + "open-your-brain": "open your brain", + "other": "Other", + "other-moves": "Other Moves", + "penalties": "Penalties", + "people-connections": "People with Connections", + "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated", + "power": "Power", + "puppet-strings": "Puppet Strings", + "quarantine": "The Quarantine", + "read-a-sitch": "read a sitch; read a person", + "regulars": "Regulars", + "remaining-stasis": "Remaining in Stasis", + "resolve-interest-establishment": "resolve somebody's interest in your establishment", + "retire-char-safety": "retire your character (to safety)", + "roll-your-hx": "roll your Hx", + "rolls": "rolls", + "savvyhead": "SavvyHead", + "second-char": "create a second character to play", + "security": "Security", + "seduce-or-manipulate": "seduce or manipulate", + "sharp": "Sharp", + "show-hide-improvements": "Show/Hide Improvements", + "size": "Size", + "skinner": "Skinner", + "source": "Source", + "source-2features": "add 2 features to the source", + "source-laws": "change the laws and penalties of the source", + "specialist-jackson": "Status of Specialist Jackson, Tammy M.", + "spend_1_barter_to_replenish_1_stock": "Spend 1 Barter to replenish 1 Stock", + "stasis": "Stasis", + "stasis-facilities": "Stasis Facilities", + "stat": "Stat", + "stats": "Stats", + "stock": "Stock", + "strength": "Strength", + "studio": "Studio", + "succeeds": "Succeeds", + "succeeds-partially": "Succeeds partially", + "suffer-harm": "suffer harm", + "surplus": "Surplus", + "tags": "Tags", + "under-disguises": "Under Their Disguises", + "unlock-stasis-facility": "unlock a stasis facility", + "unlocked-facilities": "Unlocked Facilities", + "unmasked": "Unmasked, You Are", + "untouched-why": "It's Untouched. Why?", + "walkingSuit": "Walking Suit", + "want": "Want", + "waterbearer": "Waterbearer", + "weaknesses": "Weaknesses", + "weird": "Weird", + "wolves-maelstrom": "Wolves of the Maelstrom", + "workspace-lifesupport": "add life support to your workspace, and now you can work on people there too", + "your-bike": "Your Bike", + "your-cars": "Your Car(s)", + "your-den": "Your Den", + "your-mask": "Your Mask" +} diff --git a/AW2E/translations/hu.json b/AW2E/translations/hu.json new file mode 100644 index 0000000000..423c4e81bf --- /dev/null +++ b/AW2E/translations/hu.json @@ -0,0 +1,182 @@ +{ + "add-workspace-2options": "add 2 options to your workspace", + "advance-3basicmoves": "choose 3 basic moves and advance them.", + "advance-3other-moves": "advance the other 3 basic moves.", + "agility": "Agility", + "amenities": "Amenities", + "ammo": "Ammo", + "angel": "Angel", + "armor": "Armor", + "atmosphere": "Atmosphere", + "attractions": "Attractions", + "back-minus-harm": "Come back with -1hard", + "back-minus-weird": "Come back with +1weird", + "barter": "Barter", + "battlebabe": "Battlebabe", + "brainer": "Brainer", + "but": "But", + "change-char-type": "change your character to a new type", + "change-playbook": "Change to a new Playbook", + "charge": "Charge", + "child-thing": "Child-Thing", + "chopper": "Chopper", + "chosen-friends": "Chosen Friends", + "config": "Configuration", + "damage": "Damage", + "playbook-archetype": "Playbook", + "playbook-moves": "Playbook Moves", + "complications": "Complications", + "cool": "Cool", + "crew-contacts": "Crew Contacts", + "custom-weapons": "Custom Weapons", + "description": "Description", + "die": "Die", + "do-something-under-fire": "do something under fire", + "driver": "Driver", + "emerged-stasis": "You emerged from stasis", + "erase-holding-option": "erase an option from your holding", + "establishment": "Establishment", + "establishment-security": "add a security to your establishment", + "experience": "Experience", + "faceless": "Faceless", + "features": "Features", + "follower_barter": "Follower Barter", + "followers": "Followers", + "followers-newoption": "choose a new option for your followers", + "food": "Food", + "force entrance_exit": "Force Entrance/Exit", + "fortune": "Fortune", + "frame": "Frame", + "gang": "Gang", + "gang-new-option": "choose a new option for your gang", + "gear-barter": "Gear & Barter", + "get-2brainer-gear": "get 2 new or relacement brainer gear (you choose)", + "get-ally": "get an ally (cf, detail with the MC)", + "get-establishment": "get an establishment (detail)", + "get-followers-fortune": "get followers (you detail) and Fortunes", + "get-gang-alpha": "get a gang (detail) and Pack Alpha", + "get-gang-leadership": "get a gang (detail) and Leadership", + "get-gang-security-leadership": "get a gang (detail) for security, and Leadership", + "get-garage-crew": "get a garage (workspace, detail) and crew", + "get-holding-newoption": "choose a new option for your holding", + "get-holding-wealth": "get a holding (detail) and Wealth", + "get-move-angel": "get a new angel move", + "get-move-battlebabe": "get a new battlebabe move", + "get-move-brainer": "get a new brainer move", + "get-move-child": "get a new child-thing move", + "get-move-driver": "get a new driver move", + "get-move-faceless": "get a new faceless move", + "get-move-gunlugger": "get a new gunlugger move", + "get-move-hocus": "get a new hocus move", + "get-move-maestro": "get a new maestro d' move", + "get-move-news": "get a new news move", + "get-move-other": "get a move from another playbook", + "get-move-savvyhead": "get a new savvyhead move", + "get-move-skinner": "get a new skinner move", + "get-move-waterbearer": "get a new waterbearer move", + "get-plus-cool-max2": "get +1cool (max cool+2)", + "get-plus-cool-max3": "get +1cool (max cool+3)", + "get-plus-hard-max2": "get +1hard (max hard+2)", + "get-plus-hard-max3": "get +1hard (max hard+3)", + "get-plus-hot-max2": "get +1hot (max hot+2)", + "get-plus-hot-max3": "get +1hot (max hot+3)", + "get-plus-sharp-max2": "get +1sharp (max sharp+2)", + "get-plus-sharp-max3": "get +1sharp (max sharp+3)", + "get-plus-stat-max3": "get +1 to any stat (max stat+3)", + "get-plus-weird-max2": "get +1weird (max weird+2)", + "get-plus-weird-max3": "get +1weird (max weird+3)", + "get-supplier": "get a supplier (cf, detail with the MC)", + "get-vehicle": "get a new vehicle (you detail)", + "get-vehicle-combat-driver": "get a vehicle (you detail) and Combat Driver", + "get-vehicle-new": "get a vehicle (you detail)", + "get-workspace-2options": "get a workspace (you detail) or add 2 options to your workspace", + "gigs": "Gigs", + "go-aggro": "go aggro/seize by force", + "gunlugger": "GunLugger", + "hard_shutdown/cover_ground": "hard shutdown/cover ground", + "hard": "Hard", + "hardholder": "Hardholder", + "harm": "Harm", + "highlighted": "Highlighted", + "hocus": "Hocus", + "hold": "Hold", + "holding": "Holding", + "holding-size": "Size", + "hot": "Hot", + "hx": "Hx", + "hx-notes": "Hx Notes", + "improvements": "Improvements", + "interested-parties": "Interested Parties", + "laws": "Laws", + "life-untenable": "When Life is Untenable", + "lock-unlock-playbook": "Lock/Unlock Playbook", + "look": "Look", + "looks": "Looks", + "maestro-d": "Maestro D", + "marine": "Landfall Marine", + "massive": "Massive", + "misses": "Misses", + "move": "Move", + "name": "Name", + "news": "News", + "no-vuln-hunger": "You are no longer vulnerable to hunger", + "no-vuln-phychic": "you're no longer vulnerable to Ψ-harm", + "no-vuln-isolation": "you're no longer vulnerable to reflexive isolation", + "open-your-brain": "open your brain", + "other": "Other", + "other-moves": "Other Moves", + "penalties": "Penalties", + "people-connections": "People with Connections", + "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated", + "power": "Power", + "puppet-strings": "Puppet Strings", + "quarantine": "The Quarantine", + "read-a-sitch": "read a sitch; read a person", + "regulars": "Regulars", + "remaining-stasis": "Remaining in Stasis", + "resolve-interest-establishment": "resolve somebody's interest in your establishment", + "retire-char-safety": "retire your character (to safety)", + "roll-your-hx": "roll your Hx", + "rolls": "rolls", + "savvyhead": "SavvyHead", + "second-char": "create a second character to play", + "security": "Security", + "seduce-or-manipulate": "seduce or manipulate", + "sharp": "Sharp", + "show-hide-improvements": "Show/Hide Improvements", + "size": "Size", + "skinner": "Skinner", + "source": "Source", + "source-2features": "add 2 features to the source", + "source-laws": "change the laws and penalties of the source", + "specialist-jackson": "Status of Specialist Jackson, Tammy M.", + "spend_1_barter_to_replenish_1_stock": "Spend 1 Barter to replenish 1 Stock", + "stasis": "Stasis", + "stasis-facilities": "Stasis Facilities", + "stat": "Stat", + "stats": "Stats", + "stock": "Stock", + "strength": "Strength", + "studio": "Studio", + "succeeds": "Succeeds", + "succeeds-partially": "Succeeds partially", + "suffer-harm": "suffer harm", + "surplus": "Surplus", + "tags": "Tags", + "under-disguises": "Under Their Disguises", + "unlock-stasis-facility": "unlock a stasis facility", + "unlocked-facilities": "Unlocked Facilities", + "unmasked": "Unmasked, You Are", + "untouched-why": "It's Untouched. Why?", + "walkingSuit": "Walking Suit", + "want": "Want", + "waterbearer": "Waterbearer", + "weaknesses": "Weaknesses", + "weird": "Weird", + "wolves-maelstrom": "Wolves of the Maelstrom", + "workspace-lifesupport": "add life support to your workspace, and now you can work on people there too", + "your-bike": "Your Bike", + "your-cars": "Your Car(s)", + "your-den": "Your Den", + "your-mask": "Your Mask" +} diff --git a/Abstract Dungeon (FR base)/translations/ca.json b/Abstract Dungeon (FR base)/translations/ca.json new file mode 100644 index 0000000000..5f27861669 --- /dev/null +++ b/Abstract Dungeon (FR base)/translations/ca.json @@ -0,0 +1,39 @@ +{ + "game": "Abtract Donjon", + "name": "Nom :", + "level": "Niveau :", + "experience": "XP :", + "bonus": "Bonus :", + "game's name": "Nom du jeu", + "attributes'names": "Noms des attributs", + "attributes' descriptions": "Textes de description", + "secondary pools' name": "Nom des réserves secondaires", + "npc attacks": "Attaques", + "npc resistances": "Résistances", + "npc vulnerabilities": "Vulnérabilités", + "npc special": "Spécial", + "opposition": "Opposition : ", + "attacks": "Attaques : ", + "resistances": "Résistances : ", + "vulnerabilities": "Vulnérabilités : ", + "special": "Spécial : ", + "result": "Résultat : ", + "uses": "utilise", + "gets": "obtient", + "Game's name :": "Nom du jeu", + "gameinfo": "Change le nom du jeu pour correspondre à votre style", + "attributeinfo": "Change les caractéristiques pour correspondre à votre type de jeu", + "First attribute :": "Première caractéristique :", + "Second attribute :": "Seconde caractéristique :", + "Third attribute :": "Troisième caractéristique :", + "Fourth attribute:": "Quatrième caractéristique :", + "skillinfo": "Change les compétences pour correspondre à votre type de jeu", + "Skills 1 :": "Compétences 1 :", + "Skills 2 :": "Compétences 2 :", + "Skills 3 :": "Compétences 3 :", + "descinfo": "Change les descriptions pour correspondre à votre type de jeu", + "attribute description1 :": "Description Caractéristique 1 :", + "attribute description2 :": "Description Caractéristique 2 :", + "attribute description3 :": "Description Caractéristique 3 :", + "attribute description4 :": "Description Caractéristique 4 :" +} \ No newline at end of file diff --git a/Abstract Dungeon (FR base)/translations/hu.json b/Abstract Dungeon (FR base)/translations/hu.json new file mode 100644 index 0000000000..5f27861669 --- /dev/null +++ b/Abstract Dungeon (FR base)/translations/hu.json @@ -0,0 +1,39 @@ +{ + "game": "Abtract Donjon", + "name": "Nom :", + "level": "Niveau :", + "experience": "XP :", + "bonus": "Bonus :", + "game's name": "Nom du jeu", + "attributes'names": "Noms des attributs", + "attributes' descriptions": "Textes de description", + "secondary pools' name": "Nom des réserves secondaires", + "npc attacks": "Attaques", + "npc resistances": "Résistances", + "npc vulnerabilities": "Vulnérabilités", + "npc special": "Spécial", + "opposition": "Opposition : ", + "attacks": "Attaques : ", + "resistances": "Résistances : ", + "vulnerabilities": "Vulnérabilités : ", + "special": "Spécial : ", + "result": "Résultat : ", + "uses": "utilise", + "gets": "obtient", + "Game's name :": "Nom du jeu", + "gameinfo": "Change le nom du jeu pour correspondre à votre style", + "attributeinfo": "Change les caractéristiques pour correspondre à votre type de jeu", + "First attribute :": "Première caractéristique :", + "Second attribute :": "Seconde caractéristique :", + "Third attribute :": "Troisième caractéristique :", + "Fourth attribute:": "Quatrième caractéristique :", + "skillinfo": "Change les compétences pour correspondre à votre type de jeu", + "Skills 1 :": "Compétences 1 :", + "Skills 2 :": "Compétences 2 :", + "Skills 3 :": "Compétences 3 :", + "descinfo": "Change les descriptions pour correspondre à votre type de jeu", + "attribute description1 :": "Description Caractéristique 1 :", + "attribute description2 :": "Description Caractéristique 2 :", + "attribute description3 :": "Description Caractéristique 3 :", + "attribute description4 :": "Description Caractéristique 4 :" +} \ No newline at end of file diff --git a/AdventureTime/translations/ca.json b/AdventureTime/translations/ca.json new file mode 100644 index 0000000000..a83bf1d93e --- /dev/null +++ b/AdventureTime/translations/ca.json @@ -0,0 +1,48 @@ +{ + "name": "Nome", + "concept": "Conceito", + "hindrance": "Defeito", + "historic": "Histórico", + "hero-points": "Pontos de Herói", + "experience-points": "Pontos de Experiência", + "health-levels": "Níveis de Saúde", + "current": "Atual", + "max": "Max", + "feats": "Proezas", + "fixing": "Jeitinho", + "fight": "Confusão", + "muscles": "Músculos", + "brains": "Cachola", + "contacts": "Contatos", + "cunning": "Esperteza", + "deceive": "Falastrice", + "charisma": "Maneirice", + "stubborn": "Teimosia", + "description": "Descrição", + "powerful": "Poderosa", + "magical": "Mágica", + "mod": "Modificador", + "targetnumber": "Sucesso maior ou igual a ", + "numberofdice": "Quantidade de dados", + "status": "Estados", + "weapons": "Armas", + "action": "Ação", + "reaction": "Reação", + "hands": "Mãos", + "reach": "Alcance", + "equipment": "Equipamento", + "notes": "Anotações", + "spells": "Feitiços", + "level": "Nível", + "school": "Escola", + "air": "Ar", + "dimensional": "Dimensional", + "fire": "Fogo", + "ice": "Gelo", + "mind": "Mental", + "death": "Morte", + "rock": "Rocha", + "life": "Vida", + "attribute": "Atributo", + "size": "Tamanho" +} diff --git a/AdventureTime/translations/hu.json b/AdventureTime/translations/hu.json new file mode 100644 index 0000000000..a83bf1d93e --- /dev/null +++ b/AdventureTime/translations/hu.json @@ -0,0 +1,48 @@ +{ + "name": "Nome", + "concept": "Conceito", + "hindrance": "Defeito", + "historic": "Histórico", + "hero-points": "Pontos de Herói", + "experience-points": "Pontos de Experiência", + "health-levels": "Níveis de Saúde", + "current": "Atual", + "max": "Max", + "feats": "Proezas", + "fixing": "Jeitinho", + "fight": "Confusão", + "muscles": "Músculos", + "brains": "Cachola", + "contacts": "Contatos", + "cunning": "Esperteza", + "deceive": "Falastrice", + "charisma": "Maneirice", + "stubborn": "Teimosia", + "description": "Descrição", + "powerful": "Poderosa", + "magical": "Mágica", + "mod": "Modificador", + "targetnumber": "Sucesso maior ou igual a ", + "numberofdice": "Quantidade de dados", + "status": "Estados", + "weapons": "Armas", + "action": "Ação", + "reaction": "Reação", + "hands": "Mãos", + "reach": "Alcance", + "equipment": "Equipamento", + "notes": "Anotações", + "spells": "Feitiços", + "level": "Nível", + "school": "Escola", + "air": "Ar", + "dimensional": "Dimensional", + "fire": "Fogo", + "ice": "Gelo", + "mind": "Mental", + "death": "Morte", + "rock": "Rocha", + "life": "Vida", + "attribute": "Atributo", + "size": "Tamanho" +} diff --git a/Adventures in Middle Earth/translations/ca.json b/Adventures in Middle Earth/translations/ca.json new file mode 100644 index 0000000000..ef8609bccc --- /dev/null +++ b/Adventures in Middle Earth/translations/ca.json @@ -0,0 +1,531 @@ +{ + "skills-list": "acrobatics,animal_handling,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadowlore,sleight_of_hand,stealth,survival,traditions", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend", + "armor-class-u": "ARMOUR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "npc-armor-place": "corslet of mail", + "standard-of-living-u": "STANDARD OF LIVING", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "poor": "Poor", + "frugal": "Frugal", + "martial": "Martial", + "prosperous": "Prosperous", + "rich": "Rich", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "lore-u": "LORE", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "riddle-u": "RIDDLE", + "shadowlore-u": "SHADOW LORE", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "traditions-u": "TRADITIONS", + "miserable-u": "MISERABLE", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "night vision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Dalish, Common, Elvish", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "corruption-u": "CORRUPTION", + "corruption-core": "Corruption", + "corruption-save-u": "CORRUPTION SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "lore": "Lore", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "riddle": "Riddle", + "shadowlore": "Shadow Lore", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "traditions": "Traditions", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "char-name-u": "CHARACTER NAME", + "slayer": "Slayer", + "warden": "Warden", + "scholar": "Scholar", + "treasurehunter": "Treasure Hunter", + "warrior": "Warrior", + "wanderer": "Wanderer", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "culture-u": "CULTURE", + "shadow-weakness-u": "SHADOW WEAKNESS", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "corruption": "Corruption", + "corruption-save": "Corruption Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "lore-core": "Lore (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "riddle-core": "Riddle (Int)", + "shadowlore-core": "Shadow Lore (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "traditions-core": "Traditions (Int)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "perm": "Perm", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ABILITIES", + "copper-u": "CP", + "silver-u": "SP", + "electrum-piece-u": "EP", + "gold-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "distinctive-quality-u": "DISTINCTIVE QUALITY", + "specialty-u": "SPECIALTY", + "hope-u": "HOPE", + "dispair-u": "DESPAIR", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "position-u": "POSITION", + "shadow-u": "SHADOW", + "exhaustion-u": "EXHAUSTION", + "feats-traits-u": "VIRTUES, FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "patrons-sanctuaries-u": "PATRONS & SANCTUARIES", + "char-backstory-u": "CHARACTER BACKSTORY", + "tale-of-years-u": "TALE OF YEARS", + "add-feats-traits-u": "ADDITIONAL VIRTUES, FEATURES & TRAITS", + "feat-u": "VIRTUE", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-warrior-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Scholar, Treasure Hunter, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Warrior/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Cultural", + "cv": "Virtue", + "class": "Class", + "feat": "Feat", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "cancel": "Cancel", + "choose": "Choose", + "innate:-u": "INNATE:" +} diff --git a/Adventures in Middle Earth/translations/hu.json b/Adventures in Middle Earth/translations/hu.json new file mode 100644 index 0000000000..ef8609bccc --- /dev/null +++ b/Adventures in Middle Earth/translations/hu.json @@ -0,0 +1,531 @@ +{ + "skills-list": "acrobatics,animal_handling,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadowlore,sleight_of_hand,stealth,survival,traditions", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend", + "armor-class-u": "ARMOUR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "npc-armor-place": "corslet of mail", + "standard-of-living-u": "STANDARD OF LIVING", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "poor": "Poor", + "frugal": "Frugal", + "martial": "Martial", + "prosperous": "Prosperous", + "rich": "Rich", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "lore-u": "LORE", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "riddle-u": "RIDDLE", + "shadowlore-u": "SHADOW LORE", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "traditions-u": "TRADITIONS", + "miserable-u": "MISERABLE", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "night vision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Dalish, Common, Elvish", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "corruption-u": "CORRUPTION", + "corruption-core": "Corruption", + "corruption-save-u": "CORRUPTION SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "lore": "Lore", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "riddle": "Riddle", + "shadowlore": "Shadow Lore", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "traditions": "Traditions", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "char-name-u": "CHARACTER NAME", + "slayer": "Slayer", + "warden": "Warden", + "scholar": "Scholar", + "treasurehunter": "Treasure Hunter", + "warrior": "Warrior", + "wanderer": "Wanderer", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "culture-u": "CULTURE", + "shadow-weakness-u": "SHADOW WEAKNESS", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "corruption": "Corruption", + "corruption-save": "Corruption Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "lore-core": "Lore (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "riddle-core": "Riddle (Int)", + "shadowlore-core": "Shadow Lore (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "traditions-core": "Traditions (Int)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "perm": "Perm", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ABILITIES", + "copper-u": "CP", + "silver-u": "SP", + "electrum-piece-u": "EP", + "gold-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "distinctive-quality-u": "DISTINCTIVE QUALITY", + "specialty-u": "SPECIALTY", + "hope-u": "HOPE", + "dispair-u": "DESPAIR", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "position-u": "POSITION", + "shadow-u": "SHADOW", + "exhaustion-u": "EXHAUSTION", + "feats-traits-u": "VIRTUES, FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "patrons-sanctuaries-u": "PATRONS & SANCTUARIES", + "char-backstory-u": "CHARACTER BACKSTORY", + "tale-of-years-u": "TALE OF YEARS", + "add-feats-traits-u": "ADDITIONAL VIRTUES, FEATURES & TRAITS", + "feat-u": "VIRTUE", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-warrior-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Scholar, Treasure Hunter, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Warrior/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Cultural", + "cv": "Virtue", + "class": "Class", + "feat": "Feat", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "cancel": "Cancel", + "choose": "Choose", + "innate:-u": "INNATE:" +} diff --git a/Adventures on a Dime/translations/ca.json b/Adventures on a Dime/translations/ca.json new file mode 100644 index 0000000000..1c402f1a74 --- /dev/null +++ b/Adventures on a Dime/translations/ca.json @@ -0,0 +1,68 @@ +{ + "written-by-brian-tyrrell": "Written by Brian Tyrrell", + "edited-by-vi-huntsman": "Edited by Vi Huntsman", + "roll20-by-wes-baker": "Roll20 by Wes Baker", + "copyright-dungeons-on-a-dime": "Copyright © Dungeons on a Dime 2020", + "your-adventurer": "Your Adventurer", + "adventurers-abilities": "Adventurer's Abilities", + "my-name-is": "My name is", + "and-i-am": "and I am:", + "cunning": "Cunning", + "base": "Base", + "current": "Current", + "vigour": "Vigour", + "willpower": "Willpower", + "injuries": "Injuries", + "inventory": "Inventory", + "standard-gear": "Standard Gear", + "tool-1": "Tool 1", + "tool-2": "Tool 2", + "tool-3": "Tool 3", + "tool-4": "Tool 4", + "weapon": "Weapon", + "packed-lunch": "Packed Lunch", + "money": "Money", + "light-source": "Light Source", + "backpack": "Backpack", + "carried-items": "Carried Items", + "max": "Max", + "carried-item": "Carried Item", + "pocket-items": "Pocket Items", + "pocket-item": "Pocket Item", + "jobs-and-features": "Jobs and Features", + "job": "Job", + "feature": "Feature", + "job-title": "Job Title", + "skill-1": "Skill 1", + "skill-2": "Skill 2", + "skill-3": "Skill 3", + "trait": "Trait", + "flaw": "Flaw", + "skill": "Skill", + "Feature 1": "Feature 1", + "Feature 2": "Feature 2", + "Feature 3": "Feature 3", + "Feature 4": "Feature 4", + "Feature 5": "Feature 5", + "Feature 6": "Feature 6", + "training": "Training", + "desired-job": "Desired Job", + "new-skill-1": "New Skill 1", + "new-skill-2": "New Skill 2", + "new-skill-3": "New Skill 3", + "new-trait": "New Trait", + "new-flaw": "New Flaw", + "sessions-without-skills": "Sessions without Skills", + "sessions-without-skills-paragraph-1": "During each sessionof play of AOAD, you should get the chance to learn a new Skill for a Job you are training to get.", + "sessions-without-skills-paragraph-2": "Mark sessions played where you haven't learnt a skill below, which you can make up for later with the Narrator.", + "roll": "Roll", + "result": "Result", + "critical": "Critical", + "success": "Success", + "complication": "Complication", + "hijinx": "Hijinx", + "description-success": "You do as well as you can. The Narrator describes how successful you are.", + "description-complication": "You barely manage to pull it off, but not without consequence. The Narrator describes how the situation becomes more complicated.", + "description-hijinx": "Something goes terribly wrong. The Narrator describes how things go awry, and hijinx may follow.", + "description-critical-success": "You do better than expected! The Narrator describes how things go in your favor." +} diff --git a/Adventures on a Dime/translations/hu.json b/Adventures on a Dime/translations/hu.json new file mode 100644 index 0000000000..1c402f1a74 --- /dev/null +++ b/Adventures on a Dime/translations/hu.json @@ -0,0 +1,68 @@ +{ + "written-by-brian-tyrrell": "Written by Brian Tyrrell", + "edited-by-vi-huntsman": "Edited by Vi Huntsman", + "roll20-by-wes-baker": "Roll20 by Wes Baker", + "copyright-dungeons-on-a-dime": "Copyright © Dungeons on a Dime 2020", + "your-adventurer": "Your Adventurer", + "adventurers-abilities": "Adventurer's Abilities", + "my-name-is": "My name is", + "and-i-am": "and I am:", + "cunning": "Cunning", + "base": "Base", + "current": "Current", + "vigour": "Vigour", + "willpower": "Willpower", + "injuries": "Injuries", + "inventory": "Inventory", + "standard-gear": "Standard Gear", + "tool-1": "Tool 1", + "tool-2": "Tool 2", + "tool-3": "Tool 3", + "tool-4": "Tool 4", + "weapon": "Weapon", + "packed-lunch": "Packed Lunch", + "money": "Money", + "light-source": "Light Source", + "backpack": "Backpack", + "carried-items": "Carried Items", + "max": "Max", + "carried-item": "Carried Item", + "pocket-items": "Pocket Items", + "pocket-item": "Pocket Item", + "jobs-and-features": "Jobs and Features", + "job": "Job", + "feature": "Feature", + "job-title": "Job Title", + "skill-1": "Skill 1", + "skill-2": "Skill 2", + "skill-3": "Skill 3", + "trait": "Trait", + "flaw": "Flaw", + "skill": "Skill", + "Feature 1": "Feature 1", + "Feature 2": "Feature 2", + "Feature 3": "Feature 3", + "Feature 4": "Feature 4", + "Feature 5": "Feature 5", + "Feature 6": "Feature 6", + "training": "Training", + "desired-job": "Desired Job", + "new-skill-1": "New Skill 1", + "new-skill-2": "New Skill 2", + "new-skill-3": "New Skill 3", + "new-trait": "New Trait", + "new-flaw": "New Flaw", + "sessions-without-skills": "Sessions without Skills", + "sessions-without-skills-paragraph-1": "During each sessionof play of AOAD, you should get the chance to learn a new Skill for a Job you are training to get.", + "sessions-without-skills-paragraph-2": "Mark sessions played where you haven't learnt a skill below, which you can make up for later with the Narrator.", + "roll": "Roll", + "result": "Result", + "critical": "Critical", + "success": "Success", + "complication": "Complication", + "hijinx": "Hijinx", + "description-success": "You do as well as you can. The Narrator describes how successful you are.", + "description-complication": "You barely manage to pull it off, but not without consequence. The Narrator describes how the situation becomes more complicated.", + "description-hijinx": "Something goes terribly wrong. The Narrator describes how things go awry, and hijinx may follow.", + "description-critical-success": "You do better than expected! The Narrator describes how things go in your favor." +} diff --git a/Agon Official/translations/ca.json b/Agon Official/translations/ca.json new file mode 100644 index 0000000000..66d8267545 --- /dev/null +++ b/Agon Official/translations/ca.json @@ -0,0 +1,99 @@ +{ + "acumen": "Acumen", + "add_domain_spend_pathos": "Add another Domain (spend Pathos)", + "advantage_bond_support": "Advantage/Bond/Support", + "agony": "Agony", + "and": "and", + "any_domain": "Any domain", + "aphrodite": "Aphrodite", + "apollo": "Apollo", + "ares": "Ares", + "artemis": "Artemis", + "arts_oration": "Arts & Oration", + "athena": "Athena", + "authority": "Authority", + "beauty": "Beauty", + "blood_valor": "Blood & Valor", + "bond_use_1": "Bolster you", + "bond_use_2": "Block Harm or Fate for you", + "bond_use_3": "Follow your lead", + "bond_use_top": "When you use a Bond, ask them to:", + "bonds": "Bonds", + "bonusdice_query": "Other dice (Advantage, Bond Dice, or Support), e.g. 1d8 + 1d8 + 1d6", + "boons": "Boons", + "boons_1": "Advance a d8 Domain die to d10", + "boons_2": "Advance a d6 Domain die to d8", + "boons_3": "Advance your Epithet die to d8", + "boons_4": "Add another Epithet", + "boons_5": "When you support or bolster, the die you give counts as one size larger.", + "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", + "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", + "conviction": "Conviction", + "courage": "Courage", + "craft_reason": "Craft & Reason", + "cunning": "Cunning", + "daring": "Daring", + "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", + "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", + "domains": "Domains", + "epic": "Epic", + "epithet": "Epithet", + "epithet_die": "Epithet die", + "fate": "Fate", + "ferocity": "Ferocity", + "fortitude": "Fortitude", + "glory": "Glory", + "grace": "Grace", + "great_deed": "Great Deed", + "great_deeds_and_trophies": "Great Deeds & Trophies", + "hekate": "Hekate", + "hephaistos": "Hephaistos", + "hera": "Hera", + "hermes": "Hermes", + "honored_god": "Honored God", + "ingenuity": "Ingenuity", + "insight": "Insight", + "island_destinies": "Island Destinies", + "knowledge": "Knowledge", + "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", + "name": "Name", + "no": "No", + "none": "None", + "passion": "Passion", + "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", + "poseidon": "Poseidon", + "perilous": "Perilous", + "precision": "Precision", + "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", + "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", + "recite_bottom": "SUFFER—How did you fall short? Did you overreach yourself? Was the opponent too great? Was it cruel fortune?", + "recite_craft_reason": "How was your knowledge or creativity shown?\nHow was trickery or intrigue displayed?\nHow did you figure it out?", + "recite_resolve_spirit": "How did we see your willpower in action?\nHow did you endure it?\nHow did the arcane or occult manifest?", + "recite_top": "How does your EPITHET, PATHOS (an added Domain), or DIVINE FAVOR manifest in the contest?", + "recite_your_deeds": "Recite your deeds", + "resolve_spirit": "Resolve & Spirit", + "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", + "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", + "scion_of": "Scion Of", + "spend_divine_favor": "Spend Divine Favor", + "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", + "style_notes": "Style & Notes", + "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", + "virtues": "Virtues", + "wisdom": "Wisdom", + "yes": "Yes", + "zeus": "Zeus" +} \ No newline at end of file diff --git a/Agon Official/translations/hu.json b/Agon Official/translations/hu.json new file mode 100644 index 0000000000..66d8267545 --- /dev/null +++ b/Agon Official/translations/hu.json @@ -0,0 +1,99 @@ +{ + "acumen": "Acumen", + "add_domain_spend_pathos": "Add another Domain (spend Pathos)", + "advantage_bond_support": "Advantage/Bond/Support", + "agony": "Agony", + "and": "and", + "any_domain": "Any domain", + "aphrodite": "Aphrodite", + "apollo": "Apollo", + "ares": "Ares", + "artemis": "Artemis", + "arts_oration": "Arts & Oration", + "athena": "Athena", + "authority": "Authority", + "beauty": "Beauty", + "blood_valor": "Blood & Valor", + "bond_use_1": "Bolster you", + "bond_use_2": "Block Harm or Fate for you", + "bond_use_3": "Follow your lead", + "bond_use_top": "When you use a Bond, ask them to:", + "bonds": "Bonds", + "bonusdice_query": "Other dice (Advantage, Bond Dice, or Support), e.g. 1d8 + 1d8 + 1d6", + "boons": "Boons", + "boons_1": "Advance a d8 Domain die to d10", + "boons_2": "Advance a d6 Domain die to d8", + "boons_3": "Advance your Epithet die to d8", + "boons_4": "Add another Epithet", + "boons_5": "When you support or bolster, the die you give counts as one size larger.", + "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", + "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", + "conviction": "Conviction", + "courage": "Courage", + "craft_reason": "Craft & Reason", + "cunning": "Cunning", + "daring": "Daring", + "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", + "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", + "domains": "Domains", + "epic": "Epic", + "epithet": "Epithet", + "epithet_die": "Epithet die", + "fate": "Fate", + "ferocity": "Ferocity", + "fortitude": "Fortitude", + "glory": "Glory", + "grace": "Grace", + "great_deed": "Great Deed", + "great_deeds_and_trophies": "Great Deeds & Trophies", + "hekate": "Hekate", + "hephaistos": "Hephaistos", + "hera": "Hera", + "hermes": "Hermes", + "honored_god": "Honored God", + "ingenuity": "Ingenuity", + "insight": "Insight", + "island_destinies": "Island Destinies", + "knowledge": "Knowledge", + "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", + "name": "Name", + "no": "No", + "none": "None", + "passion": "Passion", + "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", + "poseidon": "Poseidon", + "perilous": "Perilous", + "precision": "Precision", + "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", + "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", + "recite_bottom": "SUFFER—How did you fall short? Did you overreach yourself? Was the opponent too great? Was it cruel fortune?", + "recite_craft_reason": "How was your knowledge or creativity shown?\nHow was trickery or intrigue displayed?\nHow did you figure it out?", + "recite_resolve_spirit": "How did we see your willpower in action?\nHow did you endure it?\nHow did the arcane or occult manifest?", + "recite_top": "How does your EPITHET, PATHOS (an added Domain), or DIVINE FAVOR manifest in the contest?", + "recite_your_deeds": "Recite your deeds", + "resolve_spirit": "Resolve & Spirit", + "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", + "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", + "scion_of": "Scion Of", + "spend_divine_favor": "Spend Divine Favor", + "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", + "style_notes": "Style & Notes", + "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", + "virtues": "Virtues", + "wisdom": "Wisdom", + "yes": "Yes", + "zeus": "Zeus" +} \ No newline at end of file diff --git a/AllforOne/translations/ca.json b/AllforOne/translations/ca.json new file mode 100644 index 0000000000..5d6131afb1 --- /dev/null +++ b/AllforOne/translations/ca.json @@ -0,0 +1,66 @@ +{ + "Ammo": "Ammo", + "Archetype": "Archetype", + "Attack": "Attack", + "Avg-p": "(Avg)", + "Base": "Base", + "Body": "Body", + "Cap": "Cap", + "Charisma": "Charisma", + "Current": "Current", + "Damage": "Damage", + "Defense": "Defense", + "Dexterity": "Dexterity", + "Disarm": "Disarm", + "Dmg": "Dmg", + "Encumbrance": "Encumbrance", + "Equipment": "Equipment", + "Feint": "Feint", + "Fencing-Styles": "Fencing Styles", + "Flaws": "Flaws", + "Health": "Health", + "Heavy": "Heavy", + "Initiative": "Initiative", + "Intelligence": "Intelligence", + "Languages": "Languages", + "lbs": "lbs", + "Lethal": "Lethal", + "Levels": "Levels", + "Light": "Light", + "Maximum": "Maximum", + "Medium": "Medium", + "Mod": "Mod", + "Modifier": "Modifier", + "Money": "Money", + "More-details": "More details", + "Motivation": "Motivation", + "Move": "Move", + "Nonlethal": "Nonlethal", + "Notes": "Notes", + "On": "On", + "Parry": "Parry", + "Perception": "Perception", + "Primary-Attributes": "Primary Attributes", + "Prompt": "Prompt", + "Rate": "Rate", + "Rating": "Rating", + "Resources": "Resources", + "Rng": "Rng", + "Secondary-Attributes": "Secondary Attributes", + "Size": "Size", + "Skills": "Skills", + "Slash": "Slash", + "Spd": "Spd", + "star-specialized-skill": "* specialized skill", + "Strength": "Strength", + "Stun": "Stun", + "Style": "Style", + "Swift": "Swift", + "Talents": "Talents", + "Thrust": "Thrust", + "Total-Carried": "Total Carried", + "Weapons": "Weapons", + "Weight": "Weight", + "Willpower": "Willpower", + "Wounds": "Wounds" +} \ No newline at end of file diff --git a/AllforOne/translations/hu.json b/AllforOne/translations/hu.json new file mode 100644 index 0000000000..5d6131afb1 --- /dev/null +++ b/AllforOne/translations/hu.json @@ -0,0 +1,66 @@ +{ + "Ammo": "Ammo", + "Archetype": "Archetype", + "Attack": "Attack", + "Avg-p": "(Avg)", + "Base": "Base", + "Body": "Body", + "Cap": "Cap", + "Charisma": "Charisma", + "Current": "Current", + "Damage": "Damage", + "Defense": "Defense", + "Dexterity": "Dexterity", + "Disarm": "Disarm", + "Dmg": "Dmg", + "Encumbrance": "Encumbrance", + "Equipment": "Equipment", + "Feint": "Feint", + "Fencing-Styles": "Fencing Styles", + "Flaws": "Flaws", + "Health": "Health", + "Heavy": "Heavy", + "Initiative": "Initiative", + "Intelligence": "Intelligence", + "Languages": "Languages", + "lbs": "lbs", + "Lethal": "Lethal", + "Levels": "Levels", + "Light": "Light", + "Maximum": "Maximum", + "Medium": "Medium", + "Mod": "Mod", + "Modifier": "Modifier", + "Money": "Money", + "More-details": "More details", + "Motivation": "Motivation", + "Move": "Move", + "Nonlethal": "Nonlethal", + "Notes": "Notes", + "On": "On", + "Parry": "Parry", + "Perception": "Perception", + "Primary-Attributes": "Primary Attributes", + "Prompt": "Prompt", + "Rate": "Rate", + "Rating": "Rating", + "Resources": "Resources", + "Rng": "Rng", + "Secondary-Attributes": "Secondary Attributes", + "Size": "Size", + "Skills": "Skills", + "Slash": "Slash", + "Spd": "Spd", + "star-specialized-skill": "* specialized skill", + "Strength": "Strength", + "Stun": "Stun", + "Style": "Style", + "Swift": "Swift", + "Talents": "Talents", + "Thrust": "Thrust", + "Total-Carried": "Total Carried", + "Weapons": "Weapons", + "Weight": "Weight", + "Willpower": "Willpower", + "Wounds": "Wounds" +} \ No newline at end of file diff --git a/Altered Carbon Official/translations/ca.json b/Altered Carbon Official/translations/ca.json new file mode 100644 index 0000000000..018047c6b1 --- /dev/null +++ b/Altered Carbon Official/translations/ca.json @@ -0,0 +1,87 @@ +{ + "DHF Protectorate Citizenship Record": "DHF Protectorate Citizenship Record", + "Character Name": "Character Name", + "Planet of Origin": "Planet of Origin", + "Age": "Age", + "Sleeve Type": "Sleeve Type", + "Archetype": "Archetype", + "Campaign": "Campaign", + "Stackpoints": "Stackpoints", + "Influence Points": "Influence Points", + "Ego Points": "Ego Points", + "Wealth Level": "Wealth Level", + "Character Sheet": "Character Sheet", + "Equipment": "Equipment", + "Strength": "Strength", + "Athletics": "Athletics", + "Brawl": "Brawl", + "Endurance": "Endurance", + "Melee Combat": "Melee Combat", + "Toughness": "Toughness", + "Perception": "Perception", + "Detection": "Detection", + "D. Energy Wpns": "D. Energy Wpns", + "Firearms": "Firearms", + "Search": "Search", + "Stealth": "Stealth", + "Throw": "Throw", + "Empathy": "Empathy", + "Diplomacy": "Diplomacy", + "Expression": "Expression", + "Read Person": "Read Person", + "Willpower": "Willpower", + "Composure": "Composure", + "Discipline": "Discipline", + "Intimidation": "Intimidation", + "Acuity": "Acuity", + "Data Analysis": "Data Analysis", + "Data Engineering": "Data Engineering", + "Digi. Networking": "Digi. Networking", + "Investigation": "Investigation", + "Mechanics": "Mechanics", + "Navigation": "Navigation", + "Pilot": "Pilot", + "Survival": "Survival", + "Intelligence": "Intelligence", + "Bureaucracy": "Bureaucracy", + "Cultures": "Cultures", + "Engineering": "Engineering", + "Geography": "Geography", + "History": "History", + "Science": "Science", + "Medicine": "Medicine", + "Traits": "Traits", + "Abilities": "Abilities", + "Specializations": "Specializations", + "Name": "Name", + "Description": "Description", + "Networks/Contacts": "Networks/Contacts", + "Baggage/Scandals": "Baggage/Scandals", + "Sleeve Biometrics": "Sleeve Biometrics", + "Damage Threshold": "Damage Threshold", + "Tech Points": "Tech Points", + "Special": "Special", + "Health Points": "Health Points", + "Credits": "Credits", + "Lv.1": "Lv.1", + "Lv.2": "Lv.2", + "Lv.3": "Lv.3", + "Lv.4": "Lv.4", + "Lv.5": "Lv.5", + "Price Level": "Price Level", + "Skill Check(s)": "Skill Check(s)", + "Bonus Dice": "Bonus Dice", + "Tech Point Chassis": "Tech Point Chassis", + "Tech Points Used": "Tech Points Used", + "Triggered Effects": "Triggered Effects", + "Tool": "Tool", + "Tools": "Tools", + "Injuries": "Injuries", + "Target": "Target", + "Ace": "Ace", + "Stroke of Luck": "Stroke of Luck", + "Catastrophe": "Catastrophe", + "Roll": "Roll", + "Luck": "Luck", + "Bonus": "Bonus" +} \ No newline at end of file diff --git a/Altered Carbon Official/translations/hu.json b/Altered Carbon Official/translations/hu.json new file mode 100644 index 0000000000..018047c6b1 --- /dev/null +++ b/Altered Carbon Official/translations/hu.json @@ -0,0 +1,87 @@ +{ + "DHF Protectorate Citizenship Record": "DHF Protectorate Citizenship Record", + "Character Name": "Character Name", + "Planet of Origin": "Planet of Origin", + "Age": "Age", + "Sleeve Type": "Sleeve Type", + "Archetype": "Archetype", + "Campaign": "Campaign", + "Stackpoints": "Stackpoints", + "Influence Points": "Influence Points", + "Ego Points": "Ego Points", + "Wealth Level": "Wealth Level", + "Character Sheet": "Character Sheet", + "Equipment": "Equipment", + "Strength": "Strength", + "Athletics": "Athletics", + "Brawl": "Brawl", + "Endurance": "Endurance", + "Melee Combat": "Melee Combat", + "Toughness": "Toughness", + "Perception": "Perception", + "Detection": "Detection", + "D. Energy Wpns": "D. Energy Wpns", + "Firearms": "Firearms", + "Search": "Search", + "Stealth": "Stealth", + "Throw": "Throw", + "Empathy": "Empathy", + "Diplomacy": "Diplomacy", + "Expression": "Expression", + "Read Person": "Read Person", + "Willpower": "Willpower", + "Composure": "Composure", + "Discipline": "Discipline", + "Intimidation": "Intimidation", + "Acuity": "Acuity", + "Data Analysis": "Data Analysis", + "Data Engineering": "Data Engineering", + "Digi. Networking": "Digi. Networking", + "Investigation": "Investigation", + "Mechanics": "Mechanics", + "Navigation": "Navigation", + "Pilot": "Pilot", + "Survival": "Survival", + "Intelligence": "Intelligence", + "Bureaucracy": "Bureaucracy", + "Cultures": "Cultures", + "Engineering": "Engineering", + "Geography": "Geography", + "History": "History", + "Science": "Science", + "Medicine": "Medicine", + "Traits": "Traits", + "Abilities": "Abilities", + "Specializations": "Specializations", + "Name": "Name", + "Description": "Description", + "Networks/Contacts": "Networks/Contacts", + "Baggage/Scandals": "Baggage/Scandals", + "Sleeve Biometrics": "Sleeve Biometrics", + "Damage Threshold": "Damage Threshold", + "Tech Points": "Tech Points", + "Special": "Special", + "Health Points": "Health Points", + "Credits": "Credits", + "Lv.1": "Lv.1", + "Lv.2": "Lv.2", + "Lv.3": "Lv.3", + "Lv.4": "Lv.4", + "Lv.5": "Lv.5", + "Price Level": "Price Level", + "Skill Check(s)": "Skill Check(s)", + "Bonus Dice": "Bonus Dice", + "Tech Point Chassis": "Tech Point Chassis", + "Tech Points Used": "Tech Points Used", + "Triggered Effects": "Triggered Effects", + "Tool": "Tool", + "Tools": "Tools", + "Injuries": "Injuries", + "Target": "Target", + "Ace": "Ace", + "Stroke of Luck": "Stroke of Luck", + "Catastrophe": "Catastrophe", + "Roll": "Roll", + "Luck": "Luck", + "Bonus": "Bonus" +} \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/ca.json b/Anima-Beyond-Fantasy/translations/ca.json new file mode 100644 index 0000000000..99f4983226 --- /dev/null +++ b/Anima-Beyond-Fantasy/translations/ca.json @@ -0,0 +1,483 @@ +{ + "0": "", + "tab-general": "General", + "tab-background": "Background", + "tab-magic": "Magic", + "tab-psychic": "Psychic", + "tab-ki": "Ki", + "tab-armory": "Armory", + "visible-tabs": "Visible Tabs", + "char-info": "Character Information", + "name": "Name", + "char-gender": "Gender", + "char-height": "Height", + "char-weight": "Weight", + "char-size": "Size", + "char-appearance": "Appear.", + "race": "Race", + "class": "Class", + "age": "Age", + "level": "Level", + "development-points": "DP", + "presence": "Presence", + "xperience-points": "XP", + "level-next": "Next Level", + "resistances": "Resistances", + "type": "Type", + "physical-resistance": "Physical Resistance", + "physical-resistance-short": "PhR", + "disease-resistance": "Disease Resistance", + "disease-resistance-short": "DR", + "poison-resistance": "Poison Resistance", + "poison-resistance-short": "PsnR", + "magic-resistance": "Magic Resistance", + "magic-resistance-short": "MR", + "psychic-resistance": "Psychic Resistance", + "psychic-resistance-short": "PsyR", + "fame": "Fame", + "bravery": "Bravery", + "cowardice": "Cowardice", + "honor": "Honor", + "infamy": "Infamy", + "talent": "Talent", + "unknown": "Unknown", + "known": "Known", + "popular": "Popular", + "renowned": "Renowned", + "famous": "Famous", + "celebrated": "Celebrated", + "legendary": "Legendary", + "beyond-legend": "Beyond Legend", + "all-action-modifier": "All Action Mod", + "number-of-actions": "Number of actions", + "natura": "Natura", + "gnosis": "Gnosis", + "race-natura": "Race Natura", + "total-natura": "Total Natura", + "destiny-points": "Destiny Points", + "characteristics": "Characteristics", + "ability": "Ability", + "magic-ability": "Magic Ability", + "agility": "Agility", + "agility-short": "AGI", + "constitution": "Constitution", + "constitution-short": "CON", + "dexterity": "Dexterity", + "dexterity-short": "DEX", + "strength": "Strength", + "strength-short": "STR", + "intelligence": "Intelligence", + "intelligence-short": "INT", + "perception": "Perception", + "perception-short": "PER", + "soul-power": "Power", + "soul-power-short": "POW", + "willpower": "Willpower", + "willpower-short": "WP", + "opposed": "Opposed", + "final-opposed": "Final Opp.", + "movement": "Movement", + "penalty-short": "Pen.", + "bonus": "Bonus", + "full-movement": "Full", + "1/4-movement": "1/4 Move", + "running-movement": "Running", + "feet-short": "FT", + "language": "Language", + "lifepoints-short": "LP", + "regeneration-short": "Regen.", + "resting": "Resting", + "not-resting": "Not Resting", + "reduction-penalty": "Redu. Penalty", + "base-value": "Base", + "multiples-short": "Mult.", + "special-bonus": "Spec.", + "temporary-bonus": "Temp.", + "final-value": "Final", + "bought": "Bought", + "yes": "Yes", + "no": "No", + "description": "Description", + "fatigue": "Fatigue", + "spell-system": "Spell System", + "new": "New", + "old": "Old", + "roll-as-full": "Roll as", + "roll": "Roll", + "roll-as": "as", + "roll-system": "Roll System", + "standard": "Standard", + "api": "API", + "actual-value": "Actual", + "attack": "Attack", + "hit": "hit", + "block": "Block", + "dodge": "Dodge", + "initiative": "Initiative", + "armor": "Armor", + "weapon": "Weapon", + "secondary-abilities": "Secondary Abilities", + "secondary-penalty": "Secondary Abilities in red are affected by armor penalties", + "tab-athletics": "Athletics", + "tab-social": "Social", + "tab-perceptive": "Perceptive", + "tab-intellectual": "Intellectual", + "tab-vigor": "Vigor", + "tab-subterfuge": "Subterfuge", + "tab-creative": "Creative", + "tab-custom": "Custom", + "count-natural-bonus-short": "# Nat.", + "attribute-short": "Atr.", + "natural-ability-short": "N.A.", + "list-skill-athletics": "acrobatics,athleticism,climb,jump,ride,swim", + "list-skill-social": "etiquette,intimidate,leadership,persuasion,streetwise,style,trading", + "list-skill-perceptive": "notice,search,track", + "list-skill-intellectual": "animals,appraisal,architecture,herbal lore,history,law,magic appraisal,medicine,memorize,navigation,occult,sciences,tactics", + "list-skill-vigor": "composure,feats of strength,withstand pain", + "list-skill-subterfuge": "disguise,hide,lockpicking,poisons,stealth,theft,trap lore", + "list-skill-creative": "alchemy,animism,art,dance,forging,jewelry,music,rune,ritual calligraphy,slight of hand,tailoring", + "acrobatics": "Acrobatics", + "athleticism": "Athleticism", + "climb": "Climb", + "jump": "Jump", + "ride": "Ride", + "swim": "Swim", + "etiquette": "Etiquette", + "intimidate": "Intimidate", + "leadership": "Leadership", + "persuasion": "Persuasion", + "streetwise": "Streetwise", + "style": "Style", + "trading": "Trading", + "notice": "Notice", + "search": "Search", + "track": "Track", + "animals": "Animals", + "appraisal": "Appraisal", + "architecture": "Architecture", + "herbal-lore": "Herbal Lore", + "history": "History", + "law": "Law", + "magic-appraisal": "Magic Appr.", + "medicine": "Medicine", + "memorize": "Memorize", + "navigation": "Navigation", + "occult": "Occult", + "sciences": "Sciences", + "tactics": "Tactics", + "composure": "Composure", + "feats-of-strength": "Feats of Str.", + "withstand-pain": "Withst. Pain", + "disguise": "Disguise", + "hide": "Hide", + "lockpicking": "Lockpicking", + "poisons": "Poisons", + "stealth": "Stealth", + "theft": "Theft", + "trap-lore": "Trap Lore", + "alchemy": "Alchemy", + "animism": "Animism", + "art": "Art", + "dance": "Dance", + "forging": "Forging", + "jewelry": "Jewelry", + "music": "Music", + "rune": "Runes", + "ritual-calligraphy": "Ritual Calligraphy", + "slight-of-hand": "Sl. of Hand", + "tailoring": "Tailoring", + "advantages": "Advantages", + "cost": "Cost", + "disadvantages": "Disadvantages", + "benefit": "Benefit", + "magic-projection": "Magic Projection", + "Imbalance": "Imbalance", + "offensive": "Off.", + "defensive": "Def.", + "magic-accumulation": "Magic Accumulation", + "accumulation": "Accumulation", + "magic-regeneration": "Regeneration", + "magic-regneration-multiples": "Regen. Mult.", + "magic-recovery-multiplier": "Recovery X", + "magic-final-regeneration-per-day": "Final Regen/Day", + "magic-levels": "Magic Levels", + "from-intelligence": "From INT", + "from-soul-power": "From POW", + "used-value": "Used", + "spell-paths": "Spell Paths", + "spell-path": "Path", + "magic-theorem": "Magic Theorem", + "magic-theorem-standard": "Standard", + "magic-theorem-onmyodo": "Onmyodo", + "magic-theorem-vodoun": "Vodoun", + "magic-theorem-shamanism": "Shamanism", + "magic-theorem-natural": "Natural Magic", + "innate-magic": "Innate Magic", + "summoning-abilities": "Summoning Abilities", + "summon-ritual": "Summon", + "control-ritual": "Control", + "bind-ritual": "Bind", + "banish-ritual": "Banish", + "ritual": "Ritual", + "free-access-and-bought-spells": "Free Access and Bought Spells", + "spell-name": "Spell Name", + "spell-mastery": "Mastery", + "rank": "Rank", + "basic": "Basic", + "intermediate": "Intermediate", + "advanced": "Advanced", + "arcane": "Arcane", + "zeon": "Zeon", + "maintanance": "Maint.", + "maintanance-short": "M.", + "added-effect": "Added effect", + "added-value": "Added", + "maximum-zeon-multiplier": "Max. Zeon", + "maximum-zeon": "Max. Zeon Multi.", + "base-zeon": "Base Zeon", + "cast-spell": "Cast Spell", + "active-spells-and-creatures": "Active Spells and Creatures", + "active-spell-or-bound-creature": "Active spell or Bound Creature", + "daily-cost": "Daily Cost", + "total-cost": "Total Cost", + "final-daily-regeneration": "Final Daily Regen", + "invocations": "Invocations", + "difficulty": "Difficulty", + "difficulty-short": "Diff.", + "psychic": "Psychic", + "psychic-points": "PP", + "free-psychic-points": "Free PP", + "psychic-potential": "Potential", + "spent-psychic-points": "Spent PP", + "psychic-projection": "Projection", + "projection": "Projection", + "psychic-disciplines": "Disciplines", + "mental-patterns": "Mental Patterns", + "cancelled": "Cancelled", + "modifiers": "Modifiers", + "modifier": "Mod", + "known-powers": "Known Powers", + "minimum-difficulty": "Min. Diff.", + "maintained-powers": "Maintained Powers", + "number-of-innate-slots": "# Innate Slots", + "value": "Value", + "effects": "Effects", + "effect": "Effect", + "ki-abilities": "Ki Abilities", + "use-of-ki": "Use of Ki", + "ki-control": "Ki Control", + "ki-detection": "Ki Detection", + "ki-erudition": "Erudition", + "weight-elimination": "Weight Elimination ", + "leviation": "Levitation", + "object-motion": "Object Motion", + "mass-movement": "Mass Movement", + "flight": "Flight", + "presence-extrusion": "Presence Extrusion", + "anergy-armor": "Energy Armor", + "armor-of-greater-energy": "Armor of Greater Energy", + "armor-of-arcane-energy": "Armor of Arcane Energy", + "aura-extension": "Aura Extension", + "elemental-attack-fire": "Elemental Attack: Fire", + "elemental-attack-ice": "Elemental Attack: Ice", + "elemental-attack-air": "Elemental Attack: Air", + "elemental-attack-earth": "Elemental Attack: Earth", + "elemental-attack-light": "Elemental Attack: Light", + "elemental-attack-darkness": "Elemental Attack: Darkness", + "increased-damage": "Increased Damage", + "increased-reach": "Increased Reach", + "increased-speed": "Increased Speed", + "destruction-by-ki": "Destruction By Ki", + "absorbtion-of-energy": "Absorbtion of Energy", + "physical-shield": "Physical Shield", + "ki-transmission": "Ki Transmission", + "ki-healing": "Ki Healing", + "superior-healing": "Superior Healing", + "stabilize": "Stabilize", + "life-sacrifice": "Life Sacrifice", + "use-of-necessary-energy": "Use of Necessary Energy", + "ki-concealment": "Ki Concealment", + "aura-of-concealment": "Aura of Concealment", + "false-death": "False Death", + "elimination-of-necessities": "Elimination of Necessities", + "elemental-immunity-heat": "Elemental Immunity: Heat", + "elemental-immunity-cold": "Elemental Immunity: Cold", + "elemental-immunity-electricity": "Elemental Immunity: Electricity", + "penalty-reduction": "Penalty Reduction", + "recovery": "Recovery", + "restore-others": "Restore Others", + "characteristic-augmentation": "Charact. Augmentation", + "superior-characteristic-augmentation": "Superior Charact. Augmentation", + "improvised-combat-techniques": "Improvised Combat Techniques", + "technique-pushing": "Technique Pushing", + "combat-aura": "Combat Aura", + "physical-dominion": "Physical Dominion", + "physical-change": "Physical Change", + "superior-change": "Superior Change", + "multiplication-of-bodies": "Multiplication of Bodies", + "greater-multiplication-of-bodies": "Greater Mult. of Bodies", + "arcane-multiplication-of-bodies": "Arcane Mult. of Bodies", + "magnitude": "Magnitude", + "arcane-magnitude": "Arcane Magnitude", + "age-control": "Age Control", + "technique-imitation": "Technique Imitation", + "inhumanity": "Inhumanity", + "zen": "Zen", + "nemesis-abilities": "Nemesis Abilities", + "use-of-nemesis": "Use of Nemesis", + "armor-of-emptiness": "Armor of Emptiness", + "noht": "Noht", + "ki-cancellation": "Ki Cancellation", + "greater-ki-cancellation": "Greater Ki Cancellation", + "magic-cancellation": "Magic Cancellation", + "greater-magic-cancellation": "Greater Magic Cancellation", + "matrices-cancellation": "Matrices Cancellation", + "greater-matrices-cancellation": "Greater Matrices Cancellation", + "binding-cancellation": "Binding Cancellation", + "emptiness-extrusion": "Emptiness Extrusion", + "body-of-emptiness": "Body of Emptiness", + "no-needs": "No Needs", + "movement-of-emptiness": "Movement of Emptiness", + "form-of-emptiness": "Form of Emptiness", + "essence-of-emptiness": "Essence of Emptiness", + "one-with-the-nothing": "One with the Nothing", + "aura-of-emptiness": "Aura of Emptiness", + "undetectable": "Undetectable", + "ki-pools": "Ki Pools", + "ki-pool": "Ki Pool", + "unified-pool": "Unified", + "ki-accumulation-short": "Accu.", + "maximum-value": "Max", + "martial-knowledge-full": "Martial Knowledge", + "ki-seals": "Ki Seals", + "wood-seal": "Wood", + "metal-seal": "Metal", + "air-seal": "Air", + "water-seal": "Water", + "fire-seal": "Fire", + "minor": "Minor", + "major": "Major", + "ki-limit": "Limit", + "limit-none": "None", + "limit-mors": "Mors: 20MK", + "limit-cenobus": "Cenobus: 20MK", + "limit-caelum": "Caelum: 15MK", + "limit-agon": "Agon: 20MK", + "limit-custodium": "Custodium: 10MK", + "limit-cruor": "Cruor: 10MK", + "limit-terminus": "Terminus: 10MK", + "ars-magnus": "Ars Magnus", + "martial-knowledge": "MK", + "specials": "Specials", + "seals": "Seals", + "doors": "Doors", + "transformation-the-seals-of-the-dragon": "Transformation : The Seals of the Dragon", + "martial-arts": "Martial Arts", + "martial-art": "Martial Art", + "martial-degree": "Degree", + "summary-of-effects": "Summary of Effects", + "degree-base": "Base", + "degree-advanced": "Advanced", + "degree-supreme": "Supreme", + "degree-arcane": "Arcane", + "damage": "Damage", + "multiplier": "Multiplier", + "bonus-martial-knowledge": "Bonus MK", + "2presence+power": "2xPresence+Power", + "strength+2target_strength": "Str + Target Str x2", + "strength+4target_strength": "Str + Target Str x4", + "creatures-known": "Creatures Known", + "creature-name": "Creature Name", + "required-seals": "Required Seals", + "ki-techniques": "Ki Techniques", + "action-frequency": "Frequency", + "action": "Action", + "turn": "Turn", + "variable": "Variable", + "related-action": "Related Action", + "defense": "Defense", + "counterattack": "Counterattack", + "ki": "Ki", + "use": "Use", + "maintenance": "Maint.", + "wear-armor": "Wear Armor", + "quality": "Quality", + "fortitude": "Fortitude", + "requirement": "Requirement", + "requirement-short": "Req.", + "cut": "CUT", + "impact": "IMP", + "thrust": "THR", + "heat": "HEA", + "cold": "COL", + "electricity": "ELE", + "energy": "ENE", + "final-armor-type": "Final AT", + "proficiencies": "Proficiencies", + "proficiency-name": "Proficiency name", + "proficiency-starting": "Starting", + "proficiency-similar": "Similar", + "proficiency-mixed-class": "Mixed Class", + "proficiency-different Type": "Different Type", + "proficiency-whole-class": "Whole Class", + "proficiency-archetype": "Archetype", + "proficiency-style": "Style", + "proficiency-mystical": "Mystical", + "proficiency-psychic": "Psychic", + "attacks": "Attacks", + "speed": "Speed", + "shield": "Shield", + "not-available": "N/A", + "buckler": "Buckler", + "full-shield": "F.Shield", + "primary": "Primary", + "secondary": "Secondary", + "two-handed": "Two-handed", + "breakage": "Breakage", + "final-breakage": "Final Breakage", + "ranged": "Ranged", + "melee": "Melee", + "valuables": "Valuables", + "amount": "Amount", + "weight": "Weight", + "gold-value": "GV", + "inventory": "Inventory", + "copper-coins": "Copper Coins", + "silver-coins": "Silver Coins", + "gold-coins": "Gold Coins", + "open-roll-range": "Open Roll Range", + "open-roll-no": "Open Roll No", + "open-roll": "Open Roll", + "fumble": "Fumble", + "doubles": "Doubles", + "fumble-range": "Fumble Range", + "character-options": "Chraracter Options", + "whisper-rolls": "Whipser Rolls?", + "never": "Never", + "always": "Always", + "querry": "Querry", + "complex": "Complex", + "metamagic": "Metamagic", + "note": "Note", + "elan": "Elan", + "gifts": "Gifts", + "innate-bonuses": "Innate Bonuses", + "attack-per-level": "Attack/level", + "block-per-level": "Block/level", + "dodge-per-level": "Dodge/level", + "wear-armor-per-level": "Wear Armor/level", + "initiative-per-level": "Initiative/level", + "life-points-per-level": "Life Points/level", + "martial-knowledge-per-level": "MK/level", + "innate-psychic-points-per-level": "PP/level", + "+1-PP/3-level": "+1 PP/3 level", + "+1-PP/2-level": "+1 PP/2 level", + "+1-PP/1-level": "+1 PP/1 level", + "zeon-per-level": "Zeon/level", + "summon-per-level": "Summon/level", + "control-per-level": "Control/level", + "bind-per-level": "Bind/level", + "banish-per-level": "Banish/level", + "last-result": "Last Result", + "margin": "Margin" +} \ No newline at end of file diff --git a/Anima-Beyond-Fantasy/translations/hu.json b/Anima-Beyond-Fantasy/translations/hu.json new file mode 100644 index 0000000000..99f4983226 --- /dev/null +++ b/Anima-Beyond-Fantasy/translations/hu.json @@ -0,0 +1,483 @@ +{ + "0": "", + "tab-general": "General", + "tab-background": "Background", + "tab-magic": "Magic", + "tab-psychic": "Psychic", + "tab-ki": "Ki", + "tab-armory": "Armory", + "visible-tabs": "Visible Tabs", + "char-info": "Character Information", + "name": "Name", + "char-gender": "Gender", + "char-height": "Height", + "char-weight": "Weight", + "char-size": "Size", + "char-appearance": "Appear.", + "race": "Race", + "class": "Class", + "age": "Age", + "level": "Level", + "development-points": "DP", + "presence": "Presence", + "xperience-points": "XP", + "level-next": "Next Level", + "resistances": "Resistances", + "type": "Type", + "physical-resistance": "Physical Resistance", + "physical-resistance-short": "PhR", + "disease-resistance": "Disease Resistance", + "disease-resistance-short": "DR", + "poison-resistance": "Poison Resistance", + "poison-resistance-short": "PsnR", + "magic-resistance": "Magic Resistance", + "magic-resistance-short": "MR", + "psychic-resistance": "Psychic Resistance", + "psychic-resistance-short": "PsyR", + "fame": "Fame", + "bravery": "Bravery", + "cowardice": "Cowardice", + "honor": "Honor", + "infamy": "Infamy", + "talent": "Talent", + "unknown": "Unknown", + "known": "Known", + "popular": "Popular", + "renowned": "Renowned", + "famous": "Famous", + "celebrated": "Celebrated", + "legendary": "Legendary", + "beyond-legend": "Beyond Legend", + "all-action-modifier": "All Action Mod", + "number-of-actions": "Number of actions", + "natura": "Natura", + "gnosis": "Gnosis", + "race-natura": "Race Natura", + "total-natura": "Total Natura", + "destiny-points": "Destiny Points", + "characteristics": "Characteristics", + "ability": "Ability", + "magic-ability": "Magic Ability", + "agility": "Agility", + "agility-short": "AGI", + "constitution": "Constitution", + "constitution-short": "CON", + "dexterity": "Dexterity", + "dexterity-short": "DEX", + "strength": "Strength", + "strength-short": "STR", + "intelligence": "Intelligence", + "intelligence-short": "INT", + "perception": "Perception", + "perception-short": "PER", + "soul-power": "Power", + "soul-power-short": "POW", + "willpower": "Willpower", + "willpower-short": "WP", + "opposed": "Opposed", + "final-opposed": "Final Opp.", + "movement": "Movement", + "penalty-short": "Pen.", + "bonus": "Bonus", + "full-movement": "Full", + "1/4-movement": "1/4 Move", + "running-movement": "Running", + "feet-short": "FT", + "language": "Language", + "lifepoints-short": "LP", + "regeneration-short": "Regen.", + "resting": "Resting", + "not-resting": "Not Resting", + "reduction-penalty": "Redu. Penalty", + "base-value": "Base", + "multiples-short": "Mult.", + "special-bonus": "Spec.", + "temporary-bonus": "Temp.", + "final-value": "Final", + "bought": "Bought", + "yes": "Yes", + "no": "No", + "description": "Description", + "fatigue": "Fatigue", + "spell-system": "Spell System", + "new": "New", + "old": "Old", + "roll-as-full": "Roll as", + "roll": "Roll", + "roll-as": "as", + "roll-system": "Roll System", + "standard": "Standard", + "api": "API", + "actual-value": "Actual", + "attack": "Attack", + "hit": "hit", + "block": "Block", + "dodge": "Dodge", + "initiative": "Initiative", + "armor": "Armor", + "weapon": "Weapon", + "secondary-abilities": "Secondary Abilities", + "secondary-penalty": "Secondary Abilities in red are affected by armor penalties", + "tab-athletics": "Athletics", + "tab-social": "Social", + "tab-perceptive": "Perceptive", + "tab-intellectual": "Intellectual", + "tab-vigor": "Vigor", + "tab-subterfuge": "Subterfuge", + "tab-creative": "Creative", + "tab-custom": "Custom", + "count-natural-bonus-short": "# Nat.", + "attribute-short": "Atr.", + "natural-ability-short": "N.A.", + "list-skill-athletics": "acrobatics,athleticism,climb,jump,ride,swim", + "list-skill-social": "etiquette,intimidate,leadership,persuasion,streetwise,style,trading", + "list-skill-perceptive": "notice,search,track", + "list-skill-intellectual": "animals,appraisal,architecture,herbal lore,history,law,magic appraisal,medicine,memorize,navigation,occult,sciences,tactics", + "list-skill-vigor": "composure,feats of strength,withstand pain", + "list-skill-subterfuge": "disguise,hide,lockpicking,poisons,stealth,theft,trap lore", + "list-skill-creative": "alchemy,animism,art,dance,forging,jewelry,music,rune,ritual calligraphy,slight of hand,tailoring", + "acrobatics": "Acrobatics", + "athleticism": "Athleticism", + "climb": "Climb", + "jump": "Jump", + "ride": "Ride", + "swim": "Swim", + "etiquette": "Etiquette", + "intimidate": "Intimidate", + "leadership": "Leadership", + "persuasion": "Persuasion", + "streetwise": "Streetwise", + "style": "Style", + "trading": "Trading", + "notice": "Notice", + "search": "Search", + "track": "Track", + "animals": "Animals", + "appraisal": "Appraisal", + "architecture": "Architecture", + "herbal-lore": "Herbal Lore", + "history": "History", + "law": "Law", + "magic-appraisal": "Magic Appr.", + "medicine": "Medicine", + "memorize": "Memorize", + "navigation": "Navigation", + "occult": "Occult", + "sciences": "Sciences", + "tactics": "Tactics", + "composure": "Composure", + "feats-of-strength": "Feats of Str.", + "withstand-pain": "Withst. Pain", + "disguise": "Disguise", + "hide": "Hide", + "lockpicking": "Lockpicking", + "poisons": "Poisons", + "stealth": "Stealth", + "theft": "Theft", + "trap-lore": "Trap Lore", + "alchemy": "Alchemy", + "animism": "Animism", + "art": "Art", + "dance": "Dance", + "forging": "Forging", + "jewelry": "Jewelry", + "music": "Music", + "rune": "Runes", + "ritual-calligraphy": "Ritual Calligraphy", + "slight-of-hand": "Sl. of Hand", + "tailoring": "Tailoring", + "advantages": "Advantages", + "cost": "Cost", + "disadvantages": "Disadvantages", + "benefit": "Benefit", + "magic-projection": "Magic Projection", + "Imbalance": "Imbalance", + "offensive": "Off.", + "defensive": "Def.", + "magic-accumulation": "Magic Accumulation", + "accumulation": "Accumulation", + "magic-regeneration": "Regeneration", + "magic-regneration-multiples": "Regen. Mult.", + "magic-recovery-multiplier": "Recovery X", + "magic-final-regeneration-per-day": "Final Regen/Day", + "magic-levels": "Magic Levels", + "from-intelligence": "From INT", + "from-soul-power": "From POW", + "used-value": "Used", + "spell-paths": "Spell Paths", + "spell-path": "Path", + "magic-theorem": "Magic Theorem", + "magic-theorem-standard": "Standard", + "magic-theorem-onmyodo": "Onmyodo", + "magic-theorem-vodoun": "Vodoun", + "magic-theorem-shamanism": "Shamanism", + "magic-theorem-natural": "Natural Magic", + "innate-magic": "Innate Magic", + "summoning-abilities": "Summoning Abilities", + "summon-ritual": "Summon", + "control-ritual": "Control", + "bind-ritual": "Bind", + "banish-ritual": "Banish", + "ritual": "Ritual", + "free-access-and-bought-spells": "Free Access and Bought Spells", + "spell-name": "Spell Name", + "spell-mastery": "Mastery", + "rank": "Rank", + "basic": "Basic", + "intermediate": "Intermediate", + "advanced": "Advanced", + "arcane": "Arcane", + "zeon": "Zeon", + "maintanance": "Maint.", + "maintanance-short": "M.", + "added-effect": "Added effect", + "added-value": "Added", + "maximum-zeon-multiplier": "Max. Zeon", + "maximum-zeon": "Max. Zeon Multi.", + "base-zeon": "Base Zeon", + "cast-spell": "Cast Spell", + "active-spells-and-creatures": "Active Spells and Creatures", + "active-spell-or-bound-creature": "Active spell or Bound Creature", + "daily-cost": "Daily Cost", + "total-cost": "Total Cost", + "final-daily-regeneration": "Final Daily Regen", + "invocations": "Invocations", + "difficulty": "Difficulty", + "difficulty-short": "Diff.", + "psychic": "Psychic", + "psychic-points": "PP", + "free-psychic-points": "Free PP", + "psychic-potential": "Potential", + "spent-psychic-points": "Spent PP", + "psychic-projection": "Projection", + "projection": "Projection", + "psychic-disciplines": "Disciplines", + "mental-patterns": "Mental Patterns", + "cancelled": "Cancelled", + "modifiers": "Modifiers", + "modifier": "Mod", + "known-powers": "Known Powers", + "minimum-difficulty": "Min. Diff.", + "maintained-powers": "Maintained Powers", + "number-of-innate-slots": "# Innate Slots", + "value": "Value", + "effects": "Effects", + "effect": "Effect", + "ki-abilities": "Ki Abilities", + "use-of-ki": "Use of Ki", + "ki-control": "Ki Control", + "ki-detection": "Ki Detection", + "ki-erudition": "Erudition", + "weight-elimination": "Weight Elimination ", + "leviation": "Levitation", + "object-motion": "Object Motion", + "mass-movement": "Mass Movement", + "flight": "Flight", + "presence-extrusion": "Presence Extrusion", + "anergy-armor": "Energy Armor", + "armor-of-greater-energy": "Armor of Greater Energy", + "armor-of-arcane-energy": "Armor of Arcane Energy", + "aura-extension": "Aura Extension", + "elemental-attack-fire": "Elemental Attack: Fire", + "elemental-attack-ice": "Elemental Attack: Ice", + "elemental-attack-air": "Elemental Attack: Air", + "elemental-attack-earth": "Elemental Attack: Earth", + "elemental-attack-light": "Elemental Attack: Light", + "elemental-attack-darkness": "Elemental Attack: Darkness", + "increased-damage": "Increased Damage", + "increased-reach": "Increased Reach", + "increased-speed": "Increased Speed", + "destruction-by-ki": "Destruction By Ki", + "absorbtion-of-energy": "Absorbtion of Energy", + "physical-shield": "Physical Shield", + "ki-transmission": "Ki Transmission", + "ki-healing": "Ki Healing", + "superior-healing": "Superior Healing", + "stabilize": "Stabilize", + "life-sacrifice": "Life Sacrifice", + "use-of-necessary-energy": "Use of Necessary Energy", + "ki-concealment": "Ki Concealment", + "aura-of-concealment": "Aura of Concealment", + "false-death": "False Death", + "elimination-of-necessities": "Elimination of Necessities", + "elemental-immunity-heat": "Elemental Immunity: Heat", + "elemental-immunity-cold": "Elemental Immunity: Cold", + "elemental-immunity-electricity": "Elemental Immunity: Electricity", + "penalty-reduction": "Penalty Reduction", + "recovery": "Recovery", + "restore-others": "Restore Others", + "characteristic-augmentation": "Charact. Augmentation", + "superior-characteristic-augmentation": "Superior Charact. Augmentation", + "improvised-combat-techniques": "Improvised Combat Techniques", + "technique-pushing": "Technique Pushing", + "combat-aura": "Combat Aura", + "physical-dominion": "Physical Dominion", + "physical-change": "Physical Change", + "superior-change": "Superior Change", + "multiplication-of-bodies": "Multiplication of Bodies", + "greater-multiplication-of-bodies": "Greater Mult. of Bodies", + "arcane-multiplication-of-bodies": "Arcane Mult. of Bodies", + "magnitude": "Magnitude", + "arcane-magnitude": "Arcane Magnitude", + "age-control": "Age Control", + "technique-imitation": "Technique Imitation", + "inhumanity": "Inhumanity", + "zen": "Zen", + "nemesis-abilities": "Nemesis Abilities", + "use-of-nemesis": "Use of Nemesis", + "armor-of-emptiness": "Armor of Emptiness", + "noht": "Noht", + "ki-cancellation": "Ki Cancellation", + "greater-ki-cancellation": "Greater Ki Cancellation", + "magic-cancellation": "Magic Cancellation", + "greater-magic-cancellation": "Greater Magic Cancellation", + "matrices-cancellation": "Matrices Cancellation", + "greater-matrices-cancellation": "Greater Matrices Cancellation", + "binding-cancellation": "Binding Cancellation", + "emptiness-extrusion": "Emptiness Extrusion", + "body-of-emptiness": "Body of Emptiness", + "no-needs": "No Needs", + "movement-of-emptiness": "Movement of Emptiness", + "form-of-emptiness": "Form of Emptiness", + "essence-of-emptiness": "Essence of Emptiness", + "one-with-the-nothing": "One with the Nothing", + "aura-of-emptiness": "Aura of Emptiness", + "undetectable": "Undetectable", + "ki-pools": "Ki Pools", + "ki-pool": "Ki Pool", + "unified-pool": "Unified", + "ki-accumulation-short": "Accu.", + "maximum-value": "Max", + "martial-knowledge-full": "Martial Knowledge", + "ki-seals": "Ki Seals", + "wood-seal": "Wood", + "metal-seal": "Metal", + "air-seal": "Air", + "water-seal": "Water", + "fire-seal": "Fire", + "minor": "Minor", + "major": "Major", + "ki-limit": "Limit", + "limit-none": "None", + "limit-mors": "Mors: 20MK", + "limit-cenobus": "Cenobus: 20MK", + "limit-caelum": "Caelum: 15MK", + "limit-agon": "Agon: 20MK", + "limit-custodium": "Custodium: 10MK", + "limit-cruor": "Cruor: 10MK", + "limit-terminus": "Terminus: 10MK", + "ars-magnus": "Ars Magnus", + "martial-knowledge": "MK", + "specials": "Specials", + "seals": "Seals", + "doors": "Doors", + "transformation-the-seals-of-the-dragon": "Transformation : The Seals of the Dragon", + "martial-arts": "Martial Arts", + "martial-art": "Martial Art", + "martial-degree": "Degree", + "summary-of-effects": "Summary of Effects", + "degree-base": "Base", + "degree-advanced": "Advanced", + "degree-supreme": "Supreme", + "degree-arcane": "Arcane", + "damage": "Damage", + "multiplier": "Multiplier", + "bonus-martial-knowledge": "Bonus MK", + "2presence+power": "2xPresence+Power", + "strength+2target_strength": "Str + Target Str x2", + "strength+4target_strength": "Str + Target Str x4", + "creatures-known": "Creatures Known", + "creature-name": "Creature Name", + "required-seals": "Required Seals", + "ki-techniques": "Ki Techniques", + "action-frequency": "Frequency", + "action": "Action", + "turn": "Turn", + "variable": "Variable", + "related-action": "Related Action", + "defense": "Defense", + "counterattack": "Counterattack", + "ki": "Ki", + "use": "Use", + "maintenance": "Maint.", + "wear-armor": "Wear Armor", + "quality": "Quality", + "fortitude": "Fortitude", + "requirement": "Requirement", + "requirement-short": "Req.", + "cut": "CUT", + "impact": "IMP", + "thrust": "THR", + "heat": "HEA", + "cold": "COL", + "electricity": "ELE", + "energy": "ENE", + "final-armor-type": "Final AT", + "proficiencies": "Proficiencies", + "proficiency-name": "Proficiency name", + "proficiency-starting": "Starting", + "proficiency-similar": "Similar", + "proficiency-mixed-class": "Mixed Class", + "proficiency-different Type": "Different Type", + "proficiency-whole-class": "Whole Class", + "proficiency-archetype": "Archetype", + "proficiency-style": "Style", + "proficiency-mystical": "Mystical", + "proficiency-psychic": "Psychic", + "attacks": "Attacks", + "speed": "Speed", + "shield": "Shield", + "not-available": "N/A", + "buckler": "Buckler", + "full-shield": "F.Shield", + "primary": "Primary", + "secondary": "Secondary", + "two-handed": "Two-handed", + "breakage": "Breakage", + "final-breakage": "Final Breakage", + "ranged": "Ranged", + "melee": "Melee", + "valuables": "Valuables", + "amount": "Amount", + "weight": "Weight", + "gold-value": "GV", + "inventory": "Inventory", + "copper-coins": "Copper Coins", + "silver-coins": "Silver Coins", + "gold-coins": "Gold Coins", + "open-roll-range": "Open Roll Range", + "open-roll-no": "Open Roll No", + "open-roll": "Open Roll", + "fumble": "Fumble", + "doubles": "Doubles", + "fumble-range": "Fumble Range", + "character-options": "Chraracter Options", + "whisper-rolls": "Whipser Rolls?", + "never": "Never", + "always": "Always", + "querry": "Querry", + "complex": "Complex", + "metamagic": "Metamagic", + "note": "Note", + "elan": "Elan", + "gifts": "Gifts", + "innate-bonuses": "Innate Bonuses", + "attack-per-level": "Attack/level", + "block-per-level": "Block/level", + "dodge-per-level": "Dodge/level", + "wear-armor-per-level": "Wear Armor/level", + "initiative-per-level": "Initiative/level", + "life-points-per-level": "Life Points/level", + "martial-knowledge-per-level": "MK/level", + "innate-psychic-points-per-level": "PP/level", + "+1-PP/3-level": "+1 PP/3 level", + "+1-PP/2-level": "+1 PP/2 level", + "+1-PP/1-level": "+1 PP/1 level", + "zeon-per-level": "Zeon/level", + "summon-per-level": "Summon/level", + "control-per-level": "Control/level", + "bind-per-level": "Bind/level", + "banish-per-level": "Banish/level", + "last-result": "Last Result", + "margin": "Margin" +} \ No newline at end of file diff --git a/Arianrhod2/translations/ca.json b/Arianrhod2/translations/ca.json new file mode 100644 index 0000000000..4fcb61d29a --- /dev/null +++ b/Arianrhod2/translations/ca.json @@ -0,0 +1,146 @@ +{ + "special_trapsearch-u": "Search Trap", + "special_trapdissolve-u": "Dissolve Trap", + "special_dangersense-u": "Dangersense", + "special_enemydistinguish-u": "Enemy Knowledge", + "special_itemidentify-u": "Identify Item", + "special_spellcasting-u": "Spellcasting", + "special_song-u": "Bardsong", + "special_alchemy-u": "Alchemy", + "attack-u": "Attack", + "damage-u": "Damage", + "evasion-u": "Evasion", + "behavior-u": "Behavior", + "judge-action-u": "Judge(Action)", + "judge-reaction-u": "Judge(Reaction)", + "roll-enemy-action-u": "Action", + "roll-enemy-reaction-u": "Reaction", + "identify-u": "Identification Value", + "char-sheet-title-u": "Arianrhod 2E Character Sheet", + "enemy-sheet-title-u": "Arianrhod 2E Enemy Sheet", + "player-u": "Player", + "character-name-u": "Character Name", + "character-gender-u": "Gender", + "character-age-u": "Age", + "enhancement-point-u": "Enhancement Point", + "mainclass-u": "Main Class", + "character-supportclass-u": "Support Class", + "character-level-u": "Level", + "character-race-u": "Race", + "character-fate-point-u": "Fate", + "HP-max-u": "HP", + "HP-current-u": "Current HP", + "MP-max-u": "MP", + "MP-current-u": "Current MP", + "AttributeBase-u": "Base Attribute", + "AttributeBonus-u": "Attribute Bonus", + "MainClassMod-u": "Main Class", + "SupportClassMod-u": "Support Class", + "ExtraMod-u": "Extra Mod", + "Attribute-u": "Attribute", + "SkillBonus-u": "Skill Bonus", + "AttributeSum-u": "Total Mod", + "DiceBase-u": "Base Dice", + "DiceBonus-u": "Dice Bonus", + "DiceTotal-u": "Total Dice", + "AttributeRoll-u": "Attribute Roll", + "Roll-u": "Roll", + "Strength-u": "Strength", + "Dexterity-u": "Dexterity", + "Agility-u": "Agility", + "Intelligence-u": "Intelligence", + "Perception-u": "Perception", + "Mental-u": "Mental", + "Luck-u": "Luck", + "skill-u": "Skill", + "skill-level-u": "Skill Level", + "skill-timing-u": "Timing", + "skill-rolltype-u": "Roll Type", + "skill-target-u": "Target", + "skill-range-u": "Range", + "skill-cost-u": "Cost", + "skill-sl-u": "SL limit", + "skill-effect-u": "Effect", + "skill-extra-roll-u": "Extra Roll", + "equipment-u": "Equipment", + "equipment-part-u": "Part", + "equipment-name-u": "Name", + "equipment-weight-u": "Weight", + "equipment-attack-mod-u": "Attack Mod", + "equipment-damage-mod-u": "Damage Mod", + "equipment-evasion-mod-u": "Evasion Mod", + "equipment-physical-defense-u": "Physical Def", + "equipment-magical-defense-u": "Magical Def", + "equipment-behavior-mod-u": "Behavior Mod", + "equipment-movement-mod-u": "Movement Mod", + "equipment-range-u": "Range", + "equipment-etc-u": "Note", + "equipment1-part": "Right Hand", + "equipment2-part": "Left Hand", + "equipment3-part": "Head", + "equipment4-part": "Body", + "equipment5-part": "Sub Armor", + "equipment6-part": "Accessory", + "equipments-total": "Total", + "combat-u": "Combat", + "combat-attribute-u": "Attribute", + "combat-attack-mod-u": "Attack Mod", + "combat-damage-mod-u": "Damage Mod", + "combat-evasion-mod-u": "Evasion Mod", + "combat-physical-defense-u": "Physical Def", + "combat-magical-defense-u": "Magical Def", + "combat-behavior-mod-u": "Behavior Mod", + "combat-movement-mod-u": "Movement Mod", + "combat-skill-mod-u": "Skill Mod", + "combat-etc-mod-u": "Extra Mod", + "combat-total-u": "Total", + "combat-bonus-dice-u": "Dice", + "combat-roll-u": "Roll", + "combat-attack-u": "Attack [Dexterity]", + "Roll-Attack-u": "Attack Roll", + "combat-damage-u": "Damage", + "Roll-damage-u": "Damage Roll", + "combat-evasion-u": "Evasion [Agility]", + "Roll-evasion-u": "Evasion Roll", + "combat-phydef-u": "Physical Def", + "combat-magdef-u": "Magical Def [Mental]", + "combat-behavior-u": "Behavior [Agility]+[Perception]", + "combat-movement-u": "Movement [Strength]+5", + "special-roll-u": "Special Roll", + "special-roll-attribute-u": "Attribute", + "special-roll-skill-u": "Skill", + "special-roll-etc-u": "Extra", + "special-roll-total-u": "Total", + "special-roll-dice-u": "Dice", + "special-roll-roll-u": "Roll", + "special-trap-search-u": "Search Trap [Perception]", + "Roll-trapsearch-u": "Search Trap", + "special-trap-dissolve-u": "Dissolve Trap [Dexterity]", + "Roll-trapdissolve-u": "Dissolve Trap", + "special-dangersense-u": "Dangersense [Perception]", + "Roll-dangersense-u": "Dangersense", + "special-enemy-distinguish-u": "Enemy Knowledge [Intelligence]", + "Roll-enemydistinguish-u": "Enemy Knowledge", + "special-item-identify-u": "Identify Item [Intelligence]", + "Roll-itemidentify-u": "Identify Item", + "special-spellcasting-u": "Spellcasting [Intelligence]", + "Roll-spellcasting-u": "Spellcasting", + "special-song-u": "Bardsong [Mental]", + "Roll-song-u": "Bardsong", + "special-alchemy-u": "Alchemy [Derterity]", + "Roll-alchemy-u": "Alchemy", + "items-u": "Item", + "item-name-u": "Name", + "item-weight-u": "Weight", + "item-quantity-u": "Quantity", + "item-description-u": "Description", + "items-total-weight-u": "Total Weight", + "items-available-weight-u": "Carriable Weight", + "items-money-u": "Money", + "lifepath-u": "Lifepath", + "lifepath-origin-u": "Origin", + "lifepath-path-u": "Sequence", + "lifepath-object-u": "Goal", + "guild-u": "Guild", + "guild-master-u": "Guildmaster" +} \ No newline at end of file diff --git a/Arianrhod2/translations/hu.json b/Arianrhod2/translations/hu.json new file mode 100644 index 0000000000..4fcb61d29a --- /dev/null +++ b/Arianrhod2/translations/hu.json @@ -0,0 +1,146 @@ +{ + "special_trapsearch-u": "Search Trap", + "special_trapdissolve-u": "Dissolve Trap", + "special_dangersense-u": "Dangersense", + "special_enemydistinguish-u": "Enemy Knowledge", + "special_itemidentify-u": "Identify Item", + "special_spellcasting-u": "Spellcasting", + "special_song-u": "Bardsong", + "special_alchemy-u": "Alchemy", + "attack-u": "Attack", + "damage-u": "Damage", + "evasion-u": "Evasion", + "behavior-u": "Behavior", + "judge-action-u": "Judge(Action)", + "judge-reaction-u": "Judge(Reaction)", + "roll-enemy-action-u": "Action", + "roll-enemy-reaction-u": "Reaction", + "identify-u": "Identification Value", + "char-sheet-title-u": "Arianrhod 2E Character Sheet", + "enemy-sheet-title-u": "Arianrhod 2E Enemy Sheet", + "player-u": "Player", + "character-name-u": "Character Name", + "character-gender-u": "Gender", + "character-age-u": "Age", + "enhancement-point-u": "Enhancement Point", + "mainclass-u": "Main Class", + "character-supportclass-u": "Support Class", + "character-level-u": "Level", + "character-race-u": "Race", + "character-fate-point-u": "Fate", + "HP-max-u": "HP", + "HP-current-u": "Current HP", + "MP-max-u": "MP", + "MP-current-u": "Current MP", + "AttributeBase-u": "Base Attribute", + "AttributeBonus-u": "Attribute Bonus", + "MainClassMod-u": "Main Class", + "SupportClassMod-u": "Support Class", + "ExtraMod-u": "Extra Mod", + "Attribute-u": "Attribute", + "SkillBonus-u": "Skill Bonus", + "AttributeSum-u": "Total Mod", + "DiceBase-u": "Base Dice", + "DiceBonus-u": "Dice Bonus", + "DiceTotal-u": "Total Dice", + "AttributeRoll-u": "Attribute Roll", + "Roll-u": "Roll", + "Strength-u": "Strength", + "Dexterity-u": "Dexterity", + "Agility-u": "Agility", + "Intelligence-u": "Intelligence", + "Perception-u": "Perception", + "Mental-u": "Mental", + "Luck-u": "Luck", + "skill-u": "Skill", + "skill-level-u": "Skill Level", + "skill-timing-u": "Timing", + "skill-rolltype-u": "Roll Type", + "skill-target-u": "Target", + "skill-range-u": "Range", + "skill-cost-u": "Cost", + "skill-sl-u": "SL limit", + "skill-effect-u": "Effect", + "skill-extra-roll-u": "Extra Roll", + "equipment-u": "Equipment", + "equipment-part-u": "Part", + "equipment-name-u": "Name", + "equipment-weight-u": "Weight", + "equipment-attack-mod-u": "Attack Mod", + "equipment-damage-mod-u": "Damage Mod", + "equipment-evasion-mod-u": "Evasion Mod", + "equipment-physical-defense-u": "Physical Def", + "equipment-magical-defense-u": "Magical Def", + "equipment-behavior-mod-u": "Behavior Mod", + "equipment-movement-mod-u": "Movement Mod", + "equipment-range-u": "Range", + "equipment-etc-u": "Note", + "equipment1-part": "Right Hand", + "equipment2-part": "Left Hand", + "equipment3-part": "Head", + "equipment4-part": "Body", + "equipment5-part": "Sub Armor", + "equipment6-part": "Accessory", + "equipments-total": "Total", + "combat-u": "Combat", + "combat-attribute-u": "Attribute", + "combat-attack-mod-u": "Attack Mod", + "combat-damage-mod-u": "Damage Mod", + "combat-evasion-mod-u": "Evasion Mod", + "combat-physical-defense-u": "Physical Def", + "combat-magical-defense-u": "Magical Def", + "combat-behavior-mod-u": "Behavior Mod", + "combat-movement-mod-u": "Movement Mod", + "combat-skill-mod-u": "Skill Mod", + "combat-etc-mod-u": "Extra Mod", + "combat-total-u": "Total", + "combat-bonus-dice-u": "Dice", + "combat-roll-u": "Roll", + "combat-attack-u": "Attack [Dexterity]", + "Roll-Attack-u": "Attack Roll", + "combat-damage-u": "Damage", + "Roll-damage-u": "Damage Roll", + "combat-evasion-u": "Evasion [Agility]", + "Roll-evasion-u": "Evasion Roll", + "combat-phydef-u": "Physical Def", + "combat-magdef-u": "Magical Def [Mental]", + "combat-behavior-u": "Behavior [Agility]+[Perception]", + "combat-movement-u": "Movement [Strength]+5", + "special-roll-u": "Special Roll", + "special-roll-attribute-u": "Attribute", + "special-roll-skill-u": "Skill", + "special-roll-etc-u": "Extra", + "special-roll-total-u": "Total", + "special-roll-dice-u": "Dice", + "special-roll-roll-u": "Roll", + "special-trap-search-u": "Search Trap [Perception]", + "Roll-trapsearch-u": "Search Trap", + "special-trap-dissolve-u": "Dissolve Trap [Dexterity]", + "Roll-trapdissolve-u": "Dissolve Trap", + "special-dangersense-u": "Dangersense [Perception]", + "Roll-dangersense-u": "Dangersense", + "special-enemy-distinguish-u": "Enemy Knowledge [Intelligence]", + "Roll-enemydistinguish-u": "Enemy Knowledge", + "special-item-identify-u": "Identify Item [Intelligence]", + "Roll-itemidentify-u": "Identify Item", + "special-spellcasting-u": "Spellcasting [Intelligence]", + "Roll-spellcasting-u": "Spellcasting", + "special-song-u": "Bardsong [Mental]", + "Roll-song-u": "Bardsong", + "special-alchemy-u": "Alchemy [Derterity]", + "Roll-alchemy-u": "Alchemy", + "items-u": "Item", + "item-name-u": "Name", + "item-weight-u": "Weight", + "item-quantity-u": "Quantity", + "item-description-u": "Description", + "items-total-weight-u": "Total Weight", + "items-available-weight-u": "Carriable Weight", + "items-money-u": "Money", + "lifepath-u": "Lifepath", + "lifepath-origin-u": "Origin", + "lifepath-path-u": "Sequence", + "lifepath-object-u": "Goal", + "guild-u": "Guild", + "guild-master-u": "Guildmaster" +} \ No newline at end of file diff --git a/Ars_Magica_5th/translations/ca.json b/Ars_Magica_5th/translations/ca.json new file mode 100644 index 0000000000..8f7f2395b1 --- /dev/null +++ b/Ars_Magica_5th/translations/ca.json @@ -0,0 +1,198 @@ +{ + "character": "Character", + "magical-arts": "Magical Arts", + "combat": "Combat", + "player": "Player", + "level": "Level", + "unspent-xp": "Unspent XP", + "saga": "Saga", + "current-year": "Current Year", + "confidence": "Confidence", + "pool": "Pool", + "botch-roll": "Botch Roll", + "botch": "Botch", + "roll": "Roll", + "age": "Age", + "no-might": "No Might", + "divine-might": "Divine Might", + "faerie-might": "Faerie Might", + "infernal-might": "Infernal Might", + "magic-might": "Magic Might", + "warp-score": "Warp Score", + "apparent-age": "Apparent Age", + "warp-points": "Warp Points", + "warping-scars": "Warping Scars", + "warping": "Warping", + "birth-name": "Birth Name", + "year-born": "Year Born", + "gender": "Gender", + "race-nationality": "Race/Nationality", + "place-of-origin": "Place of Origin", + "religion": "Religion", + "title-profession": "Title/Profession", + "height": "Height", + "weight": "Weight", + "size": "Size", + "handedness": "Handedness", + "hair": "Hair", + "eyes": "Eyes", + "magus-background": "Magus Background", + "house": "House", + "covenant": "Covenant", + "wizard-s-sigil": "Wizard's Sigil", + "domus-magna": "Domus Magna", + "primus": "Primus", + "parens": "Parens", + "covenant-of-apprenticeship": "Covenant of Apprenticeship", + "virtues": "Virtues", + "minor": "Minor", + "major": "Major", + "free": "Free", + "flaws": "Flaws", + "personality-traits": "Personality Traits", + "personality": "Personality", + "reputations": "Reputations", + "reputation": "Reputation", + "type": "Type", + "inventory": "Inventory", + "item": "Item", + "number": "Number", + "characteristic": "Characteristic", + "characteristics": "Characteristics", + "description": "Description", + "aging": "Aging", + "bonus": "Bonus", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "stamina": "Stamina", + "presence": "Presence", + "communication": "Communication", + "dexterity": "Dexterity", + "dex": "dex", + "quickness": "Quickness", + "decrepitude-aging": "Decrepitude/Aging", + "ongoing-effects": "Ongoing Effects", + "effect": "Effect", + "mastery": "Mastery", + "abilities": "Abilities", + "ability": "Ability", + "rank": "Rank", + "speciality": "Speciality", + "accelerated-": "Accelerated ", + "technique": "Technique", + "techniques": "Techniques", + "art": "Art", + "creo": "Creo", + "intellego": "Intellego", + "muto": "Muto", + "perdo": "Perdo", + "rego": "Rego", + "forms": "Forms", + "animal": "Animal", + "aquam": "Aquam", + "auram": "Auram", + "corpus": "Corpus", + "herbam": "Herbam", + "ignem": "Ignem", + "imaginem": "Imaginem", + "mentem": "Mentem", + "terram": "Terram", + "vim": "Vim", + "base-casting-totals": "Base Casting Totals", + "spontaneous-spells": "Spontaneous Spells", + "spontaneous": "Spontaneous", + "spells": "Spells", + "spell-name": "Spell Name", + "spell-description": "Spell Description", + "spell-mastery": "Spell Mastery", + "total": "total", + "aura": "Aura", + "sta": "Sta", + "form": "Form", + "artes-lib-": "Artes Lib.", + "philos-": "Philos.", + "score": "Score", + "exp": "Exp.", + "fatiguing": "Fatiguing", + "ceremonial": "Ceremonial", + "non-fatiguing": "Non-Fatiguing", + "casting": "Casting", + "designed-spells": "Designed Spells", + "formulaic": "Formulaic", + "ritual": "Ritual", + "lab-characteristics": "Lab Characteristics", + "refinement": "Refinement", + "general-quality": "General Quality", + "upkeep": "Upkeep", + "safety": "Safety", + "health": "Health", + "aesthetics": "Aesthetics", + "lab-virtues": "Lab Virtues", + "sanctum-marker": "Sanctum Marker", + "lab-totals": "Lab Totals", + "basic-lab-total": "Basic Lab Total", + "modifiers": "Modifiers", + "none": "None", + "int": "Int", + "theory": "Theory", + "lab-bonuses": "Lab Bonuses", + "specializations-bonuses": "Specializations & Bonuses", + "inc-": "Inc.", + "total-specialization-modifier": "Total Specialization Modifier", + "fatigue-levels": "Fatigue Levels ", + "penalty": "Penalty", + "recovery": "Recovery", + "fresh": "Fresh", + "winded": "Winded", + "weary": "Weary", + "tired": "Tired", + "dazed": "Dazed", + "unconscious": "Unconscious", + "wounds": "Wounds", + "range": "Range", + "light-wounds": "Light Wounds", + "medium-wounds": "Medium Wounds", + "heavy-wounds": "Heavy Wounds", + "incapacitated": "Incapacitated", + "dead": "Dead", + "armor-protection": "Armor Protection", + "armor": "Armor", + "armor-worn": "Armor Worn", + "combat-modifiers": "Combat Modifiers", + "soak": "Soak", + "armor-load": "Armor Load", + "load": "Load", + "weapons": "Weapons", + "weapon": "Weapon", + "weap": "Weap.", + "weapon-name": "Weapon Name", + "init": "Init", + "atk": "Atk", + "dfn-u": "DFN", + "dam": "Dam", + "dfn": "Dfn", + "initiative": "Initiative", + "qik": "Qik", + "weap-": "Weap.", + "enc-": "Enc.", + "attack": "Attack", + "defense": "Defense", + "damage": "Damage", + "duration": "Duration", + "target": "Target", + "points": "Points", + "trait": "Trait", + "current": "Current", + "attaining-rt": "Attaining", + "casts-rt": "casts", + "defend-rt": "Defend", + "leverages-rt": "leverages", + "weakness-m": "Weakness", + "circumstances-m": "Circumstances", + "characteristic-m": "Characteristic", + "rank-m": "Rank", + "with-rt": "with", + "circumstantial": "Circumstantial", + "query": "Name of Query" +} \ No newline at end of file diff --git a/Ars_Magica_5th/translations/hu.json b/Ars_Magica_5th/translations/hu.json new file mode 100644 index 0000000000..8f7f2395b1 --- /dev/null +++ b/Ars_Magica_5th/translations/hu.json @@ -0,0 +1,198 @@ +{ + "character": "Character", + "magical-arts": "Magical Arts", + "combat": "Combat", + "player": "Player", + "level": "Level", + "unspent-xp": "Unspent XP", + "saga": "Saga", + "current-year": "Current Year", + "confidence": "Confidence", + "pool": "Pool", + "botch-roll": "Botch Roll", + "botch": "Botch", + "roll": "Roll", + "age": "Age", + "no-might": "No Might", + "divine-might": "Divine Might", + "faerie-might": "Faerie Might", + "infernal-might": "Infernal Might", + "magic-might": "Magic Might", + "warp-score": "Warp Score", + "apparent-age": "Apparent Age", + "warp-points": "Warp Points", + "warping-scars": "Warping Scars", + "warping": "Warping", + "birth-name": "Birth Name", + "year-born": "Year Born", + "gender": "Gender", + "race-nationality": "Race/Nationality", + "place-of-origin": "Place of Origin", + "religion": "Religion", + "title-profession": "Title/Profession", + "height": "Height", + "weight": "Weight", + "size": "Size", + "handedness": "Handedness", + "hair": "Hair", + "eyes": "Eyes", + "magus-background": "Magus Background", + "house": "House", + "covenant": "Covenant", + "wizard-s-sigil": "Wizard's Sigil", + "domus-magna": "Domus Magna", + "primus": "Primus", + "parens": "Parens", + "covenant-of-apprenticeship": "Covenant of Apprenticeship", + "virtues": "Virtues", + "minor": "Minor", + "major": "Major", + "free": "Free", + "flaws": "Flaws", + "personality-traits": "Personality Traits", + "personality": "Personality", + "reputations": "Reputations", + "reputation": "Reputation", + "type": "Type", + "inventory": "Inventory", + "item": "Item", + "number": "Number", + "characteristic": "Characteristic", + "characteristics": "Characteristics", + "description": "Description", + "aging": "Aging", + "bonus": "Bonus", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "stamina": "Stamina", + "presence": "Presence", + "communication": "Communication", + "dexterity": "Dexterity", + "dex": "dex", + "quickness": "Quickness", + "decrepitude-aging": "Decrepitude/Aging", + "ongoing-effects": "Ongoing Effects", + "effect": "Effect", + "mastery": "Mastery", + "abilities": "Abilities", + "ability": "Ability", + "rank": "Rank", + "speciality": "Speciality", + "accelerated-": "Accelerated ", + "technique": "Technique", + "techniques": "Techniques", + "art": "Art", + "creo": "Creo", + "intellego": "Intellego", + "muto": "Muto", + "perdo": "Perdo", + "rego": "Rego", + "forms": "Forms", + "animal": "Animal", + "aquam": "Aquam", + "auram": "Auram", + "corpus": "Corpus", + "herbam": "Herbam", + "ignem": "Ignem", + "imaginem": "Imaginem", + "mentem": "Mentem", + "terram": "Terram", + "vim": "Vim", + "base-casting-totals": "Base Casting Totals", + "spontaneous-spells": "Spontaneous Spells", + "spontaneous": "Spontaneous", + "spells": "Spells", + "spell-name": "Spell Name", + "spell-description": "Spell Description", + "spell-mastery": "Spell Mastery", + "total": "total", + "aura": "Aura", + "sta": "Sta", + "form": "Form", + "artes-lib-": "Artes Lib.", + "philos-": "Philos.", + "score": "Score", + "exp": "Exp.", + "fatiguing": "Fatiguing", + "ceremonial": "Ceremonial", + "non-fatiguing": "Non-Fatiguing", + "casting": "Casting", + "designed-spells": "Designed Spells", + "formulaic": "Formulaic", + "ritual": "Ritual", + "lab-characteristics": "Lab Characteristics", + "refinement": "Refinement", + "general-quality": "General Quality", + "upkeep": "Upkeep", + "safety": "Safety", + "health": "Health", + "aesthetics": "Aesthetics", + "lab-virtues": "Lab Virtues", + "sanctum-marker": "Sanctum Marker", + "lab-totals": "Lab Totals", + "basic-lab-total": "Basic Lab Total", + "modifiers": "Modifiers", + "none": "None", + "int": "Int", + "theory": "Theory", + "lab-bonuses": "Lab Bonuses", + "specializations-bonuses": "Specializations & Bonuses", + "inc-": "Inc.", + "total-specialization-modifier": "Total Specialization Modifier", + "fatigue-levels": "Fatigue Levels ", + "penalty": "Penalty", + "recovery": "Recovery", + "fresh": "Fresh", + "winded": "Winded", + "weary": "Weary", + "tired": "Tired", + "dazed": "Dazed", + "unconscious": "Unconscious", + "wounds": "Wounds", + "range": "Range", + "light-wounds": "Light Wounds", + "medium-wounds": "Medium Wounds", + "heavy-wounds": "Heavy Wounds", + "incapacitated": "Incapacitated", + "dead": "Dead", + "armor-protection": "Armor Protection", + "armor": "Armor", + "armor-worn": "Armor Worn", + "combat-modifiers": "Combat Modifiers", + "soak": "Soak", + "armor-load": "Armor Load", + "load": "Load", + "weapons": "Weapons", + "weapon": "Weapon", + "weap": "Weap.", + "weapon-name": "Weapon Name", + "init": "Init", + "atk": "Atk", + "dfn-u": "DFN", + "dam": "Dam", + "dfn": "Dfn", + "initiative": "Initiative", + "qik": "Qik", + "weap-": "Weap.", + "enc-": "Enc.", + "attack": "Attack", + "defense": "Defense", + "damage": "Damage", + "duration": "Duration", + "target": "Target", + "points": "Points", + "trait": "Trait", + "current": "Current", + "attaining-rt": "Attaining", + "casts-rt": "casts", + "defend-rt": "Defend", + "leverages-rt": "leverages", + "weakness-m": "Weakness", + "circumstances-m": "Circumstances", + "characteristic-m": "Characteristic", + "rank-m": "Rank", + "with-rt": "with", + "circumstantial": "Circumstantial", + "query": "Name of Query" +} \ No newline at end of file diff --git a/Band of Blades Official/translations/ca.json b/Band of Blades Official/translations/ca.json new file mode 100644 index 0000000000..8bfe1cac9d --- /dev/null +++ b/Band of Blades Official/translations/ca.json @@ -0,0 +1,897 @@ +{ + "abilities": "Abilities", + "ability_description": "Ability description", + "ability_name": "Ability name", + "acquire_assets": "Acquire Assets", + "action_roll_1_3": "Bad Outcome — You are thwarted and suffer consequences.", + "action_roll_4_5": "Partial Success — You do it but there are consequences.", + "action_roll_6": "Success — You do it!", + "action_roll_crit": "Critical — You do it with increased effect!", + "actions": "Actions", + "additional_info": "Additional info", + "advancement": "Advancement", + "aim": "Aim", + "aim_desc": "While on a mission, you may spend aim uses to increase the effect level of a shot. This means you can sometimes take out large, dangerous enemies with a single bullet.", + "alchemical_chembalm": "Chembalm", + "alchemical_chembalm_desc": "Neutralizes most poisons and toxins.", + "alchemical_deep": "Deep", + "alchemical_deep_desc": "Lets you hold your breath for a scene.", + "alchemical_owlsight_oil": "Owlsight Oil", + "alchemical_owlsight_oil_desc": "See in the dark (24h). Light sensitive.", + "alchemical_rage_venom": "Rage Venom", + "alchemical_rage_venom_desc": "Gain physical potency for a scene. You must make a resolve resist to avoid attacking friend and foe indiscriminately. Addictive.", + "alchemist": "Alchemist", + "alchemists": "Alchemists", + "aloof": "Aloof", + "anathema": "Anathema", + "anchor": "Anchor", + "anchor_desc": "While on a mission, you may spend anchor uses to fight as a small group. This means you can face groups of lesser undead without loss of effect.", + "annals_choose_1_effect": "Choose 1 Effect on the Legion:", + "annals_details": "When a soldier falls, note their name. When four are entered into the Annals, the next time that time passes, before campaign actions, take a moment to tell a tale and choose the effect it has on the Legion.", + "annals_of_the_legions": "Annals of the Legions", + "annals_tale_battle_effect_1": "The Legion digs in. Remove 1 pressure, but the Commander may not advance in the next phase.", + "annals_tale_battle_effect_2": "Soldiers prepare to fight swiftly. Next mission, all Specialists gain +1d to maneuver rolls.", + "annals_tale_battle_effect_3": "Soldiers prepare their strongest weapons. Next mission, all Specialists gain +1d to wreck rolls.", + "annals_tale_battle_intro": "These undead are not the greatest threat the Legion has faced. Let me tell you a Tale of when we faced impossible odds...", + "annals_tale_battle_q1": "What terrible power did this threat wield?", + "annals_tale_battle_q2": "How was this threat’s unknown weakness found?", + "annals_tale_battle_q3": "At what cost did the Legion overcome this foe?", + "annals_tale_battle_top": "Tell a Tale of Hardening in Battle", + "annals_tale_founding_effect_1": "The soldiers learn a lesson. All Specialists may place 1 xp in any category.", + "annals_tale_founding_effect_2": "The Legion seeks glory of yesteryear. Your next set of missions will include a special mission.", + "annals_tale_founding_effect_3": "The histories raise morale. The Legion gains +2 morale.", + "annals_tale_founding_intro": "Let me tell you a Tale of the Legion’s founding by the Seventh Emperor, as recorded 427 years ago in the first Annals...", + "annals_tale_founding_q1": "Who was the first Commander / Legionnaire / Lorekeeper?", + "annals_tale_founding_q2": "How (or for what) is that person remembered?", + "annals_tale_founding_q3": "What dangerous threat was the Legion formed to face?", + "annals_tale_founding_top": "Tell a Tale of the Legion’s Founding", + "annals_tale_independence_effect_1": "Legionnaires shrug off wounds. All Specialists may mark 1 free healing tick.", + "annals_tale_independence_effect_2": "The Legion purifies hearts and minds. All Legionnaires reduce corruption by 2.", + "annals_tale_independence_effect_3": "Soldiers work extra shifts. Add 3 ticks to a long-term project.", + "annals_tale_independence_intro": "After the Old Empire fell, the Legion became sellswords that hired out to causes they believed in. This is a tale of...", + "annals_tale_independence_q1": "Where is the Legion’s original charter stored?", + "annals_tale_independence_q2": "What unusual restriction(s) are placed on Legionnaires?", + "annals_tale_independence_q3": "What cause has the Legion taken up previously?", + "annals_tale_independence_top": "Tell a Tale of the Legion’s Independence", + "annals_tale_meaning_effect_1": "The Legion promotes an exemplar. Promote a Rookie to Soldier.", + "annals_tale_meaning_effect_2": "Soldiers remember why they fight. One mission next session gains +2d to its engagement roll.", + "annals_tale_meaning_effect_3": "Legionnaires protect each other. Next primary mission, each Specialist gets 1 special armor: any.", + "annals_tale_meaning_intro": "The Legion is no longer just a military, but family forged in blood over a century. This is a tale...", + "annals_tale_meaning_q1": "How do civilians treat the Legion differently from other units?", + "annals_tale_meaning_q2": "How are new recruits inducted into the Legion?", + "annals_tale_meaning_q3": "What oath must all Legionnaires speak?", + "annals_tale_meaning_top": "Tell a Tale of the Legion’s Meaning", + "annals_tale_will_effect_1": "Your Chosen is moved. Your Chosen gains 1 favor as if they had completed a favored mission.", + "annals_tale_will_effect_2": "Never give up. Next mission, all Legionnaires gain +1d to all resistance rolls.", + "annals_tale_will_effect_3": "Soldiers prepare to face the unholy. Next mission, all Legionnaires get +2d to resolve resists.", + "annals_tale_will_intro": "We have fought holy and unholy since our inception, even in the Godswar, when Chosen took arms against Chosen...", + "annals_tale_will_q1": "Which previous Chosen did the Legion fight beside?", + "annals_tale_will_q2": "Against which supernatural threat did they fight?", + "annals_tale_will_q3": "How many survived and how did they rebuild the Legion?", + "annals_tale_will_top": "Tell a Tale of the Legion’s Unyielding Will", + "armor": "Armor", + "armor_heavy": "Heavy", + "assignment": "Assignment", + "athletic": "Athletic", + "back_at_camp": "Back at Camp", + "back_at_camp_top_1": "After missions are done but before campaign actions, play out a small scene about what happened at camp during or shortly after the mission. Remember to carry the story forward (e.g. soldier desertions and deaths still cause morale loss). Explore the struggles of life on the road while together with soldiers from many different cultures.", + "back_at_camp_top_2": "The GM should select an event below based on morale (1-3: low, 4-7: medium, and 8+: high). Mark it off, and frame the scene. If no events are unmarked, use the nextbracket down (life in battle and on the run eventually grinds everyone down). Ask the Marshal for an appropriate Legionnaire if you don’t immediately know who’s present.", + "back_at_camp_top_3": "The prompts are loose inspiration. Experimentation on undead might be a soldier trying to cure a corrupted brother-in-arms, kept chained in his tent. Refugees may seek protection, donation of food supplies, or be emissaries from a nearby settlement.", + "bartan": "Bartan", + "bartan_traits": "Bartan Traits", + "black_shot": "Black Shot", + "blight": "Blight", + "bold": "Bold", + "bonusdice": "Bonus dice", + "boosted": "Boosted", + "boxes": "Boxes", + "broken": "Broken", + "broken_abilities": "Broken Abilities", + "broken_advancement": "Broken Advancement", + "broken_blighter": "Blighter", + "broken_blighter_info": "Also called The Foul, and Corrupter of Flesh.", + "broken_breaker": "Breaker", + "broken_breaker_info": "Also called Stormbreaker, and the Bringer of Thunder.", + "broken_name": "Broken Name", + "broken_render": "Render", + "broken_render_info": "Also called Bonerender, and the Hollow Knight.", + "broken_xp_clock": "A time clock is filled (see Commander sheet).", + "broken_xp_first": "You first select your Broken.", + "broken_xp_top": "Your Broken gains an additional Broken ability when...", + "calculating": "Calculating", + "callous": "Callous", + "camp_event_high_1": "Soldiers hold a remembrance for the fallen.", + "camp_event_high_2": "A young soldier is detonating munitions, egged on by others.", + "camp_event_high_3": "Storms darken the skies. Rumors and wild speculation spread.", + "camp_event_high_4": "Supply crates go missing, but no one admits to knowing why.", + "camp_event_high_5": "A squad talks about home and asks their captain about theirs.", + "camp_event_high_6": "Your Chosen has fallen silent and refuses to speak to anyone.", + "camp_event_low_1": "A festering blight wound covered up by a soldier is revealed.", + "camp_event_low_2": "A bunch of Legion medical supplies are missing. The wounded cry.", + "camp_event_low_3": "Hidden experimentation on an undead is uncovered within the camp.", + "camp_event_low_4": "Screams can be heard in the distance at all hours, preventing any rest.", + "camp_event_low_5": "A hungry squad that resorted to foraging becomes badly ill.", + "camp_event_low_6": "A deserter is caught before they can leave. Judgment must be passed.", + "camp_event_medium_1": "A fight breaks out over one Legionnaire stealing from another.", + "camp_event_medium_2": "After an undead attack, the Legion must break camp and relocate.", + "camp_event_medium_3": "A soldier is caught selling supplies to locals for special treats or favors.", + "camp_event_medium_4": "News arrives of devastation from a different front.", + "camp_event_medium_5": "A squad refuses to go into the field until their captain is replaced.", + "camp_event_medium_6": "A band of refugees stumbles upon your camp and begs for help.", + "campaign_action_acquire_assets": "Acquire Assets", + "campaign_action_acquire_assets_boosted": "Upgrade result by one level. You may spend multiple supply.", + "campaign_action_acquire_assets_desc": "Beg, borrow, or steal an asset you need. Roll the location’s assets rating. The result indicates the quality of the asset (1-3: Poor. 4/5: Standard. 6: Fine. crit: Exceptional). Laborers, Siege Weapons, and alchemical concoctions are fine quality. Alchemists and Mercies are exceptional quality.", + "campaign_action_liberty": "Liberty", + "campaign_action_liberty_boosted": "Legionnaires clear all stress. Increase Legion morale by 4 (total).", + "campaign_action_liberty_desc": "Legionnaires are given leave of their responsibilities for a few days, good food and drink is provided, and campfire revelry is permitted. During this time, Legionnaires at liberty can party, fraternize, or relax as they see fit. Every character clears up to 3 stress. Increase Legion morale by 2.", + "campaign_action_long_term_project": "Long-Term Project", + "campaign_action_long_term_project_boosted": "Upgrade result by one level. You may spend multiple supply.", + "campaign_action_long_term_project_desc": "Work on a long-term project, if you have the means. Pick a Specialist to lead the project. They roll an action and mark segments on the project clock based on the result (1-3: One. 4/5: Two. 6: Three. crit: Five). You can do this campaign action multiple times, but only if working on a different project each time.", + "campaign_action_recruit": "Recruit", + "campaign_action_recruit_boosted": "Two of those Rookies are Soldiers instead (the other 3 remain Rookies).", + "campaign_action_recruit_desc": "The war has left soldiers crawling home and mercenaries guarding villages and roads—or raiding them. You recruit these recluses, rejects, and returning warriors to serve in the Legion’s ranks. Gain up to five Rookies for the Marshal to replenish the rosters with.", + "campaign_action_rest_and_recuperation": "Rest and Recuperation", + "campaign_action_rest_and_recuperation_boosted": "Every Legionnaire gains a second healing tick.", + "campaign_action_rest_and_recuperation_desc": "Take time to let soldiers tend wounds and rest. Each Legionnaire marks a tick in any harm row. Once a row’s healing ticks are full, erase the ticks and injuries in that row. If you wound a Mercy, one Specialist gains an extra healing tick. Finally, heal any Mercies wounded before this recuperation action.", + "campaign_actions": "Campaign Actions", + "campaign_actions_desc": "After missions, perform campaign actions based on morale (ask the Marshal). Take additional campaign actions by spending supply one-for-one. Spend a supply to boost an action in addition to any other costs. You can do each action once per campaign phase (except acquire assets and long-term projects).", + "cancel": "Cancel", + "cautious": "Cautious", + "channels": "Channels", + "channels_desc": "You may spend channels uses to acquire an asset for your squad in a flashback. Roll sway to determine quality. You can spend additional uses to improve the quality as per supply rules. Such assets are temporary or \"on loan\" and will go away when the mission ends.", + "character": "Character", + "chat_image": "Image to show alongside chat rolls", + "choose_sheet_type": "Choose the sheet type.", + "chosen": "Chosen", + "chosen_abilities": "Chosen abilities", + "chosen_advancement": "Chosen advancement", + "chosen_horned_one": "The Horned One", + "chosen_horned_one_name": "Chosen of the Horned One", + "chosen_n_broken": "Chosen & Broken", + "chosen_name": "Chosen Name", + "chosen_shreya": "Shreya", + "chosen_shreya_name": "Shreya, Chosen of Asrika", + "chosen_xp_complete": "You complete a campaign.", + "chosen_xp_first": "You first select your Chosen.", + "chosen_xp_four": "You complete four missions of your Chosen’s favor type.", + "chosen_xp_top": "Your Chosen gains a Chosen ability when...", + "chosen_zora": "Zora", + "chosen_zora_name": "Zora, Chosen of the Living God", + "clever": "Clever", + "clock_name": "Clock name", + "clocks": "Clocks", + "cold": "Cold", + "colorful": "Colorful", + "comely": "Comely", + "complete": "Complete", + "consort": "Consort", + "consort_desc": "Consort with friends, contacts, or connections from your heritage and background to gain access to resources, information, people, or places. Make a good impression.", + "controlled": "Controlled", + "corruption": "Corruption", + "crisp": "Crisp", + "curious": "Curious", + "dangerous": "Dangerous", + "deadly": "Deadly", + "death": "Death", + "dedicated": "Dedicated", + "desertion_desc": "Desertion: If you lose morale and have none, soldiers desert (one per morale you can’t pay). You lose Rookies, then Soldiers. If fewer than 3 full squads, end the game. The Legion is no more.", + "desperate": "Desperate", + "detail": "Detail", + "details": "Details", + "devious": "Devious", + "dice": "Dice", + "discipline": "Discipline", + "discipline_desc": "Discipline a fellow soldier; command obedience using force of personality; intimidate or threaten.", + "divine": "Divine", + "divine_ability_abominable_science": "Abominable Science", + "divine_ability_abominable_science_desc": "Blighter’s chirurgeons learn to stitch writhing undead together functionally. Horrors can appear in any mission.", + "divine_ability_anointed_horned": "Anointed", + "divine_ability_anointed_horned_desc": "Holy, Mystic, and Wild missions all grant mission favor. Start with 1 mission favor filled in.", + "divine_ability_anointed_shreya": "Anointed", + "divine_ability_anointed_shreya_desc": "Holy, Mystic, and Mercy missions all grant mission favor. Start with 1 mission favor filled in.", + "divine_ability_anointed_zora": "Anointed", + "divine_ability_anointed_zora_desc": "Holy, Mystic, and Glory missions all grant favor. Start with 1 mission favor already marked.", + "divine_ability_asrika’s_blessing": "Asrika’s Blessing", + "divine_ability_asrika’s_blessing_desc": "Legionnaires always take 1 less corruption.", + "divine_ability_asrika’s_mercy": "Asrika’s Mercy", + "divine_ability_asrika’s_mercy_desc": "When the Legion recuperates, place 1 additional healing tick on all Legionnaires.", + "divine_ability_asrika’s_tears": "Asrika’s Tears", + "divine_ability_asrika’s_tears_desc": "When you mourn, you feel a profound sense of peace. Liberty campaign actions provide +1 morale and additional -1 stress.", + "divine_ability_attrition_strategies": "Attrition Strategies", + "divine_ability_attrition_strategies_desc": "Blighter attacks & poisons supply lines. Supply mission engagement rolls take -1d.", + "divine_ability_battle-saint": "Battle-Saint", + "divine_ability_battle-saint_desc": "Shreya is threat 5 and she has potency against all opponents.", + "divine_ability_blood_of_fire": "Blood of Fire", + "divine_ability_blood_of_fire_desc": "When you spend Religious Supply on a mission, all Legionnaires equip Fire Oil (1 load).", + "divine_ability_blood_of_the_chosen": "Blood of the Chosen", + "divine_ability_blood_of_the_chosen_desc": "When you spend a Religious Supply, you also get a sanctified melee weapon on that mission. It is potent against undead. Start with 1 free Religious Supply.", + "divine_ability_book_of_hours": "Book of Hours", + "divine_ability_book_of_hours_desc": "All Specialists start with 2 extra ranks of actions.", + "divine_ability_cruel_gluttony": "Cruel Gluttony", + "divine_ability_cruel_gluttony_desc": "Blighter crafts fluids that brew acid inside undead. Gut-Sacks can appear in any mission.", + "divine_ability_dark_visions": "Dark Visions", + "divine_ability_dark_visions_desc": "Breaker hexes the Legion with horrible screaming nightmares. Liberties restores 1 less stress.", + "divine_ability_defilement": "Defilement", + "divine_ability_defilement_desc": "Breaker’s defilement of religious sites has diminished the holy influences in this region. Religious mission engagement rolls take -1d.", + "divine_ability_forced_march": "Forced March", + "divine_ability_forced_march_desc": "Render’s troops fueled by rage push forward. Add 3 ticks to the time clocks (Commander).", + "divine_ability_forest’s_wings": "Forest’s Wings", + "divine_ability_forest’s_wings_desc": "When you spend Religious Supply on a mission, squads bring up to 3 animals that can whisper messages to each other and to camp.", + "divine_ability_fury": "Fury", + "divine_ability_fury_desc": "Render learns to spread his hate to his line troops. Gaunt now move swiftly and can act with cunning if their Elite dies.", + "divine_ability_great_hunter": "Great Hunter", + "divine_ability_great_hunter_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 insight xp.", + "divine_ability_heart_of_heroes": "Heart of Heroes", + "divine_ability_heart_of_heroes_desc": "All Legionnaires add the xp trigger: If you engaged a higher threat opponent by yourself.", + "divine_ability_heartless": "Heartless", + "divine_ability_heartless_desc": "Render grants those that carve out their own hearts strength. Heartless can appear in any mission.", + "divine_ability_hide_of_the_white_hind": "Hide of the White Hind", + "divine_ability_hide_of_the_white_hind_desc": "All Specialists can speak to and understand wild beasts.", + "divine_ability_horned_god’s_bounty": "Horned God’s Bounty", + "divine_ability_horned_god’s_bounty_desc": "When time passes, ask if the Legion will advance. If it does, do not spend Food.", + "divine_ability_horned_god’s_eyes": "Horned God’s Eyes", + "divine_ability_horned_god’s_eyes_desc": "If there is a Panyar Specialist on a recon mission, add +1d to the engagement roll.", + "divine_ability_horned_god’s_thews": "Horned God’s Thews", + "divine_ability_horned_god’s_thews_desc": "Legionnaires can spend special armor to resist physical consequences, or to push themselves on any prowess action.", + "divine_ability_living_god’s_fury": "Living God’s Fury", + "divine_ability_living_god’s_fury_desc": "The Quartermaster may spend Religious Supply before an assault mission to add +1d on the engagement roll. Legionnaires equip both Reliquaries and Black Shot.", + "divine_ability_living_god’s_kiss": "Living God’s Kiss", + "divine_ability_living_god’s_kiss_desc": "During a rest and recuperation campaign action, each Legionnaire removes 2 corruption in addition to healing.", + "divine_ability_living_god’s_vigor": "Living God’s Vigor", + "divine_ability_living_god’s_vigor_desc": "Specialists can take an extra level 2 harm (3 total).", + "divine_ability_massacre": "Massacre", + "divine_ability_massacre_desc": "Render’s savage tactics and defiling use of the dead instills fear in all soldiers. Assault mission engagement rolls take -1d.", + "divine_ability_modern_warfare": "Modern Warfare", + "divine_ability_modern_warfare_desc": "Blighter’s troops carry appropriate fine arms and armor.", + "divine_ability_nature’s_fury": "Nature’s Fury", + "divine_ability_nature’s_fury_desc": "Breaker & Witches can hex nature, covering troops with fog and storms, and animating trees in combat.", + "divine_ability_pillar_of_skulls": "Pillar of Skulls", + "divine_ability_pillar_of_skulls_desc": "Breaker makes a pillar of wailing bodies to summon and corrupt sacred beasts. Devourers can appear in any mission.", + "divine_ability_sacred_seals": "Sacred Seals", + "divine_ability_sacred_seals_desc": "All Legionnaires gain special armor versus magical effects.", + "divine_ability_scars_of_war": "Scars of War", + "divine_ability_scars_of_war_desc": "Blighter’s troops can corrupt the land. Poison mists erupt and plague the countryside. While not always present, they may rise up suddenly as consequences of a roll.", + "divine_ability_shapeshifter": "Shapeshifter", + "divine_ability_shapeshifter_desc": "Gain 1 intel after completing 2 primary missions.", + "divine_ability_shredders": "Shredders", + "divine_ability_shredders_desc": "Remnants of Thorns, these balls of blades and Render’s blood explode when near troops. Often buried in the ground or thrown into squads.", + "divine_ability_spearforge": "Spearforge", + "divine_ability_spearforge_desc": "Render smiths massive, bladed, corrupting, black-iron spears that Heartless carry and Knights fire from ballistae.", + "divine_ability_star_of_the_dawn": "Star of the Dawn", + "divine_ability_star_of_the_dawn_desc": "When you advance, roll pressure as if 1 lower.", + "divine_ability_storm_riding": "Storm Riding", + "divine_ability_storm_riding_desc": "Shadow Witches learn to use the lightning forces inside Burned to jump from body to body, allowing them to escape death.", + "divine_ability_the_changing_curse": "The Changing Curse", + "divine_ability_the_changing_curse_desc": "Shadow Witches twist the living. Transformed can appear in any mission.", + "divine_ability_the_coven": "The Coven", + "divine_ability_the_coven_desc": "Breaker binds hexed souls into still-living bodies to craft acolytes. Shadow Witches can appear in any mission.", + "divine_ability_the_forge": "The Forge", + "divine_ability_the_forge_desc": "Render forges blades of the fallen and cinderblood into Elites. Thorns can appear in any mission.", + "divine_ability_the_sworn": "The Sworn", + "divine_ability_the_sworn_desc": "Some oaths transcend death. Knights of the Black Oak can appear in any mission.", + "divine_ability_toxic_bile": "Toxic Bile", + "divine_ability_toxic_bile_desc": "Gut-Sacks and Spitters cause corrupting wounds. At the end of a mission, untreated corrupting wounds cause +1 corruption each.", + "divine_ability_toxic_mutagen": "Toxic Mutagen", + "divine_ability_toxic_mutagen_desc": "Blighter’s troops coat their weapons in an alchemical oil, causing +1 corruption when they wound someone.", + "divine_ability_violent_emulsion": "Violent Emulsion", + "divine_ability_violent_emulsion_desc": "Blighter crafts undead to overdrive bile production. Spitters can appear in any mission.", + "divine_ability_war-saint": "War-Saint", + "divine_ability_war-saint_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 resolve xp.", + "divine_ability_wild_awakening": "Wild Awakening", + "divine_ability_wild_awakening_desc": "Shadow Witches and Breaker hex animals into spies, and packs for the Transformed to run with.", + "doctor": "Doctor", + "doctor_desc": "While on a mission, you may spend doctor uses to treat a fellow Legionnaire so they ignore all wound penalties for a scene. Level 4 harm is still lethal.", + "duties_commander_1": "Track Time and Pressure. Pressure and time increase when time passes or for certain mission penalties. Pressure decreases from some mission, and advancing resets it to zero. Time (rarely) decreases as a result of select missions.", + "duties_commander_2": "Track Location and Movement. Decide when the Legion advances. You may never backtrack. Mark the Legion position and route on your map. When you advance, roll pressure minus Horses uses spent, and add time based on the roll. (1-3: One. 4/5: Two. 6: Three. crit: Five)", + "duties_commander_3": "Track and Spend Intel. Spend intel to add +1d to mission engagement rolls or gain access to a special mission at your location. Ask intel questions before each mission. Intel can be gained from mission rewards.", + "duties_commander_4": "Pick Missions. Decide on a type of mission to focus on (assault, recon, religious, or supply) and tell the GM. The GM will tell you what’s available. Pick two missions to perform and designate one “primary,” to be played out at the table. The other is secondary and resolved with an engagement roll. If you were presented with a third mission, you automatically fail it.", + "duties_commander_5": "Work with Other Roles. Consult with the rest of the players to make thebest decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.", + "duties_lorekeeper_1": "Track the Dead. Note every Legionnaire that dies. The book weighs heavy, but while there is still a Legion, you have a sacred duty to remember all sacrifices.", + "duties_lorekeeper_2": "Tell the Tales of the Legion. When four new names are added to your lists of the dead, tell a Tale of the Legion. Answer all questions the Tale asks in your story, then choose one benefit to the troops. The first five tales in that order.", + "duties_lorekeeper_3": "Keep the Annals. Note missions, who is sent, and their outcomes. If there is any question what happened, it is your duty to recall it for others. Keep these books safe. If you’ve kept the Annals faithfully through the end of the campaign, and they’ve reached Skydagger Keep safely, add 10 points to your final score.", + "duties_lorekeeper_4": "Set Back at Camp Scenes. Consult with the Marshal on morale before making your selection. If a decision needs to be made about the camp or its rules, you will make them.", + "duties_lorekeeper_5": "Work with Other Roles. Advise the other Roles as necessary. Keep in mind the Legion’s beliefs and lessons you have set, and remind them.", + "duties_marshal_1": "Track Morale. Morale increases during the liberty campaign action, and from mission rewards. It decreases from mission penalties, when soldiers die (-1 per), and when there isn’t supply (-1) or Food (-2) when it must be spent.", + "duties_marshal_2": "Assign Who Goes On And Leads Missions. Decide who goes on missions. Missions take 1 squad and up to 2 Specialists by default. If there’s an Officer on a mission, they’re in charge. Otherwise, you say who’s in charge.", + "duties_marshal_3": "Track Squads and Specialists. Between missions, keep the playbooks. Mark losses, harm, stress, advancement, and promotions. Name squad members as needed. Detail any Specialists the Legion gains.", + "duties_marshal_4": "Make Engagement Rolls. It’s your duty to roll.", + "duties_marshal_5": "Ensure Legionnaires Advance. Make sure the group remembers to track xp after missions. Secondary missions grant 2 xp to Specialists regardless of outcome.", + "duties_marshal_6": "Work with Other Roles. Consult with others to make the best decisions you can, but you have the final say in the duties you are tasked with.", + "duties_quartermaster_1": "Track and Spend Supply. You gain supply primarily from supply mission rewards. Spend supply for additional campaign actions or to boost a campaign action. When the Commander advances the Legion, lose any supply you can’t take with you (maximum 3 supply, plus 1 per Supply Cart).", + "duties_quartermaster_2": "Perform Campaign Actions. Between mission phases, perform a number of campaign actions according to troop morale. Ask the Marshal how many you get.", + "duties_quartermaster_3": "Track and Use Materiel and Non-Legion Personnel. Expend materiel to make missions more successful. Track Mercy and Alchemist statuses, such as wounds and corruption. Work on projects to change the position of the Legion.", + "duties_quartermaster_4": "Work with Other Roles. Consult with the rest of the players to make the best decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.", + "duties_spymaster_1": "Dispatch Spies. Dispatch spies on assignments during campaign actions. Simple assignments complete immediately (though interrogation takes place right before missions). Long-term assignments take time to finish, and different spies may take turns working on them.", + "duties_spymaster_2": "Grow Your Network. Your true enemies are the Broken. Prepare for them.", + "duties_spymaster_3": "Work with Other Roles. Consult with the other Roles to make the best decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.", + "duties_top": "Your Duties. During the game, do the following:", + "effect": "Effect", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "eloquent": "Eloquent", + "ember_wolves": "Ember Wolves", + "engagement": "Engagement", + "engagement_assault_1": "Weapons. Did the Quartermaster equip the soldiers with Black Shot? Take +1d.", + "engagement_assault_2": "Wounds. Is any Legionnaire starting the mission wounded? Take -1d.", + "engagement_assault_top": "Assault Mission. On each assault mission, also ask the following:", + "engagement_desc": "Engagement rolls determine unit disposition at the start of a primary mission and the outcome of secondary missions. As the one sending troops into battle, it’s the Marshal’s duty to assemble the dice and make the engagement rolls.", + "engagement_details": "The Marshal assembles and rolls dice for engagements.", + "engagement_outcome_1-3": "1-3. Primary Mission: You’re in a desperate position when the action starts. Secondary Mission: You fail the mission, lose 3 squad members, and all Specialists take level 3 harm.", + "engagement_outcome_4-5": "4/5. Primary Mission: You’re in a risky position when the action starts. Secondary Mission: Fail the mission or you can succeed, two squad members die, and all Specialists take level 2 harm.", + "engagement_outcome_6": "6. Primary Mission: You’re in a controlled position when the action starts. Secondary Mission: You succeed at the mission, all Specialists take level 1 harm, and you may choose to lose 2 squad members to promote a Rookie to Soldier.", + "engagement_outcome_critical": "Critical. Primary Mission: You’ve overcome the first obstacle and are in a controlled position at the next. Secondary Mission: You succeed at the mission, and promote one squad member (see Rookie/Soldier special abilities for details).", + "engagement_primary_1_3": "You’re in a desperate position when the action starts.", + "engagement_primary_4_5": "You’re in a risky position when the action starts.", + "engagement_primary_6": "You’re in a controlled position when the action starts.", + "engagement_primary_crit": "You’ve overcome the first obstacle and are in a controlled position at the next.", + "engagement_question_1": "Legion Loyalty. Are all on the mission oathsworn to the Legion? Take +1d.", + "engagement_question_2": " Did the Commander spend 1 intel to give you foresight and info? Take +1d.", + "engagement_question_3": "Veteran. Is everyone on the mission a Specialist or Soldier? Take +1d.", + "engagement_question_4": "Leadership. Does any Legionnaire distrust the leadership or not fear them enough to obey orders on the battlefield? Take -1d.", + "engagement_question_5": "Parameters. Are required Specialists or equipment not on the mission? Take -1d.", + "engagement_question_top": "Before Every Mission. Assemble the engagement roll by asking the following:", + "engagement_recon_1": "Speed. Did the Quartermaster spend Horses to equip the mission? Take +1d.", + "engagement_recon_2": "Stealth. Is any Legionnaire starting with heavy load? Take -1d.", + "engagement_recon_top": "Recon Mission. On each recon mission, also ask the following:", + "engagement_religious_1": "Arcane. Did the Quartermaster send Religious Supplies to ward and protect the Legionnaires? Take +1d.", + "engagement_religious_2": "Corruption. Is any Legionnaire starting with blight? Take -1d.", + "engagement_religious_top": "Religious Mission. On each religious mission, also ask the following:", + "engagement_roll_outcomes": "Engagement Roll Outcomes", + "engagement_secondary_1_3": "You fail the mission, lose 3 squad members, and all Specialists take level 3 harm.", + "engagement_secondary_4_5": "Fail the mission or you can succeed, two squad members die, and all Specialists take level 2 harm.", + "engagement_secondary_6": "You succeed at the mission, all Specialists take level 1 harm, and you may choose to lose 2 squad members to promote a Rookie to Soldier.", + "engagement_secondary_crit": "You succeed at the mission, and promote one squad member.", + "engagement_supply_1": "Supplies. Did the Quartermaster spend Food to equip the mission? Take +1d.", + "engagement_supply_2": "Enemies. Is the current pressure higher than 2? Take -1d.", + "engagement_supply_top": "Supply Mission. On each supply mission, also ask the following:", + "engagements": "Engagements", + "famous": "Famous", + "favor": "Favor", + "favor_glory": "Glory", + "favor_holy": "Holy", + "favor_mercy": "Mercy", + "favor_mystic": "Mystic", + "favor_wild": "Wild", + "fearless": "Fearless", + "feature_alluring": "Alluring", + "feature_bestial": "Bestial", + "feature_blazing": "Blazing", + "feature_fearsome": "Fearsome", + "feature_feral": "Feral", + "feature_ferocious": "Ferocious", + "feature_monstrous": "Monstrous", + "feature_radiant": "Radiant", + "feature_serene": "Serene", + "feature_shining": "Shining", + "feature_sinister": "Sinister", + "feature_transcendent": "Transcendent", + "feature_vicious": "Vicious", + "features": "Features", + "fierce": "Fierce", + "flexible_width": "Flexible character sheet width", + "food_stores": "Food Stores", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "friendly": "Friendly", + "frugal": "Frugal", + "further_annals": "When all Tales are told, and four more names enter your Annals, you may tell any Tale—but each can only be told once until all types of Tales are told once again.", + "gain_morale_1": "Missions. Successful mission rewards.", + "gain_morale_2": "Liberty. Whenever the Quartermaster chooses the liberty campaign action.", + "gain_morale_from": "Gain morale from", + "gaunt": "Gaunt", + "ghost_owls": "Ghost Owls", + "gracious": "Gracious", + "grinning_ravens": "Grinning Ravens", + "grit": "Grit", + "grit_desc": "You may spend grit uses to add +2d to a resistance roll. The grit use must be spent before the roll. You may only spend 1 grit use this way per roll.", + "grizzled": "Grizzled", + "haggard": "Haggard", + "harm": "Harm", + "haughty": "Haughty", + "haunted": "Haunted", + "heavy": "Heavy", + "heavy_items": "Heavy items", + "heavy_missions": "Assault and Supply Missions", + "heritage": "Heritage", + "high_morale": "High Morale", + "honorable": "Honorable", + "horses": "Horses", + "host": "Host", + "hunger": "Hunger", + "ink-stained": "Ink-Stained", + "inquisitive": "Inquisitive", + "insight": "Insight", + "insight_desc": "Resist consequences from deception or understanding.", + "inspiring": "Inspiring", + "intel": "Intel", + "intel_desc": "INTEL: Spend 1 intel to add +1d to any engagement roll, or to access a special mission in a location in addition to your mission priorities. Gain intel from Recon mission rewards. Before you pick primary and secondary missions, ask intel questions based on how much intel you hold.", + "intel_details": "A measure of how much you know about undead movements and the war", + "item_+1_utility": "+1 Utility. Mark below.", + "item_+2_utility": "+2 Utility. Mark below.", + "item_2_fine_pistols": "2 Fine Pistols", + "item_ammo": "Ammo", + "item_armor": "Armor", + "item_bandolier": "Bandolier", + "item_battlefield_banner": "Battlefield Banner", + "item_black_arrows": "Black Arrows", + "item_black_shot": "Black Shot", + "item_books_n_scrolls": "Books & Scrolls", + "item_camo_gear": "Camo Gear", + "item_climbing_kit": "Climbing Kit", + "item_compass_&_maps": "Compass & Maps", + "item_cooking_kit": "Cooking Kit", + "item_crimson_shot": "Crimson Shot", + "item_family_weapon": "Family Weapon", + "item_fine_armor": "Fine Armor", + "item_fine_bow_&_arrows": "Fine Bow & Arrows", + "item_fine_compass_&_maps": "Fine Compass & Maps", + "item_fine_hand_weapon": "Fine Hand Weapon", + "item_fine_heavy_armor": "Fine Heavy Armor", + "item_fine_heavy_weapon": "Fine Heavy Weapon", + "item_fine_kit": "Fine Kit", + "item_fine_lenses": "Fine Lenses", + "item_fine_long_rifle": "Fine Long Rifle", + "item_fine_luxury_item": "Fine Luxury Item", + "item_fine_medic_kit": "Fine Medic Kit", + "item_fine_ornate_cloak": "Fine Ornate Cloak", + "item_fine_ornate_clock": "Fine Ornate Clock", + "item_fine_pistol": "Fine Pistol", + "item_fine_reliquary": "Fine Reliquary", + "item_fine_shield": "Fine Shield", + "item_fine_tower_shield": "Fine Tower Shield", + "item_fine_wrecking_kit": "Fine Wrecking Kit", + "item_fitted_heavy_plate": "Fitted Heavy Plate", + "item_flare_gun": "Flare Gun", + "item_fresh_food": "Fresh Food", + "item_gun_maintenance_kit": "Gun Maintenance Kit", + "item_hand_weapon": "Hand Weapon", + "item_heavy_weapon": "Heavy Weapon", + "item_holy_symbol_of_mercy": "Holy Symbol of Mercy", + "item_large_weapon": "Large Weapon", + "item_lenses": "Lenses", + "item_mark_of_the_healing_god": "Mark of the Healing God", + "item_medic_kit": "Medic Kit", + "item_memento_of_home": "Memento of Home", + "item_musket": "Musket", + "item_naive_hope": "Naive Hope", + "item_name": "Item name", + "item_oil": "Oil", + "item_pistol": "Pistol", + "item_reliquary": "Reliquary", + "item_repair_kit": "Repair Kit", + "item_shield": "Shield", + "item_soldiers_kit": "Soldier’s Kit", + "item_supplies": "Supplies", + "item_tents_&_camping_gear": "Tents & Camping Gear", + "item_tonics": "Tonics", + "item_winter_clothing": "Winter Clothing", + "item_wrecking_kit": "Wrecking Kit", + "kind": "Kind", + "laborers": "Laborers", + "legion_role": "Legion role", + "less": "less", + "less_effect": "Less effect", + "light": "Light", + "light_items": "Light items", + "lithe": "Lithe", + "load": "Load", + "load_details": "Choose Light/Normal/Heavy, and 2 Utility.", + "load_heavy_desc": "Slower. All Normal items and...", + "load_light_desc": "Quieter/faster. All items below.", + "load_normal_desc": "All Light items and...", + "load_utility_desc": "Choose 2 load below.", + "long_term_assignments": "Long-Term Assignments", + "long_term_assignments_desc": "During campaign actions, spies may be given long-term assignments. Only 1 spy may be sent on each assignment. Roll 1d for trained spies (2d for masters). Advance according to results. 1-3: 1 tick, and the spy is wounded. 4/5: 2 ticks. 6: 3 ticks. crit: 5 ticks. A wounded spy that is wounded again dies.", + "look": "Look", + "lose_morale_1": "Missions. Penalties for failure or loss.", + "lose_morale_2": "Materiel. Can’t pay supply (-1) or Food (-2).", + "lose_morale_3": "Death. Whenever a soldier dies.", + "lose_morale_from": "Lose morale from", + "low_morale": "Low Morale", + "lta_augument_missions": "augument Missions", + "lta_augument_missions_complete": "Next GM mission generation, tell them to add +1 to the rewards and mission penalty rolls on one mission of the Commander’s focus type. That type must appear once.", + "lta_augument_missions_desc": "Use contacts to bolster the Commander’s mission selection.", + "lta_expand_network": "Expand Network", + "lta_expand_network_complete": "Choose a new spy network advancement connected to any piece of the network you have.", + "lta_expand_network_desc": "Take the time to build contacts, informants, and local resources in the area, and expand and hone your spies’ effectiveness.", + "lta_lay_trap": "Lay Trap", + "lta_lay_trap_complete": "The next mission list will include an assault mission to attack a specific Lieutenant or Infamous.", + "lta_lay_trap_desc": "Goad an undead with a known weakness or desire into exposing themselves to attack.", + "lta_recruit": "Recruit", + "lta_recruit_complete": "If you’ve lost a spy, add one to the roster. You can only have 2 spies at a time, or 3 if you have Acquisition in your spy network.", + "lta_recruit_desc": "Spies lead dangerous lives. Sometimes you have to recruit more.", + "lta_research": "Research", + "lta_research_complete": "Learn all the special missions in a location, and if the Commander spends an intel to acquire one, you may pick which to do. If you move past the location, reset the clock.", + "lta_research_desc": "Undercover spies research an area for high-reward missions.", + "maimed": "Maimed", + "maneuver": "Maneuver", + "maneuver_desc": "Maneuver into position and traverse obstacles; climb, swim, run, jump, and tumble; handle a pack animal; ride a mount.", + "marshal": "Marshal", + "marshal_desc": "Marshal a squad or larger group to action; command attention amidst chaos; coordinate fire on a target.", + "master": "Master", + "materiel": "Materiel", + "materiel_details": "Each box of resources has 3 uses (circles) by default.", + "medic_missions": "Assault and Religious Missions", + "medium_morale": "Medium Morale", + "mercies": "Mercies", + "mercy": "Mercy", + "miasma": "Miasma", + "minus1d": "-1D", + "mission_favor": "Mission Favor", + "mission_type": "Mission Type", + "morale": "Morale", + "morale_campaign_actions_desc": "Each campaign phase, gain campaign actions based on morale.
1-3: None. 4-7: One. 8-10: Two.", + "more": "more", + "mutation": "Mutation", + "name": "Name", + "need_help": "Need help", + "nondescript": "Nondescript", + "normal": "Normal", + "normal_items": "Normal items", + "notes": "Notes", + "number_heritage_traits": "Number of heritage traits", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "officer_missions": "Religious and Supply Missions", + "ok": "ok", + "one-eyed": "One-eyed", + "open_menu": "Open menu", + "optional": "optional", + "opulent": "Opulent", + "or": "—or—", + "orite": "Orite", + "orite_medical_alchemy": "Orite Medical Alchemy", + "orite_traits": "Orite Traits", + "other": "Other", + "panyar": "Panyar", + "panyar_traits": "Panyar Traits", + "paranoid": "Paranoid", + "personality": "Personality", + "pick_one_kit": "Pick one: Medic, Climbing, Cooking, Repair, Soldier’s, or Wrecking.", + "playbook": "Playbook", + "playbook_ability_against_the_darkness": "Against the Darkness", + "playbook_ability_against_the_darkness_desc": "You and all squadmates that can see you gain +1d to resist fear and corruption.", + "playbook_ability_akimbo": "Akimbo", + "playbook_ability_akimbo_desc": "When dueling at close range with two pistols, gain potency.", + "playbook_ability_ambush": "Ambush", + "playbook_ability_ambush_desc": "When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_attache": "Attaché", + "playbook_ability_attache_desc": "You may deploy on any mission, even outside the usual Specialist caps. Gain this ability for free when you become a Medic.", + "playbook_ability_backup": "Backup", + "playbook_ability_backup_desc": "When you protect a squadmate, resist with +1d. When you assist someone, their pushes only cost 1 stress.", + "playbook_ability_bulwark": "Bulwark", + "playbook_ability_bulwark_desc": "You can spend anchor uses as special armor against consequences to a squad you are defending.", + "playbook_ability_cavalry": "Cavalry", + "playbook_ability_cavalry_desc": "If the Quartermaster has Horses uses available, all members of your squad start missions with mounts. You gain +1d to maneuver while mounted.", + "playbook_ability_chemist": "Chemist", + "playbook_ability_chemist_desc": "You have training in Orite alchemical medicine. You may equip an Alchemical Bandolier on each mission.", + "playbook_ability_cover_fire": "Cover Fire", + "playbook_ability_cover_fire_desc": "If you set up someone with shoot or provide covering fire, they gain potency on their next action.", + "playbook_ability_crimson_shot": "Crimson Shot", + "playbook_ability_crimson_shot_desc": "You’re authorized to bring one Crimson Seeker shell on missions. Firing it counts as a threat 4 attack, and you must mark a trauma.", + "playbook_ability_daredevil": "Daredevil", + "playbook_ability_daredevil_desc": "When you make a desperate roll, gain +1d.", + "playbook_ability_devils_own_luck": "Devil’s Own Luck", + "playbook_ability_devils_own_luck_desc": "You gain +1d to all resistance rolls. This ability cannot be taken as a Veteran advance.", + "playbook_ability_doctor_feelgood": "Doctor Feelgood", + "playbook_ability_doctor_feelgood_desc": "Spend 1 use of Tonics to grant one person potency for a physical action.", + "playbook_ability_eat_iron_shit_nails": "Eat Iron, Shit Nails", + "playbook_ability_eat_iron_shit_nails_desc": "When you push yourself, you may ignore all harm penalties. Also take +1d to resist the consequence of any roll you pushed yourself on.", + "playbook_ability_elite": "Elite", + "playbook_ability_elite_desc": "Gain mastery of 2 abilities (they can go up to rank 4).", + "playbook_ability_every_inch_a": "Every inch a...", + "playbook_ability_every_inch_a_desc": "You start with all the traits from your heritage. If taken as a Veteran advance, it must be the first ability selected at character creation.", + "playbook_ability_field_dressing": "Field Dressing", + "playbook_ability_field_dressing_desc": "At the end of a mission you may expend remaining doctor uses to add 1 check to a Legionnaire’s level 2 or 3 harm, once per person.", + "playbook_ability_first_aid": "First Aid", + "playbook_ability_first_aid_desc": "You can spend 1 use of Tonics to remove appropriate level 1 harm from any one person on your mission.", + "playbook_ability_ghost": "Ghost", + "playbook_ability_ghost_desc": "You can spend scrounge uses as special armor against traps or detection.", + "playbook_ability_gotta_make_it_out_alive": "Gotta Make it out Alive", + "playbook_ability_gotta_make_it_out_alive_desc": "You can take 1 additional trauma before dying. When you promote, replace this ability with a level of Survivor. This ability cannot be taken as a Veteran advance.", + "playbook_ability_grenadier": "Grenadier", + "playbook_ability_grenadier_desc": "You have had explosives training and can always bring a grenade (1 load) or explosive charges (2 load) as part of your light load.", + "playbook_ability_hard_knocks": "Hard Knocks", + "playbook_ability_hard_knocks_desc": "Mark 2 xp in any category at the end of any mission where you took level 2 harm or higher. This ability cannot be taken as a Veteran advance.", + "playbook_ability_hardened": "Hardened", + "playbook_ability_hardened_desc": "You can mark 2 additional stress boxes.", + "playbook_ability_home_cooking": "Home Cooking", + "playbook_ability_home_cooking_desc": "If a mission takes multiple days, use your Fresh Food. Say what you cook. Everyone in the squad that partakes clears 1 stress. This ability cannot be taken as a Veteran advance.", + "playbook_ability_infiltrator": "Infiltrator", + "playbook_ability_infiltrator_desc": "When you gather info through clandestine observation, or attempt to bypass traps and security measures, gain potency.", + "playbook_ability_iron_will": "Iron Will", + "playbook_ability_iron_will_desc": "You can spend grit uses as special armor vs. fear, paralysis, corruption, and fatigue.", + "playbook_ability_jack_of_all_trades": "Jack of all Trades", + "playbook_ability_jack_of_all_trades_desc": "Increase 2 zero-ranked skills to rank 1. This ability cannot be taken as a Veteran advance.", + "playbook_ability_just_a_kid": "Just a Kid", + "playbook_ability_just_a_kid_desc": "When someone suffers harm when protecting you, they mark xp. When you promote, choose a second special ability from your new playbook to replace this one. This ability cannot be taken as a Veteran advance.", + "playbook_ability_lead_from_the_front": "Lead from the Front", + "playbook_ability_lead_from_the_front_desc": "Whenever you lead a group action, improve scale up or down one level (for example: a small group counts as a medium group or an individual). If you lead a group action in combat, you may count multiple 6s from different rolls as a critical.", + "playbook_ability_like_the_wind": "Like the Wind", + "playbook_ability_like_the_wind_desc": "Whenever there’s a question of who goes first, the answer is you. Also take +1d when resisting attacks with prowess.", + "playbook_ability_loaded_for_bear": "Loaded for Bear", + "playbook_ability_loaded_for_bear_desc": "When selecting load, you may select 4 utility load instead of 2.", + "playbook_ability_logistical_support": "Logistical Support", + "playbook_ability_logistical_support_desc": "Channels uses can be spent to assist a squadmate. When you do this, they get an additional +1d. Tell us how your preparation or supplies help them against this threat or obstacle.", + "playbook_ability_mission_first": "Mission First", + "playbook_ability_mission_first_desc": "Add the following to \"at the end of mission\" xp triggers: If anyone died under your command.", + "playbook_ability_moral_support": "Moral Support", + "playbook_ability_moral_support_desc": "You know how to keep troop spirits up. Once a mission, if you tell a funny, personal, or meaningful story when the squad is resting, anyone listening may clear 1 stress.", + "playbook_ability_not_a_rookie_anymore": "Not a Rookie Anymore", + "playbook_ability_not_a_rookie_anymore_desc": "You are promoted! You become a Soldier. Gain 1 special ability and 1 rank of Grit. You must take this as your first playbook advance. This ability cannot be taken as a Veteran advance or a starting ability.", + "playbook_ability_not_today": "Not Today", + "playbook_ability_not_today_desc": "You can spend a doctor use on a Legionnaire who has taken level 4 harm on a mission, but you must do so quickly before they die. You treat them and reduce the wound to level 3 harm instead.", + "playbook_ability_notches": "Notches", + "playbook_ability_notches_desc": "If you land the killing blow on a threat 2 or higher opponent, mark 1 xp in any category.", + "playbook_ability_obedience": "Obedience", + "playbook_ability_obedience_desc": "An NPC squadmate sacrifices themselves, on your orders. They die, and absorb all the harm for you or another Specialist from one attack. Remember that the Legion takes -1 morale each time this occurs.", + "playbook_ability_officer_school": "Officer School", + "playbook_ability_officer_school_desc": "You’re well educated and know arcane esoterica. Gain +1d when gathering info through research and when resisting with insight.", + "playbook_ability_one_eye": "One Eye", + "playbook_ability_one_eye_desc": "You’ve replaced an eye with an alchemical construct. You can see invisible targets clearly and identify supernatural forces.", + "playbook_ability_over_the_top": "Over the Top", + "playbook_ability_over_the_top_desc": "When you charge into the teeth of an enemy that outnumbers or outguns you, clear 1 stress and take +1d to maneuver.", + "playbook_ability_panther-like_grace": "Panther-Like Grace", + "playbook_ability_panther-like_grace_desc": "When you are quick and carrying no armor, any harm you take starts as 1 level lower.", + "playbook_ability_ready_for_anything": "Ready for Anything", + "playbook_ability_ready_for_anything_desc": "When being ambushed, your flashbacks cost 0 stress and you gain potency to all actions during those flashbacks. You also take 1 less level of harm on secondary missions.", + "playbook_ability_relentless": "Relentless", + "playbook_ability_relentless_desc": "You may spend grit uses to push yourself.", + "playbook_ability_sharpshooter": "Sharpshooter", + "playbook_ability_sharpshooter_desc": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sixth_sense": "Sixth Sense", + "playbook_ability_sixth_sense_desc": "You just know when there are undead nearby. You always know what the highest threat level of undead is in the area. You can gather info on them with resolve.", + "playbook_ability_specialist_training": "Specialist Training", + "playbook_ability_specialist_training_desc": "You promote to a Specialist. Make a new playbook: mark 1 special ability and a rank of the starting Specialist action.", + "playbook_ability_strategist": "Strategist", + "playbook_ability_strategist_desc": "You gain +1d to sway when acquiring assets for a mission via channels uses. You also get +1d to the engagement roll for a mission.", + "playbook_ability_survivor": "Survivor", + "playbook_ability_survivor_desc": "You can take +1 trauma before dying.", + "playbook_ability_tactician": "Tactician", + "playbook_ability_tactician_desc": "You anticipate problems others would never see coming. When you lead a group action you may suffer at most 1 stress.", + "playbook_ability_tenacious": "Tenacious", + "playbook_ability_tenacious_desc": "Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_veteran": "Veteran", + "playbook_ability_veteran_desc": "Take a special ability from another source.", + "playbook_ability_vigorous": "Vigorous", + "playbook_ability_vigorous_desc": "When you check wounds during rest and recuperation, place one free check. When you take harm, clear 1 stress.", + "playbook_ability_war_machine": "War Machine", + "playbook_ability_war_machine_desc": "When you push yourself you can do one of the following: perform a feat of physical force that verges on the superhuman — reduce the threat level of all the enemies you’re facing by one.", + "playbook_ability_weaponmaster": "Weaponmaster", + "playbook_ability_weaponmaster_desc": "You’re known as a Weaponmaster even outside the Legion. When you push yourself, you also gain potency in melee combat.", + "playbook_heavy": "Heavy", + "playbook_heavy_promo_req": "(2 skirmish, 1 wreck)", + "playbook_medic": "Medic", + "playbook_medic_promo_req": "(2 research, 1 maneuver, 1 consort, 1 discipline)", + "playbook_officer": "Officer", + "playbook_officer_promo_req": "(1 discipline, 2 sway)", + "playbook_other": "Other", + "playbook_rookie": "Rookie", + "playbook_scout": "Scout", + "playbook_scout_promo_req": "(2 scout, 1 maneuver)", + "playbook_sniper": "Sniper", + "playbook_sniper_promo_req": "(1 scout, 2 shoot)", + "playbook_soldier": "Soldier", + "plus_1_resist": "+1 resist", + "position": "Position", + "precise": "Precise", + "prepared": "Prepared", + "pressure": "Pressure", + "pressure_desc": "PRESSURE: When you advance, roll pressure minus Horses uses spent, and add time below. (1-3: One. 4/5: Two. 6: Three. crit: Five) Then reset pressure to 0. Add pressure when time passes (after campaign actions), or when there is a pressure penalty for a failed mission.", + "pressure_details": "A measure of how surrounded you are by undead", + "pressure_instructions": "Add time according to the result. (1-3: One. 4/5: Two. 6: Three. Crit: Five)", + "prideful": "Prideful", + "primary_mission": "Primary Mission", + "promote": "Promote", + "promotion": "Promotion", + "protective": "Protective", + "proud": "Proud", + "prowess": "Prowess", + "prowess_desc": "Resist consequences from physical strain or injury.", + "quiet": "Quiet", + "rage": "Rage", + "reckless": "Reckless", + "religious_supplies": "Religious Supplies", + "replaces_any_armor": "Replaces any Armor.", + "replaces_any_shield": "Replaces any Shield.", + "replaces_armor": "Replaces Armor", + "reputation": "Reputation", + "research": "Research", + "research_desc": "Research a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding.", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resolve": "Resolve", + "resolve_desc": "Resist consequences from mental strain or willpower.", + "resourceful": "Resourceful", + "rig": "Rig", + "rig_desc": "Rig together mechanical solutions; disable, repair, or create mechanisms; disable a trap, pick a lock; build fortifications; repair siege weapons.", + "risky": "Risky", + "role_commander": "Commander", + "role_lorekeeper": "Lorekeeper", + "role_marshal": "Marshal", + "role_quartermaster": "Quartermaster", + "role_spymaster": "Spymaster", + "roll_fortune": "Roll Fortune", + "roll_inf": "Roll", + "rolls": "rolls", + "rolls_for_an": "rolls for an", + "rookie_promotion_desc": "Your Rookie is no longer a Rookie and will now become a soldier! This will give you one rank of Grit; you are also eligible to choose a special ability after promotion.", + "rot": "Rot", + "scarred": "Scarred", + "scout": "Scout", + "scout_desc": "Scout a location or situation to gather information; move or observe without being noticed; spot weaknesses or exploits if there are any to be seen.", + "scout_missions": "Recon and Supply Missions", + "scrounge": "Scrounge", + "scrounge_desc": "While on a mission, you may spend scrounge uses to find safe and secure shelter or one load worth of supplies for everyone in your squad.", + "secondary_mission": "Secondary Mission", + "send_details_to_chat": "Send details to chat", + "shattered_lions": "Shattered Lions", + "shield": "Shield", + "shoot": "Shoot", + "shoot_desc": "Shoot a target with precision from a distance; find a perch with clear lines of fire; make trick shots.", + "show_advanced abilities": "Show advanced abilities", + "show_advanced_abilities": "Show advanced abilities", + "show_alchemicals": "Show alchemicals", + "show_extra_xp_condition": "Show extra xp condition", + "show_item_description": "Show item descriptions", + "shrewd": "Shrewd", + "siege_weapons": "Siege Weapons", + "silver_stags": "Silver Stags", + "simple_assignments": "Simple Assignments", + "simple_assignments_1": "Recover. The spy heals and recuperates. Remove their wounded condition.", + "simple_assignments_2": " Interrogate. Ask the Commander for the intel questions list. Your spy is sent on a mission and can answer one question from any list (regardless of the Commander’s intel total) whenever missions are presented by the GM.", + "simple_assignments_3": "Blackmail. Spy bribes or threatens as needed. Add +1d to an acquire assets roll.", + "simple_assignments_4": "Help. Spy bribes or threatens as needed. Add +1d to a long-term project roll.", + "simple_assignments_top": "During campaign actions, you can assign spies to simple assignments. Spies on simple assignment cannot undertake long-term assignments.", + "skirmish": "Skirmish", + "skirmish_desc": "Skirmish with an opponent in close combat; assault a position; brawl and wrestle; fire pistols at short range.", + "smart": "Smart", + "smug": "Smug", + "sniper_missions": "Assault and Recon Missions", + "soft": "Soft", + "soldier_promotion_desc": "You are about to promote this Soldier to a Specialist. In order to become a Specialist of a certain kind, all starting action ratings must be greater than or equal to the action ratings of a starting Specialist of this type. You gain a rank in the corresponding Specialist ability, up to a maximum of 3.", + "special": "Special", + "special_abilities": "Special abilities", + "special_ability": "Special ability", + "specialist": "Specialist", + "specialist_action": "Specialist action", + "specialists": "Specialists", + "specialty": "Specialty", + "spies": "Spies", + "spy_antoinette": "Antoinette", + "spy_antoinette_desc": "Denied nobility by birth, this Orite seamstress found a better calling in life. She’s broken countless hearts, poisoned nobles and warriors both, and has yet to fail a mission.", + "spy_antoinette_specialty": "Antoinette automatically upgrades to a master spy.", + "spy_bortis": "Bortis", + "spy_bortis_desc": "A grizzled Zemyati, Bortis is an asset on and off the field. Rumor is that if he lives, he’ll become the next Spymaster.", + "spy_bortis_specialty": "When Bortis rolls on expand network assignments, he generates +1 segment on his rolls.", + "spy_crimson_vexing_gale": "Crimson Vexing Gale", + "spy_crimson_vexing_gale_desc": "Little is known about this Panyar, except that their eyes reflect silver beneath a hood. They come and go as they please. Many rumors surround their past.", + "spy_crimson_vexing_gale_specialty": "Does not wound on any mission.", + "spy_igrid": "Igrid", + "spy_igrid_desc": "An Aldermark local, Igrid blends into all the settlements nearby. She travels the area freely, taking note of news and rumors.", + "spy_igrid_specialty": "Whenever Igrid interrogates you may ask 1 additional intel question.", + "spy_liya": "Liya", + "spy_liya_desc": "This Bartan bears none of the usual Bartan jewelry signifying kinship and prefers deep cover and long-term solo missions. She’s also a master duelist, and a known Weaponmaster.", + "spy_liya_specialty": "Liya rolls +1d on research assignments.", + "spy_network": "Spy Network", + "spy_network_acquisition": "Acquisition", + "spy_network_acquisition_desc": "Gain another spy. Mark their trained box.", + "spy_network_analysts": "Analysts", + "spy_network_analysts_desc": "Spies roll +1d on research assignments.", + "spy_network_entrapment": "Entrapment", + "spy_network_entrapment_desc": "Spies roll +1d on Lay Trap missions.", + "spy_network_field_assignment": "Field Assignment", + "spy_network_field_assignment_desc": "You may ask 1 additional question when you interrogate.", + "spy_network_holy_orders": "Holy Orders", + "spy_network_holy_orders_desc": "augumented religious missions give +1 asset beyond the usual rewards.", + "spy_network_investments": "Investments", + "spy_network_investments_desc": "Spies roll +1d on expand network assignments.", + "spy_network_mercenaries": "Mercenaries", + "spy_network_mercenaries_desc": "augumented assault missions give +1 morale beyond the usual rewards.", + "spy_network_merchants": "Merchants", + "spy_network_merchants_desc": "augumented supply missions give +1 supply beyond the usual rewards.", + "spy_network_rangers": "Rangers", + "spy_network_rangers_desc": "augumented recon missions give +1 intel beyond the usual rewards.", + "spy_network_sources": "Sources", + "spy_network_sources_desc": "You have loyal contacts & informants everywhere. Spies roll +1d on augument mission assignments.", + "spy_network_spy_network": "Spy Network", + "spy_network_spy_network_desc": "You are able to train, support, and utilize spies. You start with 2 spies. One trained and one master spy.", + "spy_network_training": "Training", + "spy_network_training_desc": "One of your trained spies becomes a master spy. This may be taken twice.", + "spy_onyetin": "Onyetin", + "spy_onyetin_desc": "This friendly bear of a man is also one of the deadliest assassins in the Eastern Kingdoms. He knows exactly how to spot or uncover hidden targets and caches.", + "spy_onyetin_specialty": "Onyetin rolls +1d on augument mission assignments.", + "squads": "Squads", + "star_vipers": "Star Vipers", + "stoic": "Stoic", + "stress": "Stress", + "stylish": "Stylish", + "supply": "Supply", + "supply_carts": "Supply Carts", + "supply_carts_desc": "Spend 1 use of Food Stores when time passes or lose 2 morale. Carry up to 6 food per Food Store with Supply Carts.", + "supply_desc": "Supply: Gain from mission rewards. Lose from mission penalties. If you lose supply and have none, lose 1 morale instead. Spend supply to boost campaign actions and to take additional campaign actions. You can keep a max of 3 supply +1 per Supply Cart (see Materiel below) when advancing.", + "supply_details": "A measure of the Legion’s spare gear, liquid funds, and trade goods.", + "sway": "Sway", + "sway_desc": "Sway someone with guile, charm, logic, or deception; change attitudes or behavior using manipulation or seduction; disguise yourself.", + "tattooed": "Tattooed", + "time": "Time", + "time_desc": "TIME: Add 1 tick when time passes, or when you advance and roll pressure, and when missions have a time penalty. Reduce the clocks when mission rewards include time. If you do not complete the missions at Skydagger Keep before the last clock is filled, you lose the game.", + "time_details": "How long you have to get to Skydagger, and how undead strength grows", + "time_fall_deepens": "Fall deepens
Panya burns.", + "time_summer_ends": "Summer ends
The South falls.", + "tired": "Tired", + "trained": "Trained", + "trait_artisan": "Artisan", + "trait_artisan_desc": "You can have up to 4 rig.", + "trait_bold": "Bold", + "trait_bold_desc": "+1d to resist on desperate actions.", + "trait_connected": "Connected", + "trait_connected_desc": "+1 sway (max 3).", + "trait_educated": "Educated", + "trait_educated_desc": "+1 research (max 2)", + "trait_loyal": "Loyal", + "trait_loyal_desc": "+1d in group actions.", + "trait_marked": "Marked", + "trait_marked_desc": "+2d to resist corruption.", + "trait_noble": "Noble", + "trait_noble_desc": "Boost 1 campaign action for you.", + "trait_pious": "Pious", + "trait_pious_desc": "Always equip a Reliquary.", + "trait_shrewd": "Shrewd", + "trait_shrewd_desc": "+1d to insight resist.", + "trait_stern": "Stern", + "trait_stern_desc": "+1 discipline (max 2).", + "trait_stoic": "Stoic", + "trait_stoic_desc": "+1d to prowess resist.", + "trait_stubborn": "Stubborn", + "trait_stubborn_desc": "+1d to resolve resist.", + "trait_tough": "Tough", + "trait_tough_desc": "Ignore level 1 harm penalties.", + "trait_traveler": "Traveler", + "trait_traveler_desc": "Fast/quiet in normal load.", + "trait_vengeful": "Vengeful", + "trait_vengeful_desc": "Potency when harm penalized.", + "trait_warm": "Warm", + "trait_warm_desc": "+1 consort (max 2).", + "trauma": "Trauma", + "trauma:": "Trauma:", + "trauma_boxes": "Trauma boxes", + "type": "Type", + "unstable": "Unstable", + "unstoppable": "Unstoppable", + "uses": "Uses", + "utility": "Utility", + "utility_items": "Utility items", + "vengeful": "Vengeful", + "version": "Version", + "veteran": "veteran", + "veteran_desc": "veteran_desc", + "vicious": "Vicious", + "visions": "Visions", + "warm": "Warm", + "weave": "Weave", + "weave_desc": "When you use weave, you invoke arcane powers to change the world around you. Doing so is not without cost, and should always be considered extremely risky.", + "well-kempt": "Well-kempt", + "whichever_you_didnt_take_at_light_load": "Whichever you didn't take at Light load.", + "wise": "Wise", + "wounded": "Wounded", + "wounds": "Wounds", + "wreck": "Wreck", + "wreck_desc": "Wreck a place, item, or obstacle with savage force or careful sabotage; distract and sow chaos; breach defenses with force; use, throw, or place explosives or alchemicals; use siege weapons.", + "xp_condition_heavy": "If you helped your squad through might or fortitude.", + "xp_condition_medic": "If you helped your squad through medical knowledge or emotional comfort.", + "xp_condition_officer": "If you helped your squad through enforcing discipline or strategic planning.", + "xp_condition_rookie": "If you helped your squad by staying out of the way or surviving despite the odds.", + "xp_condition_scout": "If you helped your squad through stealth or foresight.", + "xp_condition_sniper": "If you helped your squad through keen observation or key shots.", + "xp_condition_soldier": "If you helped your squad through courage or determination.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_heritage_trauma": "If you brought into play your heritage or trauma (2 xp if you did both).", + "xp_specific": "Enter your playbook-specific xp condition here.", + "xp_specific_extra": "Enter another xp condition here.", + "xp_survived": "If you survived the mission.", + "xp_threat": "Per highest Threat of opponent faced.", + "xp_top": "At the end of each mission mark 1 xp (playbook or attribute)...", + "young": "Young", + "zemyati": "Zemyati", + "zemyati_traits": "Zemyati Traits", + "zerodice": "Zero Dice — take the lowest result above" +} diff --git a/Band of Blades Official/translations/hu.json b/Band of Blades Official/translations/hu.json new file mode 100644 index 0000000000..8bfe1cac9d --- /dev/null +++ b/Band of Blades Official/translations/hu.json @@ -0,0 +1,897 @@ +{ + "abilities": "Abilities", + "ability_description": "Ability description", + "ability_name": "Ability name", + "acquire_assets": "Acquire Assets", + "action_roll_1_3": "Bad Outcome — You are thwarted and suffer consequences.", + "action_roll_4_5": "Partial Success — You do it but there are consequences.", + "action_roll_6": "Success — You do it!", + "action_roll_crit": "Critical — You do it with increased effect!", + "actions": "Actions", + "additional_info": "Additional info", + "advancement": "Advancement", + "aim": "Aim", + "aim_desc": "While on a mission, you may spend aim uses to increase the effect level of a shot. This means you can sometimes take out large, dangerous enemies with a single bullet.", + "alchemical_chembalm": "Chembalm", + "alchemical_chembalm_desc": "Neutralizes most poisons and toxins.", + "alchemical_deep": "Deep", + "alchemical_deep_desc": "Lets you hold your breath for a scene.", + "alchemical_owlsight_oil": "Owlsight Oil", + "alchemical_owlsight_oil_desc": "See in the dark (24h). Light sensitive.", + "alchemical_rage_venom": "Rage Venom", + "alchemical_rage_venom_desc": "Gain physical potency for a scene. You must make a resolve resist to avoid attacking friend and foe indiscriminately. Addictive.", + "alchemist": "Alchemist", + "alchemists": "Alchemists", + "aloof": "Aloof", + "anathema": "Anathema", + "anchor": "Anchor", + "anchor_desc": "While on a mission, you may spend anchor uses to fight as a small group. This means you can face groups of lesser undead without loss of effect.", + "annals_choose_1_effect": "Choose 1 Effect on the Legion:", + "annals_details": "When a soldier falls, note their name. When four are entered into the Annals, the next time that time passes, before campaign actions, take a moment to tell a tale and choose the effect it has on the Legion.", + "annals_of_the_legions": "Annals of the Legions", + "annals_tale_battle_effect_1": "The Legion digs in. Remove 1 pressure, but the Commander may not advance in the next phase.", + "annals_tale_battle_effect_2": "Soldiers prepare to fight swiftly. Next mission, all Specialists gain +1d to maneuver rolls.", + "annals_tale_battle_effect_3": "Soldiers prepare their strongest weapons. Next mission, all Specialists gain +1d to wreck rolls.", + "annals_tale_battle_intro": "These undead are not the greatest threat the Legion has faced. Let me tell you a Tale of when we faced impossible odds...", + "annals_tale_battle_q1": "What terrible power did this threat wield?", + "annals_tale_battle_q2": "How was this threat’s unknown weakness found?", + "annals_tale_battle_q3": "At what cost did the Legion overcome this foe?", + "annals_tale_battle_top": "Tell a Tale of Hardening in Battle", + "annals_tale_founding_effect_1": "The soldiers learn a lesson. All Specialists may place 1 xp in any category.", + "annals_tale_founding_effect_2": "The Legion seeks glory of yesteryear. Your next set of missions will include a special mission.", + "annals_tale_founding_effect_3": "The histories raise morale. The Legion gains +2 morale.", + "annals_tale_founding_intro": "Let me tell you a Tale of the Legion’s founding by the Seventh Emperor, as recorded 427 years ago in the first Annals...", + "annals_tale_founding_q1": "Who was the first Commander / Legionnaire / Lorekeeper?", + "annals_tale_founding_q2": "How (or for what) is that person remembered?", + "annals_tale_founding_q3": "What dangerous threat was the Legion formed to face?", + "annals_tale_founding_top": "Tell a Tale of the Legion’s Founding", + "annals_tale_independence_effect_1": "Legionnaires shrug off wounds. All Specialists may mark 1 free healing tick.", + "annals_tale_independence_effect_2": "The Legion purifies hearts and minds. All Legionnaires reduce corruption by 2.", + "annals_tale_independence_effect_3": "Soldiers work extra shifts. Add 3 ticks to a long-term project.", + "annals_tale_independence_intro": "After the Old Empire fell, the Legion became sellswords that hired out to causes they believed in. This is a tale of...", + "annals_tale_independence_q1": "Where is the Legion’s original charter stored?", + "annals_tale_independence_q2": "What unusual restriction(s) are placed on Legionnaires?", + "annals_tale_independence_q3": "What cause has the Legion taken up previously?", + "annals_tale_independence_top": "Tell a Tale of the Legion’s Independence", + "annals_tale_meaning_effect_1": "The Legion promotes an exemplar. Promote a Rookie to Soldier.", + "annals_tale_meaning_effect_2": "Soldiers remember why they fight. One mission next session gains +2d to its engagement roll.", + "annals_tale_meaning_effect_3": "Legionnaires protect each other. Next primary mission, each Specialist gets 1 special armor: any.", + "annals_tale_meaning_intro": "The Legion is no longer just a military, but family forged in blood over a century. This is a tale...", + "annals_tale_meaning_q1": "How do civilians treat the Legion differently from other units?", + "annals_tale_meaning_q2": "How are new recruits inducted into the Legion?", + "annals_tale_meaning_q3": "What oath must all Legionnaires speak?", + "annals_tale_meaning_top": "Tell a Tale of the Legion’s Meaning", + "annals_tale_will_effect_1": "Your Chosen is moved. Your Chosen gains 1 favor as if they had completed a favored mission.", + "annals_tale_will_effect_2": "Never give up. Next mission, all Legionnaires gain +1d to all resistance rolls.", + "annals_tale_will_effect_3": "Soldiers prepare to face the unholy. Next mission, all Legionnaires get +2d to resolve resists.", + "annals_tale_will_intro": "We have fought holy and unholy since our inception, even in the Godswar, when Chosen took arms against Chosen...", + "annals_tale_will_q1": "Which previous Chosen did the Legion fight beside?", + "annals_tale_will_q2": "Against which supernatural threat did they fight?", + "annals_tale_will_q3": "How many survived and how did they rebuild the Legion?", + "annals_tale_will_top": "Tell a Tale of the Legion’s Unyielding Will", + "armor": "Armor", + "armor_heavy": "Heavy", + "assignment": "Assignment", + "athletic": "Athletic", + "back_at_camp": "Back at Camp", + "back_at_camp_top_1": "After missions are done but before campaign actions, play out a small scene about what happened at camp during or shortly after the mission. Remember to carry the story forward (e.g. soldier desertions and deaths still cause morale loss). Explore the struggles of life on the road while together with soldiers from many different cultures.", + "back_at_camp_top_2": "The GM should select an event below based on morale (1-3: low, 4-7: medium, and 8+: high). Mark it off, and frame the scene. If no events are unmarked, use the nextbracket down (life in battle and on the run eventually grinds everyone down). Ask the Marshal for an appropriate Legionnaire if you don’t immediately know who’s present.", + "back_at_camp_top_3": "The prompts are loose inspiration. Experimentation on undead might be a soldier trying to cure a corrupted brother-in-arms, kept chained in his tent. Refugees may seek protection, donation of food supplies, or be emissaries from a nearby settlement.", + "bartan": "Bartan", + "bartan_traits": "Bartan Traits", + "black_shot": "Black Shot", + "blight": "Blight", + "bold": "Bold", + "bonusdice": "Bonus dice", + "boosted": "Boosted", + "boxes": "Boxes", + "broken": "Broken", + "broken_abilities": "Broken Abilities", + "broken_advancement": "Broken Advancement", + "broken_blighter": "Blighter", + "broken_blighter_info": "Also called The Foul, and Corrupter of Flesh.", + "broken_breaker": "Breaker", + "broken_breaker_info": "Also called Stormbreaker, and the Bringer of Thunder.", + "broken_name": "Broken Name", + "broken_render": "Render", + "broken_render_info": "Also called Bonerender, and the Hollow Knight.", + "broken_xp_clock": "A time clock is filled (see Commander sheet).", + "broken_xp_first": "You first select your Broken.", + "broken_xp_top": "Your Broken gains an additional Broken ability when...", + "calculating": "Calculating", + "callous": "Callous", + "camp_event_high_1": "Soldiers hold a remembrance for the fallen.", + "camp_event_high_2": "A young soldier is detonating munitions, egged on by others.", + "camp_event_high_3": "Storms darken the skies. Rumors and wild speculation spread.", + "camp_event_high_4": "Supply crates go missing, but no one admits to knowing why.", + "camp_event_high_5": "A squad talks about home and asks their captain about theirs.", + "camp_event_high_6": "Your Chosen has fallen silent and refuses to speak to anyone.", + "camp_event_low_1": "A festering blight wound covered up by a soldier is revealed.", + "camp_event_low_2": "A bunch of Legion medical supplies are missing. The wounded cry.", + "camp_event_low_3": "Hidden experimentation on an undead is uncovered within the camp.", + "camp_event_low_4": "Screams can be heard in the distance at all hours, preventing any rest.", + "camp_event_low_5": "A hungry squad that resorted to foraging becomes badly ill.", + "camp_event_low_6": "A deserter is caught before they can leave. Judgment must be passed.", + "camp_event_medium_1": "A fight breaks out over one Legionnaire stealing from another.", + "camp_event_medium_2": "After an undead attack, the Legion must break camp and relocate.", + "camp_event_medium_3": "A soldier is caught selling supplies to locals for special treats or favors.", + "camp_event_medium_4": "News arrives of devastation from a different front.", + "camp_event_medium_5": "A squad refuses to go into the field until their captain is replaced.", + "camp_event_medium_6": "A band of refugees stumbles upon your camp and begs for help.", + "campaign_action_acquire_assets": "Acquire Assets", + "campaign_action_acquire_assets_boosted": "Upgrade result by one level. You may spend multiple supply.", + "campaign_action_acquire_assets_desc": "Beg, borrow, or steal an asset you need. Roll the location’s assets rating. The result indicates the quality of the asset (1-3: Poor. 4/5: Standard. 6: Fine. crit: Exceptional). Laborers, Siege Weapons, and alchemical concoctions are fine quality. Alchemists and Mercies are exceptional quality.", + "campaign_action_liberty": "Liberty", + "campaign_action_liberty_boosted": "Legionnaires clear all stress. Increase Legion morale by 4 (total).", + "campaign_action_liberty_desc": "Legionnaires are given leave of their responsibilities for a few days, good food and drink is provided, and campfire revelry is permitted. During this time, Legionnaires at liberty can party, fraternize, or relax as they see fit. Every character clears up to 3 stress. Increase Legion morale by 2.", + "campaign_action_long_term_project": "Long-Term Project", + "campaign_action_long_term_project_boosted": "Upgrade result by one level. You may spend multiple supply.", + "campaign_action_long_term_project_desc": "Work on a long-term project, if you have the means. Pick a Specialist to lead the project. They roll an action and mark segments on the project clock based on the result (1-3: One. 4/5: Two. 6: Three. crit: Five). You can do this campaign action multiple times, but only if working on a different project each time.", + "campaign_action_recruit": "Recruit", + "campaign_action_recruit_boosted": "Two of those Rookies are Soldiers instead (the other 3 remain Rookies).", + "campaign_action_recruit_desc": "The war has left soldiers crawling home and mercenaries guarding villages and roads—or raiding them. You recruit these recluses, rejects, and returning warriors to serve in the Legion’s ranks. Gain up to five Rookies for the Marshal to replenish the rosters with.", + "campaign_action_rest_and_recuperation": "Rest and Recuperation", + "campaign_action_rest_and_recuperation_boosted": "Every Legionnaire gains a second healing tick.", + "campaign_action_rest_and_recuperation_desc": "Take time to let soldiers tend wounds and rest. Each Legionnaire marks a tick in any harm row. Once a row’s healing ticks are full, erase the ticks and injuries in that row. If you wound a Mercy, one Specialist gains an extra healing tick. Finally, heal any Mercies wounded before this recuperation action.", + "campaign_actions": "Campaign Actions", + "campaign_actions_desc": "After missions, perform campaign actions based on morale (ask the Marshal). Take additional campaign actions by spending supply one-for-one. Spend a supply to boost an action in addition to any other costs. You can do each action once per campaign phase (except acquire assets and long-term projects).", + "cancel": "Cancel", + "cautious": "Cautious", + "channels": "Channels", + "channels_desc": "You may spend channels uses to acquire an asset for your squad in a flashback. Roll sway to determine quality. You can spend additional uses to improve the quality as per supply rules. Such assets are temporary or \"on loan\" and will go away when the mission ends.", + "character": "Character", + "chat_image": "Image to show alongside chat rolls", + "choose_sheet_type": "Choose the sheet type.", + "chosen": "Chosen", + "chosen_abilities": "Chosen abilities", + "chosen_advancement": "Chosen advancement", + "chosen_horned_one": "The Horned One", + "chosen_horned_one_name": "Chosen of the Horned One", + "chosen_n_broken": "Chosen & Broken", + "chosen_name": "Chosen Name", + "chosen_shreya": "Shreya", + "chosen_shreya_name": "Shreya, Chosen of Asrika", + "chosen_xp_complete": "You complete a campaign.", + "chosen_xp_first": "You first select your Chosen.", + "chosen_xp_four": "You complete four missions of your Chosen’s favor type.", + "chosen_xp_top": "Your Chosen gains a Chosen ability when...", + "chosen_zora": "Zora", + "chosen_zora_name": "Zora, Chosen of the Living God", + "clever": "Clever", + "clock_name": "Clock name", + "clocks": "Clocks", + "cold": "Cold", + "colorful": "Colorful", + "comely": "Comely", + "complete": "Complete", + "consort": "Consort", + "consort_desc": "Consort with friends, contacts, or connections from your heritage and background to gain access to resources, information, people, or places. Make a good impression.", + "controlled": "Controlled", + "corruption": "Corruption", + "crisp": "Crisp", + "curious": "Curious", + "dangerous": "Dangerous", + "deadly": "Deadly", + "death": "Death", + "dedicated": "Dedicated", + "desertion_desc": "Desertion: If you lose morale and have none, soldiers desert (one per morale you can’t pay). You lose Rookies, then Soldiers. If fewer than 3 full squads, end the game. The Legion is no more.", + "desperate": "Desperate", + "detail": "Detail", + "details": "Details", + "devious": "Devious", + "dice": "Dice", + "discipline": "Discipline", + "discipline_desc": "Discipline a fellow soldier; command obedience using force of personality; intimidate or threaten.", + "divine": "Divine", + "divine_ability_abominable_science": "Abominable Science", + "divine_ability_abominable_science_desc": "Blighter’s chirurgeons learn to stitch writhing undead together functionally. Horrors can appear in any mission.", + "divine_ability_anointed_horned": "Anointed", + "divine_ability_anointed_horned_desc": "Holy, Mystic, and Wild missions all grant mission favor. Start with 1 mission favor filled in.", + "divine_ability_anointed_shreya": "Anointed", + "divine_ability_anointed_shreya_desc": "Holy, Mystic, and Mercy missions all grant mission favor. Start with 1 mission favor filled in.", + "divine_ability_anointed_zora": "Anointed", + "divine_ability_anointed_zora_desc": "Holy, Mystic, and Glory missions all grant favor. Start with 1 mission favor already marked.", + "divine_ability_asrika’s_blessing": "Asrika’s Blessing", + "divine_ability_asrika’s_blessing_desc": "Legionnaires always take 1 less corruption.", + "divine_ability_asrika’s_mercy": "Asrika’s Mercy", + "divine_ability_asrika’s_mercy_desc": "When the Legion recuperates, place 1 additional healing tick on all Legionnaires.", + "divine_ability_asrika’s_tears": "Asrika’s Tears", + "divine_ability_asrika’s_tears_desc": "When you mourn, you feel a profound sense of peace. Liberty campaign actions provide +1 morale and additional -1 stress.", + "divine_ability_attrition_strategies": "Attrition Strategies", + "divine_ability_attrition_strategies_desc": "Blighter attacks & poisons supply lines. Supply mission engagement rolls take -1d.", + "divine_ability_battle-saint": "Battle-Saint", + "divine_ability_battle-saint_desc": "Shreya is threat 5 and she has potency against all opponents.", + "divine_ability_blood_of_fire": "Blood of Fire", + "divine_ability_blood_of_fire_desc": "When you spend Religious Supply on a mission, all Legionnaires equip Fire Oil (1 load).", + "divine_ability_blood_of_the_chosen": "Blood of the Chosen", + "divine_ability_blood_of_the_chosen_desc": "When you spend a Religious Supply, you also get a sanctified melee weapon on that mission. It is potent against undead. Start with 1 free Religious Supply.", + "divine_ability_book_of_hours": "Book of Hours", + "divine_ability_book_of_hours_desc": "All Specialists start with 2 extra ranks of actions.", + "divine_ability_cruel_gluttony": "Cruel Gluttony", + "divine_ability_cruel_gluttony_desc": "Blighter crafts fluids that brew acid inside undead. Gut-Sacks can appear in any mission.", + "divine_ability_dark_visions": "Dark Visions", + "divine_ability_dark_visions_desc": "Breaker hexes the Legion with horrible screaming nightmares. Liberties restores 1 less stress.", + "divine_ability_defilement": "Defilement", + "divine_ability_defilement_desc": "Breaker’s defilement of religious sites has diminished the holy influences in this region. Religious mission engagement rolls take -1d.", + "divine_ability_forced_march": "Forced March", + "divine_ability_forced_march_desc": "Render’s troops fueled by rage push forward. Add 3 ticks to the time clocks (Commander).", + "divine_ability_forest’s_wings": "Forest’s Wings", + "divine_ability_forest’s_wings_desc": "When you spend Religious Supply on a mission, squads bring up to 3 animals that can whisper messages to each other and to camp.", + "divine_ability_fury": "Fury", + "divine_ability_fury_desc": "Render learns to spread his hate to his line troops. Gaunt now move swiftly and can act with cunning if their Elite dies.", + "divine_ability_great_hunter": "Great Hunter", + "divine_ability_great_hunter_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 insight xp.", + "divine_ability_heart_of_heroes": "Heart of Heroes", + "divine_ability_heart_of_heroes_desc": "All Legionnaires add the xp trigger: If you engaged a higher threat opponent by yourself.", + "divine_ability_heartless": "Heartless", + "divine_ability_heartless_desc": "Render grants those that carve out their own hearts strength. Heartless can appear in any mission.", + "divine_ability_hide_of_the_white_hind": "Hide of the White Hind", + "divine_ability_hide_of_the_white_hind_desc": "All Specialists can speak to and understand wild beasts.", + "divine_ability_horned_god’s_bounty": "Horned God’s Bounty", + "divine_ability_horned_god’s_bounty_desc": "When time passes, ask if the Legion will advance. If it does, do not spend Food.", + "divine_ability_horned_god’s_eyes": "Horned God’s Eyes", + "divine_ability_horned_god’s_eyes_desc": "If there is a Panyar Specialist on a recon mission, add +1d to the engagement roll.", + "divine_ability_horned_god’s_thews": "Horned God’s Thews", + "divine_ability_horned_god’s_thews_desc": "Legionnaires can spend special armor to resist physical consequences, or to push themselves on any prowess action.", + "divine_ability_living_god’s_fury": "Living God’s Fury", + "divine_ability_living_god’s_fury_desc": "The Quartermaster may spend Religious Supply before an assault mission to add +1d on the engagement roll. Legionnaires equip both Reliquaries and Black Shot.", + "divine_ability_living_god’s_kiss": "Living God’s Kiss", + "divine_ability_living_god’s_kiss_desc": "During a rest and recuperation campaign action, each Legionnaire removes 2 corruption in addition to healing.", + "divine_ability_living_god’s_vigor": "Living God’s Vigor", + "divine_ability_living_god’s_vigor_desc": "Specialists can take an extra level 2 harm (3 total).", + "divine_ability_massacre": "Massacre", + "divine_ability_massacre_desc": "Render’s savage tactics and defiling use of the dead instills fear in all soldiers. Assault mission engagement rolls take -1d.", + "divine_ability_modern_warfare": "Modern Warfare", + "divine_ability_modern_warfare_desc": "Blighter’s troops carry appropriate fine arms and armor.", + "divine_ability_nature’s_fury": "Nature’s Fury", + "divine_ability_nature’s_fury_desc": "Breaker & Witches can hex nature, covering troops with fog and storms, and animating trees in combat.", + "divine_ability_pillar_of_skulls": "Pillar of Skulls", + "divine_ability_pillar_of_skulls_desc": "Breaker makes a pillar of wailing bodies to summon and corrupt sacred beasts. Devourers can appear in any mission.", + "divine_ability_sacred_seals": "Sacred Seals", + "divine_ability_sacred_seals_desc": "All Legionnaires gain special armor versus magical effects.", + "divine_ability_scars_of_war": "Scars of War", + "divine_ability_scars_of_war_desc": "Blighter’s troops can corrupt the land. Poison mists erupt and plague the countryside. While not always present, they may rise up suddenly as consequences of a roll.", + "divine_ability_shapeshifter": "Shapeshifter", + "divine_ability_shapeshifter_desc": "Gain 1 intel after completing 2 primary missions.", + "divine_ability_shredders": "Shredders", + "divine_ability_shredders_desc": "Remnants of Thorns, these balls of blades and Render’s blood explode when near troops. Often buried in the ground or thrown into squads.", + "divine_ability_spearforge": "Spearforge", + "divine_ability_spearforge_desc": "Render smiths massive, bladed, corrupting, black-iron spears that Heartless carry and Knights fire from ballistae.", + "divine_ability_star_of_the_dawn": "Star of the Dawn", + "divine_ability_star_of_the_dawn_desc": "When you advance, roll pressure as if 1 lower.", + "divine_ability_storm_riding": "Storm Riding", + "divine_ability_storm_riding_desc": "Shadow Witches learn to use the lightning forces inside Burned to jump from body to body, allowing them to escape death.", + "divine_ability_the_changing_curse": "The Changing Curse", + "divine_ability_the_changing_curse_desc": "Shadow Witches twist the living. Transformed can appear in any mission.", + "divine_ability_the_coven": "The Coven", + "divine_ability_the_coven_desc": "Breaker binds hexed souls into still-living bodies to craft acolytes. Shadow Witches can appear in any mission.", + "divine_ability_the_forge": "The Forge", + "divine_ability_the_forge_desc": "Render forges blades of the fallen and cinderblood into Elites. Thorns can appear in any mission.", + "divine_ability_the_sworn": "The Sworn", + "divine_ability_the_sworn_desc": "Some oaths transcend death. Knights of the Black Oak can appear in any mission.", + "divine_ability_toxic_bile": "Toxic Bile", + "divine_ability_toxic_bile_desc": "Gut-Sacks and Spitters cause corrupting wounds. At the end of a mission, untreated corrupting wounds cause +1 corruption each.", + "divine_ability_toxic_mutagen": "Toxic Mutagen", + "divine_ability_toxic_mutagen_desc": "Blighter’s troops coat their weapons in an alchemical oil, causing +1 corruption when they wound someone.", + "divine_ability_violent_emulsion": "Violent Emulsion", + "divine_ability_violent_emulsion_desc": "Blighter crafts undead to overdrive bile production. Spitters can appear in any mission.", + "divine_ability_war-saint": "War-Saint", + "divine_ability_war-saint_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 resolve xp.", + "divine_ability_wild_awakening": "Wild Awakening", + "divine_ability_wild_awakening_desc": "Shadow Witches and Breaker hex animals into spies, and packs for the Transformed to run with.", + "doctor": "Doctor", + "doctor_desc": "While on a mission, you may spend doctor uses to treat a fellow Legionnaire so they ignore all wound penalties for a scene. Level 4 harm is still lethal.", + "duties_commander_1": "Track Time and Pressure. Pressure and time increase when time passes or for certain mission penalties. Pressure decreases from some mission, and advancing resets it to zero. Time (rarely) decreases as a result of select missions.", + "duties_commander_2": "Track Location and Movement. Decide when the Legion advances. You may never backtrack. Mark the Legion position and route on your map. When you advance, roll pressure minus Horses uses spent, and add time based on the roll. (1-3: One. 4/5: Two. 6: Three. crit: Five)", + "duties_commander_3": "Track and Spend Intel. Spend intel to add +1d to mission engagement rolls or gain access to a special mission at your location. Ask intel questions before each mission. Intel can be gained from mission rewards.", + "duties_commander_4": "Pick Missions. Decide on a type of mission to focus on (assault, recon, religious, or supply) and tell the GM. The GM will tell you what’s available. Pick two missions to perform and designate one “primary,” to be played out at the table. The other is secondary and resolved with an engagement roll. If you were presented with a third mission, you automatically fail it.", + "duties_commander_5": "Work with Other Roles. Consult with the rest of the players to make thebest decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.", + "duties_lorekeeper_1": "Track the Dead. Note every Legionnaire that dies. The book weighs heavy, but while there is still a Legion, you have a sacred duty to remember all sacrifices.", + "duties_lorekeeper_2": "Tell the Tales of the Legion. When four new names are added to your lists of the dead, tell a Tale of the Legion. Answer all questions the Tale asks in your story, then choose one benefit to the troops. The first five tales in that order.", + "duties_lorekeeper_3": "Keep the Annals. Note missions, who is sent, and their outcomes. If there is any question what happened, it is your duty to recall it for others. Keep these books safe. If you’ve kept the Annals faithfully through the end of the campaign, and they’ve reached Skydagger Keep safely, add 10 points to your final score.", + "duties_lorekeeper_4": "Set Back at Camp Scenes. Consult with the Marshal on morale before making your selection. If a decision needs to be made about the camp or its rules, you will make them.", + "duties_lorekeeper_5": "Work with Other Roles. Advise the other Roles as necessary. Keep in mind the Legion’s beliefs and lessons you have set, and remind them.", + "duties_marshal_1": "Track Morale. Morale increases during the liberty campaign action, and from mission rewards. It decreases from mission penalties, when soldiers die (-1 per), and when there isn’t supply (-1) or Food (-2) when it must be spent.", + "duties_marshal_2": "Assign Who Goes On And Leads Missions. Decide who goes on missions. Missions take 1 squad and up to 2 Specialists by default. If there’s an Officer on a mission, they’re in charge. Otherwise, you say who’s in charge.", + "duties_marshal_3": "Track Squads and Specialists. Between missions, keep the playbooks. Mark losses, harm, stress, advancement, and promotions. Name squad members as needed. Detail any Specialists the Legion gains.", + "duties_marshal_4": "Make Engagement Rolls. It’s your duty to roll.", + "duties_marshal_5": "Ensure Legionnaires Advance. Make sure the group remembers to track xp after missions. Secondary missions grant 2 xp to Specialists regardless of outcome.", + "duties_marshal_6": "Work with Other Roles. Consult with others to make the best decisions you can, but you have the final say in the duties you are tasked with.", + "duties_quartermaster_1": "Track and Spend Supply. You gain supply primarily from supply mission rewards. Spend supply for additional campaign actions or to boost a campaign action. When the Commander advances the Legion, lose any supply you can’t take with you (maximum 3 supply, plus 1 per Supply Cart).", + "duties_quartermaster_2": "Perform Campaign Actions. Between mission phases, perform a number of campaign actions according to troop morale. Ask the Marshal how many you get.", + "duties_quartermaster_3": "Track and Use Materiel and Non-Legion Personnel. Expend materiel to make missions more successful. Track Mercy and Alchemist statuses, such as wounds and corruption. Work on projects to change the position of the Legion.", + "duties_quartermaster_4": "Work with Other Roles. Consult with the rest of the players to make the best decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.", + "duties_spymaster_1": "Dispatch Spies. Dispatch spies on assignments during campaign actions. Simple assignments complete immediately (though interrogation takes place right before missions). Long-term assignments take time to finish, and different spies may take turns working on them.", + "duties_spymaster_2": "Grow Your Network. Your true enemies are the Broken. Prepare for them.", + "duties_spymaster_3": "Work with Other Roles. Consult with the other Roles to make the best decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.", + "duties_top": "Your Duties. During the game, do the following:", + "effect": "Effect", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "eloquent": "Eloquent", + "ember_wolves": "Ember Wolves", + "engagement": "Engagement", + "engagement_assault_1": "Weapons. Did the Quartermaster equip the soldiers with Black Shot? Take +1d.", + "engagement_assault_2": "Wounds. Is any Legionnaire starting the mission wounded? Take -1d.", + "engagement_assault_top": "Assault Mission. On each assault mission, also ask the following:", + "engagement_desc": "Engagement rolls determine unit disposition at the start of a primary mission and the outcome of secondary missions. As the one sending troops into battle, it’s the Marshal’s duty to assemble the dice and make the engagement rolls.", + "engagement_details": "The Marshal assembles and rolls dice for engagements.", + "engagement_outcome_1-3": "1-3. Primary Mission: You’re in a desperate position when the action starts. Secondary Mission: You fail the mission, lose 3 squad members, and all Specialists take level 3 harm.", + "engagement_outcome_4-5": "4/5. Primary Mission: You’re in a risky position when the action starts. Secondary Mission: Fail the mission or you can succeed, two squad members die, and all Specialists take level 2 harm.", + "engagement_outcome_6": "6. Primary Mission: You’re in a controlled position when the action starts. Secondary Mission: You succeed at the mission, all Specialists take level 1 harm, and you may choose to lose 2 squad members to promote a Rookie to Soldier.", + "engagement_outcome_critical": "Critical. Primary Mission: You’ve overcome the first obstacle and are in a controlled position at the next. Secondary Mission: You succeed at the mission, and promote one squad member (see Rookie/Soldier special abilities for details).", + "engagement_primary_1_3": "You’re in a desperate position when the action starts.", + "engagement_primary_4_5": "You’re in a risky position when the action starts.", + "engagement_primary_6": "You’re in a controlled position when the action starts.", + "engagement_primary_crit": "You’ve overcome the first obstacle and are in a controlled position at the next.", + "engagement_question_1": "Legion Loyalty. Are all on the mission oathsworn to the Legion? Take +1d.", + "engagement_question_2": " Did the Commander spend 1 intel to give you foresight and info? Take +1d.", + "engagement_question_3": "Veteran. Is everyone on the mission a Specialist or Soldier? Take +1d.", + "engagement_question_4": "Leadership. Does any Legionnaire distrust the leadership or not fear them enough to obey orders on the battlefield? Take -1d.", + "engagement_question_5": "Parameters. Are required Specialists or equipment not on the mission? Take -1d.", + "engagement_question_top": "Before Every Mission. Assemble the engagement roll by asking the following:", + "engagement_recon_1": "Speed. Did the Quartermaster spend Horses to equip the mission? Take +1d.", + "engagement_recon_2": "Stealth. Is any Legionnaire starting with heavy load? Take -1d.", + "engagement_recon_top": "Recon Mission. On each recon mission, also ask the following:", + "engagement_religious_1": "Arcane. Did the Quartermaster send Religious Supplies to ward and protect the Legionnaires? Take +1d.", + "engagement_religious_2": "Corruption. Is any Legionnaire starting with blight? Take -1d.", + "engagement_religious_top": "Religious Mission. On each religious mission, also ask the following:", + "engagement_roll_outcomes": "Engagement Roll Outcomes", + "engagement_secondary_1_3": "You fail the mission, lose 3 squad members, and all Specialists take level 3 harm.", + "engagement_secondary_4_5": "Fail the mission or you can succeed, two squad members die, and all Specialists take level 2 harm.", + "engagement_secondary_6": "You succeed at the mission, all Specialists take level 1 harm, and you may choose to lose 2 squad members to promote a Rookie to Soldier.", + "engagement_secondary_crit": "You succeed at the mission, and promote one squad member.", + "engagement_supply_1": "Supplies. Did the Quartermaster spend Food to equip the mission? Take +1d.", + "engagement_supply_2": "Enemies. Is the current pressure higher than 2? Take -1d.", + "engagement_supply_top": "Supply Mission. On each supply mission, also ask the following:", + "engagements": "Engagements", + "famous": "Famous", + "favor": "Favor", + "favor_glory": "Glory", + "favor_holy": "Holy", + "favor_mercy": "Mercy", + "favor_mystic": "Mystic", + "favor_wild": "Wild", + "fearless": "Fearless", + "feature_alluring": "Alluring", + "feature_bestial": "Bestial", + "feature_blazing": "Blazing", + "feature_fearsome": "Fearsome", + "feature_feral": "Feral", + "feature_ferocious": "Ferocious", + "feature_monstrous": "Monstrous", + "feature_radiant": "Radiant", + "feature_serene": "Serene", + "feature_shining": "Shining", + "feature_sinister": "Sinister", + "feature_transcendent": "Transcendent", + "feature_vicious": "Vicious", + "features": "Features", + "fierce": "Fierce", + "flexible_width": "Flexible character sheet width", + "food_stores": "Food Stores", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "friendly": "Friendly", + "frugal": "Frugal", + "further_annals": "When all Tales are told, and four more names enter your Annals, you may tell any Tale—but each can only be told once until all types of Tales are told once again.", + "gain_morale_1": "Missions. Successful mission rewards.", + "gain_morale_2": "Liberty. Whenever the Quartermaster chooses the liberty campaign action.", + "gain_morale_from": "Gain morale from", + "gaunt": "Gaunt", + "ghost_owls": "Ghost Owls", + "gracious": "Gracious", + "grinning_ravens": "Grinning Ravens", + "grit": "Grit", + "grit_desc": "You may spend grit uses to add +2d to a resistance roll. The grit use must be spent before the roll. You may only spend 1 grit use this way per roll.", + "grizzled": "Grizzled", + "haggard": "Haggard", + "harm": "Harm", + "haughty": "Haughty", + "haunted": "Haunted", + "heavy": "Heavy", + "heavy_items": "Heavy items", + "heavy_missions": "Assault and Supply Missions", + "heritage": "Heritage", + "high_morale": "High Morale", + "honorable": "Honorable", + "horses": "Horses", + "host": "Host", + "hunger": "Hunger", + "ink-stained": "Ink-Stained", + "inquisitive": "Inquisitive", + "insight": "Insight", + "insight_desc": "Resist consequences from deception or understanding.", + "inspiring": "Inspiring", + "intel": "Intel", + "intel_desc": "INTEL: Spend 1 intel to add +1d to any engagement roll, or to access a special mission in a location in addition to your mission priorities. Gain intel from Recon mission rewards. Before you pick primary and secondary missions, ask intel questions based on how much intel you hold.", + "intel_details": "A measure of how much you know about undead movements and the war", + "item_+1_utility": "+1 Utility. Mark below.", + "item_+2_utility": "+2 Utility. Mark below.", + "item_2_fine_pistols": "2 Fine Pistols", + "item_ammo": "Ammo", + "item_armor": "Armor", + "item_bandolier": "Bandolier", + "item_battlefield_banner": "Battlefield Banner", + "item_black_arrows": "Black Arrows", + "item_black_shot": "Black Shot", + "item_books_n_scrolls": "Books & Scrolls", + "item_camo_gear": "Camo Gear", + "item_climbing_kit": "Climbing Kit", + "item_compass_&_maps": "Compass & Maps", + "item_cooking_kit": "Cooking Kit", + "item_crimson_shot": "Crimson Shot", + "item_family_weapon": "Family Weapon", + "item_fine_armor": "Fine Armor", + "item_fine_bow_&_arrows": "Fine Bow & Arrows", + "item_fine_compass_&_maps": "Fine Compass & Maps", + "item_fine_hand_weapon": "Fine Hand Weapon", + "item_fine_heavy_armor": "Fine Heavy Armor", + "item_fine_heavy_weapon": "Fine Heavy Weapon", + "item_fine_kit": "Fine Kit", + "item_fine_lenses": "Fine Lenses", + "item_fine_long_rifle": "Fine Long Rifle", + "item_fine_luxury_item": "Fine Luxury Item", + "item_fine_medic_kit": "Fine Medic Kit", + "item_fine_ornate_cloak": "Fine Ornate Cloak", + "item_fine_ornate_clock": "Fine Ornate Clock", + "item_fine_pistol": "Fine Pistol", + "item_fine_reliquary": "Fine Reliquary", + "item_fine_shield": "Fine Shield", + "item_fine_tower_shield": "Fine Tower Shield", + "item_fine_wrecking_kit": "Fine Wrecking Kit", + "item_fitted_heavy_plate": "Fitted Heavy Plate", + "item_flare_gun": "Flare Gun", + "item_fresh_food": "Fresh Food", + "item_gun_maintenance_kit": "Gun Maintenance Kit", + "item_hand_weapon": "Hand Weapon", + "item_heavy_weapon": "Heavy Weapon", + "item_holy_symbol_of_mercy": "Holy Symbol of Mercy", + "item_large_weapon": "Large Weapon", + "item_lenses": "Lenses", + "item_mark_of_the_healing_god": "Mark of the Healing God", + "item_medic_kit": "Medic Kit", + "item_memento_of_home": "Memento of Home", + "item_musket": "Musket", + "item_naive_hope": "Naive Hope", + "item_name": "Item name", + "item_oil": "Oil", + "item_pistol": "Pistol", + "item_reliquary": "Reliquary", + "item_repair_kit": "Repair Kit", + "item_shield": "Shield", + "item_soldiers_kit": "Soldier’s Kit", + "item_supplies": "Supplies", + "item_tents_&_camping_gear": "Tents & Camping Gear", + "item_tonics": "Tonics", + "item_winter_clothing": "Winter Clothing", + "item_wrecking_kit": "Wrecking Kit", + "kind": "Kind", + "laborers": "Laborers", + "legion_role": "Legion role", + "less": "less", + "less_effect": "Less effect", + "light": "Light", + "light_items": "Light items", + "lithe": "Lithe", + "load": "Load", + "load_details": "Choose Light/Normal/Heavy, and 2 Utility.", + "load_heavy_desc": "Slower. All Normal items and...", + "load_light_desc": "Quieter/faster. All items below.", + "load_normal_desc": "All Light items and...", + "load_utility_desc": "Choose 2 load below.", + "long_term_assignments": "Long-Term Assignments", + "long_term_assignments_desc": "During campaign actions, spies may be given long-term assignments. Only 1 spy may be sent on each assignment. Roll 1d for trained spies (2d for masters). Advance according to results. 1-3: 1 tick, and the spy is wounded. 4/5: 2 ticks. 6: 3 ticks. crit: 5 ticks. A wounded spy that is wounded again dies.", + "look": "Look", + "lose_morale_1": "Missions. Penalties for failure or loss.", + "lose_morale_2": "Materiel. Can’t pay supply (-1) or Food (-2).", + "lose_morale_3": "Death. Whenever a soldier dies.", + "lose_morale_from": "Lose morale from", + "low_morale": "Low Morale", + "lta_augument_missions": "augument Missions", + "lta_augument_missions_complete": "Next GM mission generation, tell them to add +1 to the rewards and mission penalty rolls on one mission of the Commander’s focus type. That type must appear once.", + "lta_augument_missions_desc": "Use contacts to bolster the Commander’s mission selection.", + "lta_expand_network": "Expand Network", + "lta_expand_network_complete": "Choose a new spy network advancement connected to any piece of the network you have.", + "lta_expand_network_desc": "Take the time to build contacts, informants, and local resources in the area, and expand and hone your spies’ effectiveness.", + "lta_lay_trap": "Lay Trap", + "lta_lay_trap_complete": "The next mission list will include an assault mission to attack a specific Lieutenant or Infamous.", + "lta_lay_trap_desc": "Goad an undead with a known weakness or desire into exposing themselves to attack.", + "lta_recruit": "Recruit", + "lta_recruit_complete": "If you’ve lost a spy, add one to the roster. You can only have 2 spies at a time, or 3 if you have Acquisition in your spy network.", + "lta_recruit_desc": "Spies lead dangerous lives. Sometimes you have to recruit more.", + "lta_research": "Research", + "lta_research_complete": "Learn all the special missions in a location, and if the Commander spends an intel to acquire one, you may pick which to do. If you move past the location, reset the clock.", + "lta_research_desc": "Undercover spies research an area for high-reward missions.", + "maimed": "Maimed", + "maneuver": "Maneuver", + "maneuver_desc": "Maneuver into position and traverse obstacles; climb, swim, run, jump, and tumble; handle a pack animal; ride a mount.", + "marshal": "Marshal", + "marshal_desc": "Marshal a squad or larger group to action; command attention amidst chaos; coordinate fire on a target.", + "master": "Master", + "materiel": "Materiel", + "materiel_details": "Each box of resources has 3 uses (circles) by default.", + "medic_missions": "Assault and Religious Missions", + "medium_morale": "Medium Morale", + "mercies": "Mercies", + "mercy": "Mercy", + "miasma": "Miasma", + "minus1d": "-1D", + "mission_favor": "Mission Favor", + "mission_type": "Mission Type", + "morale": "Morale", + "morale_campaign_actions_desc": "Each campaign phase, gain campaign actions based on morale.
1-3: None. 4-7: One. 8-10: Two.", + "more": "more", + "mutation": "Mutation", + "name": "Name", + "need_help": "Need help", + "nondescript": "Nondescript", + "normal": "Normal", + "normal_items": "Normal items", + "notes": "Notes", + "number_heritage_traits": "Number of heritage traits", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "officer_missions": "Religious and Supply Missions", + "ok": "ok", + "one-eyed": "One-eyed", + "open_menu": "Open menu", + "optional": "optional", + "opulent": "Opulent", + "or": "—or—", + "orite": "Orite", + "orite_medical_alchemy": "Orite Medical Alchemy", + "orite_traits": "Orite Traits", + "other": "Other", + "panyar": "Panyar", + "panyar_traits": "Panyar Traits", + "paranoid": "Paranoid", + "personality": "Personality", + "pick_one_kit": "Pick one: Medic, Climbing, Cooking, Repair, Soldier’s, or Wrecking.", + "playbook": "Playbook", + "playbook_ability_against_the_darkness": "Against the Darkness", + "playbook_ability_against_the_darkness_desc": "You and all squadmates that can see you gain +1d to resist fear and corruption.", + "playbook_ability_akimbo": "Akimbo", + "playbook_ability_akimbo_desc": "When dueling at close range with two pistols, gain potency.", + "playbook_ability_ambush": "Ambush", + "playbook_ability_ambush_desc": "When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_attache": "Attaché", + "playbook_ability_attache_desc": "You may deploy on any mission, even outside the usual Specialist caps. Gain this ability for free when you become a Medic.", + "playbook_ability_backup": "Backup", + "playbook_ability_backup_desc": "When you protect a squadmate, resist with +1d. When you assist someone, their pushes only cost 1 stress.", + "playbook_ability_bulwark": "Bulwark", + "playbook_ability_bulwark_desc": "You can spend anchor uses as special armor against consequences to a squad you are defending.", + "playbook_ability_cavalry": "Cavalry", + "playbook_ability_cavalry_desc": "If the Quartermaster has Horses uses available, all members of your squad start missions with mounts. You gain +1d to maneuver while mounted.", + "playbook_ability_chemist": "Chemist", + "playbook_ability_chemist_desc": "You have training in Orite alchemical medicine. You may equip an Alchemical Bandolier on each mission.", + "playbook_ability_cover_fire": "Cover Fire", + "playbook_ability_cover_fire_desc": "If you set up someone with shoot or provide covering fire, they gain potency on their next action.", + "playbook_ability_crimson_shot": "Crimson Shot", + "playbook_ability_crimson_shot_desc": "You’re authorized to bring one Crimson Seeker shell on missions. Firing it counts as a threat 4 attack, and you must mark a trauma.", + "playbook_ability_daredevil": "Daredevil", + "playbook_ability_daredevil_desc": "When you make a desperate roll, gain +1d.", + "playbook_ability_devils_own_luck": "Devil’s Own Luck", + "playbook_ability_devils_own_luck_desc": "You gain +1d to all resistance rolls. This ability cannot be taken as a Veteran advance.", + "playbook_ability_doctor_feelgood": "Doctor Feelgood", + "playbook_ability_doctor_feelgood_desc": "Spend 1 use of Tonics to grant one person potency for a physical action.", + "playbook_ability_eat_iron_shit_nails": "Eat Iron, Shit Nails", + "playbook_ability_eat_iron_shit_nails_desc": "When you push yourself, you may ignore all harm penalties. Also take +1d to resist the consequence of any roll you pushed yourself on.", + "playbook_ability_elite": "Elite", + "playbook_ability_elite_desc": "Gain mastery of 2 abilities (they can go up to rank 4).", + "playbook_ability_every_inch_a": "Every inch a...", + "playbook_ability_every_inch_a_desc": "You start with all the traits from your heritage. If taken as a Veteran advance, it must be the first ability selected at character creation.", + "playbook_ability_field_dressing": "Field Dressing", + "playbook_ability_field_dressing_desc": "At the end of a mission you may expend remaining doctor uses to add 1 check to a Legionnaire’s level 2 or 3 harm, once per person.", + "playbook_ability_first_aid": "First Aid", + "playbook_ability_first_aid_desc": "You can spend 1 use of Tonics to remove appropriate level 1 harm from any one person on your mission.", + "playbook_ability_ghost": "Ghost", + "playbook_ability_ghost_desc": "You can spend scrounge uses as special armor against traps or detection.", + "playbook_ability_gotta_make_it_out_alive": "Gotta Make it out Alive", + "playbook_ability_gotta_make_it_out_alive_desc": "You can take 1 additional trauma before dying. When you promote, replace this ability with a level of Survivor. This ability cannot be taken as a Veteran advance.", + "playbook_ability_grenadier": "Grenadier", + "playbook_ability_grenadier_desc": "You have had explosives training and can always bring a grenade (1 load) or explosive charges (2 load) as part of your light load.", + "playbook_ability_hard_knocks": "Hard Knocks", + "playbook_ability_hard_knocks_desc": "Mark 2 xp in any category at the end of any mission where you took level 2 harm or higher. This ability cannot be taken as a Veteran advance.", + "playbook_ability_hardened": "Hardened", + "playbook_ability_hardened_desc": "You can mark 2 additional stress boxes.", + "playbook_ability_home_cooking": "Home Cooking", + "playbook_ability_home_cooking_desc": "If a mission takes multiple days, use your Fresh Food. Say what you cook. Everyone in the squad that partakes clears 1 stress. This ability cannot be taken as a Veteran advance.", + "playbook_ability_infiltrator": "Infiltrator", + "playbook_ability_infiltrator_desc": "When you gather info through clandestine observation, or attempt to bypass traps and security measures, gain potency.", + "playbook_ability_iron_will": "Iron Will", + "playbook_ability_iron_will_desc": "You can spend grit uses as special armor vs. fear, paralysis, corruption, and fatigue.", + "playbook_ability_jack_of_all_trades": "Jack of all Trades", + "playbook_ability_jack_of_all_trades_desc": "Increase 2 zero-ranked skills to rank 1. This ability cannot be taken as a Veteran advance.", + "playbook_ability_just_a_kid": "Just a Kid", + "playbook_ability_just_a_kid_desc": "When someone suffers harm when protecting you, they mark xp. When you promote, choose a second special ability from your new playbook to replace this one. This ability cannot be taken as a Veteran advance.", + "playbook_ability_lead_from_the_front": "Lead from the Front", + "playbook_ability_lead_from_the_front_desc": "Whenever you lead a group action, improve scale up or down one level (for example: a small group counts as a medium group or an individual). If you lead a group action in combat, you may count multiple 6s from different rolls as a critical.", + "playbook_ability_like_the_wind": "Like the Wind", + "playbook_ability_like_the_wind_desc": "Whenever there’s a question of who goes first, the answer is you. Also take +1d when resisting attacks with prowess.", + "playbook_ability_loaded_for_bear": "Loaded for Bear", + "playbook_ability_loaded_for_bear_desc": "When selecting load, you may select 4 utility load instead of 2.", + "playbook_ability_logistical_support": "Logistical Support", + "playbook_ability_logistical_support_desc": "Channels uses can be spent to assist a squadmate. When you do this, they get an additional +1d. Tell us how your preparation or supplies help them against this threat or obstacle.", + "playbook_ability_mission_first": "Mission First", + "playbook_ability_mission_first_desc": "Add the following to \"at the end of mission\" xp triggers: If anyone died under your command.", + "playbook_ability_moral_support": "Moral Support", + "playbook_ability_moral_support_desc": "You know how to keep troop spirits up. Once a mission, if you tell a funny, personal, or meaningful story when the squad is resting, anyone listening may clear 1 stress.", + "playbook_ability_not_a_rookie_anymore": "Not a Rookie Anymore", + "playbook_ability_not_a_rookie_anymore_desc": "You are promoted! You become a Soldier. Gain 1 special ability and 1 rank of Grit. You must take this as your first playbook advance. This ability cannot be taken as a Veteran advance or a starting ability.", + "playbook_ability_not_today": "Not Today", + "playbook_ability_not_today_desc": "You can spend a doctor use on a Legionnaire who has taken level 4 harm on a mission, but you must do so quickly before they die. You treat them and reduce the wound to level 3 harm instead.", + "playbook_ability_notches": "Notches", + "playbook_ability_notches_desc": "If you land the killing blow on a threat 2 or higher opponent, mark 1 xp in any category.", + "playbook_ability_obedience": "Obedience", + "playbook_ability_obedience_desc": "An NPC squadmate sacrifices themselves, on your orders. They die, and absorb all the harm for you or another Specialist from one attack. Remember that the Legion takes -1 morale each time this occurs.", + "playbook_ability_officer_school": "Officer School", + "playbook_ability_officer_school_desc": "You’re well educated and know arcane esoterica. Gain +1d when gathering info through research and when resisting with insight.", + "playbook_ability_one_eye": "One Eye", + "playbook_ability_one_eye_desc": "You’ve replaced an eye with an alchemical construct. You can see invisible targets clearly and identify supernatural forces.", + "playbook_ability_over_the_top": "Over the Top", + "playbook_ability_over_the_top_desc": "When you charge into the teeth of an enemy that outnumbers or outguns you, clear 1 stress and take +1d to maneuver.", + "playbook_ability_panther-like_grace": "Panther-Like Grace", + "playbook_ability_panther-like_grace_desc": "When you are quick and carrying no armor, any harm you take starts as 1 level lower.", + "playbook_ability_ready_for_anything": "Ready for Anything", + "playbook_ability_ready_for_anything_desc": "When being ambushed, your flashbacks cost 0 stress and you gain potency to all actions during those flashbacks. You also take 1 less level of harm on secondary missions.", + "playbook_ability_relentless": "Relentless", + "playbook_ability_relentless_desc": "You may spend grit uses to push yourself.", + "playbook_ability_sharpshooter": "Sharpshooter", + "playbook_ability_sharpshooter_desc": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sixth_sense": "Sixth Sense", + "playbook_ability_sixth_sense_desc": "You just know when there are undead nearby. You always know what the highest threat level of undead is in the area. You can gather info on them with resolve.", + "playbook_ability_specialist_training": "Specialist Training", + "playbook_ability_specialist_training_desc": "You promote to a Specialist. Make a new playbook: mark 1 special ability and a rank of the starting Specialist action.", + "playbook_ability_strategist": "Strategist", + "playbook_ability_strategist_desc": "You gain +1d to sway when acquiring assets for a mission via channels uses. You also get +1d to the engagement roll for a mission.", + "playbook_ability_survivor": "Survivor", + "playbook_ability_survivor_desc": "You can take +1 trauma before dying.", + "playbook_ability_tactician": "Tactician", + "playbook_ability_tactician_desc": "You anticipate problems others would never see coming. When you lead a group action you may suffer at most 1 stress.", + "playbook_ability_tenacious": "Tenacious", + "playbook_ability_tenacious_desc": "Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_veteran": "Veteran", + "playbook_ability_veteran_desc": "Take a special ability from another source.", + "playbook_ability_vigorous": "Vigorous", + "playbook_ability_vigorous_desc": "When you check wounds during rest and recuperation, place one free check. When you take harm, clear 1 stress.", + "playbook_ability_war_machine": "War Machine", + "playbook_ability_war_machine_desc": "When you push yourself you can do one of the following: perform a feat of physical force that verges on the superhuman — reduce the threat level of all the enemies you’re facing by one.", + "playbook_ability_weaponmaster": "Weaponmaster", + "playbook_ability_weaponmaster_desc": "You’re known as a Weaponmaster even outside the Legion. When you push yourself, you also gain potency in melee combat.", + "playbook_heavy": "Heavy", + "playbook_heavy_promo_req": "(2 skirmish, 1 wreck)", + "playbook_medic": "Medic", + "playbook_medic_promo_req": "(2 research, 1 maneuver, 1 consort, 1 discipline)", + "playbook_officer": "Officer", + "playbook_officer_promo_req": "(1 discipline, 2 sway)", + "playbook_other": "Other", + "playbook_rookie": "Rookie", + "playbook_scout": "Scout", + "playbook_scout_promo_req": "(2 scout, 1 maneuver)", + "playbook_sniper": "Sniper", + "playbook_sniper_promo_req": "(1 scout, 2 shoot)", + "playbook_soldier": "Soldier", + "plus_1_resist": "+1 resist", + "position": "Position", + "precise": "Precise", + "prepared": "Prepared", + "pressure": "Pressure", + "pressure_desc": "PRESSURE: When you advance, roll pressure minus Horses uses spent, and add time below. (1-3: One. 4/5: Two. 6: Three. crit: Five) Then reset pressure to 0. Add pressure when time passes (after campaign actions), or when there is a pressure penalty for a failed mission.", + "pressure_details": "A measure of how surrounded you are by undead", + "pressure_instructions": "Add time according to the result. (1-3: One. 4/5: Two. 6: Three. Crit: Five)", + "prideful": "Prideful", + "primary_mission": "Primary Mission", + "promote": "Promote", + "promotion": "Promotion", + "protective": "Protective", + "proud": "Proud", + "prowess": "Prowess", + "prowess_desc": "Resist consequences from physical strain or injury.", + "quiet": "Quiet", + "rage": "Rage", + "reckless": "Reckless", + "religious_supplies": "Religious Supplies", + "replaces_any_armor": "Replaces any Armor.", + "replaces_any_shield": "Replaces any Shield.", + "replaces_armor": "Replaces Armor", + "reputation": "Reputation", + "research": "Research", + "research_desc": "Research a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding.", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resolve": "Resolve", + "resolve_desc": "Resist consequences from mental strain or willpower.", + "resourceful": "Resourceful", + "rig": "Rig", + "rig_desc": "Rig together mechanical solutions; disable, repair, or create mechanisms; disable a trap, pick a lock; build fortifications; repair siege weapons.", + "risky": "Risky", + "role_commander": "Commander", + "role_lorekeeper": "Lorekeeper", + "role_marshal": "Marshal", + "role_quartermaster": "Quartermaster", + "role_spymaster": "Spymaster", + "roll_fortune": "Roll Fortune", + "roll_inf": "Roll", + "rolls": "rolls", + "rolls_for_an": "rolls for an", + "rookie_promotion_desc": "Your Rookie is no longer a Rookie and will now become a soldier! This will give you one rank of Grit; you are also eligible to choose a special ability after promotion.", + "rot": "Rot", + "scarred": "Scarred", + "scout": "Scout", + "scout_desc": "Scout a location or situation to gather information; move or observe without being noticed; spot weaknesses or exploits if there are any to be seen.", + "scout_missions": "Recon and Supply Missions", + "scrounge": "Scrounge", + "scrounge_desc": "While on a mission, you may spend scrounge uses to find safe and secure shelter or one load worth of supplies for everyone in your squad.", + "secondary_mission": "Secondary Mission", + "send_details_to_chat": "Send details to chat", + "shattered_lions": "Shattered Lions", + "shield": "Shield", + "shoot": "Shoot", + "shoot_desc": "Shoot a target with precision from a distance; find a perch with clear lines of fire; make trick shots.", + "show_advanced abilities": "Show advanced abilities", + "show_advanced_abilities": "Show advanced abilities", + "show_alchemicals": "Show alchemicals", + "show_extra_xp_condition": "Show extra xp condition", + "show_item_description": "Show item descriptions", + "shrewd": "Shrewd", + "siege_weapons": "Siege Weapons", + "silver_stags": "Silver Stags", + "simple_assignments": "Simple Assignments", + "simple_assignments_1": "Recover. The spy heals and recuperates. Remove their wounded condition.", + "simple_assignments_2": " Interrogate. Ask the Commander for the intel questions list. Your spy is sent on a mission and can answer one question from any list (regardless of the Commander’s intel total) whenever missions are presented by the GM.", + "simple_assignments_3": "Blackmail. Spy bribes or threatens as needed. Add +1d to an acquire assets roll.", + "simple_assignments_4": "Help. Spy bribes or threatens as needed. Add +1d to a long-term project roll.", + "simple_assignments_top": "During campaign actions, you can assign spies to simple assignments. Spies on simple assignment cannot undertake long-term assignments.", + "skirmish": "Skirmish", + "skirmish_desc": "Skirmish with an opponent in close combat; assault a position; brawl and wrestle; fire pistols at short range.", + "smart": "Smart", + "smug": "Smug", + "sniper_missions": "Assault and Recon Missions", + "soft": "Soft", + "soldier_promotion_desc": "You are about to promote this Soldier to a Specialist. In order to become a Specialist of a certain kind, all starting action ratings must be greater than or equal to the action ratings of a starting Specialist of this type. You gain a rank in the corresponding Specialist ability, up to a maximum of 3.", + "special": "Special", + "special_abilities": "Special abilities", + "special_ability": "Special ability", + "specialist": "Specialist", + "specialist_action": "Specialist action", + "specialists": "Specialists", + "specialty": "Specialty", + "spies": "Spies", + "spy_antoinette": "Antoinette", + "spy_antoinette_desc": "Denied nobility by birth, this Orite seamstress found a better calling in life. She’s broken countless hearts, poisoned nobles and warriors both, and has yet to fail a mission.", + "spy_antoinette_specialty": "Antoinette automatically upgrades to a master spy.", + "spy_bortis": "Bortis", + "spy_bortis_desc": "A grizzled Zemyati, Bortis is an asset on and off the field. Rumor is that if he lives, he’ll become the next Spymaster.", + "spy_bortis_specialty": "When Bortis rolls on expand network assignments, he generates +1 segment on his rolls.", + "spy_crimson_vexing_gale": "Crimson Vexing Gale", + "spy_crimson_vexing_gale_desc": "Little is known about this Panyar, except that their eyes reflect silver beneath a hood. They come and go as they please. Many rumors surround their past.", + "spy_crimson_vexing_gale_specialty": "Does not wound on any mission.", + "spy_igrid": "Igrid", + "spy_igrid_desc": "An Aldermark local, Igrid blends into all the settlements nearby. She travels the area freely, taking note of news and rumors.", + "spy_igrid_specialty": "Whenever Igrid interrogates you may ask 1 additional intel question.", + "spy_liya": "Liya", + "spy_liya_desc": "This Bartan bears none of the usual Bartan jewelry signifying kinship and prefers deep cover and long-term solo missions. She’s also a master duelist, and a known Weaponmaster.", + "spy_liya_specialty": "Liya rolls +1d on research assignments.", + "spy_network": "Spy Network", + "spy_network_acquisition": "Acquisition", + "spy_network_acquisition_desc": "Gain another spy. Mark their trained box.", + "spy_network_analysts": "Analysts", + "spy_network_analysts_desc": "Spies roll +1d on research assignments.", + "spy_network_entrapment": "Entrapment", + "spy_network_entrapment_desc": "Spies roll +1d on Lay Trap missions.", + "spy_network_field_assignment": "Field Assignment", + "spy_network_field_assignment_desc": "You may ask 1 additional question when you interrogate.", + "spy_network_holy_orders": "Holy Orders", + "spy_network_holy_orders_desc": "augumented religious missions give +1 asset beyond the usual rewards.", + "spy_network_investments": "Investments", + "spy_network_investments_desc": "Spies roll +1d on expand network assignments.", + "spy_network_mercenaries": "Mercenaries", + "spy_network_mercenaries_desc": "augumented assault missions give +1 morale beyond the usual rewards.", + "spy_network_merchants": "Merchants", + "spy_network_merchants_desc": "augumented supply missions give +1 supply beyond the usual rewards.", + "spy_network_rangers": "Rangers", + "spy_network_rangers_desc": "augumented recon missions give +1 intel beyond the usual rewards.", + "spy_network_sources": "Sources", + "spy_network_sources_desc": "You have loyal contacts & informants everywhere. Spies roll +1d on augument mission assignments.", + "spy_network_spy_network": "Spy Network", + "spy_network_spy_network_desc": "You are able to train, support, and utilize spies. You start with 2 spies. One trained and one master spy.", + "spy_network_training": "Training", + "spy_network_training_desc": "One of your trained spies becomes a master spy. This may be taken twice.", + "spy_onyetin": "Onyetin", + "spy_onyetin_desc": "This friendly bear of a man is also one of the deadliest assassins in the Eastern Kingdoms. He knows exactly how to spot or uncover hidden targets and caches.", + "spy_onyetin_specialty": "Onyetin rolls +1d on augument mission assignments.", + "squads": "Squads", + "star_vipers": "Star Vipers", + "stoic": "Stoic", + "stress": "Stress", + "stylish": "Stylish", + "supply": "Supply", + "supply_carts": "Supply Carts", + "supply_carts_desc": "Spend 1 use of Food Stores when time passes or lose 2 morale. Carry up to 6 food per Food Store with Supply Carts.", + "supply_desc": "Supply: Gain from mission rewards. Lose from mission penalties. If you lose supply and have none, lose 1 morale instead. Spend supply to boost campaign actions and to take additional campaign actions. You can keep a max of 3 supply +1 per Supply Cart (see Materiel below) when advancing.", + "supply_details": "A measure of the Legion’s spare gear, liquid funds, and trade goods.", + "sway": "Sway", + "sway_desc": "Sway someone with guile, charm, logic, or deception; change attitudes or behavior using manipulation or seduction; disguise yourself.", + "tattooed": "Tattooed", + "time": "Time", + "time_desc": "TIME: Add 1 tick when time passes, or when you advance and roll pressure, and when missions have a time penalty. Reduce the clocks when mission rewards include time. If you do not complete the missions at Skydagger Keep before the last clock is filled, you lose the game.", + "time_details": "How long you have to get to Skydagger, and how undead strength grows", + "time_fall_deepens": "Fall deepens
Panya burns.", + "time_summer_ends": "Summer ends
The South falls.", + "tired": "Tired", + "trained": "Trained", + "trait_artisan": "Artisan", + "trait_artisan_desc": "You can have up to 4 rig.", + "trait_bold": "Bold", + "trait_bold_desc": "+1d to resist on desperate actions.", + "trait_connected": "Connected", + "trait_connected_desc": "+1 sway (max 3).", + "trait_educated": "Educated", + "trait_educated_desc": "+1 research (max 2)", + "trait_loyal": "Loyal", + "trait_loyal_desc": "+1d in group actions.", + "trait_marked": "Marked", + "trait_marked_desc": "+2d to resist corruption.", + "trait_noble": "Noble", + "trait_noble_desc": "Boost 1 campaign action for you.", + "trait_pious": "Pious", + "trait_pious_desc": "Always equip a Reliquary.", + "trait_shrewd": "Shrewd", + "trait_shrewd_desc": "+1d to insight resist.", + "trait_stern": "Stern", + "trait_stern_desc": "+1 discipline (max 2).", + "trait_stoic": "Stoic", + "trait_stoic_desc": "+1d to prowess resist.", + "trait_stubborn": "Stubborn", + "trait_stubborn_desc": "+1d to resolve resist.", + "trait_tough": "Tough", + "trait_tough_desc": "Ignore level 1 harm penalties.", + "trait_traveler": "Traveler", + "trait_traveler_desc": "Fast/quiet in normal load.", + "trait_vengeful": "Vengeful", + "trait_vengeful_desc": "Potency when harm penalized.", + "trait_warm": "Warm", + "trait_warm_desc": "+1 consort (max 2).", + "trauma": "Trauma", + "trauma:": "Trauma:", + "trauma_boxes": "Trauma boxes", + "type": "Type", + "unstable": "Unstable", + "unstoppable": "Unstoppable", + "uses": "Uses", + "utility": "Utility", + "utility_items": "Utility items", + "vengeful": "Vengeful", + "version": "Version", + "veteran": "veteran", + "veteran_desc": "veteran_desc", + "vicious": "Vicious", + "visions": "Visions", + "warm": "Warm", + "weave": "Weave", + "weave_desc": "When you use weave, you invoke arcane powers to change the world around you. Doing so is not without cost, and should always be considered extremely risky.", + "well-kempt": "Well-kempt", + "whichever_you_didnt_take_at_light_load": "Whichever you didn't take at Light load.", + "wise": "Wise", + "wounded": "Wounded", + "wounds": "Wounds", + "wreck": "Wreck", + "wreck_desc": "Wreck a place, item, or obstacle with savage force or careful sabotage; distract and sow chaos; breach defenses with force; use, throw, or place explosives or alchemicals; use siege weapons.", + "xp_condition_heavy": "If you helped your squad through might or fortitude.", + "xp_condition_medic": "If you helped your squad through medical knowledge or emotional comfort.", + "xp_condition_officer": "If you helped your squad through enforcing discipline or strategic planning.", + "xp_condition_rookie": "If you helped your squad by staying out of the way or surviving despite the odds.", + "xp_condition_scout": "If you helped your squad through stealth or foresight.", + "xp_condition_sniper": "If you helped your squad through keen observation or key shots.", + "xp_condition_soldier": "If you helped your squad through courage or determination.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_heritage_trauma": "If you brought into play your heritage or trauma (2 xp if you did both).", + "xp_specific": "Enter your playbook-specific xp condition here.", + "xp_specific_extra": "Enter another xp condition here.", + "xp_survived": "If you survived the mission.", + "xp_threat": "Per highest Threat of opponent faced.", + "xp_top": "At the end of each mission mark 1 xp (playbook or attribute)...", + "young": "Young", + "zemyati": "Zemyati", + "zemyati_traits": "Zemyati Traits", + "zerodice": "Zero Dice — take the lowest result above" +} diff --git a/Barbarians Of Lemuria - Mythic/translations/ca.json b/Barbarians Of Lemuria - Mythic/translations/ca.json new file mode 100644 index 0000000000..ca71bf3a44 --- /dev/null +++ b/Barbarians Of Lemuria - Mythic/translations/ca.json @@ -0,0 +1,142 @@ +{ + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "advance": "Advance", + "advance-current": "Current Advance", + "advance-max": "Total gained Advance", + "ag-pen": "Ag.Pen.", + "agility": "Agility", + "agility-penalty": "Agility Penalty", + "agility-roll": "Agility roll", + "agility-roll-bonus-die": "Agility roll with a Bonus die", + "agility-roll-penalty-die": "Agility roll with a Penalty die", + "appeal": "Appeal", + "appeal-roll": "Appeal roll", + "appeal-roll-bonus-die": "Appeal roll with a Bonus die", + "appeal-roll-penalty-die": "Appeal roll with a Penalty die", + "arcane": "Arcane", + "arcane-points-current": "Current Arcane Points", + "arcane-points-max": "Maximum Arcane Points", + "armour": "Armour", + "armour-and-equipment": "Armour & Equipment", + "armour-roll": "Armour roll", + "attack": "Attack", + "attack-roll": "Attack roll", + "attack-roll-bonus-die": "Attack roll with a Bonus die", + "attack-roll-penalty-die": "Attack roll with a Penalty die", + "attributes": "Attributes", + "beast": "Beast", + "beast-character": "Beast (NPC)", + "bonus": "Bonus", + "boon": "Boon", + "boons": "Boons", + "career-rank": "Career rank", + "careers": "Careers", + "colossal": "Colossal", + "combat-abilities": "Combat Abilities", + "craft": "Craft", + "craft-points-current": "Current Craft Points", + "craft-points-max": "Maximum Craft Points", + "creature-size": "Creature Size", + "d3": "d3", + "d6": "d6", + "d6h": "d6H", + "d6hb": "d6H Bonus Die", + "d6l": "d6L", + "damage": "Damage", + "damage-dice": "Damage dice", + "damage-reduction": "Damage Reduction", + "defence": "Defence", + "enormous": "Enormous", + "equipment": "Equipment", + "failure": "Failure", + "fate": "Fate", + "fate-points-current": "Current Fate Points", + "fate-points-max": "Maximum Fate Points", + "flaw": "Flaw", + "flaws": "Flaws", + "gigantic": "Gigantic", + "heavy": "Heavy", + "heavy-legendary": "Heavy Legendary", + "heavy-masterwork": "Heavy Masterwork", + "heavy-uncommon": "Heavy Uncommon", + "helmet": "Helmet", + "helmet-worn": "Helmet worn", + "hero": "Hero", + "hero-points-current": "Current Hero Points", + "hero-points-max": "Maximum Hero Points", + "huge": "Huge", + "immense": "Immense", + "init-pen": "Init.Pen.", + "initiative": "Initiative", + "initiative-penalty": "Initiative Penalty", + "languages": "Languages", + "large": "Large", + "lifeblood": "Lifeblood", + "lifeblood-points-current": "Current Lifeblood Points", + "lifeblood-points-max": "Maximum Lifeblood Points", + "light": "Light", + "light-legendary": "Light Legendary", + "light-masterwork": "Light Masterwork", + "light-uncommon": "Light Uncommon", + "massive": "Massive", + "masterwork": "Masterwork", + "medium": "Medium", + "medium-legendary": "Medium Legendary", + "medium-masterwork": "Medium Masterwork", + "medium-uncommon": "Medium Uncommon", + "melee": "Melee", + "melee-attack": "Melee Attack", + "melee-roll": "Melee attack roll", + "melee-roll-bonus-die": "Melee attack roll with a Bonus die", + "melee-roll-penalty-die": "Melee attack roll with a Penalty die", + "mind": "Mind", + "mind-roll": "Mind roll", + "mind-roll-bonus-die": "Mind roll with a Bonus die", + "mind-roll-penalty-die": "Mind roll with a Penalty die", + "misc": "Misc.", + "name": "Name", + "non-player-character": "Non-player Character (NPC)", + "none": "None", + "normally-found": "Normally Found", + "notes": "Notes", + "origin": "Origin", + "player-character": "Player Character (PC)", + "priority": "Priority", + "priority-roll": "Priority roll", + "priority-roll-bonus-die": "Priority roll with a Bonus die", + "priority-roll-penalty-die": "Priority roll with a Penalty die", + "protection": "Protection", + "range-roll": "Ranged attack roll", + "range-roll-bonus-die": "Ranged attack roll with a Bonus die", + "range-roll-penalty-die": "Ranged attack roll with a Penalty die", + "ranged": "Ranged", + "ranged-attack": "Ranged Attack", + "roll": "Roll", + "roll-armour": "Roll Armour", + "roll-damage": "Roll Damage", + "roll-protection": "Roll Protection", + "shield": "Shield", + "small": "Small", + "special-attack": "Special Attack", + "strength": "Strength", + "strength-roll": "Strength roll", + "strength-roll-bonus-die": "Strength roll with a Bonus die", + "strength-roll-penalty-die": "Strength roll with a Penalty die", + "strengthhalf": "Half-Strength", + "success": "Success!", + "target-defence": "Target’s defence", + "tiny": "Tiny", + "traits": "Traits", + "very-large": "Very large", + "very-small": "Very small", + "weapon": "Weapon", + "weapon-attribute": "Damage Attribute", + "weapon-masterwork": "Masterwork weapons reroll any result of 1 when rolling damage.", + "weapons": "Weapons", + "with-bonus-die": "with Bonus Die", + "with-penalty-die": "with Penalty Die" +} diff --git a/Barbarians Of Lemuria - Mythic/translations/hu.json b/Barbarians Of Lemuria - Mythic/translations/hu.json new file mode 100644 index 0000000000..ca71bf3a44 --- /dev/null +++ b/Barbarians Of Lemuria - Mythic/translations/hu.json @@ -0,0 +1,142 @@ +{ + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "advance": "Advance", + "advance-current": "Current Advance", + "advance-max": "Total gained Advance", + "ag-pen": "Ag.Pen.", + "agility": "Agility", + "agility-penalty": "Agility Penalty", + "agility-roll": "Agility roll", + "agility-roll-bonus-die": "Agility roll with a Bonus die", + "agility-roll-penalty-die": "Agility roll with a Penalty die", + "appeal": "Appeal", + "appeal-roll": "Appeal roll", + "appeal-roll-bonus-die": "Appeal roll with a Bonus die", + "appeal-roll-penalty-die": "Appeal roll with a Penalty die", + "arcane": "Arcane", + "arcane-points-current": "Current Arcane Points", + "arcane-points-max": "Maximum Arcane Points", + "armour": "Armour", + "armour-and-equipment": "Armour & Equipment", + "armour-roll": "Armour roll", + "attack": "Attack", + "attack-roll": "Attack roll", + "attack-roll-bonus-die": "Attack roll with a Bonus die", + "attack-roll-penalty-die": "Attack roll with a Penalty die", + "attributes": "Attributes", + "beast": "Beast", + "beast-character": "Beast (NPC)", + "bonus": "Bonus", + "boon": "Boon", + "boons": "Boons", + "career-rank": "Career rank", + "careers": "Careers", + "colossal": "Colossal", + "combat-abilities": "Combat Abilities", + "craft": "Craft", + "craft-points-current": "Current Craft Points", + "craft-points-max": "Maximum Craft Points", + "creature-size": "Creature Size", + "d3": "d3", + "d6": "d6", + "d6h": "d6H", + "d6hb": "d6H Bonus Die", + "d6l": "d6L", + "damage": "Damage", + "damage-dice": "Damage dice", + "damage-reduction": "Damage Reduction", + "defence": "Defence", + "enormous": "Enormous", + "equipment": "Equipment", + "failure": "Failure", + "fate": "Fate", + "fate-points-current": "Current Fate Points", + "fate-points-max": "Maximum Fate Points", + "flaw": "Flaw", + "flaws": "Flaws", + "gigantic": "Gigantic", + "heavy": "Heavy", + "heavy-legendary": "Heavy Legendary", + "heavy-masterwork": "Heavy Masterwork", + "heavy-uncommon": "Heavy Uncommon", + "helmet": "Helmet", + "helmet-worn": "Helmet worn", + "hero": "Hero", + "hero-points-current": "Current Hero Points", + "hero-points-max": "Maximum Hero Points", + "huge": "Huge", + "immense": "Immense", + "init-pen": "Init.Pen.", + "initiative": "Initiative", + "initiative-penalty": "Initiative Penalty", + "languages": "Languages", + "large": "Large", + "lifeblood": "Lifeblood", + "lifeblood-points-current": "Current Lifeblood Points", + "lifeblood-points-max": "Maximum Lifeblood Points", + "light": "Light", + "light-legendary": "Light Legendary", + "light-masterwork": "Light Masterwork", + "light-uncommon": "Light Uncommon", + "massive": "Massive", + "masterwork": "Masterwork", + "medium": "Medium", + "medium-legendary": "Medium Legendary", + "medium-masterwork": "Medium Masterwork", + "medium-uncommon": "Medium Uncommon", + "melee": "Melee", + "melee-attack": "Melee Attack", + "melee-roll": "Melee attack roll", + "melee-roll-bonus-die": "Melee attack roll with a Bonus die", + "melee-roll-penalty-die": "Melee attack roll with a Penalty die", + "mind": "Mind", + "mind-roll": "Mind roll", + "mind-roll-bonus-die": "Mind roll with a Bonus die", + "mind-roll-penalty-die": "Mind roll with a Penalty die", + "misc": "Misc.", + "name": "Name", + "non-player-character": "Non-player Character (NPC)", + "none": "None", + "normally-found": "Normally Found", + "notes": "Notes", + "origin": "Origin", + "player-character": "Player Character (PC)", + "priority": "Priority", + "priority-roll": "Priority roll", + "priority-roll-bonus-die": "Priority roll with a Bonus die", + "priority-roll-penalty-die": "Priority roll with a Penalty die", + "protection": "Protection", + "range-roll": "Ranged attack roll", + "range-roll-bonus-die": "Ranged attack roll with a Bonus die", + "range-roll-penalty-die": "Ranged attack roll with a Penalty die", + "ranged": "Ranged", + "ranged-attack": "Ranged Attack", + "roll": "Roll", + "roll-armour": "Roll Armour", + "roll-damage": "Roll Damage", + "roll-protection": "Roll Protection", + "shield": "Shield", + "small": "Small", + "special-attack": "Special Attack", + "strength": "Strength", + "strength-roll": "Strength roll", + "strength-roll-bonus-die": "Strength roll with a Bonus die", + "strength-roll-penalty-die": "Strength roll with a Penalty die", + "strengthhalf": "Half-Strength", + "success": "Success!", + "target-defence": "Target’s defence", + "tiny": "Tiny", + "traits": "Traits", + "very-large": "Very large", + "very-small": "Very small", + "weapon": "Weapon", + "weapon-attribute": "Damage Attribute", + "weapon-masterwork": "Masterwork weapons reroll any result of 1 when rolling damage.", + "weapons": "Weapons", + "with-bonus-die": "with Bonus Die", + "with-penalty-die": "with Penalty Die" +} diff --git a/Black Crusade Advanced API/translations/ca.json b/Black Crusade Advanced API/translations/ca.json new file mode 100644 index 0000000000..566a1a70a4 --- /dev/null +++ b/Black Crusade Advanced API/translations/ca.json @@ -0,0 +1,314 @@ +{ + "player-sheet-u": "Character Sheet", + "archetype-u": "Archetype:", + "race-u": "Race:", + "warband-name-u": "Warband Name:", + "pride-u": "Pride: ", + "disgrace-u": "Disgrace:", + "unaligned-u": "Unaligned", + "current-alignment-u": "Current Alignment", + "gear-u": "Gear", + "advancements-u": "Advancements", + "npcs-u": "NPCs", + "journal-u": "Journal", + "vehicles-u": "Vehicles", + "psykana-u": "Psykana", + "social-u": "Social", + "character-name-u": "Character Name:", + "player-name-u": "Player Name:", + "gender-u": "Gender:", + "eyes-u": "Eyes", + "age-u": "Age", + "build-u": "Build", + "complexion-u": "Complexion:", + "skin-u": "Skin", + "hair-u": "Hair", + "quirks-u": "Quirks:", + "characteristics-u": "Characteristics", + "weapon-skill-(ws)-u": "Weapon Skill (WS)", + "none-(0)-u": "None (0)", + "simple-(+5)-u": "Simple (+5)", + "intermediate-(+10)-u": "Intermediate (+10)", + "trained-(+15)-u": "Trained (+15)", + "proficient-(+20)-u": "Proficient (+20)", + "expert-(+25)-u": "Expert (+25)", + "ballistic-skill-(bs)-u": "Ballistic Skill (BS)", + "strength-(s)-u": "Strength (S)", + "toughness-(t)-u": "Toughness (T)", + "agility-(ag)-u": "Agility (Ag)", + "intelligence-(int)-u": "Intelligence (Int)", + "perception-(per)-u": "Perception (Per)", + "willpower-(wp)-u": "Willpower (WP)", + "fellowship-(fel)-u": "Fellowship (Fel)", + "Infamy-(inf)-u": "Infamy (Inf)", + "fate-points-u": "Infamy Points", + "threshold-u": "Threshold:", + "current-u": "Current: ", + "initiative-u": "Initiative", + "agility-u": "Ag", + "custom-u": "Custom", + "movement-u": "Movement", + "half-move-u": "Half Move: ", + "full-move-u": "Full Move: ", + "charge-u": "Charge: ", + "run-u": "Run: ", + "modifier-u": "Modifiers: ", + "fatigue-u": "Fatigue", + "size-u": "Size:", + "average-(4)-u": "Average (4)", + "miniscule-(1)-u": "Miniscule (1)", + "puny-(2)-u": "Puny (2)", + "weedy-(3)-u": "Weedy (3)", + "hulking-(5)-u": "Hulking (5)", + "enormous-(6)-u": "Enormous (6)", + "massive-(7)-u": "Massive (7)", + "immense-(8)-u": "Immense (8)", + "monumental-(9)-u": "Monumental (9)", + "titanic-(10)-u": "Titanic (10)", + "armour-and-defence-u": "Armour & Defence", + "head-u": "Head", + "armor-value-u": "Ar", + "ar-u": "AR", + "body-u": "Body", + "al-u": "AL", + "lr-u": "LR", + "ll-u": "LL", + "wounds-u": "Wounds", + "total-u": "Total: ", + "critical-damage-u": "Critical Damage: ", + "status-u": "Status: ", + "unharmed-u": "Unharmed", + "lightly-damaged-u": "Lightly Damaged", + "heavily-damaged-u": "Heavily Damaged", + "critically-damaged-u": "Critically Damaged", + "conditions-u": "Conditions", + "recently-healed-u": "Recently Healed", + "blinded-u": "Blinded", + "blood-loss-u": "Blood Loss", + "deafened-u": "Deafened", + "falling-u": "Falling", + "fire-u": "Fire", + "stunned-u": "Stunned", + "suffocation-u": "Suffocation", + "unconsciousness-u": "Unconsciousness", + "useless-limbs-u": "Useless Limbs", + "vacuum-u": "Vacuum", + "amputated-limb-u": "Amputated Limb", + "lost-hand-u": "Lost Hand", + "lost-arm-u": "Lost Arm", + "lost-eye-u": "Lost Eye", + "lost-foot-u": "Lost Foot", + "lost-leg-u": "Lost Leg", + "cybernetic-modifiers-u": "Cybernetics Modifiers", + "bionic-left-arm-u": "Bionic Arm (left): ", + "bionic-right-arm-u": "Bionic Arm (Right): ", + "machine-trait-u": "Machine Trait: ", + "left-leg-bionic-u": "Bionic Leg (Left): ", + "right-leg-bionic-u": "Bionic Leg (Right): ", + "special-abilities-u": "Special Abilities", + "skills-u": "Skills", + "acrobatics-u": "Acrobatics", + "ag-u": "(Ag)", + "s-u": "(S)", + "athletics-u": "Athletics", + "t-u": "(T)", + "awareness-u": "Awareness", + "per-u": "(Per)", + "fel-u": "(Fel)", + "int-u": "(Int)", + "charm-u": "Charm", + "fellowship-u": "Fel", + "Infamy-u": "Inf", + "command-u": "Command", + "intelligence-u": "Int", + "strength-u": "S", + "willpower-u": "WP", + "commerce-u": "Commerce", + "deceive-u": "Deceive", + "dodge-u": "Dodge", + "inquiry-u": "Inquiry", + "interrogation-u": "Interrogation", + "intimidate-u": "Intimidate", + "logic-u": "Logic", + "medicae-u": "Medicae", + "navigate-u": "Navigate", + "surface-u": "Surface", + "stellar-u": "Stellar", + "warp-u": "Warp", + "operate-u": "Operate", + "g-u": "(Ag)", + "aeronautica-u": "Aeronautica", + "voidship-u": "Voidship", + "parry-u": "Parry", + "weapon-skill-u": "WS", + "psyniscience-u": "Psyniscience", + "scrutiny-u": "Scrutiny", + "security-u": "Security", + "sleight-of-hand-u": "Sleight Of Hand", + "stealth-u": "Stealth", + "survival-u": "Survival", + "tech-use-u": "Tech-Use", + "linguistics-u": "Linguistics", + "trade-u": "Trade", + "lore-u": "Lore", + "common-u": "Common", + "scholastic-u": "Scholastic", + "forbidden-u": "Forbidden", + "other-skills-u": "Other Skills", + "ballistic-skill-u": "BS", + "toughness-u": "T", + "perception-u": "Perception", + "corruption-u": "Corruption (C)", + "insanity-u": "Insanity (Is)", + "talents-u": "Talents", + "page-number-#-u": "pg#", + "traits-u": "Traits:", + "aptitudes-u": "Aptitudes", + "aptitude": "Aptitude", + "general-u": "General", + "offence-u": "Offence", + "finesse-u": "Finesse", + "defence-u": "Defence", + "psyker-u": "Psyker", + "tech-u": "Tech", + "knowledge-u": "Knowledge", + "leadership-u": "Leadership", + "fieldcraft-u": "Fieldcraft", + "elite-advances-u": "Elite Advances", + "elite-advance-u": "Elite Advance:", + "advance-title-u": "Advance Title", + "experience-points-u": "XP", + "experience-u": "Experience", + "xp-to-spend-u": "XP to Spend:", + "total-spent-u": "Total Spent:", + "advancements-taken-u": "Advancements Taken:", + "zero-u": "0", + "mental-disorders-u": "Mental Disorders", + "malignancies-u": "Malignancies", + "mutations-u": "Mutations", + "mutation-perception-u": "Per", + "name-u": "Name:", + "type-u": "Type:", + "homeworld-u": "Homeworld", + "appearance-u": "Appearance:", + "personality-u": "Personality:", + "weaponskill-u": "WS", + "unnatural-characteristics-u": "Unnatural Characteristics", + "armor-bonus-u": "AB", + "multiplied-by-2-u": "x2", + "multiplied-by-3-u": "x3", + "multiplied-by-6-u": "x6", + "soak-u": "Soak", + "arm-right-u": "AR", + "arm-left-u": "AL", + "leg-right-u": "LR", + "leg-left-u": "LL", + "talents-and-traits-u": "Talents & Traits", + "gear-and-weapons-u": "Gear & Weapons", + "special-rules-u": "Special Rules", + "miscellaneous-and-notes-u": "Miscellaneous & Notes", + "weight-u": "wt.", + "kilograms-u": "kg", + "class-u": "Class:", + "melee-u": "Melee", + "damage-u": "Damage:", + "energy-u": "Energy", + "impact-u": "Impact", + "rending-u": "Rending", + "explosive-u": "Explosive", + "penetration-u": "Pen:", + "special-u": "Special:", + "hit-u": "Hit", + "range-u": "Range:", + "rate-of-fire-u": "RoF:", + "clip-u": "Clip:", + "reload-u": "Reload:", + "mission-objective-pending-u": "Compact Objective Pending", + "objective-u": "Objective: ", + "primary-objective-pending": "Primary Objective Pending", + "pending-secondary-objective-u": "Pending Secondary Objective", + "journal-entry-u": "Journal Entry", + "armour-u": "Armour:", + "tactical-speed-u": "Tactical Speed:", + "cruising-speed-u": "Cruising Speed:", + "manoeuvrability-u": "Manoeuvrability:", + "integrity-u": "Integrity:", + "crew-u": "Crew:", + "weapons-u": "Weapons:", + "focus-power-test-u": "Focus Power Test", + "willpower": "Willpower", + "psychic-powers-u": "Psychic Powers", + "bound-u": "Bound", + "unbound-u": "Unbound", + "daemonic-u": "Daemonic", + "psy-rating-u": "Psy Rating:", + "action-u": "Action:", + "focus-power-u": "Focus Power:", + "subtype-u": "Subtype:", + "sustained-u": "Sustained:", + "damage-type-u": "Damage Type:", + "e-u": "E", + "i-u": "I", + "r-u": "R", + "max-push-u": "Max Push:", + "sustaining-u": "Sustaining:", + "number-sustained-powers-u": "Number of Powers Sustained", + "ranged-weapons-u": "Ranged Weapons", + "pistol-u": "Pistol", + "basic-u": "Basic", + "heavy-u": "Heavy", + "thrown-u": "Thrown", + "vehicle-u": "Vehicle", + "melee-weapons-u": "Melee Weapons", + "daemon-weapons-u": "Daemon Weapons", + "daemons-willpower-u": "Daemon's Willpower:", + "zero-zero-u": "00", + "binding-strength-u": "Binding Strength:", + "alignment-u": "Alignment:", + "undivided-u": "Undivided", + "khorne-u": "Khorne", + "nurgle-u": "Nurgle", + "slaanesh-u": "Slaanesh", + "tzeentch-u": "Tzeentch", + "unique-u": "Unique", + "vulgar-u": "Vulgar", + "jealous-u": "Jealous", + "prideful-u": "Prideful", + "vindicative-u": "Vindictive", + "overbearing-u": "Overbearing", + "ranged-u": "Range:", + "attributes-u": "Attributes:", + "cybernetics-u": "Cybernetics", + "max-carry-wt-(sb+tb)-u": "Max Carry WT (SB+TB): ", + "peers-u": "Peers", + "peer-u": "Peer: ", + "enemies-u": "Enemies", + "enemy-u": "Enemy: ", + "scatter-diagram-u": "Scatter Diagram", + "front-u": "Front :", + "side-u": "Side :", + "rear-u": "Rear :", + "permanent-psy-modifier-u": "10/-10", + "current-psy-rating-u": "Current Psy Rating:", + "psy-phenomenon-peril-test-u": "Psychic Phenomena and Perils of the Warp Table Rolls", + "psychic-phenomena-u": "Psychic Phenomena", + "peril-warp-u": "Perils of the Warp", + "spaceships-u": "Spaceships", + "hull-type-u": "Hull Type:", + "turret-rating-u": "Turret Rating:", + "shields-u": "Shield(s):", + "detection-u": "Detection:", + "speed-u": "Speed:", + "morale-u": "Morale:", + "crew-rating-u": "Crew Rating:", + "space-u": "Space:", + "spaceship-power-u": "Power:", + "weapon-capacity-u": "Weapon Capacity:", + "weapon-capacity-dorsal-u": "Dorsal:", + "weapon-capacity-prow-u": "Prow:", + "weapon-capacity-keel-u": "Keel:", + "weapon-capacity-port-u": "Port:", + "weapon-capacity-starboard-u": "Starboard:", + "essential-components-u": "Essential Components:", + "supplementary-components-u": "Supplementary Components:" +} diff --git a/Black Crusade Advanced API/translations/hu.json b/Black Crusade Advanced API/translations/hu.json new file mode 100644 index 0000000000..566a1a70a4 --- /dev/null +++ b/Black Crusade Advanced API/translations/hu.json @@ -0,0 +1,314 @@ +{ + "player-sheet-u": "Character Sheet", + "archetype-u": "Archetype:", + "race-u": "Race:", + "warband-name-u": "Warband Name:", + "pride-u": "Pride: ", + "disgrace-u": "Disgrace:", + "unaligned-u": "Unaligned", + "current-alignment-u": "Current Alignment", + "gear-u": "Gear", + "advancements-u": "Advancements", + "npcs-u": "NPCs", + "journal-u": "Journal", + "vehicles-u": "Vehicles", + "psykana-u": "Psykana", + "social-u": "Social", + "character-name-u": "Character Name:", + "player-name-u": "Player Name:", + "gender-u": "Gender:", + "eyes-u": "Eyes", + "age-u": "Age", + "build-u": "Build", + "complexion-u": "Complexion:", + "skin-u": "Skin", + "hair-u": "Hair", + "quirks-u": "Quirks:", + "characteristics-u": "Characteristics", + "weapon-skill-(ws)-u": "Weapon Skill (WS)", + "none-(0)-u": "None (0)", + "simple-(+5)-u": "Simple (+5)", + "intermediate-(+10)-u": "Intermediate (+10)", + "trained-(+15)-u": "Trained (+15)", + "proficient-(+20)-u": "Proficient (+20)", + "expert-(+25)-u": "Expert (+25)", + "ballistic-skill-(bs)-u": "Ballistic Skill (BS)", + "strength-(s)-u": "Strength (S)", + "toughness-(t)-u": "Toughness (T)", + "agility-(ag)-u": "Agility (Ag)", + "intelligence-(int)-u": "Intelligence (Int)", + "perception-(per)-u": "Perception (Per)", + "willpower-(wp)-u": "Willpower (WP)", + "fellowship-(fel)-u": "Fellowship (Fel)", + "Infamy-(inf)-u": "Infamy (Inf)", + "fate-points-u": "Infamy Points", + "threshold-u": "Threshold:", + "current-u": "Current: ", + "initiative-u": "Initiative", + "agility-u": "Ag", + "custom-u": "Custom", + "movement-u": "Movement", + "half-move-u": "Half Move: ", + "full-move-u": "Full Move: ", + "charge-u": "Charge: ", + "run-u": "Run: ", + "modifier-u": "Modifiers: ", + "fatigue-u": "Fatigue", + "size-u": "Size:", + "average-(4)-u": "Average (4)", + "miniscule-(1)-u": "Miniscule (1)", + "puny-(2)-u": "Puny (2)", + "weedy-(3)-u": "Weedy (3)", + "hulking-(5)-u": "Hulking (5)", + "enormous-(6)-u": "Enormous (6)", + "massive-(7)-u": "Massive (7)", + "immense-(8)-u": "Immense (8)", + "monumental-(9)-u": "Monumental (9)", + "titanic-(10)-u": "Titanic (10)", + "armour-and-defence-u": "Armour & Defence", + "head-u": "Head", + "armor-value-u": "Ar", + "ar-u": "AR", + "body-u": "Body", + "al-u": "AL", + "lr-u": "LR", + "ll-u": "LL", + "wounds-u": "Wounds", + "total-u": "Total: ", + "critical-damage-u": "Critical Damage: ", + "status-u": "Status: ", + "unharmed-u": "Unharmed", + "lightly-damaged-u": "Lightly Damaged", + "heavily-damaged-u": "Heavily Damaged", + "critically-damaged-u": "Critically Damaged", + "conditions-u": "Conditions", + "recently-healed-u": "Recently Healed", + "blinded-u": "Blinded", + "blood-loss-u": "Blood Loss", + "deafened-u": "Deafened", + "falling-u": "Falling", + "fire-u": "Fire", + "stunned-u": "Stunned", + "suffocation-u": "Suffocation", + "unconsciousness-u": "Unconsciousness", + "useless-limbs-u": "Useless Limbs", + "vacuum-u": "Vacuum", + "amputated-limb-u": "Amputated Limb", + "lost-hand-u": "Lost Hand", + "lost-arm-u": "Lost Arm", + "lost-eye-u": "Lost Eye", + "lost-foot-u": "Lost Foot", + "lost-leg-u": "Lost Leg", + "cybernetic-modifiers-u": "Cybernetics Modifiers", + "bionic-left-arm-u": "Bionic Arm (left): ", + "bionic-right-arm-u": "Bionic Arm (Right): ", + "machine-trait-u": "Machine Trait: ", + "left-leg-bionic-u": "Bionic Leg (Left): ", + "right-leg-bionic-u": "Bionic Leg (Right): ", + "special-abilities-u": "Special Abilities", + "skills-u": "Skills", + "acrobatics-u": "Acrobatics", + "ag-u": "(Ag)", + "s-u": "(S)", + "athletics-u": "Athletics", + "t-u": "(T)", + "awareness-u": "Awareness", + "per-u": "(Per)", + "fel-u": "(Fel)", + "int-u": "(Int)", + "charm-u": "Charm", + "fellowship-u": "Fel", + "Infamy-u": "Inf", + "command-u": "Command", + "intelligence-u": "Int", + "strength-u": "S", + "willpower-u": "WP", + "commerce-u": "Commerce", + "deceive-u": "Deceive", + "dodge-u": "Dodge", + "inquiry-u": "Inquiry", + "interrogation-u": "Interrogation", + "intimidate-u": "Intimidate", + "logic-u": "Logic", + "medicae-u": "Medicae", + "navigate-u": "Navigate", + "surface-u": "Surface", + "stellar-u": "Stellar", + "warp-u": "Warp", + "operate-u": "Operate", + "g-u": "(Ag)", + "aeronautica-u": "Aeronautica", + "voidship-u": "Voidship", + "parry-u": "Parry", + "weapon-skill-u": "WS", + "psyniscience-u": "Psyniscience", + "scrutiny-u": "Scrutiny", + "security-u": "Security", + "sleight-of-hand-u": "Sleight Of Hand", + "stealth-u": "Stealth", + "survival-u": "Survival", + "tech-use-u": "Tech-Use", + "linguistics-u": "Linguistics", + "trade-u": "Trade", + "lore-u": "Lore", + "common-u": "Common", + "scholastic-u": "Scholastic", + "forbidden-u": "Forbidden", + "other-skills-u": "Other Skills", + "ballistic-skill-u": "BS", + "toughness-u": "T", + "perception-u": "Perception", + "corruption-u": "Corruption (C)", + "insanity-u": "Insanity (Is)", + "talents-u": "Talents", + "page-number-#-u": "pg#", + "traits-u": "Traits:", + "aptitudes-u": "Aptitudes", + "aptitude": "Aptitude", + "general-u": "General", + "offence-u": "Offence", + "finesse-u": "Finesse", + "defence-u": "Defence", + "psyker-u": "Psyker", + "tech-u": "Tech", + "knowledge-u": "Knowledge", + "leadership-u": "Leadership", + "fieldcraft-u": "Fieldcraft", + "elite-advances-u": "Elite Advances", + "elite-advance-u": "Elite Advance:", + "advance-title-u": "Advance Title", + "experience-points-u": "XP", + "experience-u": "Experience", + "xp-to-spend-u": "XP to Spend:", + "total-spent-u": "Total Spent:", + "advancements-taken-u": "Advancements Taken:", + "zero-u": "0", + "mental-disorders-u": "Mental Disorders", + "malignancies-u": "Malignancies", + "mutations-u": "Mutations", + "mutation-perception-u": "Per", + "name-u": "Name:", + "type-u": "Type:", + "homeworld-u": "Homeworld", + "appearance-u": "Appearance:", + "personality-u": "Personality:", + "weaponskill-u": "WS", + "unnatural-characteristics-u": "Unnatural Characteristics", + "armor-bonus-u": "AB", + "multiplied-by-2-u": "x2", + "multiplied-by-3-u": "x3", + "multiplied-by-6-u": "x6", + "soak-u": "Soak", + "arm-right-u": "AR", + "arm-left-u": "AL", + "leg-right-u": "LR", + "leg-left-u": "LL", + "talents-and-traits-u": "Talents & Traits", + "gear-and-weapons-u": "Gear & Weapons", + "special-rules-u": "Special Rules", + "miscellaneous-and-notes-u": "Miscellaneous & Notes", + "weight-u": "wt.", + "kilograms-u": "kg", + "class-u": "Class:", + "melee-u": "Melee", + "damage-u": "Damage:", + "energy-u": "Energy", + "impact-u": "Impact", + "rending-u": "Rending", + "explosive-u": "Explosive", + "penetration-u": "Pen:", + "special-u": "Special:", + "hit-u": "Hit", + "range-u": "Range:", + "rate-of-fire-u": "RoF:", + "clip-u": "Clip:", + "reload-u": "Reload:", + "mission-objective-pending-u": "Compact Objective Pending", + "objective-u": "Objective: ", + "primary-objective-pending": "Primary Objective Pending", + "pending-secondary-objective-u": "Pending Secondary Objective", + "journal-entry-u": "Journal Entry", + "armour-u": "Armour:", + "tactical-speed-u": "Tactical Speed:", + "cruising-speed-u": "Cruising Speed:", + "manoeuvrability-u": "Manoeuvrability:", + "integrity-u": "Integrity:", + "crew-u": "Crew:", + "weapons-u": "Weapons:", + "focus-power-test-u": "Focus Power Test", + "willpower": "Willpower", + "psychic-powers-u": "Psychic Powers", + "bound-u": "Bound", + "unbound-u": "Unbound", + "daemonic-u": "Daemonic", + "psy-rating-u": "Psy Rating:", + "action-u": "Action:", + "focus-power-u": "Focus Power:", + "subtype-u": "Subtype:", + "sustained-u": "Sustained:", + "damage-type-u": "Damage Type:", + "e-u": "E", + "i-u": "I", + "r-u": "R", + "max-push-u": "Max Push:", + "sustaining-u": "Sustaining:", + "number-sustained-powers-u": "Number of Powers Sustained", + "ranged-weapons-u": "Ranged Weapons", + "pistol-u": "Pistol", + "basic-u": "Basic", + "heavy-u": "Heavy", + "thrown-u": "Thrown", + "vehicle-u": "Vehicle", + "melee-weapons-u": "Melee Weapons", + "daemon-weapons-u": "Daemon Weapons", + "daemons-willpower-u": "Daemon's Willpower:", + "zero-zero-u": "00", + "binding-strength-u": "Binding Strength:", + "alignment-u": "Alignment:", + "undivided-u": "Undivided", + "khorne-u": "Khorne", + "nurgle-u": "Nurgle", + "slaanesh-u": "Slaanesh", + "tzeentch-u": "Tzeentch", + "unique-u": "Unique", + "vulgar-u": "Vulgar", + "jealous-u": "Jealous", + "prideful-u": "Prideful", + "vindicative-u": "Vindictive", + "overbearing-u": "Overbearing", + "ranged-u": "Range:", + "attributes-u": "Attributes:", + "cybernetics-u": "Cybernetics", + "max-carry-wt-(sb+tb)-u": "Max Carry WT (SB+TB): ", + "peers-u": "Peers", + "peer-u": "Peer: ", + "enemies-u": "Enemies", + "enemy-u": "Enemy: ", + "scatter-diagram-u": "Scatter Diagram", + "front-u": "Front :", + "side-u": "Side :", + "rear-u": "Rear :", + "permanent-psy-modifier-u": "10/-10", + "current-psy-rating-u": "Current Psy Rating:", + "psy-phenomenon-peril-test-u": "Psychic Phenomena and Perils of the Warp Table Rolls", + "psychic-phenomena-u": "Psychic Phenomena", + "peril-warp-u": "Perils of the Warp", + "spaceships-u": "Spaceships", + "hull-type-u": "Hull Type:", + "turret-rating-u": "Turret Rating:", + "shields-u": "Shield(s):", + "detection-u": "Detection:", + "speed-u": "Speed:", + "morale-u": "Morale:", + "crew-rating-u": "Crew Rating:", + "space-u": "Space:", + "spaceship-power-u": "Power:", + "weapon-capacity-u": "Weapon Capacity:", + "weapon-capacity-dorsal-u": "Dorsal:", + "weapon-capacity-prow-u": "Prow:", + "weapon-capacity-keel-u": "Keel:", + "weapon-capacity-port-u": "Port:", + "weapon-capacity-starboard-u": "Starboard:", + "essential-components-u": "Essential Components:", + "supplementary-components-u": "Supplementary Components:" +} diff --git a/Black-Seven/translations/ca.json b/Black-Seven/translations/ca.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/ca.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/hu.json b/Black-Seven/translations/hu.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/hu.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black_Crusade/translations/ca.json b/Black_Crusade/translations/ca.json new file mode 100644 index 0000000000..189034a170 --- /dev/null +++ b/Black_Crusade/translations/ca.json @@ -0,0 +1,358 @@ +{ + "player-sheet-u": "Player Sheet", + "gear-u": "Gear", + "advancements-u": "Advancements", + "npcs-u": "NPCS", + "allies-u": "Allies", + "ally-u": "Ally: ", + "journal-u": "Journal", + "vehicles-u": "Vehicles", + "pride-u": "Pride: ", + "race-u": "Race: ", + "psykana-u": "Psykana", + "specials-u": "Special Traits:", + "social-u": "Social", + "character-name-u": "Character Name:", + "archetype-u": "Archetype:", + "current-alignment-u": "Current Alignment: ", + "info-u": "Info", + "power-mod-u": "Power Modifier: ", + "cast-u": "Cast", + "background-u": "Background:", + "player-name-u": "Player Name:", + "gender-u": "Gender:", + "eyes-u": "Eyes:", + "capacity-u": "Carrying Capacity:", + "age-u": "Age:", + "build-u": "Build:", + "complexion-u": "Complexion:", + "hair-u": "Hair:", + "disgrace-u": "Disgrace:", + "warband-name-u": "Warband Name:", + "characteristics-u": "Characteristics", + "weapon-skill-(ws)-u": "Weapon Skill (WS)", + "ws-u": "(WS)", + "none-(0)-u": "None (0)", + "simple-(+5)-u": "Simple (+5)", + "intermediate-(+10)-u": "Intermediate (+10)", + "trained-(+15)-u": "Trained (+15)", + "proficient-(+20)-u": "Proficient (+20)", + "expert-(+25)-u": "Expert (+25)", + "ballistic-skill-(bs)-u": "Ballistic Skill (BS)", + "strength-(s)-u": "Strength (S)", + "toughness-(t)-u": "Toughness (T)", + "agility-(ag)-u": "Agility (Ag)", + "intelligence-(int)-u": "Intelligence (Int)", + "perception-(per)-u": "Perception (Per)", + "willpower-(wp)-u": "Willpower (WP)", + "fellowship-(fel)-u": "Fellowship (Fel)", + "infamy-(inf)-u": "Infamy (Inf)", + "infamy-points-u": "Infamy Points", + "threshold-u": "Threshold:", + "current-u": "Current: ", + "initiative-u": "Initiative", + "agility-u": "Ag", + "aagility-u": "Agility", + "movement-u": "Movement", + "half-move-u": "Half Move: ", + "full-move-u": "Full Move: ", + "charge-u": "Charge: ", + "run-u": "Run: ", + "modifier-u": "Modifiers: ", + "fatigue-u": "Fatigue", + "size-u": "Size:", + "average-(4)-u": "Average (4)", + "miniscule-(1)-u": "Miniscule (1) (-30 to Hit)", + "puny-(2)-u": "Puny (2) (-20 to Hit)", + "weedy-(3)-u": "Weedy (3) (-10 to Hit)", + "hulking-(5)-u": "Hulking (5) (+10 to Hit)", + "enormous-(6)-u": "Enormous (6) (+20 to Hit)", + "massive-(7)-u": "Massive (7) (+30 to Hit)", + "immense-(8)-u": "Immense (8) (+40 to Hit)", + "monumental-(9)-u": "Monumental (9) (+50 to Hit)", + "titanic-(10)-u": "Titanic (10) (+60 to Hit)", + "armour-and-defence-u": "Armour & Defence", + "head-u": "Head", + "armor-value-u": "Ar", + "ar-u": "AR", + "body-u": "Body", + "al-u": "AL", + "lr-u": "LR", + "ll-u": "LL", + "wounds-u": "Wounds", + "total-u": "Total: ", + "total-xp-u": "Total XP: ", + "critical-damage-u": "Critical Damage: ", + "status-u": "Status: ", + "unharmed-u": "Unharmed", + "lightly-damaged-u": "Lightly Damaged", + "heavily-damaged-u": "Heavily Damaged", + "critically-damaged-u": "Critically Damaged", + "conditions-u": "Conditions", + "recently-healed-u": "Recently Healed", + "blinded-u": "Blinded", + "blood-loss-u": "Blood Loss", + "deafened-u": "Deafened", + "falling-u": "Falling", + "fire-u": "Fire", + "stunned-u": "Stunned", + "suffocation-u": "Suffocation", + "unconsciousness-u": "Unconsciousness", + "useless-limbs-u": "Useless Limbs", + "vacuum-u": "Vacuum", + "amputated-limb-u": "Amputated Limb", + "lost-hand-u": "Lost Hand", + "lost-arm-u": "Lost Arm", + "lost-eye-u": "Lost Eye", + "lost-foot-u": "Lost Foot", + "lost-leg-u": "Lost Leg", + "cybernetic-modifiers-u": "Cybernetics Modifiers", + "bionic-left-arm-u": "Bionic Arm (left): ", + "bionic-right-arm-u": "Bionic Arm (Right): ", + "machine-trait-u": "Machine Trait: ", + "left-leg-bionic-u": "Bionic Leg (Left): ", + "right-leg-bionic-u": "Bionic Leg (Right): ", + "special-abilities-u": "Special Abilities", + "skills-u": "Skills", + "acrobatics-u": "Acrobatics", + "ag-u": "(Ag)", + "s-u": "(S)", + "athletics-u": "Athletics", + "t-u": "(T)", + "awareness-u": "Awareness", + "per-u": "(Per)", + "fel-u": "(Fel)", + "int-u": "(Int)", + "inf-u": "(Inf)", + "charm-u": "Charm", + "fellowship-u": "Fel", + "afellowship-u": "Fellowship", + "infamy-u": "Inf", + "ainfamy-u": "Infamy", + "command-u": "Command", + "intelligence-u": "Int", + "aintelligence-u": "Intelligence", + "strength-u": "S", + "astrength-u": "Strength", + "willpower-u": "WP", + "wp-u": "(WP)", + "awillpower-u": "Willpower", + "commerce-u": "Commerce", + "deceive-u": "Deceive", + "dodge-u": "Dodge", + "inquiry-u": "Inquiry", + "interrogation-u": "Interrogation", + "intimidate-u": "Intimidate", + "logic-u": "Logic", + "medicae-u": "Medicae", + "navigate-u": "Navigate", + "surface-u": "Surface", + "stellar-u": "Stellar", + "warp-u": "Warp", + "operate-u": "Operate", + "g-u": "(Ag)", + "aeronautica-u": "Aeronautica", + "voidship-u": "Voidship", + "parry-u": "Parry", + "weapon-skill-u": "WS", + "aweapon-skill-u": "Weapon Skill", + "psyniscience-u": "Psyniscience", + "psyniscienceP-u": "Psyniscience (Per)", + "psyniscienceWP-u": "Psyniscience (WP)", + "scrutiny-u": "Scrutiny", + "security-u": "Security", + "sleight-of-hand-u": "Sleight Of Hand", + "stealth-u": "Stealth", + "survival-u": "Survival", + "tech-use-u": "Tech-Use", + "linguistics-u": "Linguistics", + "trade-u": "Trade", + "lore-u": "Lore", + "common-u": "Common", + "scholastic-u": "Scholastic", + "forbidden-u": "Forbidden", + "other-skills-u": "Other Skills", + "ballistic-skill-u": "BS", + "aballistic-skill-u": "Ballistic Skill", + "toughness-u": "T", + "atoughness-u": "Toughness", + "perception-u": "Per", + "aperception-u": "Perception", + "corruption-u": "Corruption (C)", + "insanity-u": "Insanity (Is)", + "talents-u": "Talents", + "page-number-#-u": "pg#", + "traits-u": "Traits", + "experience-points-u": "XP", + "experience-u": "Experience", + "xp-to-spend-u": "XP to Spend:", + "total-spent-u": "Total XP Spent:", + "advancements-taken-u": "Advancements Taken:", + "zero-u": "0", + "mental-disorders-u": "Mental Disorders", + "gifts-of-the-gods-u": "Gifts of the Gods", + "rewards-of-the-dark-gods-u": "Rewards of the Dark Gods", + "mutation-perception-u": "Per", + "name-u": "Name:", + "type-u": "Type:", + "homeworld-u": "Homeworld", + "appearance-u": "Appearance:", + "personality-u": "Personality:", + "weaponskill-u": "WS", + "unnatural-characteristics-u": "Unnatural Characteristics", + "armor-bonus-u": "AB", + "multiplied-by-2-u": "x2", + "multiplied-by-3-u": "x3", + "multiplied-by-6-u": "x6", + "soak-u": "Soak", + "arm-right-u": "AR", + "arm-left-u": "AL", + "leg-right-u": "LR", + "leg-left-u": "LL", + "side-u": "Side:", + "rear-u": "Rear:", + "talents-and-traits-u": "Talents & Traits", + "gear-and-weapons-u": "Gear & Weapons", + "special-rules-u": "Special Rules", + "miscellaneous-and-notes-u": "Miscellaneous & Notes", + "weight-u": "wt.", + "kilograms-u": "kg", + "class-u": "Class:", + "classe-u": "Class:", + "melee-u": "Melee", + "damage-u": "Damage", + "energy-u": "Energy", + "impact-u": "Impact", + "rending-u": "Rending", + "explosive-u": "Explosive", + "penetration-u": "Pen:", + "special-u": "Special:", + "hit-u": "Hit", + "range-u": "Range:", + "rate-of-fire-u": "RoF:", + "clip-u": "Clip:", + "reload-u": "Reload:", + "mission-objective-pending-u": "Mission Objective Pending", + "objective-u": "Objective: ", + "primary-objective-pending": "Primary Objective Pending", + "pending-secondary-objective-u": "Pending Secondary Objective", + "journal-entry-u": "Journal Entry", + "armour-u": "Armour:", + "front-u": "Front:", + "tactical-speed-u": "Tactical Speed:", + "cruising-speed-u": "Cruising Speed:", + "manoeuvrability-u": "Manoeuvrability:", + "integrity-u": "Integrity:", + "crew-u": "Crew:", + "weapons-u": "Weapons:", + "focus-power-test-u": "Focus Power Test", + "willpower": "Willpower", + "psychic-powers-u": "Psychic Powers", + "bound-u": "Bound", + "unbound-u": "Unbound", + "daemonic-u": "Daemonic", + "psy-rating-u": "Psy Rating:", + "action-u": "Action:", + "focus-power-u": "Focus Power:", + "subtype-u": "Subtype:", + "sustained-u": "Sustained:", + "damage-type-u": "Damage Type:", + "e-u": "E", + "mod-u": "Mod: ", + "max-u": "Max: ", + "available-u": "Available: ", + "i-u": "I", + "r-u": "R", + "max-push-u": "Max Push:", + "+2/3/4-u": "+2/3/4", + "sustaining-u": "Sustaining:", + "+10-psychic-phenomena-u": "+10 PP / -1 PR", + "ranged-weapons-u": "Ranged Weapons", + "pistol-u": "Pistol", + "basic-u": "Basic", + "heavy-u": "Heavy", + "thrown-u": "Thrown", + "vehicle-u": "Vehicle", + "melee-weapons-u": "Melee Weapons", + "daemon-weapons-u": "Daemon Weapons", + "daemons-willpower-u": "Daemon's Willpower:", + "zero-zero-u": "00", + "binding-strength-u": "Binding Strength:", + "alignment-u": "Alignment", + "undivided-u": "Undivided", + "khorne-u": "Khorne: ", + "nurgle-u": "Nurgle: ", + "slaanesh-u": "Slaanesh: ", + "tzeentch-u": "Tzeentch: ", + "unique-u": "Unique", + "vulgar-u": "Vulgar", + "jealous-u": "Jealous", + "prideful-u": "Prideful", + "vindicative-u": "Vindictive", + "overbearing-u": "Overbearing", + "attributes-u": "Attributes:", + "cybernetics-u": "Cybernetics", + "max-carry-wt-(sb+tb)-u": "Base Carry Weight S+T: ", + "peers-u": "Peers", + "peer-u": "Peer: ", + "enemies-u": "Enemies", + "enemy-u": "Enemy: ", + "cost-u": "Cost", + "advancement-u": "Advancement", + "scatter-diagram-u": "Scatter Diagram", + "succes": "Degrees of Success:", + "fail": "Degrees of Failure:", + "magazine-u": "Magazine:", + "modifiermelee-u": "Mod. attack:", + "modifierparry-u": "Mod. parry:", + "bs-u": "+SB", + "bs2-u": "+SBx2", + "bs3-u": "+SBx3", + "nibs-u": "No SN", + "Frenzy-u": "Frenzy", + "adamage-u": "Damage:", + "unarmed-u": "Unarmed", + "bscrew-u": "Crew's BS", + "modifier": "Modifier", + "attacktype": "Attack Type", + "standard": "Standard", + "allout": "All Out", + "charge": "Charge", + "chargeber": "Berserker Charge", + "calledshot": "Called shot", + "calledshotSS": "Called shot with Sure Strike", + "calledshotPB": "Called shot with Precise Blow", + "calledshotDES": "Called shot with Deadeye Shot", + "calledshotST": "Called shot with Sharptrooper", + "swiftattack": "Swift Attack", + "lightning": "Lightning Attack", + "aim": "Aim", + "noaim": "No Aim", + "aimh": "Half Aim", + "aimf": "Full Aim", + "singleshot": "Single Shot", + "semiauto": "Semi Auto", + "fullauto": "Full Auto", + "suppressingfire": "Suppressing Fire", + "rangePB": "Point Blank", + "rangeshort": "Short Range", + "rangelong": "Long Range", + "rangeext": "Extreme Range", + "psychicstrength": "Psychic Strength ?", + "fettered": "Fettered", + "unfettered": "Unfettered", + "push": "Push", + "location": "Hit Location:", + "head": "Head", + "body": "Body", + "arm-right": "Right Arm", + "arm-left": "Left Arm", + "leg-right": "Right Leg", + "leg-left": "Left Leg", + "specialweapondice": "Special Weapon Dice Rolls", + "proven": "Proven (X) : {1d10, 0d1+X}kh1", + "tearing": "Tearing : 2d10d1", + "primitive": "Primitive (X) : {1d10, X+0d0}dh1", + "1d5weapon": "1d5 weapons : ceil(1d10/2)", + "unaligned-u": "Unaligned: " +} diff --git a/Black_Crusade/translations/hu.json b/Black_Crusade/translations/hu.json new file mode 100644 index 0000000000..189034a170 --- /dev/null +++ b/Black_Crusade/translations/hu.json @@ -0,0 +1,358 @@ +{ + "player-sheet-u": "Player Sheet", + "gear-u": "Gear", + "advancements-u": "Advancements", + "npcs-u": "NPCS", + "allies-u": "Allies", + "ally-u": "Ally: ", + "journal-u": "Journal", + "vehicles-u": "Vehicles", + "pride-u": "Pride: ", + "race-u": "Race: ", + "psykana-u": "Psykana", + "specials-u": "Special Traits:", + "social-u": "Social", + "character-name-u": "Character Name:", + "archetype-u": "Archetype:", + "current-alignment-u": "Current Alignment: ", + "info-u": "Info", + "power-mod-u": "Power Modifier: ", + "cast-u": "Cast", + "background-u": "Background:", + "player-name-u": "Player Name:", + "gender-u": "Gender:", + "eyes-u": "Eyes:", + "capacity-u": "Carrying Capacity:", + "age-u": "Age:", + "build-u": "Build:", + "complexion-u": "Complexion:", + "hair-u": "Hair:", + "disgrace-u": "Disgrace:", + "warband-name-u": "Warband Name:", + "characteristics-u": "Characteristics", + "weapon-skill-(ws)-u": "Weapon Skill (WS)", + "ws-u": "(WS)", + "none-(0)-u": "None (0)", + "simple-(+5)-u": "Simple (+5)", + "intermediate-(+10)-u": "Intermediate (+10)", + "trained-(+15)-u": "Trained (+15)", + "proficient-(+20)-u": "Proficient (+20)", + "expert-(+25)-u": "Expert (+25)", + "ballistic-skill-(bs)-u": "Ballistic Skill (BS)", + "strength-(s)-u": "Strength (S)", + "toughness-(t)-u": "Toughness (T)", + "agility-(ag)-u": "Agility (Ag)", + "intelligence-(int)-u": "Intelligence (Int)", + "perception-(per)-u": "Perception (Per)", + "willpower-(wp)-u": "Willpower (WP)", + "fellowship-(fel)-u": "Fellowship (Fel)", + "infamy-(inf)-u": "Infamy (Inf)", + "infamy-points-u": "Infamy Points", + "threshold-u": "Threshold:", + "current-u": "Current: ", + "initiative-u": "Initiative", + "agility-u": "Ag", + "aagility-u": "Agility", + "movement-u": "Movement", + "half-move-u": "Half Move: ", + "full-move-u": "Full Move: ", + "charge-u": "Charge: ", + "run-u": "Run: ", + "modifier-u": "Modifiers: ", + "fatigue-u": "Fatigue", + "size-u": "Size:", + "average-(4)-u": "Average (4)", + "miniscule-(1)-u": "Miniscule (1) (-30 to Hit)", + "puny-(2)-u": "Puny (2) (-20 to Hit)", + "weedy-(3)-u": "Weedy (3) (-10 to Hit)", + "hulking-(5)-u": "Hulking (5) (+10 to Hit)", + "enormous-(6)-u": "Enormous (6) (+20 to Hit)", + "massive-(7)-u": "Massive (7) (+30 to Hit)", + "immense-(8)-u": "Immense (8) (+40 to Hit)", + "monumental-(9)-u": "Monumental (9) (+50 to Hit)", + "titanic-(10)-u": "Titanic (10) (+60 to Hit)", + "armour-and-defence-u": "Armour & Defence", + "head-u": "Head", + "armor-value-u": "Ar", + "ar-u": "AR", + "body-u": "Body", + "al-u": "AL", + "lr-u": "LR", + "ll-u": "LL", + "wounds-u": "Wounds", + "total-u": "Total: ", + "total-xp-u": "Total XP: ", + "critical-damage-u": "Critical Damage: ", + "status-u": "Status: ", + "unharmed-u": "Unharmed", + "lightly-damaged-u": "Lightly Damaged", + "heavily-damaged-u": "Heavily Damaged", + "critically-damaged-u": "Critically Damaged", + "conditions-u": "Conditions", + "recently-healed-u": "Recently Healed", + "blinded-u": "Blinded", + "blood-loss-u": "Blood Loss", + "deafened-u": "Deafened", + "falling-u": "Falling", + "fire-u": "Fire", + "stunned-u": "Stunned", + "suffocation-u": "Suffocation", + "unconsciousness-u": "Unconsciousness", + "useless-limbs-u": "Useless Limbs", + "vacuum-u": "Vacuum", + "amputated-limb-u": "Amputated Limb", + "lost-hand-u": "Lost Hand", + "lost-arm-u": "Lost Arm", + "lost-eye-u": "Lost Eye", + "lost-foot-u": "Lost Foot", + "lost-leg-u": "Lost Leg", + "cybernetic-modifiers-u": "Cybernetics Modifiers", + "bionic-left-arm-u": "Bionic Arm (left): ", + "bionic-right-arm-u": "Bionic Arm (Right): ", + "machine-trait-u": "Machine Trait: ", + "left-leg-bionic-u": "Bionic Leg (Left): ", + "right-leg-bionic-u": "Bionic Leg (Right): ", + "special-abilities-u": "Special Abilities", + "skills-u": "Skills", + "acrobatics-u": "Acrobatics", + "ag-u": "(Ag)", + "s-u": "(S)", + "athletics-u": "Athletics", + "t-u": "(T)", + "awareness-u": "Awareness", + "per-u": "(Per)", + "fel-u": "(Fel)", + "int-u": "(Int)", + "inf-u": "(Inf)", + "charm-u": "Charm", + "fellowship-u": "Fel", + "afellowship-u": "Fellowship", + "infamy-u": "Inf", + "ainfamy-u": "Infamy", + "command-u": "Command", + "intelligence-u": "Int", + "aintelligence-u": "Intelligence", + "strength-u": "S", + "astrength-u": "Strength", + "willpower-u": "WP", + "wp-u": "(WP)", + "awillpower-u": "Willpower", + "commerce-u": "Commerce", + "deceive-u": "Deceive", + "dodge-u": "Dodge", + "inquiry-u": "Inquiry", + "interrogation-u": "Interrogation", + "intimidate-u": "Intimidate", + "logic-u": "Logic", + "medicae-u": "Medicae", + "navigate-u": "Navigate", + "surface-u": "Surface", + "stellar-u": "Stellar", + "warp-u": "Warp", + "operate-u": "Operate", + "g-u": "(Ag)", + "aeronautica-u": "Aeronautica", + "voidship-u": "Voidship", + "parry-u": "Parry", + "weapon-skill-u": "WS", + "aweapon-skill-u": "Weapon Skill", + "psyniscience-u": "Psyniscience", + "psyniscienceP-u": "Psyniscience (Per)", + "psyniscienceWP-u": "Psyniscience (WP)", + "scrutiny-u": "Scrutiny", + "security-u": "Security", + "sleight-of-hand-u": "Sleight Of Hand", + "stealth-u": "Stealth", + "survival-u": "Survival", + "tech-use-u": "Tech-Use", + "linguistics-u": "Linguistics", + "trade-u": "Trade", + "lore-u": "Lore", + "common-u": "Common", + "scholastic-u": "Scholastic", + "forbidden-u": "Forbidden", + "other-skills-u": "Other Skills", + "ballistic-skill-u": "BS", + "aballistic-skill-u": "Ballistic Skill", + "toughness-u": "T", + "atoughness-u": "Toughness", + "perception-u": "Per", + "aperception-u": "Perception", + "corruption-u": "Corruption (C)", + "insanity-u": "Insanity (Is)", + "talents-u": "Talents", + "page-number-#-u": "pg#", + "traits-u": "Traits", + "experience-points-u": "XP", + "experience-u": "Experience", + "xp-to-spend-u": "XP to Spend:", + "total-spent-u": "Total XP Spent:", + "advancements-taken-u": "Advancements Taken:", + "zero-u": "0", + "mental-disorders-u": "Mental Disorders", + "gifts-of-the-gods-u": "Gifts of the Gods", + "rewards-of-the-dark-gods-u": "Rewards of the Dark Gods", + "mutation-perception-u": "Per", + "name-u": "Name:", + "type-u": "Type:", + "homeworld-u": "Homeworld", + "appearance-u": "Appearance:", + "personality-u": "Personality:", + "weaponskill-u": "WS", + "unnatural-characteristics-u": "Unnatural Characteristics", + "armor-bonus-u": "AB", + "multiplied-by-2-u": "x2", + "multiplied-by-3-u": "x3", + "multiplied-by-6-u": "x6", + "soak-u": "Soak", + "arm-right-u": "AR", + "arm-left-u": "AL", + "leg-right-u": "LR", + "leg-left-u": "LL", + "side-u": "Side:", + "rear-u": "Rear:", + "talents-and-traits-u": "Talents & Traits", + "gear-and-weapons-u": "Gear & Weapons", + "special-rules-u": "Special Rules", + "miscellaneous-and-notes-u": "Miscellaneous & Notes", + "weight-u": "wt.", + "kilograms-u": "kg", + "class-u": "Class:", + "classe-u": "Class:", + "melee-u": "Melee", + "damage-u": "Damage", + "energy-u": "Energy", + "impact-u": "Impact", + "rending-u": "Rending", + "explosive-u": "Explosive", + "penetration-u": "Pen:", + "special-u": "Special:", + "hit-u": "Hit", + "range-u": "Range:", + "rate-of-fire-u": "RoF:", + "clip-u": "Clip:", + "reload-u": "Reload:", + "mission-objective-pending-u": "Mission Objective Pending", + "objective-u": "Objective: ", + "primary-objective-pending": "Primary Objective Pending", + "pending-secondary-objective-u": "Pending Secondary Objective", + "journal-entry-u": "Journal Entry", + "armour-u": "Armour:", + "front-u": "Front:", + "tactical-speed-u": "Tactical Speed:", + "cruising-speed-u": "Cruising Speed:", + "manoeuvrability-u": "Manoeuvrability:", + "integrity-u": "Integrity:", + "crew-u": "Crew:", + "weapons-u": "Weapons:", + "focus-power-test-u": "Focus Power Test", + "willpower": "Willpower", + "psychic-powers-u": "Psychic Powers", + "bound-u": "Bound", + "unbound-u": "Unbound", + "daemonic-u": "Daemonic", + "psy-rating-u": "Psy Rating:", + "action-u": "Action:", + "focus-power-u": "Focus Power:", + "subtype-u": "Subtype:", + "sustained-u": "Sustained:", + "damage-type-u": "Damage Type:", + "e-u": "E", + "mod-u": "Mod: ", + "max-u": "Max: ", + "available-u": "Available: ", + "i-u": "I", + "r-u": "R", + "max-push-u": "Max Push:", + "+2/3/4-u": "+2/3/4", + "sustaining-u": "Sustaining:", + "+10-psychic-phenomena-u": "+10 PP / -1 PR", + "ranged-weapons-u": "Ranged Weapons", + "pistol-u": "Pistol", + "basic-u": "Basic", + "heavy-u": "Heavy", + "thrown-u": "Thrown", + "vehicle-u": "Vehicle", + "melee-weapons-u": "Melee Weapons", + "daemon-weapons-u": "Daemon Weapons", + "daemons-willpower-u": "Daemon's Willpower:", + "zero-zero-u": "00", + "binding-strength-u": "Binding Strength:", + "alignment-u": "Alignment", + "undivided-u": "Undivided", + "khorne-u": "Khorne: ", + "nurgle-u": "Nurgle: ", + "slaanesh-u": "Slaanesh: ", + "tzeentch-u": "Tzeentch: ", + "unique-u": "Unique", + "vulgar-u": "Vulgar", + "jealous-u": "Jealous", + "prideful-u": "Prideful", + "vindicative-u": "Vindictive", + "overbearing-u": "Overbearing", + "attributes-u": "Attributes:", + "cybernetics-u": "Cybernetics", + "max-carry-wt-(sb+tb)-u": "Base Carry Weight S+T: ", + "peers-u": "Peers", + "peer-u": "Peer: ", + "enemies-u": "Enemies", + "enemy-u": "Enemy: ", + "cost-u": "Cost", + "advancement-u": "Advancement", + "scatter-diagram-u": "Scatter Diagram", + "succes": "Degrees of Success:", + "fail": "Degrees of Failure:", + "magazine-u": "Magazine:", + "modifiermelee-u": "Mod. attack:", + "modifierparry-u": "Mod. parry:", + "bs-u": "+SB", + "bs2-u": "+SBx2", + "bs3-u": "+SBx3", + "nibs-u": "No SN", + "Frenzy-u": "Frenzy", + "adamage-u": "Damage:", + "unarmed-u": "Unarmed", + "bscrew-u": "Crew's BS", + "modifier": "Modifier", + "attacktype": "Attack Type", + "standard": "Standard", + "allout": "All Out", + "charge": "Charge", + "chargeber": "Berserker Charge", + "calledshot": "Called shot", + "calledshotSS": "Called shot with Sure Strike", + "calledshotPB": "Called shot with Precise Blow", + "calledshotDES": "Called shot with Deadeye Shot", + "calledshotST": "Called shot with Sharptrooper", + "swiftattack": "Swift Attack", + "lightning": "Lightning Attack", + "aim": "Aim", + "noaim": "No Aim", + "aimh": "Half Aim", + "aimf": "Full Aim", + "singleshot": "Single Shot", + "semiauto": "Semi Auto", + "fullauto": "Full Auto", + "suppressingfire": "Suppressing Fire", + "rangePB": "Point Blank", + "rangeshort": "Short Range", + "rangelong": "Long Range", + "rangeext": "Extreme Range", + "psychicstrength": "Psychic Strength ?", + "fettered": "Fettered", + "unfettered": "Unfettered", + "push": "Push", + "location": "Hit Location:", + "head": "Head", + "body": "Body", + "arm-right": "Right Arm", + "arm-left": "Left Arm", + "leg-right": "Right Leg", + "leg-left": "Left Leg", + "specialweapondice": "Special Weapon Dice Rolls", + "proven": "Proven (X) : {1d10, 0d1+X}kh1", + "tearing": "Tearing : 2d10d1", + "primitive": "Primitive (X) : {1d10, X+0d0}dh1", + "1d5weapon": "1d5 weapons : ceil(1d10/2)", + "unaligned-u": "Unaligned: " +} diff --git a/Blades in the Dark/translations/ca.json b/Blades in the Dark/translations/ca.json new file mode 100644 index 0000000000..6bd76dac68 --- /dev/null +++ b/Blades in the Dark/translations/ca.json @@ -0,0 +1,1203 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "The addition of chain mail, metal plates, a metal helm", + "a_2nd_pistol": "A 2nd Pistol", + "a_blade_or_two": "A Blade or Two", + "a_blade_or_two_description": "Perhaps you carry a simple fighting knife. Or two curved swords. Or a rapier and stiletto. Or a heavy butcher’s cleaver.", + "a_consequence": "a consequence", + "a_large_weapon": "A Large Weapon", + "a_large_weapon_description": "A weapon meant for two hands. A battle-axe, greatsword, warhammer, or pole-arm. A hunting rifle. A blunderbuss. A bow or crossbow.", + "a_pistol": "A Pistol", + "a_pistol_description": "A heavy, single-shot, breech-loading firearm. Devastating at 20 paces, slow to reload.", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "alcahest": "Alcahest", + "alchemicals": "Alchemicals", + "alchemicals_label": "Label for alchemicals section", + "alias": "Alias", + "alternate_iruvian_playbooks": "Unoffical alternate Iruvian playbooks", + "an_unusual_weapon": "An Unusual weapon", + "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A whip, a flail, a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots.", + "an_upgrade": "An upgrade", + "arcane_implements": "Arcane Implements", + "arcane_implements_description": "A vial of quicksilver. A pouch of black salt. A spirit anchor in the form of a small stone. A spirit bottle. A vial of electroplasm, designed to break and splatter on impact.", + "armor": "Armor", + "armor_description": "A thick leather tunic plus reinforced gloves and boots.", + "armor_uses": "Armor uses", + "assassins": "Assassins", + "assault": "Assault", + "assist_a_teammate": "Assist a teammate", + "attune": "Attune", + "attune_description": "Attune to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_info": "Academic — Labor — Law — Trade — Military — Noble — Underworld", + "bandoliers": "Bandoliers", + "bestial": "Bestial", + "binding_oil": "Binding Oil", + "boat": "Boat", + "boat_carriage_other": "Boat — Carriage — Other", + "bold": "bold", + "bolster": "Bolster your crew's reputation or develop a new one.", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "bound": "Bound", + "bravos": "Bravos", + "broken": "Broken", + "burglary_gear": "Burglary Gear", + "burglary_gear_description": "A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand.", + "carriage": "Carriage", + "chaotic": "Chaotic", + "character_mode": "Character Mode", + "chat_image": "Image to show alongside chat rolls", + "choose_2_features": "choose 2 features", + "choose_3_functions": "choose 3 functions", + "claim_above_the_law": "Above\nthe Law", + "claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar": "Ancient Altar", + "claim_ancient_altar_description": "+1d engagement\nfor occult plans", + "claim_ancient_gate": "Ancient Gate", + "claim_ancient_gate_description": "Safe passage in\nthe Deathlands", + "claim_ancient_obelisk": "Ancient Obelisk", + "claim_ancient_obelisk_description": "-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower": "Ancient\nTower", + "claim_ancient_tower_description": "+1d to Consort\nw/ arcane entities\non site", + "claim_barracks": "Barracks", + "claim_barracks_description": "+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates": "Bluecoat\nConfederates", + "claim_bluecoat_confederates_description": "+1d engagement\nfor assault plans", + "claim_bluecoat_confidants": "Bluecoat\nConfidants", + "claim_bluecoat_confidants_description": "-2 heat per score", + "claim_bluecoat_intimidation": "Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description": "-2 heat per score", + "claim_catacombs": "\nCatacombs", + "claim_catacombs_description": "+1d to Study or\nTinker on site", + "claim_city_records": "City Records", + "claim_city_records_description": "+1d engagement\nfor stealth plans", + "claim_cloister": "Cloister", + "claim_cloister_description": "+1 scale for your\nAdepts cohorts", + "claim_cover_identities": "Cover Identities", + "claim_cover_identities_description": "+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation": "Cover\nOperation", + "claim_cover_operation_description": "-2 heat per score", + "claim_covert_drops": "Covert Drops", + "claim_covert_drops_description": "+2 coin for espionage\nor sabotage", + "claim_defiant_citizens": "Defiant\nCitizens", + "claim_defiant_citizens_description": "Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted": "Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law", + "claim_drug_den": "Drug Den", + "claim_drug_den_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy": "Envoy", + "claim_envoy_description": "+2 coin for high-\nclass targets", + "claim_fierce_allies": "\nFierce Allies", + "claim_fierce_allies_description": "All your experts\nare loyal", + "claim_fighting_pits": "Fighting Pits", + "claim_fighting_pits_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer": "Fixer", + "claim_fixer_description": "+2 coin for lower-\nclass targets", + "claim_fleet": "Fleet", + "claim_fleet_description": "Your cohorts have\ntheir own vehicles", + "claim_foreign_market": "Foreign Market", + "claim_foreign_market_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den": "Gambling Den", + "claim_gambling_den_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm": "Hagfish Farm", + "claim_hagfish_farm_description": "Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths": "\nHidden Paths", + "claim_hidden_paths_description": "+1d to Prowl back\nto your lair", + "claim_infirmary": "Infirmary", + "claim_infirmary_description": "+1d to healing\nrolls", + "claim_informants": "Informants", + "claim_informants_description": "+1d gather info\nfor scores", + "claim_interrogation_chamber": "Interrogation\nChamber", + "claim_interrogation_chamber_description": "+1d to Command\nand Sway on site", + "claim_local_graft": "Local Graft", + "claim_local_graft_description": "+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes": "\nLocal Heroes", + "claim_local_heroes_description": "+1d to indulge\nvice", + "claim_lookouts": "Lookouts", + "claim_lookouts_description": "+1d to Survey or\nHunt on your turf", + "claim_loyal_fence": "Loyal Fence", + "claim_loyal_fence_description": "+2 coin for burglary\nor robbery", + "claim_luxury_fence": "Luxury Fence", + "claim_luxury_fence_description": "+2 coin for high-\nclass targets", + "claim_luxury_venue": "Luxury Venue", + "claim_luxury_venue_description": "+1d to Consort\nand Sway on site", + "claim_offertory": "Offertory", + "claim_offertory_description": "+2 coin for occult\noperations", + "claim_personal_clothier": "Personal\nClothier", + "claim_personal_clothier_description": "+1d engagement\nroll for social plans", + "claim_protection_racket": "Protection\nRacket", + "claim_protection_racket_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity": "\nPublicity", + "claim_publicity_description": "+2 rep on\ntakedown scores", + "claim_sacred_nexus": "Sacred Nexus", + "claim_sacred_nexus_description": "+1d to healing\nrolls", + "claim_sanctuary": "Sanctuary", + "claim_sanctuary_description": "+1d to Command\nand Sway on site", + "claim_secret_pathways": "Secret\nPathways", + "claim_secret_pathways_description": "+1d engagement\nfor stealth plans", + "claim_secret_routes": "Secret Routes", + "claim_secret_routes_description": "+1d engagement\nfor transport plans", + "claim_side_business": "Side Business", + "claim_side_business_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well": "Spirit Well", + "claim_spirit_well_description": "+1d to Attune\non site", + "claim_street_fence": "Street Fence", + "claim_street_fence_description": "+2 coin for lower-\nclass targets", + "claim_surplus_caches": "Surplus Caches", + "claim_surplus_caches_description": "+2 coin for product\nsale or supply", + "claim_tavern": "Tavern", + "claim_tavern_description": "+1d to Consort\nand Sway on site", + "claim_terrorized_citizens": "Terrorized\nCitizens", + "claim_terrorized_citizens_description": "+2 coin for battle\nor extortion", + "claim_the_hookup": "The Hookup", + "claim_the_hookup_description": "Smugglers, +1d to\nacquire asets", + "claim_training_rooms": "Training\nRooms", + "claim_training_rooms_description": "+1 scale for your\nSkulks cohorts", + "claim_turf": "\nTurf", + "claim_vice_den": "Vice Den", + "claim_vice_den_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies": "Victim\nTrophies", + "claim_victim_trophies_description": "+1 rep per score", + "claim_warehouse": "Warehouse", + "claim_warehouse_description": "Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses": "Warehouses", + "claim_warehouses_description": "Stockpiles give you\n+1d to acquire\nassets", + "clanking": "Clanking", + "climbing_gear": "Climbing Gear", + "climbing_gear_description": "A large coil of rope. A small coil of rope. Grappling hooks. A small pouch of chalk dust. A climbing harness with loops and metal rings. A set of iron pitons and a small mallet.", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cohort", + "cohort_quality": "Cohort Quality", + "cohorts": "Cohorts", + "coin": "Coin", + "cold": "Cold", + "command": "Command", + "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the crew's gangs.", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "crew": "Crew", + "crew_ability_accord": "Accord", + "crew_ability_accord_description": "Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands": "All Hands", + "crew_ability_all_hands_description": "During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed": "Anointed", + "crew_ability_anointed_description": "You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word": "As Good as Your Word", + "crew_ability_as_good_as_your_word_description": "You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers": "Avengers", + "crew_ability_avengers_description": "Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers": "Blood Brothers", + "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness": "Bound in Darkness", + "crew_ability_bound_in_darkness_description": "You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen": "Chosen", + "crew_ability_chosen_description": "Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction": "Conviction", + "crew_ability_conviction_description": "Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make — from now until you indulge this vice again.", + "crew_ability_crow's_veil": "Crow's Veil", + "crew_ability_crow's_veil_description": "Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous": "Dangerous", + "crew_ability_dangerous_description": "Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly": "Deadly", + "crew_ability_deadly_description": "Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers": "Door Kickers", + "crew_ability_door_kickers_description": "When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath": "Emberdeath", + "crew_ability_emberdeath_description": "Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals": "Everyone Steals", + "crew_ability_everyone_steals_description": "Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors": "Favors", + "crew_ability_favors_description": "Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends": "Fiends", + "crew_ability_fiends_description": "Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire": "Forged in the Fire", + "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes": "Ghost Echoes", + "crew_ability_ghost_echoes_description": "From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market": "Ghost Market", + "crew_ability_ghost_market_description": "Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage": "Ghost Passage", + "crew_ability_ghost_passage_description": "From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate": "Glory Incarnate", + "crew_ability_glory_incarnate_description": "Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society": "High Society", + "crew_ability_high_society_description": "It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked": "Hooked", + "crew_ability_hooked_description": "Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through": "Just Passing Through", + "crew_ability_just_passing_through_description": "During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage": "Leverage", + "crew_ability_leverage_description": "Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family": "Like Part of the Family", + "crew_ability_like_part_of_the_family_description": "Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection": "Misdirection", + "crew_ability_misdirection_description": "At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass": "Moral Compass", + "crew_ability_moral_compass_description": "Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces": "No Traces", + "crew_ability_no_traces_description": "When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats": "Pack Rats", + "crew_ability_pack_rats_description": "Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron": "Patron", + "crew_ability_patron_description": "When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators": "Predators", + "crew_ability_predators_description": "When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers": "Reavers", + "crew_ability_reavers_description": "When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades": "Renegades", + "crew_ability_renegades_description": "Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots": "Roots", + "crew_ability_roots_description": "During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood": "Sealed in Blood", + "crew_ability_sealed_in_blood_description": "Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story": "Second Story", + "crew_ability_second_story_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues": "Silver Tongues", + "crew_ability_silver_tongues_description": "Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery": "Slippery", + "crew_ability_slippery_description": "When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized": "Synchronized", + "crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff": "The Good Stuff", + "crew_ability_the_good_stuff_description": "Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side": "Thorn in your Side", + "crew_ability_thorn_in_your_side_description": "When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation": "Uncanny Preparation", + "crew_ability_uncanny_preparation_description": "Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_ability_vipers": "Vipers", + "crew_ability_vipers_description": "When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs": "War Dogs", + "crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry": "Zealotry", + "crew_ability_zealotry_description": "Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement": "Crew Advancement", + "crew_assassins_contact_0": "Trev, a gang boss", + "crew_assassins_contact_1": "Lydra, a deal broker", + "crew_assassins_contact_2": "Irimina, a vicious noble", + "crew_assassins_contact_3": "Karlos, a bounty hunter", + "crew_assassins_contact_4": "Exeter, a spirit warden", + "crew_assassins_contact_5": "Sevoy, a merchant lord", + "crew_assassins_description": "Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description": "Accident — Disappearance — Murder — Ransom", + "crew_assassins_hunting_grounds_type": "Hunting Grounds", + "crew_assassins_xp_condition": "Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0": "Meg, a pit-fighter", + "crew_bravos_contact_1": "Conway, a bluecoat", + "crew_bravos_contact_2": "Keller, a blacksmith", + "crew_bravos_contact_3": "Tomas, a physicker", + "crew_bravos_contact_4": "Walker, a ward boss", + "crew_bravos_contact_5": "Lutes, a tavern owner", + "crew_bravos_description": "Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description": "Battle — Extortion — Sabotage — Smash & Grab", + "crew_bravos_hunting_grounds_type": "Hunting Grounds", + "crew_bravos_xp_condition": "Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0": "Gagan, an academic", + "crew_cult_contact_1": "Adikin, an occultist", + "crew_cult_contact_2": "Hutchins, an antiquarian", + "crew_cult_contact_3": "Moriya, a spirit trafficker", + "crew_cult_contact_4": "Mateas Kline, a noble", + "crew_cult_contact_5": "Bennett, an astronomer", + "crew_cult_description": "Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description": "Acquisition — Augury — Consecration — Sacrifice", + "crew_cult_hunting_grounds_type": "Sacred Sites", + "crew_cult_xp_condition": "Advance the agenda of your deity or embody its precepts in action.", + "crew_description": "A short crew description", + "crew_hawkers_contact_0": "Rolan Wott, a magistrate", + "crew_hawkers_contact_1": "Laroze, a bluecoat", + "crew_hawkers_contact_2": "Lydra, a deal broker", + "crew_hawkers_contact_3": "Hoxley, a smuggler", + "crew_hawkers_contact_4": "Anya, a dilettante", + "crew_hawkers_contact_5": "Marlo, a gang boss", + "crew_hawkers_description": "Vice\nDealers", + "crew_hawkers_hunting_grounds_description": "Sale — Supply — Show of Force — Socialize", + "crew_hawkers_hunting_grounds_type": "Sales Territory", + "crew_hawkers_xp_condition": "Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode": "Crew Mode", + "crew_shadows_contact_0": "Dowler, an explorer", + "crew_shadows_contact_1": "Laroze, a bluecoat", + "crew_shadows_contact_2": "Amancio, a deal broker", + "crew_shadows_contact_3": "Fitz, a collector", + "crew_shadows_contact_4": "Adelaide Phroaig, a noble", + "crew_shadows_contact_5": "Rigney, a tavern owner", + "crew_shadows_description": "Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description": "Burglary — Espionage — Robbery — Sabotage", + "crew_shadows_hunting_grounds_type": "Hunting Grounds", + "crew_shadows_xp_condition": "Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet": "Crew sheet", + "crew_smugglers_contact_0": "Elynn, a dock worker", + "crew_smugglers_contact_1": "Rolan, a drug dealer", + "crew_smugglers_contact_2": "Sera, an arms dealer", + "crew_smugglers_contact_3": "Nyelle, a spirit trafficker", + "crew_smugglers_contact_4": "Decker, an anarchist", + "crew_smugglers_contact_5": "Esme, a tavern owner", + "crew_smugglers_description": "Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description": "Arcane/Weird — Arms — Contraband — Passengers", + "crew_smugglers_hunting_grounds_type": "Cargo Types", + "crew_smugglers_xp_condition": "Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier": "Crew Tier", + "crew_upgrade_assassin_rigging": "Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge": "Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging": "Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage": "Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed": "Composed (+1 stress box)", + "crew_upgrade_cult_rigging": "Cult rigging (2 free load of documents or implements)", + "crew_upgrade_dedicated_crafters": "Dedicated crafters", + "crew_upgrade_elite_adepts": "Elite Adepts", + "crew_upgrade_elite_rooks": "Elite Rooks", + "crew_upgrade_elite_rovers": "Elite Rovers", + "crew_upgrade_elite_skulks": "Elite Skulks", + "crew_upgrade_elite_thugs": "Elite Thugs", + "crew_upgrade_hardened": "Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging": "Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts": "Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars": "Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained": "Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair": "Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging": "Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_steady": "Steady (+1 stress box)", + "crew_upgrade_thief_rigging": "Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken": "Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys": "Underground maps & passkeys", + "crew_upgrade_vigilantes_attire": "Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight": "Willing to Fight (Experts are braves)", + "crew_upgrades": "Crew Upgrades", + "crew_vigilantes_contact_0": "Mara, a chief inspector", + "crew_vigilantes_contact_1": "Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2": "Soren, a restless ghost", + "crew_vigilantes_contact_3": "Remira, a reluctant Lampblack", + "crew_vigilantes_contact_4": "Anis, a Spirit Warden", + "crew_vigilantes_contact_5": "Badger, a brilliant inventor", + "crew_vigilantes_description": "Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description": "Uniting — Interference — Resistance — Terror", + "crew_vigilantes_hunting_grounds_type": "Protected Grounds", + "crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult": "Cult", + "custom_action_labels": "Use custom action labels", + "cutter": "Cutter", + "dark_talent": "Vampire's Dark Talent:", + "deception": "Deception", + "deity": "Deity", + "deity_features_info": "Alluring — Cruel — Ferocious — Monstrous — Radiant — Sinister — Serene — Transcendent", + "deity_label": "Label to use for Deity", + "demolition_tools": "Demolition Tools", + "demolition_tools_description": "A sledgehammer and iron spikes. Heavy drill. Crowbar.", + "description": "Description", + "desperate": "Desperate", + "destructive": "Destructive", + "detail_assault": "Point of attack", + "detail_deception": "Method", + "detail_occult": "Arcane power", + "detail_social": "Connection", + "detail_stealth": "Entry point", + "detail_transport": "Route", + "devils_bargain": "Devil's Bargain", + "documents": "Documents", + "documents_description": "A collection of slim volumes on a variety of topics, including a registry of the nobility, City Watch commanders, and other notable citizens. Blank pages, a vial of ink, a pen. A number of interesting maps.", + "drain": "Drain", + "drift_oil": "Drift Oil", + "drown_powder": "Drown Powder", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite": "Elite", + "engagement": "Engagement", + "entanglement": "Entanglement", + "expert": "Expert", + "express_crew": "Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes": "Extra xp boxes for vampires", + "eyeblind_poison": "Eyeblind Poison", + "faction_barrowcleft": "Barrowcleft", + "faction_bluecoats": "Bluecoats", + "faction_brightstone": "Brightstone", + "faction_cabbies": "Cabbies", + "faction_charhollow": "Charhollow", + "faction_charterhall": "Charterhall", + "faction_city_council": "City Council", + "faction_coalridge": "Coalridge", + "faction_crow's_foot": "Crow's Foot", + "faction_cyphers": "Cyphers", + "faction_dagger_isles_consulate": "Dagger Isles Consulate", + "faction_deathlands_scavengers": "Deathlands Scavengers", + "faction_dockers": "Dockers", + "faction_dunslough": "Dunslough", + "faction_gondoliers": "Gondoliers", + "faction_imperial_military": "Imperial Military", + "faction_ink_rakes": "Ink Rakes", + "faction_inspectors": "Inspectors", + "faction_ironhook_prison": "Ironhook Prison", + "faction_iruvian_consulate": "Iruvian Consulate", + "faction_laborers": "Laborers", + "faction_leviathan_hunters": "Leviathan Hunters", + "faction_lord_scurlock": "Lord Scurlock", + "faction_ministry_of_preservation": "Ministry of Preservation", + "faction_mode": "Faction Mode", + "faction_nightmarket": "Nightmarket", + "faction_notes": "Faction notes", + "faction_rail_jacks": "Rail Jacks", + "faction_sailors": "Sailors", + "faction_servants": "Servants", + "faction_severosi_consulate": "Severosi Consulate", + "faction_silkshore": "Silkshore", + "faction_six_towers": "Six Towers", + "faction_skovlan_consulate": "Skovlan Consulate", + "faction_skovlander_refugees": "Skovlander Refugees", + "faction_sparkwrights": "Sparkwrights", + "faction_spirit_wardens": "Spirit Wardens", + "faction_the_billhooks": "The Billhooks", + "faction_the_brigade": "The Brigade", + "faction_the_church_of_ecstasy": "The Church of Ecstasy", + "faction_the_circle_of_flame": "The Circle of Flame", + "faction_the_crows": "The Crows", + "faction_the_dimmer_sisters": "The Dimmer Sisters", + "faction_the_docks": "The Docks", + "faction_the_foghounds": "The Foghounds", + "faction_the_forgotten_gods": "The Forgotten Gods", + "faction_the_foundation": "The Foundation", + "faction_the_gray_cloaks": "The Gray Cloaks", + "faction_the_grinders": "The Grinders", + "faction_the_hive": "The Hive", + "faction_the_horde": "The Horde", + "faction_the_lampblacks": "The Lampblacks", + "faction_the_lost": "The Lost", + "faction_the_path_of_echoes": "The Path of Echoes", + "faction_the_reconciled": "The Reconciled", + "faction_the_red_sashes": "The Red Sashes", + "faction_the_silver_nails": "The Silver Nails", + "faction_the_unseen": "The Unseen", + "faction_the_weeping_lady": "The Weeping Lady", + "faction_the_wraiths": "The Wraiths", + "faction_ulf_ironborn": "Ulf Ironborn", + "faction_whitecrown": "Whitecrown", + "factions1": "Underworld", + "factions2": "Institutions", + "factions3": "Labor & Trade", + "factions4": "The Fringe", + "factions5": "Citizenry", + "factions_title": "Factions of Doskvol", + "faris": "Faris", + "features": "Features", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.", + "fire_oil": "Fire Oil", + "fixated": "Fixated", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "forbidden": "Forbidden", + "forger": "Forger", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "frame": "Frame", + "frame_description": "Frame description", + "frame_feature": "Frame feature", + "friend_name": "Friend name", + "friends": "Friends", + "functions": "Functions", + "functions_info": "to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious": "Furious", + "gang": "Gang", + "gang_type": "Thugs", + "gather_information": "Gather Information", + "gatherinfo_are_they_telling": "Are they telling the truth?", + "gatherinfo_how_can_I_blend": "How can I blend in here?", + "gatherinfo_how_can_I_discover": "How can I discover [X]?", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_how_can_I_hurt": "How can I hurt them?", + "gatherinfo_how_can_I_reveal": "How can I reveal [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_can_I_tinker": "What can I tinker with here?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_do_they_really": "What do they really care about?", + "gatherinfo_what_do_they_want": "What do they want most?", + "gatherinfo_what_drives_them": "What drives them to do this?", + "gatherinfo_what_echoes": "What echoes in the ghost field?", + "gatherinfo_what_is_arcane": "What is arcane or weird here?", + "gatherinfo_what_is_hidden": "What is hidden or lost here?", + "gatherinfo_what_might_happen": "What might happen if I [X]?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_whats_the_best_way": "What's the best way in?", + "gatherinfo_where_can_I_hide": "Where can I hide here?", + "gatherinfo_where_did_x_go": "Where did [X] go?", + "gatherinfo_where_they_vulnerable": "Where are they vulnerable?", + "gatherinfo_wheres_the_leverage": "Where's the leverage here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "gatherinfo_whos_most_afraid": "Who's most afraid of me?", + "gatherinfo_whos_most_dangerous": "Who's most dangerous here?", + "gear": "Gear", + "generate_factions": "Generate Factions", + "ghost": "Ghost", + "ghost_traits": "Ghost traits", + "ghost_viceblurb": "You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom": "Gloom", + "grenade": "Grenade", + "harm": "Harm", + "haunted": "Haunted", + "hawkers": "Hawkers", + "healing": "Healing", + "heat": "Heat", + "heat_label": "Label to use for Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "hidden": "Hidden", + "hold": "Hold", + "hound": "Hound", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hull": "Hull", + "hull_traits": "Hull traits", + "hull_viceblurb": "Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "implements": "Implements", + "indulge_vice": "Indulge Vice", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "janissary": "Janissary", + "lair": "Lair", + "lantern": "Lantern", + "lantern_description": "A simple oil lantern, a fancy electroplasmic lamp, or other light source.", + "lead_a_group_action": "Lead a group action", + "leaking": "Leaking", + "leech": "Leech", + "less_effect": "Less Effect", + "lifestyle": "Lifestyle", + "light": "Light", + "list_crews": "Assassins, Bravos, Cult, Hawkers, Shadows, Smugglers, or Vigilantes.", + "list_playbooks": "Cutter, Hound, Leech, Lurk, Slide, Spider, Whisper, Ghost, Hull, or Vampire.", + "load": "load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "minus1d": "-1D", + "mirage": "Mirage", + "name": "Name", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "obsessive": "Obsessive", + "occult": "Occult", + "ok": "OK", + "origin": "Origin", + "paranoid": "Paranoid", + "personal": "Personal", + "planning_load": "Planning & Load", + "planningdesc": "Choose a plan, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_a_little_something_on_the_side": "A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description": "At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo": "A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description": "You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist": "Alchemist", + "playbook_ability_alchemist_description": "When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambitious": "Ambitious", + "playbook_ability_ambitious_description": "You gain an additional xp trigger: You defended your turf or tried to expand it. If your crew followed your lead, also mark crew xp.", + "playbook_ability_ambush": "Ambush", + "playbook_ability_ambush_description": "When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst": "Analyst", + "playbook_ability_analyst_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight": "Arcane Sight", + "playbook_ability_arcane_sight_description": "Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer": "Artificer", + "playbook_ability_artificer_description": "When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton": "Automaton", + "playbook_ability_automaton_description": "You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn": "Battleborn", + "playbook_ability_battleborn_description": "You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard": "Bodyguard", + "playbook_ability_bodyguard_description": "When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating": "Calculating", + "playbook_ability_calculating_description": "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger": "Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description": "When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments": "Compartments", + "playbook_ability_compartments_description": "Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel": "Compel", + "playbook_ability_compel_description": "You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected": "Connected", + "playbook_ability_connected_description": "During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_cut-out": "Cut-out", + "playbook_ability_cut-out_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself when acting on someone else’s behalf.", + "playbook_ability_daredevil": "Daredevil", + "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent": "Dark Talent", + "playbook_ability_dark_talent_description": "Choose Insight, Prowess, or Resolve. Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate": "Dissipate", + "playbook_ability_dissipate_description": "You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_driven": "Driven", + "playbook_ability_driven_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when wreaking havoc and destruction.", + "playbook_ability_electroplasmic_projectors": "Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description": "You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise": "Expertise", + "playbook_ability_expertise_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_eye_for_weakness": "Eye for Weakness", + "playbook_ability_eye_for_weakness_description": "When you gather information about someone’s vulnerabilities, you get +1 effect. If you use this information to help plan a score, you also get +1d to the engagement roll for that operation.", + "playbook_ability_focused": "Focused", + "playbook_ability_focused_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight": "Foresight", + "playbook_ability_foresight_description": "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude": "Fortitude", + "playbook_ability_fortitude_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_fortune_teller": "Fortune Teller", + "playbook_ability_fortune_teller_description": "You may Attune to a nearby person’s thoughts, in order to “hear” them yourself.", + "playbook_ability_frame_upgrade": "Frame Upgrade", + "playbook_ability_frame_upgrade_description": "Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice": "Functioning Vice", + "playbook_ability_functioning_vice_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract": "Ghost Contract", + "playbook_ability_ghost_contract_description": "When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter": "Ghost Fighter", + "playbook_ability_ghost_fighter_description": "You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form": "Ghost Form", + "playbook_ability_ghost_form_description": "You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_friend": "Ghost Friend", + "playbook_ability_ghost_friend_description": "Through some arcane means, you are able to interact, physically and socially, with some supernatural beings as if they were normal humans. Choose one type: demons—forgotten gods—ghosts and spirits—hulls—vampires. Take this ability again to choose an additional type of being.", + "playbook_ability_ghost_hunter": "Ghost Hunter", + "playbook_ability_ghost_hunter_description": "Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_image": "Ghost Image", + "playbook_ability_ghost_image_description": "You may create an illusion, which affects one sense (sight, hearing, smell, etc) for as long as you concentrate. Take 1 stress when it manifests, plus 1 stress for each additional feature: it can affect multiple senses—it can move—it last for several minutes after you stop concentrating.", + "playbook_ability_ghost_in_the_machine": "Ghost in the Machine", + "playbook_ability_ghost_in_the_machine_description": "You can make inanimate objects move on their own, as if possessed by a ghost. Take 1 stress to do so, plus 1 stress for each extra feature: The objects function as a weapon—you break or damage something—you cause numerous objects to move.", + "playbook_ability_ghost_legion": "Ghost Legion", + "playbook_ability_ghost_legion_description": "Your entourage gains potency when fighting the supernatural or defending you from it, and an arcane ability: they can capture ghosts, they can survive in the deathlands, or you can possess their bodies from afar. Take this ability again to choose an additional arcane ability for your entourage.", + "playbook_ability_ghost_mind": "Ghost Mind", + "playbook_ability_ghost_mind_description": "You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil": "Ghost Veil", + "playbook_ability_ghost_veil_description": "You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice": "Ghost Voice", + "playbook_ability_ghost_voice_description": "You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward": "Ghost Ward", + "playbook_ability_ghost_ward_description": "You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_ghoul": "Ghoul", + "playbook_ability_ghoul_description": "You are able to consume any organic material, no matter how disgusting, as if it were food. You may devour an entire human body, and you are immune to poisons produced by plants and animals that are not arcane.", + "playbook_ability_hypnotic": "Hypnotic", + "playbook_ability_hypnotic_description": "You can push yourself to do one one of the following: paralyze someone you make eye contact with—plant a hypnotic command in someone’s mind, that they will obey at some later time.", + "playbook_ability_infiltrator": "Infiltrator", + "playbook_ability_infiltrator_description": "You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface": "Interface", + "playbook_ability_interface_description": "You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will": "Iron Will", + "playbook_ability_iron_will_description": "You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird": "Jail Bird", + "playbook_ability_jail_bird_description": "When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader": "Leader", + "playbook_ability_leader_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_a_star": "Like a Star", + "playbook_ability_like_a_star_description": "You can push yourself to do one of the following: levitate or float through the air like a ghost—produce a light from nothing (either brilliant and blinding or dim and long-lasting, your choice).", + "playbook_ability_like_looking_into_a_mirror": "Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description": "You can always tell when someone is lying to you.", + "playbook_ability_lost_&_found": "Lost & Found", + "playbook_ability_lost_&_found_description": "You may hide 1 item upon your person in such a way that it cannot be found until you produce it. It does not count against your load.", + "playbook_ability_machinist": "Machinist", + "playbook_ability_machinist_description": "You may expend your special armor to reduce harm caused by weapons, machinery, or devices, or to push yourself when using a gadget or other piece of technology.", + "playbook_ability_manifest": "Manifest", + "playbook_ability_manifest_description": "Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism": "Mesmerism", + "playbook_ability_mesmerism_description": "When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_misdirection": "Misdirection", + "playbook_ability_misdirection_description": "When you create a distraction, you get +1d.", + "playbook_ability_monstrous": "Monstrous", + "playbook_ability_monstrous_description": "You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman—take on the appearance of a frightening monster.", + "playbook_ability_mule": "Mule", + "playbook_ability_mule_description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with": "Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description": "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist": "Occultist", + "playbook_ability_occultist_description": "You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge": "Overcharge", + "playbook_ability_overcharge_description": "Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker": "Physicker", + "playbook_ability_physicker_description": "You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist": "Poltergeist", + "playbook_ability_poltergeist_description": "Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess": "Possess", + "playbook_ability_possess_description": "You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_practiced": "Practiced", + "playbook_ability_practiced_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself while dealing with the arcane.", + "playbook_ability_prepared": "Prepared", + "playbook_ability_prepared_description": "You may expend your special armor to resist consequences suffered during a flashback, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_pyromancer": "Pyromancer", + "playbook_ability_pyromancer_description": "You can push yourself to do one of the following: produce a cloud of smoke or unleash a gout of flame as a weapon—drastically raise or lower the temperature of your immediate vicinity.", + "playbook_ability_red_right_hand": "Red Right Hand", + "playbook_ability_red_right_hand_description": "When you assist a teammate, you can choose to take 2 stress instead of only 1, and they get +1 effect, as well as +1d.", + "playbook_ability_reflexes": "Reflexes", + "playbook_ability_reflexes_description": "When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_revolutionary": "Revolutionary", + "playbook_ability_revolutionary_description": "You gain an additional xp trigger: You attacked the government or the nobility. If your crew attacked them too, also mark crew xp.", + "playbook_ability_ritual": "Ritual", + "playbook_ability_ritual_description": "You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit": "Rook's Gambit", + "playbook_ability_rook's_gambit_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur": "Saboteur", + "playbook_ability_saboteur_description": "When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage": "Savage", + "playbook_ability_savage_description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout": "Scout", + "playbook_ability_scout_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull": "Secondary Hull", + "playbook_ability_secondary_hull_description": "Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_security": "Security", + "playbook_ability_security_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself when guarding a teammate.", + "playbook_ability_sending_a_message": "Sending a Message", + "playbook_ability_sending_a_message_description": "When you speak for a teammate or stand before them while they talk, you can help them Command or Sway without gaining stress.", + "playbook_ability_shadow": "Shadow", + "playbook_ability_shadow_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter": "Sharpshooter", + "playbook_ability_sharpshooter_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile": "Sinister Guile", + "playbook_ability_sinister_guile_description": "During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_snake_charmer": "Snake Charmer", + "playbook_ability_snake_charmer_description": "As long as you perform before a crowd, it is unable to be dispersed, and one person you name, in particular, is too transfixed to leave.", + "playbook_ability_strange_methods": "Strange Methods", + "playbook_ability_strange_methods_description": "When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_strategic_retreat": "Strategic Retreat", + "playbook_ability_strategic_retreat_description": "You can push yourself to do one of the following: break the enemy’s ranks with a charge or a barrage of suppressive fire—pull someone you can touch to freedom.", + "playbook_ability_subterfuge": "Subterfuge", + "playbook_ability_subterfuge_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_subterfuge_rakshasa": "Subterfuge", + "playbook_ability_subterfuge_rakshasa_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_survivor": "Survivor", + "playbook_ability_survivor_description": "From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest": "Tempest", + "playbook_ability_tempest_description": "You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power": "Terrible Power", + "playbook_ability_terrible_power_description": "Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_black_speech": "The Black Speech", + "playbook_ability_the_black_speech_description": "Through blessings, enchantments, or spells, you may communicate with animals just as easily as you can with humans, even the wildest of deathlands creatures.", + "playbook_ability_the_devil's_footsteps": "The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description": "When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_the_tiger's_fury": "The Tiger's Fury", + "playbook_ability_the_tiger's_fury_description": "You can push yourself to do one of the following: move to any location on the field of battle that you can see—push violently against your enemies, knocking them back, down, or over.", + "playbook_ability_tough_as_nails": "Tough as Nails", + "playbook_ability_tough_as_nails_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me": "Trust in Me", + "playbook_ability_trust_in_me_description": "You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead": "Undead", + "playbook_ability_undead_description": "You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_underworld_contacts": "Underworld Contacts", + "playbook_ability_underworld_contacts_description": "When you acquire an asset that is restricted, such as alchemicals, bombs, and other illegal materials, you get +1 result level to your roll, and you never attract additional heat for doing so.", + "playbook_ability_vengeful": "Vengeful", + "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous": "Venomous", + "playbook_ability_venomous_description": "Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_veteran": "Veteran", + "playbook_ability_veteran_description": "Choose a special ability from another source (can be taken more than once).", + "playbook_ability_vigorous": "Vigorous", + "playbook_ability_vigorous_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded": "Warded", + "playbook_ability_warded_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web": "Weaving the Web", + "playbook_ability_weaving_the_web_description": "You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement": "Playbook Advancement", + "playbook_cutter_description": "A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0": "Marlane, a pugilist", + "playbook_cutter_friend_1": "Chael, a vicious thug", + "playbook_cutter_friend_2": "Mercy, a cold killer", + "playbook_cutter_friend_3": "Grace, an extortionist", + "playbook_cutter_friend_4": "Sawtooth, a physicker", + "playbook_cutter_friends_title": "Dangerous Friends", + "playbook_cutter_xp_condition": "You addressed a challenge with violence or coercion.", + "playbook_description": "A short playbook description", + "playbook_faris_description": "A fearsome warlord, a sultan of the streets", + "playbook_faris_friend_0": "Bilal Maat, a corrupt lawyer", + "playbook_faris_friend_1": "Imran Pasha, a gang boss", + "playbook_faris_friend_2": "Lenora Drakewell, diplomat", + "playbook_faris_friend_3": "Nurul Fallash, leviathan captain", + "playbook_faris_friend_4": "Sordat Khan, a sheikh", + "playbook_faris_friends_title": "Powerful Friends", + "playbook_faris_xp_condition": "You addressed a challenge with a show of force or leadership.", + "playbook_forger_description": "A maker of\nhaunted\nmachines", + "playbook_forger_friend_0": "Esa Kessarin, a factory boss", + "playbook_forger_friend_1": "Jasmina, a washer woman", + "playbook_forger_friend_2": "Kheshiyyar, a thief", + "playbook_forger_friend_3": "Kudret, a union organizer", + "playbook_forger_friend_4": "Zajjidan, a strikebreaker", + "playbook_forger_friends_title": "Working Friends", + "playbook_forger_xp_condition": "You addressed a challenge with technical skills or devices.", + "playbook_ghost_description": "A spirit without a body", + "playbook_ghost_friends_title": "Enemies & Rivals", + "playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2": "You expressed your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3": "You struggled with issues from your need or glooms during the session.", + "playbook_hound_description": "A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0": "Steiner, an assassin", + "playbook_hound_friend_1": "Celene, a sentinel", + "playbook_hound_friend_2": "Melvir, a physicker", + "playbook_hound_friend_3": "Veleris, a spy", + "playbook_hound_friend_4": "Casta, a bounty hunter", + "playbook_hound_friends_title": "Deadly Friends", + "playbook_hound_xp_condition": "You addressed a challenge with tracking or violence.", + "playbook_hull_description": "A spirit animating a clockwork frame", + "playbook_hull_xp_condition": "You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2": "You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3": "You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword": "A cane-sword", + "playbook_item_a_special_friend": "A special friend", + "playbook_item_a_trained_hunting_pet": "A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)": "Bandolier of alchemicals (3)", + "playbook_item_black_lotus_resin": "Black lotus resin", + "playbook_item_blowgun_&_darts,_syringes": "Blowgun & darts, syringes", + "playbook_item_blueprints": "Blueprints", + "playbook_item_concealed_palm_pistol": "Concealed palm pistol", + "playbook_item_dark-sight_goggles": "Dark-sight goggles", + "playbook_item_demonbane_charm": "Demonbane charm", + "playbook_item_electroplasm_vials": "Electroplasm vials", + "playbook_item_electroplasmic_ammunition": "Electroplasmic ammunition", + "playbook_item_entourage": "Entourage", + "playbook_item_fine_bottle_of_whiskey": "Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry": "Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements": "Fine clothes and accoutrements", + "playbook_item_fine_cover_identity": "Fine cover identity", + "playbook_item_fine_disguise_kit": "Fine disguise kit", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_heavy_weapon": "Fine heavy weapon", + "playbook_item_fine_lightning_hook": "Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards": "Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks": "Fine lockpicks", + "playbook_item_fine_long_rifle": "Fine long rifle", + "playbook_item_fine_pair_of_pistols": "Fine pair of pistols", + "playbook_item_fine_personal_weapon": "Fine personal weapon", + "playbook_item_fine_shadow_cloak": "Fine shadow cloak", + "playbook_item_fine_spirit_mask": "Fine spirit mask", + "playbook_item_fine_tinkering_tools": "Fine tinkering tools", + "playbook_item_fine_uniform": "Fine uniform", + "playbook_item_fine_wrecking_tools": "Fine wrecking tools", + "playbook_item_forged_documents": "Forged documents", + "playbook_item_gadget": "Gadget", + "playbook_item_ghost_key": "Ghost key", + "playbook_item_light_climbing_gear": "Light climbing gear", + "playbook_item_manacles_&_chain": "Manacles & chain", + "playbook_item_protective_suit": "Protective suit", + "playbook_item_rage_essence_vial": "Rage essence vial", + "playbook_item_rare_book": "Rare book", + "playbook_item_scary_weapon_or_tool": "Scary weapon or tool", + "playbook_item_silence_potion_vial": "Silence potion vial", + "playbook_item_spirit_bottles_(2)": "Spirit bottles (2)", + "playbook_item_spiritbane_charm": "Spiritbane charm", + "playbook_item_spyglass": "Spyglass", + "playbook_item_trance_powder": "Trance powder", + "playbook_item_vial_of_slumber_essence": "Vial of slumber essence", + "playbook_janissary_description": "A staunch\nprotector\n& lookout", + "playbook_janissary_friend_0": "Aziz, a bartender", + "playbook_janissary_friend_1": "Hanifa, a maid", + "playbook_janissary_friend_2": "Nima, a snitch", + "playbook_janissary_friend_3": "Omid, muscle-for-hire", + "playbook_janissary_friend_4": "Vishka, a driver", + "playbook_janissary_friends_title": "Ordinary Friends", + "playbook_janissary_xp_condition": "You addressed a challenge with courage or attention to detail.", + "playbook_leech_description": "A Saboteur and\nTechnician", + "playbook_leech_friend_0": "Stazia, an apothecary", + "playbook_leech_friend_1": "Veldren, a psychonaut", + "playbook_leech_friend_2": "Eckerd, a corpse thief", + "playbook_leech_friend_3": "Jul, a blood dealer", + "playbook_leech_friend_4": "Malista, a priestess", + "playbook_leech_friends_title": "Clever Friends", + "playbook_leech_xp_condition": "You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description": "A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0": "Telda, a beggar", + "playbook_lurk_friend_1": "Darmot, a bluecoat", + "playbook_lurk_friend_2": "Frake, a locksmith", + "playbook_lurk_friend_3": "Roslyn Kellis, a noble", + "playbook_lurk_friend_4": "Petra, a city clerk", + "playbook_lurk_friends_title": "Shady Friends", + "playbook_lurk_xp_condition": "You addressed a challenge with stealth or evasion.", + "playbook_mirage_description": "A master of\nillusions", + "playbook_mirage_friend_0": "Arzu, an actress", + "playbook_mirage_friend_1": "Durjan Hask, a poet", + "playbook_mirage_friend_2": "Elif, a shopkeeper", + "playbook_mirage_friend_3": "Nasra Zoshavid, a city officia", + "playbook_mirage_friend_4": "Yashua, a street performer", + "playbook_mirage_friends_title": "Deceptive Friends", + "playbook_mirage_xp_condition": "You addressed a challenge with deception or showmanship.", + "playbook_rafiq_description": "A cunning\nintermediary\n& false friend", + "playbook_rafiq_friend_0": "Forcha Khoravid, a noble", + "playbook_rafiq_friend_1": "Mirza, a youth", + "playbook_rafiq_friend_2": "Nusha, a courtesan", + "playbook_rafiq_friend_3": "Qarraq, a demon", + "playbook_rafiq_friend_4": "Vishka, a kidnapper", + "playbook_rafiq_friends_title": "Close Friends", + "playbook_rafiq_xp_condition": "You addressed a challenge with subterfuge or influence.", + "playbook_rakshasa_description": "A hungry\nghoul", + "playbook_rakshasa_friend_0": "Benaz, a prison guard", + "playbook_rakshasa_friend_1": "Dameer, a death cultist", + "playbook_rakshasa_friend_2": "Mohadisa, an alchemist", + "playbook_rakshasa_friend_3": "Nimet, a coal seller", + "playbook_rakshasa_friend_4": "Raban, a gravedigger", + "playbook_rakshasa_friends_title": "Dirty Friends", + "playbook_rakshasa_xp_condition": "You addressed a challenge with stealth or violence.", + "playbook_slide_description": "A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0": "Bryl, a drug dealer", + "playbook_slide_friend_1": "Bazso Baz, a gang leader", + "playbook_slide_friend_2": "Klyra, a tavern owner", + "playbook_slide_friend_3": "Nyryx, a prostitute", + "playbook_slide_friend_4": "Harker, a jail-bird", + "playbook_slide_friends_title": "Sly Friends", + "playbook_slide_xp_condition": "You addressed a challenge with deception or in influence.", + "playbook_spider_description": "A Devious\nMastermind", + "playbook_spider_friend_0": "Salia, an information broker", + "playbook_spider_friend_1": "Augus, a master architect", + "playbook_spider_friend_2": "Jennah, a servant", + "playbook_spider_friend_3": "Riven, a chemist", + "playbook_spider_friend_4": "Jeren, a bluecoat archivist", + "playbook_spider_friends_title": "Shrewd Friends", + "playbook_spider_xp_condition": "You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description": "A spirit animating an undead body", + "playbook_vampire_friend_0": "Rutherford, a butler", + "playbook_vampire_friend_1": "Lylandra, a consort", + "playbook_vampire_friend_2": "Kira, a bodyguard", + "playbook_vampire_friend_3": "Otto, a coachman", + "playbook_vampire_friend_4": "Edrik, an envoy", + "playbook_vampire_friends_title": "Dark Servants", + "playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2": "You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3": "You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_vizier_description": "The figure\nbehind the\nthrone", + "playbook_vizier_friend_0": "Bilal Maat, an infernalist", + "playbook_vizier_friend_1": "Gulrukh, a librarian", + "playbook_vizier_friend_2": "Reyasso, an art dealer", + "playbook_vizier_friend_3": "Sallahattin, a lecturer", + "playbook_vizier_friend_4": "Tamadur Faran, the explorer", + "playbook_vizier_friends_title": "Learned Friends", + "playbook_vizier_xp_condition": "You addressed a challenge with planning or teamwork.", + "playbook_whisper_description": "An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0": "Nyryx, a possessor ghost", + "playbook_whisper_friend_1": "Scurlock, a vampire", + "playbook_whisper_friend_2": "Setarra, a demon", + "playbook_whisper_friend_3": "Quellyn, a witch", + "playbook_whisper_friend_4": "Flint, a spirit trafficker", + "playbook_whisper_friends_title": "Strange Friends", + "playbook_whisper_xp_condition": "You addressed a challenge with knowledge or arcane power.", + "playbook_zindiq_description": "A rebellious student of heretical science", + "playbook_zindiq_friend_0": "Faizani, a seditionist", + "playbook_zindiq_friend_1": "Hoshan, a junkie", + "playbook_zindiq_friend_2": "Jade Eyes, a cult leader", + "playbook_zindiq_friend_3": "Kashr, a madman", + "playbook_zindiq_friend_4": "Lenora Drakewell, a spy", + "playbook_zindiq_friends_title": "Volatile Friends", + "playbook_zindiq_xp_condition": "You addressed a challenge with rhetoric or destruction.", + "playbooks": "Playbooks", + "position": "Position", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "prowl": "Prowl", + "prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "push_yourself": "Push yourself", + "push_yourself_desc1": " (take 2 ", + "push_yourself_desc2": ") — or — accept a ", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "quicksilver": "Quicksilver", + "rafiq": "Rafiq", + "rakshasa": "Rakshasa", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "repelled": "Repelled", + "reputation": "Reputation", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "risky": "Risky", + "roll-inf": "roll", + "roll": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "ruthless": "Ruthless", + "savage": "Savage", + "secretive": "Secretive", + "secure": "Secure", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shadows": "Shadows", + "short": "short", + "show_bandolier_slots": "Show bandolier slots", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_deity": "Show deity fields", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_frame_section": "Show frame section (for hulls)", + "show_friend_contact_details": "Show friend/contact details", + "show_item_description": "Item/upgrade descriptions", + "show_origin": "Show origin field", + "show_outline": "Show outline for active input fields", + "show_vampire_strictures": "Show vampire strictures", + "skirmish": "Skirmish", + "skirmish_description": "Skirmish with an opponent in close combat; assault or hold a position; brawl and wrestle.", + "skullfire_poison": "Skullfire Poison", + "slide": "Slide", + "slumber": "Slumber", + "smoke_bomb": "Smoke Bomb", + "smoking": "Smoking", + "smugglers": "Smugglers", + "social": "Social", + "soft": "Soft", + "spark_drug": "Spark (drug)", + "sparking": "Sparking", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spider": "Spider", + "spirit_playbooks": "Spirit playbooks", + "standstill_poison": "Standstill Poison", + "stash": "Stash", + "status": "Status", + "stealth": "Stealth", + "stress": "Stress", + "stress_label": "Label to use for stress", + "strictures": "Strictures", + "strictures_bestial": "When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound": "Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden": "You cannot enter a private residence without permission from the owner.", + "strictures_repelled": "Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb": "When you gain a new vampire trait (except veteran), add a stricture.", + "strong": "Strong", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subterfuge_supplies": "Subterfuge Supplies", + "subterfuge_supplies_description": "A theatrical make-up kit. A selection of blank documents, ready for the forger's hand. Costume jewelry. A reversible cloak and distinctive hat. A forged badge of office.", + "supplies": "Supplies", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "sway": "Sway", + "sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.", + "teamwork": "Teamwork", + "territorial": "Territorial", + "throwing_knives": "Throwing Knives", + "throwing_knives_description": "Six small, light blades.", + "thugs": "Thugs", + "tier": "Tier", + "tinker": "Tinker", + "tinker_description": "Tinker with mechanisms to create, modify, disable, or repair; disable a trap, pick a lock, or crack a safe. Use the ubiquitous clockwork and electroplasmic devices around the city to your advantage.", + "tinkering_tools": "Tinkering Tools", + "tinkering_tools_description": "An assortment for detailed mechanist work: jeweler’s loupe, tweezers, a small hammer, pliers, screwdriver, etc.", + "tools": "Tools", + "training": "Training", + "trance_powder": "Trance Powder", + "transport": "Transport", + "trauma": "Trauma", + "trauma_label": "Label to use for trauma", + "traumata": "Traumata", + "turf": "Turf", + "unstable": "Unstable", + "upgrade": "Upgrade", + "upgrade_boat_description": "You have a boat, a dock on a waterway, and a small shack to store boating supplies. A second upgrade improves the boat with armor and more cargo capacity.", + "upgrade_carriage_description": "You have a carriage, two goats to pull it, and a stable. A second upgrade improves the carriage with armor and larger, swifter goats. Horses are very rare in Doskvol — most carriages in the city use the large Akorosian goat as their draft animal.", + "upgrade_costs": "Upgrade Costs", + "upgrade_documents_description": "+1 quality for Documents.", + "upgrade_gear_description": "+1 quality for Burglary Gear and Climbing Gear.", + "upgrade_hidden_description": "Your lair has a secret location and is disguised to hide it from view. If your lair is discovered, use two downtime activities and pay coin equal to your Tier to relocate it and hide it once again.", + "upgrade_implements_description": "+1 quality for Arcane Implements.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_mastery_description": "Your crew has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quarters_description": "Your lair includes living quarters for the crew. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_secure_description": "Your lair has locks, alarms, and traps to thwart intruders. A second upgrade improves the defenses to include arcane measures that work against spirits. You might roll your crew's Tier if these measures are ever put to the test, to see how well they thwart an intruder.", + "upgrade_supplies_description": "+1 quality for Subterfuge Supplies.", + "upgrade_tools_description": "+1 quality for Demolition Tools and Tinkering Tools.", + "upgrade_vault_description": "Your lair has a secure vault, increasing your storage capacity for coin to 8. A second upgrade increases your capacity to 16. A separate part of your vault can be used as a holding cell.", + "upgrade_weapons_description": "+1 quality for Weapons.", + "upgrade_workshop_description": "Your lair has a workshop appointed with tools for tinkering and alchemy, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your lair.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "vampire": "Vampire", + "vampire_traits": "Vampire traits", + "vampire_viceblurb": "Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault": "Vault", + "vaults": "Vaults", + "vehicle": "Vehicle", + "vehicle_edges_flaws": "Vehicle Edges\nNimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.\nSimple: The vehicle is easy to repair. Remove all of its harm during downtime.\nSturdy: The vehicle keeps operating even when broken.\n\nVehicle Flaws\nCostly: Thee vehicle costs 1 coin per downtime to keep in operation.\nDistinct: Thee vehicle has memorable features. Take +1 heat when you use it on a score.\nFinicky: The vehicle has quirks that only one person understands. When operated without them, the vehicle has -1 quality.", + "version": "Version", + "vice": "Vice", + "vice_info": "Faith — Gambling — Luxury — Obligation — Pleasure — Stupor — Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Vice / Purveyor", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vigilantes": "Vigilantes", + "vizier": "Vizier", + "wanted": "Wanted", + "wanted_label": "Label to use for Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak": "Weak", + "weapons": "Weapons", + "wear": "Wear", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "whisper": "Whisper", + "with": "with", + "workshop": "Workshop", + "wreck": "Wreck", + "wreck_description": "Wreck a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Bolster your crew's reputation or develop a new one.", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "zerodice": "Zero Dice — take the lowest result above", + "zindiq": "Zindiq" +} diff --git a/Blades in the Dark/translations/hu.json b/Blades in the Dark/translations/hu.json new file mode 100644 index 0000000000..6bd76dac68 --- /dev/null +++ b/Blades in the Dark/translations/hu.json @@ -0,0 +1,1203 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "The addition of chain mail, metal plates, a metal helm", + "a_2nd_pistol": "A 2nd Pistol", + "a_blade_or_two": "A Blade or Two", + "a_blade_or_two_description": "Perhaps you carry a simple fighting knife. Or two curved swords. Or a rapier and stiletto. Or a heavy butcher’s cleaver.", + "a_consequence": "a consequence", + "a_large_weapon": "A Large Weapon", + "a_large_weapon_description": "A weapon meant for two hands. A battle-axe, greatsword, warhammer, or pole-arm. A hunting rifle. A blunderbuss. A bow or crossbow.", + "a_pistol": "A Pistol", + "a_pistol_description": "A heavy, single-shot, breech-loading firearm. Devastating at 20 paces, slow to reload.", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "alcahest": "Alcahest", + "alchemicals": "Alchemicals", + "alchemicals_label": "Label for alchemicals section", + "alias": "Alias", + "alternate_iruvian_playbooks": "Unoffical alternate Iruvian playbooks", + "an_unusual_weapon": "An Unusual weapon", + "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A whip, a flail, a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots.", + "an_upgrade": "An upgrade", + "arcane_implements": "Arcane Implements", + "arcane_implements_description": "A vial of quicksilver. A pouch of black salt. A spirit anchor in the form of a small stone. A spirit bottle. A vial of electroplasm, designed to break and splatter on impact.", + "armor": "Armor", + "armor_description": "A thick leather tunic plus reinforced gloves and boots.", + "armor_uses": "Armor uses", + "assassins": "Assassins", + "assault": "Assault", + "assist_a_teammate": "Assist a teammate", + "attune": "Attune", + "attune_description": "Attune to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_info": "Academic — Labor — Law — Trade — Military — Noble — Underworld", + "bandoliers": "Bandoliers", + "bestial": "Bestial", + "binding_oil": "Binding Oil", + "boat": "Boat", + "boat_carriage_other": "Boat — Carriage — Other", + "bold": "bold", + "bolster": "Bolster your crew's reputation or develop a new one.", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "bound": "Bound", + "bravos": "Bravos", + "broken": "Broken", + "burglary_gear": "Burglary Gear", + "burglary_gear_description": "A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand.", + "carriage": "Carriage", + "chaotic": "Chaotic", + "character_mode": "Character Mode", + "chat_image": "Image to show alongside chat rolls", + "choose_2_features": "choose 2 features", + "choose_3_functions": "choose 3 functions", + "claim_above_the_law": "Above\nthe Law", + "claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3", + "claim_ancient_altar": "Ancient Altar", + "claim_ancient_altar_description": "+1d engagement\nfor occult plans", + "claim_ancient_gate": "Ancient Gate", + "claim_ancient_gate_description": "Safe passage in\nthe Deathlands", + "claim_ancient_obelisk": "Ancient Obelisk", + "claim_ancient_obelisk_description": "-1 stress cost for\nall arcane powers\nand rituals", + "claim_ancient_tower": "Ancient\nTower", + "claim_ancient_tower_description": "+1d to Consort\nw/ arcane entities\non site", + "claim_barracks": "Barracks", + "claim_barracks_description": "+1 scale for your\nThugs cohorts", + "claim_bluecoat_confederates": "Bluecoat\nConfederates", + "claim_bluecoat_confederates_description": "+1d engagement\nfor assault plans", + "claim_bluecoat_confidants": "Bluecoat\nConfidants", + "claim_bluecoat_confidants_description": "-2 heat per score", + "claim_bluecoat_intimidation": "Bluecoat\nIntimidation", + "claim_bluecoat_intimidation_description": "-2 heat per score", + "claim_catacombs": "\nCatacombs", + "claim_catacombs_description": "+1d to Study or\nTinker on site", + "claim_city_records": "City Records", + "claim_city_records_description": "+1d engagement\nfor stealth plans", + "claim_cloister": "Cloister", + "claim_cloister_description": "+1 scale for your\nAdepts cohorts", + "claim_cover_identities": "Cover Identities", + "claim_cover_identities_description": "+1d engagement\nfor deception and\ntransport plans", + "claim_cover_operation": "Cover\nOperation", + "claim_cover_operation_description": "-2 heat per score", + "claim_covert_drops": "Covert Drops", + "claim_covert_drops_description": "+2 coin for espionage\nor sabotage", + "claim_defiant_citizens": "Defiant\nCitizens", + "claim_defiant_citizens_description": "Large gang who\nwill fight for you", + "claim_doskvol's_most_wanted": "Doskvol's\nMost Wanted", + "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law", + "claim_drug_den": "Drug Den", + "claim_drug_den_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_envoy": "Envoy", + "claim_envoy_description": "+2 coin for high-\nclass targets", + "claim_fierce_allies": "\nFierce Allies", + "claim_fierce_allies_description": "All your experts\nare loyal", + "claim_fighting_pits": "Fighting Pits", + "claim_fighting_pits_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_fixer": "Fixer", + "claim_fixer_description": "+2 coin for lower-\nclass targets", + "claim_fleet": "Fleet", + "claim_fleet_description": "Your cohorts have\ntheir own vehicles", + "claim_foreign_market": "Foreign Market", + "claim_foreign_market_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_gambling_den": "Gambling Den", + "claim_gambling_den_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_hagfish_farm": "Hagfish Farm", + "claim_hagfish_farm_description": "Body disposal,\n+1d to reduce heat\nafter killing", + "claim_hidden_paths": "\nHidden Paths", + "claim_hidden_paths_description": "+1d to Prowl back\nto your lair", + "claim_infirmary": "Infirmary", + "claim_infirmary_description": "+1d to healing\nrolls", + "claim_informants": "Informants", + "claim_informants_description": "+1d gather info\nfor scores", + "claim_interrogation_chamber": "Interrogation\nChamber", + "claim_interrogation_chamber_description": "+1d to Command\nand Sway on site", + "claim_local_graft": "Local Graft", + "claim_local_graft_description": "+2 coin for\nshow of force or\nsocialize", + "claim_local_heroes": "\nLocal Heroes", + "claim_local_heroes_description": "+1d to indulge\nvice", + "claim_lookouts": "Lookouts", + "claim_lookouts_description": "+1d to Survey or\nHunt on your turf", + "claim_loyal_fence": "Loyal Fence", + "claim_loyal_fence_description": "+2 coin for burglary\nor robbery", + "claim_luxury_fence": "Luxury Fence", + "claim_luxury_fence_description": "+2 coin for high-\nclass targets", + "claim_luxury_venue": "Luxury Venue", + "claim_luxury_venue_description": "+1d to Consort\nand Sway on site", + "claim_offertory": "Offertory", + "claim_offertory_description": "+2 coin for occult\noperations", + "claim_personal_clothier": "Personal\nClothier", + "claim_personal_clothier_description": "+1d engagement\nroll for social plans", + "claim_protection_racket": "Protection\nRacket", + "claim_protection_racket_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_publicity": "\nPublicity", + "claim_publicity_description": "+2 rep on\ntakedown scores", + "claim_sacred_nexus": "Sacred Nexus", + "claim_sacred_nexus_description": "+1d to healing\nrolls", + "claim_sanctuary": "Sanctuary", + "claim_sanctuary_description": "+1d to Command\nand Sway on site", + "claim_secret_pathways": "Secret\nPathways", + "claim_secret_pathways_description": "+1d engagement\nfor stealth plans", + "claim_secret_routes": "Secret Routes", + "claim_secret_routes_description": "+1d engagement\nfor transport plans", + "claim_side_business": "Side Business", + "claim_side_business_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_spirit_well": "Spirit Well", + "claim_spirit_well_description": "+1d to Attune\non site", + "claim_street_fence": "Street Fence", + "claim_street_fence_description": "+2 coin for lower-\nclass targets", + "claim_surplus_caches": "Surplus Caches", + "claim_surplus_caches_description": "+2 coin for product\nsale or supply", + "claim_tavern": "Tavern", + "claim_tavern_description": "+1d to Consort\nand Sway on site", + "claim_terrorized_citizens": "Terrorized\nCitizens", + "claim_terrorized_citizens_description": "+2 coin for battle\nor extortion", + "claim_the_hookup": "The Hookup", + "claim_the_hookup_description": "Smugglers, +1d to\nacquire asets", + "claim_training_rooms": "Training\nRooms", + "claim_training_rooms_description": "+1 scale for your\nSkulks cohorts", + "claim_turf": "\nTurf", + "claim_vice_den": "Vice Den", + "claim_vice_den_description": "(Tier roll) - Heat =\ncoin in downtime", + "claim_victim_trophies": "Victim\nTrophies", + "claim_victim_trophies_description": "+1 rep per score", + "claim_warehouse": "Warehouse", + "claim_warehouse_description": "Stockpiles give you\n+1d to acquire\nassets", + "claim_warehouses": "Warehouses", + "claim_warehouses_description": "Stockpiles give you\n+1d to acquire\nassets", + "clanking": "Clanking", + "climbing_gear": "Climbing Gear", + "climbing_gear_description": "A large coil of rope. A small coil of rope. Grappling hooks. A small pouch of chalk dust. A climbing harness with loops and metal rings. A set of iron pitons and a small mallet.", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cohort", + "cohort_quality": "Cohort Quality", + "cohorts": "Cohorts", + "coin": "Coin", + "cold": "Cold", + "command": "Command", + "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the crew's gangs.", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "crew": "Crew", + "crew_ability_accord": "Accord", + "crew_ability_accord_description": "Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", + "crew_ability_all_hands": "All Hands", + "crew_ability_all_hands_description": "During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.", + "crew_ability_anointed": "Anointed", + "crew_ability_anointed_description": "You get +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.", + "crew_ability_as_good_as_your_word": "As Good as Your Word", + "crew_ability_as_good_as_your_word_description": "You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.", + "crew_ability_avengers": "Avengers", + "crew_ability_avengers_description": "Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).", + "crew_ability_blood_brothers": "Blood Brothers", + "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the thugs type for free (if they're already thugs, add another type).", + "crew_ability_bound_in_darkness": "Bound in Darkness", + "crew_ability_bound_in_darkness_description": "You may use teamwork with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.", + "crew_ability_chosen": "Chosen", + "crew_ability_chosen_description": "Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).", + "crew_ability_conviction": "Conviction", + "crew_ability_conviction_description": "Each PC gains an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make — from now until you indulge this vice again.", + "crew_ability_crow's_veil": "Crow's Veil", + "crew_ability_crow's_veil_description": "Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.", + "crew_ability_dangerous": "Dangerous", + "crew_ability_dangerous_description": "Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).", + "crew_ability_deadly": "Deadly", + "crew_ability_deadly_description": "Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_door_kickers": "Door Kickers", + "crew_ability_door_kickers_description": "When you execute an assault plan, take +1d to the engagement roll.", + "crew_ability_emberdeath": "Emberdeath", + "crew_ability_emberdeath_description": "Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.", + "crew_ability_everyone_steals": "Everyone Steals", + "crew_ability_everyone_steals_description": "Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).", + "crew_ability_favors": "Favors", + "crew_ability_favors_description": "Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.", + "crew_ability_fiends": "Fiends", + "crew_ability_fiends_description": "Fear is as good as respect. You may count each wanted level as if it was turf.", + "crew_ability_forged_in_the_fire": "Forged in the Fire", + "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.", + "crew_ability_ghost_echoes": "Ghost Echoes", + "crew_ability_ghost_echoes_description": "From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.", + "crew_ability_ghost_market": "Ghost Market", + "crew_ability_ghost_market_description": "Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?", + "crew_ability_ghost_passage": "Ghost Passage", + "crew_ability_ghost_passage_description": "From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to \"carry\" a second ghost as a passenger within their body.", + "crew_ability_glory_incarnate": "Glory Incarnate", + "crew_ability_glory_incarnate_description": "Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.", + "crew_ability_high_society": "High Society", + "crew_ability_high_society_description": "It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.", + "crew_ability_hooked": "Hooked", + "crew_ability_hooked_description": "Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality.", + "crew_ability_just_passing_through": "Just Passing Through", + "crew_ability_just_passing_through_description": "During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.", + "crew_ability_leverage": "Leverage", + "crew_ability_leverage_description": "Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.", + "crew_ability_like_part_of_the_family": "Like Part of the Family", + "crew_ability_like_part_of_the_family_description": "Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.", + "crew_ability_misdirection": "Misdirection", + "crew_ability_misdirection_description": "At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?", + "crew_ability_moral_compass": "Moral Compass", + "crew_ability_moral_compass_description": "Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.", + "crew_ability_no_traces": "No Traces", + "crew_ability_no_traces_description": "When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.", + "crew_ability_pack_rats": "Pack Rats", + "crew_ability_pack_rats_description": "Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.", + "crew_ability_patron": "Patron", + "crew_ability_patron_description": "When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?", + "crew_ability_predators": "Predators", + "crew_ability_predators_description": "When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.", + "crew_ability_reavers": "Reavers", + "crew_ability_reavers_description": "When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.", + "crew_ability_renegades": "Renegades", + "crew_ability_renegades_description": "Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).", + "crew_ability_roots": "Roots", + "crew_ability_roots_description": "During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.", + "crew_ability_sealed_in_blood": "Sealed in Blood", + "crew_ability_sealed_in_blood_description": "Each human sacrifice yields -3 stress cost for any ritual you perform.", + "crew_ability_second_story": "Second Story", + "crew_ability_second_story_description": "When you execute a clandestine infiltration, you get +1d to the engagement roll.", + "crew_ability_silver_tongues": "Silver Tongues", + "crew_ability_silver_tongues_description": "Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).", + "crew_ability_slippery": "Slippery", + "crew_ability_slippery_description": "When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.", + "crew_ability_synchronized": "Synchronized", + "crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success.", + "crew_ability_the_good_stuff": "The Good Stuff", + "crew_ability_the_good_stuff_description": "Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).", + "crew_ability_thorn_in_your_side": "Thorn in your Side", + "crew_ability_thorn_in_your_side_description": "When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.", + "crew_ability_uncanny_preparation": "Uncanny Preparation", + "crew_ability_uncanny_preparation_description": "Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_ability_vipers": "Vipers", + "crew_ability_vipers_description": "When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.", + "crew_ability_war_dogs": "War Dogs", + "crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_ability_zealotry": "Zealotry", + "crew_ability_zealotry_description": "Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls against enemies of the faith.", + "crew_advancement": "Crew Advancement", + "crew_assassins_contact_0": "Trev, a gang boss", + "crew_assassins_contact_1": "Lydra, a deal broker", + "crew_assassins_contact_2": "Irimina, a vicious noble", + "crew_assassins_contact_3": "Karlos, a bounty hunter", + "crew_assassins_contact_4": "Exeter, a spirit warden", + "crew_assassins_contact_5": "Sevoy, a merchant lord", + "crew_assassins_description": "Murderers\nfor Hire", + "crew_assassins_hunting_grounds_description": "Accident — Disappearance — Murder — Ransom", + "crew_assassins_hunting_grounds_type": "Hunting Grounds", + "crew_assassins_xp_condition": "Execute a successful accident, disappearance, murder, or ransom operation.", + "crew_bravos_contact_0": "Meg, a pit-fighter", + "crew_bravos_contact_1": "Conway, a bluecoat", + "crew_bravos_contact_2": "Keller, a blacksmith", + "crew_bravos_contact_3": "Tomas, a physicker", + "crew_bravos_contact_4": "Walker, a ward boss", + "crew_bravos_contact_5": "Lutes, a tavern owner", + "crew_bravos_description": "Mercenaries,\nThugs &\nKillers", + "crew_bravos_hunting_grounds_description": "Battle — Extortion — Sabotage — Smash & Grab", + "crew_bravos_hunting_grounds_type": "Hunting Grounds", + "crew_bravos_xp_condition": "Execute a successful battle, extortion, sabotage, or smash & grab operation.", + "crew_cult_contact_0": "Gagan, an academic", + "crew_cult_contact_1": "Adikin, an occultist", + "crew_cult_contact_2": "Hutchins, an antiquarian", + "crew_cult_contact_3": "Moriya, a spirit trafficker", + "crew_cult_contact_4": "Mateas Kline, a noble", + "crew_cult_contact_5": "Bennett, an astronomer", + "crew_cult_description": "Acolytes\nof a Deity", + "crew_cult_hunting_grounds_description": "Acquisition — Augury — Consecration — Sacrifice", + "crew_cult_hunting_grounds_type": "Sacred Sites", + "crew_cult_xp_condition": "Advance the agenda of your deity or embody its precepts in action.", + "crew_description": "A short crew description", + "crew_hawkers_contact_0": "Rolan Wott, a magistrate", + "crew_hawkers_contact_1": "Laroze, a bluecoat", + "crew_hawkers_contact_2": "Lydra, a deal broker", + "crew_hawkers_contact_3": "Hoxley, a smuggler", + "crew_hawkers_contact_4": "Anya, a dilettante", + "crew_hawkers_contact_5": "Marlo, a gang boss", + "crew_hawkers_description": "Vice\nDealers", + "crew_hawkers_hunting_grounds_description": "Sale — Supply — Show of Force — Socialize", + "crew_hawkers_hunting_grounds_type": "Sales Territory", + "crew_hawkers_xp_condition": "Acquire product supply, execute clandestine/covert sales, or secure new territory.", + "crew_mode": "Crew Mode", + "crew_shadows_contact_0": "Dowler, an explorer", + "crew_shadows_contact_1": "Laroze, a bluecoat", + "crew_shadows_contact_2": "Amancio, a deal broker", + "crew_shadows_contact_3": "Fitz, a collector", + "crew_shadows_contact_4": "Adelaide Phroaig, a noble", + "crew_shadows_contact_5": "Rigney, a tavern owner", + "crew_shadows_description": "Thieves,\nSpies, and\nSaboteurs", + "crew_shadows_hunting_grounds_description": "Burglary — Espionage — Robbery — Sabotage", + "crew_shadows_hunting_grounds_type": "Hunting Grounds", + "crew_shadows_xp_condition": "Execute a successful espionage, sabotage, or theft operation.", + "crew_sheet": "Crew sheet", + "crew_smugglers_contact_0": "Elynn, a dock worker", + "crew_smugglers_contact_1": "Rolan, a drug dealer", + "crew_smugglers_contact_2": "Sera, an arms dealer", + "crew_smugglers_contact_3": "Nyelle, a spirit trafficker", + "crew_smugglers_contact_4": "Decker, an anarchist", + "crew_smugglers_contact_5": "Esme, a tavern owner", + "crew_smugglers_description": "Suppliers\nof Illicit\nGoods", + "crew_smugglers_hunting_grounds_description": "Arcane/Weird — Arms — Contraband — Passengers", + "crew_smugglers_hunting_grounds_type": "Cargo Types", + "crew_smugglers_xp_condition": "Execute a successful smuggling or acquire new clients or contraband sources.", + "crew_tier": "Crew Tier", + "crew_upgrade_assassin_rigging": "Assassin rigging (2 free load of weapons or gear)", + "crew_upgrade_barge": "Barge (+mobility for lair)", + "crew_upgrade_bravos_rigging": "Bravos rigging (2 free load of weapons or armor)", + "crew_upgrade_camouflage": "Camouflage (vehicles are perfectly concealed at rest)", + "crew_upgrade_composed": "Composed (+1 stress box)", + "crew_upgrade_cult_rigging": "Cult rigging (2 free load of documents or implements)", + "crew_upgrade_dedicated_crafters": "Dedicated crafters", + "crew_upgrade_elite_adepts": "Elite Adepts", + "crew_upgrade_elite_rooks": "Elite Rooks", + "crew_upgrade_elite_rovers": "Elite Rovers", + "crew_upgrade_elite_skulks": "Elite Skulks", + "crew_upgrade_elite_thugs": "Elite Thugs", + "crew_upgrade_hardened": "Hardened (+1 trauma box)", + "crew_upgrade_hawker's_rigging": "Hawker's rigging (1 carried item is concealed and has no load)", + "crew_upgrade_ironhook_contacts": "Ironhook Contacts (+1 Tier in prison)", + "crew_upgrade_irregulars": "Irregulars (Experts gain +1d to Gather Information)", + "crew_upgrade_ordained": "Ordained (+1 trauma box)", + "crew_upgrade_ritual_sanctum_in_lair": "Ritual sanctum in lair", + "crew_upgrade_smuggler's_rigging": "Smuggler's rigging (2 items carried are perfectly concealed)", + "crew_upgrade_steady": "Steady (+1 stress box)", + "crew_upgrade_thief_rigging": "Thief Rigging (2 free load of tools or gear)", + "crew_upgrade_unbroken": "Unbroken (+1 trauma box)", + "crew_upgrade_underground_maps_&_passkeys": "Underground maps & passkeys", + "crew_upgrade_vigilantes_attire": "Vigilantes attire (2 free load of weapons or supplies)", + "crew_upgrade_willing_to_fight": "Willing to Fight (Experts are braves)", + "crew_upgrades": "Crew Upgrades", + "crew_vigilantes_contact_0": "Mara, a chief inspector", + "crew_vigilantes_contact_1": "Twelves, a Leviathan Hunter", + "crew_vigilantes_contact_2": "Soren, a restless ghost", + "crew_vigilantes_contact_3": "Remira, a reluctant Lampblack", + "crew_vigilantes_contact_4": "Anis, a Spirit Warden", + "crew_vigilantes_contact_5": "Badger, a brilliant inventor", + "crew_vigilantes_description": "Deluded\nAvengers", + "crew_vigilantes_hunting_grounds_description": "Uniting — Interference — Resistance — Terror", + "crew_vigilantes_hunting_grounds_type": "Protected Grounds", + "crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.", + "cult": "Cult", + "custom_action_labels": "Use custom action labels", + "cutter": "Cutter", + "dark_talent": "Vampire's Dark Talent:", + "deception": "Deception", + "deity": "Deity", + "deity_features_info": "Alluring — Cruel — Ferocious — Monstrous — Radiant — Sinister — Serene — Transcendent", + "deity_label": "Label to use for Deity", + "demolition_tools": "Demolition Tools", + "demolition_tools_description": "A sledgehammer and iron spikes. Heavy drill. Crowbar.", + "description": "Description", + "desperate": "Desperate", + "destructive": "Destructive", + "detail_assault": "Point of attack", + "detail_deception": "Method", + "detail_occult": "Arcane power", + "detail_social": "Connection", + "detail_stealth": "Entry point", + "detail_transport": "Route", + "devils_bargain": "Devil's Bargain", + "documents": "Documents", + "documents_description": "A collection of slim volumes on a variety of topics, including a registry of the nobility, City Watch commanders, and other notable citizens. Blank pages, a vial of ink, a pen. A number of interesting maps.", + "drain": "Drain", + "drift_oil": "Drift Oil", + "drown_powder": "Drown Powder", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elite": "Elite", + "engagement": "Engagement", + "entanglement": "Entanglement", + "expert": "Expert", + "express_crew": "Express the goals, drives, inner conflict, or essential nature of the crew.", + "extra_xp_boxes": "Extra xp boxes for vampires", + "eyeblind_poison": "Eyeblind Poison", + "faction_barrowcleft": "Barrowcleft", + "faction_bluecoats": "Bluecoats", + "faction_brightstone": "Brightstone", + "faction_cabbies": "Cabbies", + "faction_charhollow": "Charhollow", + "faction_charterhall": "Charterhall", + "faction_city_council": "City Council", + "faction_coalridge": "Coalridge", + "faction_crow's_foot": "Crow's Foot", + "faction_cyphers": "Cyphers", + "faction_dagger_isles_consulate": "Dagger Isles Consulate", + "faction_deathlands_scavengers": "Deathlands Scavengers", + "faction_dockers": "Dockers", + "faction_dunslough": "Dunslough", + "faction_gondoliers": "Gondoliers", + "faction_imperial_military": "Imperial Military", + "faction_ink_rakes": "Ink Rakes", + "faction_inspectors": "Inspectors", + "faction_ironhook_prison": "Ironhook Prison", + "faction_iruvian_consulate": "Iruvian Consulate", + "faction_laborers": "Laborers", + "faction_leviathan_hunters": "Leviathan Hunters", + "faction_lord_scurlock": "Lord Scurlock", + "faction_ministry_of_preservation": "Ministry of Preservation", + "faction_mode": "Faction Mode", + "faction_nightmarket": "Nightmarket", + "faction_notes": "Faction notes", + "faction_rail_jacks": "Rail Jacks", + "faction_sailors": "Sailors", + "faction_servants": "Servants", + "faction_severosi_consulate": "Severosi Consulate", + "faction_silkshore": "Silkshore", + "faction_six_towers": "Six Towers", + "faction_skovlan_consulate": "Skovlan Consulate", + "faction_skovlander_refugees": "Skovlander Refugees", + "faction_sparkwrights": "Sparkwrights", + "faction_spirit_wardens": "Spirit Wardens", + "faction_the_billhooks": "The Billhooks", + "faction_the_brigade": "The Brigade", + "faction_the_church_of_ecstasy": "The Church of Ecstasy", + "faction_the_circle_of_flame": "The Circle of Flame", + "faction_the_crows": "The Crows", + "faction_the_dimmer_sisters": "The Dimmer Sisters", + "faction_the_docks": "The Docks", + "faction_the_foghounds": "The Foghounds", + "faction_the_forgotten_gods": "The Forgotten Gods", + "faction_the_foundation": "The Foundation", + "faction_the_gray_cloaks": "The Gray Cloaks", + "faction_the_grinders": "The Grinders", + "faction_the_hive": "The Hive", + "faction_the_horde": "The Horde", + "faction_the_lampblacks": "The Lampblacks", + "faction_the_lost": "The Lost", + "faction_the_path_of_echoes": "The Path of Echoes", + "faction_the_reconciled": "The Reconciled", + "faction_the_red_sashes": "The Red Sashes", + "faction_the_silver_nails": "The Silver Nails", + "faction_the_unseen": "The Unseen", + "faction_the_weeping_lady": "The Weeping Lady", + "faction_the_wraiths": "The Wraiths", + "faction_ulf_ironborn": "Ulf Ironborn", + "faction_whitecrown": "Whitecrown", + "factions1": "Underworld", + "factions2": "Institutions", + "factions3": "Labor & Trade", + "factions4": "The Fringe", + "factions5": "Citizenry", + "factions_title": "Factions of Doskvol", + "faris": "Faris", + "features": "Features", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.", + "fire_oil": "Fire Oil", + "fixated": "Fixated", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "forbidden": "Forbidden", + "forger": "Forger", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "frame": "Frame", + "frame_description": "Frame description", + "frame_feature": "Frame feature", + "friend_name": "Friend name", + "friends": "Friends", + "functions": "Functions", + "functions_info": "to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", + "furious": "Furious", + "gang": "Gang", + "gang_type": "Thugs", + "gather_information": "Gather Information", + "gatherinfo_are_they_telling": "Are they telling the truth?", + "gatherinfo_how_can_I_blend": "How can I blend in here?", + "gatherinfo_how_can_I_discover": "How can I discover [X]?", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_how_can_I_hurt": "How can I hurt them?", + "gatherinfo_how_can_I_reveal": "How can I reveal [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_can_I_tinker": "What can I tinker with here?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_do_they_really": "What do they really care about?", + "gatherinfo_what_do_they_want": "What do they want most?", + "gatherinfo_what_drives_them": "What drives them to do this?", + "gatherinfo_what_echoes": "What echoes in the ghost field?", + "gatherinfo_what_is_arcane": "What is arcane or weird here?", + "gatherinfo_what_is_hidden": "What is hidden or lost here?", + "gatherinfo_what_might_happen": "What might happen if I [X]?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_whats_the_best_way": "What's the best way in?", + "gatherinfo_where_can_I_hide": "Where can I hide here?", + "gatherinfo_where_did_x_go": "Where did [X] go?", + "gatherinfo_where_they_vulnerable": "Where are they vulnerable?", + "gatherinfo_wheres_the_leverage": "Where's the leverage here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "gatherinfo_whos_most_afraid": "Who's most afraid of me?", + "gatherinfo_whos_most_dangerous": "Who's most dangerous here?", + "gear": "Gear", + "generate_factions": "Generate Factions", + "ghost": "Ghost", + "ghost_traits": "Ghost traits", + "ghost_viceblurb": "You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", + "gloom": "Gloom", + "grenade": "Grenade", + "harm": "Harm", + "haunted": "Haunted", + "hawkers": "Hawkers", + "healing": "Healing", + "heat": "Heat", + "heat_label": "Label to use for Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "hidden": "Hidden", + "hold": "Hold", + "hound": "Hound", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hull": "Hull", + "hull_traits": "Hull traits", + "hull_viceblurb": "Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "implements": "Implements", + "indulge_vice": "Indulge Vice", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "janissary": "Janissary", + "lair": "Lair", + "lantern": "Lantern", + "lantern_description": "A simple oil lantern, a fancy electroplasmic lamp, or other light source.", + "lead_a_group_action": "Lead a group action", + "leaking": "Leaking", + "leech": "Leech", + "less_effect": "Less Effect", + "lifestyle": "Lifestyle", + "light": "Light", + "list_crews": "Assassins, Bravos, Cult, Hawkers, Shadows, Smugglers, or Vigilantes.", + "list_playbooks": "Cutter, Hound, Leech, Lurk, Slide, Spider, Whisper, Ghost, Hull, or Vampire.", + "load": "load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "minus1d": "-1D", + "mirage": "Mirage", + "name": "Name", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "obsessive": "Obsessive", + "occult": "Occult", + "ok": "OK", + "origin": "Origin", + "paranoid": "Paranoid", + "personal": "Personal", + "planning_load": "Planning & Load", + "planningdesc": "Choose a plan, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_a_little_something_on_the_side": "A Little Something on the Side", + "playbook_ability_a_little_something_on_the_side_description": "At the end of each downtime phase, you earn +2 stash.", + "playbook_ability_a_void_in_the_echo": "A Void in the Echo", + "playbook_ability_a_void_in_the_echo_description": "You are invisible to spirits and may not be harmed by them. Take 2 stress to cause living things to avert their gaze and fail to observe you for a few moments.", + "playbook_ability_alchemist": "Alchemist", + "playbook_ability_alchemist_description": "When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.", + "playbook_ability_ambitious": "Ambitious", + "playbook_ability_ambitious_description": "You gain an additional xp trigger: You defended your turf or tried to expand it. If your crew followed your lead, also mark crew xp.", + "playbook_ability_ambush": "Ambush", + "playbook_ability_ambush_description": "When you attack from hiding or spring a trap, you get +1d.", + "playbook_ability_analyst": "Analyst", + "playbook_ability_analyst_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.", + "playbook_ability_arcane_sight": "Arcane Sight", + "playbook_ability_arcane_sight_description": "Take 1 stress to sense beyond human limits. \"Hear\" a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object, etc.", + "playbook_ability_artificer": "Artificer", + "playbook_ability_artificer_description": "When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.", + "playbook_ability_automaton": "Automaton", + "playbook_ability_automaton_description": "You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn't count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.", + "playbook_ability_battleborn": "Battleborn", + "playbook_ability_battleborn_description": "You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_bodyguard": "Bodyguard", + "playbook_ability_bodyguard_description": "When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.", + "playbook_ability_calculating": "Calculating", + "playbook_ability_calculating_description": "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.", + "playbook_ability_cloak_&_dagger": "Cloak & Dagger", + "playbook_ability_cloak_&_dagger_description": "When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.", + "playbook_ability_compartments": "Compartments", + "playbook_ability_compartments_description": "Your items are built-in to your frame and may recess beneath panels out of sight. Your frame can now carry +2 load.", + "playbook_ability_compel": "Compel", + "playbook_ability_compel_description": "You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).", + "playbook_ability_connected": "Connected", + "playbook_ability_connected_description": "During downtime, you get +1 result level when you acquire an asset or reduce heat.", + "playbook_ability_cut-out": "Cut-out", + "playbook_ability_cut-out_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself when acting on someone else’s behalf.", + "playbook_ability_daredevil": "Daredevil", + "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.", + "playbook_ability_dark_talent": "Dark Talent", + "playbook_ability_dark_talent_description": "Choose Insight, Prowess, or Resolve. Your max rating for actions under that attribute becomes 5. When you take this ability, add +1 dot to the resistance rating of the attribute you've chosen.", + "playbook_ability_dissipate": "Dissipate", + "playbook_ability_dissipate_description": "You can disperse the electroplasmic vapor of your ghostly form in order to pass through solid objects for a moment. Take 1 drain when you dissipate, plus 1 drain for each feature: It lasts longer (a minute — an hour — a day) — you also become invisible — anything that passes through your form becomes dangerously electrified or frozen.", + "playbook_ability_driven": "Driven", + "playbook_ability_driven_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when wreaking havoc and destruction.", + "playbook_ability_electroplasmic_projectors": "Electroplasmic Projectors", + "playbook_ability_electroplasmic_projectors_description": "You may release some of your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. Take 1 drain for each level of magnitude.", + "playbook_ability_expertise": "Expertise", + "playbook_ability_expertise_description": "Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.", + "playbook_ability_eye_for_weakness": "Eye for Weakness", + "playbook_ability_eye_for_weakness_description": "When you gather information about someone’s vulnerabilities, you get +1 effect. If you use this information to help plan a score, you also get +1d to the engagement roll for that operation.", + "playbook_ability_focused": "Focused", + "playbook_ability_focused_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.", + "playbook_ability_foresight": "Foresight", + "playbook_ability_foresight_description": "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.", + "playbook_ability_fortitude": "Fortitude", + "playbook_ability_fortitude_description": "You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.", + "playbook_ability_fortune_teller": "Fortune Teller", + "playbook_ability_fortune_teller_description": "You may Attune to a nearby person’s thoughts, in order to “hear” them yourself.", + "playbook_ability_frame_upgrade": "Frame Upgrade", + "playbook_ability_frame_upgrade_description": "Choose an additional frame feature. This upgrade may be taken up to four times.", + "playbook_ability_functioning_vice": "Functioning Vice", + "playbook_ability_functioning_vice_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.", + "playbook_ability_ghost_contract": "Ghost Contract", + "playbook_ability_ghost_contract_description": "When you shake on a deal, you and your partner — human or otherwise — both bear a mark of your oath. If either breaks the contract, they take level 3 harm, \"Cursed\".", + "playbook_ability_ghost_fighter": "Ghost Fighter", + "playbook_ability_ghost_fighter_description": "You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ghost_form": "Ghost Form", + "playbook_ability_ghost_form_description": "You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.", + "playbook_ability_ghost_friend": "Ghost Friend", + "playbook_ability_ghost_friend_description": "Through some arcane means, you are able to interact, physically and socially, with some supernatural beings as if they were normal humans. Choose one type: demons—forgotten gods—ghosts and spirits—hulls—vampires. Take this ability again to choose an additional type of being.", + "playbook_ability_ghost_hunter": "Ghost Hunter", + "playbook_ability_ghost_hunter_description": "Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.", + "playbook_ability_ghost_image": "Ghost Image", + "playbook_ability_ghost_image_description": "You may create an illusion, which affects one sense (sight, hearing, smell, etc) for as long as you concentrate. Take 1 stress when it manifests, plus 1 stress for each additional feature: it can affect multiple senses—it can move—it last for several minutes after you stop concentrating.", + "playbook_ability_ghost_in_the_machine": "Ghost in the Machine", + "playbook_ability_ghost_in_the_machine_description": "You can make inanimate objects move on their own, as if possessed by a ghost. Take 1 stress to do so, plus 1 stress for each extra feature: The objects function as a weapon—you break or damage something—you cause numerous objects to move.", + "playbook_ability_ghost_legion": "Ghost Legion", + "playbook_ability_ghost_legion_description": "Your entourage gains potency when fighting the supernatural or defending you from it, and an arcane ability: they can capture ghosts, they can survive in the deathlands, or you can possess their bodies from afar. Take this ability again to choose an additional arcane ability for your entourage.", + "playbook_ability_ghost_mind": "Ghost Mind", + "playbook_ability_ghost_mind_description": "You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.", + "playbook_ability_ghost_veil": "Ghost Veil", + "playbook_ability_ghost_veil_description": "You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments — you are invisible rather than shadowy — you may float through the air like a ghost", + "playbook_ability_ghost_voice": "Ghost Voice", + "playbook_ability_ghost_voice_description": "You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.", + "playbook_ability_ghost_ward": "Ghost Ward", + "playbook_ability_ghost_ward_description": "You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).", + "playbook_ability_ghoul": "Ghoul", + "playbook_ability_ghoul_description": "You are able to consume any organic material, no matter how disgusting, as if it were food. You may devour an entire human body, and you are immune to poisons produced by plants and animals that are not arcane.", + "playbook_ability_hypnotic": "Hypnotic", + "playbook_ability_hypnotic_description": "You can push yourself to do one one of the following: paralyze someone you make eye contact with—plant a hypnotic command in someone’s mind, that they will obey at some later time.", + "playbook_ability_infiltrator": "Infiltrator", + "playbook_ability_infiltrator_description": "You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_interface": "Interface", + "playbook_ability_interface_description": "You may attune to the local electroplasmic power field to control it or something connected to it (including another hull).", + "playbook_ability_iron_will": "Iron Will", + "playbook_ability_iron_will_description": "You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.", + "playbook_ability_jail_bird": "Jail Bird", + "playbook_ability_jail_bird_description": "When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).", + "playbook_ability_leader": "Leader", + "playbook_ability_leader_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.", + "playbook_ability_like_a_star": "Like a Star", + "playbook_ability_like_a_star_description": "You can push yourself to do one of the following: levitate or float through the air like a ghost—produce a light from nothing (either brilliant and blinding or dim and long-lasting, your choice).", + "playbook_ability_like_looking_into_a_mirror": "Like Looking into a Mirror", + "playbook_ability_like_looking_into_a_mirror_description": "You can always tell when someone is lying to you.", + "playbook_ability_lost_&_found": "Lost & Found", + "playbook_ability_lost_&_found_description": "You may hide 1 item upon your person in such a way that it cannot be found until you produce it. It does not count against your load.", + "playbook_ability_machinist": "Machinist", + "playbook_ability_machinist_description": "You may expend your special armor to reduce harm caused by weapons, machinery, or devices, or to push yourself when using a gadget or other piece of technology.", + "playbook_ability_manifest": "Manifest", + "playbook_ability_manifest_description": "Take 1 drain to flow through the electroplasmic pathways of the ghost field in order to instantly travel to any place you knew intimately in life, or to answer the summoning call of a compel.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_mesmerism": "Mesmerism", + "playbook_ability_mesmerism_description": "When you Sway someone, you may cause them to forget that it's happened until they next interact with you.", + "playbook_ability_misdirection": "Misdirection", + "playbook_ability_misdirection_description": "When you create a distraction, you get +1d.", + "playbook_ability_monstrous": "Monstrous", + "playbook_ability_monstrous_description": "You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman—take on the appearance of a frightening monster.", + "playbook_ability_mule": "Mule", + "playbook_ability_mule_description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.", + "playbook_ability_not_to_be_trifled_with": "Not to be Trifled With", + "playbook_ability_not_to_be_trifled_with_description": "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman — engage a small gang on equal footing in close combat.", + "playbook_ability_occultist": "Occultist", + "playbook_ability_occultist_description": "You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.", + "playbook_ability_overcharge": "Overcharge", + "playbook_ability_overcharge_description": "Take 1 drain to perform a feat of extreme strength or speed (run faster than a horse, rend metal with bare hands, etc.). This factors into effect.", + "playbook_ability_physicker": "Physicker", + "playbook_ability_physicker_description": "You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.", + "playbook_ability_poltergeist": "Poltergeist", + "playbook_ability_poltergeist_description": "Take 1 drain to strongly interact with the physical world for a few moments (as if you had a normal body). Extend the reach and magnitude of your interaction to include telekinetic force and electroplasmic discharges by taking more drain (2-6).", + "playbook_ability_possess": "Possess", + "playbook_ability_possess_description": "You may attune to the ghost field in order to take control of a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy from the host — when arcane powers act against you — when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared for you (change your playbook to Hull or Vampire, respectively).", + "playbook_ability_practiced": "Practiced", + "playbook_ability_practiced_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself while dealing with the arcane.", + "playbook_ability_prepared": "Prepared", + "playbook_ability_prepared_description": "You may expend your special armor to resist consequences suffered during a flashback, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_pyromancer": "Pyromancer", + "playbook_ability_pyromancer_description": "You can push yourself to do one of the following: produce a cloud of smoke or unleash a gout of flame as a weapon—drastically raise or lower the temperature of your immediate vicinity.", + "playbook_ability_red_right_hand": "Red Right Hand", + "playbook_ability_red_right_hand_description": "When you assist a teammate, you can choose to take 2 stress instead of only 1, and they get +1 effect, as well as +1d.", + "playbook_ability_reflexes": "Reflexes", + "playbook_ability_reflexes_description": "When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).", + "playbook_ability_revolutionary": "Revolutionary", + "playbook_ability_revolutionary_description": "You gain an additional xp trigger: You attacked the government or the nobility. If your crew attacked them too, also mark crew xp.", + "playbook_ability_ritual": "Ritual", + "playbook_ability_ritual_description": "You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", + "playbook_ability_rook's_gambit": "Rook's Gambit", + "playbook_ability_rook's_gambit_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_saboteur": "Saboteur", + "playbook_ability_saboteur_description": "When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", + "playbook_ability_savage": "Savage", + "playbook_ability_savage_description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.", + "playbook_ability_scout": "Scout", + "playbook_ability_scout_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.", + "playbook_ability_secondary_hull": "Secondary Hull", + "playbook_ability_secondary_hull_description": "Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.", + "playbook_ability_security": "Security", + "playbook_ability_security_description": "You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself when guarding a teammate.", + "playbook_ability_sending_a_message": "Sending a Message", + "playbook_ability_sending_a_message_description": "When you speak for a teammate or stand before them while they talk, you can help them Command or Sway without gaining stress.", + "playbook_ability_shadow": "Shadow", + "playbook_ability_shadow_description": "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_sharpshooter": "Sharpshooter", + "playbook_ability_sharpshooter_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.", + "playbook_ability_sinister_guile": "Sinister Guile", + "playbook_ability_sinister_guile_description": "During downtime, choose one: Get a free additional downtime activity, or take +1d to all downtime activity rolls.", + "playbook_ability_snake_charmer": "Snake Charmer", + "playbook_ability_snake_charmer_description": "As long as you perform before a crowd, it is unable to be dispersed, and one person you name, in particular, is too transfixed to leave.", + "playbook_ability_strange_methods": "Strange Methods", + "playbook_ability_strange_methods_description": "When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.", + "playbook_ability_strategic_retreat": "Strategic Retreat", + "playbook_ability_strategic_retreat_description": "You can push yourself to do one of the following: break the enemy’s ranks with a charge or a barrage of suppressive fire—pull someone you can touch to freedom.", + "playbook_ability_subterfuge": "Subterfuge", + "playbook_ability_subterfuge_description": "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.", + "playbook_ability_subterfuge_rakshasa": "Subterfuge", + "playbook_ability_subterfuge_rakshasa_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself for a feat of athletics or stealth.", + "playbook_ability_survivor": "Survivor", + "playbook_ability_survivor_description": "From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.", + "playbook_ability_tempest": "Tempest", + "playbook_ability_tempest_description": "You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).", + "playbook_ability_terrible_power": "Terrible Power", + "playbook_ability_terrible_power_description": "Take 1 stress to perform a feat of superhuman strength or speed (run faster than a carriage, break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.", + "playbook_ability_the_black_speech": "The Black Speech", + "playbook_ability_the_black_speech_description": "Through blessings, enchantments, or spells, you may communicate with animals just as easily as you can with humans, even the wildest of deathlands creatures.", + "playbook_ability_the_devil's_footsteps": "The Devil's Footsteps", + "playbook_ability_the_devil's_footsteps_description": "When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman — maneuver to confuse your enemies so they mistakenly attack each other.", + "playbook_ability_the_tiger's_fury": "The Tiger's Fury", + "playbook_ability_the_tiger's_fury_description": "You can push yourself to do one of the following: move to any location on the field of battle that you can see—push violently against your enemies, knocking them back, down, or over.", + "playbook_ability_tough_as_nails": "Tough as Nails", + "playbook_ability_tough_as_nails_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_trust_in_me": "Trust in Me", + "playbook_ability_trust_in_me_description": "You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_undead": "Undead", + "playbook_ability_undead_description": "You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: \"Incapacitated\" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.", + "playbook_ability_underworld_contacts": "Underworld Contacts", + "playbook_ability_underworld_contacts_description": "When you acquire an asset that is restricted, such as alchemicals, bombs, and other illegal materials, you get +1 result level to your roll, and you never attract additional heat for doing so.", + "playbook_ability_vengeful": "Vengeful", + "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.", + "playbook_ability_venomous": "Venomous", + "playbook_ability_venomous_description": "Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.", + "playbook_ability_veteran": "Veteran", + "playbook_ability_veteran_description": "Choose a special ability from another source (can be taken more than once).", + "playbook_ability_vigorous": "Vigorous", + "playbook_ability_vigorous_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.", + "playbook_ability_warded": "Warded", + "playbook_ability_warded_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.", + "playbook_ability_weaving_the_web": "Weaving the Web", + "playbook_ability_weaving_the_web_description": "You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", + "playbook_advancement": "Playbook Advancement", + "playbook_cutter_description": "A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_friend_0": "Marlane, a pugilist", + "playbook_cutter_friend_1": "Chael, a vicious thug", + "playbook_cutter_friend_2": "Mercy, a cold killer", + "playbook_cutter_friend_3": "Grace, an extortionist", + "playbook_cutter_friend_4": "Sawtooth, a physicker", + "playbook_cutter_friends_title": "Dangerous Friends", + "playbook_cutter_xp_condition": "You addressed a challenge with violence or coercion.", + "playbook_description": "A short playbook description", + "playbook_faris_description": "A fearsome warlord, a sultan of the streets", + "playbook_faris_friend_0": "Bilal Maat, a corrupt lawyer", + "playbook_faris_friend_1": "Imran Pasha, a gang boss", + "playbook_faris_friend_2": "Lenora Drakewell, diplomat", + "playbook_faris_friend_3": "Nurul Fallash, leviathan captain", + "playbook_faris_friend_4": "Sordat Khan, a sheikh", + "playbook_faris_friends_title": "Powerful Friends", + "playbook_faris_xp_condition": "You addressed a challenge with a show of force or leadership.", + "playbook_forger_description": "A maker of\nhaunted\nmachines", + "playbook_forger_friend_0": "Esa Kessarin, a factory boss", + "playbook_forger_friend_1": "Jasmina, a washer woman", + "playbook_forger_friend_2": "Kheshiyyar, a thief", + "playbook_forger_friend_3": "Kudret, a union organizer", + "playbook_forger_friend_4": "Zajjidan, a strikebreaker", + "playbook_forger_friends_title": "Working Friends", + "playbook_forger_xp_condition": "You addressed a challenge with technical skills or devices.", + "playbook_ghost_description": "A spirit without a body", + "playbook_ghost_friends_title": "Enemies & Rivals", + "playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.", + "playbook_ghost_xp_condition2": "You expressed your outrage or anger, or settled scores from your heritage or background.", + "playbook_ghost_xp_condition3": "You struggled with issues from your need or glooms during the session.", + "playbook_hound_description": "A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_friend_0": "Steiner, an assassin", + "playbook_hound_friend_1": "Celene, a sentinel", + "playbook_hound_friend_2": "Melvir, a physicker", + "playbook_hound_friend_3": "Veleris, a spy", + "playbook_hound_friend_4": "Casta, a bounty hunter", + "playbook_hound_friends_title": "Deadly Friends", + "playbook_hound_xp_condition": "You addressed a challenge with tracking or violence.", + "playbook_hull_description": "A spirit animating a clockwork frame", + "playbook_hull_xp_condition": "You fulfilled your functions despite difficulty or danger.", + "playbook_hull_xp_condition2": "You suppressed or ignored your former human beliefs, drives, heritage, or background.", + "playbook_hull_xp_condition3": "You struggled with issues from your wear during the session.", + "playbook_item_a_cane-sword": "A cane-sword", + "playbook_item_a_special_friend": "A special friend", + "playbook_item_a_trained_hunting_pet": "A trained hunting pet", + "playbook_item_bandolier_of_alchemicals_(3)": "Bandolier of alchemicals (3)", + "playbook_item_black_lotus_resin": "Black lotus resin", + "playbook_item_blowgun_&_darts,_syringes": "Blowgun & darts, syringes", + "playbook_item_blueprints": "Blueprints", + "playbook_item_concealed_palm_pistol": "Concealed palm pistol", + "playbook_item_dark-sight_goggles": "Dark-sight goggles", + "playbook_item_demonbane_charm": "Demonbane charm", + "playbook_item_electroplasm_vials": "Electroplasm vials", + "playbook_item_electroplasmic_ammunition": "Electroplasmic ammunition", + "playbook_item_entourage": "Entourage", + "playbook_item_fine_bottle_of_whiskey": "Fine bottle of whiskey", + "playbook_item_fine_clothes_&_jewelry": "Fine clothes & jewelry", + "playbook_item_fine_clothes_and_accoutrements": "Fine clothes and accoutrements", + "playbook_item_fine_cover_identity": "Fine cover identity", + "playbook_item_fine_disguise_kit": "Fine disguise kit", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_heavy_weapon": "Fine heavy weapon", + "playbook_item_fine_lightning_hook": "Fine lightning hook", + "playbook_item_fine_loaded_dice,_trick_cards": "Fine loaded dice, trick cards", + "playbook_item_fine_lockpicks": "Fine lockpicks", + "playbook_item_fine_long_rifle": "Fine long rifle", + "playbook_item_fine_pair_of_pistols": "Fine pair of pistols", + "playbook_item_fine_personal_weapon": "Fine personal weapon", + "playbook_item_fine_shadow_cloak": "Fine shadow cloak", + "playbook_item_fine_spirit_mask": "Fine spirit mask", + "playbook_item_fine_tinkering_tools": "Fine tinkering tools", + "playbook_item_fine_uniform": "Fine uniform", + "playbook_item_fine_wrecking_tools": "Fine wrecking tools", + "playbook_item_forged_documents": "Forged documents", + "playbook_item_gadget": "Gadget", + "playbook_item_ghost_key": "Ghost key", + "playbook_item_light_climbing_gear": "Light climbing gear", + "playbook_item_manacles_&_chain": "Manacles & chain", + "playbook_item_protective_suit": "Protective suit", + "playbook_item_rage_essence_vial": "Rage essence vial", + "playbook_item_rare_book": "Rare book", + "playbook_item_scary_weapon_or_tool": "Scary weapon or tool", + "playbook_item_silence_potion_vial": "Silence potion vial", + "playbook_item_spirit_bottles_(2)": "Spirit bottles (2)", + "playbook_item_spiritbane_charm": "Spiritbane charm", + "playbook_item_spyglass": "Spyglass", + "playbook_item_trance_powder": "Trance powder", + "playbook_item_vial_of_slumber_essence": "Vial of slumber essence", + "playbook_janissary_description": "A staunch\nprotector\n& lookout", + "playbook_janissary_friend_0": "Aziz, a bartender", + "playbook_janissary_friend_1": "Hanifa, a maid", + "playbook_janissary_friend_2": "Nima, a snitch", + "playbook_janissary_friend_3": "Omid, muscle-for-hire", + "playbook_janissary_friend_4": "Vishka, a driver", + "playbook_janissary_friends_title": "Ordinary Friends", + "playbook_janissary_xp_condition": "You addressed a challenge with courage or attention to detail.", + "playbook_leech_description": "A Saboteur and\nTechnician", + "playbook_leech_friend_0": "Stazia, an apothecary", + "playbook_leech_friend_1": "Veldren, a psychonaut", + "playbook_leech_friend_2": "Eckerd, a corpse thief", + "playbook_leech_friend_3": "Jul, a blood dealer", + "playbook_leech_friend_4": "Malista, a priestess", + "playbook_leech_friends_title": "Clever Friends", + "playbook_leech_xp_condition": "You addressed a challenge with technical skill or mayhem.", + "playbook_lurk_description": "A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_friend_0": "Telda, a beggar", + "playbook_lurk_friend_1": "Darmot, a bluecoat", + "playbook_lurk_friend_2": "Frake, a locksmith", + "playbook_lurk_friend_3": "Roslyn Kellis, a noble", + "playbook_lurk_friend_4": "Petra, a city clerk", + "playbook_lurk_friends_title": "Shady Friends", + "playbook_lurk_xp_condition": "You addressed a challenge with stealth or evasion.", + "playbook_mirage_description": "A master of\nillusions", + "playbook_mirage_friend_0": "Arzu, an actress", + "playbook_mirage_friend_1": "Durjan Hask, a poet", + "playbook_mirage_friend_2": "Elif, a shopkeeper", + "playbook_mirage_friend_3": "Nasra Zoshavid, a city officia", + "playbook_mirage_friend_4": "Yashua, a street performer", + "playbook_mirage_friends_title": "Deceptive Friends", + "playbook_mirage_xp_condition": "You addressed a challenge with deception or showmanship.", + "playbook_rafiq_description": "A cunning\nintermediary\n& false friend", + "playbook_rafiq_friend_0": "Forcha Khoravid, a noble", + "playbook_rafiq_friend_1": "Mirza, a youth", + "playbook_rafiq_friend_2": "Nusha, a courtesan", + "playbook_rafiq_friend_3": "Qarraq, a demon", + "playbook_rafiq_friend_4": "Vishka, a kidnapper", + "playbook_rafiq_friends_title": "Close Friends", + "playbook_rafiq_xp_condition": "You addressed a challenge with subterfuge or influence.", + "playbook_rakshasa_description": "A hungry\nghoul", + "playbook_rakshasa_friend_0": "Benaz, a prison guard", + "playbook_rakshasa_friend_1": "Dameer, a death cultist", + "playbook_rakshasa_friend_2": "Mohadisa, an alchemist", + "playbook_rakshasa_friend_3": "Nimet, a coal seller", + "playbook_rakshasa_friend_4": "Raban, a gravedigger", + "playbook_rakshasa_friends_title": "Dirty Friends", + "playbook_rakshasa_xp_condition": "You addressed a challenge with stealth or violence.", + "playbook_slide_description": "A Subtle\nManipulator\nand Spy", + "playbook_slide_friend_0": "Bryl, a drug dealer", + "playbook_slide_friend_1": "Bazso Baz, a gang leader", + "playbook_slide_friend_2": "Klyra, a tavern owner", + "playbook_slide_friend_3": "Nyryx, a prostitute", + "playbook_slide_friend_4": "Harker, a jail-bird", + "playbook_slide_friends_title": "Sly Friends", + "playbook_slide_xp_condition": "You addressed a challenge with deception or in influence.", + "playbook_spider_description": "A Devious\nMastermind", + "playbook_spider_friend_0": "Salia, an information broker", + "playbook_spider_friend_1": "Augus, a master architect", + "playbook_spider_friend_2": "Jennah, a servant", + "playbook_spider_friend_3": "Riven, a chemist", + "playbook_spider_friend_4": "Jeren, a bluecoat archivist", + "playbook_spider_friends_title": "Shrewd Friends", + "playbook_spider_xp_condition": "You addressed a challenge with calculation or conspiracy.", + "playbook_vampire_description": "A spirit animating an undead body", + "playbook_vampire_friend_0": "Rutherford, a butler", + "playbook_vampire_friend_1": "Lylandra, a consort", + "playbook_vampire_friend_2": "Kira, a bodyguard", + "playbook_vampire_friend_3": "Otto, a coachman", + "playbook_vampire_friend_4": "Edrik, an envoy", + "playbook_vampire_friends_title": "Dark Servants", + "playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.", + "playbook_vampire_xp_condition2": "You expressed your beliefs, drives, heritage, or background.", + "playbook_vampire_xp_condition3": "You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_vizier_description": "The figure\nbehind the\nthrone", + "playbook_vizier_friend_0": "Bilal Maat, an infernalist", + "playbook_vizier_friend_1": "Gulrukh, a librarian", + "playbook_vizier_friend_2": "Reyasso, an art dealer", + "playbook_vizier_friend_3": "Sallahattin, a lecturer", + "playbook_vizier_friend_4": "Tamadur Faran, the explorer", + "playbook_vizier_friends_title": "Learned Friends", + "playbook_vizier_xp_condition": "You addressed a challenge with planning or teamwork.", + "playbook_whisper_description": "An Arcane\nAdept and\nChanneler", + "playbook_whisper_friend_0": "Nyryx, a possessor ghost", + "playbook_whisper_friend_1": "Scurlock, a vampire", + "playbook_whisper_friend_2": "Setarra, a demon", + "playbook_whisper_friend_3": "Quellyn, a witch", + "playbook_whisper_friend_4": "Flint, a spirit trafficker", + "playbook_whisper_friends_title": "Strange Friends", + "playbook_whisper_xp_condition": "You addressed a challenge with knowledge or arcane power.", + "playbook_zindiq_description": "A rebellious student of heretical science", + "playbook_zindiq_friend_0": "Faizani, a seditionist", + "playbook_zindiq_friend_1": "Hoshan, a junkie", + "playbook_zindiq_friend_2": "Jade Eyes, a cult leader", + "playbook_zindiq_friend_3": "Kashr, a madman", + "playbook_zindiq_friend_4": "Lenora Drakewell, a spy", + "playbook_zindiq_friends_title": "Volatile Friends", + "playbook_zindiq_xp_condition": "You addressed a challenge with rhetoric or destruction.", + "playbooks": "Playbooks", + "position": "Position", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "prowl": "Prowl", + "prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "push_yourself": "Push yourself", + "push_yourself_desc1": " (take 2 ", + "push_yourself_desc2": ") — or — accept a ", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "quicksilver": "Quicksilver", + "rafiq": "Rafiq", + "rakshasa": "Rakshasa", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "repelled": "Repelled", + "reputation": "Reputation", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "risky": "Risky", + "roll-inf": "roll", + "roll": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "ruthless": "Ruthless", + "savage": "Savage", + "secretive": "Secretive", + "secure": "Secure", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shadows": "Shadows", + "short": "short", + "show_bandolier_slots": "Show bandolier slots", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_deity": "Show deity fields", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_frame_section": "Show frame section (for hulls)", + "show_friend_contact_details": "Show friend/contact details", + "show_item_description": "Item/upgrade descriptions", + "show_origin": "Show origin field", + "show_outline": "Show outline for active input fields", + "show_vampire_strictures": "Show vampire strictures", + "skirmish": "Skirmish", + "skirmish_description": "Skirmish with an opponent in close combat; assault or hold a position; brawl and wrestle.", + "skullfire_poison": "Skullfire Poison", + "slide": "Slide", + "slumber": "Slumber", + "smoke_bomb": "Smoke Bomb", + "smoking": "Smoking", + "smugglers": "Smugglers", + "social": "Social", + "soft": "Soft", + "spark_drug": "Spark (drug)", + "sparking": "Sparking", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spider": "Spider", + "spirit_playbooks": "Spirit playbooks", + "standstill_poison": "Standstill Poison", + "stash": "Stash", + "status": "Status", + "stealth": "Stealth", + "stress": "Stress", + "stress_label": "Label to use for stress", + "strictures": "Strictures", + "strictures_bestial": "When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", + "strictures_bound": "Your spirit must remain in this body, or be destroyed.", + "strictures_forbidden": "You cannot enter a private residence without permission from the owner.", + "strictures_repelled": "Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", + "strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", + "stricturesblurb": "When you gain a new vampire trait (except veteran), add a stricture.", + "strong": "Strong", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subterfuge_supplies": "Subterfuge Supplies", + "subterfuge_supplies_description": "A theatrical make-up kit. A selection of blank documents, ready for the forger's hand. Costume jewelry. A reversible cloak and distinctive hat. A forged badge of office.", + "supplies": "Supplies", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "sway": "Sway", + "sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.", + "teamwork": "Teamwork", + "territorial": "Territorial", + "throwing_knives": "Throwing Knives", + "throwing_knives_description": "Six small, light blades.", + "thugs": "Thugs", + "tier": "Tier", + "tinker": "Tinker", + "tinker_description": "Tinker with mechanisms to create, modify, disable, or repair; disable a trap, pick a lock, or crack a safe. Use the ubiquitous clockwork and electroplasmic devices around the city to your advantage.", + "tinkering_tools": "Tinkering Tools", + "tinkering_tools_description": "An assortment for detailed mechanist work: jeweler’s loupe, tweezers, a small hammer, pliers, screwdriver, etc.", + "tools": "Tools", + "training": "Training", + "trance_powder": "Trance Powder", + "transport": "Transport", + "trauma": "Trauma", + "trauma_label": "Label to use for trauma", + "traumata": "Traumata", + "turf": "Turf", + "unstable": "Unstable", + "upgrade": "Upgrade", + "upgrade_boat_description": "You have a boat, a dock on a waterway, and a small shack to store boating supplies. A second upgrade improves the boat with armor and more cargo capacity.", + "upgrade_carriage_description": "You have a carriage, two goats to pull it, and a stable. A second upgrade improves the carriage with armor and larger, swifter goats. Horses are very rare in Doskvol — most carriages in the city use the large Akorosian goat as their draft animal.", + "upgrade_costs": "Upgrade Costs", + "upgrade_documents_description": "+1 quality for Documents.", + "upgrade_gear_description": "+1 quality for Burglary Gear and Climbing Gear.", + "upgrade_hidden_description": "Your lair has a secret location and is disguised to hide it from view. If your lair is discovered, use two downtime activities and pay coin equal to your Tier to relocate it and hide it once again.", + "upgrade_implements_description": "+1 quality for Arcane Implements.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_mastery_description": "Your crew has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quarters_description": "Your lair includes living quarters for the crew. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_secure_description": "Your lair has locks, alarms, and traps to thwart intruders. A second upgrade improves the defenses to include arcane measures that work against spirits. You might roll your crew's Tier if these measures are ever put to the test, to see how well they thwart an intruder.", + "upgrade_supplies_description": "+1 quality for Subterfuge Supplies.", + "upgrade_tools_description": "+1 quality for Demolition Tools and Tinkering Tools.", + "upgrade_vault_description": "Your lair has a secure vault, increasing your storage capacity for coin to 8. A second upgrade increases your capacity to 16. A separate part of your vault can be used as a holding cell.", + "upgrade_weapons_description": "+1 quality for Weapons.", + "upgrade_workshop_description": "Your lair has a workshop appointed with tools for tinkering and alchemy, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your lair.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "vampire": "Vampire", + "vampire_traits": "Vampire traits", + "vampire_viceblurb": "Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", + "vault": "Vault", + "vaults": "Vaults", + "vehicle": "Vehicle", + "vehicle_edges_flaws": "Vehicle Edges\nNimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.\nSimple: The vehicle is easy to repair. Remove all of its harm during downtime.\nSturdy: The vehicle keeps operating even when broken.\n\nVehicle Flaws\nCostly: Thee vehicle costs 1 coin per downtime to keep in operation.\nDistinct: Thee vehicle has memorable features. Take +1 heat when you use it on a score.\nFinicky: The vehicle has quirks that only one person understands. When operated without them, the vehicle has -1 quality.", + "version": "Version", + "vice": "Vice", + "vice_info": "Faith — Gambling — Luxury — Obligation — Pleasure — Stupor — Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Vice / Purveyor", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vigilantes": "Vigilantes", + "vizier": "Vizier", + "wanted": "Wanted", + "wanted_label": "Label to use for Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak": "Weak", + "weapons": "Weapons", + "wear": "Wear", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "whisper": "Whisper", + "with": "with", + "workshop": "Workshop", + "wreck": "Wreck", + "wreck_description": "Wreck a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Bolster your crew's reputation or develop a new one.", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "zerodice": "Zero Dice — take the lowest result above", + "zindiq": "Zindiq" +} diff --git a/Bluebeard's Bride/translations/ca.json b/Bluebeard's Bride/translations/ca.json new file mode 100644 index 0000000000..e00a5e46cc --- /dev/null +++ b/Bluebeard's Bride/translations/ca.json @@ -0,0 +1,138 @@ +{ + "the-sisters": "The Sisters", + "sisterly-bonds": "Sisterly Bonds", + "wedding-prep": "Wedding Prep", + "animus": "Animus", + "Animus": "Animus", + "animus-desc": "You hold onto righteousness with both hands.\nOthers admire your strength and bow to your will.", + "fatale": "Fatale", + "Fatale": "Fatale", + "fatale-desc": "You drip sensuality from your lips. Others watch your every move and crave for you to take control.", + "mother": "Mother", + "Mother": "Mother", + "mother-desc": "You walk with authority.\n Others ache for your approval,and long for you to soothe their wounds.\n ", + "virgin": "Virgin", + "Virgin": "Virgin", + "virgin-desc": "\n You see beauty where there is none.\n Others seek comfort in your warmth and delight in your obedience.\n ", + "witch": "Witch", + "Witch": "Witch", + "witch-desc": "\n You braid magic from shadow and blood.\n Others desire a taste of your sing and pray for your undoing.\n ", + "shattered-desc": "\n When a sister misses her roll, the Groundskeeper may look to you\n to describe what happens to the Bride.
\n Use the following prompts to help describe what happens to the Bride:\n ", + "shattered-options": "\n
  • Answer with what you find frightening.
  • \n
  • Illuminate the horror in beauty as well as gore.
  • \n
  • Decribe interesting details using all five senses.
  • \n ", + "stats": "Stats", + "blood": "blood", + "carnality": "carnality", + "resilience": "resilience", + "face": "Face", + "the-brute": "The Brute", + "the-brute-desc": "When you investigate a mysterious object by breaking it, ask a follow-up question about the object. Its essence still remains, but the item can no longer be investigated by any Sister.", + "the-rooster": "The Rooster", + "the-rooster-desc": "Mark one trauma to give a direct order to an NPC. They do it, but choose one: Your order…", + "the-rooster-options": "
  • is carried out to the letter and then some.
  • \n
  • is overwhelming and carried out sloppily.
  • \n
  • is not something they can do, and a third party steps in to carry it out.
  • ", + "the-shield": "The Shield", + "the-shield-desc": "When one of your Sisters marks trauma, explain to her howthe trauma she is experiencing is her fault, then ask if she believes you. If she believes you, she marks one less trauma. If she rejects your explanation, mark one trauma as you experience the shame of your own impotence.", + "the-dancer": "The Dancer", + "the-dancer-desc": "Remove a piece of your clothing to care for someone.That item of clothing is lost to you forever, but it feeds the appetite of the horror or servant until the Bride speaks again.", + "the-mistress": "The Mistress", + "the-mistress-desc": "\n You are the one really in control.\n Mark one trauma to take the ring from your Sister.\n ", + "the-spider": "The Spider", + "the-spider-desc": "\n Your beauty and charm get you what you want.\n When you trap a servant or horror with your feminine wiles, \n they will tell you a secret about either the house or Bluebeard.\n ", + "the-spider-desc2": "\n Mark a trauma to ask a follow-up question.\n ", + "the-bear": "The Bear", + "the-bear-desc": "\n When a Sister provokes trauma, you can step in and punish\n the Sister who truly deserves it. Tell the guilty Sister to mark\n the trauma instead, and mark one trauma for yourself as well,\n as your failure to prevent this is self evident.\n ", + "the-kingmaker": "The Kingmaker", + "the-kingmaker-desc": "\n When you insist a male servant or horror deserves more power\n than they currently have and give them a gift, you have found\n your champion. Heal one trauma.\n ", + "the-martyr": "The Martyr", + "the-martyr-desc": "\n You will take your love to the ends of this world. When you\n offer forgiveness for a Sister’s sins, mark trauma, one for two,\n to heal that Sister.\n ", + "the-lily": "The Lily", + "the-lily-desc": "\n Your beauty is a candle in the darkness. \n When you care for someone by showing them something beautiful, \n you do not have to demonstrate your sincerity. \n ", + "the-moth": "The Moth", + "the-moth-desc": "\n When you investigate a mysterious object by placing\n yourself in immediate danger, the Groundskeeper asks you a\n question off the list provided. Your answer is truth. Mark a\n trauma to earn a second question.\n ", + "the-victim": "The Victim", + "the-victim-desc": "\n When you caress a horror by inviting it to come closer,\n mark one trauma to take a 10+ instead of rolling.\n ", + "the-medium": "The Medium", + "the-medium-desc": "\n Spill your blood to commune with the horrors of the room.\n Mark one trauma and the Groundskeeper will share whisperings \n about what happened here, and might ask you a question\n or two; answer them.\n ", + "the-reaper": "The Reaper", + "the-reaper-desc": "\n When a fellow Sister shatters, you feed on a piece of the Bride’s\n soul. Heal two trauma.\n ", + "the-viper": "The Viper", + "the-viper-desc": "\n When you care for a servant by poisoning them with\n your lies, they choke on your words and die.\n ", + "reset-trauma": "reset Trauma", + "trauma": "Trauma", + "sisterly-bonds-desc": "You trust your sisters… for the most part, but…", + "weddinganimus-1": "What are the Bride's hands like?", + "weddingfatale-1": "What does the Bride's mouth look like?", + "weddingmother-1": "What is the Bride's figure like?", + "weddingvirgin-1": "What do the Bride's eyes look like?", + "weddingwitch-1": "What is the Bride's hair like?", + "weddinganimus-2": "What weakness do you give away when others hold your hand?", + "weddingfatale-2": "How do others keep her quiet?", + "weddingmother-2": "What do others wish was different about it?", + "weddingvirgin-2": "How do others know you want them when they gaze into your eyes?", + "weddingwitch-2": "How do others like you to wear it?", + "leave-behind": "What are you leaving behind from your provincial life, to become Bluebeard's Bride?", + "gesture": "When you first met, what loving gesture did Bluebeard make that won you over?", + "gift": "What gift did you present to Bluebeard before the wedding? Why did you choose this?", + "trust": "Do you trust your generous husband, Bluebeard, or do you hold unkind suspicions? Why is that?", + "The Moves": "The Moves", + "hasthering": "has the ring.", + "Maiden Moves": "Maiden Moves", + "care-for-someone": "Care for Someone", + "care-for-someone-desc": "\n When you care for someone (servant or horror), you ease their suffering\n and bridle their torment.\n ", + "care-for-someone2": "\n They may demand a demonstration of your sincerity.\n ", + "investigate-a-mysterious-object": "Investigate a Mysterious Object", + "investigate-a-mysterious-object-desc": "\n When you investigate a mysterious object from a room, ask two:\n ", + "investigate-a-mysterious-object-options": "\n
  • Whose item is this?
  • \n
  • What memories does this item hold?
  • \n
  • What about this item is odd or uncanny?
  • \n
  • Why did Bluebeard keep this item?
  • \n ", + "take-stock": "Take Stock", + "take-stock-desc": "When you take stock of a tense situation, ask one:", + "take-stock-options": "\n
  • What stalks the Bride from the shadows?
  • \n
  • What traps have been laid for the Bride?
  • \n
  • What does this place demand of the Bride?
  • \n
  • What horror here is hidden from the Bride?
  • \n ", + "ring-moves": "Ring Moves", + "shiver-from-fear": "Shiver from Fear", + "shiver-from-fear-desc": "\n When you shiver from fear, name the thing you are most afraid will happen;\n the Groundskeeper will tell you how it's worse than you feared.\n Keep the ring and choose two, or pass the ring and choose one:\n ", + "shiver-from-fear-options": "\n
  • It infects the Bride with its perversion.
  • \n
  • It has the Bride in its clutches right now.
  • \n
  • It speaks to you. Take one trauma… Just you, Sister.
  • \n ", + "movename-caress": "Caress a Horro", + "trigger-caress": "When you Caress a Horror, roll +Blood.", + "hit-caress": "On a hit, the horror is swayed by your stroke; direct what was intended for you to another victim in the house.", + "partial-caress": "On a hit, the horror is swayed by your stroke; direct what was intended for you to another victim in the house.\n On a 7-9, it will shift its attention, but only if you participate in some way.", + "caress-a-horror-desc": "\n When you caress a horror, roll +Blood. \n On a hit, the horror is swayed by your stroke;\n direct what was intended for you to another victim in the house.\n ", + "caress-a-horror-desc2": "\n On a 7-9, it will shift its attention, but only if you participate in some way.\n ", + "movename-violence": "Dirty Yourself with Violence", + "trigger-violence": "When you Dirty Yourself With Violence, roll +Carnality.", + "hit-violence": "On a hit, you inflict harm as established and choose one:\n ◆ Disable them\n ◆ Silence them\n ◆ Mutilate them", + "partial-violence": "On a hit, you inflict trauma as established and choose one:\n ◆ Disable them\n ◆ Silence them\n ◆ Mutilate them\n \n On a 7-9, choose one from below as well:\n ◆ Your vulnerability opens you up to trauma\n ◆ Your carelessness leaves you in a bad spot", + "dirty-yourself-with-violence": "\n \n ", + "dirty-yourself-with-violence-desc": "\n When you dirty yourself with violence, roll +Carnality.\n On a hit, you inflict trauma as established and choose one:\n ", + "dirty-yourself-with-violence-options": "\n
  • Disable them
  • \n
  • Silence them
  • \n
  • Mutilate them
  • \n ", + "dirty-yourself-with-violence-desc2": "\n On a 7-9, choose one from below as well:\n ", + "dirty-yourself-with-violence-options2": "\n
  • Your vulnerability opens you up to trauma
  • \n
  • Your carelessness leaves you in a bad spot
  • \n ", + "movename-cryout": "Cry Out for Help", + "trigger-cryout": "When you break down and Cry Out for Help, roll +Reslience.", + "hit-cryout": "On a hit, a house servant comes to address your concerns and calm your hysteria.", + "partial-cryout": "On a hit, a house servant comes to address your concerns and calm your hysteria.\n On a 7-9, they help you, but they first need proof of your loyalty to Bluebeard.", + "cry-out-for-help-desc": "\n When you break down and cry out for help, roll +Resilience.\n On a hit, a house servant comes to address your concerns and calm your hysteria.\n On a 7-9, they help you, but they first need proof of your loyalty to Bluebeard.\n ", + "give-up-the-ring": "Give Up the Ring", + "give-up-the-ring-desc": "\n When you voluntarily give up the ring, pass the ring to the next Sister.\n You are immune to trauma until that Sister passes the ring.\n ", + "exit-moves": "Exit Moves", + "escape": "Escape", + "escape-desc": "\n When you attempt to escape without propsing a truth,\n the Groundskeeper will offer you a hard bargain or ugly choice.\n If you pay the price, you escape.\n ", + "propose-a-truth": "Propose a Truth", + "propose-a-truth-desc": "\n When you propose a truth about a room,\n detail what you think happened in the the room, to whom, and why.\n Next describe the token you take that supports your interpretation \n of what happened here and mark it on the appropriate token track.\n ", + "propose-a-truth-desc2": "\n If it is a token of Faithfulness, \n you are close to proving that your trust in your husband is well placed;\n heal one trauma.\n ", + "propose-a-truth-desc3": "\n If it is a token of Disloyalty, you are closer to proving\n that your unkind suspicions about your husband are true;\n mark one trauma.\n ", + "the-bride": "The Bride", + "the-bride-desc": "\n Use this page to track the Bride's progress thru the mansion.\n When the Bride aquires Tokens of Faithfulness and\n Disloyalty, click the appropriate icon, and enter information\n about the Token in the text boxes.\n ", + "faithfulness": "faithfulness", + "disloyalty": "disloyalty", + "help": "Help", + "help-desc": "\n Select different sections of the playsheet using the tabs at the top \n of the page. The currently selected section will have a white border \n and text.\n ", + "the-sisters-desc": "\n This page contains information for individual sisters, all displayed\n on a single page. Use the tabs at the top to toggle visibility of the\n Sisterly Bonds, and Wedding Preparation sections.\n Add a new sister using the \"Add\" button at the bottom of the page. \n Use the \"Modify\" button to change the order of the sisters, or remove\n a sister.\n ", + "adding-a-new-sister": "Adding a New Sister", + "adding-a-new-sister-desc": "\n When a new sister is added, click on the sister's playbook name to \n bring up a dropdown box. In the Stats section, use the arrows\n next to each number to increase or decrease the stats. \n In the Face section, click the face title to bring up a\n dropdown menu, just as with the playbook. Use the tabs at the top of \n the page to display the Sisterly Bonds and Wedding Prep.\n ", + "stats-trauma-passing-the-ring": "Stats, Trauma, and Passing the Ring", + "stats-trauma-passing-the-ring-desc": "\n Click the name of each Stat to make a roll with that stat. \n ", + "stats-trauma-passing-the-ring-desc2": "\n Click the heart icons in the Trauma section to increase\n and decrease the Sister's Trauma. You can reset the Trauma completely\n by clicking the \"Trauma\" title.\n When a Sister reaches 5 Trauma, her block will automatically change to \n the \"Shattered\" block. If a Sister is shattered accidentally, you can\n \"unshatter\" her block by clicking the heart icon.\n ", + "stats-trauma-passing-the-ring-desc3": "\n At the top left of each Sister's block is a Ring icon, faded out by \n default. Click the icon on a Sister's block to pass the ring to that Sister.\n When rolling Moves, the sheet will automatically use the Stats for the \n Sister who is currently holding the Ring.\n ", + "the-moves": "The Moves", + "the-moves-desc": "\n This page describes the various moves.\n The top of this page shows the Sister who is currently holding the Ring.\n This Sister's Stats will be used, if a move requires a roll.\n ", + "the-moves-desc2": "\n If a Move calls for a roll, click the name of that Move to make the\n roll automatically. A black border to will appear when hovering\n over the name, to indicate that you can make a roll.\n ", + "isrolling": "is rolling" +} diff --git a/Bluebeard's Bride/translations/hu.json b/Bluebeard's Bride/translations/hu.json new file mode 100644 index 0000000000..e00a5e46cc --- /dev/null +++ b/Bluebeard's Bride/translations/hu.json @@ -0,0 +1,138 @@ +{ + "the-sisters": "The Sisters", + "sisterly-bonds": "Sisterly Bonds", + "wedding-prep": "Wedding Prep", + "animus": "Animus", + "Animus": "Animus", + "animus-desc": "You hold onto righteousness with both hands.\nOthers admire your strength and bow to your will.", + "fatale": "Fatale", + "Fatale": "Fatale", + "fatale-desc": "You drip sensuality from your lips. Others watch your every move and crave for you to take control.", + "mother": "Mother", + "Mother": "Mother", + "mother-desc": "You walk with authority.\n Others ache for your approval,and long for you to soothe their wounds.\n ", + "virgin": "Virgin", + "Virgin": "Virgin", + "virgin-desc": "\n You see beauty where there is none.\n Others seek comfort in your warmth and delight in your obedience.\n ", + "witch": "Witch", + "Witch": "Witch", + "witch-desc": "\n You braid magic from shadow and blood.\n Others desire a taste of your sing and pray for your undoing.\n ", + "shattered-desc": "\n When a sister misses her roll, the Groundskeeper may look to you\n to describe what happens to the Bride.
    \n Use the following prompts to help describe what happens to the Bride:\n ", + "shattered-options": "\n
  • Answer with what you find frightening.
  • \n
  • Illuminate the horror in beauty as well as gore.
  • \n
  • Decribe interesting details using all five senses.
  • \n ", + "stats": "Stats", + "blood": "blood", + "carnality": "carnality", + "resilience": "resilience", + "face": "Face", + "the-brute": "The Brute", + "the-brute-desc": "When you investigate a mysterious object by breaking it, ask a follow-up question about the object. Its essence still remains, but the item can no longer be investigated by any Sister.", + "the-rooster": "The Rooster", + "the-rooster-desc": "Mark one trauma to give a direct order to an NPC. They do it, but choose one: Your order…", + "the-rooster-options": "
  • is carried out to the letter and then some.
  • \n
  • is overwhelming and carried out sloppily.
  • \n
  • is not something they can do, and a third party steps in to carry it out.
  • ", + "the-shield": "The Shield", + "the-shield-desc": "When one of your Sisters marks trauma, explain to her howthe trauma she is experiencing is her fault, then ask if she believes you. If she believes you, she marks one less trauma. If she rejects your explanation, mark one trauma as you experience the shame of your own impotence.", + "the-dancer": "The Dancer", + "the-dancer-desc": "Remove a piece of your clothing to care for someone.That item of clothing is lost to you forever, but it feeds the appetite of the horror or servant until the Bride speaks again.", + "the-mistress": "The Mistress", + "the-mistress-desc": "\n You are the one really in control.\n Mark one trauma to take the ring from your Sister.\n ", + "the-spider": "The Spider", + "the-spider-desc": "\n Your beauty and charm get you what you want.\n When you trap a servant or horror with your feminine wiles, \n they will tell you a secret about either the house or Bluebeard.\n ", + "the-spider-desc2": "\n Mark a trauma to ask a follow-up question.\n ", + "the-bear": "The Bear", + "the-bear-desc": "\n When a Sister provokes trauma, you can step in and punish\n the Sister who truly deserves it. Tell the guilty Sister to mark\n the trauma instead, and mark one trauma for yourself as well,\n as your failure to prevent this is self evident.\n ", + "the-kingmaker": "The Kingmaker", + "the-kingmaker-desc": "\n When you insist a male servant or horror deserves more power\n than they currently have and give them a gift, you have found\n your champion. Heal one trauma.\n ", + "the-martyr": "The Martyr", + "the-martyr-desc": "\n You will take your love to the ends of this world. When you\n offer forgiveness for a Sister’s sins, mark trauma, one for two,\n to heal that Sister.\n ", + "the-lily": "The Lily", + "the-lily-desc": "\n Your beauty is a candle in the darkness. \n When you care for someone by showing them something beautiful, \n you do not have to demonstrate your sincerity. \n ", + "the-moth": "The Moth", + "the-moth-desc": "\n When you investigate a mysterious object by placing\n yourself in immediate danger, the Groundskeeper asks you a\n question off the list provided. Your answer is truth. Mark a\n trauma to earn a second question.\n ", + "the-victim": "The Victim", + "the-victim-desc": "\n When you caress a horror by inviting it to come closer,\n mark one trauma to take a 10+ instead of rolling.\n ", + "the-medium": "The Medium", + "the-medium-desc": "\n Spill your blood to commune with the horrors of the room.\n Mark one trauma and the Groundskeeper will share whisperings \n about what happened here, and might ask you a question\n or two; answer them.\n ", + "the-reaper": "The Reaper", + "the-reaper-desc": "\n When a fellow Sister shatters, you feed on a piece of the Bride’s\n soul. Heal two trauma.\n ", + "the-viper": "The Viper", + "the-viper-desc": "\n When you care for a servant by poisoning them with\n your lies, they choke on your words and die.\n ", + "reset-trauma": "reset Trauma", + "trauma": "Trauma", + "sisterly-bonds-desc": "You trust your sisters… for the most part, but…", + "weddinganimus-1": "What are the Bride's hands like?", + "weddingfatale-1": "What does the Bride's mouth look like?", + "weddingmother-1": "What is the Bride's figure like?", + "weddingvirgin-1": "What do the Bride's eyes look like?", + "weddingwitch-1": "What is the Bride's hair like?", + "weddinganimus-2": "What weakness do you give away when others hold your hand?", + "weddingfatale-2": "How do others keep her quiet?", + "weddingmother-2": "What do others wish was different about it?", + "weddingvirgin-2": "How do others know you want them when they gaze into your eyes?", + "weddingwitch-2": "How do others like you to wear it?", + "leave-behind": "What are you leaving behind from your provincial life, to become Bluebeard's Bride?", + "gesture": "When you first met, what loving gesture did Bluebeard make that won you over?", + "gift": "What gift did you present to Bluebeard before the wedding? Why did you choose this?", + "trust": "Do you trust your generous husband, Bluebeard, or do you hold unkind suspicions? Why is that?", + "The Moves": "The Moves", + "hasthering": "has the ring.", + "Maiden Moves": "Maiden Moves", + "care-for-someone": "Care for Someone", + "care-for-someone-desc": "\n When you care for someone (servant or horror), you ease their suffering\n and bridle their torment.\n ", + "care-for-someone2": "\n They may demand a demonstration of your sincerity.\n ", + "investigate-a-mysterious-object": "Investigate a Mysterious Object", + "investigate-a-mysterious-object-desc": "\n When you investigate a mysterious object from a room, ask two:\n ", + "investigate-a-mysterious-object-options": "\n
  • Whose item is this?
  • \n
  • What memories does this item hold?
  • \n
  • What about this item is odd or uncanny?
  • \n
  • Why did Bluebeard keep this item?
  • \n ", + "take-stock": "Take Stock", + "take-stock-desc": "When you take stock of a tense situation, ask one:", + "take-stock-options": "\n
  • What stalks the Bride from the shadows?
  • \n
  • What traps have been laid for the Bride?
  • \n
  • What does this place demand of the Bride?
  • \n
  • What horror here is hidden from the Bride?
  • \n ", + "ring-moves": "Ring Moves", + "shiver-from-fear": "Shiver from Fear", + "shiver-from-fear-desc": "\n When you shiver from fear, name the thing you are most afraid will happen;\n the Groundskeeper will tell you how it's worse than you feared.\n Keep the ring and choose two, or pass the ring and choose one:\n ", + "shiver-from-fear-options": "\n
  • It infects the Bride with its perversion.
  • \n
  • It has the Bride in its clutches right now.
  • \n
  • It speaks to you. Take one trauma… Just you, Sister.
  • \n ", + "movename-caress": "Caress a Horro", + "trigger-caress": "When you Caress a Horror, roll +Blood.", + "hit-caress": "On a hit, the horror is swayed by your stroke; direct what was intended for you to another victim in the house.", + "partial-caress": "On a hit, the horror is swayed by your stroke; direct what was intended for you to another victim in the house.\n On a 7-9, it will shift its attention, but only if you participate in some way.", + "caress-a-horror-desc": "\n When you caress a horror, roll +Blood. \n On a hit, the horror is swayed by your stroke;\n direct what was intended for you to another victim in the house.\n ", + "caress-a-horror-desc2": "\n On a 7-9, it will shift its attention, but only if you participate in some way.\n ", + "movename-violence": "Dirty Yourself with Violence", + "trigger-violence": "When you Dirty Yourself With Violence, roll +Carnality.", + "hit-violence": "On a hit, you inflict harm as established and choose one:\n ◆ Disable them\n ◆ Silence them\n ◆ Mutilate them", + "partial-violence": "On a hit, you inflict trauma as established and choose one:\n ◆ Disable them\n ◆ Silence them\n ◆ Mutilate them\n \n On a 7-9, choose one from below as well:\n ◆ Your vulnerability opens you up to trauma\n ◆ Your carelessness leaves you in a bad spot", + "dirty-yourself-with-violence": "\n \n ", + "dirty-yourself-with-violence-desc": "\n When you dirty yourself with violence, roll +Carnality.\n On a hit, you inflict trauma as established and choose one:\n ", + "dirty-yourself-with-violence-options": "\n
  • Disable them
  • \n
  • Silence them
  • \n
  • Mutilate them
  • \n ", + "dirty-yourself-with-violence-desc2": "\n On a 7-9, choose one from below as well:\n ", + "dirty-yourself-with-violence-options2": "\n
  • Your vulnerability opens you up to trauma
  • \n
  • Your carelessness leaves you in a bad spot
  • \n ", + "movename-cryout": "Cry Out for Help", + "trigger-cryout": "When you break down and Cry Out for Help, roll +Reslience.", + "hit-cryout": "On a hit, a house servant comes to address your concerns and calm your hysteria.", + "partial-cryout": "On a hit, a house servant comes to address your concerns and calm your hysteria.\n On a 7-9, they help you, but they first need proof of your loyalty to Bluebeard.", + "cry-out-for-help-desc": "\n When you break down and cry out for help, roll +Resilience.\n On a hit, a house servant comes to address your concerns and calm your hysteria.\n On a 7-9, they help you, but they first need proof of your loyalty to Bluebeard.\n ", + "give-up-the-ring": "Give Up the Ring", + "give-up-the-ring-desc": "\n When you voluntarily give up the ring, pass the ring to the next Sister.\n You are immune to trauma until that Sister passes the ring.\n ", + "exit-moves": "Exit Moves", + "escape": "Escape", + "escape-desc": "\n When you attempt to escape without propsing a truth,\n the Groundskeeper will offer you a hard bargain or ugly choice.\n If you pay the price, you escape.\n ", + "propose-a-truth": "Propose a Truth", + "propose-a-truth-desc": "\n When you propose a truth about a room,\n detail what you think happened in the the room, to whom, and why.\n Next describe the token you take that supports your interpretation \n of what happened here and mark it on the appropriate token track.\n ", + "propose-a-truth-desc2": "\n If it is a token of Faithfulness, \n you are close to proving that your trust in your husband is well placed;\n heal one trauma.\n ", + "propose-a-truth-desc3": "\n If it is a token of Disloyalty, you are closer to proving\n that your unkind suspicions about your husband are true;\n mark one trauma.\n ", + "the-bride": "The Bride", + "the-bride-desc": "\n Use this page to track the Bride's progress thru the mansion.\n When the Bride aquires Tokens of Faithfulness and\n Disloyalty, click the appropriate icon, and enter information\n about the Token in the text boxes.\n ", + "faithfulness": "faithfulness", + "disloyalty": "disloyalty", + "help": "Help", + "help-desc": "\n Select different sections of the playsheet using the tabs at the top \n of the page. The currently selected section will have a white border \n and text.\n ", + "the-sisters-desc": "\n This page contains information for individual sisters, all displayed\n on a single page. Use the tabs at the top to toggle visibility of the\n Sisterly Bonds, and Wedding Preparation sections.\n Add a new sister using the \"Add\" button at the bottom of the page. \n Use the \"Modify\" button to change the order of the sisters, or remove\n a sister.\n ", + "adding-a-new-sister": "Adding a New Sister", + "adding-a-new-sister-desc": "\n When a new sister is added, click on the sister's playbook name to \n bring up a dropdown box. In the Stats section, use the arrows\n next to each number to increase or decrease the stats. \n In the Face section, click the face title to bring up a\n dropdown menu, just as with the playbook. Use the tabs at the top of \n the page to display the Sisterly Bonds and Wedding Prep.\n ", + "stats-trauma-passing-the-ring": "Stats, Trauma, and Passing the Ring", + "stats-trauma-passing-the-ring-desc": "\n Click the name of each Stat to make a roll with that stat. \n ", + "stats-trauma-passing-the-ring-desc2": "\n Click the heart icons in the Trauma section to increase\n and decrease the Sister's Trauma. You can reset the Trauma completely\n by clicking the \"Trauma\" title.\n When a Sister reaches 5 Trauma, her block will automatically change to \n the \"Shattered\" block. If a Sister is shattered accidentally, you can\n \"unshatter\" her block by clicking the heart icon.\n ", + "stats-trauma-passing-the-ring-desc3": "\n At the top left of each Sister's block is a Ring icon, faded out by \n default. Click the icon on a Sister's block to pass the ring to that Sister.\n When rolling Moves, the sheet will automatically use the Stats for the \n Sister who is currently holding the Ring.\n ", + "the-moves": "The Moves", + "the-moves-desc": "\n This page describes the various moves.\n The top of this page shows the Sister who is currently holding the Ring.\n This Sister's Stats will be used, if a move requires a roll.\n ", + "the-moves-desc2": "\n If a Move calls for a roll, click the name of that Move to make the\n roll automatically. A black border to will appear when hovering\n over the name, to indicate that you can make a roll.\n ", + "isrolling": "is rolling" +} diff --git a/CWOD-C20/translations/ca.json b/CWOD-C20/translations/ca.json new file mode 100644 index 0000000000..9a72047726 --- /dev/null +++ b/CWOD-C20/translations/ca.json @@ -0,0 +1,109 @@ +{ + "name-u": "Name", + "player-u": "Player", + "chronicle-u": "Chronicle", + "nature-u": "Nature:", + "demeanor-u": "Demeanor:", + "concept-u": "Concept:", + "clan-u": "Clan:", + "generation-u": "Generation:", + "sire-u": "Sire:", + "attributes-u": "Attributes", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "perception-u": "Perception", + "abilities-u": "Abilities", + "talents-u": "Talents", + "skills-u": "Skills", + "knowledges-u": "Knowledges", + "alertness-u": "Alertness", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "empathy-u": "Empathy", + "expression-u": "Expression", + "intimidation-u": "Intimidation", + "leadership-u": "Leadership", + "subterfuge-u": "Subterfuge", + "streetwise-u": "Streetwise", + "animalken-u": "Animal Ken", + "craft-u": "Craft", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "survival-u": "Survival", + "academics-u": "Academics", + "computer-u": "Computer", + "finance-u": "Finance", + "investigation-u": "Investigation", + "law-u": "Law", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "technology-u": "Technology", + "advantages-u": "Advantages", + "disciplines-u": "Disciplines", + "backgrounds-u": "Backgrounds", + "virtues-u": "Virtues", + "conscience-u": "Conscience", + "convinction-u": "Convinction", + "selfcontrol-u": "Self-Control", + "instinct-u": "Instinct", + "courage-u": "Courage", + "othertraits-u": "Other Traits", + "paths-u": "Paths", + "merits-u": "Merits", + "flaws-u": "Flaws", + "humanitypath-u": "Humanity/path", + "bearing-u": "Bearing:", + "willpower-u": "Willpower", + "bloodpool-u": "Blood Pool", + "pointsperturn-u": "Points Per Turn", + "dicepools-u": "Dice Pools", + "attributeability-u": "Attribute            Ability", + "health-u": "Health", + "healthreal-u": "Real", + "healthchim-u": "Chimerical", + "bruised-u": "Bruised", + "bruised2-u": "Bruised(2)", + "hurt-u": "Hurt", + "injured-u": "Injured", + "wounded-u": "Wounded", + "mauled-u": "Mauled", + "crippled-u": "Crippled", + "incapacitated-u": "Incapacitated", + "weakness-u": "Weakness", + "experience-u": "Experience", + "notes-u": "Notes", + "court-u": "Court", + "legacies-u": "Legacies", + "house-u": "House", + "seeming-u": "Seeming", + "kith-u": "Kith", + "motley-u": "Motley", + "kenning-u": "Kenning", + "enigmas-u": "Enigmas", + "gremayre-u": "Gremayre", + "arts-u": "Arts", + "realms-u": "Realms", + "birthright-u": "Birthright/ Frailty", + "glamour-u": "Glamour", + "nightmare-u": "Nightmare", + "nightmareimbalance-u": "Nightmare/Imbalance", + "banality-u": "Banality", + "antithesis-u": "Antithesis" +} \ No newline at end of file diff --git a/CWOD-C20/translations/hu.json b/CWOD-C20/translations/hu.json new file mode 100644 index 0000000000..9a72047726 --- /dev/null +++ b/CWOD-C20/translations/hu.json @@ -0,0 +1,109 @@ +{ + "name-u": "Name", + "player-u": "Player", + "chronicle-u": "Chronicle", + "nature-u": "Nature:", + "demeanor-u": "Demeanor:", + "concept-u": "Concept:", + "clan-u": "Clan:", + "generation-u": "Generation:", + "sire-u": "Sire:", + "attributes-u": "Attributes", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "perception-u": "Perception", + "abilities-u": "Abilities", + "talents-u": "Talents", + "skills-u": "Skills", + "knowledges-u": "Knowledges", + "alertness-u": "Alertness", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "empathy-u": "Empathy", + "expression-u": "Expression", + "intimidation-u": "Intimidation", + "leadership-u": "Leadership", + "subterfuge-u": "Subterfuge", + "streetwise-u": "Streetwise", + "animalken-u": "Animal Ken", + "craft-u": "Craft", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "survival-u": "Survival", + "academics-u": "Academics", + "computer-u": "Computer", + "finance-u": "Finance", + "investigation-u": "Investigation", + "law-u": "Law", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "technology-u": "Technology", + "advantages-u": "Advantages", + "disciplines-u": "Disciplines", + "backgrounds-u": "Backgrounds", + "virtues-u": "Virtues", + "conscience-u": "Conscience", + "convinction-u": "Convinction", + "selfcontrol-u": "Self-Control", + "instinct-u": "Instinct", + "courage-u": "Courage", + "othertraits-u": "Other Traits", + "paths-u": "Paths", + "merits-u": "Merits", + "flaws-u": "Flaws", + "humanitypath-u": "Humanity/path", + "bearing-u": "Bearing:", + "willpower-u": "Willpower", + "bloodpool-u": "Blood Pool", + "pointsperturn-u": "Points Per Turn", + "dicepools-u": "Dice Pools", + "attributeability-u": "Attribute            Ability", + "health-u": "Health", + "healthreal-u": "Real", + "healthchim-u": "Chimerical", + "bruised-u": "Bruised", + "bruised2-u": "Bruised(2)", + "hurt-u": "Hurt", + "injured-u": "Injured", + "wounded-u": "Wounded", + "mauled-u": "Mauled", + "crippled-u": "Crippled", + "incapacitated-u": "Incapacitated", + "weakness-u": "Weakness", + "experience-u": "Experience", + "notes-u": "Notes", + "court-u": "Court", + "legacies-u": "Legacies", + "house-u": "House", + "seeming-u": "Seeming", + "kith-u": "Kith", + "motley-u": "Motley", + "kenning-u": "Kenning", + "enigmas-u": "Enigmas", + "gremayre-u": "Gremayre", + "arts-u": "Arts", + "realms-u": "Realms", + "birthright-u": "Birthright/ Frailty", + "glamour-u": "Glamour", + "nightmare-u": "Nightmare", + "nightmareimbalance-u": "Nightmare/Imbalance", + "banality-u": "Banality", + "antithesis-u": "Antithesis" +} \ No newline at end of file diff --git a/CWOD-V20/translations/ca.json b/CWOD-V20/translations/ca.json new file mode 100644 index 0000000000..fce2b29a26 --- /dev/null +++ b/CWOD-V20/translations/ca.json @@ -0,0 +1,139 @@ +{ + "Primary": "Primary", + "MeritsFlaws": "Merits & Flaws", + "Powers": "Powers", + "OtherTraits": "Other Traits", + "Notes": "Notes", + "BondBoon": "Bond & Boon", + "BloodSorcery": "Blood Sorcery", + "Information": "Information", + "Dice": "Dice", + "Combat": "Combat", + "maxblood-u": "Max Blood", + "maxtrait-u": "Max Trait", + "extrabruised-u": "Extra Bruised", + "movement-u": "Movement", + "dexspeed-u": "Dex Speed", + "dexboostspeed-u": "Dex Boost Speed", + "celerityspeed-u": "Celerity Speed", + "miscspeed-u": "Misc Speed", + "walkspeed-u": "Walk Speed", + "jogspeed-u": "Jog Speed", + "runspeed-u": "Run Speed", + "yardsmeters-u": "Yards/Meters", + "meleeweapons-u": "Melee Weapons", + "name2-u": "Name", + "type-u": "Type", + "minstr-u": "Min Str.", + "damage-u": "Damage", + "lethality-u": "Lethality", + "conceal-u": "Conceal", + "bashing-u": "Bashing", + "lethal-u": "Lethal", + "aggravated-u": "Aggravated", + "rangedweapons-u": "Ranged Weapons", + "range-u": "Range", + "rate-u": "Rate", + "clip-u": "Clip", + "armorshields-u": "Armor & Shields", + "onq-u": "On?", + "class-u": "Class", + "rating-u": "Rating", + "penalty-u": "Penalty", + "aggravatedq-u": "Aggravated?", + "armor-u": "Armor", + "shield-u": "Shield", + "bodymod-u": "Body Mod.", + "other-u": "Other", + "no-u": "No", + "yes-u": "Yes", + "gear-u": "Gear", + "name-u": "Name:", + "player-u": "Player:", + "chronicle-u": "Chronicle:", + "nature-u": "Nature:", + "demeanor-u": "Demeanor:", + "concept-u": "Concept:", + "clan-u": "Clan:", + "generation-u": "Generation:", + "sire-u": "Sire:", + "attributes-u": "Attributes", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "perception-u": "Perception", + "abilities-u": "Abilities", + "talents-u": "Talents", + "skills-u": "Skills", + "knowledges-u": "Knowledges", + "alertness-u": "Alertness", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "empathy-u": "Empathy", + "expression-u": "Expression", + "intimidation-u": "Intimidation", + "leadership-u": "Leadership", + "subterfuge-u": "Subterfuge", + "streetwise-u": "Streetwise", + "animalken-u": "Animal Ken", + "crafts-u": "Craft", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "survival-u": "Survival", + "academics-u": "Academics", + "computer-u": "Computer", + "finance-u": "Finance", + "investigation-u": "Investigation", + "law-u": "Law", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "technology-u": "Technology", + "advantages-u": "Advantages", + "disciplines-u": "Disciplines", + "backgrounds-u": "Backgrounds", + "virtues-u": "Virtues", + "conscience-u": "Conscience", + "convinction-u": "Convinction", + "selfcontrol-u": "Self-Control", + "instinct-u": "Instinct", + "courage-u": "Courage", + "othertraits-u": "Other Traits", + "paths-u": "Paths", + "merits-u": "Merits", + "flaws-u": "Flaws", + "humanitypath-u": "Humanity/path", + "bearing-u": "Bearing:", + "willpower-u": "Willpower", + "bloodpool-u": "Blood Pool", + "pointsperturn-u": "Points Per Turn", + "dicepools-u": "Dice Pools", + "attributeability-u": "Attribute            Ability", + "health-u": "Health", + "bruised-u": "Bruised", + "hurt-u": "Hurt", + "injured-u": "Injured", + "wounded-u": "Wounded", + "mauled-u": "Mauled", + "crippled-u": "Crippled", + "incapacitated-u": "Incapacitated", + "weakness-u": "Weakness", + "experience-u": "Experience", + "notes-u": "Notes", + "pathsins-u": "Path Sins" +} diff --git a/CWOD-V20/translations/hu.json b/CWOD-V20/translations/hu.json new file mode 100644 index 0000000000..fce2b29a26 --- /dev/null +++ b/CWOD-V20/translations/hu.json @@ -0,0 +1,139 @@ +{ + "Primary": "Primary", + "MeritsFlaws": "Merits & Flaws", + "Powers": "Powers", + "OtherTraits": "Other Traits", + "Notes": "Notes", + "BondBoon": "Bond & Boon", + "BloodSorcery": "Blood Sorcery", + "Information": "Information", + "Dice": "Dice", + "Combat": "Combat", + "maxblood-u": "Max Blood", + "maxtrait-u": "Max Trait", + "extrabruised-u": "Extra Bruised", + "movement-u": "Movement", + "dexspeed-u": "Dex Speed", + "dexboostspeed-u": "Dex Boost Speed", + "celerityspeed-u": "Celerity Speed", + "miscspeed-u": "Misc Speed", + "walkspeed-u": "Walk Speed", + "jogspeed-u": "Jog Speed", + "runspeed-u": "Run Speed", + "yardsmeters-u": "Yards/Meters", + "meleeweapons-u": "Melee Weapons", + "name2-u": "Name", + "type-u": "Type", + "minstr-u": "Min Str.", + "damage-u": "Damage", + "lethality-u": "Lethality", + "conceal-u": "Conceal", + "bashing-u": "Bashing", + "lethal-u": "Lethal", + "aggravated-u": "Aggravated", + "rangedweapons-u": "Ranged Weapons", + "range-u": "Range", + "rate-u": "Rate", + "clip-u": "Clip", + "armorshields-u": "Armor & Shields", + "onq-u": "On?", + "class-u": "Class", + "rating-u": "Rating", + "penalty-u": "Penalty", + "aggravatedq-u": "Aggravated?", + "armor-u": "Armor", + "shield-u": "Shield", + "bodymod-u": "Body Mod.", + "other-u": "Other", + "no-u": "No", + "yes-u": "Yes", + "gear-u": "Gear", + "name-u": "Name:", + "player-u": "Player:", + "chronicle-u": "Chronicle:", + "nature-u": "Nature:", + "demeanor-u": "Demeanor:", + "concept-u": "Concept:", + "clan-u": "Clan:", + "generation-u": "Generation:", + "sire-u": "Sire:", + "attributes-u": "Attributes", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "perception-u": "Perception", + "abilities-u": "Abilities", + "talents-u": "Talents", + "skills-u": "Skills", + "knowledges-u": "Knowledges", + "alertness-u": "Alertness", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "empathy-u": "Empathy", + "expression-u": "Expression", + "intimidation-u": "Intimidation", + "leadership-u": "Leadership", + "subterfuge-u": "Subterfuge", + "streetwise-u": "Streetwise", + "animalken-u": "Animal Ken", + "crafts-u": "Craft", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "survival-u": "Survival", + "academics-u": "Academics", + "computer-u": "Computer", + "finance-u": "Finance", + "investigation-u": "Investigation", + "law-u": "Law", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "technology-u": "Technology", + "advantages-u": "Advantages", + "disciplines-u": "Disciplines", + "backgrounds-u": "Backgrounds", + "virtues-u": "Virtues", + "conscience-u": "Conscience", + "convinction-u": "Convinction", + "selfcontrol-u": "Self-Control", + "instinct-u": "Instinct", + "courage-u": "Courage", + "othertraits-u": "Other Traits", + "paths-u": "Paths", + "merits-u": "Merits", + "flaws-u": "Flaws", + "humanitypath-u": "Humanity/path", + "bearing-u": "Bearing:", + "willpower-u": "Willpower", + "bloodpool-u": "Blood Pool", + "pointsperturn-u": "Points Per Turn", + "dicepools-u": "Dice Pools", + "attributeability-u": "Attribute            Ability", + "health-u": "Health", + "bruised-u": "Bruised", + "hurt-u": "Hurt", + "injured-u": "Injured", + "wounded-u": "Wounded", + "mauled-u": "Mauled", + "crippled-u": "Crippled", + "incapacitated-u": "Incapacitated", + "weakness-u": "Weakness", + "experience-u": "Experience", + "notes-u": "Notes", + "pathsins-u": "Path Sins" +} diff --git a/CWOD-Vampire/translations/ca.json b/CWOD-Vampire/translations/ca.json new file mode 100644 index 0000000000..1d76f37633 --- /dev/null +++ b/CWOD-Vampire/translations/ca.json @@ -0,0 +1,101 @@ +{ + "Name": "Name :", + "Player": "Player :", + "Chronicle": "Chronicle :", + "Nature": "Nature :", + "Demeanor": "Demeanor :", + "Concept": "Concept :", + "Clan": "Clan :", + "Generation": "Generation :", + "Sire": "Sire :", + "Attributes": "Attributes", + "Physical": "Physical", + "Social": "Social", + "Mental": "Mental", + "Strength": "Strength", + "Dexterity": "Dexterity", + "Stamina": "Stamina", + "Charisme": "Charisma", + "Manipulation": "Manipulation", + "Appearance": "Appearance", + "Perception": "Perception", + "Intelligence": "Intelligence", + "Wits": "Wits", + "Abilities": "Abilities", + "Talents": "Talents", + "Skills": "Skills", + "Knowledges": "Knowledges", + "Alertness": "Alertness", + "Athletics": "Athletics", + "Brawl": "Brawl", + "Dodge": "Dodge", + "Empathy": "Empathy", + "Expression": "Expression", + "Intimidation": "Intimidation", + "Leadership": "Leadership", + "Streetwise": "Streetwise", + "Subterfuge": "Subterfuge", + "Animal Ken": "Animal Ken", + "Craft": "Craft", + "Drive": "Drive", + "Etiquette": "Etiquette", + "Firearms": "Firearms", + "Melee": "Melee", + "Performance": "Performance", + "Security": "Security", + "Stealth": "Stealth", + "Survival": "Survival", + "Academics": "Academics", + "Computer": "Computer", + "Finance": "Finance", + "Investigation": "Investigation", + "Law": "Law", + "Linguistics": "Linguistics", + "Medicine": "Medicine", + "Occult": "Occult", + "Politics": "Politics", + "Science": "Science", + "Avantages": "Advantages", + "Disciplines": "Disciplines", + "Backgrounds": "Backgrounds", + "Virtues": "Virtues", + "Conscience": "Conscience", + "Conviction": "Conviction", + "Self-Control": "Self-Control", + "Instinct": "Instinct", + "Other-Traits": "Other Traits", + "Paths": "Paths", + "Merits": "Merits", + "Humanity/Path": "Humanity/Path", + "Willpower": "Willpower", + "Blood-Pool": "Blood Pool", + "Points-per-Turn": "Points Per Turn", + "Weakness": "Weakness", + "Attribute-Ability": "Attribute            Ability", + "Charisma": "Charisma", + "Other 1": "Other 1", + "Other 2": "Other 2", + "Other 3": "Other 3", + "Other 4": "Other 4", + "Other 5": "Other 5", + "Other 6": "Other 6", + "Other 7": "Other 7", + "Other 8": "Other 8", + "Health": "Health", + "Bruised": "Bruised", + "Hurt": "Hurt", + "Injured": "Injured", + "Wounded": "Wounded", + "Mauled": "Mauled", + "Crippled": "Crippled", + "Incapacitated": "Incapacitated", + "Experience": "Experience", + "Notes": "Notes", + "Flaws": "Flaws", + "Courage": "Courage", + "rolls Willpower": "rolls willpower", + "rolls Dice Pool": "rolls Dice Pool", + "Specialization": "Specialization", + "pool-mod": "Pool Mod", + "difficulty": "Difficulty" +} \ No newline at end of file diff --git a/CWOD-Vampire/translations/hu.json b/CWOD-Vampire/translations/hu.json new file mode 100644 index 0000000000..1d76f37633 --- /dev/null +++ b/CWOD-Vampire/translations/hu.json @@ -0,0 +1,101 @@ +{ + "Name": "Name :", + "Player": "Player :", + "Chronicle": "Chronicle :", + "Nature": "Nature :", + "Demeanor": "Demeanor :", + "Concept": "Concept :", + "Clan": "Clan :", + "Generation": "Generation :", + "Sire": "Sire :", + "Attributes": "Attributes", + "Physical": "Physical", + "Social": "Social", + "Mental": "Mental", + "Strength": "Strength", + "Dexterity": "Dexterity", + "Stamina": "Stamina", + "Charisme": "Charisma", + "Manipulation": "Manipulation", + "Appearance": "Appearance", + "Perception": "Perception", + "Intelligence": "Intelligence", + "Wits": "Wits", + "Abilities": "Abilities", + "Talents": "Talents", + "Skills": "Skills", + "Knowledges": "Knowledges", + "Alertness": "Alertness", + "Athletics": "Athletics", + "Brawl": "Brawl", + "Dodge": "Dodge", + "Empathy": "Empathy", + "Expression": "Expression", + "Intimidation": "Intimidation", + "Leadership": "Leadership", + "Streetwise": "Streetwise", + "Subterfuge": "Subterfuge", + "Animal Ken": "Animal Ken", + "Craft": "Craft", + "Drive": "Drive", + "Etiquette": "Etiquette", + "Firearms": "Firearms", + "Melee": "Melee", + "Performance": "Performance", + "Security": "Security", + "Stealth": "Stealth", + "Survival": "Survival", + "Academics": "Academics", + "Computer": "Computer", + "Finance": "Finance", + "Investigation": "Investigation", + "Law": "Law", + "Linguistics": "Linguistics", + "Medicine": "Medicine", + "Occult": "Occult", + "Politics": "Politics", + "Science": "Science", + "Avantages": "Advantages", + "Disciplines": "Disciplines", + "Backgrounds": "Backgrounds", + "Virtues": "Virtues", + "Conscience": "Conscience", + "Conviction": "Conviction", + "Self-Control": "Self-Control", + "Instinct": "Instinct", + "Other-Traits": "Other Traits", + "Paths": "Paths", + "Merits": "Merits", + "Humanity/Path": "Humanity/Path", + "Willpower": "Willpower", + "Blood-Pool": "Blood Pool", + "Points-per-Turn": "Points Per Turn", + "Weakness": "Weakness", + "Attribute-Ability": "Attribute            Ability", + "Charisma": "Charisma", + "Other 1": "Other 1", + "Other 2": "Other 2", + "Other 3": "Other 3", + "Other 4": "Other 4", + "Other 5": "Other 5", + "Other 6": "Other 6", + "Other 7": "Other 7", + "Other 8": "Other 8", + "Health": "Health", + "Bruised": "Bruised", + "Hurt": "Hurt", + "Injured": "Injured", + "Wounded": "Wounded", + "Mauled": "Mauled", + "Crippled": "Crippled", + "Incapacitated": "Incapacitated", + "Experience": "Experience", + "Notes": "Notes", + "Flaws": "Flaws", + "Courage": "Courage", + "rolls Willpower": "rolls willpower", + "rolls Dice Pool": "rolls Dice Pool", + "Specialization": "Specialization", + "pool-mod": "Pool Mod", + "difficulty": "Difficulty" +} \ No newline at end of file diff --git a/CWOD-Wr20/translations/ca.json b/CWOD-Wr20/translations/ca.json new file mode 100644 index 0000000000..cd21c35245 --- /dev/null +++ b/CWOD-Wr20/translations/ca.json @@ -0,0 +1,93 @@ +{ + "name-u": "Name:", + "player-u": "Player:", + "chronicle-u": "Chronicle:", + "nature-u": "Nature:", + "demeanor-u": "Demeanor:", + "concept-u": "Concept:", + "clan-u": "Life:", + "generation-u": "Death:", + "sire-u": "Regret:", + "attributes-u": "Attributes", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "perception-u": "Perception", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "abilities-u": "Abilities", + "talents-u": "Talents", + "skills-u": "Skills", + "knowledges-u": "Knowledges", + "alertness-u": "Alertness", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "dodge-u": "Dodge", + "empathy-u": "Empathy", + "expression-u": "Expression", + "intimidation-u": "Intimidation", + "streetwise-u": "Streetwise", + "subterfuge-u": "Subterfuge", + "crafts-u": "Crafts", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "leadership-u": "Leadership", + "meditation-u": "Meditation", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "academics-u": "Academics", + "bureaucracy-u": "Bureaucracy", + "computer-u": "Computer", + "enigmas-u": "Enigmas", + "investigation-u": "Investigation", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "technology-u": "Technology", + "advantages-u": "Advantages", + "backgrounds-u": "Backgrounds", + "passions-u": "Passions", + "arcanoi-u": "Arcanoi", + "argos-u": "Argos", + "castigation-u": "Castigation", + "embody-u": "Embody", + "fatalism-u": "Fatalism", + "Flux-u": "Flux", + "inhabit-u": "Inhabit", + "intimation-u": "Intimation", + "keening-u": "Keening", + "lifeweb-u": "Lifeweb", + "mnemosynis-u": "Mnemosynis", + "moliate-u": "Moliate", + "outrage-u": "Outrage", + "pandemonium-u": "Pandemonium", + "phantasm-u": "Phantasm", + "puppetry-u": "Puppetry", + "usury-u": "Usury", + "otherarcanoi-u": "Other Arcanoi", + "corpus-u": "Corpus", + "willpower-u": "Willpower", + "pathos-u": "Pathos", + "fetters-u": "Fetters", + "experience-u": "Experience", + "notes-u": "Notes", + "shadow-u": "Shadow:", + "psyche-u": "Psyche:", + "archetype-u": "Archetype:", + "thorns-u": "Thorns", + "angst-u": "Angst", + "psychewillpower-u": "Psyche Willpower", + "darkpassions-u": "Dark Passions", + "persuasion-u": "Persuasion" +} diff --git a/CWOD-Wr20/translations/hu.json b/CWOD-Wr20/translations/hu.json new file mode 100644 index 0000000000..cd21c35245 --- /dev/null +++ b/CWOD-Wr20/translations/hu.json @@ -0,0 +1,93 @@ +{ + "name-u": "Name:", + "player-u": "Player:", + "chronicle-u": "Chronicle:", + "nature-u": "Nature:", + "demeanor-u": "Demeanor:", + "concept-u": "Concept:", + "clan-u": "Life:", + "generation-u": "Death:", + "sire-u": "Regret:", + "attributes-u": "Attributes", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "perception-u": "Perception", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "abilities-u": "Abilities", + "talents-u": "Talents", + "skills-u": "Skills", + "knowledges-u": "Knowledges", + "alertness-u": "Alertness", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "dodge-u": "Dodge", + "empathy-u": "Empathy", + "expression-u": "Expression", + "intimidation-u": "Intimidation", + "streetwise-u": "Streetwise", + "subterfuge-u": "Subterfuge", + "crafts-u": "Crafts", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "leadership-u": "Leadership", + "meditation-u": "Meditation", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "academics-u": "Academics", + "bureaucracy-u": "Bureaucracy", + "computer-u": "Computer", + "enigmas-u": "Enigmas", + "investigation-u": "Investigation", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "technology-u": "Technology", + "advantages-u": "Advantages", + "backgrounds-u": "Backgrounds", + "passions-u": "Passions", + "arcanoi-u": "Arcanoi", + "argos-u": "Argos", + "castigation-u": "Castigation", + "embody-u": "Embody", + "fatalism-u": "Fatalism", + "Flux-u": "Flux", + "inhabit-u": "Inhabit", + "intimation-u": "Intimation", + "keening-u": "Keening", + "lifeweb-u": "Lifeweb", + "mnemosynis-u": "Mnemosynis", + "moliate-u": "Moliate", + "outrage-u": "Outrage", + "pandemonium-u": "Pandemonium", + "phantasm-u": "Phantasm", + "puppetry-u": "Puppetry", + "usury-u": "Usury", + "otherarcanoi-u": "Other Arcanoi", + "corpus-u": "Corpus", + "willpower-u": "Willpower", + "pathos-u": "Pathos", + "fetters-u": "Fetters", + "experience-u": "Experience", + "notes-u": "Notes", + "shadow-u": "Shadow:", + "psyche-u": "Psyche:", + "archetype-u": "Archetype:", + "thorns-u": "Thorns", + "angst-u": "Angst", + "psychewillpower-u": "Psyche Willpower", + "darkpassions-u": "Dark Passions", + "persuasion-u": "Persuasion" +} diff --git a/Call_of_Cthulhu_6th_Ed/translations/ca.json b/Call_of_Cthulhu_6th_Ed/translations/ca.json new file mode 100644 index 0000000000..53eb904ddf --- /dev/null +++ b/Call_of_Cthulhu_6th_Ed/translations/ca.json @@ -0,0 +1,169 @@ +{ + "APP": "APP", + "CON": "CON", + "DEX": "DEX", + "EDU": "EDU", + "INT": "INT", + "POW": "POW", + "SIZ": "SIZ", + "STR": "STR", + "action": "Action", + "aftereffect": "AfterEffect", + "aftereffects": "AfterEffects", + "age": "Age", + "agility": "Agility", + "aplomb": "Aplomb", + "art": "Arts", + "art-place": "Art", + "artistic-culture": "Artistic Culture", + "artistic-culture-place": "Artistic Culture", + "athleticism": "Athleticism", + "attitude": "Attitude", + "bargain": "Bargain", + "bladed-weapons": "Bladed Weapons", + "bladed-weapons-name-place": "Bladed Weapons", + "bureaucracy": "Bureaucracy", + "call-of-cthulhu": "Call Of Cthulu", + "cartridge": "Cartridge", + "characteristic": "Characteristic", + "characteristics-and-rolls": "Characteristics & Rolls", + "circles-of-influence": "Circles of Influence", + "circumstances": "Circumstances", + "close": "Close", + "concealment": "Concealment", + "configuration": "Configuration", + "consulted-books": "Consulted Books", + "contact": "Contact", + "contact-and-resources": "Contacts & Resources", + "contacts": "Contacts", + "corpulence": "Corpulence", + "craft": "Craft", + "craft-place": "Craft", + "credit": "Credit", + "criminalistics": "Criminalistics", + "critical-result": "Critical !", + "cthulhu-mythos": "Cthulhu Mythos", + "damage": "Damage", + "damage-dice": "Damage Dice", + "damages": "Damages", + "description": "Description", + "direction": "Direction", + "do-it-yourself": "Do It Yourself", + "drive": "Drive", + "drive-name-place": "Drive", + "earth-science-place": "Earth Sciences", + "earth-sciences": "Earth Sciences", + "effect": "Effect", + "enemy": "Enemy", + "equipment": "Equipment", + "exotic-weapons": "Exotic Weapons", + "exotic-weapons-name-place": "Exotic Weapons", + "expertise": "Expertise", + "fail-result": "Fail", + "far": "Far", + "favorite-equipment": "Favorite Equipment", + "feet": "Feet", + "firearms": "Firearms", + "firearms-name-place": "Firearms", + "first-aid": "First Aid", + "first-name": "FirstName", + "formal-sciences": "Formal Sciences", + "formal-sciences-place": "Formal Sciences", + "game": "Game", + "game-name-place": "Game", + "gunnery": "Gunnery", + "gunnery-name-place": "Gunnery", + "hand-to-hand": "Hand To Hand", + "hand-to-hand-name-place": "Hand To Hand", + "hands": "Hands", + "head": "Head", + "health": "Health", + "hide": "Hide", + "hit-points": "Hit Points", + "human-sciences": "Human Sciences", + "human-sciences-place": "Human Sciences", + "hypnosis": "Hypnosis", + "impact": "Impact", + "imposture": "Imposture", + "influence": "Influence", + "initial-sanity": "Inital SAN", + "insight": "Insight", + "interview": "Interview", + "intuition": "Intuition", + "investigator-info": "Investigator Info", + "knowledge": "Knowledge", + "known-creatures": "Known Creatures", + "known-investigators": "Known Investigators", + "language-place": "Language", + "languages": "Languages", + "last-name": "LastName", + "level": "Level", + "library-use": "Library Use", + "life-sciences": "Life Science", + "life-sciences-place": "Life Science", + "listen": "Listen", + "magic-points": "Magic Points", + "manners": "Manners", + "medicine": "Medicine", + "misc-skill-place": "Misc", + "mother-tongue": "Mother Tongue", + "mother-tongue-place": "Mother Tongue", + "motivation": "Motivation", + "name": "Name", + "nationality": "Nationality", + "navigate": "Navigate", + "notes": "Notes", + "occult-sciences": "Occult Sciences", + "occupation": "Occupation", + "opposed": "Opposed", + "other-equipment": "Other equipment", + "others": "Others", + "personal-story": "Personal Stroy", + "personal-story-details": "Personal Stroy Details", + "personality": "Personality", + "persuade": "Persuade", + "photography": "Photography", + "physical-aftereffects": "Physical AfterEffects", + "pilot": "Pilot", + "pilot-name-place": "Pilot", + "presence": "Presence", + "profession": "Profession", + "protections": "Protections", + "psychoanalysis": "Psychoanalysis", + "psychology": "Psychology", + "psycological-aftereffects": "Psycological AfterEffects", + "public": "Public", + "quality-of-life": "Quality of Life", + "range": "Range", + "rate": "Rate", + "result": "Result", + "ride": "Ride", + "rolls-results": "Rolls results", + "sanity": "Sanity", + "sanity-max": "SAN Max", + "sanity-points": "Sanity Points", + "scenario": "Scenario", + "sensory": "Sensory", + "sex": "Sex", + "skill": "Skill", + "skills": "Skills", + "social-mod": "Social Modificater", + "special": "Special", + "spiel": "Spiel", + "spot-hidden-object": "Spot Hidden Object", + "stamina": "Stamina", + "stealth": "Stealth", + "strength": "Strength", + "success-result": "Success", + "survival": "Survival", + "track": "Track", + "unholy-knowledge": "Unholy Knowledge", + "value": "Value", + "vigilance": "Vigilance", + "weapon": "Weapon", + "weapons": "Weapons", + "whisper-to-guardian": "Only for Guardian", + "willpower": "Willpower", + "wound-threshold": "WoundThreshold", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Call_of_Cthulhu_6th_Ed/translations/hu.json b/Call_of_Cthulhu_6th_Ed/translations/hu.json new file mode 100644 index 0000000000..53eb904ddf --- /dev/null +++ b/Call_of_Cthulhu_6th_Ed/translations/hu.json @@ -0,0 +1,169 @@ +{ + "APP": "APP", + "CON": "CON", + "DEX": "DEX", + "EDU": "EDU", + "INT": "INT", + "POW": "POW", + "SIZ": "SIZ", + "STR": "STR", + "action": "Action", + "aftereffect": "AfterEffect", + "aftereffects": "AfterEffects", + "age": "Age", + "agility": "Agility", + "aplomb": "Aplomb", + "art": "Arts", + "art-place": "Art", + "artistic-culture": "Artistic Culture", + "artistic-culture-place": "Artistic Culture", + "athleticism": "Athleticism", + "attitude": "Attitude", + "bargain": "Bargain", + "bladed-weapons": "Bladed Weapons", + "bladed-weapons-name-place": "Bladed Weapons", + "bureaucracy": "Bureaucracy", + "call-of-cthulhu": "Call Of Cthulu", + "cartridge": "Cartridge", + "characteristic": "Characteristic", + "characteristics-and-rolls": "Characteristics & Rolls", + "circles-of-influence": "Circles of Influence", + "circumstances": "Circumstances", + "close": "Close", + "concealment": "Concealment", + "configuration": "Configuration", + "consulted-books": "Consulted Books", + "contact": "Contact", + "contact-and-resources": "Contacts & Resources", + "contacts": "Contacts", + "corpulence": "Corpulence", + "craft": "Craft", + "craft-place": "Craft", + "credit": "Credit", + "criminalistics": "Criminalistics", + "critical-result": "Critical !", + "cthulhu-mythos": "Cthulhu Mythos", + "damage": "Damage", + "damage-dice": "Damage Dice", + "damages": "Damages", + "description": "Description", + "direction": "Direction", + "do-it-yourself": "Do It Yourself", + "drive": "Drive", + "drive-name-place": "Drive", + "earth-science-place": "Earth Sciences", + "earth-sciences": "Earth Sciences", + "effect": "Effect", + "enemy": "Enemy", + "equipment": "Equipment", + "exotic-weapons": "Exotic Weapons", + "exotic-weapons-name-place": "Exotic Weapons", + "expertise": "Expertise", + "fail-result": "Fail", + "far": "Far", + "favorite-equipment": "Favorite Equipment", + "feet": "Feet", + "firearms": "Firearms", + "firearms-name-place": "Firearms", + "first-aid": "First Aid", + "first-name": "FirstName", + "formal-sciences": "Formal Sciences", + "formal-sciences-place": "Formal Sciences", + "game": "Game", + "game-name-place": "Game", + "gunnery": "Gunnery", + "gunnery-name-place": "Gunnery", + "hand-to-hand": "Hand To Hand", + "hand-to-hand-name-place": "Hand To Hand", + "hands": "Hands", + "head": "Head", + "health": "Health", + "hide": "Hide", + "hit-points": "Hit Points", + "human-sciences": "Human Sciences", + "human-sciences-place": "Human Sciences", + "hypnosis": "Hypnosis", + "impact": "Impact", + "imposture": "Imposture", + "influence": "Influence", + "initial-sanity": "Inital SAN", + "insight": "Insight", + "interview": "Interview", + "intuition": "Intuition", + "investigator-info": "Investigator Info", + "knowledge": "Knowledge", + "known-creatures": "Known Creatures", + "known-investigators": "Known Investigators", + "language-place": "Language", + "languages": "Languages", + "last-name": "LastName", + "level": "Level", + "library-use": "Library Use", + "life-sciences": "Life Science", + "life-sciences-place": "Life Science", + "listen": "Listen", + "magic-points": "Magic Points", + "manners": "Manners", + "medicine": "Medicine", + "misc-skill-place": "Misc", + "mother-tongue": "Mother Tongue", + "mother-tongue-place": "Mother Tongue", + "motivation": "Motivation", + "name": "Name", + "nationality": "Nationality", + "navigate": "Navigate", + "notes": "Notes", + "occult-sciences": "Occult Sciences", + "occupation": "Occupation", + "opposed": "Opposed", + "other-equipment": "Other equipment", + "others": "Others", + "personal-story": "Personal Stroy", + "personal-story-details": "Personal Stroy Details", + "personality": "Personality", + "persuade": "Persuade", + "photography": "Photography", + "physical-aftereffects": "Physical AfterEffects", + "pilot": "Pilot", + "pilot-name-place": "Pilot", + "presence": "Presence", + "profession": "Profession", + "protections": "Protections", + "psychoanalysis": "Psychoanalysis", + "psychology": "Psychology", + "psycological-aftereffects": "Psycological AfterEffects", + "public": "Public", + "quality-of-life": "Quality of Life", + "range": "Range", + "rate": "Rate", + "result": "Result", + "ride": "Ride", + "rolls-results": "Rolls results", + "sanity": "Sanity", + "sanity-max": "SAN Max", + "sanity-points": "Sanity Points", + "scenario": "Scenario", + "sensory": "Sensory", + "sex": "Sex", + "skill": "Skill", + "skills": "Skills", + "social-mod": "Social Modificater", + "special": "Special", + "spiel": "Spiel", + "spot-hidden-object": "Spot Hidden Object", + "stamina": "Stamina", + "stealth": "Stealth", + "strength": "Strength", + "success-result": "Success", + "survival": "Survival", + "track": "Track", + "unholy-knowledge": "Unholy Knowledge", + "value": "Value", + "vigilance": "Vigilance", + "weapon": "Weapon", + "weapons": "Weapons", + "whisper-to-guardian": "Only for Guardian", + "willpower": "Willpower", + "wound-threshold": "WoundThreshold", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Call_of_Cthulhu_7th_Ed/translations/ca.json b/Call_of_Cthulhu_7th_Ed/translations/ca.json new file mode 100644 index 0000000000..5d8ef4f901 --- /dev/null +++ b/Call_of_Cthulhu_7th_Ed/translations/ca.json @@ -0,0 +1,394 @@ +{ + "investigatorinfo-u": "Investigator Info", + "heroinfo-u": "Hero Info", + "name-u": "Name", + "player-u": "Player", + "occupation-u": "Occupation", + "archetype-u": "Archetype", + "age-u": "Age", + "sex-u": "Sex", + "residence-u": "Residence", + "birthplace-u": "Birthplace", + "characteristics-u": "Characteristics", + "STR-u": "STR", + "STR-r-txt": "STR Roll", + "DEX-u": "DEX", + "DEX-r-txt": "DEX Roll", + "POW-u": "POW", + "POW-r-txt": "POW Roll", + "CON-u": "CON", + "CON-r-txt": "CON Roll", + "APP-u": "APP", + "APP-r-txt": "APP Roll", + "EDU-u": "EDU", + "EDU-r-txt": "EDU Roll", + "SIZ-u": "SIZ", + "SIZ-r-txt": "SIZ Roll", + "INT-u": "INT", + "INT-r-txt": "INT Roll", + "Move rate-u": "Move rate", + "Move rate-r-txt": "Move rate Roll", + "HP-u": "Hit Points", + "HP-r-txt": "Hit Points Roll", + "current": "current", + "majorwound-u": "Major Wound", + "pulphp-u": "Pulp HP", + "luck-u": "Luck", + "luck-r-txt": "Luck Roll", + "damagebonus-u": "Damage Bonus", + "None": "None", + "build-u": "Build", + "sanity-u": "Sanity", + "4/5-u": "4/5", + "pulp-z": "Pulp", + "sanity-r-txt": "Sanity Roll", + "start": "start", + "current-u": "current", + "max-u": "max", + "tempinsane-u": "Temp. Insane", + "indefinsane-u": "Indef. Insane", + "bouts-of-madness-u": "Bouts of Madness", + "pulp-bouts-of-madness-u": "Pulp Bouts of Madness", + "bom-real-time": "Real-Time", + "bom-summary": "Summary", + "stable": "Stable", + "magicpoints-u": "Magic Points", + "dicerolls-u": "Dice Rolls", + "custom-u": "Custom", + "investigatorskills-u": "Skills", + "accounting_da-u": "Accounting(10%)", + "animalhandling_da-u": "Animal Handling(15%)", + "accounting-u": "Accounting(05%)", + "accounting-r-txt": "Accounting Roll", + "anthropology-u": "Anthropology(01%)", + "anthropology-r-txt": "Anthropology Roll", + "artandcraft-u": "Art & Craft(05%)", + "artandcraft1": "Art and Craft 1", + "artandcraft2": "Art and Craft 2", + "appraise-u": "Appraise(05%)", + "appraise-r-txt": "Appraise Roll", + "appraise_et-u": "Appraise(10%)", + "appraise_ic-u": "Appraise(15%)", + "archaeology-u": "Archaeology(01%)", + "archaeology-r-txt": "Archaeology Roll", + "charm-u": "Charm(15%)", + "charm-r-txt": "Charm Roll", + "civics-u": "Civics(10%)", + "climb-u": "Climb(20%)", + "climb-r-txt": "Climb Roll", + "status-u": "Status", + "creditrating-u": "Credit Rating(00%)", + "creditrating-r-txt": "Credit Rating Roll", + "cthulhumythos-u": "Cthulhu Mythos(00%)", + "cthulhumythos-r-txt": "Cthulhu Mythos Roll", + "disguise-u": "Disguise(05%)", + "disguise-r-txt": "Disguise Roll", + "dodge-u": "Dodge(half DEX)", + "dodge-r-txt": "Dodge Roll", + "drivewagon-u": "Drive Wagon(20%)", + "driveauto-u": "Drive Auto(20%)", + "driveauto-r-txt": "Drive Auto Roll", + "drive-u": "Drive(20%)", + "elecrepair-u": "Elec Repair(10%)", + "elecrepair-r-txt": "Elec Repair Roll", + "elecrepair_ow-u": "Elec. Repair(00%)", + "empire-u": "Empire(25%)", + "fasttalk-u": "Fast Talk(05%)", + "fasttalk-r-txt": "Fast Talk Roll", + "fighting(brawl)-u": "Fighting(Brawl)(25%)", + "fighting_brawl-r-txt": "Fighting(Brawl) Roll", + "fightspec1": "Fighting(Other) #1", + "fightspec2": "Fighting(Other) #2", + "fightspec3": "Fighting(Other) #3", + "shield-u": "Shield(15%)", + "fighting_other-u": "Fighting(Other)", + "firearms(hg)-u": "Firearms(HG)(20%)", + "firearms_hg-r-txt": "Firearms(HG) Roll", + "firearms(r/s)-u": "Firearms(R/S)(25%)", + "firearms_rs-r-txt": "Firearms(R/S) Roll", + "firearms_s_m_g-u": "Firearms(SMG)(15%)", + "firearms_other-u": "Firearms(Other)", + "firearms_electr-u": "Firearms(Electr.)(25%)", + "firstaid-u": "First Aid(30%)", + "firstaid-r-txt": "First Aid Roll", + "gambling-u": "Gambling(10%)", + "history-u": "History(05%)", + "history-r-txt": "History Roll", + "insight-da": "Insight(05%)", + "intimidate-u": "Intimidate(15%)", + "intimidate-r-txt": "Intimidate Roll", + "jump_da-u": "Jump(25%)", + "jump-u": "Jump(20%)", + "jump-r-txt": "Jump Roll", + "language(own)-u": "Language(Own)(EDU)", + "language_own-r-txt": "Language(Own) Roll", + "otherlanguage1": "Language(Other)(01%)", + "otherlanguage2": "Language(Other)(01%)", + "law-u": "Law(05%)", + "law-r-txt": "Law Roll", + "libraryuse-u": "Library Use(20%)", + "libraryuse-r-txt": "Library Use Roll", + "libraryuse_da-u": "Library Use(05%)", + "listen_da-u": "Listen(25%)", + "listen-u": "Listen(20%)", + "listen-r-txt": "Listen Roll", + "listen_mdr-u": "Listen(25%)", + "locksmith-u": "Locksmith(01%)", + "locksmith-r-txt": "Locksmith Roll", + "mechrepair-u": "Mech Repair(10%)", + "mechrepair-r-txt": "Mech Repair Roll", + "medicine-u": "Medicine(01%)", + "medicine-r-txt": "Medicine Roll", + "naturalworld-u": "Natural World(10%)", + "naturalworld-r-txt": "Natural World Roll", + "naturalworld_da-u": "Natural World(20%)", + "naturalworld_et-u": "Natural World(20%)", + "navigate-u": "Navigate(10%)", + "navigate-r-txt": "Navigate Roll", + "occult-u": "Occult(05%)", + "occult-r-txt": "Occult Roll", + "ophvmachine-u": "Op Hv Machine(01%)", + "ophvmachine-r-txt": "Op Hv Machine Roll", + "ownkingdom_da-u": "Own Kingdom(20%)", + "otherkingdom1": "Other Kingdom(10%)", + "otherkingdom2": "Other Kingdom(10%)", + "persuade-u": "Persuade(10%)", + "persuade-r-txt": "Persuade Roll", + "pilotboat-u": "Pilot Boat(01%)", + "psychology-u": "Psychology(10%)", + "psychology-r-txt": "Psychology Roll", + "psychoanalysis-u": "Psychoanalysis(01%)", + "psychoanalysis-r-txt": "Psychoanalysis Roll", + "readandwritelang1": "Read & Write Lang.(01%)", + "readandwritelang2": "Read & Write Lang.(01%)", + "religion-u": "Religion(20%)", + "repair/devise-u": "Repair/Devise(20%)", + "ride-u": "Ride(05%)", + "ride-r-txt": "Ride Roll", + "ride_ow-u": "Ride(15%)", + "rope_use_ow-u": "Rope Use(05%)", + "scavenge-u": "Scavenge(15%)", + "sleightofhand-u": "Sleight of Hand(10%)", + "sleightofhand-r-txt": "Sleight of Hand Roll", + "sleight_of_hand_da": "Sleight of Hand(25%)", + "spothidden-u": "Spot Hidden(25%)", + "spothidden-r-txt": "Spot Hidden Roll", + "stealth-u": "Stealth(20%)", + "stealth-r-txt": "Stealth Roll", + "swim_da-u": "Swim(25%)", + "swim-u": "Swim(20%)", + "swim-r-txt": "Swim Roll", + "techrepair-u": "Tech. Repair(01%)", + "throw-u": "Throw(20%)", + "throw-r-txt": "Throw Roll", + "throw_da-u": "Throw(25%)", + "track-u": "Track(10%)", + "track-r-txt": "Track Roll", + "trap-u": "Trap(10%)", + "otherskills-u": "Other Skills:", + "animalhandling-u": "Animal Handling(05%)", + "firearms(varies)-u": "Firearms(Varies)", + "art/craft-u": "Art/Craft(05%)", + "hypnosis-u": "Hypnosis(01%)", + "artillery-u": "Artillery(01%)", + "language(other)-u": "Language(Other)(01%)", + "computeruse-u": "Computer Use(05%)", + "computermaint_ic-u": "Computer Maint.(05%)", + "pilot-u": "Pilot(01%)", + "demolitions-u": "Demolitions(01%)", + "demolitions-txt": "Demolitions Roll", + "readlips-u": "Read Lips(01%)", + "electronics-u": "Electronics(01%)", + "science-u": "Science(01%)", + "fighting(varies)-u": "Fighting(Varies)", + "survival-u": "Survival(10%)", + "sysops-u": "SysOps(10%)", + "zerog_ic-u": "Zero-G(05%)", + "talents-u": "Talents", + "shield-z": "Shield", + "head-u": "Head", + "body-u": "Body", + "l_arm-u": "L.Arm", + "chest-u": "Chest", + "r_arm-u": "R.Arm", + "l_leg-u": "L.Leg", + "abdmn-u": "Abdmn", + "r_leg-u": "R.Leg", + "item-u": "Item", + "defence-u": "Defence", + "weapons-u": "Weapons", + "combat-u": "Combat", + "weaponname-u": "Weapon", + "skill-u": "Skill", + "damage-u": "Damage", + "range-u": "Range", + "attacks-u": "Attacks", + "ammo-u": "Ammo", + "malf-u": "Malf", + "Fighting(Brawl)": "Fighting(Brawl)", + "Firarms(HG)": "Firearms(HG)", + "Firarms(SMG)": "Firearms(SMG)", + "Firarms(R/S)": "Firearms(R/S)", + "Fighting(Other)": "Fighting(Other)", + "Firarms(Electr.)": "Firarms(Electr.)", + "Throw": "Throw", + "Other Skill #1": "Other Skill #1", + "Other Skill #2": "Other Skill #2", + "Other Skill #3": "Other Skill #3", + "Other Skill #4": "Other Skill #4", + "Other Skill #5": "Other Skill #5", + "Other Skill #6": "Other Skill #6", + "Other Skill #7": "Other Skill #7", + "Other Skill #8": "Other Skill #8", + "Other Skill #9": "Other Skill #9", + "Other Skill #10": "Other Skill #10", + "spells-u": "Spells", + "companions&mounts-u": "NPCs", + "vehicles-u": "Vehicles", + "cap-u": "Capacity", + "vehicleattack-u": "Vehicular Impact Attack", + "operatorskill": "Operator's Skill", + "MountedWeaponSkill": "Mounted Weapon Skill", + "generalinfo-u": "General Info", + "cargo-u": "Cargo", + "passengers-u": "Passengers", + "san-u": "SAN", + "HP-z": "HP", + "MP-z": "MP", + "armor-z": "Armor", + "db-z": "DB", + "bdb-u": "B/DB", + "damage&db-z": "Dam+DB", + "dam-z": "Dam", + "MOV-u": "MOV", + "skill1": "Skill 1", + "skill2": "Skill 2", + "skill3": "Skill 3", + "skill4": "Skill 4", + "skill5": "Skill 5", + "skill6": "Skill 6", + "skill7": "Skill 7", + "skill8": "Skill 8", + "gearandpossessions-u": "Gear and Possessions", + "cashandassets-u": "Cash and Assests", + "spendinglevel-u": "Spending Level", + "cash-u": "Cash", + "assets-u": "Assets", + "backstory-u": "Backstory", + "Personal Description": "Personal Description", + "Ideology/Beliefs": "Ideology/Beliefs", + "Significant People": "Significant People", + "Meaningful Locations": "Meaningful Locations", + "Treasured Possessions": "Treasured Possessions", + "Traits": "Traits", + "Injuries & Scars": "Injuries & Scars", + "Phobias/Manias": "Phobias/Manias", + "Tomes, Spells and Artifacts": "Tomes, Spells and Artifacts", + "Encounters with Strange Entities": "Encounters with Strange Entities", + "Encounters with Strange Entities-z": "Encounters with Strange Entities", + "majorwound-z": "Major Wound", + "dying-z": "Dying", + "pulphp-z": "Pulp HP", + "unarmed-z": "Unarmed", + "dodge-z": "Dodge", + "current-mental-condition": "Current Mental Condition", + "body-hit-location": "Body Hit Location", + "rolled": "Rolled:", + "right-leg": "Right Leg", + "left-leg": "Left Leg", + "abdomen": "Abdomen", + "chest": "Chest", + "right-arm": "Right Arm", + "left-arm": "Left Arm", + "head": "Head", + "downtime-u": "Downtime", + "scenarioname-u": "Scenario Name", + "scenarioinfo-u": "Conclusion & Info", + "scenariorewards-u": "Rewards", + "spellname-u": "Spell Name", + "cost-u": "Cost", + "castime-u": "Casting Time", + "description-u": "Description", + "bout-of-madness-u-time": "Bout of Madness - Real Time", + "bout-of-madness-u-summary": "Bout of Madness - Summary", + "amnesia": "Amnesia:", + "amnesia-dec": "The investigator has no memory of events that have taken place since they were last in a place of safety.", + "psychosomatic-disability": "Psychosomatic disability:", + "psychosomatic-disability-dec": "The investigator suffers psychosomatic blindness, deafness, or loss of the use of a limb or limbs.", + "violence": "Violence:", + "violence-dec": "A red mist descends on the investigator and they explode in a spree of uncontrolled violence and destruction directed at their surroundings, allies or foes alike.", + "paranoia": "Paranoia:", + "paranoia-dec": "The investigator suffers severe paranoia.", + "significant-person": "Significant Person:", + "significant-person-dec": "The investigator mistakes another person in the scene for a Significant Person of theirs.", + "faint": "Faint:", + "faint-dec": "The investigator faints.", + "flee-in-panic": "Flee in Panic:", + "flee-in-panic-dec": "The investigator is compelled to get as far away as possible by whatever means are available.", + "physical-hysterics-or-emotional-outburst": "Physical hysterics or emotional outburst:", + "physical-hysterics-or-emotional-outburst-dec": "The investigator is incapacitated from laughing, crying, screaming, etc.", + "phobia": "Phobia:", + "phobia-dec": "The investigator gains a new phobia. Roll 1D100 on Sample Phobias Table (or choose one). Even if the source of the phobia is not present, the investigator imagines it is there.", + "mania": "Mania:", + "mania-dec": "The investigator gains a new mania. Roll 1D100 on Sample Manias Table (or choose one). The investigator seeks to indulge in their new mania.", + "amnesia-dec2": "The investigator comes to their senses in some unfamiliar place with no memory of who they are. Their memories will slowly return to them over time.", + "robbed": "Robbed:", + "robbed-dec": "The investigator comes to their senses (1D10) hours later, having been robbed. They are unharmed. If they were carrying a Treasured Possession, make a Luck roll to see if it was stolen. Everything else of value is automatically missing.", + "battered": "Battered:", + "battered-dec": "The investigator comes to their senses (1D10) hours later to find themselves battered and bruised. Hit points are reduced to half of what they were before going insane, though this does not cause a Major wound. They have not been robbed. How the damage was sustained is up to the Keeper.", + "violence-dec2": "The investigator explodes in a spree of violence and destruction. When the investigator comes to their senses, their actions may or may not be apparent or remembered. Who or what the investigator has inflicted violence upon and whether they have killed or simply inflicted harm is up to the Keeper.", + "ideology-beliefs": "Ideology/Beliefs:", + "ideology-beliefs-dec": "Review the investigator’s backstory entry for Ideology and Beliefs. The investigator manifests one of these in an extreme, crazed and demonstrative manner.", + "significant-people": "Significant People:", + "significant-people-dec": "Consult the investigator’s backstory entry for Significant People and why the relationship is so important. In the time that passes (1D10 hours or more) the investigator has done their best to get close to that person and act upon their relationship in some way.", + "institutionalized": "Institutionalized:", + "institutionalized-dec": "The investigator comes to their senses in a psychiatric ward or police cell. They may slowly recall the events that led them there.", + "flee-in-panic-dec2": "When the investigator comes to their senses they are far away.", + "phobia-dec2": "The investigator gains a new phobia. Roll 1D100 on Phobias Table or choose one. The investigator comes to their senses (1D10) hours later, having taken every precaution to avoid their new phobia.", + "mania-dec2": "The investigator gains a new mania. Roll 1D100 on Manias Table or choose one. The investigator comes to their senses (1D10) hours later. During this bout of madness, the investigator will have been fully indulging in their new mania. Whether this is apparent to other people is up to the Keeper and player.", + "value": "Value:", + "critical": "Critical", + "success": "Success", + "hard": "Hard", + "extreme": "Extreme", + "fumble": "Fumble", + "fail": "Fail", + "malf": "Malf:", + "result": "Result:", + "dam": "Dam:", + "pulp-bout-of-madness-u-time": "Pulp Bout of Madness - Real-Time", + "crazy-pan": "Crazy Plan:", + "rage": "Rage:", + "gloat": "Gloat:", + "relax": "Relax:", + "show-off": "Show Off:", + "alter-ego": "Alter Ego:", + "pulp-amnesia-dec": "The hero ceases to think of him or herself as a hero, losing the ability to use his or her pulp talents.", + "pulp-crazy-plan-dec": "The hero pursues an irrational or ill-conceived plan. The plan must either benefit the enemy’s situation or increase the danger for the hero or his or her allies.", + "pulp-rage-dec": "A red mist descends on the hero and he or she explodes in a spree of uncontrolled violence and destruction directed at their surroundings, allies, or foes alike.", + "pulp-gloat-dec": "The hero is compelled to boast, gloat, or exclaim their plans aloud.", + "pulp-relax-dec": "The hero is convinced that the threat is negligible, and he or she sits back and relaxes.", + "pulp-flee-in-panic-dec": "The hero is compelled to get as far away as possible by whatever means are available, even if it necessitates them taking the only vehicle and leaving everyone else behind.", + "pulp-show-off-dec": "The hero becomes an attention-seeking maniac, possibly prone to foolhardy acts.", + "pulp-alter-ego-dec": "The hero’s personality undergoes a complete transformation and is replaced by one completely different. The alter ego is a mirror opposite of the hero.", + "pulp-phobia-dec": "The hero gains a new phobia. Roll 1D100 on Sample Phobias Table (or choose one). Even if the source of the phobia is not present, the hero imagines it is there.", + "pulp-mania-dec": "The hero gains a new mania. Roll 1D100 on Sample Manias Table (or choose one). The hero seeks to indulge in their new mania.", + "pulp-bout-of-madness-u-summary": "Pulp Bout of Madness - Summary", + "institutionalized-or-apprehended": "Institutionalized or Apprehended:", + "pulp-amnesia-dec2": "The hero comes to their senses in some unfamiliar place, with no memory of who they are and lacking any of their pulp talents. Their memories slowly return to them over time. Their pulp talents only return in a time of crisis. In this case, a crisis is defined as someone’s life being endangered. When someone’s life is threatened, the hero should make a Luck roll; if successful, their talents return. If unsuccessful they may try again in 1D10 rounds.", + "pulp-robbed-dec": "The hero comes to their senses (1D10) hours later, having been robbed. They are unharmed. If they were carrying a Treasured Possession (per their backstory), make a Luck roll to see if it was stolen. Everything else of value is automatically missing.", + "pulp-battered-dec": "The hero comes to their senses (1D10) hours later to find themselves battered and bruised. Hit points are reduced to half of what they were before going insane. They have not been robbed. How the damage was sustained is up to the Keeper.", + "pulp-violence-dec2": "The hero explodes in a spree of violence and destruction. When the hero comes to their senses, their actions may or may not be apparent or remembered. Who or what the hero has inflicted violence upon, and whether they have killed or only inflicted harm, is up to the Keeper.", + "pulp-ideology-beliefs-dec": "Review the hero’s backstory entry for Ideology and Beliefs. The hero manifests one of these in an extreme, crazed, and demonstrative manner. A common outcome is some variant of megalomania, whereby the hero’s talents and beliefs begin to corrupt their humanity and sense of right and wrong.", + "pulp-significant-people-dec": "Consult the hero’s backstory entry for Significant People and why the relationship is so important. In the time that passes (1D10 hours or more) the hero has done their best to get close to that person and act upon their relationship in some way.", + "pulp-institutionalized-or-apprehended-dec": "The hero comes to their senses in a high-security psychiatric ward, police cell or under captivity. They may slowly recall the events that led them there.", + "pulp-flee-in-panic-dec2": "When the hero comes to their senses, they are far away, perhaps somewhere noteworthy or lost. How they reached the location is unknown to them.", + "pulp-phobia-dec2": "The hero gains a new phobia. Roll 1D100 on Phobias Table or choose one. The hero comes to their senses (1D10) hours later, having taken every precaution to avoid their new phobia.", + "pulp-mania-dec2": "The hero gains a new mania. Roll 1D100 on Manias Table or choose one. The hero comes to their senses (1D10) hours later. During this bout of madness, they will have been fully indulging in their new mania. Whether this is apparent to other people is up to the Keeper and player.", + "delusion-da-dec": "The Investigator sees things that are not real, but is unable to tell truth from hallucination.", + "delusion-da": "Delusion:", + "shackled-da": "Shackled:", + "delusion-da-dec2": "The investigator has been profoundly affected by a hallucination, causing them to undertake some form action. Perhaps they have dug a deep pit and are now hiding in it, or barricaded themselves within a hut.", + "flee-in-panic-da-dec2": "When the investigator comes to their senses they are far away, perhaps lost in the wilderness or hammering on a door demanding to be let inside.", + "shackled-da-dec": "The investigator, raving and talking in strange tongues, has been captured and put in shackles or imprisoned in some manner." +} diff --git a/Call_of_Cthulhu_7th_Ed/translations/hu.json b/Call_of_Cthulhu_7th_Ed/translations/hu.json new file mode 100644 index 0000000000..5d8ef4f901 --- /dev/null +++ b/Call_of_Cthulhu_7th_Ed/translations/hu.json @@ -0,0 +1,394 @@ +{ + "investigatorinfo-u": "Investigator Info", + "heroinfo-u": "Hero Info", + "name-u": "Name", + "player-u": "Player", + "occupation-u": "Occupation", + "archetype-u": "Archetype", + "age-u": "Age", + "sex-u": "Sex", + "residence-u": "Residence", + "birthplace-u": "Birthplace", + "characteristics-u": "Characteristics", + "STR-u": "STR", + "STR-r-txt": "STR Roll", + "DEX-u": "DEX", + "DEX-r-txt": "DEX Roll", + "POW-u": "POW", + "POW-r-txt": "POW Roll", + "CON-u": "CON", + "CON-r-txt": "CON Roll", + "APP-u": "APP", + "APP-r-txt": "APP Roll", + "EDU-u": "EDU", + "EDU-r-txt": "EDU Roll", + "SIZ-u": "SIZ", + "SIZ-r-txt": "SIZ Roll", + "INT-u": "INT", + "INT-r-txt": "INT Roll", + "Move rate-u": "Move rate", + "Move rate-r-txt": "Move rate Roll", + "HP-u": "Hit Points", + "HP-r-txt": "Hit Points Roll", + "current": "current", + "majorwound-u": "Major Wound", + "pulphp-u": "Pulp HP", + "luck-u": "Luck", + "luck-r-txt": "Luck Roll", + "damagebonus-u": "Damage Bonus", + "None": "None", + "build-u": "Build", + "sanity-u": "Sanity", + "4/5-u": "4/5", + "pulp-z": "Pulp", + "sanity-r-txt": "Sanity Roll", + "start": "start", + "current-u": "current", + "max-u": "max", + "tempinsane-u": "Temp. Insane", + "indefinsane-u": "Indef. Insane", + "bouts-of-madness-u": "Bouts of Madness", + "pulp-bouts-of-madness-u": "Pulp Bouts of Madness", + "bom-real-time": "Real-Time", + "bom-summary": "Summary", + "stable": "Stable", + "magicpoints-u": "Magic Points", + "dicerolls-u": "Dice Rolls", + "custom-u": "Custom", + "investigatorskills-u": "Skills", + "accounting_da-u": "Accounting(10%)", + "animalhandling_da-u": "Animal Handling(15%)", + "accounting-u": "Accounting(05%)", + "accounting-r-txt": "Accounting Roll", + "anthropology-u": "Anthropology(01%)", + "anthropology-r-txt": "Anthropology Roll", + "artandcraft-u": "Art & Craft(05%)", + "artandcraft1": "Art and Craft 1", + "artandcraft2": "Art and Craft 2", + "appraise-u": "Appraise(05%)", + "appraise-r-txt": "Appraise Roll", + "appraise_et-u": "Appraise(10%)", + "appraise_ic-u": "Appraise(15%)", + "archaeology-u": "Archaeology(01%)", + "archaeology-r-txt": "Archaeology Roll", + "charm-u": "Charm(15%)", + "charm-r-txt": "Charm Roll", + "civics-u": "Civics(10%)", + "climb-u": "Climb(20%)", + "climb-r-txt": "Climb Roll", + "status-u": "Status", + "creditrating-u": "Credit Rating(00%)", + "creditrating-r-txt": "Credit Rating Roll", + "cthulhumythos-u": "Cthulhu Mythos(00%)", + "cthulhumythos-r-txt": "Cthulhu Mythos Roll", + "disguise-u": "Disguise(05%)", + "disguise-r-txt": "Disguise Roll", + "dodge-u": "Dodge(half DEX)", + "dodge-r-txt": "Dodge Roll", + "drivewagon-u": "Drive Wagon(20%)", + "driveauto-u": "Drive Auto(20%)", + "driveauto-r-txt": "Drive Auto Roll", + "drive-u": "Drive(20%)", + "elecrepair-u": "Elec Repair(10%)", + "elecrepair-r-txt": "Elec Repair Roll", + "elecrepair_ow-u": "Elec. Repair(00%)", + "empire-u": "Empire(25%)", + "fasttalk-u": "Fast Talk(05%)", + "fasttalk-r-txt": "Fast Talk Roll", + "fighting(brawl)-u": "Fighting(Brawl)(25%)", + "fighting_brawl-r-txt": "Fighting(Brawl) Roll", + "fightspec1": "Fighting(Other) #1", + "fightspec2": "Fighting(Other) #2", + "fightspec3": "Fighting(Other) #3", + "shield-u": "Shield(15%)", + "fighting_other-u": "Fighting(Other)", + "firearms(hg)-u": "Firearms(HG)(20%)", + "firearms_hg-r-txt": "Firearms(HG) Roll", + "firearms(r/s)-u": "Firearms(R/S)(25%)", + "firearms_rs-r-txt": "Firearms(R/S) Roll", + "firearms_s_m_g-u": "Firearms(SMG)(15%)", + "firearms_other-u": "Firearms(Other)", + "firearms_electr-u": "Firearms(Electr.)(25%)", + "firstaid-u": "First Aid(30%)", + "firstaid-r-txt": "First Aid Roll", + "gambling-u": "Gambling(10%)", + "history-u": "History(05%)", + "history-r-txt": "History Roll", + "insight-da": "Insight(05%)", + "intimidate-u": "Intimidate(15%)", + "intimidate-r-txt": "Intimidate Roll", + "jump_da-u": "Jump(25%)", + "jump-u": "Jump(20%)", + "jump-r-txt": "Jump Roll", + "language(own)-u": "Language(Own)(EDU)", + "language_own-r-txt": "Language(Own) Roll", + "otherlanguage1": "Language(Other)(01%)", + "otherlanguage2": "Language(Other)(01%)", + "law-u": "Law(05%)", + "law-r-txt": "Law Roll", + "libraryuse-u": "Library Use(20%)", + "libraryuse-r-txt": "Library Use Roll", + "libraryuse_da-u": "Library Use(05%)", + "listen_da-u": "Listen(25%)", + "listen-u": "Listen(20%)", + "listen-r-txt": "Listen Roll", + "listen_mdr-u": "Listen(25%)", + "locksmith-u": "Locksmith(01%)", + "locksmith-r-txt": "Locksmith Roll", + "mechrepair-u": "Mech Repair(10%)", + "mechrepair-r-txt": "Mech Repair Roll", + "medicine-u": "Medicine(01%)", + "medicine-r-txt": "Medicine Roll", + "naturalworld-u": "Natural World(10%)", + "naturalworld-r-txt": "Natural World Roll", + "naturalworld_da-u": "Natural World(20%)", + "naturalworld_et-u": "Natural World(20%)", + "navigate-u": "Navigate(10%)", + "navigate-r-txt": "Navigate Roll", + "occult-u": "Occult(05%)", + "occult-r-txt": "Occult Roll", + "ophvmachine-u": "Op Hv Machine(01%)", + "ophvmachine-r-txt": "Op Hv Machine Roll", + "ownkingdom_da-u": "Own Kingdom(20%)", + "otherkingdom1": "Other Kingdom(10%)", + "otherkingdom2": "Other Kingdom(10%)", + "persuade-u": "Persuade(10%)", + "persuade-r-txt": "Persuade Roll", + "pilotboat-u": "Pilot Boat(01%)", + "psychology-u": "Psychology(10%)", + "psychology-r-txt": "Psychology Roll", + "psychoanalysis-u": "Psychoanalysis(01%)", + "psychoanalysis-r-txt": "Psychoanalysis Roll", + "readandwritelang1": "Read & Write Lang.(01%)", + "readandwritelang2": "Read & Write Lang.(01%)", + "religion-u": "Religion(20%)", + "repair/devise-u": "Repair/Devise(20%)", + "ride-u": "Ride(05%)", + "ride-r-txt": "Ride Roll", + "ride_ow-u": "Ride(15%)", + "rope_use_ow-u": "Rope Use(05%)", + "scavenge-u": "Scavenge(15%)", + "sleightofhand-u": "Sleight of Hand(10%)", + "sleightofhand-r-txt": "Sleight of Hand Roll", + "sleight_of_hand_da": "Sleight of Hand(25%)", + "spothidden-u": "Spot Hidden(25%)", + "spothidden-r-txt": "Spot Hidden Roll", + "stealth-u": "Stealth(20%)", + "stealth-r-txt": "Stealth Roll", + "swim_da-u": "Swim(25%)", + "swim-u": "Swim(20%)", + "swim-r-txt": "Swim Roll", + "techrepair-u": "Tech. Repair(01%)", + "throw-u": "Throw(20%)", + "throw-r-txt": "Throw Roll", + "throw_da-u": "Throw(25%)", + "track-u": "Track(10%)", + "track-r-txt": "Track Roll", + "trap-u": "Trap(10%)", + "otherskills-u": "Other Skills:", + "animalhandling-u": "Animal Handling(05%)", + "firearms(varies)-u": "Firearms(Varies)", + "art/craft-u": "Art/Craft(05%)", + "hypnosis-u": "Hypnosis(01%)", + "artillery-u": "Artillery(01%)", + "language(other)-u": "Language(Other)(01%)", + "computeruse-u": "Computer Use(05%)", + "computermaint_ic-u": "Computer Maint.(05%)", + "pilot-u": "Pilot(01%)", + "demolitions-u": "Demolitions(01%)", + "demolitions-txt": "Demolitions Roll", + "readlips-u": "Read Lips(01%)", + "electronics-u": "Electronics(01%)", + "science-u": "Science(01%)", + "fighting(varies)-u": "Fighting(Varies)", + "survival-u": "Survival(10%)", + "sysops-u": "SysOps(10%)", + "zerog_ic-u": "Zero-G(05%)", + "talents-u": "Talents", + "shield-z": "Shield", + "head-u": "Head", + "body-u": "Body", + "l_arm-u": "L.Arm", + "chest-u": "Chest", + "r_arm-u": "R.Arm", + "l_leg-u": "L.Leg", + "abdmn-u": "Abdmn", + "r_leg-u": "R.Leg", + "item-u": "Item", + "defence-u": "Defence", + "weapons-u": "Weapons", + "combat-u": "Combat", + "weaponname-u": "Weapon", + "skill-u": "Skill", + "damage-u": "Damage", + "range-u": "Range", + "attacks-u": "Attacks", + "ammo-u": "Ammo", + "malf-u": "Malf", + "Fighting(Brawl)": "Fighting(Brawl)", + "Firarms(HG)": "Firearms(HG)", + "Firarms(SMG)": "Firearms(SMG)", + "Firarms(R/S)": "Firearms(R/S)", + "Fighting(Other)": "Fighting(Other)", + "Firarms(Electr.)": "Firarms(Electr.)", + "Throw": "Throw", + "Other Skill #1": "Other Skill #1", + "Other Skill #2": "Other Skill #2", + "Other Skill #3": "Other Skill #3", + "Other Skill #4": "Other Skill #4", + "Other Skill #5": "Other Skill #5", + "Other Skill #6": "Other Skill #6", + "Other Skill #7": "Other Skill #7", + "Other Skill #8": "Other Skill #8", + "Other Skill #9": "Other Skill #9", + "Other Skill #10": "Other Skill #10", + "spells-u": "Spells", + "companions&mounts-u": "NPCs", + "vehicles-u": "Vehicles", + "cap-u": "Capacity", + "vehicleattack-u": "Vehicular Impact Attack", + "operatorskill": "Operator's Skill", + "MountedWeaponSkill": "Mounted Weapon Skill", + "generalinfo-u": "General Info", + "cargo-u": "Cargo", + "passengers-u": "Passengers", + "san-u": "SAN", + "HP-z": "HP", + "MP-z": "MP", + "armor-z": "Armor", + "db-z": "DB", + "bdb-u": "B/DB", + "damage&db-z": "Dam+DB", + "dam-z": "Dam", + "MOV-u": "MOV", + "skill1": "Skill 1", + "skill2": "Skill 2", + "skill3": "Skill 3", + "skill4": "Skill 4", + "skill5": "Skill 5", + "skill6": "Skill 6", + "skill7": "Skill 7", + "skill8": "Skill 8", + "gearandpossessions-u": "Gear and Possessions", + "cashandassets-u": "Cash and Assests", + "spendinglevel-u": "Spending Level", + "cash-u": "Cash", + "assets-u": "Assets", + "backstory-u": "Backstory", + "Personal Description": "Personal Description", + "Ideology/Beliefs": "Ideology/Beliefs", + "Significant People": "Significant People", + "Meaningful Locations": "Meaningful Locations", + "Treasured Possessions": "Treasured Possessions", + "Traits": "Traits", + "Injuries & Scars": "Injuries & Scars", + "Phobias/Manias": "Phobias/Manias", + "Tomes, Spells and Artifacts": "Tomes, Spells and Artifacts", + "Encounters with Strange Entities": "Encounters with Strange Entities", + "Encounters with Strange Entities-z": "Encounters with Strange Entities", + "majorwound-z": "Major Wound", + "dying-z": "Dying", + "pulphp-z": "Pulp HP", + "unarmed-z": "Unarmed", + "dodge-z": "Dodge", + "current-mental-condition": "Current Mental Condition", + "body-hit-location": "Body Hit Location", + "rolled": "Rolled:", + "right-leg": "Right Leg", + "left-leg": "Left Leg", + "abdomen": "Abdomen", + "chest": "Chest", + "right-arm": "Right Arm", + "left-arm": "Left Arm", + "head": "Head", + "downtime-u": "Downtime", + "scenarioname-u": "Scenario Name", + "scenarioinfo-u": "Conclusion & Info", + "scenariorewards-u": "Rewards", + "spellname-u": "Spell Name", + "cost-u": "Cost", + "castime-u": "Casting Time", + "description-u": "Description", + "bout-of-madness-u-time": "Bout of Madness - Real Time", + "bout-of-madness-u-summary": "Bout of Madness - Summary", + "amnesia": "Amnesia:", + "amnesia-dec": "The investigator has no memory of events that have taken place since they were last in a place of safety.", + "psychosomatic-disability": "Psychosomatic disability:", + "psychosomatic-disability-dec": "The investigator suffers psychosomatic blindness, deafness, or loss of the use of a limb or limbs.", + "violence": "Violence:", + "violence-dec": "A red mist descends on the investigator and they explode in a spree of uncontrolled violence and destruction directed at their surroundings, allies or foes alike.", + "paranoia": "Paranoia:", + "paranoia-dec": "The investigator suffers severe paranoia.", + "significant-person": "Significant Person:", + "significant-person-dec": "The investigator mistakes another person in the scene for a Significant Person of theirs.", + "faint": "Faint:", + "faint-dec": "The investigator faints.", + "flee-in-panic": "Flee in Panic:", + "flee-in-panic-dec": "The investigator is compelled to get as far away as possible by whatever means are available.", + "physical-hysterics-or-emotional-outburst": "Physical hysterics or emotional outburst:", + "physical-hysterics-or-emotional-outburst-dec": "The investigator is incapacitated from laughing, crying, screaming, etc.", + "phobia": "Phobia:", + "phobia-dec": "The investigator gains a new phobia. Roll 1D100 on Sample Phobias Table (or choose one). Even if the source of the phobia is not present, the investigator imagines it is there.", + "mania": "Mania:", + "mania-dec": "The investigator gains a new mania. Roll 1D100 on Sample Manias Table (or choose one). The investigator seeks to indulge in their new mania.", + "amnesia-dec2": "The investigator comes to their senses in some unfamiliar place with no memory of who they are. Their memories will slowly return to them over time.", + "robbed": "Robbed:", + "robbed-dec": "The investigator comes to their senses (1D10) hours later, having been robbed. They are unharmed. If they were carrying a Treasured Possession, make a Luck roll to see if it was stolen. Everything else of value is automatically missing.", + "battered": "Battered:", + "battered-dec": "The investigator comes to their senses (1D10) hours later to find themselves battered and bruised. Hit points are reduced to half of what they were before going insane, though this does not cause a Major wound. They have not been robbed. How the damage was sustained is up to the Keeper.", + "violence-dec2": "The investigator explodes in a spree of violence and destruction. When the investigator comes to their senses, their actions may or may not be apparent or remembered. Who or what the investigator has inflicted violence upon and whether they have killed or simply inflicted harm is up to the Keeper.", + "ideology-beliefs": "Ideology/Beliefs:", + "ideology-beliefs-dec": "Review the investigator’s backstory entry for Ideology and Beliefs. The investigator manifests one of these in an extreme, crazed and demonstrative manner.", + "significant-people": "Significant People:", + "significant-people-dec": "Consult the investigator’s backstory entry for Significant People and why the relationship is so important. In the time that passes (1D10 hours or more) the investigator has done their best to get close to that person and act upon their relationship in some way.", + "institutionalized": "Institutionalized:", + "institutionalized-dec": "The investigator comes to their senses in a psychiatric ward or police cell. They may slowly recall the events that led them there.", + "flee-in-panic-dec2": "When the investigator comes to their senses they are far away.", + "phobia-dec2": "The investigator gains a new phobia. Roll 1D100 on Phobias Table or choose one. The investigator comes to their senses (1D10) hours later, having taken every precaution to avoid their new phobia.", + "mania-dec2": "The investigator gains a new mania. Roll 1D100 on Manias Table or choose one. The investigator comes to their senses (1D10) hours later. During this bout of madness, the investigator will have been fully indulging in their new mania. Whether this is apparent to other people is up to the Keeper and player.", + "value": "Value:", + "critical": "Critical", + "success": "Success", + "hard": "Hard", + "extreme": "Extreme", + "fumble": "Fumble", + "fail": "Fail", + "malf": "Malf:", + "result": "Result:", + "dam": "Dam:", + "pulp-bout-of-madness-u-time": "Pulp Bout of Madness - Real-Time", + "crazy-pan": "Crazy Plan:", + "rage": "Rage:", + "gloat": "Gloat:", + "relax": "Relax:", + "show-off": "Show Off:", + "alter-ego": "Alter Ego:", + "pulp-amnesia-dec": "The hero ceases to think of him or herself as a hero, losing the ability to use his or her pulp talents.", + "pulp-crazy-plan-dec": "The hero pursues an irrational or ill-conceived plan. The plan must either benefit the enemy’s situation or increase the danger for the hero or his or her allies.", + "pulp-rage-dec": "A red mist descends on the hero and he or she explodes in a spree of uncontrolled violence and destruction directed at their surroundings, allies, or foes alike.", + "pulp-gloat-dec": "The hero is compelled to boast, gloat, or exclaim their plans aloud.", + "pulp-relax-dec": "The hero is convinced that the threat is negligible, and he or she sits back and relaxes.", + "pulp-flee-in-panic-dec": "The hero is compelled to get as far away as possible by whatever means are available, even if it necessitates them taking the only vehicle and leaving everyone else behind.", + "pulp-show-off-dec": "The hero becomes an attention-seeking maniac, possibly prone to foolhardy acts.", + "pulp-alter-ego-dec": "The hero’s personality undergoes a complete transformation and is replaced by one completely different. The alter ego is a mirror opposite of the hero.", + "pulp-phobia-dec": "The hero gains a new phobia. Roll 1D100 on Sample Phobias Table (or choose one). Even if the source of the phobia is not present, the hero imagines it is there.", + "pulp-mania-dec": "The hero gains a new mania. Roll 1D100 on Sample Manias Table (or choose one). The hero seeks to indulge in their new mania.", + "pulp-bout-of-madness-u-summary": "Pulp Bout of Madness - Summary", + "institutionalized-or-apprehended": "Institutionalized or Apprehended:", + "pulp-amnesia-dec2": "The hero comes to their senses in some unfamiliar place, with no memory of who they are and lacking any of their pulp talents. Their memories slowly return to them over time. Their pulp talents only return in a time of crisis. In this case, a crisis is defined as someone’s life being endangered. When someone’s life is threatened, the hero should make a Luck roll; if successful, their talents return. If unsuccessful they may try again in 1D10 rounds.", + "pulp-robbed-dec": "The hero comes to their senses (1D10) hours later, having been robbed. They are unharmed. If they were carrying a Treasured Possession (per their backstory), make a Luck roll to see if it was stolen. Everything else of value is automatically missing.", + "pulp-battered-dec": "The hero comes to their senses (1D10) hours later to find themselves battered and bruised. Hit points are reduced to half of what they were before going insane. They have not been robbed. How the damage was sustained is up to the Keeper.", + "pulp-violence-dec2": "The hero explodes in a spree of violence and destruction. When the hero comes to their senses, their actions may or may not be apparent or remembered. Who or what the hero has inflicted violence upon, and whether they have killed or only inflicted harm, is up to the Keeper.", + "pulp-ideology-beliefs-dec": "Review the hero’s backstory entry for Ideology and Beliefs. The hero manifests one of these in an extreme, crazed, and demonstrative manner. A common outcome is some variant of megalomania, whereby the hero’s talents and beliefs begin to corrupt their humanity and sense of right and wrong.", + "pulp-significant-people-dec": "Consult the hero’s backstory entry for Significant People and why the relationship is so important. In the time that passes (1D10 hours or more) the hero has done their best to get close to that person and act upon their relationship in some way.", + "pulp-institutionalized-or-apprehended-dec": "The hero comes to their senses in a high-security psychiatric ward, police cell or under captivity. They may slowly recall the events that led them there.", + "pulp-flee-in-panic-dec2": "When the hero comes to their senses, they are far away, perhaps somewhere noteworthy or lost. How they reached the location is unknown to them.", + "pulp-phobia-dec2": "The hero gains a new phobia. Roll 1D100 on Phobias Table or choose one. The hero comes to their senses (1D10) hours later, having taken every precaution to avoid their new phobia.", + "pulp-mania-dec2": "The hero gains a new mania. Roll 1D100 on Manias Table or choose one. The hero comes to their senses (1D10) hours later. During this bout of madness, they will have been fully indulging in their new mania. Whether this is apparent to other people is up to the Keeper and player.", + "delusion-da-dec": "The Investigator sees things that are not real, but is unable to tell truth from hallucination.", + "delusion-da": "Delusion:", + "shackled-da": "Shackled:", + "delusion-da-dec2": "The investigator has been profoundly affected by a hallucination, causing them to undertake some form action. Perhaps they have dug a deep pit and are now hiding in it, or barricaded themselves within a hut.", + "flee-in-panic-da-dec2": "When the investigator comes to their senses they are far away, perhaps lost in the wilderness or hammering on a door demanding to be let inside.", + "shackled-da-dec": "The investigator, raving and talking in strange tongues, has been captured and put in shackles or imprisoned in some manner." +} diff --git a/Call_of_Cthulhu_7th_Ed_Chinese_Traditional/translations/ca.json b/Call_of_Cthulhu_7th_Ed_Chinese_Traditional/translations/ca.json new file mode 100644 index 0000000000..d2f57dbcc2 --- /dev/null +++ b/Call_of_Cthulhu_7th_Ed_Chinese_Traditional/translations/ca.json @@ -0,0 +1,108 @@ +{ + "investigatorinfo-u": "調查員資料", + "name-u": "姓名", + "player-u": "玩家", + "occupation-u": "職業", + "age-u": "年齡", + "sex-u": "性別", + "residence-u": "居住地", + "birthplace-u": "出生地", + "characteristics-u": "人物屬性", + "STR-u": "力量", + "DEX-u": "敏捷", + "POW-u": "意志", + "CON-u": "體質", + "APP-u": "外貌", + "EDU-u": "教育", + "SIZ-u": "體型", + "INT-u": "智力", + "Move rate-u": "速度等級", + "HP-u": "生命值", + "majorwound-u": "重傷", + "pulphp-u": "低俗克蘇魯HP", + "luck-u": "幸運", + "damagebonus-u": "傷害加值", + "build-u": "體格", + "sanity-u": "San值", + "tempinsane-u": "臨時性瘋狂", + "indefinsane-u": "不定性瘋狂", + "magicpoints-u": "魔法值", + "investigatorskills-u": "調查員技能", + "accounting-u": "會計學(05%)", + "anthropology-u": "人類學(01%)", + "appraise-u": "估價(05%)", + "archaeology-u": "考古學(01%)", + "charm-u": "魅惑(15%)", + "climb-u": "攀爬(20%)", + "computeuse-u": "電腦使用(5%)", + "survival-u": "生存(10%)", + "creditrating-u": "信譽(00%)", + "cthulhumythos-u": "克蘇魯神話(00%)", + "disguise-u": "喬裝(05%)", + "dodge-u": "閃躲(一半敏捷)", + "driveauto-u": "駕駛(汽車)(20%)", + "elecrepair-u": "電器維修(10%)", + "fasttalk-u": "話術(05%)", + "fighting(brawl)-u": "鬥毆/空手(25%)", + "firearms(hg)-u": "射擊(手槍)(20%)", + "firearms(r/s)": "射擊(步槍/霰彈槍)(25%)", + "firearms(sub)": "射擊(衝鋒槍)(15%)", + "firearms(mach)": "射擊(機槍)(10%)", + "firstaid-u": "急救(30%)", + "history-u": "歷史(05%)", + "intimidate-u": "恐嚇(15%)", + "jump-u": "跳躍(20%)", + "language(own)-u": "母語(教育)", + "language(other01)-u": "語言(1%)", + "law-u": "法律(05%)", + "libraryuse-u": "圖書館使用(20%)", + "listen-u": "聆聽(20%)", + "acting-u": "表演(5%)", + "locksmith-u": "鎖匠(01%)", + "mechrepair-u": "機械維修(10%)", + "medicine-u": "醫學(01%)", + "pharmacy-u": "藥學(01%)", + "naturalworld-u": "自然學(10%)", + "navigate-u": "領航(10%)", + "occult-u": "神秘學(05%)", + "ophvmachine-u": "重機械操作(01%)", + "persuade-u": "勸說(10%)", + "psychology-u": "心理學(10%)", + "psychoanalysis-u": "精神分析(01%)", + "ride-u": "騎乘(05%)", + "sleightofhand-u": "巧手(10%)", + "spothidden-u": "偵查(25%)", + "stealth-u": "潛行(20%)", + "swim-u": "游泳(20%)", + "throw-u": "投擲(20%)", + "track-u": "追蹤(10%)", + "otherskills-u": "自定技能:", + "animalhandling-u": "動物馴養(05%)", + "firearms(varies)-u": "射擊(其他)", + "art/craft-u": "技藝(05%)", + "hypnosis-u": "跳躍(01%)", + "artillery-u": "天文學(01%)", + "language(other)-u": "語言(其他)(01%)", + "computeruse-u": "電腦使用(05%)", + "pilot-u": "駕駛(01%)", + "demolitions-u": "爆破(01%)", + "readlips-u": "讀唇(01%)", + "electronics-u": "電子學(01%)", + "science-u": "科學(01%)", + "fighting(varies)-u": "鬥毆(其他)", + "weapons-u": "武器", + "weaponname-u": "武器", + "skill-u": "所用技能", + "damage-u": "傷害", + "extdamage-u": "極端傷害", + "range-u": "範圍", + "attacks-u": "次數", + "ammo-u": "裝彈數", + "malf-u": "故障值", + "gearandposessions-u": "工具及隨身物品", + "cashandassets-u": "現金及資產", + "spendinglevel-u": "消費水平", + "cash-u": "現金", + "assets-u": "資產內容", + "backstory-u": "背景故事" +} \ No newline at end of file diff --git a/Call_of_Cthulhu_7th_Ed_Chinese_Traditional/translations/hu.json b/Call_of_Cthulhu_7th_Ed_Chinese_Traditional/translations/hu.json new file mode 100644 index 0000000000..d2f57dbcc2 --- /dev/null +++ b/Call_of_Cthulhu_7th_Ed_Chinese_Traditional/translations/hu.json @@ -0,0 +1,108 @@ +{ + "investigatorinfo-u": "調查員資料", + "name-u": "姓名", + "player-u": "玩家", + "occupation-u": "職業", + "age-u": "年齡", + "sex-u": "性別", + "residence-u": "居住地", + "birthplace-u": "出生地", + "characteristics-u": "人物屬性", + "STR-u": "力量", + "DEX-u": "敏捷", + "POW-u": "意志", + "CON-u": "體質", + "APP-u": "外貌", + "EDU-u": "教育", + "SIZ-u": "體型", + "INT-u": "智力", + "Move rate-u": "速度等級", + "HP-u": "生命值", + "majorwound-u": "重傷", + "pulphp-u": "低俗克蘇魯HP", + "luck-u": "幸運", + "damagebonus-u": "傷害加值", + "build-u": "體格", + "sanity-u": "San值", + "tempinsane-u": "臨時性瘋狂", + "indefinsane-u": "不定性瘋狂", + "magicpoints-u": "魔法值", + "investigatorskills-u": "調查員技能", + "accounting-u": "會計學(05%)", + "anthropology-u": "人類學(01%)", + "appraise-u": "估價(05%)", + "archaeology-u": "考古學(01%)", + "charm-u": "魅惑(15%)", + "climb-u": "攀爬(20%)", + "computeuse-u": "電腦使用(5%)", + "survival-u": "生存(10%)", + "creditrating-u": "信譽(00%)", + "cthulhumythos-u": "克蘇魯神話(00%)", + "disguise-u": "喬裝(05%)", + "dodge-u": "閃躲(一半敏捷)", + "driveauto-u": "駕駛(汽車)(20%)", + "elecrepair-u": "電器維修(10%)", + "fasttalk-u": "話術(05%)", + "fighting(brawl)-u": "鬥毆/空手(25%)", + "firearms(hg)-u": "射擊(手槍)(20%)", + "firearms(r/s)": "射擊(步槍/霰彈槍)(25%)", + "firearms(sub)": "射擊(衝鋒槍)(15%)", + "firearms(mach)": "射擊(機槍)(10%)", + "firstaid-u": "急救(30%)", + "history-u": "歷史(05%)", + "intimidate-u": "恐嚇(15%)", + "jump-u": "跳躍(20%)", + "language(own)-u": "母語(教育)", + "language(other01)-u": "語言(1%)", + "law-u": "法律(05%)", + "libraryuse-u": "圖書館使用(20%)", + "listen-u": "聆聽(20%)", + "acting-u": "表演(5%)", + "locksmith-u": "鎖匠(01%)", + "mechrepair-u": "機械維修(10%)", + "medicine-u": "醫學(01%)", + "pharmacy-u": "藥學(01%)", + "naturalworld-u": "自然學(10%)", + "navigate-u": "領航(10%)", + "occult-u": "神秘學(05%)", + "ophvmachine-u": "重機械操作(01%)", + "persuade-u": "勸說(10%)", + "psychology-u": "心理學(10%)", + "psychoanalysis-u": "精神分析(01%)", + "ride-u": "騎乘(05%)", + "sleightofhand-u": "巧手(10%)", + "spothidden-u": "偵查(25%)", + "stealth-u": "潛行(20%)", + "swim-u": "游泳(20%)", + "throw-u": "投擲(20%)", + "track-u": "追蹤(10%)", + "otherskills-u": "自定技能:", + "animalhandling-u": "動物馴養(05%)", + "firearms(varies)-u": "射擊(其他)", + "art/craft-u": "技藝(05%)", + "hypnosis-u": "跳躍(01%)", + "artillery-u": "天文學(01%)", + "language(other)-u": "語言(其他)(01%)", + "computeruse-u": "電腦使用(05%)", + "pilot-u": "駕駛(01%)", + "demolitions-u": "爆破(01%)", + "readlips-u": "讀唇(01%)", + "electronics-u": "電子學(01%)", + "science-u": "科學(01%)", + "fighting(varies)-u": "鬥毆(其他)", + "weapons-u": "武器", + "weaponname-u": "武器", + "skill-u": "所用技能", + "damage-u": "傷害", + "extdamage-u": "極端傷害", + "range-u": "範圍", + "attacks-u": "次數", + "ammo-u": "裝彈數", + "malf-u": "故障值", + "gearandposessions-u": "工具及隨身物品", + "cashandassets-u": "現金及資產", + "spendinglevel-u": "消費水平", + "cash-u": "現金", + "assets-u": "資產內容", + "backstory-u": "背景故事" +} \ No newline at end of file diff --git a/Call_of_Cthulhu_Spanish/translations/ca.json b/Call_of_Cthulhu_Spanish/translations/ca.json new file mode 100644 index 0000000000..08dfce6b59 --- /dev/null +++ b/Call_of_Cthulhu_Spanish/translations/ca.json @@ -0,0 +1,143 @@ +{ + "skills-list": "accounting,anthropology,archaeology,astronomy,bargain,biology,chemistry,climb,conceal,credit-rating,cthulhu-mythos,disguise,dodge,drive,electrical-repair,electronics,fast-talk,first-aid,geology,hvy-machine,hide,history,jump,law,library-use,listen,locksmith,martial-arts,mechanical-repair,medicine,navigate,natural-history,occult,own-language-1,own-language-2,persuade,pharmacy,photography,physics,pilot,psychoanalisis,psychology,ride,sneak,spot-hidden,swim,throw,track,handgun,machine-gun,rifle,shotgun,submachine-gun", + "investigator-name-u": "Investigator Name", + "occupation-u": "Occupation", + "sex-u": "Sex", + "age-u": "Age", + "degrees-u": "Colleges/Degrees", + "birthplace-u": "Birthplace", + "mental-disorders-u": "Mental Disorders", + "res-roll-u": "Resistance Roll", + "characteristics-u": "Characteristics & Rolls", + "STR-u": "STR", + "DEX-u": "DEX", + "INT-u": "INT", + "idea-u": "Idea", + "CON-u": "CON", + "APP-u": "APP", + "POW-u": "POW", + "luck-u": "Luck", + "SIZ-u": "SIZ", + "SAN-u": "SAN", + "EDU-u": "EDU", + "know-u": "Know", + "max-san-u": "Max Sanity Points", + "dmg-bonus-u": "Damage Bonus", + "sanity-points-u": "Sanity Points", + "stable-sanity-u": "Stable Sanity", + "insanity-u": "Insanity", + "mp-u": "Magic Points", + "stable-mp-u": "Stable Magic Points", + "unconscius-u": "Unconscious", + "hp-points-u": "Hit Points", + "stable-hp-u": "Stable Hit Points", + "dead-u": "DEAD", + "skills-u": "Investigator Skills", + "anthropology-u": "Anthropology (00%)", + "archaeology-u": "Archaeology (00%)", + "martial-arts-u": "Martial Arts (00%)", + "astronomy-u": "Astronomy (00%)", + "biology-u": "Biology (00%)", + "library-use-u": "Library Use (25%)", + "locksmith-u": "Locksmith (00%)", + "fast-talk-u": "Fast Talk (05%)", + "occult-u": "Occult (05%)", + "drive-u": "Drive Auto (20%)", + "hvy-machine-u": "Operate Hvy. Machine (00%)", + "accounting-u": "Accounting (10%)", + "credit-rating-u": "Credit Rating (15%)", + "law-u": "Law (05%)", + "spot-hidden-u": "Spot Hidden (25%)", + "sneak-u": "Sneak (10%)", + "disguise-u": "Disguise (00%)", + "electrical-repair-u": "Electrical Repair (10%)", + "electronics-u": "Electronics (00%)", + "ride-u": "Ride (05%)", + "listen-u": "Listen (25%)", + "dodge-u": "Dodge (DEX x2)", + "pharmacy-u": "Pharmacy (00%)", + "physics-u": "Physics (00%)", + "photography-u": "Photography (10%)", + "geology-u": "Geology (00%)", + "history-u": "History (20%)", + "natural-history-u": "Natural History (10%)", + "throw-u": "Throw (25%)", + "own-language-u": "Own Language (EDU x5)", + "mechanical-repair-u": "Mechanical Repair (20%)", + "medicine-u": "Medicine (05%)", + "cthulhu-mythos-u": "Cthulhu Mythos (00%)", + "swim-u": "Swim (00%)", + "conceal-u": "Conceal (15%)", + "hide-u": "Hide (10%)", + "navigate-u": "Navigate (10%)", + "persuade-u": "Persuade (15%)", + "pilot-u": "Pilot (00%)", + "first-aid-u": "First Aid (30%)", + "psychoanalisis-u": "Psychoanalisis (00%)", + "psychology-u": "Psychology (05%)", + "chemistry-u": "Chemistry (00%)", + "bargain-u": "Bargain (05%)", + "jump-u": "Jump (25%)", + "track-u": "Track (10%)", + "climb-u": "Climb (40%)", + "firearms-u": "Firearms", + "machine-gun-u": "Machine Gun (15%)", + "handgun-u": "Handgun (20%)", + "rifle-u": "Rifle (25%)", + "shotgun-u": "Shotgun (30%)", + "submachine-gun-u": "Submachine Gun (15%)", + "other-skills-u": "Other Skills", + "time-area-u": "Time Area", + "art-u": "Art (05%)", + "all-ages-u": "anytime", + "job-u": "Job (05%)", + "computer-u": "Computer Use (00%)", + "90s-u": "1990s", + "not-1890-u": "not 1890s", + "carriage-u": "Drive Carriage (20%)", + "1890s-u": "1890s", + "other-language-u": "Other Language (00%)", + "hand-to-hand-weapons-u": "Hand-To-Hand Weapons", + "attack-or-weapon-u": "Attack or Weapon", + "current-skill-u": "Current
    Skill %", + "damage-u": "Attack Damage", + "round-u": "Attack/
    Round", + "hit-points-u": "Hit Points", + "fist-punch-u": "Fist/Punch (50%)", + "head-butt-u": "Head Butt (10%)", + "kick-u": "Kick (25%)", + "grapple-u": "Grapple (25%)", + "weapon-u": "Firearm", + "base-range-u": "Base
    Range", + "shots-round-u": "Shots/
    Round", + "shots-in-gun-u": "Shots
    in Gun", + "malfunct-number-u": "Malfunct.
    Number", + "weapon-hp-u": "Hit Points", + "personal-data-u": "Personal Data", + "residence-u": "Residence", + "personal-description-u": "Personal Description", + "family-friends-u": "Family & Friends", + "insanity-episodes-u": "Episodes of Insanity", + "wounds-u": "Wounds & Injuries", + "scars-u": "Marks & Scars", + "investigator-history-u": "Investigator History", + "income-savings-u": "Income & Savings", + "income-u": "Income", + "cash-u": "Cash on Hand", + "savings-u": "Savings", + "property-u": "Personal Property", + "real-state-u": "Real Estate", + "gear-u": "Adventureing Gear & Other Possesions", + "books-u": "Mythos Tomes Read", + "artifacts-spells-u": "Magical Artifacts / Spells Known", + "artifacts-u": "Artifacts", + "spells-u": "Spells", + "entities-u": "Entities Encountered", + "attack-u": "Attack", + "roll-u": "Roll", + "heal-u": "Healing", + "weekly-u": "Weekly", + "objective-u": "Objective", + "edition-u": "Game edition", + "edition-info": "Choose between editions. If you are playing the 6e french edition, please, use the especific sheet, this isn't the one you're looking for. If you convert a game between editions, you will need to change the skills manually." +} diff --git a/Call_of_Cthulhu_Spanish/translations/hu.json b/Call_of_Cthulhu_Spanish/translations/hu.json new file mode 100644 index 0000000000..08dfce6b59 --- /dev/null +++ b/Call_of_Cthulhu_Spanish/translations/hu.json @@ -0,0 +1,143 @@ +{ + "skills-list": "accounting,anthropology,archaeology,astronomy,bargain,biology,chemistry,climb,conceal,credit-rating,cthulhu-mythos,disguise,dodge,drive,electrical-repair,electronics,fast-talk,first-aid,geology,hvy-machine,hide,history,jump,law,library-use,listen,locksmith,martial-arts,mechanical-repair,medicine,navigate,natural-history,occult,own-language-1,own-language-2,persuade,pharmacy,photography,physics,pilot,psychoanalisis,psychology,ride,sneak,spot-hidden,swim,throw,track,handgun,machine-gun,rifle,shotgun,submachine-gun", + "investigator-name-u": "Investigator Name", + "occupation-u": "Occupation", + "sex-u": "Sex", + "age-u": "Age", + "degrees-u": "Colleges/Degrees", + "birthplace-u": "Birthplace", + "mental-disorders-u": "Mental Disorders", + "res-roll-u": "Resistance Roll", + "characteristics-u": "Characteristics & Rolls", + "STR-u": "STR", + "DEX-u": "DEX", + "INT-u": "INT", + "idea-u": "Idea", + "CON-u": "CON", + "APP-u": "APP", + "POW-u": "POW", + "luck-u": "Luck", + "SIZ-u": "SIZ", + "SAN-u": "SAN", + "EDU-u": "EDU", + "know-u": "Know", + "max-san-u": "Max Sanity Points", + "dmg-bonus-u": "Damage Bonus", + "sanity-points-u": "Sanity Points", + "stable-sanity-u": "Stable Sanity", + "insanity-u": "Insanity", + "mp-u": "Magic Points", + "stable-mp-u": "Stable Magic Points", + "unconscius-u": "Unconscious", + "hp-points-u": "Hit Points", + "stable-hp-u": "Stable Hit Points", + "dead-u": "DEAD", + "skills-u": "Investigator Skills", + "anthropology-u": "Anthropology (00%)", + "archaeology-u": "Archaeology (00%)", + "martial-arts-u": "Martial Arts (00%)", + "astronomy-u": "Astronomy (00%)", + "biology-u": "Biology (00%)", + "library-use-u": "Library Use (25%)", + "locksmith-u": "Locksmith (00%)", + "fast-talk-u": "Fast Talk (05%)", + "occult-u": "Occult (05%)", + "drive-u": "Drive Auto (20%)", + "hvy-machine-u": "Operate Hvy. Machine (00%)", + "accounting-u": "Accounting (10%)", + "credit-rating-u": "Credit Rating (15%)", + "law-u": "Law (05%)", + "spot-hidden-u": "Spot Hidden (25%)", + "sneak-u": "Sneak (10%)", + "disguise-u": "Disguise (00%)", + "electrical-repair-u": "Electrical Repair (10%)", + "electronics-u": "Electronics (00%)", + "ride-u": "Ride (05%)", + "listen-u": "Listen (25%)", + "dodge-u": "Dodge (DEX x2)", + "pharmacy-u": "Pharmacy (00%)", + "physics-u": "Physics (00%)", + "photography-u": "Photography (10%)", + "geology-u": "Geology (00%)", + "history-u": "History (20%)", + "natural-history-u": "Natural History (10%)", + "throw-u": "Throw (25%)", + "own-language-u": "Own Language (EDU x5)", + "mechanical-repair-u": "Mechanical Repair (20%)", + "medicine-u": "Medicine (05%)", + "cthulhu-mythos-u": "Cthulhu Mythos (00%)", + "swim-u": "Swim (00%)", + "conceal-u": "Conceal (15%)", + "hide-u": "Hide (10%)", + "navigate-u": "Navigate (10%)", + "persuade-u": "Persuade (15%)", + "pilot-u": "Pilot (00%)", + "first-aid-u": "First Aid (30%)", + "psychoanalisis-u": "Psychoanalisis (00%)", + "psychology-u": "Psychology (05%)", + "chemistry-u": "Chemistry (00%)", + "bargain-u": "Bargain (05%)", + "jump-u": "Jump (25%)", + "track-u": "Track (10%)", + "climb-u": "Climb (40%)", + "firearms-u": "Firearms", + "machine-gun-u": "Machine Gun (15%)", + "handgun-u": "Handgun (20%)", + "rifle-u": "Rifle (25%)", + "shotgun-u": "Shotgun (30%)", + "submachine-gun-u": "Submachine Gun (15%)", + "other-skills-u": "Other Skills", + "time-area-u": "Time Area", + "art-u": "Art (05%)", + "all-ages-u": "anytime", + "job-u": "Job (05%)", + "computer-u": "Computer Use (00%)", + "90s-u": "1990s", + "not-1890-u": "not 1890s", + "carriage-u": "Drive Carriage (20%)", + "1890s-u": "1890s", + "other-language-u": "Other Language (00%)", + "hand-to-hand-weapons-u": "Hand-To-Hand Weapons", + "attack-or-weapon-u": "Attack or Weapon", + "current-skill-u": "Current
    Skill %", + "damage-u": "Attack Damage", + "round-u": "Attack/
    Round", + "hit-points-u": "Hit Points", + "fist-punch-u": "Fist/Punch (50%)", + "head-butt-u": "Head Butt (10%)", + "kick-u": "Kick (25%)", + "grapple-u": "Grapple (25%)", + "weapon-u": "Firearm", + "base-range-u": "Base
    Range", + "shots-round-u": "Shots/
    Round", + "shots-in-gun-u": "Shots
    in Gun", + "malfunct-number-u": "Malfunct.
    Number", + "weapon-hp-u": "Hit Points", + "personal-data-u": "Personal Data", + "residence-u": "Residence", + "personal-description-u": "Personal Description", + "family-friends-u": "Family & Friends", + "insanity-episodes-u": "Episodes of Insanity", + "wounds-u": "Wounds & Injuries", + "scars-u": "Marks & Scars", + "investigator-history-u": "Investigator History", + "income-savings-u": "Income & Savings", + "income-u": "Income", + "cash-u": "Cash on Hand", + "savings-u": "Savings", + "property-u": "Personal Property", + "real-state-u": "Real Estate", + "gear-u": "Adventureing Gear & Other Possesions", + "books-u": "Mythos Tomes Read", + "artifacts-spells-u": "Magical Artifacts / Spells Known", + "artifacts-u": "Artifacts", + "spells-u": "Spells", + "entities-u": "Entities Encountered", + "attack-u": "Attack", + "roll-u": "Roll", + "heal-u": "Healing", + "weekly-u": "Weekly", + "objective-u": "Objective", + "edition-u": "Game edition", + "edition-info": "Choose between editions. If you are playing the 6e french edition, please, use the especific sheet, this isn't the one you're looking for. If you convert a game between editions, you will need to change the skills manually." +} diff --git a/Chronicles of Darkness/translations/ca.json b/Chronicles of Darkness/translations/ca.json new file mode 100644 index 0000000000..ce9ee043b7 --- /dev/null +++ b/Chronicles of Darkness/translations/ca.json @@ -0,0 +1,372 @@ +{ + "settings": "Settings", + "page-1": "Page 1", + "page-2": "Page 2", + "page-3": "Page 3", + "conditions": "Conditions", + "first-edition": "1st Edition", + "chronicles-of-darkness": "Chronicles of Darkness", + "vampire-the-requiem": "Vampire the Requiem", + "werewolf-the-forsaken": "Werewolf the Forsaken", + "mage-the-awakening": "Mage the Awakening", + "promethean-the-create": "Promethean the Created", + "changeling-the-lost": "Changeling the Lost", + "hunter-the-vigil": "Hunter the Vigil", + "geist-the-sin-eaters": "Geist the Sin-Eaters", + "mummy-the-curse": "Mummy the Curse", + "homebrew": "Homebrew", + "second-edition": "2nd Edition", + "organization": "Organization", + "geist": "Geist", + "krewe": "Krewe", + "demon-the-descent": "Demon the Descent", + "beast-the-primordial": "Beast the Primordial", + "deviant-the-renegades": "Deviant the Renegades", + "virtue": "Virtue", + "vice": "Vice", + "age": "Age", + "faction": "Faction", + "group-name": "Group Name", + "abilities": "Abilities", + "morality": "Morality", + "rank": "Rank", + "resource": "Resource", + "dark-eras-skills": "Dark Eras Skills", + "archery": "Archery", + "removes": "removes", + "firearms": "Firearms", + "ride": "Ride", + "drive": "Drive", + "enigmas": "Enigmas", + "computer": "Computer", + "custom-attribute-settings": "Customizable Attribute Settings", + "defense-trait": "Defense Trait", + "defense-qm": "Defense?", + "lowest": "Lowest", + "highest": "Highest", + "wits": "Wits", + "dexterity": "Dexterity", + "lowest-plus-ath": "Lowest + Athletics", + "lowest-plus-brawl": "Lowest + Brawl", + "lowest-plus-weapon": "Lowest + Weaponry", + "base-size": "Base Size", + "giant": "Giant", + "small-framed": "Small Framed", + "bonus-health-levels": "Bonus Health Levels", + "bonus-willpower-point": "Bonus Willpower Points", + "bonus-clarity-points": "Bonus Clarity Points", + "species-factor": "Species Factor", + "fleet-of-foot": "Fleet of Foot", + "fast-reflexes": "Fast Reflexes", + "iron-stamina": "Iron Stamina", + "dice-roller-u": "DICE ROLLER", + "initiative": "Initiative", + "sheet-roll": "Sheet Roll", + "attack-roll": "Attack Roll", + "simple-roll": "Simple Roll", + "chance": "Chance", + "normal": "Normal", + "9-again": "9-Again", + "8-again": "8-Again", + "dont-reroll": "Don't Reroll 10s", + "chance-rote": "Chance Rote", + "rote": "Rote", + "name": "Name", + "mask": "Mask", + "blood": "Blood", + "life": "Life", + "elpis": "Elpis", + "needle": "Needle", + "root": "Root", + "ban": "Ban", + "doctrine": "Doctrine", + "clan": "Clan", + "auspice": "Auspice", + "path": "Path", + "lineage": "Lineage", + "seeming": "Seeming", + "archetype": "Archetype", + "decree": "Decree", + "incarnation": "Incarnation", + "family": "Family", + "profession": "Profession", + "player": "Player", + "sin-eater": "Sin-Eater", + "creed": "Creed", + "dirge": "Dirge", + "bone": "Bone", + "legend": "Legend", + "torment": "Torment", + "thread": "Thread", + "bloom": "Bloom", + "bane": "Bane", + "bloodline": "Bloodline", + "tribe": "Tribe", + "order": "Order", + "refinement": "Refinement", + "kith": "Kith", + "threshold": "Threshold", + "burden": "Burden", + "guild": "Guild", + "agenda": "Agenda", + "hunger": "Hunger", + "compact": "Compact/Conspiracy", + "cronicle": "Chronicle", + "concept": "Concept", + "covenant": "Covenant", + "lodge": "Lodge", + "legacy": "Legacy", + "athanor": "Athanor", + "role": "Role", + "court": "Court", + "trigger": "Trigger", + "judge": "Judge", + "catalyst": "Catalyst", + "horror": "Horror", + "attributes-u": "ATTRIBUTES", + "intelligence": "Intelligence", + "resolve": "Resolve", + "strength": "Strength", + "stamina": "Stamina", + "presence": "Presence", + "manipulation": "Manipulation", + "composure": "Composure", + "power": "Power", + "finesse": "Finesse", + "resistance": "Resistance", + "skills-u": "SKILLS", + "mental": "Mental", + "unskilled-min3": "(-3 unskilled)", + "academics": "Academics", + "crafts": "Crafts", + "investigation": "Investigation", + "medicine": "Medicine", + "occult": "Occult", + "politics": "Politics", + "science": "Science", + "physical": "Physical", + "unskilled-min1": "(-1 unskilled)", + "athletics": "Athletics", + "brawl": "Brawl", + "larceny": "Larceny", + "stealth": "Stealth", + "survival": "Survival", + "weaponry": "Weaponry", + "social": "Social", + "animalken": "Animal Ken", + "empathy": "Empathy", + "expression": "Expression", + "intimidation": "Intimidation", + "persuasion": "Persuasion", + "socialize": "Socialize", + "streetwise": "Streetwise", + "subterfuge": "Subterfuge", + "other-traits-u": "OTHER TRAITS", + "merits": "Merits", + "other": "Other", + "ceremonies": "Ceremonies", + "gifts-rites": "Gifts/Rites", + "transmutations": "Transmutations", + "contracts": "Contracts", + "manifestations": "Manifestations", + "haunts": "Haunts", + "pillars": "Pillars", + "embeds-explo": "Embeds/Exploits", + "nightmares-atavisms": "Nightmares/Atavisms", + "endowments": "Endowments", + "disciplines": "Disciplines", + "animalism": "Animalism", + "auspex": "Auspex", + "celerity": "Celerity", + "dominate": "Dominate", + "majesty": "Majesty", + "nightmare": "Nightmare", + "obfuscate": "Obfuscate", + "protean": "Protean", + "resilience": "Resilience", + "vigor": "Vigor", + "crúac": "Crúac", + "thebansorcery": "Theban Sorcery", + "arcana": "Arcana", + "death": "Death", + "fate": "Fate", + "forces": "Forces", + "matter": "Matter", + "mind": "Mind", + "prime": "Prime", + "spirit": "Spirit", + "space": "Space", + "time": "Time", + "weapon-attack": "Weapon/Attack", + "type": "Type", + "damage-short": "Dmg", + "range": "Range", + "magnitude-short": "Mag", + "initiative-short": "Ini", + "strength-short": "Str", + "size-short": "Sz", + "melee": "Melee", + "gun": "Gun", + "thrown": "Thrown", + "brawl-fight-finesse": "Brawl* (Fighting Finesse)", + "melee-fight-finesse": "Melee* (Fighting Finesse)", + "armor": "Armor", + "rating": "Rating", + "defence-short": "Def", + "speed-short": "Spd", + "description-armor": "Description", + "remembrances": "Remembrances", + "crisis-point-triggers": "Crisis Point Triggers", + "hazy": "Hazy", + "vague": "Vague", + "specific": "Specific", + "health": "Health", + "corpus": "Corpus", + "membership": "Membership", + "congregation": "Congregation", + "willpower": "Willpower", + "integrity": "Integrity", + "humanity": "Humanity", + "pilgrimage": "Pilgrimage", + "harmony": "Harmony", + "wisdom": "Wisdom", + "clarity": "Clarity", + "synergy": "Synergy", + "memory": "Memory", + "cover": "Cover", + "satiety": "Satiety", + "standing": "Standing", + "blood-potency": "Blood Potency", + "primal-urge": "Primal Urge", + "gnosis": "Gnosis", + "azoth": "Azoth", + "wyrd": "Wyrd", + "psyche": "Psyche", + "esotery": "Esotery", + "sekhem": "Sekhem", + "primum": "Primum", + "lair": "Lair", + "vitae": "Vitae", + "essence": "Essence", + "mana": "Mana", + "pyros": "Pyros", + "glamour": "Glamour", + "plasm": "Plasm", + "aether": "Aether", + "specializations": "Specializations", + "innate-key": "Innate Key", + "size": "Size", + "speed": "Speed", + "defense": "Defense", + "experience": "Experience", + "beats": "Beats", + "members": "Members", + "regalia": "Regalia", + "roll": "Roll", + "action": "Action", + "reflexive": "Reflexive", + "instant": "Instant", + "extended": "Extended", + "contested": "Contested", + "source": "Source", + "flaws": "Flaws", + "allies": "Allies", + "contacts": "Contacts", + "fame": "Fame", + "gear-carried": "Gear(Carried)", + "vehicles": "Vehicles", + "herd": "Herd", + "rites-miracles": "Rites/Miracles", + "fetishes": "Fetishes", + "active-spells": "Active Spells", + "nimbus": "Nimbus", + "dedicated-magic-tools": "Dedicated Magical Tools", + "familiar": "Familiar", + "bestowment": "Bestowment", + "trait-affinities": "Trait Affinities", + "promethean-boon": "Promethean Boon", + "repute": "Repute", + "entitlement": "Entitlement", + "seeming-blessing": "Seeming Blessing", + "goblin-contracts": "Goblin Contracts", + "harvest": "Harvest", + "keystone-memento": "Keystone Memento", + "mementos": "Mementos", + "touchstones": "Touchstones", + "remembrance-traits": "Remembrance Traits", + "affinities": "Affinities", + "cult": "Cult", + "status": "Status", + "glitches": "Glitches", + "pacts": "Pacts", + "interlocks": "Interlocks", + "satiety-preferences": "Satiety Preferences", + "lessons": "Lessons", + "brood": "Brood", + "derangements": "Derangements", + "mentor": "Mentor", + "resources": "Resources", + "retainer": "Retainer", + "equipment-owned": "Equipment(Owned)", + "residence": "Residence", + "haven": "Haven", + "totem": "Totem", + "sanctum": "Sanctum", + "tomb": "Tomb", + "hollow": "Hollow", + "haunt": "Haunt", + "cenote": "Cenote", + "bolthole": "Bolthole", + "viniculum": "Vinculum", + "spells-cast-self": "Spells Cast Upon Self", + "paradox-marks": "Paradox Marks", + "enchanted-items": "Enchanted Items", + "thrall": "Thrall", + "disfigurements": "Disfigurements", + "language": "Language", + "redeemed-boon": "Redeemed Boon", + "residual-memory": "Residual Memory", + "kith-ability": "Kith Ability", + "seeming-curse": "Seeming Curse", + "pledges": "Pledges", + "mantle": "Mantle", + "keys": "Keys", + "utterances": "Utterances", + "vessels": "Vessels", + "witnesses": "Witnesses", + "demonic-form-abilities": "Demonic Form Abilities", + "gadgets": "Gadgets", + "covers": "Covers", + "family-ties": "Family Ties", + "lair-traits": "Lair Traits", + "hint": "Hint", + "add-conditions": "Try adding conditions with the \"+Add\" button.", + "add-conditions-details": "You will be able to specify a title, a description, a resolution condition and a beat condition.", + "delete-condition": "In order to delete a Condition:", + "delete-condition-step1": "please use \"Modify\" button;", + "delete-condition-step2": "press on the red \"trash\" icon;", + "delete-condition-step3": "press on the \"Done\" button.", + "resolution": "Resolution", + "beat": "Beat", + "dice-pool": "Dice Pool", + "modifiers": "Modifiers", + "unarmed": "Unarmed", + "copyright": "©2015 CCP hf. Chronicles of Darkness, Vampire: the Requiem, Werewolf: the Forsaken, Mage: the Awakening, Promethean: the Created, Changeling: the Lost, Geist: the Sin-Eaters, Mummy: the Cursed are trademarks of CCP hf, in the U.S.A. and other countries. All CCP hf characters and character names, and the distinctive likeness thereof, are trademarks of CCP hf.", + "rolls": "rolls", + "wound": "Wound", + "penalty": "Penalty", + "successes": "Successes", + "dice-for": "dice for", + "makes-a": "makes a", + "attack": "attack", + "weapon": "Weapon", + "and-misses-with": "and misses with", + "and-hits-for": "and hits for", + "damage": "Damage", + "mortal2-ghost": "Chronicles of Darkness - Ghost", + "influence": "Influences", + "numina": "Numina", + "ephemtype": "Creature", + "anchor": "Anchors", + "ephemeral-manifestations": "Manifestations" +} diff --git a/Chronicles of Darkness/translations/hu.json b/Chronicles of Darkness/translations/hu.json new file mode 100644 index 0000000000..ce9ee043b7 --- /dev/null +++ b/Chronicles of Darkness/translations/hu.json @@ -0,0 +1,372 @@ +{ + "settings": "Settings", + "page-1": "Page 1", + "page-2": "Page 2", + "page-3": "Page 3", + "conditions": "Conditions", + "first-edition": "1st Edition", + "chronicles-of-darkness": "Chronicles of Darkness", + "vampire-the-requiem": "Vampire the Requiem", + "werewolf-the-forsaken": "Werewolf the Forsaken", + "mage-the-awakening": "Mage the Awakening", + "promethean-the-create": "Promethean the Created", + "changeling-the-lost": "Changeling the Lost", + "hunter-the-vigil": "Hunter the Vigil", + "geist-the-sin-eaters": "Geist the Sin-Eaters", + "mummy-the-curse": "Mummy the Curse", + "homebrew": "Homebrew", + "second-edition": "2nd Edition", + "organization": "Organization", + "geist": "Geist", + "krewe": "Krewe", + "demon-the-descent": "Demon the Descent", + "beast-the-primordial": "Beast the Primordial", + "deviant-the-renegades": "Deviant the Renegades", + "virtue": "Virtue", + "vice": "Vice", + "age": "Age", + "faction": "Faction", + "group-name": "Group Name", + "abilities": "Abilities", + "morality": "Morality", + "rank": "Rank", + "resource": "Resource", + "dark-eras-skills": "Dark Eras Skills", + "archery": "Archery", + "removes": "removes", + "firearms": "Firearms", + "ride": "Ride", + "drive": "Drive", + "enigmas": "Enigmas", + "computer": "Computer", + "custom-attribute-settings": "Customizable Attribute Settings", + "defense-trait": "Defense Trait", + "defense-qm": "Defense?", + "lowest": "Lowest", + "highest": "Highest", + "wits": "Wits", + "dexterity": "Dexterity", + "lowest-plus-ath": "Lowest + Athletics", + "lowest-plus-brawl": "Lowest + Brawl", + "lowest-plus-weapon": "Lowest + Weaponry", + "base-size": "Base Size", + "giant": "Giant", + "small-framed": "Small Framed", + "bonus-health-levels": "Bonus Health Levels", + "bonus-willpower-point": "Bonus Willpower Points", + "bonus-clarity-points": "Bonus Clarity Points", + "species-factor": "Species Factor", + "fleet-of-foot": "Fleet of Foot", + "fast-reflexes": "Fast Reflexes", + "iron-stamina": "Iron Stamina", + "dice-roller-u": "DICE ROLLER", + "initiative": "Initiative", + "sheet-roll": "Sheet Roll", + "attack-roll": "Attack Roll", + "simple-roll": "Simple Roll", + "chance": "Chance", + "normal": "Normal", + "9-again": "9-Again", + "8-again": "8-Again", + "dont-reroll": "Don't Reroll 10s", + "chance-rote": "Chance Rote", + "rote": "Rote", + "name": "Name", + "mask": "Mask", + "blood": "Blood", + "life": "Life", + "elpis": "Elpis", + "needle": "Needle", + "root": "Root", + "ban": "Ban", + "doctrine": "Doctrine", + "clan": "Clan", + "auspice": "Auspice", + "path": "Path", + "lineage": "Lineage", + "seeming": "Seeming", + "archetype": "Archetype", + "decree": "Decree", + "incarnation": "Incarnation", + "family": "Family", + "profession": "Profession", + "player": "Player", + "sin-eater": "Sin-Eater", + "creed": "Creed", + "dirge": "Dirge", + "bone": "Bone", + "legend": "Legend", + "torment": "Torment", + "thread": "Thread", + "bloom": "Bloom", + "bane": "Bane", + "bloodline": "Bloodline", + "tribe": "Tribe", + "order": "Order", + "refinement": "Refinement", + "kith": "Kith", + "threshold": "Threshold", + "burden": "Burden", + "guild": "Guild", + "agenda": "Agenda", + "hunger": "Hunger", + "compact": "Compact/Conspiracy", + "cronicle": "Chronicle", + "concept": "Concept", + "covenant": "Covenant", + "lodge": "Lodge", + "legacy": "Legacy", + "athanor": "Athanor", + "role": "Role", + "court": "Court", + "trigger": "Trigger", + "judge": "Judge", + "catalyst": "Catalyst", + "horror": "Horror", + "attributes-u": "ATTRIBUTES", + "intelligence": "Intelligence", + "resolve": "Resolve", + "strength": "Strength", + "stamina": "Stamina", + "presence": "Presence", + "manipulation": "Manipulation", + "composure": "Composure", + "power": "Power", + "finesse": "Finesse", + "resistance": "Resistance", + "skills-u": "SKILLS", + "mental": "Mental", + "unskilled-min3": "(-3 unskilled)", + "academics": "Academics", + "crafts": "Crafts", + "investigation": "Investigation", + "medicine": "Medicine", + "occult": "Occult", + "politics": "Politics", + "science": "Science", + "physical": "Physical", + "unskilled-min1": "(-1 unskilled)", + "athletics": "Athletics", + "brawl": "Brawl", + "larceny": "Larceny", + "stealth": "Stealth", + "survival": "Survival", + "weaponry": "Weaponry", + "social": "Social", + "animalken": "Animal Ken", + "empathy": "Empathy", + "expression": "Expression", + "intimidation": "Intimidation", + "persuasion": "Persuasion", + "socialize": "Socialize", + "streetwise": "Streetwise", + "subterfuge": "Subterfuge", + "other-traits-u": "OTHER TRAITS", + "merits": "Merits", + "other": "Other", + "ceremonies": "Ceremonies", + "gifts-rites": "Gifts/Rites", + "transmutations": "Transmutations", + "contracts": "Contracts", + "manifestations": "Manifestations", + "haunts": "Haunts", + "pillars": "Pillars", + "embeds-explo": "Embeds/Exploits", + "nightmares-atavisms": "Nightmares/Atavisms", + "endowments": "Endowments", + "disciplines": "Disciplines", + "animalism": "Animalism", + "auspex": "Auspex", + "celerity": "Celerity", + "dominate": "Dominate", + "majesty": "Majesty", + "nightmare": "Nightmare", + "obfuscate": "Obfuscate", + "protean": "Protean", + "resilience": "Resilience", + "vigor": "Vigor", + "crúac": "Crúac", + "thebansorcery": "Theban Sorcery", + "arcana": "Arcana", + "death": "Death", + "fate": "Fate", + "forces": "Forces", + "matter": "Matter", + "mind": "Mind", + "prime": "Prime", + "spirit": "Spirit", + "space": "Space", + "time": "Time", + "weapon-attack": "Weapon/Attack", + "type": "Type", + "damage-short": "Dmg", + "range": "Range", + "magnitude-short": "Mag", + "initiative-short": "Ini", + "strength-short": "Str", + "size-short": "Sz", + "melee": "Melee", + "gun": "Gun", + "thrown": "Thrown", + "brawl-fight-finesse": "Brawl* (Fighting Finesse)", + "melee-fight-finesse": "Melee* (Fighting Finesse)", + "armor": "Armor", + "rating": "Rating", + "defence-short": "Def", + "speed-short": "Spd", + "description-armor": "Description", + "remembrances": "Remembrances", + "crisis-point-triggers": "Crisis Point Triggers", + "hazy": "Hazy", + "vague": "Vague", + "specific": "Specific", + "health": "Health", + "corpus": "Corpus", + "membership": "Membership", + "congregation": "Congregation", + "willpower": "Willpower", + "integrity": "Integrity", + "humanity": "Humanity", + "pilgrimage": "Pilgrimage", + "harmony": "Harmony", + "wisdom": "Wisdom", + "clarity": "Clarity", + "synergy": "Synergy", + "memory": "Memory", + "cover": "Cover", + "satiety": "Satiety", + "standing": "Standing", + "blood-potency": "Blood Potency", + "primal-urge": "Primal Urge", + "gnosis": "Gnosis", + "azoth": "Azoth", + "wyrd": "Wyrd", + "psyche": "Psyche", + "esotery": "Esotery", + "sekhem": "Sekhem", + "primum": "Primum", + "lair": "Lair", + "vitae": "Vitae", + "essence": "Essence", + "mana": "Mana", + "pyros": "Pyros", + "glamour": "Glamour", + "plasm": "Plasm", + "aether": "Aether", + "specializations": "Specializations", + "innate-key": "Innate Key", + "size": "Size", + "speed": "Speed", + "defense": "Defense", + "experience": "Experience", + "beats": "Beats", + "members": "Members", + "regalia": "Regalia", + "roll": "Roll", + "action": "Action", + "reflexive": "Reflexive", + "instant": "Instant", + "extended": "Extended", + "contested": "Contested", + "source": "Source", + "flaws": "Flaws", + "allies": "Allies", + "contacts": "Contacts", + "fame": "Fame", + "gear-carried": "Gear(Carried)", + "vehicles": "Vehicles", + "herd": "Herd", + "rites-miracles": "Rites/Miracles", + "fetishes": "Fetishes", + "active-spells": "Active Spells", + "nimbus": "Nimbus", + "dedicated-magic-tools": "Dedicated Magical Tools", + "familiar": "Familiar", + "bestowment": "Bestowment", + "trait-affinities": "Trait Affinities", + "promethean-boon": "Promethean Boon", + "repute": "Repute", + "entitlement": "Entitlement", + "seeming-blessing": "Seeming Blessing", + "goblin-contracts": "Goblin Contracts", + "harvest": "Harvest", + "keystone-memento": "Keystone Memento", + "mementos": "Mementos", + "touchstones": "Touchstones", + "remembrance-traits": "Remembrance Traits", + "affinities": "Affinities", + "cult": "Cult", + "status": "Status", + "glitches": "Glitches", + "pacts": "Pacts", + "interlocks": "Interlocks", + "satiety-preferences": "Satiety Preferences", + "lessons": "Lessons", + "brood": "Brood", + "derangements": "Derangements", + "mentor": "Mentor", + "resources": "Resources", + "retainer": "Retainer", + "equipment-owned": "Equipment(Owned)", + "residence": "Residence", + "haven": "Haven", + "totem": "Totem", + "sanctum": "Sanctum", + "tomb": "Tomb", + "hollow": "Hollow", + "haunt": "Haunt", + "cenote": "Cenote", + "bolthole": "Bolthole", + "viniculum": "Vinculum", + "spells-cast-self": "Spells Cast Upon Self", + "paradox-marks": "Paradox Marks", + "enchanted-items": "Enchanted Items", + "thrall": "Thrall", + "disfigurements": "Disfigurements", + "language": "Language", + "redeemed-boon": "Redeemed Boon", + "residual-memory": "Residual Memory", + "kith-ability": "Kith Ability", + "seeming-curse": "Seeming Curse", + "pledges": "Pledges", + "mantle": "Mantle", + "keys": "Keys", + "utterances": "Utterances", + "vessels": "Vessels", + "witnesses": "Witnesses", + "demonic-form-abilities": "Demonic Form Abilities", + "gadgets": "Gadgets", + "covers": "Covers", + "family-ties": "Family Ties", + "lair-traits": "Lair Traits", + "hint": "Hint", + "add-conditions": "Try adding conditions with the \"+Add\" button.", + "add-conditions-details": "You will be able to specify a title, a description, a resolution condition and a beat condition.", + "delete-condition": "In order to delete a Condition:", + "delete-condition-step1": "please use \"Modify\" button;", + "delete-condition-step2": "press on the red \"trash\" icon;", + "delete-condition-step3": "press on the \"Done\" button.", + "resolution": "Resolution", + "beat": "Beat", + "dice-pool": "Dice Pool", + "modifiers": "Modifiers", + "unarmed": "Unarmed", + "copyright": "©2015 CCP hf. Chronicles of Darkness, Vampire: the Requiem, Werewolf: the Forsaken, Mage: the Awakening, Promethean: the Created, Changeling: the Lost, Geist: the Sin-Eaters, Mummy: the Cursed are trademarks of CCP hf, in the U.S.A. and other countries. All CCP hf characters and character names, and the distinctive likeness thereof, are trademarks of CCP hf.", + "rolls": "rolls", + "wound": "Wound", + "penalty": "Penalty", + "successes": "Successes", + "dice-for": "dice for", + "makes-a": "makes a", + "attack": "attack", + "weapon": "Weapon", + "and-misses-with": "and misses with", + "and-hits-for": "and hits for", + "damage": "Damage", + "mortal2-ghost": "Chronicles of Darkness - Ghost", + "influence": "Influences", + "numina": "Numina", + "ephemtype": "Creature", + "anchor": "Anchors", + "ephemeral-manifestations": "Manifestations" +} diff --git a/City Of Mist Official/translations/ca.json b/City Of Mist Official/translations/ca.json new file mode 100644 index 0000000000..718862ed07 --- /dev/null +++ b/City Of Mist Official/translations/ca.json @@ -0,0 +1,160 @@ +{ + "Improvement-1": "Improvement 1", + "Improvement-2": "Improvement 2", + "Improvement-3": "Improvement 3", + "Improvement-4": "Improvement 4", + "Improvement-5": "Improvement 5", + "LOGOS": "LOGOS:", + "MYTHOS": "MYTHOS:", + "TAG:": "TAG:", + "adaptation": "Adaptation", + "ally": "Ally", + "attn": "ATTN:", + "base-of-operation": "Base of Operation", + "bastion": "Bastion", + "build-up": "BUILD-UP:", + "burn-tag-for-hit": "BURN TAG FOR HIT -", + "change-game-button": "Change The Game", + "change-game-dynamite": "You get Juice=Power (min 3). Spend your Juice, 1 for 1, to gain the following effects:
    • Create a story tag.
    • Burn a power tag or a story tag.
    • Give or reduce a status. (+1/-1 tier per Juice)
    • Scale up the effect. (greater area or more targets)
    • Prolong the effects. (make it ongoing)
    • Hide the effect.
    • Any other improvement you and the MC agree on.
    Additionaly you can choose to activate one of the following special effects by spending 1 juice:
    • Scale up a single effect to a large scale or make it affect a large group.
    • Make a single effect permanent or remove a permanent effect. You can only have one permanent effect at a time, but may discard it whenever you wish.
    • Make a single effect Mist-hidden so that no-one can know about it without your approval.
    By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.", + "change-game-fail": "You miss! The MC can invoke one of their MC moves.", + "change-game-great-succ": "You get Juice=Power (min 2). Spend your Juice, 1 for 1, to gain the following effects:
    • Create a story tag.
    • Burn a power tag or a story tag.
    • Give or reduce a status. (+1/-1 tier per Juice)
    • Scale up the effect. (greater area or more targets)
    • Prolong the effects. (make it ongoing)
    • Hide the effect.
    • Any other improvement you and the MC agree on.

    By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.", + "change-game-min-succ": "You get Juice=Power (min 1). Spend your Juice, 1 for 1, to gain the following effects:
    • Create a story tag.
    • Burn a power tag or a story tag.
    • Give or reduce a status. (+1/-1 tier per Juice)

    By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.", + "change-the-game-button": "Change The Game", + "character-card": "CHARACTER CARD", + "character-name": "CHARACTER NAME", + "character-notes": "Character notes...", + "cinematic-move": "Cinematic Move", + "cinematic-move-desc": "Cinematic Move When answers to your Mystery are within reach, but you forego them, mark Fade on that Mystery’s theme.
    When your Identity demands you act or speak in a given way and you don’t, mark Crack on that Identity’s theme.
    When you sacrifice something you truly want in order to abide by your Identity, mark Attention on that Identity’s theme.", + "cinematic-moves": "CINEMATIC MOVES", + "clues": "CLUES", + "concept": "Concept...", + "conjuration": "Conjuration", + "convince-button": "Convince", + "convince-dynamite": "Choose a relevant status with tier=Power. Your target can choose either to take the status or change their agenda to include yours and take a tier-2 temporary status representing your influence.", + "convince-fail": "You miss! The MC can invoke one of their MC moves.", + "convince-great-succ": "Choose a relevant status with tier=Power. Your target can choose either to take the status or change their agenda to include yours, at least for the time being.", + "convince-mid-succ": "Choose a relevant status with tier=Power. Your target can choose either to take the status or give in a little, but protect their own agenda.", + "core-moves": "CORE MOVES", + "crack": "CRACK:", + "credits-button": "Geek Out During Credits", + "credits-button-desc": "At the end of the session, when the credits-button roll, go around the table. Each player can answer one or more of the following questions:
    • How has the crew grown this session?
      Recover a burnt crew power tag or mark Attention on a crew theme.
    • Which character had the most meaningful interaction with your character this session?
      Add one Help point or one Hurt point next to their name on your character card.
    • Which of your themes is under the most strain? If it collapses, what new aspect will show up in its place?
      Write down the answer under FLIPSIDE on that theme’s card.
    ", + "credits-desc": "At the end of the session, when the credits roll, go around the table. Each player can answer one or more of the following questions:
    • How has the crew grown this session?
      Recover a burnt crew power tag or mark Attention on a crew theme.
    • Which character had the most meaningful interaction with your character this session?
      Add one Help point or one Hurt point next to their name on your character card.
    • Which of your themes is under the most strain? If it collapses, what new aspect will show up in its place?
      Write down the answer under FLIPSIDE on that theme’s card.
    ", + "crew": "CREW:", + "crew-theme": "CREW THEME", + "defining-event": "Defining Event", + "defining-relationship": "Defining Relationship", + "destiny": "Destiny", + "disable-desc": "DISABLE DESCRIPTIONS -", + "divination": "Divination", + "divinination": "Divination", + "downtime-button": "Montage (Downtime)", + "downtime-button-desc": "Whenever your character has some downtime-button, choose one way to spend it:
    • Give attention to one of your Logos (or extra) themes. Tell everyone at the table how you do it and mark Attention on that theme.
    • Work the case. Tell everyone at the table how you do it, and gain 3 Clues with a method and a source based on your description.
    • Explore your Mythos. Tell everyone at the table which Mystery you explore and how you do it. You gain 1 Clue with a method and a source based on your description. Mark Attention on that Mystery’s theme.
    • Prepare for your next activity. Tell everyone at the table how you prepare and choose one: recover all your burnt power tags OR gain 3 Juice with a method based on your description. You can choose from the effect improvements under Change the Game.
    • Recover from you last activity. For each ongoing status still affecting you, the MC will tell you if and how it can be reduced during your downtime-button and by how many tiers. Alternatively, the MC can allow you to reduce any or some of your statuses by one tier for each relevant tag you have.

    The MC can cue into any of the montage events and continue them as scenes.", + "downtime-desc": "Whenever your character has some downtime, choose one way to spend it:
    • Give attention to one of your Logos (or extra) themes. Tell everyone at the table how you do it and mark Attention on that theme.
    • Work the case. Tell everyone at the table how you do it, and gain 3 Clues with a method and a source based on your description.
    • Explore your Mythos. Tell everyone at the table which Mystery you explore and how you do it. You gain 1 Clue with a method and a source based on your description. Mark Attention on that Mystery’s theme.
    • Prepare for your next activity. Tell everyone at the table how you prepare and choose one: recover all your burnt power tags OR gain 3 Juice with a method based on your description. You can choose from the effect improvements under Change the Game.
    • Recover from you last activity. For each ongoing status still affecting you, the MC will tell you if and how it can be reduced during your downtime and by how many tiers. Alternatively, the MC can allow you to reduce any or some of your statuses by one tier for each relevant tag you have.

    The MC can cue into any of the montage events and continue them as scenes.", + "eliminate-nemeses": "Get closure from your Nemeses", + "end-of-road": "End Of The Road", + "end-road-desc": "If your Identity ever becomes resolved, rephrase it in the same spirit to describe a new goal, a greater scope, a new angle, etc. Alternatively, if this aspect of your life truly ended, you may replace this Identity’s theme.", + "expression": "Expression", + "extra-theme": "Gain an extra theme", + "face-danger": "Face Danger", + "face-danger-button": "Face Danger", + "face-danger-desc": "You avoid the status completely and choose one:
    • You reflect the status at your attacker or otherwise use it against them. You give your attacker an appropriate status of your choice with tier=tier of the original status.
    • You bolster your defenses. You take an appropriate ongoing tier-1 status of your choice describing your improved defenses.
    ", + "face-danger-fail": "You miss! You take the full status.", + "face-danger-max-succ": "You fend off the effect and take no status at all. ", + "face-danger-min-succ": "You take the status, but with -1 tier.", + "fade": "FADE:", + "find-answers-button": "Finally, Some Answers", + "find-mistery-desc": "When you find answers to your Mystery, choose one, two, or all three:
    You gain a deeper understanding of your Mythos, of the subject of your Mystery, or of the link between your Mystery and your Mythos. Mark Attention on the theme to which this Mystery belongs.
    You are shocked by the discovery to the point of rejecting your Mythos or an aspect of your ordinary life. Mark Fade or Crack on any theme.
    Your questions are answered. Choose a new Mystery for this theme.", + "flashback-button": "Flashback", + "flashback-button-desc": "Once per session, when you have the spotlight", + "flashback-desc": "Once per session, when you have the spotlight", + "flip-card": "FLIP CARD", + "flipside": "FLIPSIDE:", + "flipside-theme-lost-replace": "What does it mean for this theme to be lost? What theme would replace it?", + "great-success": "Great Success", + "hard-choice-button": "Make A Hard Choice", + "help": "HELP", + "hit-with-all-button": "Hit With All You've Got", + "hit-with-all-dynamite": "You give the target an appropriate status of your choice with tier=Power. Choose 1:
    • Defend an ally from a counterstrike. The target of your attack cannot attack that ally on their next move.
    • You hit them hard (+2 tier) or get more of them (+2 targets)
    • Extreme collateral damage! Everyone and everything around your target takes a similar status with tier=Power.
    • Control the conflict. (Juice=2)
    • Choose three options from the standard list:
    Standard list:
    • You take cover or secure a superior position.
    • You get them good or get many of them (+1 tier).
    • You control the collateral damage.
    • You hold the target’s attention, if possible.
    • You gain the upper hand. Take 1 Juice.
    ", + "hit-with-all-fail": "You miss! The MC can invoke one of their MC moves.", + "hit-with-all-max-succ": "You give the target an appropriate status of your choice with tier=Power. Choose 2:
    • You take cover or secure a superior position so that they can’t hit you back.
    • You get them good. (+1 tier)
    • You get more of them. (+1 target)
    • You control the collateral damage.
    • You hold the target’s attention, if possible.
    • You gain the upper hand. (Juice=1)
    ", + "hit-with-all-min-succ": "You give the target an appropriate status of your choice with tier=Power. Choose 1:
    • You take cover or secure a superior position.
    • You get them good or get many of them (+1 tier).
    • You control the collateral damage.
    • You hold the target’s attention, if possible.
    • You gain the upper hand. Take 1 Juice.
    ", + "hurt": "HURT", + "identity": "Identity...", + "improvements": "IMPROVEMENTS:", + "instructions": "1. Describe your character’s action.
    2. Activate the Tags and Statuses relevant to your character's action.
    3. Press the button for the Move your action triggers.
    4. Follow the outcome description based on your score.", + "investigate-button": "Investigate", + "investigate-dynamite": "Your investigation reveals a key detail. The MC will reveal the most valuable detail in the scene that your investigation could reveal.
    Additionally you get Clues=Power. Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead.", + "investigate-fail": "You miss! The MC can invoke one of their MC moves.", + "investigate-max-succ": "You get Clues=Power.
    Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead.", + "investigate-min-succ": "You get Clues=Power.
    Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead. They can also choose 1:
    • Your investigation exposes you to danger.
    • The clues you get are fuzzy, incomplete, or part-true part-false
    • Whoever or whatever you are asking the question(s) can ask you one question as well. You answer on the same terms.
    ", + "juice": "JUICE", + "leave-city": "Leave the City", + "logos-who-am-i": "Who I am I in my everyday life in the city?", + "make-core-move": "Make one Core Move *Dynamite!*", + "mild-success": "Mild Success", + "minus": "MINUS", + "miss": "Miss", + "mission": "Mission", + "mobility": "Mobility", + "moments-evolution": "Moments of Evolution:", + "monologue-button": "Voiceover Monologue", + "monologue-button-desc": "At the beginning of every session, one player goes into a monologue-button as his or her character, relating the character’s thoughts and feelings at this point in the story.", + "mystery": "Mystery...", + "mystery-identity": "Mystery/Identity...", + "mythos-legend": "Which legend has taken root in me?", + "notes": "NOTES:", + "personality": "Personality", + "player-character": "Player Character", + "plus": "PLUS", + "possessions": "Possessions", + "power": "Power:", + "power-tag": "Power Tag", + "power-tag-generic": "Choose another broad power tag", + "power-tag-type": "Power Tag", + "power-title": "POWER", + "relic": "Relic", + "reset": "RESET", + "result": "Result:", + "result-10+": "Result 10+ : ", + "result-12+": "Result 12+ : ", + "result-6-": "Result 6- : ", + "result-7-9": "Result 7-9 : ", + "ride": "Ride", + "roll-dynamite": "ROLL DYNAMITE -", + "rolls-a": "rolls a", + "routine": "Routine", + "see-through-mist": "See through the Mist", + "sneak-around-button": "Sneak Around", + "sneak-around-dynamite": "Your target is so entirely fooled by your subterfuge that you can continue to move and/or act completely undetected by this target for the rest of the scene.", + "sneak-around-fail": "You miss! The MC can invoke one of their MC moves.", + "sneak-around-max-succ": "Everyone that should fall for it falls for it.", + "sneak-around-min-succ": "It got complicated. The MC chooses one:
    • Someone unimportant noticed you, but that just made them important, right?
    • You are perceived only by a secondary sense (someone picks up your scent while you’re sneaking; you’re seen whispering a message but the message is not heard).
    • You must leave something important behind or be discovered.
    ", + "stop-holding-back-button": "Stop. Holding. Back.", + "stop-holding-back-button-dynamite": "You achieve exactly what you wanted to achieve and pay the price:
    Significant: Mark Fade/Crack on one theme.
    No Return: Mark Fade/Crack and burn all the power tags on one theme.
    Ultimate: Replace one theme.", + "stop-holding-back-button-fail": "You lose control over your powers or fail to use them as planned. The MC will decide how, and what the consequences are. You also pay the price:
    Significant: Mark Fade/Crack and burn all the power tags on one theme.
    No Return: Replace one theme.
    Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.", + "stop-holding-back-button-min-succ": "You achieve exactly what you wanted to achieve and pay the price:
    Significant: Mark Fade/Crack and burn all the power tags on one theme.
    No Return: Replace one theme.
    Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.", + "stop-holding-back-min-succ": "You achieve exactly what you wanted to achieve and pay the price:
    Significant: Mark Fade/Crack and burn all the power tags on one theme.
    No Return: Replace one theme.
    Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.", + "story-tag": "STORY TAG", + "subversion": "Subversion", + "subversione": "Subversion", + "take-a-risk-button": "Take The Risk", + "take-risk-button": "Take A Risk", + "take-risk-dynamite": "You pull it off spectacularly and even turn the situation to your advantage. (Juice=2)", + "take-risk-fail": "You miss! The MC can invoke one of their MC moves.", + "take-risk-max-succ": "You do it, somehow.", + "take-risk-min-succ": "Things get messy. The MC will offer you a hard bargain or an ugly choice.", + "takes-spotlight": "takes the spotlight!", + "text": "text...", + "theme-title": "THEME TITLE", + "toe-to-toe-button": "Go Toe To Toe", + "toe-to-toe-dynamite": "You get all three
    • You get all three
    • Get them good, inflicting a status with tier=Power.
    • Block, dodge, or counter their best attempts
    ", + "toe-to-toe-fail": "You miss! The MC can invoke one of their MC moves.", + "toe-to-toe-max-succ": "Choose 2:
    • You manage to achieve your goal, e.g., take something they hold
    • You get them good, inflicting a status with tier=Power.
    • You block, dodge, or counter their best attempts.
    ", + "toe-to-toe-min-succ": "Choose 1:
    • You manage to achieve your goal, e.g., take something they hold
    • You get them good, inflicting a status with tier=Power.
    • You block, dodge, or counter their best attempts.
    ", + "tracking-card": "TRACKING CARD", + "tracking-card-only-npc": "TRACKING CARDS ONLY (NPC)", + "training": "Training", + "transformation": "Go through a transformation", + "turf": "Turf", + "weakness-tag": "Weakness Tag" +} \ No newline at end of file diff --git a/City Of Mist Official/translations/hu.json b/City Of Mist Official/translations/hu.json new file mode 100644 index 0000000000..718862ed07 --- /dev/null +++ b/City Of Mist Official/translations/hu.json @@ -0,0 +1,160 @@ +{ + "Improvement-1": "Improvement 1", + "Improvement-2": "Improvement 2", + "Improvement-3": "Improvement 3", + "Improvement-4": "Improvement 4", + "Improvement-5": "Improvement 5", + "LOGOS": "LOGOS:", + "MYTHOS": "MYTHOS:", + "TAG:": "TAG:", + "adaptation": "Adaptation", + "ally": "Ally", + "attn": "ATTN:", + "base-of-operation": "Base of Operation", + "bastion": "Bastion", + "build-up": "BUILD-UP:", + "burn-tag-for-hit": "BURN TAG FOR HIT -", + "change-game-button": "Change The Game", + "change-game-dynamite": "You get Juice=Power (min 3). Spend your Juice, 1 for 1, to gain the following effects:
    • Create a story tag.
    • Burn a power tag or a story tag.
    • Give or reduce a status. (+1/-1 tier per Juice)
    • Scale up the effect. (greater area or more targets)
    • Prolong the effects. (make it ongoing)
    • Hide the effect.
    • Any other improvement you and the MC agree on.
    Additionaly you can choose to activate one of the following special effects by spending 1 juice:
    • Scale up a single effect to a large scale or make it affect a large group.
    • Make a single effect permanent or remove a permanent effect. You can only have one permanent effect at a time, but may discard it whenever you wish.
    • Make a single effect Mist-hidden so that no-one can know about it without your approval.
    By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.", + "change-game-fail": "You miss! The MC can invoke one of their MC moves.", + "change-game-great-succ": "You get Juice=Power (min 2). Spend your Juice, 1 for 1, to gain the following effects:
    • Create a story tag.
    • Burn a power tag or a story tag.
    • Give or reduce a status. (+1/-1 tier per Juice)
    • Scale up the effect. (greater area or more targets)
    • Prolong the effects. (make it ongoing)
    • Hide the effect.
    • Any other improvement you and the MC agree on.

    By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.", + "change-game-min-succ": "You get Juice=Power (min 1). Spend your Juice, 1 for 1, to gain the following effects:
    • Create a story tag.
    • Burn a power tag or a story tag.
    • Give or reduce a status. (+1/-1 tier per Juice)

    By default, your effect is topical (affects one target), temporary (only affects the next relevant action), and discernible.", + "change-the-game-button": "Change The Game", + "character-card": "CHARACTER CARD", + "character-name": "CHARACTER NAME", + "character-notes": "Character notes...", + "cinematic-move": "Cinematic Move", + "cinematic-move-desc": "Cinematic Move When answers to your Mystery are within reach, but you forego them, mark Fade on that Mystery’s theme.
    When your Identity demands you act or speak in a given way and you don’t, mark Crack on that Identity’s theme.
    When you sacrifice something you truly want in order to abide by your Identity, mark Attention on that Identity’s theme.", + "cinematic-moves": "CINEMATIC MOVES", + "clues": "CLUES", + "concept": "Concept...", + "conjuration": "Conjuration", + "convince-button": "Convince", + "convince-dynamite": "Choose a relevant status with tier=Power. Your target can choose either to take the status or change their agenda to include yours and take a tier-2 temporary status representing your influence.", + "convince-fail": "You miss! The MC can invoke one of their MC moves.", + "convince-great-succ": "Choose a relevant status with tier=Power. Your target can choose either to take the status or change their agenda to include yours, at least for the time being.", + "convince-mid-succ": "Choose a relevant status with tier=Power. Your target can choose either to take the status or give in a little, but protect their own agenda.", + "core-moves": "CORE MOVES", + "crack": "CRACK:", + "credits-button": "Geek Out During Credits", + "credits-button-desc": "At the end of the session, when the credits-button roll, go around the table. Each player can answer one or more of the following questions:
    • How has the crew grown this session?
      Recover a burnt crew power tag or mark Attention on a crew theme.
    • Which character had the most meaningful interaction with your character this session?
      Add one Help point or one Hurt point next to their name on your character card.
    • Which of your themes is under the most strain? If it collapses, what new aspect will show up in its place?
      Write down the answer under FLIPSIDE on that theme’s card.
    ", + "credits-desc": "At the end of the session, when the credits roll, go around the table. Each player can answer one or more of the following questions:
    • How has the crew grown this session?
      Recover a burnt crew power tag or mark Attention on a crew theme.
    • Which character had the most meaningful interaction with your character this session?
      Add one Help point or one Hurt point next to their name on your character card.
    • Which of your themes is under the most strain? If it collapses, what new aspect will show up in its place?
      Write down the answer under FLIPSIDE on that theme’s card.
    ", + "crew": "CREW:", + "crew-theme": "CREW THEME", + "defining-event": "Defining Event", + "defining-relationship": "Defining Relationship", + "destiny": "Destiny", + "disable-desc": "DISABLE DESCRIPTIONS -", + "divination": "Divination", + "divinination": "Divination", + "downtime-button": "Montage (Downtime)", + "downtime-button-desc": "Whenever your character has some downtime-button, choose one way to spend it:
    • Give attention to one of your Logos (or extra) themes. Tell everyone at the table how you do it and mark Attention on that theme.
    • Work the case. Tell everyone at the table how you do it, and gain 3 Clues with a method and a source based on your description.
    • Explore your Mythos. Tell everyone at the table which Mystery you explore and how you do it. You gain 1 Clue with a method and a source based on your description. Mark Attention on that Mystery’s theme.
    • Prepare for your next activity. Tell everyone at the table how you prepare and choose one: recover all your burnt power tags OR gain 3 Juice with a method based on your description. You can choose from the effect improvements under Change the Game.
    • Recover from you last activity. For each ongoing status still affecting you, the MC will tell you if and how it can be reduced during your downtime-button and by how many tiers. Alternatively, the MC can allow you to reduce any or some of your statuses by one tier for each relevant tag you have.

    The MC can cue into any of the montage events and continue them as scenes.", + "downtime-desc": "Whenever your character has some downtime, choose one way to spend it:
    • Give attention to one of your Logos (or extra) themes. Tell everyone at the table how you do it and mark Attention on that theme.
    • Work the case. Tell everyone at the table how you do it, and gain 3 Clues with a method and a source based on your description.
    • Explore your Mythos. Tell everyone at the table which Mystery you explore and how you do it. You gain 1 Clue with a method and a source based on your description. Mark Attention on that Mystery’s theme.
    • Prepare for your next activity. Tell everyone at the table how you prepare and choose one: recover all your burnt power tags OR gain 3 Juice with a method based on your description. You can choose from the effect improvements under Change the Game.
    • Recover from you last activity. For each ongoing status still affecting you, the MC will tell you if and how it can be reduced during your downtime and by how many tiers. Alternatively, the MC can allow you to reduce any or some of your statuses by one tier for each relevant tag you have.

    The MC can cue into any of the montage events and continue them as scenes.", + "eliminate-nemeses": "Get closure from your Nemeses", + "end-of-road": "End Of The Road", + "end-road-desc": "If your Identity ever becomes resolved, rephrase it in the same spirit to describe a new goal, a greater scope, a new angle, etc. Alternatively, if this aspect of your life truly ended, you may replace this Identity’s theme.", + "expression": "Expression", + "extra-theme": "Gain an extra theme", + "face-danger": "Face Danger", + "face-danger-button": "Face Danger", + "face-danger-desc": "You avoid the status completely and choose one:
    • You reflect the status at your attacker or otherwise use it against them. You give your attacker an appropriate status of your choice with tier=tier of the original status.
    • You bolster your defenses. You take an appropriate ongoing tier-1 status of your choice describing your improved defenses.
    ", + "face-danger-fail": "You miss! You take the full status.", + "face-danger-max-succ": "You fend off the effect and take no status at all. ", + "face-danger-min-succ": "You take the status, but with -1 tier.", + "fade": "FADE:", + "find-answers-button": "Finally, Some Answers", + "find-mistery-desc": "When you find answers to your Mystery, choose one, two, or all three:
    You gain a deeper understanding of your Mythos, of the subject of your Mystery, or of the link between your Mystery and your Mythos. Mark Attention on the theme to which this Mystery belongs.
    You are shocked by the discovery to the point of rejecting your Mythos or an aspect of your ordinary life. Mark Fade or Crack on any theme.
    Your questions are answered. Choose a new Mystery for this theme.", + "flashback-button": "Flashback", + "flashback-button-desc": "Once per session, when you have the spotlight", + "flashback-desc": "Once per session, when you have the spotlight", + "flip-card": "FLIP CARD", + "flipside": "FLIPSIDE:", + "flipside-theme-lost-replace": "What does it mean for this theme to be lost? What theme would replace it?", + "great-success": "Great Success", + "hard-choice-button": "Make A Hard Choice", + "help": "HELP", + "hit-with-all-button": "Hit With All You've Got", + "hit-with-all-dynamite": "You give the target an appropriate status of your choice with tier=Power. Choose 1:
    • Defend an ally from a counterstrike. The target of your attack cannot attack that ally on their next move.
    • You hit them hard (+2 tier) or get more of them (+2 targets)
    • Extreme collateral damage! Everyone and everything around your target takes a similar status with tier=Power.
    • Control the conflict. (Juice=2)
    • Choose three options from the standard list:
    Standard list:
    • You take cover or secure a superior position.
    • You get them good or get many of them (+1 tier).
    • You control the collateral damage.
    • You hold the target’s attention, if possible.
    • You gain the upper hand. Take 1 Juice.
    ", + "hit-with-all-fail": "You miss! The MC can invoke one of their MC moves.", + "hit-with-all-max-succ": "You give the target an appropriate status of your choice with tier=Power. Choose 2:
    • You take cover or secure a superior position so that they can’t hit you back.
    • You get them good. (+1 tier)
    • You get more of them. (+1 target)
    • You control the collateral damage.
    • You hold the target’s attention, if possible.
    • You gain the upper hand. (Juice=1)
    ", + "hit-with-all-min-succ": "You give the target an appropriate status of your choice with tier=Power. Choose 1:
    • You take cover or secure a superior position.
    • You get them good or get many of them (+1 tier).
    • You control the collateral damage.
    • You hold the target’s attention, if possible.
    • You gain the upper hand. Take 1 Juice.
    ", + "hurt": "HURT", + "identity": "Identity...", + "improvements": "IMPROVEMENTS:", + "instructions": "1. Describe your character’s action.
    2. Activate the Tags and Statuses relevant to your character's action.
    3. Press the button for the Move your action triggers.
    4. Follow the outcome description based on your score.", + "investigate-button": "Investigate", + "investigate-dynamite": "Your investigation reveals a key detail. The MC will reveal the most valuable detail in the scene that your investigation could reveal.
    Additionally you get Clues=Power. Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead.", + "investigate-fail": "You miss! The MC can invoke one of their MC moves.", + "investigate-max-succ": "You get Clues=Power.
    Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead.", + "investigate-min-succ": "You get Clues=Power.
    Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead. They can also choose 1:
    • Your investigation exposes you to danger.
    • The clues you get are fuzzy, incomplete, or part-true part-false
    • Whoever or whatever you are asking the question(s) can ask you one question as well. You answer on the same terms.
    ", + "juice": "JUICE", + "leave-city": "Leave the City", + "logos-who-am-i": "Who I am I in my everyday life in the city?", + "make-core-move": "Make one Core Move *Dynamite!*", + "mild-success": "Mild Success", + "minus": "MINUS", + "miss": "Miss", + "mission": "Mission", + "mobility": "Mobility", + "moments-evolution": "Moments of Evolution:", + "monologue-button": "Voiceover Monologue", + "monologue-button-desc": "At the beginning of every session, one player goes into a monologue-button as his or her character, relating the character’s thoughts and feelings at this point in the story.", + "mystery": "Mystery...", + "mystery-identity": "Mystery/Identity...", + "mythos-legend": "Which legend has taken root in me?", + "notes": "NOTES:", + "personality": "Personality", + "player-character": "Player Character", + "plus": "PLUS", + "possessions": "Possessions", + "power": "Power:", + "power-tag": "Power Tag", + "power-tag-generic": "Choose another broad power tag", + "power-tag-type": "Power Tag", + "power-title": "POWER", + "relic": "Relic", + "reset": "RESET", + "result": "Result:", + "result-10+": "Result 10+ : ", + "result-12+": "Result 12+ : ", + "result-6-": "Result 6- : ", + "result-7-9": "Result 7-9 : ", + "ride": "Ride", + "roll-dynamite": "ROLL DYNAMITE -", + "rolls-a": "rolls a", + "routine": "Routine", + "see-through-mist": "See through the Mist", + "sneak-around-button": "Sneak Around", + "sneak-around-dynamite": "Your target is so entirely fooled by your subterfuge that you can continue to move and/or act completely undetected by this target for the rest of the scene.", + "sneak-around-fail": "You miss! The MC can invoke one of their MC moves.", + "sneak-around-max-succ": "Everyone that should fall for it falls for it.", + "sneak-around-min-succ": "It got complicated. The MC chooses one:
    • Someone unimportant noticed you, but that just made them important, right?
    • You are perceived only by a secondary sense (someone picks up your scent while you’re sneaking; you’re seen whispering a message but the message is not heard).
    • You must leave something important behind or be discovered.
    ", + "stop-holding-back-button": "Stop. Holding. Back.", + "stop-holding-back-button-dynamite": "You achieve exactly what you wanted to achieve and pay the price:
    Significant: Mark Fade/Crack on one theme.
    No Return: Mark Fade/Crack and burn all the power tags on one theme.
    Ultimate: Replace one theme.", + "stop-holding-back-button-fail": "You lose control over your powers or fail to use them as planned. The MC will decide how, and what the consequences are. You also pay the price:
    Significant: Mark Fade/Crack and burn all the power tags on one theme.
    No Return: Replace one theme.
    Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.", + "stop-holding-back-button-min-succ": "You achieve exactly what you wanted to achieve and pay the price:
    Significant: Mark Fade/Crack and burn all the power tags on one theme.
    No Return: Replace one theme.
    Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.", + "stop-holding-back-min-succ": "You achieve exactly what you wanted to achieve and pay the price:
    Significant: Mark Fade/Crack and burn all the power tags on one theme.
    No Return: Replace one theme.
    Ultimate: You are killed, destroyed, or transformed forever (for now). Take a tier-6 status.", + "story-tag": "STORY TAG", + "subversion": "Subversion", + "subversione": "Subversion", + "take-a-risk-button": "Take The Risk", + "take-risk-button": "Take A Risk", + "take-risk-dynamite": "You pull it off spectacularly and even turn the situation to your advantage. (Juice=2)", + "take-risk-fail": "You miss! The MC can invoke one of their MC moves.", + "take-risk-max-succ": "You do it, somehow.", + "take-risk-min-succ": "Things get messy. The MC will offer you a hard bargain or an ugly choice.", + "takes-spotlight": "takes the spotlight!", + "text": "text...", + "theme-title": "THEME TITLE", + "toe-to-toe-button": "Go Toe To Toe", + "toe-to-toe-dynamite": "You get all three
    • You get all three
    • Get them good, inflicting a status with tier=Power.
    • Block, dodge, or counter their best attempts
    ", + "toe-to-toe-fail": "You miss! The MC can invoke one of their MC moves.", + "toe-to-toe-max-succ": "Choose 2:
    • You manage to achieve your goal, e.g., take something they hold
    • You get them good, inflicting a status with tier=Power.
    • You block, dodge, or counter their best attempts.
    ", + "toe-to-toe-min-succ": "Choose 1:
    • You manage to achieve your goal, e.g., take something they hold
    • You get them good, inflicting a status with tier=Power.
    • You block, dodge, or counter their best attempts.
    ", + "tracking-card": "TRACKING CARD", + "tracking-card-only-npc": "TRACKING CARDS ONLY (NPC)", + "training": "Training", + "transformation": "Go through a transformation", + "turf": "Turf", + "weakness-tag": "Weakness Tag" +} \ No newline at end of file diff --git a/Coriolis Alternative/translations/ca.json b/Coriolis Alternative/translations/ca.json new file mode 100644 index 0000000000..90ec1df6cc --- /dev/null +++ b/Coriolis Alternative/translations/ca.json @@ -0,0 +1,213 @@ +{ + "tab-pc": "Character", + "tab-spaceship": "Spaceship", + "tab-utility": "Utility", + "Attributes": "Attributes", + "attribute-strength": "Strength", + "attribute-agility": "Agility", + "attribute-wits": "Wits", + "attribute-empathy": "Empathy", + "skill-force": "Force", + "skill-melee-combat": "Melee Combat", + "skill-dexterity": "Dexterity", + "skill-infiltration": "Infiltration", + "skill-ranged-combat": "Ranged Combat", + "skill-ranged-combat-short": "Ranged", + "skill-pilot": "Pilot", + "skill-observation": "Observation", + "skill-survival": "Survival", + "skill-data-djinn": "Data Djinn", + "skill-data-djinn-short": "Djinn", + "skill-medicurgy": "Medicurgy", + "skill-science": "Science", + "skill-technology": "Technology", + "skill-manipulation": "Manipulation", + "skill-command": "Command", + "skill-culture": "Culture", + "skill-mystic-powers": "Mystic Powers", + "button-reset-ep": "Reset EP", + "button-roll-initiative": "Initiative", + "button-roll-ship-armor": "Armor", + "button-ship-sensors": "Sensors", + "button-roll-armor": "Armor", + "button-roll-radiation": "Radiation", + "button-roll-primary-weapon": "Primary Weapon Attack", + "button-roll-secondary-weapon": "Secondary Weapon Attack", + "char-experience": "Experience", + "char-name": "Name", + "char-background": "Background", + "char-concept": "Concept", + "char-icon": "Icon", + "char-group-concept": "Group Concept", + "char-reputation": "Reputation", + "char-personal-problem": "Personal Problem", + "char-hitpoints": "Hitpoints", + "char-hitpoint-bonus": "Modification", + "char-hitpoint-max": "Maximum", + "char-mindpoints": "Mindpoints", + "char-mindpoint-bonus": "Modification", + "char-mindpoint-max": "Maximum", + "char-birr": "Birr", + "ship-energy": "Energy Points", + "ship-energy-current": "Current EP", + "ship-energy-max": "Maximum", + "ship-energy-used": "Ep in use", + "ship-hull": "Hull Points", + "ship-hull-current": "Current HP", + "ship-hull-max": "Maximum", + "ship-critical-damage": "Critical Damage", + "ship-maneuverability": "Maneuverability", + "ship-speed": "Speed", + "ship-signature": "Signature", + "ship-armor": "Armor", + "ship-max-modules": "Modules", + "ship-cargo": "Cargo", + "ship-shipyard": "Shipyard", + "ship-name": "Ship name", + "ship-class": "Class", + "ship-problem": "Problem", + "ship-debt": "Debt", + "ship-ep": "EP", + "ship-bridge": "Bridge", + "ship-reactor": "Reactor", + "ship-graviton-projector": "Graviton projector", + "ship-type": "Type", + "ship-signature-current": "Current Signature", + "ship-signature-sensors": "Sensors", + "ship-signature-transponder": "Transponder", + "ship-signature-radio": "Comms", + "ship-signature-reactor": "Reactor", + "ship-signature-passive": "Passive", + "ship-signature-active": "Active", + "ship-signature-extreme": "Extreme", + "ship-combat-manager": "Combat manager", + "macro-title-ship-actions": "Selected Ship Actions", + "macro-title-character-actions": "Selected Character Actions", + "macro-ship-actions": "Ship Actions", + "macro-character-actions": "Character Actions", + "ship-action-captain-menu": "Captain orders", + "ship-action-captain-repair-label": "Repair!", + "ship-action-captain-repair-description": "For every success: the crew gains +1 modifier to repair (engineer).", + "ship-action-captain-evade-label": "Evade!", + "ship-action-captain-evade-description": "For every success: the crew gains +1 modifier to evasive maneuvers (pilot) and break target lock (sensors).", + "ship-action-captain-retreat-label": "Retreat!", + "ship-action-captain-retreat-description": "For every success: the crew gains +1 modifier to retreat (pilot).", + "ship-action-captain-attack-label": "Attack!", + "ship-action-captain-attack-description": "For every success: the crew gains +1 modifier to advance (pilot) and attack (gunner).", + "ship-action-engineer-menu": "Engineer actions", + "ship-action-engineer-overload-label": "Overload Reactor", + "ship-action-engineer-overload-description": "For every success: gain 1 bonus energy point and take 1 point of hull damage. If you fail the roll, take 1 point of hull damage.", + "ship-action-engineer-repair-hull-label": "Repair Hull Damage", + "ship-action-engineer-repair-hull-description": "For every success: restore 1 hull point.", + "ship-action-engineer-repair-system-label": "Repair System Damage", + "ship-action-engineer-repair-system-description": "For every success: restore 1 energy point.", + "ship-action-engineer-repair-critical-label": "Repair Critical Damage", + "ship-action-engineer-repair-critical-description": "If successful: remove 1 critical condition.", + "ship-action-engineer-repair-module-label": "Repair Module", + "ship-action-engineer-repair-module-description": "If successful: restore 1 ship module.", + "ship-action-engineer-airlock-label": "Open Airlock", + "ship-action-engineer-airlock-description": "If successful: open the airlock of a docked ship.", + "ship-action-pilot-menu": "Pilot actions", + "ship-action-pilot-position-label": "Position", + "ship-action-pilot-position-description": "For every success: increase initiative by 1.", + "ship-action-pilot-advance-label": "Advance / Retreat", + "ship-action-pilot-advance-description": "For every success: move 1 segment on the map.", + "ship-action-pilot-evade-label": "Evade", + "ship-action-pilot-evade-description": "For every success: attacks against this ship gains a -1 modifier.", + "ship-action-pilot-ram-label": "Ram Attack", + "ship-action-pilot-ram-description": "Opposed roll. If successful: you ram the target ship.", + "ship-action-pilot-board-label": "Boarding", + "ship-action-pilot-board-description": "Opposed roll. If successful: you dock with the target ship.", + "ship-action-opposing-pilot": "Opposing Pilot Check", + "ship-action-sensors-menu": "Sensor Operative actions", + "ship-action-sensors-target-lock-label": "Target Lock", + "ship-action-sensors-target-lock-description": "If successful: establish a target lock on the target ship. Attacks against this ship gains a positive modifier equal to the number of successes.", + "ship-action-sensors-break-lock-label": "Break Target Lock", + "ship-action-sensors-break-lock-description": "If successful: the enemy target lock is removed.", + "ship-action-sensors-pulse-attack-label": "Pulse Attack", + "ship-action-sensors-pulse-attack-description": "For every success: deal 1 point of energy damage to target ship.", + "ship-action-sensors-meme-launch-label": "Launch Meme", + "ship-action-sensors-meme-launch-description": "If successful: get a list of modules from the target ship", + "ship-action-sensors-meme-attack-label": "Meme Attack", + "ship-action-sensors-meme-attack-description": "If successful: disable a module on the target ship.", + "ship-action-sensors-disappear-label": "Disappear", + "ship-action-sensors-disappear-description": "If successful: end combat.", + "ship-action-sensors-detect": "Sensors", + "ship-action-sensors-detect-description": "1-2 Successes
    Distance, course
    3 Successes
    Distance, class, course, weapons.", + "label-talents": "Talents", + "label-critical-injuries": "Critical Injuries", + "label-relationships": "Relationships", + "label-weapons": "Weapons", + "label-gear": "Gear", + "label-armor": "Armor", + "label-features": "Features", + "label-ship-weapons": "Weapon Systems", + "label-ship-crew-captain": "Captain", + "label-ship-crew-engineer": "Engineer", + "label-ship-crew-pilot": "Pilot", + "label-ship-crew-sensors": "Sensors", + "label-ship-crew-gunner": "Gunner", + "label-ship-modules": "Modules", + "label-ship-cargo": "Cargo", + "label-relationships-buddy": "Buddy", + "label-notes": "Notes", + "label-macros": "Macros", + "label-stats": "Stats", + "label-info": "Info", + "placeholder-weapon": "Weapon", + "placeholder-gear": "Gear", + "placeholder-critical-injury": "Critical Injury", + "placeholder-armor": "Armor", + "placeholder-comment": "Special", + "placeholder-talent": "Talent", + "placeholder-feature": "Feature", + "placeholder-ship-crew": "Name", + "placeholder-module": "Module", + "placeholder-cargo": "Cargo", + "placeholder-character": "Character", + "item-bonus": "Bonus", + "item-init": "Init", + "item-damage": "Dmg", + "item-crit": "Crit", + "item-range": "Range", + "item-reloads": "Ammo", + "item-comments": "Special", + "item-type": "Type", + "item-range-close": "Close", + "item-range-short": "Short", + "item-range-medium": "Medium", + "item-range-long": "Long", + "item-range-extreme": "Extreme", + "item-armor-rating": "Rating", + "item-armor-worn": "Worn", + "item-disabled": "Disabled", + "item-cargo-unit": "Weight", + "item-type-ranged": "Ranged", + "item-type-melee": "Melee", + "relationship-pc": "PC", + "relationship-npc": "NPC", + "query-modifier": "Modifier", + "query-cover": "Cover Bonus", + "query-initiative": "Initiative Bonus", + "query-prayer": "Prayer Modifier", + "query-signature": "Enemy Signature", + "rolltemplate-pray": "Pray to the icons", + "rolltemplate-modification": "Modifiers", + "rolltemplate-dice-rerolled": "Rerolled", + "rolltemplate-dice": "dice", + "rolltemplate-weapon": "Weapon", + "rolltemplate-initiative-check": "Initiative Check", + "rolltemplate-initiative-action": "rolls", + "rolltemplate-initiative-effect": "for initiative!", + "rolltemplate-radiation-check": "Radiation Check", + "rolltemplate-radiation-action": "takes", + "rolltemplate-radiation-effect": "radiation damage!", + "rolltemplate-armor-check": "Armor Check", + "rolltemplate-armor-action": "blocks", + "rolltemplate-armor-effect": "points of damage", + "rolltemplate-ship-armor-check": "Ship Armor Check", + "rolltemplate-range": "Range", + "rolltemplate-target": "Target", + "rolltemplate-ep-available": "EP assigned", + "rolltemplate-prayer-modifier": "Prayer modifier" +} \ No newline at end of file diff --git a/Coriolis Alternative/translations/hu.json b/Coriolis Alternative/translations/hu.json new file mode 100644 index 0000000000..90ec1df6cc --- /dev/null +++ b/Coriolis Alternative/translations/hu.json @@ -0,0 +1,213 @@ +{ + "tab-pc": "Character", + "tab-spaceship": "Spaceship", + "tab-utility": "Utility", + "Attributes": "Attributes", + "attribute-strength": "Strength", + "attribute-agility": "Agility", + "attribute-wits": "Wits", + "attribute-empathy": "Empathy", + "skill-force": "Force", + "skill-melee-combat": "Melee Combat", + "skill-dexterity": "Dexterity", + "skill-infiltration": "Infiltration", + "skill-ranged-combat": "Ranged Combat", + "skill-ranged-combat-short": "Ranged", + "skill-pilot": "Pilot", + "skill-observation": "Observation", + "skill-survival": "Survival", + "skill-data-djinn": "Data Djinn", + "skill-data-djinn-short": "Djinn", + "skill-medicurgy": "Medicurgy", + "skill-science": "Science", + "skill-technology": "Technology", + "skill-manipulation": "Manipulation", + "skill-command": "Command", + "skill-culture": "Culture", + "skill-mystic-powers": "Mystic Powers", + "button-reset-ep": "Reset EP", + "button-roll-initiative": "Initiative", + "button-roll-ship-armor": "Armor", + "button-ship-sensors": "Sensors", + "button-roll-armor": "Armor", + "button-roll-radiation": "Radiation", + "button-roll-primary-weapon": "Primary Weapon Attack", + "button-roll-secondary-weapon": "Secondary Weapon Attack", + "char-experience": "Experience", + "char-name": "Name", + "char-background": "Background", + "char-concept": "Concept", + "char-icon": "Icon", + "char-group-concept": "Group Concept", + "char-reputation": "Reputation", + "char-personal-problem": "Personal Problem", + "char-hitpoints": "Hitpoints", + "char-hitpoint-bonus": "Modification", + "char-hitpoint-max": "Maximum", + "char-mindpoints": "Mindpoints", + "char-mindpoint-bonus": "Modification", + "char-mindpoint-max": "Maximum", + "char-birr": "Birr", + "ship-energy": "Energy Points", + "ship-energy-current": "Current EP", + "ship-energy-max": "Maximum", + "ship-energy-used": "Ep in use", + "ship-hull": "Hull Points", + "ship-hull-current": "Current HP", + "ship-hull-max": "Maximum", + "ship-critical-damage": "Critical Damage", + "ship-maneuverability": "Maneuverability", + "ship-speed": "Speed", + "ship-signature": "Signature", + "ship-armor": "Armor", + "ship-max-modules": "Modules", + "ship-cargo": "Cargo", + "ship-shipyard": "Shipyard", + "ship-name": "Ship name", + "ship-class": "Class", + "ship-problem": "Problem", + "ship-debt": "Debt", + "ship-ep": "EP", + "ship-bridge": "Bridge", + "ship-reactor": "Reactor", + "ship-graviton-projector": "Graviton projector", + "ship-type": "Type", + "ship-signature-current": "Current Signature", + "ship-signature-sensors": "Sensors", + "ship-signature-transponder": "Transponder", + "ship-signature-radio": "Comms", + "ship-signature-reactor": "Reactor", + "ship-signature-passive": "Passive", + "ship-signature-active": "Active", + "ship-signature-extreme": "Extreme", + "ship-combat-manager": "Combat manager", + "macro-title-ship-actions": "Selected Ship Actions", + "macro-title-character-actions": "Selected Character Actions", + "macro-ship-actions": "Ship Actions", + "macro-character-actions": "Character Actions", + "ship-action-captain-menu": "Captain orders", + "ship-action-captain-repair-label": "Repair!", + "ship-action-captain-repair-description": "For every success: the crew gains +1 modifier to repair (engineer).", + "ship-action-captain-evade-label": "Evade!", + "ship-action-captain-evade-description": "For every success: the crew gains +1 modifier to evasive maneuvers (pilot) and break target lock (sensors).", + "ship-action-captain-retreat-label": "Retreat!", + "ship-action-captain-retreat-description": "For every success: the crew gains +1 modifier to retreat (pilot).", + "ship-action-captain-attack-label": "Attack!", + "ship-action-captain-attack-description": "For every success: the crew gains +1 modifier to advance (pilot) and attack (gunner).", + "ship-action-engineer-menu": "Engineer actions", + "ship-action-engineer-overload-label": "Overload Reactor", + "ship-action-engineer-overload-description": "For every success: gain 1 bonus energy point and take 1 point of hull damage. If you fail the roll, take 1 point of hull damage.", + "ship-action-engineer-repair-hull-label": "Repair Hull Damage", + "ship-action-engineer-repair-hull-description": "For every success: restore 1 hull point.", + "ship-action-engineer-repair-system-label": "Repair System Damage", + "ship-action-engineer-repair-system-description": "For every success: restore 1 energy point.", + "ship-action-engineer-repair-critical-label": "Repair Critical Damage", + "ship-action-engineer-repair-critical-description": "If successful: remove 1 critical condition.", + "ship-action-engineer-repair-module-label": "Repair Module", + "ship-action-engineer-repair-module-description": "If successful: restore 1 ship module.", + "ship-action-engineer-airlock-label": "Open Airlock", + "ship-action-engineer-airlock-description": "If successful: open the airlock of a docked ship.", + "ship-action-pilot-menu": "Pilot actions", + "ship-action-pilot-position-label": "Position", + "ship-action-pilot-position-description": "For every success: increase initiative by 1.", + "ship-action-pilot-advance-label": "Advance / Retreat", + "ship-action-pilot-advance-description": "For every success: move 1 segment on the map.", + "ship-action-pilot-evade-label": "Evade", + "ship-action-pilot-evade-description": "For every success: attacks against this ship gains a -1 modifier.", + "ship-action-pilot-ram-label": "Ram Attack", + "ship-action-pilot-ram-description": "Opposed roll. If successful: you ram the target ship.", + "ship-action-pilot-board-label": "Boarding", + "ship-action-pilot-board-description": "Opposed roll. If successful: you dock with the target ship.", + "ship-action-opposing-pilot": "Opposing Pilot Check", + "ship-action-sensors-menu": "Sensor Operative actions", + "ship-action-sensors-target-lock-label": "Target Lock", + "ship-action-sensors-target-lock-description": "If successful: establish a target lock on the target ship. Attacks against this ship gains a positive modifier equal to the number of successes.", + "ship-action-sensors-break-lock-label": "Break Target Lock", + "ship-action-sensors-break-lock-description": "If successful: the enemy target lock is removed.", + "ship-action-sensors-pulse-attack-label": "Pulse Attack", + "ship-action-sensors-pulse-attack-description": "For every success: deal 1 point of energy damage to target ship.", + "ship-action-sensors-meme-launch-label": "Launch Meme", + "ship-action-sensors-meme-launch-description": "If successful: get a list of modules from the target ship", + "ship-action-sensors-meme-attack-label": "Meme Attack", + "ship-action-sensors-meme-attack-description": "If successful: disable a module on the target ship.", + "ship-action-sensors-disappear-label": "Disappear", + "ship-action-sensors-disappear-description": "If successful: end combat.", + "ship-action-sensors-detect": "Sensors", + "ship-action-sensors-detect-description": "1-2 Successes
    Distance, course
    3 Successes
    Distance, class, course, weapons.", + "label-talents": "Talents", + "label-critical-injuries": "Critical Injuries", + "label-relationships": "Relationships", + "label-weapons": "Weapons", + "label-gear": "Gear", + "label-armor": "Armor", + "label-features": "Features", + "label-ship-weapons": "Weapon Systems", + "label-ship-crew-captain": "Captain", + "label-ship-crew-engineer": "Engineer", + "label-ship-crew-pilot": "Pilot", + "label-ship-crew-sensors": "Sensors", + "label-ship-crew-gunner": "Gunner", + "label-ship-modules": "Modules", + "label-ship-cargo": "Cargo", + "label-relationships-buddy": "Buddy", + "label-notes": "Notes", + "label-macros": "Macros", + "label-stats": "Stats", + "label-info": "Info", + "placeholder-weapon": "Weapon", + "placeholder-gear": "Gear", + "placeholder-critical-injury": "Critical Injury", + "placeholder-armor": "Armor", + "placeholder-comment": "Special", + "placeholder-talent": "Talent", + "placeholder-feature": "Feature", + "placeholder-ship-crew": "Name", + "placeholder-module": "Module", + "placeholder-cargo": "Cargo", + "placeholder-character": "Character", + "item-bonus": "Bonus", + "item-init": "Init", + "item-damage": "Dmg", + "item-crit": "Crit", + "item-range": "Range", + "item-reloads": "Ammo", + "item-comments": "Special", + "item-type": "Type", + "item-range-close": "Close", + "item-range-short": "Short", + "item-range-medium": "Medium", + "item-range-long": "Long", + "item-range-extreme": "Extreme", + "item-armor-rating": "Rating", + "item-armor-worn": "Worn", + "item-disabled": "Disabled", + "item-cargo-unit": "Weight", + "item-type-ranged": "Ranged", + "item-type-melee": "Melee", + "relationship-pc": "PC", + "relationship-npc": "NPC", + "query-modifier": "Modifier", + "query-cover": "Cover Bonus", + "query-initiative": "Initiative Bonus", + "query-prayer": "Prayer Modifier", + "query-signature": "Enemy Signature", + "rolltemplate-pray": "Pray to the icons", + "rolltemplate-modification": "Modifiers", + "rolltemplate-dice-rerolled": "Rerolled", + "rolltemplate-dice": "dice", + "rolltemplate-weapon": "Weapon", + "rolltemplate-initiative-check": "Initiative Check", + "rolltemplate-initiative-action": "rolls", + "rolltemplate-initiative-effect": "for initiative!", + "rolltemplate-radiation-check": "Radiation Check", + "rolltemplate-radiation-action": "takes", + "rolltemplate-radiation-effect": "radiation damage!", + "rolltemplate-armor-check": "Armor Check", + "rolltemplate-armor-action": "blocks", + "rolltemplate-armor-effect": "points of damage", + "rolltemplate-ship-armor-check": "Ship Armor Check", + "rolltemplate-range": "Range", + "rolltemplate-target": "Target", + "rolltemplate-ep-available": "EP assigned", + "rolltemplate-prayer-modifier": "Prayer modifier" +} \ No newline at end of file diff --git a/Coriolis/translations/ca.json b/Coriolis/translations/ca.json new file mode 100644 index 0000000000..3131d777d0 --- /dev/null +++ b/Coriolis/translations/ca.json @@ -0,0 +1,116 @@ +{ + "tab-character": "Character", + "tab-characternotes": "Character Notes", + "tab-spaceship": "Spaceship", + "tab-spaceshipnotes": "Spaceship Notes", + "tab-scripts": "Scripts", + "title-character-u": "CHARACTER SHEET", + "title-characternotes-u": "CHARACTER NOTES", + "title-spaceship-u": "SPACESHIP SHEET", + "title-spaceshipnotes-u": "SPACESHIP NOTES", + "notes-u": "NOTES", + "modifiers-u": "MODIFIERS", + "modifiers-positive": "Positive", + "modifiers-negative": "Negative", + "modifiers-prompt": "Add Prompt In Roll", + "attributes-u": "ATTRIBUTES", + "attributes-strength": "Strength", + "attributes-agility": "Agility", + "attributes-wits": "Wits", + "attributes-empathy": "Empathy", + "character-trauma-u": "TRAUMA", + "character-trauma-hitpoints-strength-plus-agility": "Hit Points (Str+Agi)", + "character-trauma-critical-injuries": "Critical Injuries:", + "character-trauma-mindpoints-wits-plus-empathy": "Mind points (Wits+Emp)", + "name": "Name:", + "character-background": "Background:", + "character-concept": "Concept:", + "character-icon": "Icon:", + "character-group-concept": "Group concept:", + "character-reputation": "Reputation:", + "character-personal-problem": "Personal Problem:", + "appearance-u": "Appearance", + "appearance-face": "Face:", + "appearance-clothing": "Clothing:", + "character-relationships-u": "RELATIONSHIPS", + "character-relationships-buddy-u": "BUDDY", + "radiation-u": "RADIATION", + "experience-u": "EXPERIENCE", + "character-skills-u": "SKILLS", + "character-skills-general-u": "GENERAL", + "character-skills-advanced-u": "ADVANCED", + "character-skills-dexterity-agility": "Dexterity (Agi)", + "character-skills-command-empathy": "Command (Emp)", + "character-skills-force-strength": "Force (Str)", + "character-skills-culture-empathy": "Culture (Emp)", + "character-skills-infiltration-agility": "Infiltration (Agi)", + "character-skills-datadjinn-wits": "Data Djinn (Wit)", + "character-skills-manipulation-empathy": "Manipulation (Emp)", + "character-skills-medicurgy-wits": "Medicurgy (Wit)", + "character-skills-meleecombat-strength": "Melee Combat (Str)", + "character-skills-mysticpowers-empathy": "Mystic Powers (Emp)", + "character-skills-observation-wits": "Observation (Wit)", + "character-skills-pilot-agility": "Pilot (Agi)", + "character-skills-rangedcombat-agility": "Ranged Combat (Agi)", + "character-skills-science-wits": "Science (Wit)", + "character-skills-survival-wits": "Survival (Wit)", + "character-skills-technology-wits": "Technology (Wit)", + "character-skills-talents-u": "TALENTS", + "carry-u": "CARRY", + "carry-max-u": "MAX", + "inventory-gear-u": "GEAR", + "bonus-u": "BONUS", + "armor-u": "ARMOR", + "armor-rating-u": "RATING", + "comment-u": "COMMENT", + "comments-u": "COMMENTS", + "weapons-u": "WEAPONS", + "init-initiative-u": "INIT", + "weapons-damage-u": "DAMAGE", + "weapons-crit-critical-u": "CRIT", + "weapons-range-u": "RANGE", + "weapons-reloads-u": "RELOADS", + "people-u": "PEOPLE I'VE MET", + "people-concept-u": "CONCEPT", + "characternotes-cabin-u": "MY CABIN", + "characternotes-cabin-description": "Description:", + "characternotes-cabin-gear": "Gear:", + "characternotes-cabin-other": "Other:", + "tiny-items-u": "TINY ITEMS", + "characternotes-money-birr-u": "Birr:", + "spaceship-class": "Class & Type:", + "spaceship-shipyard": "Shipyard:", + "spaceship-problem": "Problem:", + "spaceship-debt": "Debt", + "spaceship-data-u": "DATA", + "spaceship-data-maneuverability": "Maneuverability", + "spaceship-data-signature": "Signature", + "spaceship-data-speed": "Speed", + "spaceship-data-armor": "Armor", + "spaceship-modules-u": "MODULES", + "spaceship-modules-disabled-u": "DISABLED", + "spaceship-modules-maximum": "Maximum number of modules", + "spaceship-energypoints-u": "ENERGY POINTS", + "spaceship-hullpoints-u": "HULL POINTS", + "spaceship-hullpoints-criticaldamage": "Critical Damage:", + "spaceship-features-u": "FEATURES", + "spaceship-skill-level-u": "Skill Level", + "spaceship-captain-u": "CAPTAIN", + "spaceship-pilot-u": "PILOT", + "spaceship-sensor-operator-u": "SENSOR OPERATOR", + "spaceship-gunner-u": "GUNNER", + "spaceship-engineer-u": "ENGINEER", + "spaceshipnotes-log-u": "SHIP'S LOG", + "spaceshipnotes-log-coriolis-cycles-segment-u": "CC/SEGMENT", + "spaceshipnotes-log-route-u": "ROUTE", + "spaceshipnotes-log-danger-u": "DANGER", + "spaceshipnotes-cargo-u": "CARGO AND GEAR", + "rolltemplate-autofail": "Missing skill point in advanced skill. Automatic fail.", + "rolltemplate-dice-pool": "Dice pool is 0 or less.
    Rolling 2d6 instead.", + "rolltemplate-difficult-fail": "Difficult Roll Failure.", + "rolltemplate-difficult-success": "Difficult Roll Success.", + "rolltemplate-fail": "Failure.", + "rolltemplate-limitedsuccess": "Limited Success.", + "rolltemplate-criticalsuccess": "Critical Success.", + "rolltemplate-damageremoved": "Damage Removed" +} diff --git a/Coriolis/translations/hu.json b/Coriolis/translations/hu.json new file mode 100644 index 0000000000..3131d777d0 --- /dev/null +++ b/Coriolis/translations/hu.json @@ -0,0 +1,116 @@ +{ + "tab-character": "Character", + "tab-characternotes": "Character Notes", + "tab-spaceship": "Spaceship", + "tab-spaceshipnotes": "Spaceship Notes", + "tab-scripts": "Scripts", + "title-character-u": "CHARACTER SHEET", + "title-characternotes-u": "CHARACTER NOTES", + "title-spaceship-u": "SPACESHIP SHEET", + "title-spaceshipnotes-u": "SPACESHIP NOTES", + "notes-u": "NOTES", + "modifiers-u": "MODIFIERS", + "modifiers-positive": "Positive", + "modifiers-negative": "Negative", + "modifiers-prompt": "Add Prompt In Roll", + "attributes-u": "ATTRIBUTES", + "attributes-strength": "Strength", + "attributes-agility": "Agility", + "attributes-wits": "Wits", + "attributes-empathy": "Empathy", + "character-trauma-u": "TRAUMA", + "character-trauma-hitpoints-strength-plus-agility": "Hit Points (Str+Agi)", + "character-trauma-critical-injuries": "Critical Injuries:", + "character-trauma-mindpoints-wits-plus-empathy": "Mind points (Wits+Emp)", + "name": "Name:", + "character-background": "Background:", + "character-concept": "Concept:", + "character-icon": "Icon:", + "character-group-concept": "Group concept:", + "character-reputation": "Reputation:", + "character-personal-problem": "Personal Problem:", + "appearance-u": "Appearance", + "appearance-face": "Face:", + "appearance-clothing": "Clothing:", + "character-relationships-u": "RELATIONSHIPS", + "character-relationships-buddy-u": "BUDDY", + "radiation-u": "RADIATION", + "experience-u": "EXPERIENCE", + "character-skills-u": "SKILLS", + "character-skills-general-u": "GENERAL", + "character-skills-advanced-u": "ADVANCED", + "character-skills-dexterity-agility": "Dexterity (Agi)", + "character-skills-command-empathy": "Command (Emp)", + "character-skills-force-strength": "Force (Str)", + "character-skills-culture-empathy": "Culture (Emp)", + "character-skills-infiltration-agility": "Infiltration (Agi)", + "character-skills-datadjinn-wits": "Data Djinn (Wit)", + "character-skills-manipulation-empathy": "Manipulation (Emp)", + "character-skills-medicurgy-wits": "Medicurgy (Wit)", + "character-skills-meleecombat-strength": "Melee Combat (Str)", + "character-skills-mysticpowers-empathy": "Mystic Powers (Emp)", + "character-skills-observation-wits": "Observation (Wit)", + "character-skills-pilot-agility": "Pilot (Agi)", + "character-skills-rangedcombat-agility": "Ranged Combat (Agi)", + "character-skills-science-wits": "Science (Wit)", + "character-skills-survival-wits": "Survival (Wit)", + "character-skills-technology-wits": "Technology (Wit)", + "character-skills-talents-u": "TALENTS", + "carry-u": "CARRY", + "carry-max-u": "MAX", + "inventory-gear-u": "GEAR", + "bonus-u": "BONUS", + "armor-u": "ARMOR", + "armor-rating-u": "RATING", + "comment-u": "COMMENT", + "comments-u": "COMMENTS", + "weapons-u": "WEAPONS", + "init-initiative-u": "INIT", + "weapons-damage-u": "DAMAGE", + "weapons-crit-critical-u": "CRIT", + "weapons-range-u": "RANGE", + "weapons-reloads-u": "RELOADS", + "people-u": "PEOPLE I'VE MET", + "people-concept-u": "CONCEPT", + "characternotes-cabin-u": "MY CABIN", + "characternotes-cabin-description": "Description:", + "characternotes-cabin-gear": "Gear:", + "characternotes-cabin-other": "Other:", + "tiny-items-u": "TINY ITEMS", + "characternotes-money-birr-u": "Birr:", + "spaceship-class": "Class & Type:", + "spaceship-shipyard": "Shipyard:", + "spaceship-problem": "Problem:", + "spaceship-debt": "Debt", + "spaceship-data-u": "DATA", + "spaceship-data-maneuverability": "Maneuverability", + "spaceship-data-signature": "Signature", + "spaceship-data-speed": "Speed", + "spaceship-data-armor": "Armor", + "spaceship-modules-u": "MODULES", + "spaceship-modules-disabled-u": "DISABLED", + "spaceship-modules-maximum": "Maximum number of modules", + "spaceship-energypoints-u": "ENERGY POINTS", + "spaceship-hullpoints-u": "HULL POINTS", + "spaceship-hullpoints-criticaldamage": "Critical Damage:", + "spaceship-features-u": "FEATURES", + "spaceship-skill-level-u": "Skill Level", + "spaceship-captain-u": "CAPTAIN", + "spaceship-pilot-u": "PILOT", + "spaceship-sensor-operator-u": "SENSOR OPERATOR", + "spaceship-gunner-u": "GUNNER", + "spaceship-engineer-u": "ENGINEER", + "spaceshipnotes-log-u": "SHIP'S LOG", + "spaceshipnotes-log-coriolis-cycles-segment-u": "CC/SEGMENT", + "spaceshipnotes-log-route-u": "ROUTE", + "spaceshipnotes-log-danger-u": "DANGER", + "spaceshipnotes-cargo-u": "CARGO AND GEAR", + "rolltemplate-autofail": "Missing skill point in advanced skill. Automatic fail.", + "rolltemplate-dice-pool": "Dice pool is 0 or less.
    Rolling 2d6 instead.", + "rolltemplate-difficult-fail": "Difficult Roll Failure.", + "rolltemplate-difficult-success": "Difficult Roll Success.", + "rolltemplate-fail": "Failure.", + "rolltemplate-limitedsuccess": "Limited Success.", + "rolltemplate-criticalsuccess": "Critical Success.", + "rolltemplate-damageremoved": "Damage Removed" +} diff --git a/CriancasEnxeridas/translations/ca.json b/CriancasEnxeridas/translations/ca.json new file mode 100644 index 0000000000..c37cd172ab --- /dev/null +++ b/CriancasEnxeridas/translations/ca.json @@ -0,0 +1,37 @@ +{ + "game-title": "Crianças
    Enxeridas", + "name": "Nome:", + "archetype": "Arquétipo:", + "attributes": "Atributos", + "body": "Corpo", + "mind": "Mente", + "charisma": "Carisma", + "survival": "Sobrevivência", + "curiosity": "Curiosidade", + "total": "Total", + "equipments": "Equipamentos", + "equipment": "Equipamento", + "consequences": "Consequências", + "consequence": "Consequência", + "notes": "Anotações", + "conditions": "Condições", + "wounded": "Ferido", + "shaken": "Abalado", + "ashamed": "Envergonhado", + "defeated": "Derrotado", + "copyright": "Crianças Enxeridas é um jogo escrito por Raphael Lima com o selo Mundos Colidem.", + "advantagedisadvantage": "Possui vantagem ou desvantagem?", + "no": "Não", + "advantage": "Vantagem", + "disadvantage": "Desvantagem", + "result": "Resultado", + "check": "Teste", + "survivalaction": "Gasto um ponto de sobrevivência", + "survivalexplanation": "\nVocê pode escolher uma das coisas:\n- Manter uma ação;\n- Encontrar uma pista;\n- Rolar os dados outra vez;\n- Inserir um elemento narrativo;\n- Dizer que tem um \"equipamento\".", + "success": "Você Acertou!", + "fail": "Você Errou!", + "fumble": "Erro Crítico!", + "fumbleexplanation": "O narrador pode adicionar uma consequência negativa.", + "critic": "Acerto Crítico!", + "criticexplanation": "O grupo pode adicionar um elemento narrativo na cena." +} diff --git a/CriancasEnxeridas/translations/hu.json b/CriancasEnxeridas/translations/hu.json new file mode 100644 index 0000000000..c37cd172ab --- /dev/null +++ b/CriancasEnxeridas/translations/hu.json @@ -0,0 +1,37 @@ +{ + "game-title": "Crianças
    Enxeridas", + "name": "Nome:", + "archetype": "Arquétipo:", + "attributes": "Atributos", + "body": "Corpo", + "mind": "Mente", + "charisma": "Carisma", + "survival": "Sobrevivência", + "curiosity": "Curiosidade", + "total": "Total", + "equipments": "Equipamentos", + "equipment": "Equipamento", + "consequences": "Consequências", + "consequence": "Consequência", + "notes": "Anotações", + "conditions": "Condições", + "wounded": "Ferido", + "shaken": "Abalado", + "ashamed": "Envergonhado", + "defeated": "Derrotado", + "copyright": "Crianças Enxeridas é um jogo escrito por Raphael Lima com o selo Mundos Colidem.", + "advantagedisadvantage": "Possui vantagem ou desvantagem?", + "no": "Não", + "advantage": "Vantagem", + "disadvantage": "Desvantagem", + "result": "Resultado", + "check": "Teste", + "survivalaction": "Gasto um ponto de sobrevivência", + "survivalexplanation": "\nVocê pode escolher uma das coisas:\n- Manter uma ação;\n- Encontrar uma pista;\n- Rolar os dados outra vez;\n- Inserir um elemento narrativo;\n- Dizer que tem um \"equipamento\".", + "success": "Você Acertou!", + "fail": "Você Errou!", + "fumble": "Erro Crítico!", + "fumbleexplanation": "O narrador pode adicionar uma consequência negativa.", + "critic": "Acerto Crítico!", + "criticexplanation": "O grupo pode adicionar um elemento narrativo na cena." +} diff --git a/Cyberpunk 2020/translations/ca.json b/Cyberpunk 2020/translations/ca.json new file mode 100644 index 0000000000..46c9285ef0 --- /dev/null +++ b/Cyberpunk 2020/translations/ca.json @@ -0,0 +1,409 @@ +{ + "accounting": "Accounting", + "aero-tech": "Aero Tech", + "aero-tech-2": "Aero Tech (2)", + "age": "Age", + "aikido": "Aikido", + "aikido-3": "Aikido (3)", + "aiming": "Aiming", + "ambush": "Ambush", + "ammo": "Ammo", + "animal-kung-fu": "Animal Kung Fu", + "animal-kung-fu-3": "Animal Kung Fu (3)", + "anthropology": "Anthropology", + "anti": "Anti-Person", + "anti-system": "Anti System", + "archery": "Archery", + "areo-tech": "Areo Tech", + "armor": "Armor", + "armor-and-weapons": "Armor and Weapons", + "armor-notes": "Armor Notes", + "athletics": "Athletics", + "attack": "Attack", + "attacks-with": "attacks with", + "attractiveness": "Attractiveness", + "attractiveness-abbr": "Attr", + "attractiveness-skill": "Attractiveness Skill", + "attribute": "Attribute", + "aug-total": "Aug Total", + "authority": "Authority", + "autofire": "AutoFire", + "av-tech": "AV Tech", + "av-tech-3": "AV Tech (3)", + "awareness": "Awareness", + "base": "Base ", + "basic-tech": "Basic Tech", + "basic-tech-2": "Basic Tech (2)", + "biology": "Biology", + "blinded": "Blinded", + "body": "Body", + "body-skills": "Body Skills", + "body-type": "Body Type", + "botany": "Botany", + "boxing": "Boxing", + "boxing-1": "Boxing (1)", + "brawling": "Brawling", + "btm": "BTM", + "called-shot": "Called Shot", + "capoeria": "Capoeria", + "capoeria-3": "Capoeria (3)", + "carried": "Carried/Max", + "carry": "Carry", + "cellular": " Cellular", + "character": "Character", + "character-points": "Character Points", + "charismatic-leadership": "Charismatic Leadership", + "chemistry": "Chemistry", + "chip": "Chip", + "chipreader": " Chipreader", + "choi-li-fut": "Choi Li Fut", + "choi-li-fut-3": "Choi Li Fut (3)", + "cipher": "Cipher", + "class": "Class", + "close": "Close", + "code-gate-strength": "Code Gate Strength", + "combat": "Combat", + "combat-deck": " Combat Deck", + "combat-sense": "Combat Sense", + "comm": "Comm", + "command": "Command", + "command-points": "Command Points", + "composition": "Composition", + "concealability-abbrv": "Conl.", + "control": "Control", + "controller": "Controller", + "cool": "Cool", + "cool-skills": "Cool Skills", + "cost": "Cost", + "cost-total": "Cost Total", + "cpu-number": "# of CPU", + "credibility": "Credibility", + "critical": "Critical", + "cryotank-operation": "Cryotank Operation", + "cyber": "Cyber", + "cyber-deck": "Cyber Deck", + "cyber-tech": "Cyber Tech", + "cyberdeck-design": "Cyberdeck Design", + "cyberdeck-design-2": "Cyberdeck Design (2)", + "cyberdeck-specs": "Cyberdeck Specs", + "cyberlimb-deck": " Cyberlimb Deck", + "cybernetics": "Cybernetics", + "cyberpunk": "Cyberpunk 2020 Character Sheet", + "cybertech": "Cybertech", + "cybertech-2": "Cybertech (2)", + "damage": "Damage", + "damage-plus": "Damage+", + "dance": "Dance", + "data-wall-strength": "Data Wall Strength", + "deck-model": "Deck Model", + "deck-speed": "Deck Speed", + "decryptor": "Decryptor", + "deduce-notice": "Deduce, Notice", + "demolitions": "Demolitions", + "demolitions-2": "Demolitions (2)", + "demon": "Demon", + "detect": "Detect/Conceal", + "diagnose-illness": "Diagnose Illness", + "dirigible": "Dirigible", + "dirigible-2": "Dirigible (2)", + "disguise": "Disguise", + "dmg": "Dmg", + "dodge": "Dodge & Escape", + "dodging-melee": "Dodging (melee only)", + "drive-pilot": "Drive/Pilot", + "driving": "Driving", + "edit": "Edit", + "education": "Education", + "electronic-security": "Electronics Security", + "electronic-security-2": "Electronics Security (2)", + "electronics": "Electronics", + "empathy": "Empathy", + "empathy-abbr": "Emp", + "empathy-convince-fast": "Empathy, Convince, Fast-Talk", + "empathy-skills": "Empathy Skills", + "endurance": "Endurance", + "eurobucks": "Eurobucks", + "evasion": "Evasion", + "execute": "Execute", + "expert": "Expert", + "expert-skills": "Expert Skills", + "extra-chips": " Extra Chips", + "extreme": "Extreme", + "familiarity-points": "Familiarity Points", + "family": "Family", + "fast-draw": "Fast draw/Snapshot", + "fencing": "Fencing", + "file": "File/Database", + "fills-the-air": "fills the air with lead!", + "first-aid": "First Aid", + "fixed-wing": "Fixed Wing", + "fixed-wing-2": "Fixed Wing (2)", + "forgery": "Forgery", + "full-auto-modifier": "Full Auto Modifier", + "fumble": "Fumble", + "fumble-tables": "Fumble Tables", + "gamble": "Gamble", + "gear": "Gear", + "general": "General", + "geology": "Geology", + "gyro": "Gyro", + "gyro-3": "Gyro (3)", + "gyro-tech": "Gyro Tech", + "gyro-tech-3": "Gyro Tech (3)", + "hacking": "Hacking", + "handgun": "Handgun", + "handle": "Handle", + "head": "Head", + "heavy-weapon": "Heavy Weapon", + "heavy-weapons": "Heavy Weapons", + "hide": "Hide/Evade", + "history": "History", + "hit-location": "Hit Location", + "hit-location-1": "Hit Location '1' ", + "hit-location-2to4": "Hit Location '2 to 4' ", + "hit-location-5": "Hit Location '5' ", + "hit-location-6": "Hit Location '6' ", + "hit-location-7to8": "Hit Location '7 to 8' ", + "hit-location-9to10": "Hit Location '9 to 10' ", + "human-perception": "Human Perception", + "humanity": "Humanity", + "humanity-loss-abbr": "HL", + "immobile": "Immobile", + "improvement-points-abbr": "IP", + "infiltrate": "Infiltrate/Login", + "initiates-program": "initiates program", + "initiative": "Initiative", + "intelligence": "Intelligence", + "intelligence-abbr": "Int", + "intelligence-skills": "Intelligence Skills", + "interface": "Interface", + "interrogation": "Interrogation", + "interview": "Interview", + "intimidate": "Intimidate", + "intrusion": "Intrusion", + "inventory": "Inventory", + "judo": "Judo", + "judo-1": "Judo (1)", + "jury-rig": "Jury Rig", + "karate": "Karate", + "karate-2": "Karate (2)", + "keyboard": " Keyboard", + "know-language": "Know Language", + "know-languages": "Know Languages", + "large": "Large", + "laser-sight": "Laser Sight", + "leadership": "Leadership", + "leap": "Leap", + "left-arm": "L. Arm", + "left-leg": "L. Leg", + "library-search": "Library Search", + "life-events": "Life Events", + "lift": "Lift", + "light": "Light", + "locate": "Locate", + "location": "Location", + "location-roll": "Location Roll", + "long": "Long", + "lose-cool": "lose their cool and draws down!", + "luck": "Luck", + "martial-art-aikido": "Martial Art - Aikido", + "martial-art-animal-kungfu": "Martial Art - Animal Kung Fu", + "martial-art-boxing": "Martial Art - Boxing", + "martial-art-capoeria": "Martial Art - Capoeria", + "martial-art-choi-li-fut": "Martial Art - Choi Li Fut", + "martial-art-judo": "Martial Art - Judo", + "martial-art-karate": "Martial Art - Karate", + "martial-art-savate": "Martial Art - Savate", + "martial-art-tae-kwon-do": "Martial Art - Tae Kwon Do", + "martial-art-thai-kick-boxing": "Martial Art - Thai Kick Boxing", + "martial-art-wrestling": "Martial Art - Wrestling", + "martial-arts": "Martial Arts", + "mathematics": "Mathematics", + "medical-tech": "Medical Tech", + "medium": "Medium", + "medium-plus": "Medium +", + "melee": "Melee", + "memory": "Memory", + "memory-units-abbr": "MU", + "mod": "Mod", + "model": "Model", + "modem": "Modem", + "modifier": "Modifier", + "modifiers": "Modifiers", + "mortal": "Mortal", + "mortal-0": "Mortal 0", + "mortal-1": "Mortal 1", + "mortal-2": "Mortal 2", + "mortal-3": "Mortal 3", + "mortal-4": "Mortal 4", + "mortal-5": "Mortal 5", + "mortal-6": "Mortal 6", + "motorcycle": "Motorcycle", + "movement-allowence-abbr": "Ma", + "moving": "Moving", + "name": "Name", + "no": "No", + "no-turret": "No Turret", + "none": "None", + "not-listed": "not listed", + "notes": "Notes", + "operate-heavy-machine": "Operate Heavy Machinery", + "options": "Options?", + "oratory": "Oratory", + "other": "Other", + "other-attractiveness": "Other Attractiveness Skills", + "other-body-skills": "Other Body Skills", + "other-cool-skills": "Other Cool Skills", + "other-empathy-skills": "Other Empathy Skills", + "other-intelligence-skill": "Other Intelligence Skill", + "other-intelligence-skills": "Other Intelligence Skills", + "other-notes": "Other Notes", + "other-reflex-skills": "Other Reflex Skills", + "other-special-abilities": "Other Special Abilities", + "other-technical-skill": "Other Technical Skills", + "paint-or-draw": "Paint or Draw", + "perform": "Perform", + "personal-grooming": "Personal Grooming", + "personal-information": "Personal Information", + "persuasion": "Persuasion & Fast Talk", + "pharmaceuticals": "Pharmaceuticals", + "pharmaceuticals-2": "Pharmaceuticals (2)", + "photography-and-film": "Photography and Film", + "physics": "Physics", + "pick-lock": "Pick Lock", + "pick-pocket": "Pick Pocket", + "pilot": "Pilot", + "pilot-dirigible": "Pilot - Dirigible", + "pilot-fixed-wing": "Pilot - Fixed Wing", + "pilot-gyro": "Pilot - Gyro", + "pilot-vectored-thrust-vehicle": "Pilot - Vectored Thrust Vehicle", + "play-instrument": "Play Instrument", + "points": "Points", + "points-abbr": "Pts", + "portable": " Portable", + "printer": " Printer", + "process-limit": "Process Limit:", + "program-notes": "Programs Notes", + "programming": "Programming", + "programs": "Programs", + "protection": "Protection", + "query": "Query", + "R": "ST", + "range": "Range", + "rate-of-fire-abbrv": "ROF", + "reflex": "Reflex", + "reflex-10": "Reflex > 10", + "reflex-12": "Reflex > 12", + "reflex-14": "Reflex > 14", + "reflex-skills": "Reflex Skills", + "reflexes-abbr": "Ref", + "reliability-abbrv": "Rel.", + "reliable-abbr": "R", + "remote": "Remote", + "repair-build>": "Repair/Build", + "requires-a-target-token": "Requires a target token", + "resist-torture": "Resist Torture/Drugs", + "resources": "Resources", + "ricochet": "Ricochet/Indirect", + "rifle": "Rifle", + "right-arm": "R. Arm", + "right-leg": "R. Leg", + "role": "Role", + "roll": "Roll", + "roll-less-than": "Roll less than:", + "rolls": "rolls", + "round": "Round", + "rounds": "Rounds", + "run": "Run", + "run-dot-net": "Run Dot Net", + "run-dot-net-beta": "Run.Net 1.2 Beta", + "run-dot-net-combat": "Run.Net Combat", + "run-program": "Run Program", + "running": "Running", + "savate": "Savate", + "savate-2": "Savate (2)", + "save": "Save", + "scan": "Scan", + "scanner": " Scanner", + "scope": "Scope", + "secure": "Secure", + "seduction": "Seduction", + "sensor": "Sensor", + "serious": "Serious", + "shadow": "Shadow/Track", + "shield": "Shield", + "shooter": "Shooter", + "shooting-from-hip": "Shooting from hip", + "silhouetted": "Silhouetted", + "simple": "Simple", + "size": "Size", + "skill": "Skill", + "skill-setup": "Skill Setup", + "skills": "Skills", + "small": "Small", + "smartgun": "Smartgun/Goggles", + "social": "Social", + "special-abilities": "Special Abilities", + "speed": "Speed", + "standard": " Standard", + "stealth": "Stealth", + "stealth-2": "Stealth (2)", + "stock-market": "Stock Market", + "str": "Str", + "streetdeal": "Streetdeal", + "streetwise": "Streetwise", + "strength-feat": "Strength Feat", + "style-and-motivations": "Style and Motivations", + "submachinegun": "Submachinegun", + "swimming": "Swimming", + "system": "System", + "system-knowledge": "System Knowledge", + "tae-kwon-do": "Tae Kwon Do", + "tae-kwon-do-3": "Tae Kwon Do (3)", + "target": "Target", + "target-points": "Target Points", + "targeted": "Targeted", + "targeted-roll": "Targeted Roll", + "targeting": "Targeting", + "teaching": "Teaching", + "technical": "Technical", + "technical-ability-abbr": "Tech", + "technical-skills": "Technical Skills", + "telescopic-extreme": "Telescopic, Extreme", + "telescopic-long": "Telescopic, Long", + "temporary-modifier-abbr": "Temp Mod", + "thai-kick-boxing": "Thai Kick Boxing", + "thai-kick-boxing-4": "Thai Kick Boxing (4)", + "three-round-burst": "Three Round Burst", + "tiny": "Tiny", + "torso": "Torso", + "total": "Total", + "total-cost": "Total Cost", + "tries-to-stay-in-the-fight": "tries to stay in the fight!", + "trodes": " Trodes", + "turret": "Turret", + "two-weapons": "Two Weapons", + "uninjured": "Uninjured", + "unreliable-abbr": "UR", + "user": "User/Runner", + "utility": "Utility", + "vectored-thrust-vehicle": "Vectored Thrust Vehicle", + "vectored-thrust-vehicle-3": "Vectored Thrust Vehicle (3)", + "vehicle": "Vehicle", + "vehicle-mounted": "Vehicle Mounted", + "very-reliable-abbr": "VR", + "videoboard": " Videoboard", + "voxbox": " Voxbox", + "wardrobe": "Wardrobe & Style", + "weapon": "Weapon", + "weapon-accuracy-abbrv": "WA", + "weapon-notes": "Weapon Notes", + "weapons": "Weapons", + "weaponsmith": "Weaponsmith", + "weaponsmith-2": "Weaponsmith (2)", + "wilderness-survival": "Wilderness Survival", + "wrestling": "Wrestling", + "wrestling-1": "Wrestling (1)", + "yes": "Yes", + "zoology": "Zoology" +} \ No newline at end of file diff --git a/Cyberpunk 2020/translations/hu.json b/Cyberpunk 2020/translations/hu.json new file mode 100644 index 0000000000..46c9285ef0 --- /dev/null +++ b/Cyberpunk 2020/translations/hu.json @@ -0,0 +1,409 @@ +{ + "accounting": "Accounting", + "aero-tech": "Aero Tech", + "aero-tech-2": "Aero Tech (2)", + "age": "Age", + "aikido": "Aikido", + "aikido-3": "Aikido (3)", + "aiming": "Aiming", + "ambush": "Ambush", + "ammo": "Ammo", + "animal-kung-fu": "Animal Kung Fu", + "animal-kung-fu-3": "Animal Kung Fu (3)", + "anthropology": "Anthropology", + "anti": "Anti-Person", + "anti-system": "Anti System", + "archery": "Archery", + "areo-tech": "Areo Tech", + "armor": "Armor", + "armor-and-weapons": "Armor and Weapons", + "armor-notes": "Armor Notes", + "athletics": "Athletics", + "attack": "Attack", + "attacks-with": "attacks with", + "attractiveness": "Attractiveness", + "attractiveness-abbr": "Attr", + "attractiveness-skill": "Attractiveness Skill", + "attribute": "Attribute", + "aug-total": "Aug Total", + "authority": "Authority", + "autofire": "AutoFire", + "av-tech": "AV Tech", + "av-tech-3": "AV Tech (3)", + "awareness": "Awareness", + "base": "Base ", + "basic-tech": "Basic Tech", + "basic-tech-2": "Basic Tech (2)", + "biology": "Biology", + "blinded": "Blinded", + "body": "Body", + "body-skills": "Body Skills", + "body-type": "Body Type", + "botany": "Botany", + "boxing": "Boxing", + "boxing-1": "Boxing (1)", + "brawling": "Brawling", + "btm": "BTM", + "called-shot": "Called Shot", + "capoeria": "Capoeria", + "capoeria-3": "Capoeria (3)", + "carried": "Carried/Max", + "carry": "Carry", + "cellular": " Cellular", + "character": "Character", + "character-points": "Character Points", + "charismatic-leadership": "Charismatic Leadership", + "chemistry": "Chemistry", + "chip": "Chip", + "chipreader": " Chipreader", + "choi-li-fut": "Choi Li Fut", + "choi-li-fut-3": "Choi Li Fut (3)", + "cipher": "Cipher", + "class": "Class", + "close": "Close", + "code-gate-strength": "Code Gate Strength", + "combat": "Combat", + "combat-deck": " Combat Deck", + "combat-sense": "Combat Sense", + "comm": "Comm", + "command": "Command", + "command-points": "Command Points", + "composition": "Composition", + "concealability-abbrv": "Conl.", + "control": "Control", + "controller": "Controller", + "cool": "Cool", + "cool-skills": "Cool Skills", + "cost": "Cost", + "cost-total": "Cost Total", + "cpu-number": "# of CPU", + "credibility": "Credibility", + "critical": "Critical", + "cryotank-operation": "Cryotank Operation", + "cyber": "Cyber", + "cyber-deck": "Cyber Deck", + "cyber-tech": "Cyber Tech", + "cyberdeck-design": "Cyberdeck Design", + "cyberdeck-design-2": "Cyberdeck Design (2)", + "cyberdeck-specs": "Cyberdeck Specs", + "cyberlimb-deck": " Cyberlimb Deck", + "cybernetics": "Cybernetics", + "cyberpunk": "Cyberpunk 2020 Character Sheet", + "cybertech": "Cybertech", + "cybertech-2": "Cybertech (2)", + "damage": "Damage", + "damage-plus": "Damage+", + "dance": "Dance", + "data-wall-strength": "Data Wall Strength", + "deck-model": "Deck Model", + "deck-speed": "Deck Speed", + "decryptor": "Decryptor", + "deduce-notice": "Deduce, Notice", + "demolitions": "Demolitions", + "demolitions-2": "Demolitions (2)", + "demon": "Demon", + "detect": "Detect/Conceal", + "diagnose-illness": "Diagnose Illness", + "dirigible": "Dirigible", + "dirigible-2": "Dirigible (2)", + "disguise": "Disguise", + "dmg": "Dmg", + "dodge": "Dodge & Escape", + "dodging-melee": "Dodging (melee only)", + "drive-pilot": "Drive/Pilot", + "driving": "Driving", + "edit": "Edit", + "education": "Education", + "electronic-security": "Electronics Security", + "electronic-security-2": "Electronics Security (2)", + "electronics": "Electronics", + "empathy": "Empathy", + "empathy-abbr": "Emp", + "empathy-convince-fast": "Empathy, Convince, Fast-Talk", + "empathy-skills": "Empathy Skills", + "endurance": "Endurance", + "eurobucks": "Eurobucks", + "evasion": "Evasion", + "execute": "Execute", + "expert": "Expert", + "expert-skills": "Expert Skills", + "extra-chips": " Extra Chips", + "extreme": "Extreme", + "familiarity-points": "Familiarity Points", + "family": "Family", + "fast-draw": "Fast draw/Snapshot", + "fencing": "Fencing", + "file": "File/Database", + "fills-the-air": "fills the air with lead!", + "first-aid": "First Aid", + "fixed-wing": "Fixed Wing", + "fixed-wing-2": "Fixed Wing (2)", + "forgery": "Forgery", + "full-auto-modifier": "Full Auto Modifier", + "fumble": "Fumble", + "fumble-tables": "Fumble Tables", + "gamble": "Gamble", + "gear": "Gear", + "general": "General", + "geology": "Geology", + "gyro": "Gyro", + "gyro-3": "Gyro (3)", + "gyro-tech": "Gyro Tech", + "gyro-tech-3": "Gyro Tech (3)", + "hacking": "Hacking", + "handgun": "Handgun", + "handle": "Handle", + "head": "Head", + "heavy-weapon": "Heavy Weapon", + "heavy-weapons": "Heavy Weapons", + "hide": "Hide/Evade", + "history": "History", + "hit-location": "Hit Location", + "hit-location-1": "Hit Location '1' ", + "hit-location-2to4": "Hit Location '2 to 4' ", + "hit-location-5": "Hit Location '5' ", + "hit-location-6": "Hit Location '6' ", + "hit-location-7to8": "Hit Location '7 to 8' ", + "hit-location-9to10": "Hit Location '9 to 10' ", + "human-perception": "Human Perception", + "humanity": "Humanity", + "humanity-loss-abbr": "HL", + "immobile": "Immobile", + "improvement-points-abbr": "IP", + "infiltrate": "Infiltrate/Login", + "initiates-program": "initiates program", + "initiative": "Initiative", + "intelligence": "Intelligence", + "intelligence-abbr": "Int", + "intelligence-skills": "Intelligence Skills", + "interface": "Interface", + "interrogation": "Interrogation", + "interview": "Interview", + "intimidate": "Intimidate", + "intrusion": "Intrusion", + "inventory": "Inventory", + "judo": "Judo", + "judo-1": "Judo (1)", + "jury-rig": "Jury Rig", + "karate": "Karate", + "karate-2": "Karate (2)", + "keyboard": " Keyboard", + "know-language": "Know Language", + "know-languages": "Know Languages", + "large": "Large", + "laser-sight": "Laser Sight", + "leadership": "Leadership", + "leap": "Leap", + "left-arm": "L. Arm", + "left-leg": "L. Leg", + "library-search": "Library Search", + "life-events": "Life Events", + "lift": "Lift", + "light": "Light", + "locate": "Locate", + "location": "Location", + "location-roll": "Location Roll", + "long": "Long", + "lose-cool": "lose their cool and draws down!", + "luck": "Luck", + "martial-art-aikido": "Martial Art - Aikido", + "martial-art-animal-kungfu": "Martial Art - Animal Kung Fu", + "martial-art-boxing": "Martial Art - Boxing", + "martial-art-capoeria": "Martial Art - Capoeria", + "martial-art-choi-li-fut": "Martial Art - Choi Li Fut", + "martial-art-judo": "Martial Art - Judo", + "martial-art-karate": "Martial Art - Karate", + "martial-art-savate": "Martial Art - Savate", + "martial-art-tae-kwon-do": "Martial Art - Tae Kwon Do", + "martial-art-thai-kick-boxing": "Martial Art - Thai Kick Boxing", + "martial-art-wrestling": "Martial Art - Wrestling", + "martial-arts": "Martial Arts", + "mathematics": "Mathematics", + "medical-tech": "Medical Tech", + "medium": "Medium", + "medium-plus": "Medium +", + "melee": "Melee", + "memory": "Memory", + "memory-units-abbr": "MU", + "mod": "Mod", + "model": "Model", + "modem": "Modem", + "modifier": "Modifier", + "modifiers": "Modifiers", + "mortal": "Mortal", + "mortal-0": "Mortal 0", + "mortal-1": "Mortal 1", + "mortal-2": "Mortal 2", + "mortal-3": "Mortal 3", + "mortal-4": "Mortal 4", + "mortal-5": "Mortal 5", + "mortal-6": "Mortal 6", + "motorcycle": "Motorcycle", + "movement-allowence-abbr": "Ma", + "moving": "Moving", + "name": "Name", + "no": "No", + "no-turret": "No Turret", + "none": "None", + "not-listed": "not listed", + "notes": "Notes", + "operate-heavy-machine": "Operate Heavy Machinery", + "options": "Options?", + "oratory": "Oratory", + "other": "Other", + "other-attractiveness": "Other Attractiveness Skills", + "other-body-skills": "Other Body Skills", + "other-cool-skills": "Other Cool Skills", + "other-empathy-skills": "Other Empathy Skills", + "other-intelligence-skill": "Other Intelligence Skill", + "other-intelligence-skills": "Other Intelligence Skills", + "other-notes": "Other Notes", + "other-reflex-skills": "Other Reflex Skills", + "other-special-abilities": "Other Special Abilities", + "other-technical-skill": "Other Technical Skills", + "paint-or-draw": "Paint or Draw", + "perform": "Perform", + "personal-grooming": "Personal Grooming", + "personal-information": "Personal Information", + "persuasion": "Persuasion & Fast Talk", + "pharmaceuticals": "Pharmaceuticals", + "pharmaceuticals-2": "Pharmaceuticals (2)", + "photography-and-film": "Photography and Film", + "physics": "Physics", + "pick-lock": "Pick Lock", + "pick-pocket": "Pick Pocket", + "pilot": "Pilot", + "pilot-dirigible": "Pilot - Dirigible", + "pilot-fixed-wing": "Pilot - Fixed Wing", + "pilot-gyro": "Pilot - Gyro", + "pilot-vectored-thrust-vehicle": "Pilot - Vectored Thrust Vehicle", + "play-instrument": "Play Instrument", + "points": "Points", + "points-abbr": "Pts", + "portable": " Portable", + "printer": " Printer", + "process-limit": "Process Limit:", + "program-notes": "Programs Notes", + "programming": "Programming", + "programs": "Programs", + "protection": "Protection", + "query": "Query", + "R": "ST", + "range": "Range", + "rate-of-fire-abbrv": "ROF", + "reflex": "Reflex", + "reflex-10": "Reflex > 10", + "reflex-12": "Reflex > 12", + "reflex-14": "Reflex > 14", + "reflex-skills": "Reflex Skills", + "reflexes-abbr": "Ref", + "reliability-abbrv": "Rel.", + "reliable-abbr": "R", + "remote": "Remote", + "repair-build>": "Repair/Build", + "requires-a-target-token": "Requires a target token", + "resist-torture": "Resist Torture/Drugs", + "resources": "Resources", + "ricochet": "Ricochet/Indirect", + "rifle": "Rifle", + "right-arm": "R. Arm", + "right-leg": "R. Leg", + "role": "Role", + "roll": "Roll", + "roll-less-than": "Roll less than:", + "rolls": "rolls", + "round": "Round", + "rounds": "Rounds", + "run": "Run", + "run-dot-net": "Run Dot Net", + "run-dot-net-beta": "Run.Net 1.2 Beta", + "run-dot-net-combat": "Run.Net Combat", + "run-program": "Run Program", + "running": "Running", + "savate": "Savate", + "savate-2": "Savate (2)", + "save": "Save", + "scan": "Scan", + "scanner": " Scanner", + "scope": "Scope", + "secure": "Secure", + "seduction": "Seduction", + "sensor": "Sensor", + "serious": "Serious", + "shadow": "Shadow/Track", + "shield": "Shield", + "shooter": "Shooter", + "shooting-from-hip": "Shooting from hip", + "silhouetted": "Silhouetted", + "simple": "Simple", + "size": "Size", + "skill": "Skill", + "skill-setup": "Skill Setup", + "skills": "Skills", + "small": "Small", + "smartgun": "Smartgun/Goggles", + "social": "Social", + "special-abilities": "Special Abilities", + "speed": "Speed", + "standard": " Standard", + "stealth": "Stealth", + "stealth-2": "Stealth (2)", + "stock-market": "Stock Market", + "str": "Str", + "streetdeal": "Streetdeal", + "streetwise": "Streetwise", + "strength-feat": "Strength Feat", + "style-and-motivations": "Style and Motivations", + "submachinegun": "Submachinegun", + "swimming": "Swimming", + "system": "System", + "system-knowledge": "System Knowledge", + "tae-kwon-do": "Tae Kwon Do", + "tae-kwon-do-3": "Tae Kwon Do (3)", + "target": "Target", + "target-points": "Target Points", + "targeted": "Targeted", + "targeted-roll": "Targeted Roll", + "targeting": "Targeting", + "teaching": "Teaching", + "technical": "Technical", + "technical-ability-abbr": "Tech", + "technical-skills": "Technical Skills", + "telescopic-extreme": "Telescopic, Extreme", + "telescopic-long": "Telescopic, Long", + "temporary-modifier-abbr": "Temp Mod", + "thai-kick-boxing": "Thai Kick Boxing", + "thai-kick-boxing-4": "Thai Kick Boxing (4)", + "three-round-burst": "Three Round Burst", + "tiny": "Tiny", + "torso": "Torso", + "total": "Total", + "total-cost": "Total Cost", + "tries-to-stay-in-the-fight": "tries to stay in the fight!", + "trodes": " Trodes", + "turret": "Turret", + "two-weapons": "Two Weapons", + "uninjured": "Uninjured", + "unreliable-abbr": "UR", + "user": "User/Runner", + "utility": "Utility", + "vectored-thrust-vehicle": "Vectored Thrust Vehicle", + "vectored-thrust-vehicle-3": "Vectored Thrust Vehicle (3)", + "vehicle": "Vehicle", + "vehicle-mounted": "Vehicle Mounted", + "very-reliable-abbr": "VR", + "videoboard": " Videoboard", + "voxbox": " Voxbox", + "wardrobe": "Wardrobe & Style", + "weapon": "Weapon", + "weapon-accuracy-abbrv": "WA", + "weapon-notes": "Weapon Notes", + "weapons": "Weapons", + "weaponsmith": "Weaponsmith", + "weaponsmith-2": "Weaponsmith (2)", + "wilderness-survival": "Wilderness Survival", + "wrestling": "Wrestling", + "wrestling-1": "Wrestling (1)", + "yes": "Yes", + "zoology": "Zoology" +} \ No newline at end of file diff --git a/D&D_3-5/translations/ca.json b/D&D_3-5/translations/ca.json new file mode 100644 index 0000000000..46a224a1f7 --- /dev/null +++ b/D&D_3-5/translations/ca.json @@ -0,0 +1,378 @@ +{ + "pc": "PC ", + "npc": "NPC", + "header": "Header", + "character-name": "Character Name", + "player-name": "Player Name", + "experience-points": "Experience Points", + "homeland": "Homeland", + "race": "Race", + "type": "Type", + "colossal": "Colossal", + "gargantuan": "Gargantuan", + "huge": "Huge", + "large": "Large", + "medium": "Medium", + "small": "Small", + "tiny": "Tiny", + "diminutive": "Diminutive", + "fine": "Fine", + "size": "Size", + "gender": "Gender", + "alignment": "Alignment", + "deity": "Deity", + "class": "Class", + "level": "Level", + "hit-dice-i": "HD", + "age": "Age", + "height": "Height", + "weight": "Weight", + "eyes": "Eyes", + "hair": "Hair", + "stats": "Stats", + "weapons": "Weapons", + "armor-class-i": "AC", + "equipment": "Equipment", + "skills": "Skills", + "spells": "Spells", + "notes": "Notes", + "miscellaneous": "Misc", + "all": "All", + "abilities": "Abilities", + "ability-scores": "Ability Scores", + "ability": "Ability", + "total": "Total", + "modifier": "Mod", + "base": "Base", + "temporary": "Temp", + "strength-i": "STR", + "note": "Note", + "dexterity-i": "DEX", + "constitution-i": "CON", + "intelligence-i": "INT", + "wisdom-i": "WIS", + "charisma-i": "CHA", + "show-ability-macros": "Show Ability Macros", + "hit-points-i": "HP", + "hit-points": "Hit Points", + "current-hit-points": "Current HP", + "max": "Max", + "nonlethal-damage": "Nonlethal Damage", + "initiative-u": "INITIATIVE", + "dexterity-modifier": "Dex Mod", + "miscellaneous-modifier-a": "Misc Mod", + "speed-u": "SPEED", + "speed": "Speed", + "alternate-movement": "Alternate Movement", + "fly": "Fly", + "perfect": "Perfect", + "good": "Good", + "average": "Average", + "poor": "Poor", + "clumsy": "Clumsy", + "none": "None", + "maneuverability": "Maneuverability", + "glide": "Glide", + "climb": "Climb", + "burrow": "Burrow", + "swim": "Swim", + "armor-class": "Armor Class", + "ability-modifier-a": "Ability Mod", + "armor-bonus-a": "Armor Bns", + "size-modifier-a": "Size Mod", + "dodge": "Dodge", + "natural-armor-a": "Nat. Armor", + "deflection": "Deflection", + "armor-check-penalty-i": "AC Pen", + "touch-u": "TOUCH", + "flat-footed-u": "FLAT-FOOTED", + "immobile": "Immobile", + "damage-reduction": "Damage Reduction", + "saves-combat-notes": "Saves, Combat, Notes", + "saving-throws-s": "Saving
    Throws", + "base-save-s": "Base
    Save", + "ability-modifier-s": "Ability
    Modifier", + "epic-save-bonus-s": "Epic Save
    Bonus", + "magic-modifier": "Magic
    Modifier", + "miscellaneous-modifier-s": "Misc
    Modifier", + "temporary-modifier-s": "Temp
    Modifier", + "fortitude": "Fortitude", + "constitution": "Constitution", + "reflex": "Reflex", + "dexterity": "Dexterity", + "will": "Will", + "wisdom": "Wisdom", + "show-save-macros": "Show Save Macros", + "spell-resistance": "Spell Resist", + "arcane-spell-failure": "Arcane Spell Failure", + "base-attack": "Base Attack", + "grapple": "Grapple", + "base-attack-bonus-epic-attack-bonus-i": "BAB+ EAB", + "strength-modifier-a": "Str Mod", + "base-attack-bonus-epic-attack-bonus-a": "Base AB
    + Epic AB", + "strength-modifier": "Strength
    Modifier", + "size-modifier": "Size
    Modifier", + "miscellaneous-modifier": "Misc
    Modifier", + "temporary-modifier": "Temp
    Modifier", + "melee": "Melee", + "attack-bonus": "Attack Bonus", + "ranged": "Ranged", + "show-grapple-and-base-attack-bonus-macros": "Show Grapple and Base Attack Macros", + "epic-levels": "Epic Levels", + "epic-save-bonus": "Epic Save Bonus", + "epic-attack-bonus": "Epic Attack Bonus", + "languages": "Languages", + "racial-abilities": "Racial Abilities", + "class-abilities": "Class Abilities", + "feats": "Feats", + "other": "Other", + "weapon": "Weapon", + "weapon-enhancement-a": "Weapon Enh", + "weapon-focus-s": "Weapon
    Focus", + "weapon-specialization-as": "Weapon
    Specialize", + "critical": "Critical", + "range": "Range", + "ammunition": "Ammunition", + "attack-ability": "Attack Ability", + "damage-ability": "Damage Ability", + "special-properties": "Special Properties", + "strength-a": "Str", + "dexterity-a": "Dex", + "half-strength": "1/2 Str", + "strength-and-half-strength": "Str+1/2Str", + "attack-calculation-a": "Attack Calc", + "macro": "Macro", + "full-attack-macro": "Full Attack Macro", + "damage-calculation-a": "Damage Calc", + "critical-calculation-a": "Crit Calc", + "damage-macro": "Damage Macro", + "other-weapons": "Other Weapons", + "immobilized": "Immobilized", + "armor-check-penalty-a": "Armor Check Pen", + "armor": "Armor", + "armor-class-items-i": "AC Items", + "armor-name": "Armor Name", + "bonus": "Bonus", + "maximum-dexterity-a": " Max Dex ", + "check-penalty": " Check Penalty ", + "spell-failure": "Spell Failure", + "shield": "Shield", + "armor-bonus": "Armor Bonus", + "properties": "Properties", + "other-armor-class": "Other Armor Class", + "other-armor-class-i": "Other AC", + "ability-bonuses": "Ability Bonuses", + "bonus-for-armor-class-i": "Bonus for AC", + "touch-armor-class-a": "Touch AC", + "flat-footed-armor-class-i": "FF AC", + "immobilized-armor-class-i": "Immobilized AC", + "ability-armor-class-info": "Typically: part of AC and Touch AC. Penalty is part of FF AC and Immobilized AC, bonus is not. Capped by Armor and Load.", + "name": "Name", + "armor-class-bonus-i": "AC Bonus", + "capped?": "Capped?", + "capped-armor-class-bonus-i": "Capped AC Bonus", + "in-touch-armor-class?-i": "In Touch AC?", + "in-flat-footed-armor-class?-i": "In FF AC?", + "source/notes": "Source/Notes", + "dexterity-bonus-a": "Dex Bonus", + "dexterity-armor-class-modification-info": "Limited by Armor and Load; In AC and Touch AC; *Not in FF AC(except for penalty).", + "armor-class-info": " Component of AC and FF AC; Not component of Touch AC ", + "from-armor-above": "From Armor, above. ", + "from-shield-above": "From Shield, above. ", + "natural-armor": "Natural Armor", + "natural-armor-class-info": " Component of AC and FF AC; Not component of Touch AC ", + "current-natural-armor-bonus": "Current Natural Armor Bonus", + "dodge-armor-class-info": " Component of AC and Touch AC; Not a component of FF AC. ", + "current-dodge-bonus": "Current Dodge Bonus", + "deflection-armor-class-info": " Component of AC, Touch AC, and FF AC. ", + "current-deflection-bonus": "Current Deflection Bonus", + "miscellaneous-armor-class-i": "Misc AC", + "miscellaneous-armor-class-info": " Potential component of AC, Touch AC, FF or Immobilized AC. ", + "in-armor-class?-i": "In AC?", + "in-immobilized-armor-class?-i": "In Immobl AC?", + "current-miscellaneous-armor-class-bonus": "Current Misc AC Bonus", + "encumbrance/load": "Encumbrance/Load", + "encumbrance-and-load": "Encumbrance and Load", + "light-load": " Light Load ", + "medium-load": " Medium Load ", + "heavy-load": " Heavy Load ", + "lift-over-head-a": " Lift Over ", + "lift-off-ground": " Lift Off Ground ", + "push/drag": " Push/ Drag ", + "or-less": "or less", + "weight-carried": " Weight Carried ", + "character-size-a": " Char Size ", + " data-i18n=": " Load ", + "speed-30ft": " Speed (30 ft.)", + "speed-20ft": " Speed (20 ft.)", + "run": " Run", + "colossal-quadruped": "Colossal Quadruped", + "gargantuan-quadruped": "Gargantuan Quadruped", + "huge-quadruped": "Huge Quadruped", + "large-quadruped": "Large Quadruped", + "medium-quadruped": "Medium Quadruped", + "small-quadruped": "Small Quadruped", + "tiny-quadruped": "Tiny Quadruped", + "diminutive-quadruped": "Diminutive Quadruped", + "fine-quadruped": "Fine Quadruped", + "light": "Light", + "heavy": "Heavy", + "feet-i": "ft", + "single-use-items": "Single Use Items", + "quantity-a": "Qty", + "cost(gp)": "Cost (gp)", + "total-cost(gp)-i": "T_Cost (gp)", + "weight-a": "Wt ()", + "total-weight-a": "T_Wt ()", + "hitpoints-i": "HPs", + "hardness-a": "Hard", + "location": "Location", + "total-cost": "Total Cost", + "gold-pieces-i": "gp", + "total-weight": "Total Weight:", + "not-copied": "Not Copied", + "total-weight-copied": "Total Weight Copied to Weight Carried", + "magic-items": "Magic Items", + "other-items": "Other Items", + "money": "Money", + "copper-pieces-iu": "CP", + "silver-pieces-iu": "SP", + "gold-pieces-iu": "GP", + "platinum-pieces-iu": "PP", + "skill-points-per-level-a": "skill points/lvl", + "skill-names": "Skill Names", + "total-bonus-s": "Total
    Bonus", + "stat": "Stat", + "ability-modifier-as": "Ability
    Mod.", + "ranks": "Ranks", + "armor-penalty-s": "Armor
    Penalty", + "miscellaneous-modifier-as": "Misc
    Mod.", + "appraise": "Appraise", + "intelligence-a": "Int", + "not-applicable": "N/A", + "balance": "Balance", + "bluff": "Bluff", + "charisma-a": "Cha", + "concentration": "Concentration", + "constitution-a": "Con", + "craft": "Craft", + "decipher-script": "Decipher Script", + "diplomacy": "Diplomacy", + "disable-device": "Disable Device", + "disguise": "Disguise", + "escape-artist": "Escape Artist", + "forgery": "Forgery", + "gather-information": "Gather Information", + "handle-animal": "Handle Animal", + "heal": "Heal", + "wisdom-a": "Wis", + "hide": "Hide", + "intimidate": "Intimidate", + "jump": "Jump", + "knowledge": "Knowledge", + "arcana": "Arcana", + "engineering-a": "Engineer", + "dungeoneering-a": "Dungeon", + "geography": "Geography", + "history": "History", + "local": "Local", + "nature": "Nature", + "nobility": "Nobility", + "religion": "Religion", + "the-planes": "The Planes", + "listen": "Listen", + "move-silently": "Move Silently", + "open-lock": "Open Lock", + "perform": "Perform", + "profession": "Profession", + "ride": "Ride", + "search": "Search", + "sense-motive": "Sense Motive", + "sleight-of-hand": "Sleight of Hand", + "spellcraft": "Spellcraft", + "spot": "Spot", + "survival": "Survival", + "tumble": "Tumble", + "use-magic-device": "Use Magic Device", + "use-rope": "Use Rope", + "other-skills": "Other Skills", + "skill-name": "Skill Name", + "ability-stat-s": "Ability
    Stat", + "trained-only": "Trained Only", + "caster-level": "Caster Level", + "spells-per-day": "Spells/Day", + "zero": "0", + "first": "1st", + "second": "2nd", + "third": "3rd", + "fourth": "4th", + "fifth": "5th", + "sixth": "6th", + "seventh": "7th", + "eighth": "8th", + "ninth": "9th", + "casting-ability": "Casting Ability", + "spell-difficulty-classes": "Spell DC's", + "spell-penetration-a": "Spell Pen", + "spell-focus": "Spell Focus", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "power-points": "Power Points", + "spell-section": "Spell Section", + "use-prep": "Use/Prep", + "spell-name": " Spell name ", + "level-a": "Lvl", + "emote-macro": "Emote/macro", + "show?": "Show?", + "date": "Date", + "note-etc": "Note etc", + "ability-recalc-info": "Ability score recalc. Click this box to force a recalc of the ability scores.", + "weight-setup-info1": " Weight unit setup for weight calculations.", + "weight-setup-info2": " Unit should be an abbreviation of 2 or 3 characters.", + "scaling-factor": " Scaling factor ", + "unit": " Unit ", + "pound": " pound ", + "pronouns": "Pronouns", + "pronoun-setup-info": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "subjective-pronoun": "Subjective", + "he/she/it/they/etc": "he/she/it/they/etc", + "objective-pronoun": "Objective", + "him/her/it/them/etc": "him/her/it/them/etc", + "possessive-pronoun": "Possessive", + "his/hers/its/their/etc": "his/hers/its/their/etc", + "hit-dice": "Hit Dice", + "max-hit-points-a": "Max HP", + "initiative": "Initiative", + "armor-class-modification-info-a": "Armor Class Mod Info", + "touch": "Touch", + "touch-armor-class-i": "T AC", + "flat-footed-i": "FF", + "attack": "Attack", + "attack-macro": "Attack Macro", + "full-attack": "Full Attack", + "space": "Space", + "reach": "Reach", + "special-attacks": "Special Attacks", + "special-qualities": "Special Qualities", + "saves": "Saves", + "fortitude-a": "Fort", + "reflex-a": "Ref", + "environment": "Environment", + "organization": "Organization", + "challenge-rating": "Challenge Rating", + "challenge-rating-i": "CR", + "treasure": "Treasure", + "advancement": "Advancement", + "level-adjustment": "Level Adjustment", + "description-etc": "Description etc", + "combat-u": "COMBAT", + "combat-information": "Combat information", + "roll-templates": "Roll Templates", + "attack-roll": " Attack Roll: " +} \ No newline at end of file diff --git a/D&D_3-5/translations/hu.json b/D&D_3-5/translations/hu.json new file mode 100644 index 0000000000..46a224a1f7 --- /dev/null +++ b/D&D_3-5/translations/hu.json @@ -0,0 +1,378 @@ +{ + "pc": "PC ", + "npc": "NPC", + "header": "Header", + "character-name": "Character Name", + "player-name": "Player Name", + "experience-points": "Experience Points", + "homeland": "Homeland", + "race": "Race", + "type": "Type", + "colossal": "Colossal", + "gargantuan": "Gargantuan", + "huge": "Huge", + "large": "Large", + "medium": "Medium", + "small": "Small", + "tiny": "Tiny", + "diminutive": "Diminutive", + "fine": "Fine", + "size": "Size", + "gender": "Gender", + "alignment": "Alignment", + "deity": "Deity", + "class": "Class", + "level": "Level", + "hit-dice-i": "HD", + "age": "Age", + "height": "Height", + "weight": "Weight", + "eyes": "Eyes", + "hair": "Hair", + "stats": "Stats", + "weapons": "Weapons", + "armor-class-i": "AC", + "equipment": "Equipment", + "skills": "Skills", + "spells": "Spells", + "notes": "Notes", + "miscellaneous": "Misc", + "all": "All", + "abilities": "Abilities", + "ability-scores": "Ability Scores", + "ability": "Ability", + "total": "Total", + "modifier": "Mod", + "base": "Base", + "temporary": "Temp", + "strength-i": "STR", + "note": "Note", + "dexterity-i": "DEX", + "constitution-i": "CON", + "intelligence-i": "INT", + "wisdom-i": "WIS", + "charisma-i": "CHA", + "show-ability-macros": "Show Ability Macros", + "hit-points-i": "HP", + "hit-points": "Hit Points", + "current-hit-points": "Current HP", + "max": "Max", + "nonlethal-damage": "Nonlethal Damage", + "initiative-u": "INITIATIVE", + "dexterity-modifier": "Dex Mod", + "miscellaneous-modifier-a": "Misc Mod", + "speed-u": "SPEED", + "speed": "Speed", + "alternate-movement": "Alternate Movement", + "fly": "Fly", + "perfect": "Perfect", + "good": "Good", + "average": "Average", + "poor": "Poor", + "clumsy": "Clumsy", + "none": "None", + "maneuverability": "Maneuverability", + "glide": "Glide", + "climb": "Climb", + "burrow": "Burrow", + "swim": "Swim", + "armor-class": "Armor Class", + "ability-modifier-a": "Ability Mod", + "armor-bonus-a": "Armor Bns", + "size-modifier-a": "Size Mod", + "dodge": "Dodge", + "natural-armor-a": "Nat. Armor", + "deflection": "Deflection", + "armor-check-penalty-i": "AC Pen", + "touch-u": "TOUCH", + "flat-footed-u": "FLAT-FOOTED", + "immobile": "Immobile", + "damage-reduction": "Damage Reduction", + "saves-combat-notes": "Saves, Combat, Notes", + "saving-throws-s": "Saving
    Throws", + "base-save-s": "Base
    Save", + "ability-modifier-s": "Ability
    Modifier", + "epic-save-bonus-s": "Epic Save
    Bonus", + "magic-modifier": "Magic
    Modifier", + "miscellaneous-modifier-s": "Misc
    Modifier", + "temporary-modifier-s": "Temp
    Modifier", + "fortitude": "Fortitude", + "constitution": "Constitution", + "reflex": "Reflex", + "dexterity": "Dexterity", + "will": "Will", + "wisdom": "Wisdom", + "show-save-macros": "Show Save Macros", + "spell-resistance": "Spell Resist", + "arcane-spell-failure": "Arcane Spell Failure", + "base-attack": "Base Attack", + "grapple": "Grapple", + "base-attack-bonus-epic-attack-bonus-i": "BAB+ EAB", + "strength-modifier-a": "Str Mod", + "base-attack-bonus-epic-attack-bonus-a": "Base AB
    + Epic AB", + "strength-modifier": "Strength
    Modifier", + "size-modifier": "Size
    Modifier", + "miscellaneous-modifier": "Misc
    Modifier", + "temporary-modifier": "Temp
    Modifier", + "melee": "Melee", + "attack-bonus": "Attack Bonus", + "ranged": "Ranged", + "show-grapple-and-base-attack-bonus-macros": "Show Grapple and Base Attack Macros", + "epic-levels": "Epic Levels", + "epic-save-bonus": "Epic Save Bonus", + "epic-attack-bonus": "Epic Attack Bonus", + "languages": "Languages", + "racial-abilities": "Racial Abilities", + "class-abilities": "Class Abilities", + "feats": "Feats", + "other": "Other", + "weapon": "Weapon", + "weapon-enhancement-a": "Weapon Enh", + "weapon-focus-s": "Weapon
    Focus", + "weapon-specialization-as": "Weapon
    Specialize", + "critical": "Critical", + "range": "Range", + "ammunition": "Ammunition", + "attack-ability": "Attack Ability", + "damage-ability": "Damage Ability", + "special-properties": "Special Properties", + "strength-a": "Str", + "dexterity-a": "Dex", + "half-strength": "1/2 Str", + "strength-and-half-strength": "Str+1/2Str", + "attack-calculation-a": "Attack Calc", + "macro": "Macro", + "full-attack-macro": "Full Attack Macro", + "damage-calculation-a": "Damage Calc", + "critical-calculation-a": "Crit Calc", + "damage-macro": "Damage Macro", + "other-weapons": "Other Weapons", + "immobilized": "Immobilized", + "armor-check-penalty-a": "Armor Check Pen", + "armor": "Armor", + "armor-class-items-i": "AC Items", + "armor-name": "Armor Name", + "bonus": "Bonus", + "maximum-dexterity-a": " Max Dex ", + "check-penalty": " Check Penalty ", + "spell-failure": "Spell Failure", + "shield": "Shield", + "armor-bonus": "Armor Bonus", + "properties": "Properties", + "other-armor-class": "Other Armor Class", + "other-armor-class-i": "Other AC", + "ability-bonuses": "Ability Bonuses", + "bonus-for-armor-class-i": "Bonus for AC", + "touch-armor-class-a": "Touch AC", + "flat-footed-armor-class-i": "FF AC", + "immobilized-armor-class-i": "Immobilized AC", + "ability-armor-class-info": "Typically: part of AC and Touch AC. Penalty is part of FF AC and Immobilized AC, bonus is not. Capped by Armor and Load.", + "name": "Name", + "armor-class-bonus-i": "AC Bonus", + "capped?": "Capped?", + "capped-armor-class-bonus-i": "Capped AC Bonus", + "in-touch-armor-class?-i": "In Touch AC?", + "in-flat-footed-armor-class?-i": "In FF AC?", + "source/notes": "Source/Notes", + "dexterity-bonus-a": "Dex Bonus", + "dexterity-armor-class-modification-info": "Limited by Armor and Load; In AC and Touch AC; *Not in FF AC(except for penalty).", + "armor-class-info": " Component of AC and FF AC; Not component of Touch AC ", + "from-armor-above": "From Armor, above. ", + "from-shield-above": "From Shield, above. ", + "natural-armor": "Natural Armor", + "natural-armor-class-info": " Component of AC and FF AC; Not component of Touch AC ", + "current-natural-armor-bonus": "Current Natural Armor Bonus", + "dodge-armor-class-info": " Component of AC and Touch AC; Not a component of FF AC. ", + "current-dodge-bonus": "Current Dodge Bonus", + "deflection-armor-class-info": " Component of AC, Touch AC, and FF AC. ", + "current-deflection-bonus": "Current Deflection Bonus", + "miscellaneous-armor-class-i": "Misc AC", + "miscellaneous-armor-class-info": " Potential component of AC, Touch AC, FF or Immobilized AC. ", + "in-armor-class?-i": "In AC?", + "in-immobilized-armor-class?-i": "In Immobl AC?", + "current-miscellaneous-armor-class-bonus": "Current Misc AC Bonus", + "encumbrance/load": "Encumbrance/Load", + "encumbrance-and-load": "Encumbrance and Load", + "light-load": " Light Load ", + "medium-load": " Medium Load ", + "heavy-load": " Heavy Load ", + "lift-over-head-a": " Lift Over ", + "lift-off-ground": " Lift Off Ground ", + "push/drag": " Push/ Drag ", + "or-less": "or less", + "weight-carried": " Weight Carried ", + "character-size-a": " Char Size ", + " data-i18n=": " Load ", + "speed-30ft": " Speed (30 ft.)", + "speed-20ft": " Speed (20 ft.)", + "run": " Run", + "colossal-quadruped": "Colossal Quadruped", + "gargantuan-quadruped": "Gargantuan Quadruped", + "huge-quadruped": "Huge Quadruped", + "large-quadruped": "Large Quadruped", + "medium-quadruped": "Medium Quadruped", + "small-quadruped": "Small Quadruped", + "tiny-quadruped": "Tiny Quadruped", + "diminutive-quadruped": "Diminutive Quadruped", + "fine-quadruped": "Fine Quadruped", + "light": "Light", + "heavy": "Heavy", + "feet-i": "ft", + "single-use-items": "Single Use Items", + "quantity-a": "Qty", + "cost(gp)": "Cost (gp)", + "total-cost(gp)-i": "T_Cost (gp)", + "weight-a": "Wt ()", + "total-weight-a": "T_Wt ()", + "hitpoints-i": "HPs", + "hardness-a": "Hard", + "location": "Location", + "total-cost": "Total Cost", + "gold-pieces-i": "gp", + "total-weight": "Total Weight:", + "not-copied": "Not Copied", + "total-weight-copied": "Total Weight Copied to Weight Carried", + "magic-items": "Magic Items", + "other-items": "Other Items", + "money": "Money", + "copper-pieces-iu": "CP", + "silver-pieces-iu": "SP", + "gold-pieces-iu": "GP", + "platinum-pieces-iu": "PP", + "skill-points-per-level-a": "skill points/lvl", + "skill-names": "Skill Names", + "total-bonus-s": "Total
    Bonus", + "stat": "Stat", + "ability-modifier-as": "Ability
    Mod.", + "ranks": "Ranks", + "armor-penalty-s": "Armor
    Penalty", + "miscellaneous-modifier-as": "Misc
    Mod.", + "appraise": "Appraise", + "intelligence-a": "Int", + "not-applicable": "N/A", + "balance": "Balance", + "bluff": "Bluff", + "charisma-a": "Cha", + "concentration": "Concentration", + "constitution-a": "Con", + "craft": "Craft", + "decipher-script": "Decipher Script", + "diplomacy": "Diplomacy", + "disable-device": "Disable Device", + "disguise": "Disguise", + "escape-artist": "Escape Artist", + "forgery": "Forgery", + "gather-information": "Gather Information", + "handle-animal": "Handle Animal", + "heal": "Heal", + "wisdom-a": "Wis", + "hide": "Hide", + "intimidate": "Intimidate", + "jump": "Jump", + "knowledge": "Knowledge", + "arcana": "Arcana", + "engineering-a": "Engineer", + "dungeoneering-a": "Dungeon", + "geography": "Geography", + "history": "History", + "local": "Local", + "nature": "Nature", + "nobility": "Nobility", + "religion": "Religion", + "the-planes": "The Planes", + "listen": "Listen", + "move-silently": "Move Silently", + "open-lock": "Open Lock", + "perform": "Perform", + "profession": "Profession", + "ride": "Ride", + "search": "Search", + "sense-motive": "Sense Motive", + "sleight-of-hand": "Sleight of Hand", + "spellcraft": "Spellcraft", + "spot": "Spot", + "survival": "Survival", + "tumble": "Tumble", + "use-magic-device": "Use Magic Device", + "use-rope": "Use Rope", + "other-skills": "Other Skills", + "skill-name": "Skill Name", + "ability-stat-s": "Ability
    Stat", + "trained-only": "Trained Only", + "caster-level": "Caster Level", + "spells-per-day": "Spells/Day", + "zero": "0", + "first": "1st", + "second": "2nd", + "third": "3rd", + "fourth": "4th", + "fifth": "5th", + "sixth": "6th", + "seventh": "7th", + "eighth": "8th", + "ninth": "9th", + "casting-ability": "Casting Ability", + "spell-difficulty-classes": "Spell DC's", + "spell-penetration-a": "Spell Pen", + "spell-focus": "Spell Focus", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "power-points": "Power Points", + "spell-section": "Spell Section", + "use-prep": "Use/Prep", + "spell-name": " Spell name ", + "level-a": "Lvl", + "emote-macro": "Emote/macro", + "show?": "Show?", + "date": "Date", + "note-etc": "Note etc", + "ability-recalc-info": "Ability score recalc. Click this box to force a recalc of the ability scores.", + "weight-setup-info1": " Weight unit setup for weight calculations.", + "weight-setup-info2": " Unit should be an abbreviation of 2 or 3 characters.", + "scaling-factor": " Scaling factor ", + "unit": " Unit ", + "pound": " pound ", + "pronouns": "Pronouns", + "pronoun-setup-info": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "subjective-pronoun": "Subjective", + "he/she/it/they/etc": "he/she/it/they/etc", + "objective-pronoun": "Objective", + "him/her/it/them/etc": "him/her/it/them/etc", + "possessive-pronoun": "Possessive", + "his/hers/its/their/etc": "his/hers/its/their/etc", + "hit-dice": "Hit Dice", + "max-hit-points-a": "Max HP", + "initiative": "Initiative", + "armor-class-modification-info-a": "Armor Class Mod Info", + "touch": "Touch", + "touch-armor-class-i": "T AC", + "flat-footed-i": "FF", + "attack": "Attack", + "attack-macro": "Attack Macro", + "full-attack": "Full Attack", + "space": "Space", + "reach": "Reach", + "special-attacks": "Special Attacks", + "special-qualities": "Special Qualities", + "saves": "Saves", + "fortitude-a": "Fort", + "reflex-a": "Ref", + "environment": "Environment", + "organization": "Organization", + "challenge-rating": "Challenge Rating", + "challenge-rating-i": "CR", + "treasure": "Treasure", + "advancement": "Advancement", + "level-adjustment": "Level Adjustment", + "description-etc": "Description etc", + "combat-u": "COMBAT", + "combat-information": "Combat information", + "roll-templates": "Roll Templates", + "attack-roll": " Attack Roll: " +} \ No newline at end of file diff --git a/D&D_4E/translations/ca.json b/D&D_4E/translations/ca.json new file mode 100644 index 0000000000..f1c40fe831 --- /dev/null +++ b/D&D_4E/translations/ca.json @@ -0,0 +1,275 @@ +{ + "character": "Character", + "monster": "Monster", + "character_name": "Character Name", + "attr_level": "Level", + "class": "Class", + "paragon_path": "Paragon Path", + "epic_destiny": "Epic Destiny", + "total_xp": "Total XP", + "race": "Race", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "gargantuan": "Gargantuan", + "size": "Size", + "age": "Age", + "gender": "Gender", + "character_height": "Height", + "character_weight": "Weight", + "alignment": "Alignment", + "deity": "Deity", + "monster_name": "Monster Name", + "role": "Role", + "xp": "XP", + "Stats": "Stats", + "inventory": "Inventory", + "power": "Power", + "settings": "Settings", + "hit_points": "Hit Points", + "maxhp": "MaxHP", + "bloodied": "Bloodied", + "surge_value_bonus": "Surge Value Bonus", + "surge_value": "Surge Value", + "surgesperday": "Surges/Day", + "currenthp": "Current Hit Points", + "temphp": "Temporary Hit Points", + "currentsurges": "Current Surges", + "death_saving_throws_failures": "Death Saving Throw Failures", + "saving_throw_mods": "Saving Throw Mods", + "resistances": "Resistances", + "ability_scores": "Ability Scores", + "score": "Score", + "ability": "Ability", + "mod": "Mod", + "mod_half_level": "Mod + 1/2 Lvl", + "strength": "Strength", + "constitution": "Constitution", + "dexterity": "Dexterity", + "intelligence": "Intelligence", + "wisdom": "Wisdom", + "charisma": "Charisma", + "senses": "Senses", + "passive_Sense": "Passive Sense", + "skill_bonus": "Skill Bonus", + "insight": "Insight", + "perception": "Perception", + "special_senses": "Special Senses", + "movement": "Movement", + "base": "Base", + "armor": "Armor", + "item": "Item", + "misc": "Misc", + "speed": "Speed", + "special_movement": "Special Movement", + "action_points": "Action Points", + "action_points_additional_effects": "Additional Effects for Spending Action Points", + "defenses": "Defenses", + "10_and_a_half_level": "10 + 1/2 Level", + "feat": "Feat", + "enh": "Enh", + "ac": "AC", + "fort": "Fort", + "ref": "Ref", + "will": "Will", + "initiative": "Initiative", + "conditional_modifiers": "Conditional Modifiers", + "skills": "Skills", + "value": "Value", + "skill_name": "Skill Name", + "trained": "Trained", + "armor_penalty": "Armor Penalty", + "acrobatics": "Acrobatics", + "dex": "DEX", + "arcana": "Arcana", + "int": "INT", + "athletics": "Athletics", + "str": "STR", + "bluff": "Bluff", + "cha": "CHA", + "diplomacy": "Diplomacy", + "dungeneering": "Dungeoneering", + "wis": "WIS", + "endurance": "Endurance", + "con": "CON", + "heal": "Heal", + "history": "History", + "intimidate": "Intimidate", + "nature": "Nature", + "religion": "Religion", + "stealth": "Stealth", + "streetwise": "Streetwise", + "thievery": "Thievery", + "weapons": "Weapons", + "weapon_name": "Weapon Name", + "type": "Type", + "hand": "Hand", + "wielded": "Wielded", + "number_of_dice": "# of Dice", + "dice_size": "Dice Size", + "prof": "Prof", + "weight": "Weight", + "weapon_one": "Weapon One", + "onehanded": "One-Handed", + "twohanded": "Two-Handed", + "class_attack_bonus": "Class Attack Bonus", + "feat_attack_bonus": "Feat Attack Bonus", + "misc_attack_bonus": "Misc Attack Bonus", + "class_damage_bonus": "Class Damage Bonus", + "feat_damage_bonus": "Feat Damage Bonus", + "misc_damage_bonus": "Misc Damage Bonus", + "per_plus_die_size": "Per Plus Die Size", + "weapon_two": "Weapon Two", + "weapon_three": "Weapon Three", + "weapon_four": "Weapon Four", + "weapon_five": "Weapon Five", + "weapon_six": "Weapon Six", + "Currancy": "Currency", + "astral_diamonds": "Astral Diamonds", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "copper": "Copper", + "value_in_gold": "Value In Gold", + "name": "Name", + "Quantity": "Quantity", + "total_value": "Total Value", + "total_weight": "Total Weight", + "equipped": "Equipped", + "none": "None", + "head": "Head", + "neck": "Neck", + "armes": "Arms", + "hands": "Hands", + "ring_1": "Ring 1", + "ring_2": "Ring 2", + "weapon": "Weapon", + "off_hand": "Off Hand", + "waist": "Waist", + "feet": "Feet", + "tattoo": "Tattoo", + "holy_symbol": "Holy Symbol", + "ki_focus": "Ki Focus", + "powers": "Powers", + "power_name": "Power Name", + "power_action": "Power Action", + "power_range": "Power Range", + "level": "Level", + "used": "Used", + "roll": "Roll", + "standard": "Standard", + "move": "Move", + "minor": "Minor", + "free_action": "Free Action", + "no_action": "No Action", + "immediate": "Immediate", + "immediate_interrupt": "Immediate Interrupt", + "immediate_reaction": "Immediate Reaction", + "opportunity_action": "Opportunity Action", + "at-will": "At-Will", + "encounter": "Encounter", + "daily": "Daily", + "defence": "Defence", + "weapon_attack_bonus": "Weapon Attack Bonus", + "weapon_damage_bonus": "Weapon Damage Bonus", + "damage_dice_size": "Damage Dice Size", + "one": "One", + "two": "Two", + "three": "Three", + "four": "Four", + "five": "Five", + "six": "Six", + "seven": "Seven", + "eight": "Eight", + "nine": "Nine", + "ten": "Ten", + "one_times_weapon_one": "1*Weapon One", + "one_times_weapon_two": "1*Weapon Two", + "one_times_weapon_tree": "1*Weapon Three", + "one_times_weapon_four": "1*Weapon Four", + "one_times_weapon_five": "1*Weapon Five", + "one_times_weapon_six": "1*Weapon Six", + "two_times_weapon_one": "2*Weapon One", + "two_times_weapon_two": "2*Weapon Two", + "two_times_weapon_three": "2*Weapon Three", + "two_times_weaponfour_": "2*Weapon Four", + "two_times_weapon_five": "2*Weapon Five", + "two_times_weapon_six": "2*Weapon Six", + "three_times_weapon_one": "3*Weapon One", + "three_times_weapon_two": "3*Weapon Two", + "three_times_weapon_three": "3*Weapon Three", + "three_times_weapon_four": "3*Weapon Four", + "three_times_weapon_five": "3*Weapon Five", + "three_times_weapon_six": "3*Weapon Six", + "four_times_weapon_one": "4*Weapon One", + "four_times_weapon_two": "4*Weapon Two", + "four_times_weapon_three": "4*Weapon Three", + "four_times_weapon_four": "4*Weapon Four", + "four_times_weapon_five": "4*Weapon Five", + "four_times_weapon_six": "4*Weapon Six", + "five_times_weapon_one": "5*Weapon One", + "five_times_weapon_two": "5*Weapon Two", + "five_times_weapon_three": "5*Weapon Three", + "five_times_weapon_four": "5*Weapon Four", + "five_times_weapon_five": "5*Weapon Five", + "five_times_weapon_six": "5*Weapon Six", + "d4": "d4", + "d6": "d6", + "d8": "d8", + "d10": "d10", + "d12": "d12", + "d20": "d20", + "attack_bonus": "Attack Bonus", + "attack": "Attack", + "damage_bonus": "Damage Bonus", + "damage": "Damage", + "power_macro": "Power Macro", + "power_examples": "Power Examples", + "meele-ranged_basic": "Melee/Ranged Basic", + "weapon_power": "Weapon Power", + "implement_power": "Implement Power", + "token_action_macro": "Token Action Macro", + "roll_template_information": "Roll Template Information", + "meele_basic_roll_tamplate_example": "Melee Basic Roll Template Example", + "list_of": "List of", + "for_roll_template": "for Roll Template", + "languages_known": "Languages Known", + "feats": "Feats", + "race_features": "Race Features", + "class-path-destiny_features": "Class / Path / Destiny Features", + "initiative_ability": "Initiative Ability", + "use_initiative_tie_break": "Use Initiative Tie Break", + "no-do_not_use": "No,Do NOT Use", + "yes-use": "Yes,Use", + "initiative_roll_text": "Initiative Roll Text", + "defense": "Defense", + "ac_ability": "AC Ability", + "fort_ability": "Fort Ability", + "ref_ability": "Ref Ability", + "will_ability": "Will Ability", + "strength_roll_text": "Strength Roll Text", + "constitution_roll_text": "Constitution Roll Text", + "dexterity_roll_text": "Dexterity Roll Text", + "intelltigence_roll_text": "Intelligence Roll Text", + "wisdom_roll_text": "Wisdom Roll Text", + "charisma_roll_text": "Charisma Roll Text", + "acrobatics_roll_text": "Acrobatics Roll Text", + "arcana_roll_text": "Arcana Roll Text", + "athletics_roll_text": "Athletics Roll Text", + "bluff_roll_text": "Bluff Roll Text", + "diplomacy_roll_text": "Diplomacy Roll Text", + "dungeneering_roll_text": "Dungeoneering Roll Text", + "endurance_roll_text": "Endurance Roll Text", + "heal_roll_text": "Heal Roll Text", + "history_roll_text": "History Roll Text", + "insight_roll_text": "Insight Roll Text", + "intimidate_roll_text": "Intimidate Roll Text", + "nature_roll_text": "Nature Roll Text", + "perception_roll_text": "Perception Roll Text", + "religion_roll_text": "Religion Roll Text", + "stealth_roll_text": "Stealth Roll Text", + "streetwise_roll_text": "Streetwise Roll Text", + "thievery_roll_text": "Thievery Roll Text" +} diff --git a/D&D_4E/translations/hu.json b/D&D_4E/translations/hu.json new file mode 100644 index 0000000000..f1c40fe831 --- /dev/null +++ b/D&D_4E/translations/hu.json @@ -0,0 +1,275 @@ +{ + "character": "Character", + "monster": "Monster", + "character_name": "Character Name", + "attr_level": "Level", + "class": "Class", + "paragon_path": "Paragon Path", + "epic_destiny": "Epic Destiny", + "total_xp": "Total XP", + "race": "Race", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "gargantuan": "Gargantuan", + "size": "Size", + "age": "Age", + "gender": "Gender", + "character_height": "Height", + "character_weight": "Weight", + "alignment": "Alignment", + "deity": "Deity", + "monster_name": "Monster Name", + "role": "Role", + "xp": "XP", + "Stats": "Stats", + "inventory": "Inventory", + "power": "Power", + "settings": "Settings", + "hit_points": "Hit Points", + "maxhp": "MaxHP", + "bloodied": "Bloodied", + "surge_value_bonus": "Surge Value Bonus", + "surge_value": "Surge Value", + "surgesperday": "Surges/Day", + "currenthp": "Current Hit Points", + "temphp": "Temporary Hit Points", + "currentsurges": "Current Surges", + "death_saving_throws_failures": "Death Saving Throw Failures", + "saving_throw_mods": "Saving Throw Mods", + "resistances": "Resistances", + "ability_scores": "Ability Scores", + "score": "Score", + "ability": "Ability", + "mod": "Mod", + "mod_half_level": "Mod + 1/2 Lvl", + "strength": "Strength", + "constitution": "Constitution", + "dexterity": "Dexterity", + "intelligence": "Intelligence", + "wisdom": "Wisdom", + "charisma": "Charisma", + "senses": "Senses", + "passive_Sense": "Passive Sense", + "skill_bonus": "Skill Bonus", + "insight": "Insight", + "perception": "Perception", + "special_senses": "Special Senses", + "movement": "Movement", + "base": "Base", + "armor": "Armor", + "item": "Item", + "misc": "Misc", + "speed": "Speed", + "special_movement": "Special Movement", + "action_points": "Action Points", + "action_points_additional_effects": "Additional Effects for Spending Action Points", + "defenses": "Defenses", + "10_and_a_half_level": "10 + 1/2 Level", + "feat": "Feat", + "enh": "Enh", + "ac": "AC", + "fort": "Fort", + "ref": "Ref", + "will": "Will", + "initiative": "Initiative", + "conditional_modifiers": "Conditional Modifiers", + "skills": "Skills", + "value": "Value", + "skill_name": "Skill Name", + "trained": "Trained", + "armor_penalty": "Armor Penalty", + "acrobatics": "Acrobatics", + "dex": "DEX", + "arcana": "Arcana", + "int": "INT", + "athletics": "Athletics", + "str": "STR", + "bluff": "Bluff", + "cha": "CHA", + "diplomacy": "Diplomacy", + "dungeneering": "Dungeoneering", + "wis": "WIS", + "endurance": "Endurance", + "con": "CON", + "heal": "Heal", + "history": "History", + "intimidate": "Intimidate", + "nature": "Nature", + "religion": "Religion", + "stealth": "Stealth", + "streetwise": "Streetwise", + "thievery": "Thievery", + "weapons": "Weapons", + "weapon_name": "Weapon Name", + "type": "Type", + "hand": "Hand", + "wielded": "Wielded", + "number_of_dice": "# of Dice", + "dice_size": "Dice Size", + "prof": "Prof", + "weight": "Weight", + "weapon_one": "Weapon One", + "onehanded": "One-Handed", + "twohanded": "Two-Handed", + "class_attack_bonus": "Class Attack Bonus", + "feat_attack_bonus": "Feat Attack Bonus", + "misc_attack_bonus": "Misc Attack Bonus", + "class_damage_bonus": "Class Damage Bonus", + "feat_damage_bonus": "Feat Damage Bonus", + "misc_damage_bonus": "Misc Damage Bonus", + "per_plus_die_size": "Per Plus Die Size", + "weapon_two": "Weapon Two", + "weapon_three": "Weapon Three", + "weapon_four": "Weapon Four", + "weapon_five": "Weapon Five", + "weapon_six": "Weapon Six", + "Currancy": "Currency", + "astral_diamonds": "Astral Diamonds", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "copper": "Copper", + "value_in_gold": "Value In Gold", + "name": "Name", + "Quantity": "Quantity", + "total_value": "Total Value", + "total_weight": "Total Weight", + "equipped": "Equipped", + "none": "None", + "head": "Head", + "neck": "Neck", + "armes": "Arms", + "hands": "Hands", + "ring_1": "Ring 1", + "ring_2": "Ring 2", + "weapon": "Weapon", + "off_hand": "Off Hand", + "waist": "Waist", + "feet": "Feet", + "tattoo": "Tattoo", + "holy_symbol": "Holy Symbol", + "ki_focus": "Ki Focus", + "powers": "Powers", + "power_name": "Power Name", + "power_action": "Power Action", + "power_range": "Power Range", + "level": "Level", + "used": "Used", + "roll": "Roll", + "standard": "Standard", + "move": "Move", + "minor": "Minor", + "free_action": "Free Action", + "no_action": "No Action", + "immediate": "Immediate", + "immediate_interrupt": "Immediate Interrupt", + "immediate_reaction": "Immediate Reaction", + "opportunity_action": "Opportunity Action", + "at-will": "At-Will", + "encounter": "Encounter", + "daily": "Daily", + "defence": "Defence", + "weapon_attack_bonus": "Weapon Attack Bonus", + "weapon_damage_bonus": "Weapon Damage Bonus", + "damage_dice_size": "Damage Dice Size", + "one": "One", + "two": "Two", + "three": "Three", + "four": "Four", + "five": "Five", + "six": "Six", + "seven": "Seven", + "eight": "Eight", + "nine": "Nine", + "ten": "Ten", + "one_times_weapon_one": "1*Weapon One", + "one_times_weapon_two": "1*Weapon Two", + "one_times_weapon_tree": "1*Weapon Three", + "one_times_weapon_four": "1*Weapon Four", + "one_times_weapon_five": "1*Weapon Five", + "one_times_weapon_six": "1*Weapon Six", + "two_times_weapon_one": "2*Weapon One", + "two_times_weapon_two": "2*Weapon Two", + "two_times_weapon_three": "2*Weapon Three", + "two_times_weaponfour_": "2*Weapon Four", + "two_times_weapon_five": "2*Weapon Five", + "two_times_weapon_six": "2*Weapon Six", + "three_times_weapon_one": "3*Weapon One", + "three_times_weapon_two": "3*Weapon Two", + "three_times_weapon_three": "3*Weapon Three", + "three_times_weapon_four": "3*Weapon Four", + "three_times_weapon_five": "3*Weapon Five", + "three_times_weapon_six": "3*Weapon Six", + "four_times_weapon_one": "4*Weapon One", + "four_times_weapon_two": "4*Weapon Two", + "four_times_weapon_three": "4*Weapon Three", + "four_times_weapon_four": "4*Weapon Four", + "four_times_weapon_five": "4*Weapon Five", + "four_times_weapon_six": "4*Weapon Six", + "five_times_weapon_one": "5*Weapon One", + "five_times_weapon_two": "5*Weapon Two", + "five_times_weapon_three": "5*Weapon Three", + "five_times_weapon_four": "5*Weapon Four", + "five_times_weapon_five": "5*Weapon Five", + "five_times_weapon_six": "5*Weapon Six", + "d4": "d4", + "d6": "d6", + "d8": "d8", + "d10": "d10", + "d12": "d12", + "d20": "d20", + "attack_bonus": "Attack Bonus", + "attack": "Attack", + "damage_bonus": "Damage Bonus", + "damage": "Damage", + "power_macro": "Power Macro", + "power_examples": "Power Examples", + "meele-ranged_basic": "Melee/Ranged Basic", + "weapon_power": "Weapon Power", + "implement_power": "Implement Power", + "token_action_macro": "Token Action Macro", + "roll_template_information": "Roll Template Information", + "meele_basic_roll_tamplate_example": "Melee Basic Roll Template Example", + "list_of": "List of", + "for_roll_template": "for Roll Template", + "languages_known": "Languages Known", + "feats": "Feats", + "race_features": "Race Features", + "class-path-destiny_features": "Class / Path / Destiny Features", + "initiative_ability": "Initiative Ability", + "use_initiative_tie_break": "Use Initiative Tie Break", + "no-do_not_use": "No,Do NOT Use", + "yes-use": "Yes,Use", + "initiative_roll_text": "Initiative Roll Text", + "defense": "Defense", + "ac_ability": "AC Ability", + "fort_ability": "Fort Ability", + "ref_ability": "Ref Ability", + "will_ability": "Will Ability", + "strength_roll_text": "Strength Roll Text", + "constitution_roll_text": "Constitution Roll Text", + "dexterity_roll_text": "Dexterity Roll Text", + "intelltigence_roll_text": "Intelligence Roll Text", + "wisdom_roll_text": "Wisdom Roll Text", + "charisma_roll_text": "Charisma Roll Text", + "acrobatics_roll_text": "Acrobatics Roll Text", + "arcana_roll_text": "Arcana Roll Text", + "athletics_roll_text": "Athletics Roll Text", + "bluff_roll_text": "Bluff Roll Text", + "diplomacy_roll_text": "Diplomacy Roll Text", + "dungeneering_roll_text": "Dungeoneering Roll Text", + "endurance_roll_text": "Endurance Roll Text", + "heal_roll_text": "Heal Roll Text", + "history_roll_text": "History Roll Text", + "insight_roll_text": "Insight Roll Text", + "intimidate_roll_text": "Intimidate Roll Text", + "nature_roll_text": "Nature Roll Text", + "perception_roll_text": "Perception Roll Text", + "religion_roll_text": "Religion Roll Text", + "stealth_roll_text": "Stealth Roll Text", + "streetwise_roll_text": "Streetwise Roll Text", + "thievery_roll_text": "Thievery Roll Text" +} diff --git a/DFRPG/translations/ca.json b/DFRPG/translations/ca.json new file mode 100644 index 0000000000..f42f520068 --- /dev/null +++ b/DFRPG/translations/ca.json @@ -0,0 +1,127 @@ +{ + "superb-result": "Superb!", + "great-result": "Great!", + "good-result": "Good", + "fair-result": "Fair", + "average-result": "Average...", + "mediocre-result": "Mediocre...", + "poor-result": "Poor", + "terrible-result": "Terrible?", + "worksheet": "Worksheet", + "city": "City", + "location": "Locations", + "faces": "Faces", + "game-title": "The Dresden Files Role-Playing Game", + "faces-title": "City Sheet (Faces)", + "city-name": "City Name", + "campaign-title": "Campaign Title", + "name": "Name", + "is-the-face-of": "is {{0}}the Face{{1}} of...", + "with-the-high-concept": "with the {{0}}High Concept{{1}}...", + "and-motivation": "and {{0}}Motivation{{1}}...", + "with-these-relationships": "with these {{0}}Relationships{{1}}...", + "locations-title": "City Sheet (Locations)", + "description": "Description", + "theme-or-threat": "{{0}}Theme{{1}} (or) {{0}}Threat{{1}}", + "the-idea": "The {{0}}Idea{{1}}", + "the-aspect": "The {{0}}Aspect{{1}}", + "the-face": "The {{0}}Face{{1}}", + "concept": "Concept", + "city-title": "City Sheet (High Level)", + "city-wide-themes-and-threats": "City-Wide Themes and Threats", + "the-faces": "The {{0}}Faces{{1}}", + "the-balance-of-power": "The Balance of Power", + "the-status-quo": "The Status Quo", + "what-is-the-supernatural-status-quo": "What is the {{0}}Supernatural{{1}} status quo?", + "what-is-the-mundane-status-quo": "What is the {{0}}Mundane{{1}} status quo?", + "movers-and-shakers": "Movers and Shakers", + "the-current-order": "The Current Order", + "who-wants-to-maintain-the-status-quo": "Who wants to {{0}}maintain the status quo?{{1}}", + "who-wants-to-rock-the-boat": "Who wants to {{0}}rock the boat?{{1}}", + "the-supernatural": "The Supernatural", + "who-is-in-the-know": "Who is {{0}}in the know?{{1}}", + "who-is-in-the-dark": "Who is {{0}}in the dark?{{1}}", + "character-title": "Character Sheet", + "character": "Character", + "aspects": "Aspects", + "high-concept": "High Concept", + "trouble": "Trouble", + "other-aspects": "Other Aspects", + "stress": "Stress", + "physical": "Physical", + "endurance": "Endurance", + "mental": "Mental", + "conviction": "Conviction", + "social": "Social", + "presence": "Presence", + "add-additional-stress": "Add Additional Stress", + "clear-additional-stress": "Clear Additional Stress", + "hunger": "Hunger", + "discipline": "Discipline", + "armor-etc": "Armor, Etc", + "consequences": "Consequences", + "type": "type", + "physical-mental-social": "P/M/S", + "used": "Used?", + "aspect": "Aspect", + "mild": "Mild", + "any": "ANY", + "moderate": "Moderate", + "severe": "Severe", + "extreme": "Extreme", + "replace-permanent": "Replace Permanent", + "power-level": "Power Level", + "level-feet-in-the-water": "Feet in the Water", + "level-up-to-your-waist": "Up to Your Waist", + "level-chest-deep": "Chest-Deep", + "level-submerged": "Submerged", + "skill-cap": "Skill Cap", + "skill-points-spent": "Skill Points Spent", + "total-available": "Total Available", + "base-refresh-level": "Base Refresh Level", + "adjusted-refresh": "Adjusted Refresh", + "fate-points": "Fate Points", + "current-fate-points": "Current
    Fate Points", + "player": "Player", + "skills": "Skills", + "superb": "Superb{{0}}", + "number-of-slots": "# of Slots:", + "great": "Great{{0}}", + "good": "Good{{0}}", + "fair": "Fair{{0}}", + "average": "Average{{0}}", + "mediocre": "Mediocre{{0}}", + "stunts-and-powers": "Stunts & Powers", + "cost": "Cost", + "ability": "Ability", + "additional-notes": "Additional Notes", + "total-refresh-adjustment": "Total Refresh Adjustment", + "the-ladder": "The Ladder", + "legendary": "Legendary", + "epic": "Epic", + "fantastic": "Fantastic", + "poor": "Poor", + "terrible": "Terrible", + "worksheet-title": "Character Phases Worksheet", + "template": "Template", + "musts": "Musts", + "high-concept-aspect": "High Concept Aspect", + "trouble-aspect": "Trouble Aspect", + "background": "{{0}}Background:{{1}} Where did you come from?", + "phase-one": "Phase {{0}}one{{1}}", + "events": "Events", + "phase-one-description": "What nation, region, culture are you from? What were your family circumstances like? What's your relationship with your family? How were you educated? What were your friends like? Did you get into trouble much? If you're supernatural, how early did you learn this? Were there problems?", + "phase-aspect": "Phase Aspect", + "rising-conflict": "{{0}}Rising Conflict:{{1}} What shaped you?", + "phase-two": "Phase {{0}}two{{1}}", + "phase-two-description": "Who were the prominent people in your life at this point? Do you have enemies? Close and fast friends? How did your high concept and trouble aspects shape you and events around you? What were the most significant choices you made? What lessons did you learn in this time?", + "the-story": "{{0}}The Story:{{1}} What was your first adventure?", + "phase-three": "Phase {{0}}three{{1}}", + "story-title": "Story Title", + "guest-starring": "Guest Starring...", + "guest-star": "{{0}}Guest Star:{{1}} Whose path have you crossed?", + "phase-four": "Phase {{0}}four{{1}}", + "whose-story": "Whose story was this? Who else was in it?", + "guest-star-redux": "{{0}}Guest Star Redux:{{1}} Whose else's path have you crossed?", + "phase-five": "Phase {{0}}five{{1}}" +} \ No newline at end of file diff --git a/DFRPG/translations/hu.json b/DFRPG/translations/hu.json new file mode 100644 index 0000000000..f42f520068 --- /dev/null +++ b/DFRPG/translations/hu.json @@ -0,0 +1,127 @@ +{ + "superb-result": "Superb!", + "great-result": "Great!", + "good-result": "Good", + "fair-result": "Fair", + "average-result": "Average...", + "mediocre-result": "Mediocre...", + "poor-result": "Poor", + "terrible-result": "Terrible?", + "worksheet": "Worksheet", + "city": "City", + "location": "Locations", + "faces": "Faces", + "game-title": "The Dresden Files Role-Playing Game", + "faces-title": "City Sheet (Faces)", + "city-name": "City Name", + "campaign-title": "Campaign Title", + "name": "Name", + "is-the-face-of": "is {{0}}the Face{{1}} of...", + "with-the-high-concept": "with the {{0}}High Concept{{1}}...", + "and-motivation": "and {{0}}Motivation{{1}}...", + "with-these-relationships": "with these {{0}}Relationships{{1}}...", + "locations-title": "City Sheet (Locations)", + "description": "Description", + "theme-or-threat": "{{0}}Theme{{1}} (or) {{0}}Threat{{1}}", + "the-idea": "The {{0}}Idea{{1}}", + "the-aspect": "The {{0}}Aspect{{1}}", + "the-face": "The {{0}}Face{{1}}", + "concept": "Concept", + "city-title": "City Sheet (High Level)", + "city-wide-themes-and-threats": "City-Wide Themes and Threats", + "the-faces": "The {{0}}Faces{{1}}", + "the-balance-of-power": "The Balance of Power", + "the-status-quo": "The Status Quo", + "what-is-the-supernatural-status-quo": "What is the {{0}}Supernatural{{1}} status quo?", + "what-is-the-mundane-status-quo": "What is the {{0}}Mundane{{1}} status quo?", + "movers-and-shakers": "Movers and Shakers", + "the-current-order": "The Current Order", + "who-wants-to-maintain-the-status-quo": "Who wants to {{0}}maintain the status quo?{{1}}", + "who-wants-to-rock-the-boat": "Who wants to {{0}}rock the boat?{{1}}", + "the-supernatural": "The Supernatural", + "who-is-in-the-know": "Who is {{0}}in the know?{{1}}", + "who-is-in-the-dark": "Who is {{0}}in the dark?{{1}}", + "character-title": "Character Sheet", + "character": "Character", + "aspects": "Aspects", + "high-concept": "High Concept", + "trouble": "Trouble", + "other-aspects": "Other Aspects", + "stress": "Stress", + "physical": "Physical", + "endurance": "Endurance", + "mental": "Mental", + "conviction": "Conviction", + "social": "Social", + "presence": "Presence", + "add-additional-stress": "Add Additional Stress", + "clear-additional-stress": "Clear Additional Stress", + "hunger": "Hunger", + "discipline": "Discipline", + "armor-etc": "Armor, Etc", + "consequences": "Consequences", + "type": "type", + "physical-mental-social": "P/M/S", + "used": "Used?", + "aspect": "Aspect", + "mild": "Mild", + "any": "ANY", + "moderate": "Moderate", + "severe": "Severe", + "extreme": "Extreme", + "replace-permanent": "Replace Permanent", + "power-level": "Power Level", + "level-feet-in-the-water": "Feet in the Water", + "level-up-to-your-waist": "Up to Your Waist", + "level-chest-deep": "Chest-Deep", + "level-submerged": "Submerged", + "skill-cap": "Skill Cap", + "skill-points-spent": "Skill Points Spent", + "total-available": "Total Available", + "base-refresh-level": "Base Refresh Level", + "adjusted-refresh": "Adjusted Refresh", + "fate-points": "Fate Points", + "current-fate-points": "Current
    Fate Points", + "player": "Player", + "skills": "Skills", + "superb": "Superb{{0}}", + "number-of-slots": "# of Slots:", + "great": "Great{{0}}", + "good": "Good{{0}}", + "fair": "Fair{{0}}", + "average": "Average{{0}}", + "mediocre": "Mediocre{{0}}", + "stunts-and-powers": "Stunts & Powers", + "cost": "Cost", + "ability": "Ability", + "additional-notes": "Additional Notes", + "total-refresh-adjustment": "Total Refresh Adjustment", + "the-ladder": "The Ladder", + "legendary": "Legendary", + "epic": "Epic", + "fantastic": "Fantastic", + "poor": "Poor", + "terrible": "Terrible", + "worksheet-title": "Character Phases Worksheet", + "template": "Template", + "musts": "Musts", + "high-concept-aspect": "High Concept Aspect", + "trouble-aspect": "Trouble Aspect", + "background": "{{0}}Background:{{1}} Where did you come from?", + "phase-one": "Phase {{0}}one{{1}}", + "events": "Events", + "phase-one-description": "What nation, region, culture are you from? What were your family circumstances like? What's your relationship with your family? How were you educated? What were your friends like? Did you get into trouble much? If you're supernatural, how early did you learn this? Were there problems?", + "phase-aspect": "Phase Aspect", + "rising-conflict": "{{0}}Rising Conflict:{{1}} What shaped you?", + "phase-two": "Phase {{0}}two{{1}}", + "phase-two-description": "Who were the prominent people in your life at this point? Do you have enemies? Close and fast friends? How did your high concept and trouble aspects shape you and events around you? What were the most significant choices you made? What lessons did you learn in this time?", + "the-story": "{{0}}The Story:{{1}} What was your first adventure?", + "phase-three": "Phase {{0}}three{{1}}", + "story-title": "Story Title", + "guest-starring": "Guest Starring...", + "guest-star": "{{0}}Guest Star:{{1}} Whose path have you crossed?", + "phase-four": "Phase {{0}}four{{1}}", + "whose-story": "Whose story was this? Who else was in it?", + "guest-star-redux": "{{0}}Guest Star Redux:{{1}} Whose else's path have you crossed?", + "phase-five": "Phase {{0}}five{{1}}" +} \ No newline at end of file diff --git a/Dark Heresy Advanced 2nd Edition/translations/ca.json b/Dark Heresy Advanced 2nd Edition/translations/ca.json new file mode 100644 index 0000000000..717763a06d --- /dev/null +++ b/Dark Heresy Advanced 2nd Edition/translations/ca.json @@ -0,0 +1,625 @@ +{ + "player-sheet-u": "Player Sheet", + "gear-u": "Gear", + "advancements-u": "Advancements", + "npcs-u": "NPCS", + "journal-u": "Journal", + "vehicles-u": "Vehicles", + "psykana-u": "Psykana", + "social-u": "Social", + "character-name-u": "Character Name:", + "home-world-u": "Home World:", + "homeworlds-u": "Homeworlds", + "adeptus-astartes-homeworld-u": "Adeptus Astartes Homeworld", + "agri-world-u": "Agri-World", + "cardinal-world-u": " Cardinal World", + "cemetary-world-u": "Cemetary World", + "civilized-world-u": " Civilized World", + "craftworld-u": "Craftworld", + "crone-world-u": "Crone World", + "daemon-world-u": "Daemon World", + "death-world-u": "Death World", + "desert-world-u": "Desert World", + "exodite-world-u": "Exodite World", + "feral-world-u": "Feral World", + "fuedal-world-u": "Feudal World", + "forge-world-u": "Forge World", + "frontier-world-u": "Frontier World", + "garden-world-u": "Garden World", + "gas-giant-u": "Gas Giant", + "highborn-u": "Highborn Eyes", + "hive-world-u": "Hive World", + "knight-world-u": "Knight World", + "ice-world-u": "Ice World", + "industrial-world-u": "Industrial World", + "jungle-world-u": "Jungle World", + "maiden-world-u": "Maiden World", + "mining-world-u": "Mining World", + "navis-nobilite-world-u": "Navis Nobilite World", + "ocean-world-u": "Ocean World", + "ork-world-u": "Ork World", + "penal-colony-u": "Penal Colony", + "pleasure-world-u": "Pleasure World", + "quarantine-world-u": "Quarantine World", + "research-station-u": "Research Station", + "shrine-world-u": "Shrine World Eyes", + "tau-world-u": "Tau World", + "tomb-world-u": "Tomb World", + "voidborn-u": "Voidborn", + "xenos-world-u": "Xenos World", + "background-u": "Background:", + "backgrounds-u": "Backgrounds", + "adepta-sororitas-u": "Adepta Sororitas", + "adeptus-administratum-u": "Adeptus Administratum", + "adeptus-arbites-u": "Adeptus Arbites", + "adeptus-astra-telepathica-u": "Adeptus Astra Telepathica", + "adeptus-mechanicus-u": "Adeptus Mechanicus", + "adeptus-ministorum-u": "Adeptus Ministorum", + "exorcised-u": "Exorcised", + "heretek-u": "Heretek", + "imperial-guard-u": "Imperial Guard", + "imperial-navy-u": "Imperial Navy", + "mutant-u": "Mutant", + "outcast-u": "Outcast", + "rogue-trader-fleet-u": "Rogue Trader Fleet", + "role-u": "Role:", + "ace-u": "Ace", + "assassin-u": "Assassin", + "chirurgeon-u": "Chirurgeon", + "crusader-u": "Crusader", + "desperado-u": "Desperado", + "fanatic-u": "Fanatic", + "heirophant-u": "Hierophant", + "mystic-u": "Mystic", + "penitent-u": "Penitent", + "sage-u": "Sage", + "seeker-u": "Seeker", + "warrior-u": "Warrior", + "divination-u": "Divination:", + "divinations-u": "Divinations", + "mutations-without-corruption-within-u": "Mutation without, corruption within.", + "trust-in-your-fear-u": "Trust in your fear.", + "humans-must-die-so-that-humanity-can-endure-u": "Humans must die so that humanity can endure.", + "the-pain-of-the-bullet-is-ecstasy-compared-to-damnation-u": "The pain of the bullet is ecstasy compared to damnation.", + "be-a-boon-to-your-allies-and-the-bane-of-your-enemies-u": "Be a boon to your allies and the bane of your enemies.", + "the-wise-learn-from-the-deaths-of-others-u": "The wise learn from the deaths of others.", + "kill-the-alien-before-it-can-speak-its-lies-u": "Kill the alien before it can speak its lies.", + "truth-is-subjective-u": "Truth is subjective.", + "thought-begets-heresy-u": "Thought begets Heresy.", + "heresy-begets-retribution-u": "Heresy begets Retribution.", + "a-mind-without-purpose-wanders-in-dark-places-u": "A mind without purpose wanders in dark places.", + "if-a-job-is-worth-doing-it-is-worth-dying-for-u": "If a job is worth doing, it is worth dying for.", + "dark-dreams-lie-upon-the-heart-u": "Dark dreams lie upon the heart.", + "violence-solves-everything-u": "Violence solves everything.", + "ignorance-is-a-wisdom-of-its-own-u": "Ignorance is a wisdom of its own.", + "only-the-insane-have-strength-enough-to-prosper-u": "Only the insane have strength enough to prosper.", + "a-suspicious-mind-is-a-healthy-mind-u": "A suspicious mind is a healthy mind.", + "suffering-is-an-unrelenting-instructor-u": "Suffering is an unrelenting instructor", + "the-only-true-fear-is-dying-without-your-duty-done-u": "The only true fear is dying without your duty done.", + "only-in-death-does-duty-end-u": "Only in death does duty end.", + "innocence-is-an-illusion-u": "Innocence is an illusion.", + "to-war-is-human-u": "To war is human.", + "there-is-no-substitute-for-zeal-u": "There is no substitute for zeal.", + "even-one-who-has-nothing-can-still-offer-his-life-u": "Even one who has nothing can still offer his life.", + "do-not-ask-why-you-serve-only-ask-how-u": "Do not ask why you serve. Only ask how.", + "player-name-u": "Player Name:", + "gender-u": "Gender:", + "eyes-u": "Eyes", + "feral-world-eyes-u": "Feral World Eyes", + "blue-u": "Blue", + "grey-u": "Grey", + "brown-u": "Brown", + "green-u": "Green", + "yellow-u": "Yellow", + "lenses-(any)-u": "Lenses (Any)", + "amber-u": "Amber", + "emerald-u": "Emerald", + "forge-world-eyes-u": "Forge World Eyes", + "hive-world-eyes-u": "Hive World Eyes", + "void-born--u": "Void Born Eyes", + "water-blueu": "Watery Blue", + "black-u": "Black", + "violet-u": "Violet", + "death-world-eyes-u": "Death World Eyes", + "cobalt-u": "Cobalt", + "garden-world-eyes-u": "Garden World Eyes", + "olive-u": "Olive", + "sapphire-u": "Sapphire", + "gold-u": "Gold", + "teal-u": "Teal", + "research-station-eyes-u": "Research Station Eyes", + "red-u": "Red", + "hazel-u": "Hazel", + "daemon-u": "Daemon World Eyes", + "purple-u": "Purple", + "penal-colony-eyes-u": "Penal Colony Eyes", + "dark-blue-u": " Dark Blue", + "quarantine-world-eyes-u": "Quarantine World Eyes", + "sky-blue-u": "Sky Blue", + "sea-green-u": "Sea Green", + "agri-world-eyes-u": "Agri-World Eyes", + "feudal-world-eyes-u": "Feudal World Eyes", + "frontier-world-eyes-u": "Frontier World Eyes", + "age-u": "Age", + "feral-world-age-u": "Feral World Age", + "old-one-u": "Old One", + "highborn-age-u": "Highborn Age", + "scion-u": "Scion", + "prime-u": "Prime", + "authority-u": "Authority", + "shrine-world-age-u": "Shrine World Age", + "novate-u": "Novate", + "vital-u": "Vital", + "elder-u": "Elder", + "forge-world-age-u": "Forge World Age", + "young-u": "Young", + "mature-u": "Mature", + "venerated-u": "Venerated", + "hive-world-age-u": "Hive World Age", + "nipper-u": "Nipper", + "juve-u": "Juve", + "adult-u": "Adult", + "old-timer-u": "Old Timer", + "void-born-age-u": "Void Born Age", + "youth-u": "Youth", + "methuselah-u": "Methuselah", + "death-world-age-u": "Death World Age", + "lucky-u": "Lucky", + "immortal-u": "Immortal", + "garden-world-age-u": "Garden World Age", + "attendant-u": "Attendant", + "docent-u": "Docent", + "exemplar-u": "Exemplar", + "research-station-age-u": "Research Station Age", + "notion-u": "Notion", + "evidentiary-u": "Evidentiary", + "conviction-u": "Conviction", + "daemon-world-age-u": "Daemon World Age", + "runner-u": "Runner", + "rock-u": "Rock", + "saint-u": "Saint", + "penal-colony-age-u": "Penal Colony Age", + "new-meat-u": "New Meat", + "convict-u": "Convict", + "lifter-u": "Lifter", + "quarantine-world-age-u": "Quarantine World Age", + "clean-u": "Clean", + "survivor-u": "Survivor", + "fossil-u": "Fossil", + "agri-world-age-u": "Agri-World Age", + "seedling-u": "Seedling", + "ripe-u": "Ripe", + "deep-rooted-u": "Deep-rooted", + "feudal-world-age-u": "Feudal World Age", + "childe-u": "Childe", + "of-age-u": "Of Age", + "hoary-u": "Hoary", + "frontier-world-age-u": "Frontier World Age", + "kid-u": "Kid", + "primed-u": "Primed", + "grandly-u": "Grandly", + "build-u": "Build", + "feral-world-build-u": "Feral World Build", + "rangy-u": "Rangy", + "lean-u": "Lean", + "muscular-u": "Muscular", + "squat-u": "Squat", + "strapping-u": "Strapping", + "highborn-build-u": "Highborn Build", + "slender-u": "Slender", + "svelte-u": "Svelte", + "fit-u": "Fit", + "well-built-u": "Well-Built", + "powerful-u": "Powerful", + "shrine-world-build-u": "Shrine World Build", + "diminished-u": "Diminshed", + "lessened-u": "Lessened", + "faithful-u": "Faithful", + "commended-u": "Commended", + "abundant-u": "Abundant", + "forge-world-build-u": "Forge World Build", + "minimal-u": "Minimal", + "low-nominal-u": "Low Nominal", + "optimal-u": "Optimal", + "high-nominal-u": "High Nominal", + "maximal-u": "Maximal", + "hive-world-build-u": "Hive World Build", + "runt-u": "Runt", + "scrawny-u": "Scrawny", + "wiry-u": "Wiry", + "lanky-u": "Lanky", + "brawny-u": "Brawny", + "void-born-build-u": "Void Born Build", + "skeletal-u": "Skeletal", + "stunted-u": "Stunted", + "gaunt-u": "Gaunt", + "gangling-u": "Gangling", + "spindly-u": "Spindly", + "death-world-build-u": "Death World Build", + "longpole-u": "Longpole", + "tough-u": "Tough", + "muscle-u": "Muscle", + "dagger-u": "Dagger", + "Bastion-u": "Bastion", + "garden-world-build-u": "Garden World Build", + "flowering-u": "Flowering", + "vine-u": "Vine", + "pastoral-u": "Pastoral", + "mountain-u": "Mountain", + "zephyr-u": "Zephyr", + "research-station-build-u": "Research Station Build", + "pulse-u": "Pulse", + "spike-u": "Spike", + "sigma-u": "Sigma", + "attenuated-u": "Attenuated", + "saturated-u": "Saturated", + "daemon-world-build-u": "Daemon World Build", + "lesser-u": "Lesser", + "sinuous-u": "Sinuous", + "corpulent-u": "Corpulent", + "penal-colony-build-u": "Penal Colony Build", + "chain-u": "Chain", + "stiletto-u": "Stiletto", + "hammer-u": "Hammer", + "boulder-u": "Boulder", + "stubber-u": "Stubber", + "quarantine-world-build-u": "Quarantine World Build", + "spiked-u": "Spiked", + "acute-u": "Acute", + "shrunken-u": "Shrunken", + "prolonged-u": "Prolonged", + "stable-u": "Stable", + "agri-world-build-u": "Agri-World Build", + "sprout-u": "Sprout", + "weedy-u": "Weedy", + "oaken-u": "Oaken", + "willowy-u": "Willowy", + "generous-u": "Generous", + "feudal-world-build-u": "Feudal World Build", + "measly-u": "Measly", + "lank-u": "Lank", + "stalwart-u": "Stalwart", + "stout-u": "Stout", + "hardy-u": "Hardy", + "frontier-world-build-u": "Frontier World Build", + "meagre-u": "Meagre", + "robust-u": "Robust", + "marbled-u": "Marbled", + "complexion-u": "Complexion:", + "skin-u": "Skin", + "feral-world-skin-u": "Feral World Skin", + "dark-u": "Dark", + "tan-u": "Tan", + "fair-u": "Fair", + "ruddy-u": "Ruddy", + "bronze-u": "Bronze", + "highborn-skin-u": "Highborn Skin", + "dyed-(any)-u": "Dyed (Any)", + "shrine-world-skin-u": "Shrine World Skin", + "freckled-u": "Freckled", + "forge-world-skin-u": "Forge World Skin", + "pale-u": "Pale", + "hive-world-skin-u": "Hive World Skin", + "stained-(any)-u": "Stained (Any)", + "void-born-skin-u": "Void Born Skin", + "porcelain-u": "Porcelain", + "bluish-u": "Bluish", + "greyish-u": "Greyish", + "milky-u": "Milky", + "death-world-skin-u": "Death World Skin", + "pallid-u": "Pallid", + "garden-world-skin-u": "Garden World Skin", + "bronzed-u": "Bronzed", + "research-station-skin-u": "Research Station Skin", + "daemon-world-skin-u": "Daemon World Skin", + "golden-u": "Golden", + "penal-colony-skin-u": "Penal Colony Skin", + "quarantine-world-skin-u": "Quarantine World Skin", + "chalky-u": "Chalky", + "agri-world-skin-u": "Agri-World Skin", + "fuedal-world-skin-u": "Feudal World Skin", + "ochre-u": "Ochre", + "frontier-world-skin-u": "Frontier World Skin", + "hair-u": "Hair", + "feral-world-hair-u": "Feral World Hair", + "blonde-u": "Blonde", + "grey": "Grey", + "highborn-hair-u": "Highborn Hair", + "shrine-world-hair-u": "Shrine World Hair", + "none-u": "None", + "blonde": "Blond", + "russet-u": "Russet", + "forge-world-hair-u": "Forge World Hair", + "rust-u": "Rust", + "blond-u": "Blond", + "hive-world-hair-u": "Hive World Hair", + "mousy-u": "Mousy", + "void-born-hair-u": "Void Born Hair", + "copper-u": "Copper", + "auburn-u": "Auburn", + "death-world-hair-u": "Death World Hair", + "chestnut-u": "Chestnut", + "coppery-u": "Coppery", + "garden-world-hair-u": "Garden World Hair", + "khaki-u": "Khaki", + "white-u": "White", + "research-station-hair-u": "Research Station Hair", + "ginger-u": "Ginger", + "ash-blond-u": "Ash-Blond", + "daemon-world-hair-u": "Daemon World Hair", + "penal-colony-hair-u": "Penal Colony Hair", + "quarantine-world-hair-u": "Quarantine World Hair", + "dark-red-u": "Dark Red", + "agri-world-hair-u": "Agri-World Hair", + "feudal-world-hair-u": "Feudal World Hair", + "frontier-world-hair-u": "Frontier World Hair", + "henna-u": "Henna", + "exotic-hair-u": "Exotic Hair", + "mauveine-u": "Mauveine ", + "unnatural-color-(any)-u": "Unnatural Color (Any) ", + "quirks-u": "Quirks:", + "superstitions-u": "Superstitions:", + "momentos-u": "Momentos:", + "characteristics-u": "Characteristics", + "weapon-skill-(ws)-u": "Weapon Skill (WS)", + "none-(0)-u": "None (0)", + "simple-(+5)-u": "Simple (+5)", + "intermediate-(+10)-u": "Intermediate (+10)", + "trained-(+15)-u": "Trained (+15)", + "proficient-(+20)-u": "Proficient (+20)", + "expert-(+25)-u": "Expert (+25)", + "ballistic-skill-(bs)-u": "Ballistic Skill (BS)", + "strength-(s)-u": "Strength (S)", + "toughness-(t)-u": "Toughness (T)", + "agility-(ag)-u": "Agility (Ag)", + "intelligence-(int)-u": "Intelligence (Int)", + "perception-(per)-u": "Perception (Per)", + "willpower-(wp)-u": "Willpower (WP)", + "fellowship-(fel)-u": "Fellowship (Fel)", + "influence-(inf)-u": "Influence (Inf)", + "fate-points-u": "Fate Points", + "threshold-u": "Threshold:", + "current-u": "Current: ", + "initiative-u": "Initiative", + "agility-u": "Ag", + "custom-u": "Custom", + "movement-u": "Movement", + "half-move-u": "Half Move: ", + "full-move-u": "Full Move: ", + "charge-u": "Charge: ", + "run-u": "Run: ", + "modifier-u": "Modifiers: ", + "fatigue-u": "Fatigue", + "size-u": "Size:", + "average-(4)-u": "Average (4)", + "miniscule-(1)-u": "Miniscule (1)", + "puny-(2)-u": "Puny (2)", + "weedy-(3)-u": "Weedy (3)", + "hulking-(5)-u": "Hulking (5)", + "enormous-(6)-u": "Enormous (6)", + "massive-(7)-u": "Massive (7)", + "immense-(8)-u": "Immense (8)", + "monumental-(9)-u": "Monumental (9)", + "titanic-(10)-u": "Titanic (10)", + "armour-and-defence-u": "Armour & Defence", + "head-u": "Head", + "armor-value-u": "Ar", + "ar-u": "AR", + "body-u": "Body", + "al-u": "AL", + "lr-u": "LR", + "ll-u": "LL", + "wounds-u": "Wounds", + "total-u": "Total: ", + "critical-damage-u": "Critical Damage: ", + "status-u": "Status: ", + "unharmed-u": "Unharmed", + "lightly-damaged-u": "Lightly Damaged", + "heavily-damaged-u": "Heavily Damaged", + "critically-damaged-u": "Critically Damaged", + "conditions-u": "Conditions", + "recently-healed-u": "Recently Healed", + "blinded-u": "Blinded", + "blood-loss-u": "Blood Loss", + "deafened-u": "Deafened", + "falling-u": "Falling", + "fire-u": "Fire", + "stunned-u": "Stunned", + "suffocation-u": "Suffocation", + "unconsciousness-u": "Unconsciousness", + "useless-limbs-u": "Useless Limbs", + "vacuum-u": "Vacuum", + "amputated-limb-u": "Amputated Limb", + "lost-hand-u": "Lost Hand", + "lost-arm-u": "Lost Arm", + "lost-eye-u": "Lost Eye", + "lost-foot-u": "Lost Foot", + "lost-leg-u": "Lost Leg", + "cybernetic-modifiers-u": "Cybernetics Modifiers", + "bionic-left-arm-u": "Bionic Arm (left): ", + "bionic-right-arm-u": "Bionic Arm (Right): ", + "machine-trait-u": "Machine Trait: ", + "left-leg-bionic-u": "Bionic Leg Toughness Bonus(left): ", + "right-leg-bionic-u": "Bionic Leg (Right): ", + "special-abilities-u": "Special Abilities", + "skills-u": "Skills", + "acrobatics-u": "Acrobatics", + "ag-u": "(Ag)", + "s-u": "(S)", + "athletics-u": "Athletics", + "t-u": "(T)", + "awareness-u": "Awareness", + "per-u": "(Per)", + "fel-u": "(Fel)", + "int-u": "(Int)", + "charm-u": "Charm", + "fellowship-u": "Fel", + "influence-u": "Inf", + "command-u": "Command", + "intelligence-u": "Int", + "strength-u": "S", + "willpower-u": "WP", + "commerce-u": "Commerce", + "deceive-u": "Deceive", + "dodge-u": "Dodge", + "inquiry-u": "Inquiry", + "interrogation-u": "Interrogation", + "intimidate-u": "Intimidate", + "logic-u": "Logic", + "medicae-u": "Medicae", + "navigate-u": "Navigate", + "surface-u": "Surface", + "stellar-u": "Stellar", + "warp-u": "Warp", + "operate-u": "Operate", + "g-u": "(Ag)", + "aeronautica-u": "Aeronautica", + "voidship-u": "Voidship", + "parry-u": "Parry", + "weapon-skill-u": "WS", + "psyniscience-u": "Psyniscience", + "scrutiny-u": "Scrutiny", + "security-u": "Security", + "sleight-of-hand-u": "Sleight Of Hand", + "stealth-u": "Stealth", + "survival-u": "Survival", + "tech-use-u": "Tech-Use", + "linguistics-u": "Linguistics", + "trade-u": "Trade", + "lore-u": "Lore", + "common-u": "Common", + "scholastic-u": "Scholastic", + "forbidden-u": "Forbidden", + "other-skills-u": "Other Skills", + "ballistic-skill-u": "BS", + "toughness-u": "T", + "perception-u": "Perception", + "corruption-u": "Corruption (C)", + "insanity-u": "Insanity (Is)", + "talents-u": "Talents", + "page-number-#-u": "pg#", + "traits-u": "Traits:", + "aptitudes-u": "Aptitudes", + "aptitude": "Aptitude", + "general-u": "General", + "offence-u": "Offence", + "finesse-u": "Finesse", + "defence-u": "Defence", + "psyker-u": "Psyker", + "tech-u": "Tech", + "knowledge-u": "Knowledge", + "leadership-u": "Leadership", + "fieldcraft-u": "Fieldcraft", + "elite-advances-u": "Elite Advances", + "elite-advance-u": "Elite Advance:", + "advance-title-u": "Advance Title", + "experience-points-u": "XP", + "experience-u": "Experience", + "xp-to-spend-u": "XP to Spend:", + "total-spent-u": "Total Spent:", + "advancements-taken-u": "Advancements Taken:", + "zero-u": "0", + "mental-disorders-u": "Mental Disorders", + "malignancies-u": "Malignancies", + "mutations-u": "Mutations", + "mutation-perception-u": "Per", + "name-u": "Name:", + "type-u": "Type:", + "homeworld-u": "Homeworld", + "appearance-u": "Appearance:", + "personality-u": "Personality:", + "weaponskill-u": "WS", + "unnatural-characteristics-u": "Unnatural Characteristics", + "armor-bonus-u": "AB", + "multiplied-by-2-u": "x2", + "multiplied-by-3-u": "x3", + "multiplied-by-6-u": "x6", + "soak-u": "Soak", + "arm-right-u": "AR", + "arm-left-u": "AL", + "leg-right-u": "LR", + "leg-left-u": "LL", + "talents-and-traits-u": "Talents & Traits", + "gear-and-weapons-u": "Gear & Weapons", + "special-rules-u": "Special Rules", + "miscellaneous-and-notes-u": "Miscellaneous & Notes", + "weight-u": "wt.", + "kilograms-u": "kg", + "class-u": "Class:", + "melee-u": "Melee", + "damage-u": "Damage", + "energy-u": "Energy", + "impact-u": "Impact", + "rending-u": "Rending", + "explosive-u": "Explosive", + "penetration-u": "Pen:", + "special-u": "Special:", + "hit-u": "Hit", + "range-u": "Range:", + "rate-of-fire-u": "RoF:", + "clip-u": "Clip:", + "reload-u": "Reload:", + "mission-objective-pending-u": "Mission Objective Pending", + "objective-u": "Objective: ", + "primary-objective-pending": "Primary Objective Pending", + "pending-secondary-objective-u": "Pending Secondary Objective", + "journal-entry-u": "Journal Entry", + "armour-u": "Armour:", + "tactical-speed-u": "Tactical Speed:", + "cruising-speed-u": "Cruising Speed:", + "manoeuvrability-u": "Manoeuvrability:", + "integrity-u": "Integrity:", + "crew-u": "Crew:", + "weapons-u": "Weapons:", + "focus-power-test-u": "Focus Power Test", + "willpower": "Willpower", + "psychic-powers-u": "Psychic Powers", + "bound-u": "Bound", + "unbound-u": "Unbound", + "daemonic-u": "Daemonic", + "psy-rating-u": "Psy Rating:", + "action-u": "Action:", + "focus-power-u": "Focus Power:", + "subtype-u": "Subtype:", + "sustained-u": "Sustained:", + "damage-type-u": "Damage Type:", + "e-u": "E", + "i-u": "I", + "r-u": "R", + "max-push-u": "Max Push:", + "+2/3/4-u": "+2/3/4", + "sustaining-u": "Sustaining:", + "+10-psychic-phenomena-u": "+10 PP / -1 PR", + "ranged-weapons-u": "Ranged Weapons", + "pistol-u": "Pistol", + "basic-u": "Basic", + "heavy-u": "Heavy", + "thrown-u": "Thrown", + "vehicle-u": "Vehicle", + "melee-weapons-u": "Melee Weapons", + "daemon-weapons-u": "Daemon Weapons", + "daemons-willpower-u": "Daemon's Willpower:", + "zero-zero-u": "00", + "binding-strength-u": "Binding Strength:", + "alignment-u": "Alignment:", + "undivided-u": "Undivided", + "khorne-u": "Khorne", + "nurgle-u": "Nurgle", + "slaanesh-u": "Slaanesh", + "tzeentch-u": "Tzeentch", + "unique-u": "Unique", + "vulgar-u": "Vulgar", + "jealous-u": "Jealous", + "prideful-u": "Prideful", + "vindicative-u": "Vindictive", + "overbearing-u": "Overbearing", + "ranged-u": "Range:", + "attributes-u": "Attributes:", + "cybernetics-u": "Cybernetics", + "max-carry-wt-(sb+tb)-u": "Max Carry WT (SB+TB): ", + "peers-u": "Peers", + "peer-u": "Peer: ", + "enemies-u": "Enemies", + "enemy-u": "Enemy: ", + "scatter-diagram-u": "Scatter Diagram" +} \ No newline at end of file diff --git a/Dark Heresy Advanced 2nd Edition/translations/hu.json b/Dark Heresy Advanced 2nd Edition/translations/hu.json new file mode 100644 index 0000000000..717763a06d --- /dev/null +++ b/Dark Heresy Advanced 2nd Edition/translations/hu.json @@ -0,0 +1,625 @@ +{ + "player-sheet-u": "Player Sheet", + "gear-u": "Gear", + "advancements-u": "Advancements", + "npcs-u": "NPCS", + "journal-u": "Journal", + "vehicles-u": "Vehicles", + "psykana-u": "Psykana", + "social-u": "Social", + "character-name-u": "Character Name:", + "home-world-u": "Home World:", + "homeworlds-u": "Homeworlds", + "adeptus-astartes-homeworld-u": "Adeptus Astartes Homeworld", + "agri-world-u": "Agri-World", + "cardinal-world-u": " Cardinal World", + "cemetary-world-u": "Cemetary World", + "civilized-world-u": " Civilized World", + "craftworld-u": "Craftworld", + "crone-world-u": "Crone World", + "daemon-world-u": "Daemon World", + "death-world-u": "Death World", + "desert-world-u": "Desert World", + "exodite-world-u": "Exodite World", + "feral-world-u": "Feral World", + "fuedal-world-u": "Feudal World", + "forge-world-u": "Forge World", + "frontier-world-u": "Frontier World", + "garden-world-u": "Garden World", + "gas-giant-u": "Gas Giant", + "highborn-u": "Highborn Eyes", + "hive-world-u": "Hive World", + "knight-world-u": "Knight World", + "ice-world-u": "Ice World", + "industrial-world-u": "Industrial World", + "jungle-world-u": "Jungle World", + "maiden-world-u": "Maiden World", + "mining-world-u": "Mining World", + "navis-nobilite-world-u": "Navis Nobilite World", + "ocean-world-u": "Ocean World", + "ork-world-u": "Ork World", + "penal-colony-u": "Penal Colony", + "pleasure-world-u": "Pleasure World", + "quarantine-world-u": "Quarantine World", + "research-station-u": "Research Station", + "shrine-world-u": "Shrine World Eyes", + "tau-world-u": "Tau World", + "tomb-world-u": "Tomb World", + "voidborn-u": "Voidborn", + "xenos-world-u": "Xenos World", + "background-u": "Background:", + "backgrounds-u": "Backgrounds", + "adepta-sororitas-u": "Adepta Sororitas", + "adeptus-administratum-u": "Adeptus Administratum", + "adeptus-arbites-u": "Adeptus Arbites", + "adeptus-astra-telepathica-u": "Adeptus Astra Telepathica", + "adeptus-mechanicus-u": "Adeptus Mechanicus", + "adeptus-ministorum-u": "Adeptus Ministorum", + "exorcised-u": "Exorcised", + "heretek-u": "Heretek", + "imperial-guard-u": "Imperial Guard", + "imperial-navy-u": "Imperial Navy", + "mutant-u": "Mutant", + "outcast-u": "Outcast", + "rogue-trader-fleet-u": "Rogue Trader Fleet", + "role-u": "Role:", + "ace-u": "Ace", + "assassin-u": "Assassin", + "chirurgeon-u": "Chirurgeon", + "crusader-u": "Crusader", + "desperado-u": "Desperado", + "fanatic-u": "Fanatic", + "heirophant-u": "Hierophant", + "mystic-u": "Mystic", + "penitent-u": "Penitent", + "sage-u": "Sage", + "seeker-u": "Seeker", + "warrior-u": "Warrior", + "divination-u": "Divination:", + "divinations-u": "Divinations", + "mutations-without-corruption-within-u": "Mutation without, corruption within.", + "trust-in-your-fear-u": "Trust in your fear.", + "humans-must-die-so-that-humanity-can-endure-u": "Humans must die so that humanity can endure.", + "the-pain-of-the-bullet-is-ecstasy-compared-to-damnation-u": "The pain of the bullet is ecstasy compared to damnation.", + "be-a-boon-to-your-allies-and-the-bane-of-your-enemies-u": "Be a boon to your allies and the bane of your enemies.", + "the-wise-learn-from-the-deaths-of-others-u": "The wise learn from the deaths of others.", + "kill-the-alien-before-it-can-speak-its-lies-u": "Kill the alien before it can speak its lies.", + "truth-is-subjective-u": "Truth is subjective.", + "thought-begets-heresy-u": "Thought begets Heresy.", + "heresy-begets-retribution-u": "Heresy begets Retribution.", + "a-mind-without-purpose-wanders-in-dark-places-u": "A mind without purpose wanders in dark places.", + "if-a-job-is-worth-doing-it-is-worth-dying-for-u": "If a job is worth doing, it is worth dying for.", + "dark-dreams-lie-upon-the-heart-u": "Dark dreams lie upon the heart.", + "violence-solves-everything-u": "Violence solves everything.", + "ignorance-is-a-wisdom-of-its-own-u": "Ignorance is a wisdom of its own.", + "only-the-insane-have-strength-enough-to-prosper-u": "Only the insane have strength enough to prosper.", + "a-suspicious-mind-is-a-healthy-mind-u": "A suspicious mind is a healthy mind.", + "suffering-is-an-unrelenting-instructor-u": "Suffering is an unrelenting instructor", + "the-only-true-fear-is-dying-without-your-duty-done-u": "The only true fear is dying without your duty done.", + "only-in-death-does-duty-end-u": "Only in death does duty end.", + "innocence-is-an-illusion-u": "Innocence is an illusion.", + "to-war-is-human-u": "To war is human.", + "there-is-no-substitute-for-zeal-u": "There is no substitute for zeal.", + "even-one-who-has-nothing-can-still-offer-his-life-u": "Even one who has nothing can still offer his life.", + "do-not-ask-why-you-serve-only-ask-how-u": "Do not ask why you serve. Only ask how.", + "player-name-u": "Player Name:", + "gender-u": "Gender:", + "eyes-u": "Eyes", + "feral-world-eyes-u": "Feral World Eyes", + "blue-u": "Blue", + "grey-u": "Grey", + "brown-u": "Brown", + "green-u": "Green", + "yellow-u": "Yellow", + "lenses-(any)-u": "Lenses (Any)", + "amber-u": "Amber", + "emerald-u": "Emerald", + "forge-world-eyes-u": "Forge World Eyes", + "hive-world-eyes-u": "Hive World Eyes", + "void-born--u": "Void Born Eyes", + "water-blueu": "Watery Blue", + "black-u": "Black", + "violet-u": "Violet", + "death-world-eyes-u": "Death World Eyes", + "cobalt-u": "Cobalt", + "garden-world-eyes-u": "Garden World Eyes", + "olive-u": "Olive", + "sapphire-u": "Sapphire", + "gold-u": "Gold", + "teal-u": "Teal", + "research-station-eyes-u": "Research Station Eyes", + "red-u": "Red", + "hazel-u": "Hazel", + "daemon-u": "Daemon World Eyes", + "purple-u": "Purple", + "penal-colony-eyes-u": "Penal Colony Eyes", + "dark-blue-u": " Dark Blue", + "quarantine-world-eyes-u": "Quarantine World Eyes", + "sky-blue-u": "Sky Blue", + "sea-green-u": "Sea Green", + "agri-world-eyes-u": "Agri-World Eyes", + "feudal-world-eyes-u": "Feudal World Eyes", + "frontier-world-eyes-u": "Frontier World Eyes", + "age-u": "Age", + "feral-world-age-u": "Feral World Age", + "old-one-u": "Old One", + "highborn-age-u": "Highborn Age", + "scion-u": "Scion", + "prime-u": "Prime", + "authority-u": "Authority", + "shrine-world-age-u": "Shrine World Age", + "novate-u": "Novate", + "vital-u": "Vital", + "elder-u": "Elder", + "forge-world-age-u": "Forge World Age", + "young-u": "Young", + "mature-u": "Mature", + "venerated-u": "Venerated", + "hive-world-age-u": "Hive World Age", + "nipper-u": "Nipper", + "juve-u": "Juve", + "adult-u": "Adult", + "old-timer-u": "Old Timer", + "void-born-age-u": "Void Born Age", + "youth-u": "Youth", + "methuselah-u": "Methuselah", + "death-world-age-u": "Death World Age", + "lucky-u": "Lucky", + "immortal-u": "Immortal", + "garden-world-age-u": "Garden World Age", + "attendant-u": "Attendant", + "docent-u": "Docent", + "exemplar-u": "Exemplar", + "research-station-age-u": "Research Station Age", + "notion-u": "Notion", + "evidentiary-u": "Evidentiary", + "conviction-u": "Conviction", + "daemon-world-age-u": "Daemon World Age", + "runner-u": "Runner", + "rock-u": "Rock", + "saint-u": "Saint", + "penal-colony-age-u": "Penal Colony Age", + "new-meat-u": "New Meat", + "convict-u": "Convict", + "lifter-u": "Lifter", + "quarantine-world-age-u": "Quarantine World Age", + "clean-u": "Clean", + "survivor-u": "Survivor", + "fossil-u": "Fossil", + "agri-world-age-u": "Agri-World Age", + "seedling-u": "Seedling", + "ripe-u": "Ripe", + "deep-rooted-u": "Deep-rooted", + "feudal-world-age-u": "Feudal World Age", + "childe-u": "Childe", + "of-age-u": "Of Age", + "hoary-u": "Hoary", + "frontier-world-age-u": "Frontier World Age", + "kid-u": "Kid", + "primed-u": "Primed", + "grandly-u": "Grandly", + "build-u": "Build", + "feral-world-build-u": "Feral World Build", + "rangy-u": "Rangy", + "lean-u": "Lean", + "muscular-u": "Muscular", + "squat-u": "Squat", + "strapping-u": "Strapping", + "highborn-build-u": "Highborn Build", + "slender-u": "Slender", + "svelte-u": "Svelte", + "fit-u": "Fit", + "well-built-u": "Well-Built", + "powerful-u": "Powerful", + "shrine-world-build-u": "Shrine World Build", + "diminished-u": "Diminshed", + "lessened-u": "Lessened", + "faithful-u": "Faithful", + "commended-u": "Commended", + "abundant-u": "Abundant", + "forge-world-build-u": "Forge World Build", + "minimal-u": "Minimal", + "low-nominal-u": "Low Nominal", + "optimal-u": "Optimal", + "high-nominal-u": "High Nominal", + "maximal-u": "Maximal", + "hive-world-build-u": "Hive World Build", + "runt-u": "Runt", + "scrawny-u": "Scrawny", + "wiry-u": "Wiry", + "lanky-u": "Lanky", + "brawny-u": "Brawny", + "void-born-build-u": "Void Born Build", + "skeletal-u": "Skeletal", + "stunted-u": "Stunted", + "gaunt-u": "Gaunt", + "gangling-u": "Gangling", + "spindly-u": "Spindly", + "death-world-build-u": "Death World Build", + "longpole-u": "Longpole", + "tough-u": "Tough", + "muscle-u": "Muscle", + "dagger-u": "Dagger", + "Bastion-u": "Bastion", + "garden-world-build-u": "Garden World Build", + "flowering-u": "Flowering", + "vine-u": "Vine", + "pastoral-u": "Pastoral", + "mountain-u": "Mountain", + "zephyr-u": "Zephyr", + "research-station-build-u": "Research Station Build", + "pulse-u": "Pulse", + "spike-u": "Spike", + "sigma-u": "Sigma", + "attenuated-u": "Attenuated", + "saturated-u": "Saturated", + "daemon-world-build-u": "Daemon World Build", + "lesser-u": "Lesser", + "sinuous-u": "Sinuous", + "corpulent-u": "Corpulent", + "penal-colony-build-u": "Penal Colony Build", + "chain-u": "Chain", + "stiletto-u": "Stiletto", + "hammer-u": "Hammer", + "boulder-u": "Boulder", + "stubber-u": "Stubber", + "quarantine-world-build-u": "Quarantine World Build", + "spiked-u": "Spiked", + "acute-u": "Acute", + "shrunken-u": "Shrunken", + "prolonged-u": "Prolonged", + "stable-u": "Stable", + "agri-world-build-u": "Agri-World Build", + "sprout-u": "Sprout", + "weedy-u": "Weedy", + "oaken-u": "Oaken", + "willowy-u": "Willowy", + "generous-u": "Generous", + "feudal-world-build-u": "Feudal World Build", + "measly-u": "Measly", + "lank-u": "Lank", + "stalwart-u": "Stalwart", + "stout-u": "Stout", + "hardy-u": "Hardy", + "frontier-world-build-u": "Frontier World Build", + "meagre-u": "Meagre", + "robust-u": "Robust", + "marbled-u": "Marbled", + "complexion-u": "Complexion:", + "skin-u": "Skin", + "feral-world-skin-u": "Feral World Skin", + "dark-u": "Dark", + "tan-u": "Tan", + "fair-u": "Fair", + "ruddy-u": "Ruddy", + "bronze-u": "Bronze", + "highborn-skin-u": "Highborn Skin", + "dyed-(any)-u": "Dyed (Any)", + "shrine-world-skin-u": "Shrine World Skin", + "freckled-u": "Freckled", + "forge-world-skin-u": "Forge World Skin", + "pale-u": "Pale", + "hive-world-skin-u": "Hive World Skin", + "stained-(any)-u": "Stained (Any)", + "void-born-skin-u": "Void Born Skin", + "porcelain-u": "Porcelain", + "bluish-u": "Bluish", + "greyish-u": "Greyish", + "milky-u": "Milky", + "death-world-skin-u": "Death World Skin", + "pallid-u": "Pallid", + "garden-world-skin-u": "Garden World Skin", + "bronzed-u": "Bronzed", + "research-station-skin-u": "Research Station Skin", + "daemon-world-skin-u": "Daemon World Skin", + "golden-u": "Golden", + "penal-colony-skin-u": "Penal Colony Skin", + "quarantine-world-skin-u": "Quarantine World Skin", + "chalky-u": "Chalky", + "agri-world-skin-u": "Agri-World Skin", + "fuedal-world-skin-u": "Feudal World Skin", + "ochre-u": "Ochre", + "frontier-world-skin-u": "Frontier World Skin", + "hair-u": "Hair", + "feral-world-hair-u": "Feral World Hair", + "blonde-u": "Blonde", + "grey": "Grey", + "highborn-hair-u": "Highborn Hair", + "shrine-world-hair-u": "Shrine World Hair", + "none-u": "None", + "blonde": "Blond", + "russet-u": "Russet", + "forge-world-hair-u": "Forge World Hair", + "rust-u": "Rust", + "blond-u": "Blond", + "hive-world-hair-u": "Hive World Hair", + "mousy-u": "Mousy", + "void-born-hair-u": "Void Born Hair", + "copper-u": "Copper", + "auburn-u": "Auburn", + "death-world-hair-u": "Death World Hair", + "chestnut-u": "Chestnut", + "coppery-u": "Coppery", + "garden-world-hair-u": "Garden World Hair", + "khaki-u": "Khaki", + "white-u": "White", + "research-station-hair-u": "Research Station Hair", + "ginger-u": "Ginger", + "ash-blond-u": "Ash-Blond", + "daemon-world-hair-u": "Daemon World Hair", + "penal-colony-hair-u": "Penal Colony Hair", + "quarantine-world-hair-u": "Quarantine World Hair", + "dark-red-u": "Dark Red", + "agri-world-hair-u": "Agri-World Hair", + "feudal-world-hair-u": "Feudal World Hair", + "frontier-world-hair-u": "Frontier World Hair", + "henna-u": "Henna", + "exotic-hair-u": "Exotic Hair", + "mauveine-u": "Mauveine ", + "unnatural-color-(any)-u": "Unnatural Color (Any) ", + "quirks-u": "Quirks:", + "superstitions-u": "Superstitions:", + "momentos-u": "Momentos:", + "characteristics-u": "Characteristics", + "weapon-skill-(ws)-u": "Weapon Skill (WS)", + "none-(0)-u": "None (0)", + "simple-(+5)-u": "Simple (+5)", + "intermediate-(+10)-u": "Intermediate (+10)", + "trained-(+15)-u": "Trained (+15)", + "proficient-(+20)-u": "Proficient (+20)", + "expert-(+25)-u": "Expert (+25)", + "ballistic-skill-(bs)-u": "Ballistic Skill (BS)", + "strength-(s)-u": "Strength (S)", + "toughness-(t)-u": "Toughness (T)", + "agility-(ag)-u": "Agility (Ag)", + "intelligence-(int)-u": "Intelligence (Int)", + "perception-(per)-u": "Perception (Per)", + "willpower-(wp)-u": "Willpower (WP)", + "fellowship-(fel)-u": "Fellowship (Fel)", + "influence-(inf)-u": "Influence (Inf)", + "fate-points-u": "Fate Points", + "threshold-u": "Threshold:", + "current-u": "Current: ", + "initiative-u": "Initiative", + "agility-u": "Ag", + "custom-u": "Custom", + "movement-u": "Movement", + "half-move-u": "Half Move: ", + "full-move-u": "Full Move: ", + "charge-u": "Charge: ", + "run-u": "Run: ", + "modifier-u": "Modifiers: ", + "fatigue-u": "Fatigue", + "size-u": "Size:", + "average-(4)-u": "Average (4)", + "miniscule-(1)-u": "Miniscule (1)", + "puny-(2)-u": "Puny (2)", + "weedy-(3)-u": "Weedy (3)", + "hulking-(5)-u": "Hulking (5)", + "enormous-(6)-u": "Enormous (6)", + "massive-(7)-u": "Massive (7)", + "immense-(8)-u": "Immense (8)", + "monumental-(9)-u": "Monumental (9)", + "titanic-(10)-u": "Titanic (10)", + "armour-and-defence-u": "Armour & Defence", + "head-u": "Head", + "armor-value-u": "Ar", + "ar-u": "AR", + "body-u": "Body", + "al-u": "AL", + "lr-u": "LR", + "ll-u": "LL", + "wounds-u": "Wounds", + "total-u": "Total: ", + "critical-damage-u": "Critical Damage: ", + "status-u": "Status: ", + "unharmed-u": "Unharmed", + "lightly-damaged-u": "Lightly Damaged", + "heavily-damaged-u": "Heavily Damaged", + "critically-damaged-u": "Critically Damaged", + "conditions-u": "Conditions", + "recently-healed-u": "Recently Healed", + "blinded-u": "Blinded", + "blood-loss-u": "Blood Loss", + "deafened-u": "Deafened", + "falling-u": "Falling", + "fire-u": "Fire", + "stunned-u": "Stunned", + "suffocation-u": "Suffocation", + "unconsciousness-u": "Unconsciousness", + "useless-limbs-u": "Useless Limbs", + "vacuum-u": "Vacuum", + "amputated-limb-u": "Amputated Limb", + "lost-hand-u": "Lost Hand", + "lost-arm-u": "Lost Arm", + "lost-eye-u": "Lost Eye", + "lost-foot-u": "Lost Foot", + "lost-leg-u": "Lost Leg", + "cybernetic-modifiers-u": "Cybernetics Modifiers", + "bionic-left-arm-u": "Bionic Arm (left): ", + "bionic-right-arm-u": "Bionic Arm (Right): ", + "machine-trait-u": "Machine Trait: ", + "left-leg-bionic-u": "Bionic Leg Toughness Bonus(left): ", + "right-leg-bionic-u": "Bionic Leg (Right): ", + "special-abilities-u": "Special Abilities", + "skills-u": "Skills", + "acrobatics-u": "Acrobatics", + "ag-u": "(Ag)", + "s-u": "(S)", + "athletics-u": "Athletics", + "t-u": "(T)", + "awareness-u": "Awareness", + "per-u": "(Per)", + "fel-u": "(Fel)", + "int-u": "(Int)", + "charm-u": "Charm", + "fellowship-u": "Fel", + "influence-u": "Inf", + "command-u": "Command", + "intelligence-u": "Int", + "strength-u": "S", + "willpower-u": "WP", + "commerce-u": "Commerce", + "deceive-u": "Deceive", + "dodge-u": "Dodge", + "inquiry-u": "Inquiry", + "interrogation-u": "Interrogation", + "intimidate-u": "Intimidate", + "logic-u": "Logic", + "medicae-u": "Medicae", + "navigate-u": "Navigate", + "surface-u": "Surface", + "stellar-u": "Stellar", + "warp-u": "Warp", + "operate-u": "Operate", + "g-u": "(Ag)", + "aeronautica-u": "Aeronautica", + "voidship-u": "Voidship", + "parry-u": "Parry", + "weapon-skill-u": "WS", + "psyniscience-u": "Psyniscience", + "scrutiny-u": "Scrutiny", + "security-u": "Security", + "sleight-of-hand-u": "Sleight Of Hand", + "stealth-u": "Stealth", + "survival-u": "Survival", + "tech-use-u": "Tech-Use", + "linguistics-u": "Linguistics", + "trade-u": "Trade", + "lore-u": "Lore", + "common-u": "Common", + "scholastic-u": "Scholastic", + "forbidden-u": "Forbidden", + "other-skills-u": "Other Skills", + "ballistic-skill-u": "BS", + "toughness-u": "T", + "perception-u": "Perception", + "corruption-u": "Corruption (C)", + "insanity-u": "Insanity (Is)", + "talents-u": "Talents", + "page-number-#-u": "pg#", + "traits-u": "Traits:", + "aptitudes-u": "Aptitudes", + "aptitude": "Aptitude", + "general-u": "General", + "offence-u": "Offence", + "finesse-u": "Finesse", + "defence-u": "Defence", + "psyker-u": "Psyker", + "tech-u": "Tech", + "knowledge-u": "Knowledge", + "leadership-u": "Leadership", + "fieldcraft-u": "Fieldcraft", + "elite-advances-u": "Elite Advances", + "elite-advance-u": "Elite Advance:", + "advance-title-u": "Advance Title", + "experience-points-u": "XP", + "experience-u": "Experience", + "xp-to-spend-u": "XP to Spend:", + "total-spent-u": "Total Spent:", + "advancements-taken-u": "Advancements Taken:", + "zero-u": "0", + "mental-disorders-u": "Mental Disorders", + "malignancies-u": "Malignancies", + "mutations-u": "Mutations", + "mutation-perception-u": "Per", + "name-u": "Name:", + "type-u": "Type:", + "homeworld-u": "Homeworld", + "appearance-u": "Appearance:", + "personality-u": "Personality:", + "weaponskill-u": "WS", + "unnatural-characteristics-u": "Unnatural Characteristics", + "armor-bonus-u": "AB", + "multiplied-by-2-u": "x2", + "multiplied-by-3-u": "x3", + "multiplied-by-6-u": "x6", + "soak-u": "Soak", + "arm-right-u": "AR", + "arm-left-u": "AL", + "leg-right-u": "LR", + "leg-left-u": "LL", + "talents-and-traits-u": "Talents & Traits", + "gear-and-weapons-u": "Gear & Weapons", + "special-rules-u": "Special Rules", + "miscellaneous-and-notes-u": "Miscellaneous & Notes", + "weight-u": "wt.", + "kilograms-u": "kg", + "class-u": "Class:", + "melee-u": "Melee", + "damage-u": "Damage", + "energy-u": "Energy", + "impact-u": "Impact", + "rending-u": "Rending", + "explosive-u": "Explosive", + "penetration-u": "Pen:", + "special-u": "Special:", + "hit-u": "Hit", + "range-u": "Range:", + "rate-of-fire-u": "RoF:", + "clip-u": "Clip:", + "reload-u": "Reload:", + "mission-objective-pending-u": "Mission Objective Pending", + "objective-u": "Objective: ", + "primary-objective-pending": "Primary Objective Pending", + "pending-secondary-objective-u": "Pending Secondary Objective", + "journal-entry-u": "Journal Entry", + "armour-u": "Armour:", + "tactical-speed-u": "Tactical Speed:", + "cruising-speed-u": "Cruising Speed:", + "manoeuvrability-u": "Manoeuvrability:", + "integrity-u": "Integrity:", + "crew-u": "Crew:", + "weapons-u": "Weapons:", + "focus-power-test-u": "Focus Power Test", + "willpower": "Willpower", + "psychic-powers-u": "Psychic Powers", + "bound-u": "Bound", + "unbound-u": "Unbound", + "daemonic-u": "Daemonic", + "psy-rating-u": "Psy Rating:", + "action-u": "Action:", + "focus-power-u": "Focus Power:", + "subtype-u": "Subtype:", + "sustained-u": "Sustained:", + "damage-type-u": "Damage Type:", + "e-u": "E", + "i-u": "I", + "r-u": "R", + "max-push-u": "Max Push:", + "+2/3/4-u": "+2/3/4", + "sustaining-u": "Sustaining:", + "+10-psychic-phenomena-u": "+10 PP / -1 PR", + "ranged-weapons-u": "Ranged Weapons", + "pistol-u": "Pistol", + "basic-u": "Basic", + "heavy-u": "Heavy", + "thrown-u": "Thrown", + "vehicle-u": "Vehicle", + "melee-weapons-u": "Melee Weapons", + "daemon-weapons-u": "Daemon Weapons", + "daemons-willpower-u": "Daemon's Willpower:", + "zero-zero-u": "00", + "binding-strength-u": "Binding Strength:", + "alignment-u": "Alignment:", + "undivided-u": "Undivided", + "khorne-u": "Khorne", + "nurgle-u": "Nurgle", + "slaanesh-u": "Slaanesh", + "tzeentch-u": "Tzeentch", + "unique-u": "Unique", + "vulgar-u": "Vulgar", + "jealous-u": "Jealous", + "prideful-u": "Prideful", + "vindicative-u": "Vindictive", + "overbearing-u": "Overbearing", + "ranged-u": "Range:", + "attributes-u": "Attributes:", + "cybernetics-u": "Cybernetics", + "max-carry-wt-(sb+tb)-u": "Max Carry WT (SB+TB): ", + "peers-u": "Peers", + "peer-u": "Peer: ", + "enemies-u": "Enemies", + "enemy-u": "Enemy: ", + "scatter-diagram-u": "Scatter Diagram" +} \ No newline at end of file diff --git a/Dark Heresy Advanced 2nd Edition/translations/pl.json b/Dark Heresy Advanced 2nd Edition/translations/pl.json index 9546e18e98..41c5c7e3c6 100644 --- a/Dark Heresy Advanced 2nd Edition/translations/pl.json +++ b/Dark Heresy Advanced 2nd Edition/translations/pl.json @@ -622,4 +622,4 @@ "enemies-u": "Enemies", "enemy-u": "Enemy: ", "scatter-diagram-u": "Scatter Diagram" -} +} \ No newline at end of file diff --git a/Dark_Heresy/translations/af.json b/Dark_Heresy/translations/af.json index bd01a4b070..91534386d8 100644 --- a/Dark_Heresy/translations/af.json +++ b/Dark_Heresy/translations/af.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/ca.json b/Dark_Heresy/translations/ca.json new file mode 100644 index 0000000000..d5a3a47112 --- /dev/null +++ b/Dark_Heresy/translations/ca.json @@ -0,0 +1,192 @@ +{ + "skills-list": "awareness,barter,carouse,charm,climb,command,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername": "Character Name", + "playername": "Player Name", + "homeworld": "Home World", + "careerpath": "Career Path", + "rank": "Rank", + "divination": "Divination", + "quirck": "Quirk", + "gender": "Gender", + "build": "Build", + "dh-height": "Height", + "weight": "Weight", + "age": "Age", + "past": "Past", + "skincolor": "Skin Colour", + "haircolor": "Hair Colour", + "eyecolor": "Eye Colour", + "handedness": "Handedness", + "basicskills": "Basic Skills", + "skillname": "Skill Name", + "awarenessper": "Awareness (Per)", + "barterfel": "Barter (Fel)", + "carouset": "Carouse (T)", + "charmfel": "Charm (Fel)", + "climbs": "Climb (S)", + "command": "Command (Fel)", + "concealmentag": "Concealment (Ag)", + "contortionistag": "Contortionist (Ag)", + "deceivefel": "Deceive (Fel)", + "disguisefel": "Disguise (Fel)", + "dodgeag": "Dodge (Ag)", + "evaluateint": "Evaluate (Int)", + "gambleint": "Gamble (Int)", + "inquiryfel": "Inquiry (Fel)", + "intimidates": "Intimidate (S)", + "logicint": "Logic (Int)", + "scrutinyper": "Scrutiny (Per)", + "searchper": "Search (Per)", + "silentmoveag": "Silent Move (Ag)", + "swims": "Swim (S)", + "weapontrainings": "Weapon Trainings", + "weapontraining": "Weapon Training", + "talentsandntraits": "Talents & Traits", + "characteristics": "Characteristics", + "weaponskillws": "Weapon Skill (WS)", + "ballisticskillbs": "Ballistic Skill (BS)", + "strengths": "Strength (S)", + "toughnesst": "Toughness (T)", + "agilityag": "Agility (Ag)", + "intelligenceint": "Intelligence (Int)", + "perceptionper": "Perception (Per)", + "willpowerwp": "Willpower (Wp)", + "fellowshi`fel": "Fellowship (Fel)", + "advancedskills": "Advanced Skills", + "roll": "Roll", + "speaklanguagelowgothic": "Speak Language (Low Gothic)", + "(s)": "(S)", + "(t)": "(T)", + "(ag)": "(Ag)", + "(int)": "(Int)", + "(per)": "(Per)", + "(wp)": "(Wp)", + "(fel)": "(Fel)", + "psychicpowers": "Psychic Powers", + "psychicdiscipline": "Psychic Discipline", + "minorpower": "Minor Power", + "disciplinepower": "Discipline Power", + "mutations": "Mutations", + "talentsandtraits": "Talents & Traits", + "meleeweapons": "Melee Weapons", + "name:": "Name:", + "class:": "Class:", + "damage:": "Damage:", + "pen:": "Pen:", + "damage": "Damage", + "special:": "Special:", + "result": "Result", + "rollinitiative": "Initiative", + "hit": "Hit", + "movement": "Movement", + "halfmove:": "Half Move:", + "fullmove:": "Full Move:", + "charge:": "Charge: ", + "run:": "Run: ", + "initiative": "Initiative", + "fromag": "From Ag", + "cust": "Custom", + "armor": "Armour", + "head": "Head", + "leftarm": "Left Arm", + "body": "Body", + "rightarm": "Right Arm", + "leftleg": "Left Leg", + "rightleg": "Right Leg", + "rangedweapons": "Ranged Weapons", + "range:": "Range:", + "range_pb:": "PB:", + "range_n:": "N:", + "range_m:": "M:", + "range_f:": "L:", + "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", + "type:": "Type:", + "rof:": "RoF:", + "clip:": "Clip:", + "reload:": "Rld:", + "gear": "Gear", + "thronegelt:": "Throne Gelt: ", + "income:": "Income: ", + "wounds": "Wounds", + "fatepoints": "Fate Points", + "total:": "Total:", + "current:": "Current:", + "insanity": "Insanity", + "insanitypoints:": "Insanity Points:", + "degreeofmadness:": "Degree of Madness:", + "corruption": "Corruption", + "corruptionpoints:": "Corruption Points:", + "degreeofcorruption:": "Degree of Corruption:", + "experiencepoints": "Experience Points", + "xptospend": "XP to spend", + "totalxpspent": "Total spent", + "totalxp": "Total", + "advancementtaken:": "Advancements Taken:", + "othernotes:": "Other Notes:", + "result:": "Result", + "rollcharism": "Roll : Charm", + "rollawareness": "Roll : Awareness", + "rollbarter": "Roll : Barter", + "rollcarouse": "Roll : Carouse", + "rollclimb": "Roll : Climb", + "rollcommand": "Roll : Command", + "rollconcealment": "Roll : Concealment", + "rollcontortionist": "Roll : Contortionist", + "rolldeceive": "Roll : Deceive", + "rolldisguise": "Roll : Diguise", + "rolldodge": "Roll : Dodge", + "rollevaluate": "Roll : Evaluate", + "rollgamble": "Roll : Gamble", + "rollinquiry": "Roll : Inquiry", + "rollintimidate": "Roll : Intimidate", + "rolllogic": "Roll : Logic", + "rollscrutiny": "Roll : Scrutiny", + "rollsearch": "Roll : Search", + "rollsilentmove": "Roll : Silent Move", + "rollswim": "Roll : Swim", + "rollws": "Roll : Weapons Skill", + "rollbs": "Roll : Ballistic Skill", + "rolls": "Roll : Strength", + "rollt": "Roll : Toughness", + "rollag": "Roll : Agility", + "rollint": "Roll : Intelligence", + "rollper": "Roll : Perception", + "rollwp": "Roll : Willpower", + "rollfel": "Roll : Fellowship", + "rollspeaklow": "Roll : Speak Language (Low Gothic)", + "resultpsy:": "Psy Power Result:", + "threshold:": "Threshold:", + "diceroll:": "Dice roll:", + "reliable:": "Reliable:", + "tohit": "to Hit", + "target:": "Target :", + "aim:": "Aim :", + "attacktype:": "Attack Type :", + "skill:": "Skill", + "modifier:": "Modifier", + "success": "Success", + "failure": "Failure", + "with": "with", + "degrees": "degrees", + "player-sheet-u": "Main sheet", + "psykana-u": "Psychic Powers", + "gm": "GM roll", + "name-u": "Name:", + "action-u": "Focus:", + "focus-power-u": "Threshold:", + "subtype-u": "Subtype:", + "ranged-u": "Range:", + "sustained-u": "Sustained:", + "damage-type-u": "Damage Type:", + "damage-u": "Damage:", + "penetration-u": "Pen:", + "max-push-u": "Max Push:", + "sustaining-u": "Sustaining:", + "psy-rating-u": "Psy Rating:", + "psychic-powers-u": "Psychic Powers", + "range-u": "Range:", + "i-u": "I", + "r-u": "R", + "e-u": "E" +} diff --git a/Dark_Heresy/translations/cs.json b/Dark_Heresy/translations/cs.json index f3d997a042..6e609d532f 100644 --- a/Dark_Heresy/translations/cs.json +++ b/Dark_Heresy/translations/cs.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/da.json b/Dark_Heresy/translations/da.json index bd01a4b070..91534386d8 100644 --- a/Dark_Heresy/translations/da.json +++ b/Dark_Heresy/translations/da.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/de.json b/Dark_Heresy/translations/de.json index 79ecd768e3..e0e6a6926c 100644 --- a/Dark_Heresy/translations/de.json +++ b/Dark_Heresy/translations/de.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Gattung:", "rof:": "SF:", "clip:": "Magazin:", diff --git a/Dark_Heresy/translations/el.json b/Dark_Heresy/translations/el.json index bdd348f2df..afc38a6566 100644 --- a/Dark_Heresy/translations/el.json +++ b/Dark_Heresy/translations/el.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/en.json b/Dark_Heresy/translations/en.json index 15b03f1959..41b4d9527d 100644 --- a/Dark_Heresy/translations/en.json +++ b/Dark_Heresy/translations/en.json @@ -98,8 +98,9 @@ "range_pb:": "PB:", "range_n:": "N:", "range_m:": "M:", - "range_f:": "F:", + "range_f:": "L:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/es.json b/Dark_Heresy/translations/es.json index b0ee647313..6ee6af8b93 100644 --- a/Dark_Heresy/translations/es.json +++ b/Dark_Heresy/translations/es.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/fr.json b/Dark_Heresy/translations/fr.json index c347f1f2fb..d21c9c5cb0 100644 --- a/Dark_Heresy/translations/fr.json +++ b/Dark_Heresy/translations/fr.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type", "rof:": "Modes", "clip:": "AT", diff --git a/Dark_Heresy/translations/he.json b/Dark_Heresy/translations/he.json index bd01a4b070..91534386d8 100644 --- a/Dark_Heresy/translations/he.json +++ b/Dark_Heresy/translations/he.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/hu.json b/Dark_Heresy/translations/hu.json new file mode 100644 index 0000000000..d5a3a47112 --- /dev/null +++ b/Dark_Heresy/translations/hu.json @@ -0,0 +1,192 @@ +{ + "skills-list": "awareness,barter,carouse,charm,climb,command,concealment,contortionist,deceive,disguise,dodge,evaluate,gamble,inquiry,intimidate,logic,scrutiny,search,silentmove,swim", + "charactername": "Character Name", + "playername": "Player Name", + "homeworld": "Home World", + "careerpath": "Career Path", + "rank": "Rank", + "divination": "Divination", + "quirck": "Quirk", + "gender": "Gender", + "build": "Build", + "dh-height": "Height", + "weight": "Weight", + "age": "Age", + "past": "Past", + "skincolor": "Skin Colour", + "haircolor": "Hair Colour", + "eyecolor": "Eye Colour", + "handedness": "Handedness", + "basicskills": "Basic Skills", + "skillname": "Skill Name", + "awarenessper": "Awareness (Per)", + "barterfel": "Barter (Fel)", + "carouset": "Carouse (T)", + "charmfel": "Charm (Fel)", + "climbs": "Climb (S)", + "command": "Command (Fel)", + "concealmentag": "Concealment (Ag)", + "contortionistag": "Contortionist (Ag)", + "deceivefel": "Deceive (Fel)", + "disguisefel": "Disguise (Fel)", + "dodgeag": "Dodge (Ag)", + "evaluateint": "Evaluate (Int)", + "gambleint": "Gamble (Int)", + "inquiryfel": "Inquiry (Fel)", + "intimidates": "Intimidate (S)", + "logicint": "Logic (Int)", + "scrutinyper": "Scrutiny (Per)", + "searchper": "Search (Per)", + "silentmoveag": "Silent Move (Ag)", + "swims": "Swim (S)", + "weapontrainings": "Weapon Trainings", + "weapontraining": "Weapon Training", + "talentsandntraits": "Talents & Traits", + "characteristics": "Characteristics", + "weaponskillws": "Weapon Skill (WS)", + "ballisticskillbs": "Ballistic Skill (BS)", + "strengths": "Strength (S)", + "toughnesst": "Toughness (T)", + "agilityag": "Agility (Ag)", + "intelligenceint": "Intelligence (Int)", + "perceptionper": "Perception (Per)", + "willpowerwp": "Willpower (Wp)", + "fellowshi`fel": "Fellowship (Fel)", + "advancedskills": "Advanced Skills", + "roll": "Roll", + "speaklanguagelowgothic": "Speak Language (Low Gothic)", + "(s)": "(S)", + "(t)": "(T)", + "(ag)": "(Ag)", + "(int)": "(Int)", + "(per)": "(Per)", + "(wp)": "(Wp)", + "(fel)": "(Fel)", + "psychicpowers": "Psychic Powers", + "psychicdiscipline": "Psychic Discipline", + "minorpower": "Minor Power", + "disciplinepower": "Discipline Power", + "mutations": "Mutations", + "talentsandtraits": "Talents & Traits", + "meleeweapons": "Melee Weapons", + "name:": "Name:", + "class:": "Class:", + "damage:": "Damage:", + "pen:": "Pen:", + "damage": "Damage", + "special:": "Special:", + "result": "Result", + "rollinitiative": "Initiative", + "hit": "Hit", + "movement": "Movement", + "halfmove:": "Half Move:", + "fullmove:": "Full Move:", + "charge:": "Charge: ", + "run:": "Run: ", + "initiative": "Initiative", + "fromag": "From Ag", + "cust": "Custom", + "armor": "Armour", + "head": "Head", + "leftarm": "Left Arm", + "body": "Body", + "rightarm": "Right Arm", + "leftleg": "Left Leg", + "rightleg": "Right Leg", + "rangedweapons": "Ranged Weapons", + "range:": "Range:", + "range_pb:": "PB:", + "range_n:": "N:", + "range_m:": "M:", + "range_f:": "L:", + "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", + "type:": "Type:", + "rof:": "RoF:", + "clip:": "Clip:", + "reload:": "Rld:", + "gear": "Gear", + "thronegelt:": "Throne Gelt: ", + "income:": "Income: ", + "wounds": "Wounds", + "fatepoints": "Fate Points", + "total:": "Total:", + "current:": "Current:", + "insanity": "Insanity", + "insanitypoints:": "Insanity Points:", + "degreeofmadness:": "Degree of Madness:", + "corruption": "Corruption", + "corruptionpoints:": "Corruption Points:", + "degreeofcorruption:": "Degree of Corruption:", + "experiencepoints": "Experience Points", + "xptospend": "XP to spend", + "totalxpspent": "Total spent", + "totalxp": "Total", + "advancementtaken:": "Advancements Taken:", + "othernotes:": "Other Notes:", + "result:": "Result", + "rollcharism": "Roll : Charm", + "rollawareness": "Roll : Awareness", + "rollbarter": "Roll : Barter", + "rollcarouse": "Roll : Carouse", + "rollclimb": "Roll : Climb", + "rollcommand": "Roll : Command", + "rollconcealment": "Roll : Concealment", + "rollcontortionist": "Roll : Contortionist", + "rolldeceive": "Roll : Deceive", + "rolldisguise": "Roll : Diguise", + "rolldodge": "Roll : Dodge", + "rollevaluate": "Roll : Evaluate", + "rollgamble": "Roll : Gamble", + "rollinquiry": "Roll : Inquiry", + "rollintimidate": "Roll : Intimidate", + "rolllogic": "Roll : Logic", + "rollscrutiny": "Roll : Scrutiny", + "rollsearch": "Roll : Search", + "rollsilentmove": "Roll : Silent Move", + "rollswim": "Roll : Swim", + "rollws": "Roll : Weapons Skill", + "rollbs": "Roll : Ballistic Skill", + "rolls": "Roll : Strength", + "rollt": "Roll : Toughness", + "rollag": "Roll : Agility", + "rollint": "Roll : Intelligence", + "rollper": "Roll : Perception", + "rollwp": "Roll : Willpower", + "rollfel": "Roll : Fellowship", + "rollspeaklow": "Roll : Speak Language (Low Gothic)", + "resultpsy:": "Psy Power Result:", + "threshold:": "Threshold:", + "diceroll:": "Dice roll:", + "reliable:": "Reliable:", + "tohit": "to Hit", + "target:": "Target :", + "aim:": "Aim :", + "attacktype:": "Attack Type :", + "skill:": "Skill", + "modifier:": "Modifier", + "success": "Success", + "failure": "Failure", + "with": "with", + "degrees": "degrees", + "player-sheet-u": "Main sheet", + "psykana-u": "Psychic Powers", + "gm": "GM roll", + "name-u": "Name:", + "action-u": "Focus:", + "focus-power-u": "Threshold:", + "subtype-u": "Subtype:", + "ranged-u": "Range:", + "sustained-u": "Sustained:", + "damage-type-u": "Damage Type:", + "damage-u": "Damage:", + "penetration-u": "Pen:", + "max-push-u": "Max Push:", + "sustaining-u": "Sustaining:", + "psy-rating-u": "Psy Rating:", + "psychic-powers-u": "Psychic Powers", + "range-u": "Range:", + "i-u": "I", + "r-u": "R", + "e-u": "E" +} diff --git a/Dark_Heresy/translations/it.json b/Dark_Heresy/translations/it.json index 9162703174..e48d41cd07 100644 --- a/Dark_Heresy/translations/it.json +++ b/Dark_Heresy/translations/it.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/ja.json b/Dark_Heresy/translations/ja.json index 36421144b4..71b86c221c 100644 --- a/Dark_Heresy/translations/ja.json +++ b/Dark_Heresy/translations/ja.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/ko.json b/Dark_Heresy/translations/ko.json index 26683b14b0..335a6be1f5 100644 --- a/Dark_Heresy/translations/ko.json +++ b/Dark_Heresy/translations/ko.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/nl.json b/Dark_Heresy/translations/nl.json index bd01a4b070..91534386d8 100644 --- a/Dark_Heresy/translations/nl.json +++ b/Dark_Heresy/translations/nl.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/pl.json b/Dark_Heresy/translations/pl.json index 047b3968cc..94b6dc2d93 100644 --- a/Dark_Heresy/translations/pl.json +++ b/Dark_Heresy/translations/pl.json @@ -100,6 +100,7 @@ "range_m:": "M:", "range_f:": "F:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/pt.json b/Dark_Heresy/translations/pt.json index 5a75f62e9a..4e66ec5ade 100644 --- a/Dark_Heresy/translations/pt.json +++ b/Dark_Heresy/translations/pt.json @@ -98,8 +98,9 @@ "range_pb:": "PB:", "range_n:": "N:", "range_m:": "M:", - "range_f:": "F:", + "range_f:": "L:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/ru.json b/Dark_Heresy/translations/ru.json index 7ae4e84798..90af569654 100644 --- a/Dark_Heresy/translations/ru.json +++ b/Dark_Heresy/translations/ru.json @@ -98,8 +98,9 @@ "range_pb:": "PB:", "range_n:": "N:", "range_m:": "M:", - "range_f:": "F:", + "range_f:": "L:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Тип:", "rof:": "РоФ:", "clip:": "Обойма:", diff --git a/Dark_Heresy/translations/sv.json b/Dark_Heresy/translations/sv.json index fb9c102de2..dfc3d3ddae 100644 --- a/Dark_Heresy/translations/sv.json +++ b/Dark_Heresy/translations/sv.json @@ -98,8 +98,9 @@ "range_pb:": "PB:", "range_n:": "N:", "range_m:": "M:", - "range_f:": "F:", + "range_f:": "L:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/tr.json b/Dark_Heresy/translations/tr.json index 15b03f1959..41b4d9527d 100644 --- a/Dark_Heresy/translations/tr.json +++ b/Dark_Heresy/translations/tr.json @@ -98,8 +98,9 @@ "range_pb:": "PB:", "range_n:": "N:", "range_m:": "M:", - "range_f:": "F:", + "range_f:": "L:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/uk.json b/Dark_Heresy/translations/uk.json index ae486d9d66..d5a3a47112 100644 --- a/Dark_Heresy/translations/uk.json +++ b/Dark_Heresy/translations/uk.json @@ -98,8 +98,9 @@ "range_pb:": "PB:", "range_n:": "N:", "range_m:": "M:", - "range_f:": "F:", + "range_f:": "L:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Dark_Heresy/translations/zh.json b/Dark_Heresy/translations/zh.json index 2e2d5b6c54..caa967d828 100644 --- a/Dark_Heresy/translations/zh.json +++ b/Dark_Heresy/translations/zh.json @@ -98,8 +98,9 @@ "range_pb:": "PB:", "range_n:": "N:", "range_m:": "M:", - "range_f:": "F:", + "range_f:": "L:", "range_e:": "E:", + "range_description": "The input fields always show the maximum value for the distance category and the minimum value is always the previous category +1", "type:": "Type:", "rof:": "RoF:", "clip:": "Clip:", diff --git a/Das_Schwarze_Auge_5/translations/ca.json b/Das_Schwarze_Auge_5/translations/ca.json new file mode 100644 index 0000000000..3a6d9a9b11 --- /dev/null +++ b/Das_Schwarze_Auge_5/translations/ca.json @@ -0,0 +1,2170 @@ +{ + "1": "1", + "2": "2", + "4": "4", + "8": "8", + "16": "16", + "32": "32", + "64": "64", + "128": "128", + "256": "256", + "readme:": "Anleitung", + "report:": "Wünsche/Vorschläge/Fehler melden", + "Ausgabe": "Ausgabe", + "Normal": "Normal", + "GM": "GM", + "Selbst": "Selbst", + "Modifikator": "Modifikator", + "ja": "ja", + "nein": "nein", + "Allgemein": "Allgemein", + "Status": "Status", + "Talente": "Talente", + "Kampf": "Kampf", + "Magie": "Magie", + "Götterwirken": "Götterwirken", + "Inventar": "Inventar", + "Notizen": "Notizen", + "Konfiguration": "Konfiguration", + "Grundwerte": "Grundwerte", + "Vorteile": "Vorteile", + "Nachteile": "Nachteile", + "Sonderfertigkeiten": "Sonderfertigk.", + "Name": "Name", + "Famile": "Familie", + "Geburtsort": "Geburtsort", + "Geburtsdatum": "Geburtsdatum", + "Alter": "Alter", + "Geschlecht": "Geschlecht", + "Spezies": "Spezies", + "Mensch": "Mensch", + "Elf": "Elf", + "Halbelf": "Halbelf", + "Zwerg": "Zwerg", + "Größe": "Größe", + "Gewicht": "Gewicht", + "Haarfarbe": "Haarfarbe", + "Augenfarbe": "Augenfarbe", + "Erfahrungsgrad": "Erfahrungsgrad", + "Unerfahren": "Unerfahren", + "Durchschnittlich": "Durchschnittlich", + "Erfahren": "Erfahren", + "Kompetent": "Kompetent", + "Meisterlich": "Meisterlich", + "Brilliant": "Brillant", + "Legendär": "Legendär", + "Kultur": "Kultur", + "Ambosszwerge": "Ambosszwerge", + "Andergaster": "Andergaster", + "Aranier": "Aranier", + "Auelfen": "Auelfen", + "Bornländer": "Bornländer", + "Brilliantzwerge": "Brillantzwerge", + "Brobim": "Brobim", + "Erzzwerge": "Erzzwerge", + "Firnelfen": "Firnelfen", + "Fjarninger": "Fjarninger", + "Horasier": "Horasier", + "Hügelzwerge": "Hügelzwerge", + "Maraskaner": "Maraskaner", + "Mhanadistani": "Mhanadistani", + "Mittelreicher": "Mittelreicher", + "Mohas": "Mohas", + "Nivesen": "Nivesen", + "Norbaden": "Norbarden", + "Nordaventurier": "Nordaventurier", + "Nostrier": "Nostrier", + "Novadis": "Novadis", + "Steppenelfen": "Steppenelfen", + "Südaventurier": "Südaventurier", + "Svelltaler": "Svellttaler", + "Thorwaler": "Thorwaler", + "Trollzacker": "Trollzacker", + "Waldelfen": "Waldelfen", + "Zyklopäer": "Zyklopäer", + "Profession": "Profession", + "AP-Gesamt": "AP Gesamt", + "Titel": "Titel", + "Sozialstatus": "Sozialstatus", + "AP-verfügbar": "AP verfügbar", + "Chrakteristika": "Charakteristika", + "AP-ausgegeben": "AP ausgegeben", + "Sonstiges": "Sonstiges", + "Typus": "Typus", + "Beseelter": "Beseelter", + "Chimäre": "Chimäre", + "Daimonid": "Daimonid", + "Dämon": "Dämon", + "Drache": "Drache", + "Elementar": "Elementar", + "Fee": "Fee", + "Geist": "Geist", + "Golem": "Golem", + "Hirnloser": "Hirnloser", + "Kulturschaffender": "Kulturschaffender", + "Pflanze": "Pflanze", + "Pilz": "Pilz", + "Tier": "Tier", + "Untoter": "Untoter", + "Vampir": "Vampir", + "Nicht-Humanoid": "Nicht-Humanoid", + "Größenkategorie": "Größenkategorie", + "Winzig": "Winzig", + "Klein": "Klein", + "Mittel": "Mittel", + "Groß": "Groß", + "Riesig": "Riesig", + "Start": "Basis", + "Zukauf": "Zukauf", + "Mod": "Mod", + "Wert": "Wert", + "Mut": "Mut", + "Klugheit": "Klugheit", + "Intuition": "Intuition", + "Charisma": "Charisma", + "Fingerfertigkeit": "Fingerfertigkeit", + "Gewandheit": "Gewandheit", + "Konstitution": "Konstitution", + "Körperkraft": "Körperkraft", + "Grund": "Grund", + "Aktuell": "Aktuell", + "Max": "Max", + "Lebensenergie": "Lebensenergie", + "Wundschwelle": "Wundschwelle", + "Astralenergie": "Astralenenergie", + "Karmaenergie": "Karmaenergie", + "Schicksalspunkte": "Schicksalspunkte", + "Seelenkraft": "Seelenkraft", + "Zähigkeit": "Zähigkeit", + "Ausweichen": "Ausweichen", + "Verteidigung": "Verteidigung", + "Initiative": "Initiative", + "Geschwindigkeit": "Geschwindigkeit", + "Aktionen": "Aktionen", + "Rüstungsschutz": "Rüstungsschutz", + "Erworben": "Erworben", + "Zusatz": "Zusatz", + "Adel-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held ist angesehen, genießt die Privilegien des Adels und kann vom Meister Erleichterungen zugesprochen bekommen, wenn er gegenüber Rangniedrigeren agiert. Genaueres hierzu siehe Seite 338.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163", + "Berechnung-Keine2": "Keine Berechnung, Verweis bei relevanten Talenten", + "Adel": "Adel", + "I": "I", + "II": "II", + "III": "III", + "Altersresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held ist immun gegen natürliche wie magische Alterungserscheinungen. Negative Auswirkungen des Alters werden bei ihm nicht berücksichtigt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163", + "Berechnung-Keine1": "Keine Berechnung", + "Alterresistenz": "Altersresistenz", + "Angenehmer-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Fertigkeitsproben auf Betören (Anbändeln, Liebeskünste) sind um 1 erleichtert.
    \n\t\t\t\t\t\tReichweite: 1 Schritt Radius
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163
    ", + "Angenehmer-Geruch": "Angenehmer Geruch", + "Basiliskentöter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Basiliskentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 2 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Basiliskentöter ist, damit der Bonus zählt.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Basiliskentöter": "Basiliskentöter", + "Begabung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein begabter Abenteurer kann bei jeder Probe auf eine bestimmte Fertigkeit einen W20 neu würfeln. Der Spieler kann zunächst die 3W20 würfeln und sich eines der drei Ergebnisse aussuchen, dass er neu würfeln kann. Es gilt das bessere Ergebnis beider Würfe. Eine Begabung muss für jede Fertigkeit einzeln gewählt werden, also zum Beispiel auf ein bestimmtes Talent, einen Zauber oder eine Liturgie. Man kann nicht mehrfach in einer Fertigkeit begabt sein und somit zwei oder gar drei W20- Würfe in einer Probe wiederholen. Fällt eine Doppel-20 oder Dreifach-20 kann man diesen Vorteil nicht nutzen. Eine Begabung kann nur für eine Fertigkeit, nicht aber für eine Kampftechnik gewählt werden (dafür gibt es jedoch den Vorteil Waffenbegabung). Ein Einsatz von Schicksalspunkten ist vor oder nach dem Einsatz einer Begabung erlaubt (siehe Seite 29). Dadurch ist es möglich, mehrfach neu zu würfeln oder eine andere Wirkung der Schicksalspunkte mit der Begabung zu kombinieren.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163", + "Berechnung-Keine4": "Keine Berechnung, muss manuell berücksichtigt werden", + "Begabung": "Begabung", + "Beidhändig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erleidet keine Erschwernisse bei Fertigkeitsproben, wenn er die falsche Hand benutzt. Im Kampf hebt der Vorteil alle Abzüge auf, die durch das Führen einer Waffe mit der falschen Hand anfallen (siehe Seite 238).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Berechnung-Auto1": "Automatische Berechnung integriert", + "Beidhändig": "Beidhändig", + "Drachentöter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Drachentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 1 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Drachentöter ist, damit der Bonus zählt. Der Held erhält zudem einen Bonus von +1 TP gegen alle Drachen, sowohl gegenüber echten als auch niederen Drachen.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Drachentöter": "Drachentöter", + "Dunkelsicht1-Regel-Pub": "\n\t\t\t\t\t\tRegel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Dunkelsicht1": "Dunkelsicht I", + "Dunkelsicht2-Regel-Pub": "\n\t\t\t\t\t\tRegel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Dunkelsicht2": "Dunkelsicht II", + "Eisenaffine-Aura-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer diesen Vorteil aufweist, erleidet durch den Bann des Eisens lediglich pro vollen 4 Stein Gewicht Erschwernisse, anstatt bereits bei 2 vollen Stein.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Eisenaffine-Aura": "Eisenaffine Aura", + "Eisern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Die Wundschwelle des Helden steigt durch den Vorteil um 1.
    \n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 132", + "Eisern": "Eisern", + "Entfernungssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Fernkampf mit Schusswaffen (und nur mit Schusswaffen) sind bei der Entfernungskategorie Weit nur um 1 anstatt um 2 erschwert.
    \n\t\t\t\t\t\tReichweite: 200 Schritt, darüber hinaus sind Distanzschätzungen ungenauer
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Entfernungssinn": "Entfernungssinn", + "Feenfreund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln), um Feen freundlich zu stimmen, gelten bei Gelingen der Probe als um 1 QS besser. Allerdings kann sich so die QS nie über 6 hinaus erhöhen.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Feenfreund": "Feenfreund", + "Flink-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch Flink bekommt ein Held 1 Punkt auf seinen Geschwindigkeit-Grundwert hinzu.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Flink": "Flink", + "Fuchssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann Fallen erspüren, die mit den herkömmlichen Sinnen nicht entdeckt werden können. Durch den Vorteil wird das Anwendungsgebiet Fuchssinn im Talent Sinnesschärfe erworben.
    \n\t\t\t\t\t\tReichweite: 10 Schritt
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Fuchssinn": "Fuchssinn", + "Geborener-Redner-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf das Talent Bekehren & Überzeugen (öffentliche Rede) sind um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Geborener-Redner": "Geborener Redner", + "Geweihter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Geweihte erhält als Karmaenergie-Grundwert 20 KaP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition. Diese muss einzeln erworben werden. Jeder Geweihte muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Ein Held kann auch im späteren Verlauf seines Lebens diesen Vorteil erwerben und Geweihter werden. Allerdings kann man nur eine geweihte Tradition besitzen. Ein Erwerb einer weiteren geweihten Tradition ist nicht möglich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Geweihter": "Geweihter", + "Giftresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Giftresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Giftresistenz": "Giftresistenz", + "Glück-Regel-Pub": "\n\t\t\t\t\t\tRegel: Das für den Helden erreichbare Maximum an Schicksalspunkten steigt hierdurch um 1 je Stufe und der Held er erhält diesen Schip gleich zu Spielbeginn zu seinem Vorrat.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Glück": "Glück", + "Gutaussehend-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jede Stufe des Vorteils gibt dem Helden eine Erleichterung von 1 auf Betören (Anbändeln, Liebeskünste), Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln) und Handel (Feilschen).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Gutaussehend": "Gutaussehend", + "Hart-im-Nehmen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Muss eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten abgelegt werden, bekommt die Spielerin eine Erleichterung von 1.
    \n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 132", + "Hart-im-Nehmen": "Hart im Nehmen", + "Hass-auf-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held richtet gegen eine Art von Wesen, das beim Erwerb dieses Vorteils festgelegt werden muss, +1 TP im Nahkampf an. Der Typus des Wesens muss dabei näher spezifiziert werden. Je häufiger der Typus des Wesens in Aventurien vorkommt, desto teurer der AP-Wert für diesen Vorteil.
    \n\t\t\t\t\t\tAusgeschlossen als wählbare Typen sind die Oberkategorien Lebewesen und Nicht Lebende. Neben dem im Regelwerk aufgeführten Typen und Unterkategorien kann man auch Spezies und Kulturen wählen. Die eigene Spezies/Kultur ist prinzipiell wählbar, jedoch sind Helden mit Hass auf die eigene Spezies/Kultur oft nur schwer spielbar. Der Meister hat das letzte Wort bezüglich der Wählbarkeit eines Hassobjektes. Je kleinteiliger ein Typus gewählt wird und je seltener eine potenzielle Begegnung mit ihm ist, desto niedriger die AP-Kosten für den Vorteil. Mehr zu den Typen und ihren Unterkategorien siehe Regelwerk Seite 355.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Hass-auf": "Hass auf ...", + "Herausragende-Fertigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Vorteil Herausragende Fertigkeit verschiebt sich das Maximum in einer Fertigkeit um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der höchsten beteiligten Eigenschaft). Zwar erhält ein Held nicht automatisch einen Fertigkeitspunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 11 starten (anstatt 10) und auch sein absolutes Maximum in der Fertigkeit ist um 1 erhöht. Der Vorteil kann bis zu viermal gewählt werden, wobei keine Fertigkeit mehr als zweimal gewählt werden kann. Bei zweifacher Zuteilung auf eine Fertigkeit erhöht der Vorteil das Maximum um 2.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragende-Fertigkeit": "Herausragende Fertigkeit", + "Herausragende-Kampftechnik-Regel-Pub": "\n\t\t\t\t\tRegel: Durch den Vorteil Herausragende Kampftechnik verschiebt sich das Maximum in einer Kampftechnik um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der Leiteigenschaft). Zwar erhält der Held nicht automatisch einen Kampftechnikpunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 13 starten (anstatt 12) und auch das absolute Maximum in der Kampftechnik ist um 1 erhöht. Der Vorteil kann bis zu zweimal gewählt werden, wobei jede Kampftechnik nur einmal gewählt werden kann.
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragende-Kampftechnik": "Herausragende Kampftechnik", + "Heraus-Gehör-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragender-Sinn-Gehör": "Herausragender Sinn: Gehör", + "Heraus-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragender-Sinn-Geruch-Geschmack": "Herausragender Sinn: Geruch & Geschmack", + "Heraus-Sicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragender-Sinn-Sicht": "Herausragender Sinn: Sicht", + "Heraus-Tastsinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragender-Sinn-Tastsinn": "Herausragender Sinn: Tastsinn", + "Hitzeresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Hitzestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von Hitzestufe 1.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hitzeresistenz": "Hitzeresistenz", + "Hohe-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der AE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hohe-Astralkraft": "Hohe Astralkraft", + "Hohe-Karmalkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der KE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hohe-Karmalkraft": "Hohe Karmalkraft", + "Hohe-Lebenskraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der LE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hohe-Lebenskraft": "Hohe Lebenskraft", + "Hohe-Seelenkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der SK-Grundwert des Helden ist um 1 besser.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hohe-Seelenkraft": "Hohe Seelenkraft", + "Hohe-Zähigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der ZK-Grundwert des Helden ist um 1 besser.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Hohe-Zähigkeit": "Hohe Zähigkeit", + "Immunität-gegen-Gift-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer immun gegen ein bestimmtes Gift ist, auf den hat dieses Gift keinerlei Wirkung. Eine Immunität muss für jedes Gift einzeln erworben werden.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Immun-gegen-Gift": "Immunität gegen (Gift)", + "Immunität-gegen-Krankheit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer immun gegen eine bestimmte Krankheit ist, kann nicht an ihr erkranken. Eine Immunität muss für jede Krankheit einzeln erworben werden.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Immun-gegen-Krankheit": "Immunität gegen (Krankheit)", + "Kälteresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kältestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von 0.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Kälteresistenz": "Kälteresistenz", + "Krankheitsresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Krankheitsresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Krankheitsresistenz": "Krankheitsresistenz", + "Magische-Einstimmung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Man muss sich für eine Variante des Vorteils entscheiden (Beispiele sind dem nebenstehenden Kasten zu entnehmen). In der betreffenden Umgebung oder Situation, für die der Vorteil gewählt wurde, hat der Zauberer bei magischen Fertigkeitsproben eine Erleichterung von 1.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Magische-Einstimmung": "Magische Einstimmung", + "Mystiker-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei einem Mystiker baut sich Entrückung erst nach zwei Stunden statt einer Stunde pro Stufe ab.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Mystiker": "Mystiker", + "Nichtschläfer-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Wesen mit diesem Vorteil muss nicht regelmäßig schlafen, sondern kann bis zu einer Woche wach bleiben, ohne zu ermüden. Der Schlaf muss aber anschließend nachgeholt werden, was bei einigen Spezies durch echten Schlaf, bei anderen durch Meditation oder vergleichbare Techniken erreicht wird. Während der Zeit, in der der Nichtschläfer nicht schläft, kann er auch nicht durch Ausruhen und Schlafen regenerieren (Ausnahme stellt die Verwendung von Heilkräutern und der Einsatz des Talents Heilkunde Wunden dar).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Nichtschläfer": "Nichtschläfer", + "Pragmatiker-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei einem Pragmatiker baut sich Entrückung bereits nach einer halben Stunde statt einer Stunde pro Stufe ab.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Pragmatiker": "Pragmatiker", + "Reich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Vorteil Reich erhält ein Held bei der Generierung zusätzlich 250 Silbertaler pro Stufe.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Reich": "Reich", + "Richtungssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Orientierung sind immer um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Richtungssinn": "Richtungssinn", + "Saumagen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Mit Saumagen kann der Held zähes Fleisch problemlos essen, so als ob es normales Fleisch wäre. Bei Stufe II kann er sogar ungenießbares Fleisch verzehren. Es wird ihm nicht sonderlich schmecken, aber er kann es verdauen, ohne dass ihm übel wird und er sich erbrechen muss. Gifte und Krankheitskeime können jedoch nicht durch den Vorteil umgangen werden. Ähnliches gilt auch für pflanzliche Nahrungsmittel. Schwerverdauliche Kost ist essbar, ohne dass es weitere Auswirkungen hat.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Saumagen": "Saumagen", + "Schlangenmensch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Körperbeherrschung (Akrobatik, Entwinden) sind um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Schlangenmensch": "Schlangenmensch", + "Schnell-wieder-auf-den-Beinen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Mit diesem Vorteil benötigt man nur noch die Hälfte der Zeit, bis eine Stufe des Zustands Betäubung oder Berauscht, der durch Alkohol verursacht wurde, abgebaut ist.
    \n\t\t\t\t\t\tPublikation: Tavernen-Meisterschirm - S. 13", + "Schnell-wieder-auf-den-Beinen": "Schnell wieder auf den Beinen", + "Schwer-zu-verzaubern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Zauber, die auf den Helden gesprochen werden können, die auf ihn wirken, sind um 1 erschwert. Dies gilt für alle Zauber und magischen Effekte mit den Merkmalen Einfluss, Heilung, Hellsicht und Verwandlung sowie für solche, die durch Seelenkraft oder Zähigkeit modifiziert werden. Diese Erschwernis gilt auch dann, wenn der Held sich verzaubern lassen möchte.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Schwer-zu-Verzaubern": "Schwer zu verzaubern", + "Soziale-Anpassung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Personen mit Sozialer Anpassungsfähigkeit können Erschwernisse auf Gesellschaftstalente ignorieren, die durch Standesunterschiede entstehen. Die Soziale Anpassungsfähigkeit täuscht aber keine Personen des Hochadels.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Soziale-Anpassungsfähigkeit": "Soziale Anpassungsfähigkeit", + "Tierfreund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Tierkunde (domestizierte Tiere, Wildtiere) gelten bei Gelingen der Probe als um 1 QS besser, allerdings kann sich die QS dabei nie über 6 erhöhen.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Tierfreund": "Tierfreund", + "Unscheinbar-Regel-Pub": "\n\t\t\t\t\t\tRegel: Helden mit diesem Vorteil erhalten eine Erleichterung von 1 auf Gassenwissen (Beschatten).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Unscheinbar": "Unscheinbar", + "Verb-Reg-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Verbesserte-Regeneration-Astralenergie": "Verbesserte Regeneration (Astralenergie)", + "Verb-Reg-Karmaenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Verbesserte-Regeneration-Karmaenergie": "Verbesserte Regeneration (Karmaenergie)", + "Verb-Reg-Lebensenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Verbesserte-Regeneration-Lebensenergie": "Verbesserte Regeneration (Lebensenergie)", + "Verhüllte-Aura-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei ungerichteter magischer Wahrnehmung erscheint der Zauberkundige immer als nicht magisch. Wer gezielt versucht, den Zauberkundigen zu entdecken oder zu analysieren, beispielsweise mit dem Zauber ODEM oder der Liturgie Magiesicht, muss eine Erschwernis von 3 hinnehmen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Verhüllte-Aura": "Verhüllte Aura", + "Vertrauenserweckend-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Bekehren & Überzeugen (öffentliche Rede, Einzelgespräch, Diskussionsführung), Überreden (Betteln, Manipulieren, Schmeicheln) und Handel (Feilschen) sind um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Vertrauenserweckend": "Vertrauenerweckend", + "Waffenbegabung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Waffenbegabung erlaubt bei Kritischen Erfolgen und Patzern bei einer Probe auf eine Kampftechnik eine Wiederholung des Bestätigungswurfs.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Waffenbegabung": "Waffenbegabung", + "Wasserlebewesen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wesen mit diesem Vorteil erhalten automatisch die Sonderfertigkeit Unterwasserkampf (die Kosten der SF sind in diesem Vorteil einberechnet). Wasserlebewesen können unter Wasser atmen. Außerdem können sie sich darin mit Leichtigkeit fortbewegen, da es sich um ihr natürliches Element handelt. Sie müssen keine Proben ablegen, um nicht zu ertrinken.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Wasserlebewesen": "Wasserlebewesen", + "Wohlklang-Regel-Pub": "\n\t\t\t\t\t\tRegel: Fertigkeitsproben auf Singen sind um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Wohlklang": "Wohlklang", + "Zäher-Hund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Dieser Vorteil sorgt dafür, dass der Held die Auswirkungen der höchsten Stufe des Zustands Schmerz ignorieren darf. Er erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn ein Held also beispielsweise drei Stufen Schmerz erlitten hat, gelten für ihn nur die Auswirkungen von Stufe II. Bei Schmerz Stufe IV wird der Held dennoch handlungsunfähig. Schmerz Stufe I wird so behandelt, als hätte der Held keine Stufe Schmerz.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Zäher-Hund": "Zäher Hund", + "Zauberer-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Zauberer erhält als Astralenergie- Grundwert 20 AsP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition (siehe Seite 275). Diese muss einzeln erworben werden. Jeder Zauberer muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Dieser Vorteil lässt sich im späteren Spielverlauf nicht mehr erwerben.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Zauberer": "Zauberer", + "Zeitgefühl-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Charakter hat ein ausgezeichnetes Zeitgefühl und kann, ohne den Stand der Sonne zu sehen oder auf andere Hilfsmittel zurückzugreifen, die Tageszeit genau bestimmen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Zeitgefühl": "Zeitgefühl", + "Zweistimmiger-Gesang-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann den Zweistimmigen Gesang singen und hat somit die Möglichkeit, Elfenlieder zu erlernen. Durch den Vorteil erwirbt der Held das Anwendungsgebiet Zweistimmiger Gesang im Talent Singen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170
    ", + "Zweistimmiger-Gesang": "Zweistimmiger Gesang", + "Zwergennase-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Abenteurer erhält bei Proben auf Sinnesschärfe zur Entdeckung von Geheimtüren, Hohlräumen, versteckten Schubladen und Ähnlichem eine Erleichterung von 1.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Zwergennase": "Zwergennase", + "Angstvor-Regel-Pub": "\n\t\t\t\t\t\tRegel: Pro Stufe der Angst erleidet der Held eine Stufe Furcht, so lange er dem Auslöser ausgesetzt ist.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Angst-vor": "Angst vor", + "Arm-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Nachteil Arm erhält ein Held bei der Generierung 250 Silbertaler weniger pro Stufe. Wählt er also 3 Stufen Arm, beginnt er ohne Startkapital und besitzt nur ein Kleiderpaket der Kategorie arm.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Arm": "Arm", + "Artefaktgebunden-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ist der Held nicht in direktem Kontakt mit dem Artefakt (dies bedeutet: Kontakt mit der Haut), kann er nur erschwert Zaubern. Dieser Nachteil erschwert Zauber um 1, wenn die Bedingung des Körperkontaktes nicht erfüllt ist. Wird das Artefakt vernichtet, kann er so lange nur mit der Erschwernis Zauber wirken, bis er selbst ein neues Artefakt gleicher Machart hergestellt hat, in das die Artefaktgebundenheit automatisch einfließt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Artefaktgebunden": "Artefaktgebunden", + "Behäbig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch Behäbig verliert ein Held 1 Punkt von seinem Geschwindigkeit-Grundwert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Behäbig": "Behäbig", + "Blind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Nachteil ist ihm der Einsatz vieler Fertigkeiten erschwert oder erst gar nicht möglich. Dies gilt ebenfalls für Sonderfertigkeiten. Welche Handlungen um wie viel erschwert oder gar unmöglich sind, entscheidet der Meister. Die Blindheit ist nicht heilbar, außer durch ein Großes Wunder. Der Held erhält den Status Blind.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Blind": "Blind", + "Blutrausch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erhält unter speziellen Umständen den Status Blutrausch. Der Blutrausch wird aktiviert, wenn der Held durch einen Angriff eine Stufe des Zustands Schmerz erleidet oder ihm seine Probe auf Willenskraft zur Aktivierung der Schlechten Eigenschaft Jähzorn misslingt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Blutrausch": "Blutrausch", + "Eing-Sicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Berechnung-Nur-FK-Malus": "nur FK-Malus wird automatisch berechnet, Verweis bei relevanten Talenten", + "Eingeschränkter-Sinn-Sicht": "Eingeschränkter Sinn: Sicht", + "Eing-Gehör-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Eingeschränkter-Sinn-Gehör": "Eingeschränkter Sinn: Gehör", + "Eing-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Eingeschränkter-Sinn-Geruch-Geschmack": "Eingeschränkter Sinn: Geruch & Geschmack", + "Eing-Tastsinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Eingeschränkter-Sinn-Tastsinn": "Eingeschränkter Sinn: Tastsinn", + "Farbenblind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für den Abenteurer sind Farben nicht zu unterscheiden. Dies kann sich bei einigen Proben, etwa auf Alchimie („Rote Flüssigkeit in grüne Flüssigkeit schütten.“), beim Zuordnen von Wappen (Etikette) oder bei der Orientierung im Dschungel negativ auswirken. Ob eine Probe abgelegt werden kann und wie hoch die Erschwernis ist, entscheidet der Meister.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Farbenblind": "Farbenblind", + "Fettleibig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Nachteil hat zur Folge, dass Proben auf Klettern, Körperbeherrschung, Tanzen und Verbergen um 1 erschwert sind.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Fettleibig": "Fettleibig", + "Giftanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Giftanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Giftanfällig": "Giftanfällig", + "Gläsern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Die Wundschwelle des Helden sinkt durch den Nachteil um 1.
    \n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 133", + "Gläsern": "Gläsern", + "Hässlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch jede Stufe dieses Nachteils erleidet der Held eine Erschwernis von 1 auf Betören (Anbandeln, Liebeskünste), Überreden (Manipulieren, Schmeicheln) und Handel (Feilschen).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Hässlich": "Hässlich", + "Hitzeempfindlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Hitzestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Hitzestufe 2 leidet.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Hitzeempfindlich": "Hitzeempfindlich", + "Jagdwildgeruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann immer, wenn der Held nahe genug an hungrigen Raubtieren ist (50 Schritt Radius) und diese ihn wittern, mit dem W6 würfeln. Bei einer 1-2 halten sie den Abenteurer für Beute und greifen ihn an. Sollte es zu einem Kampf mit einer ganzen Heldengruppe kommen, so greifen die Raubtiere bevorzugt einen Helden mit dem Nachteil Jagdwildgeruch an. Als Raubtiere gelten beispielsweise Jaguare und Würgeschlangen, auf keinen Fall aber reine Pflanzenfresser. Welche Tiere von dem Geruch genau angelockt werden, entscheidet der Meister.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium S. 123", + "Jagdwildgeruch": "Jagdwildgeruch", + "Kälteempfindlichkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kältestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Kältestufe 1 leidet.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Kälteempfinglich": "Kälteempfindlich", + "Keine-Flugsalbe-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann die Sonderfertigkeit Flugsalbe nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Keine-Flugsalbe": "Keine Flugsalbe", + "Kein-Vertrauter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann die Sonderfertigkeit Vertrautenbindung nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Kein-Vertrauter": "Kein Vertrauter", + "Körpergebundene-Kraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Sobald der Held, aus welchem Grunde auch immer, einen Teil seiner Haarpracht einbüßt (z.B. durch Abschneiden, Feuer etc.; unabhängig von der Länge), verliert er sofort 10 Astralpunkte (bis zu einem Minimum von 0). Diese können normal regeneriert werden. Der normale menschliche Haarverlust zählt nicht als Verlust der Haarpracht.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Körpergebundene-Kraft": "Körpergebundene Kraft", + "Körperliche-Auffälligkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann maximal zwei Körperliche Auffälligkeiten wählen. Die Körperliche Auffälligkeit zieht gelegentlich Erschwernisse auf Gesellschaftstalente aufgrund von Aberglaube oder Misstrauen nach sich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Körperliche-Auffälligkeit": "Körperliche Auffälligkeit", + "Kranheitsanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Krankheitsanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Krankheitsanfällig": "Krankheitsanfällig", + "Lästige-Mindergeister-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal wenn der Zauberer Astralenergie ausgibt, würfelt er mit dem W20. Ist das Ergebnis gleich oder kleiner der ausgegebenen Astralenergiemenge, tauchen Mindergeister auf und belästigen den Zauberer. Welche Art von Mindergeistern erscheinen, entscheidet der Meister je nach Situation. Beispiele sind Windbeutel, die das Haar des Zauberers selbst bei Windstille wallen lassen, Tränenlinge, die sich unter die Augen setzen, oder Feuerwusel, die Gegenstände des Zauberers erhitzen oder gar verkohlen. Außerdem sind alle Fertigkeitsproben wegen der Ablenkung um 1 erschwert. Die Mindergeister bleiben für 10 Minuten, ehe sie von selbst wieder verschwinden. Sind durch zu häufiges Zaubern mehrere Mindergeister erschienen, summieren sich die Erschwernis dennoch nicht auf.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173", + "Lästige-Mindergeister": "Lästige Mindergeister", + "Lichtempfindlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erleidet eine Stufe Schmerz, sobald er Sonnenlicht ausgesetzt ist, das heller ist als Dämmerlicht. Diese Auswirkung lässt sich vermeiden, wenn der Betroffene seinen kompletten Körper inklusive der Augen verhüllt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173", + "Lichtempfindlich": "Lichtempfindlich", + "Magische-Einschränkung-Regel-Pub": "\n\t\t\t\t\t\tRegel: In der Umgebung, für die der Nachteil gilt, hat der Zauberer bei magischen Fertigkeitsproben keine Erschwernisse, ansonsten eine von 1.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173", + "Magische-Einschränkung": "Magische Einschränkung", + "Nachtblind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Sobald der Held mindestens eine Stufe Sichterschwernis durch Dunkelheit erleidet, wird diese Erschwernis für ihn um eine Stufe erhöht.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173", + "Berechnung-Keine5": "Keine Berechnung, auf Grund von Sicht Mod Stufe 4 aktuell nicht integrierbar", + "Nachtblind": "Nachtblind", + "Niedrige-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der AE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Astralkraft": "Niedrige Astralkraft", + "Niedrige-Karmalkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der KE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Karmalkraft": "Niedrige Karmalkraft", + "Niedrige-Lebenskraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der LE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Lebenskraft": "Niedrige Lebenskraft", + "Niedrige-Seelenkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der SK-Grundwert des Helden ist um 1 schlechter.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Seelenkraft": "Niedrige Seelenkraft", + "Niedrige-Zähigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der ZK-Grundwert des Helden ist um 1 schlechter.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Zähigkeit": "Niedrige Zähigkeit", + "Pech-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held startet pro Stufe des Nachteils mit 1 Schicksalspunkt weniger als üblich. Sein Maximum an Schicksalspunkten sinkt hierdurch um einen Punkt pro Stufe. Die Anzahl der Schicksalspunkte darf hierbei nicht unter 0 fallen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Pech": "Pech", + "Pechmagnet-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei jeder zufälligen Bestimmung des Meisters (Welcher Held wird von dem Pfeil getroffen? Wer stand von der Gruppe in der Nähe der Falle, als sie ausgelöst wurde?) sind die Chancen bei einem Abenteurer mit diesem Nachteil mindestens doppelt so hoch wie die eines Helden ohne Pechmagnet. Der Nachteil sollte in der Heldengruppe nicht bei allen Helden auftreten, da sich der Nachteil ansonsten aufhebt. Dementsprechend erfordert die Wahl von Pechmagnet Rücksprache mit dem Meister.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Pechmagnet": "Pechmagnet", + "Persönlichkeitsschwächen-Regel-Pub": "\n\t\t\t\t\t\tRegel: In passenden Situationen kann der Meister durchaus für die angegebenen Fertigkeiten eine Erschwernis von 1 aussprechen, wenn er dies für angemessen hält. Es dürfen bis zu zwei Persönlichkeitsschwächen pro Held gewählt werden.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Persönlichkeitsschwächen": "Persönlichkeitsschwächen", + "Prinzipientreue-Regel-Pub": "\n\t\t\t\t\t\tRegel: Prinzipientreue gibt es in drei Stufen. Während die erste Stufe den Helden nur leicht einschränkt, ist die zweite Stufe schon fordernd, die letzte Stufe benachteiligt den Helden schwer.
    \n\t\t\t\t\t\tEin Held kann mehreren Prinzipien folgen, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Prinzipientreuestufe). Wer gegen seine Prinzipien verstößt, erleidet eine Erschwernis von 1 auf alle Fertigkeitsproben. Dieser Zustand dauert mindestens eine Stunde an, über die genaue Länge entscheidet der Meister unter Berücksichtigung der Schwere des Verstoßes.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175", + "Prinzipientreue": "Prinzipientreue", + "Raubtiergeruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann immer, wenn der Held nahe genug an domestizierten Tieren ist und diese ihn wittern, mit dem W6 würfeln. Bei einer 1 versuchen sie, vor der vermeintlichen Bedrohung zu fliehen. Hunde und Katzen meiden die Nähe eines Helden mit diesem Nachteil, Pferde scheuen und selbst Schafe und Ziegen fliehen blökend, sobald er sich ihnen nähert. Bei Proben auf Tierkunde und Reiten im Umgang mit domestizierten Tieren kann ein Held mit Raubtiergeruch maximal 1 QS übrig behalten.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium S. 123", + "Raubtiergeruch": "Raubtiergeruch", + "Schlafwandler-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kein Held sollte mehr als einmal pro Woche schlafwandeln. Am Tag nach dem Schlafwandeln erhält der Held 24 Stunden lang eine Stufe des Zustands Betäubung durch die geringe Erholung in der Nacht. Die Regeneration ist für den Held in der Nacht, in der er schlafwandelt um 1 gesenkt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175", + "Schlafwandler": "Schlafwandler", + "Schlechte-Angewohnheit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann so viele Schlechte Angewohnheiten wählen, wie er möchte, erhält hierdurch allerdings insgesamt maximal 6 AP. In seltenen Fällen kann der Meister auch Erschwernisse auf Gesellschaftstalente vergeben.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175", + "Schlechte-Angewohnheit": "Schlechte Angewohnheit", + "Schlechte-Eigenschaft-Regel-Pub": "\n\t\t\t\t\t\tRegel: In jeder Situation, in der der Held mit einem potenziellen Auslöser seiner Schlechten Eigenschaft konfrontiert wird, muss er eine Probe auf Willenskraft bestehen, um sich zu beherrschen. Gelingt ihm diese Probe, ist alles in Ordnung, ansonsten muss er entsprechend der Schlechten Eigenschaft agieren. Seine Schlechte Eigenschaft hat ihn so lange im Griff, wie er dem Auslöser ausgesetzt ist.
    \n\t\t\t\t\t\tDer Meister kann für die Probe auf Willenskraft entsprechend der Stärke des Auslösers Erschwernisse oder Erleichterungen aussprechen. Es dürfen bis zu zwei Schlechte Eigenschaften pro Held gewählt werden.
    \n\t\t\t\t\t\tKombinationen, die sich ausschließen (z.B. Geiz und Verschwendungssucht), dürfen nicht gewählt werden. Das letzte Wort darüber hat der Spielleiter.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176", + "Schlechte-Eigenschaft": "Schlechte Eigenschaft", + "Schlechte-Regeneration-Astralenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176", + "Schlechte-Regeneration-Astralenergie": "Schlechte Regeneration (Astralenergie)", + "Schlechte-Regeneration-Karmaenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176", + "Schlechte-Regeneration-Karmaenergie": "Schlechte Regeneration (Karmaenergie)", + "Schlechte-Regeneraion-Lebensenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176", + "Schlechte-Regeneration-Lebensenergie": "Schlechte Regeneration (Lebensenergie)", + "Schwacher-Astralkörper-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal, wenn der Held Astralpunkte ausgibt, verliert er einen Astralpunkt zusätzlich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177", + "Schwacher-Astralkörper": "Schwacher Astralkörper", + "Schwache-Karmalkörper-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal, wenn der Held Karmapunkte ausgibt, verliert er einen Karmapunkt zusätzlich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177", + "Schwacher-Karmalkörper": "Schwacher Karmalkörper", + "Sensibler-Geruchssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Solange der Held dem Geruch ausgesetzt ist, erleidet er eine Stufe Verwirrung.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177", + "Sensibler-Geruchssinn": "Sensibler Geruchssinn", + "Sprachfehler-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei Gesellschaftstalenten (außer Menschenkenntnis und Willenskraft) und Handeln (Feilschen) kann er nach Meisterentscheid eine Erschwernis von 1 erhalten, wenn es darum geht, mit anderen Personen zu sprechen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177", + "Sprachfehler": "Sprachfehler", + "Stigma-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann eine Erschwernis von 1 auf Gesellschaftstalente (ausgenommen Einschüchtern, Menschenkenntnis und Willenskraft) und Handel (Feilschen) aussprechen, wenn er dies für angemessen hält. Ein Held kann den Nachteil nur einmal wählen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Stigma": "Stigma", + "Stumm-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann sich in den meisten Fällen mit anderen Personen nicht verständigen (außer über Zeichensprache oder schriftlich). Der Einsatz von Zaubern und anderen Handlungen, die Sprache erfordern, ist unmöglich oder stark erschwert. Der Held erhält dauerhaft den Status Stumm.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Stumm": "Stumm", + "Taub-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann keine Probe auf Sinnesschärfe ablegen, die mit dem Hören zu tun haben. Er erhält den Status Taub.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Taub": "Taub", + "Unfähig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held muss bei einer Probe auf das Talent das beste Würfelergebnis einer Teilprobe neu würfeln. Das zweite Ergebnis ist bindend. Ein Abenteurer kann maximal zwei Unfähigkeiten besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Unfähig": "Unfähig", + "Unfrei-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann eine Erschwernis erhalten, wenn er als Unfreier Höhergestellte mit Gesellschaftstalenten überzeugen will. In seiner Kultur hat er zudem mit Unterdrückung zu kämpfen, genießt fast keinen rechtlichen Schutz und gilt als Besitz eines Höhergestellten. Genaueres hierzu siehe Seite 338.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Unfrei": "Unfrei", + "Unverträglichkeit-gegen-Alkohol-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über diesen Nachteil verfügt, für den verdoppeln sich die Auswirkungen nach Giftproben beim Konsum von Alkohol. Würde der Held beispielsweise 1 Stufe Berauscht erleiden, erhält er stattdessen direkt 2 Stufen des Zustands.
    \n\t\t\t\t\t\tPublikation: Meisterschirm - Tavernen S. 13", + "Unververträglichkeit-gegen-Alkohol": "Unverträglichkeit gegenüber Alkohol", + "Verpflichtungen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held muss Anweisungen desjenigen befolgen, dem er verpflichtet ist, oder mit den Konsequenzen leben. Ein Held kann mehreren Institutionen oder Personen verpflichtet sein, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Verpflichtungsstufe).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Verpflichtungen": "Verpflichtungen", + "Verstümmelt-Einarmig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tEiner der beiden Arme des Charakters fehlt mindestens bis zum Ellbogen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einarmig": "Verstümmelt: Einarmig", + "Verstümmelt-Einäugig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tEines der beiden Augen des Helden ist blind oder er hat es verloren. Fernkampfangriffe sind dadurch um 4 erschwert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einäugig": "Verstümmelt: Einäugig", + "Verstümmelt-Einbeinig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tDer Held hat nur ein Bein, bzw. es ist unterhalb des Knies amputiert. Der Geschwindigkeit-Grundwert ist halbiert. Krücken und einfache Prothesen wie ein Holzbein helfen gegen die Verminderung der Geschwindigkeit nicht.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einbeinig": "Verstümmelt: Einbeinig", + "Verstümmelt-Einhändig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tDem Abenteurer fehlt eine Hand.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einhändig": "Verstümmelt: Einhändig", + "Verstümmelt-Einohrig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tEines der Ohren ist abgeschnitten oder verkrüppelt. Proben auf Sinnesschärfe auf Hören sind für den Helden grundsätzlich um 1 erschwert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einohrig": "Verstümmelt: Einohrig", + "Verweichlicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei der Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten bekommt die Heldin eine Erschwernis von 2.
    \n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 133", + "Verweichlicht": "Verweichlicht", + "Wahrer-Name-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wenn ein Zauberer einen Zauberspruch gegen ein Ziel einsetzt, dessen Wahren Namen er kennt (und der über diesen Nachteil verfügt), verschlechtert sich die Seelenkraft und die Zähigkeit des Ziels um 4, womit es leichter zu verzaubern ist.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Wahrer-Name": "Wahrer Name", + "Wilde-Magie-Regel-Pub": "\n\t\t\t\t\t\tRegel: 19er werden bei Fertigkeitsproben auf Zauber und Rituale in Hinsicht auf die Bestimmung eines Patzers wie eine 20 behandelt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Wilde-Magie": "Wilde Magie", + "Zauberanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Gegen Magie sind Seelenkraft und Zähigkeit um 1 pro Stufe schlechter als üblich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Zauberanfällig": "Zauberanfällig", + "Zerbrechlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Erschwernisse durch den Zustand Schmerz werden wie bei einer Stufe höher behandelt. Die Handlungsunfähigkeit tritt somit bereits bei Stufe III ein.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Zerbrechlich": "Zerbrechlich", + "Allgemeine SF": "Allgemeine SF", + "Abrichter": "Abrichter", + "Abrollen": "Abrollen", + "Ackerbau": "Ackerbau", + "Anführer": "Anführer", + "Anpeitscher": "Anpeitscher", + "Analytiker": "Analytiker", + "Archivar": "Archivar", + "Athlet": "Athlet", + "Bauchreden": "Bauchreden", + "Bine-Maschores": "Bine Maschores", + "Bildhauerei": "Bildhauerei", + "Bootsbauer": "Bootsbauer", + "Buchdrucker": "Buchdrucker", + "Diener": "Diener", + "Dokumentenfälscher": "Dokumentenfälscher", + "Drohgebärden": "Drohgebärden", + "Dschungelkundig": "Dschungelkundig", + "Eis-und-Schneekundig": "Eis- und Schneekundig", + "Eiserner-Wille": "Eiserner Wille", + "Ermutigender-Gesang": "Ermutigender Gesang", + "Fächersprache": "Fächersprache", + "Fallen-entschärfen": "Fallen entschärfen", + "Falschspielen": "Falschspielen", + "Faszinierender-Gesang": "Faszinierender Gesang", + "Feuerschlucker": "Feuerschlucker", + "Fischer": "Fischer", + "Freiklettern": "Freiklettern", + "Füchsisch": "Füchsisch", + "Gestählter-Wille": "Gestählter Wille", + "Gebirgskundig": "Gebirgskundig", + "Gift-melken-Landtiere": "Gift melken (Land- und Lufttiere)", + "Gift-melken-Wassertiere": "Gift melken (Wassertiere)", + "Gildenrecht": "Gildenrecht", + "Glasbläserei": "Glasbläserei", + "Guter-Gardist-böser-Gardist": "Guter Gardist, böser Gardist", + "Hauswirtschaft": "Hauswirtschaft", + "Hehlerei": "Hehlerei", + "Heraldik": "Heraldik", + "Höhlenkundig": "Höhlenkundig", + "Iglubau": "Iglubau", + "Instrumente-bauen": "Instrumente bauen", + "Jäger": "Jäger", + "Kalligraphie": "Kalligraphie", + "Kapellmeister": "Kapellmeister", + "Kartographie": "Kartographie", + "Kohlezeichnungen": "Kohlezeichnungen", + "Konditor": "Konditor", + "Kristallzucht": "Kristallzucht", + "Kulturlandkundig": "Kulturlandkundig", + "Kupferstich": "Kupferstich", + "Kutschenbauer": "Kutschenbauer", + "Leg-ga-Leg": "Leg-ga-Leg", + "Leibdiener": "Leibdiener", + "Liebling-der-Massen": "Liebling der Massen", + "Lippenlesen": "Lippenlesen", + "Meereskundig": "Meereskundig", + "Meister-der-Improvisation": "Meister der Improvisation", + "Möbel-herstellen": "Möbel herstellen", + "Navigation": "Navigation", + "Ölmalerei": "Ölmalerei", + "Opernsänger": "Opernsänger", + "Orientierung-unter-Tage": "Orientierung unter Tage", + "Ortskenntnis": "Ortskenntnis", + "Provozieren": "Provozieren (EM)", + "Prunkkleidung-herstellen": "Prunkkleidung herstellen", + "Pyromantiker": "Pyromantiker", + "Rahjasutra-Kenntnisse": "Rahjasutra-Kenntnisse", + "Rosstäuscher": "Rosstäuscher", + "Rüstungsbau": "Rüstungsbau", + "Sammler": "Sammler", + "Schiffsbau": "Schiffsbau", + "Schmerzen-unterdrücken": "Schmerzen unterdrücken", + "Schmuck-herstellen": "Schmuck herstellen", + "Schnapsbrennerei": "Schnapsbrennerei", + "Schnellschreiber": "Schnellschreiber", + "Schriftstellerei": "Schriftstellerei", + "Seile-herstellen": "Seile herstellen", + "Skifahren": "Skifahren", + "Smutje": "Smutje", + "Stellmacherei": "Stellmacherei", + "Steppenkundig": "Steppenkundig", + "Sumpfkundig": "Sumpfkundig", + "Tätowierer": "Tätowierer", + "Tierstimmen-imitieren": "Tierstimmen imitieren", + "Töpferei": "Töpferei", + "Verführungskunst": "Verführungskunst", + "Viehzucht": "Viehzucht", + "Waffenbau": "Waffenbau", + "Waldkundig": "Waldkundig", + "Wandmalerei": "Wandmalerei", + "Wettervorhersage": "Wettervorhersage", + "Wüstenkundig": "Wüstenkundig", + "Zahlenmystik": "Zahlenmystik", + "Berufsgeheimnisse": "Berufsgeheimnisse", + "Antidot": "Antidot", + "Algebra": "Algebra", + "Arax": "Arax", + "Aussatz": "Aussatz", + "Bannstaub": "Bannstaub", + "Blaue-Keuche": "Blaue Keuche", + "Blutiger-Rotz": "Blutiger Rotz", + "Boltan": "Boltan", + "Brabacudagift": "Brabacudagift", + "Die-böse-Eins": "Die böse Eins", + "Drachenschuppen": "Drachenschuppen", + "Drehleier": "Drehleier", + "Droler-Spitze": "Drôler Spitze", + "Dumpfschädel": "Dumpfschädel", + "Dunkle-Pforten": "Dunkle Pforten", + "Durch-den-Efferdwall-und-zurück": "Durch den Efferdwall und zurück", + "Efferd-und-Kerkersieche": "Efferd- und Kerkersieche", + "Elfenbogen": "Elfenbogen", + "Fätelungstechnik": "Fätelungstechnik", + "Feuerwerk": "Feuerwerk", + "Filigranes-Kettenknüpfen": "Filigranes Kettenknüpfen", + "Flinker-Difar": "Flinker Difar", + "Garadan": "Garadan", + "Gefäße-des-Rohal": "Gefäße des Rohal", + "Geometrie": "Geometrie", + "Gilbe": "Gilbe", + "Glas": "Glas", + "Heiltrank": "Heiltrank", + "Inrahspiel": "Inrahspiel", + "Inseln-im-Nebel": "Inseln im Nebel", + "Iryanleder": "Iryanleder", + "Jahresfieber": "Jahresfieber", + "Kelmon": "Kelmon", + "Kukris": "Kukris", + "Landsegler": "Landsegler", + "Lehmbacktechnik": "Lehmbacktechnik", + "Liebestrunk": "Liebestrunk", + "Lutanas": "Lutanas", + "Magierphilosophie": "Magierphilosophie", + "Mantikorgift": "Mantikorgift", + "Mandragora": "Mandragora", + "Meister-der-Brabacudaküche": "Meister der Brabacudaküche", + "Morfugift": "Morfugift", + "Menacoriten": "Menacoriten", + "Myranor-Geographie": "Myranor-Geographie", + "Omrais": "Omrais", + "Orkischer-Kalender": "Orkischer Kalender", + "Pastillen-gegen-Schmerzen": "Pastillen gegen Schmerzen", + "Pelura": "Pelura", + "Pentagramm": "Pentagramm", + "Porzellan": "Porzellan", + "Rascher-Wahn": "Rascher Wahn", + "Rote-und-Weiße-Kamele": "Rote und Weiße Kamele", + "Schaumkuss": "Schaumkuss", + "Schlacht-von-Jergan": "Schlacht von Jergan", + "Schlaftrunk": "Schlaftrunk", + "Schokolade": "Schokolade", + "Schwarze-Wut": "Schwarze Wut", + "Spinett": "Spinett", + "Standharfe": "Standharfe", + "Sumpffieber": "Sumpffieber", + "Sunsura": "Sunsura", + "Tollwut": "Tollwut", + "Tulmadron": "Tulmadron", + "Tulmadron-Abbau": "Tulmadron-Abbau", + "Uhrwerk": "Uhrwerk", + "Unauer-Porzellan": "Unauer Porzellan", + "Unsichtbarkeitselixier": "Unsichtbarkeitselixier", + "Uthuria-Geographie": "Uthuria-Geographie", + "Verwandlungselixier": "Verwandlungselixier", + "Vinsalter-Ei": "Vinsalter Ei", + "Vorfahren-der-Mittelländer": "Vorfahren der Mittelländer", + "Waffenbalsam": "Waffenbalsam", + "Wahrscheinlichkeitsrechnung": "Wahrscheinlichkeitsrechnung", + "Weg-durch-die-Sargasso-See": "Weg durch die Sargasso-See", + "Willentrunk": "Willenstrunk", + "Wundfieber": "Wundfieber", + "Wurara": "Wurara", + "Zähigkeitstrunk": "Zähigkeitstrunk", + "Zaubertrank": "Zaubertrank", + "Zeitalterforschung": "Zeitalterforschung", + "Zorganpocken": "Zorganpocken", + "Zwergische-Tresore": "Zwergische Tresore", + "Schicksalspunkte-SF": "Schicksalspunkte-SF", + "Attacke-verbessern": "Attacke verbessern", + "Ausweichen-verbessern": "Ausweichen verbessern", + "Eigenschaften-verbessern": "Eigenschaft verbessern", + "Empathie": "Empathie", + "Fernkampf-verbessern": "Fernkampf verbessern", + "Fleischwunde": "Fleischwunde", + "Höhere-Prophezeiung": "Höhere Prophezeiung", + "Parade-verbessern": "Parade verbessern", + "Magiegespür": "Magiegespür", + "Prophezeiung": "Prophezeiung", + "Wachsamkeit": "Wachsamkeit", + "Aktivierung": "Aktivierung", + "Tierkunde": "Tierkunde", + "Fischen-und-Angeln": "Fischen & Angeln", + "Brett-und-Glückspiel": "Brett- & Glücksspiel", + "Geographie": "Geographie", + "Geschichtswissen": "Geschichtswissen", + "Götter-und-Kulte": "Götter & Kulte", + "Magiekunde": "Magiekunde", + "Mechanik": "Mechanik", + "Rechnen": "Rechnen", + "Spährenkunde": "Sphärenkunde", + "Sternkunde": "Sternkunde", + "Alchimie": "Alchimie", + "Boote-und-Schiffe": "Boote & Schiffe", + "Fahrzeuge": "Fahrzeuge", + "Heilkunde-Gift": "Heilkunde Gift", + "Heilkunde-Krankheiten": "Heilkunde Krankheiten", + "Holzbearbeitung": "Holzbearbeitung", + "Lebensmittelbearbeitung": "Lebensmittelbearbeitung", + "Lederbearbeitung": "Lederbearbeitung", + "Metallbearbeitung": "Metallbearbeitung", + "Steinbearbeitung": "Steinbearbeitung", + "Stoffbearbeitung": "Stoffbearbeitung", + "Bewegungsunfähig": "Bewegungsunfähig", + "Bewusstlos": "Bewusstlos", + "Brennend": "Brennend", + "Eingeengt": "Eingeengt", + "Fixiert": "Fixiert", + "Handlungsunfähig": "Handlungsunfähig", + "Krank": "Krank", + "Liegend": "Liegend", + "Raserei": "Raserei", + "Überrascht": "Überrascht", + "Übler-Geruch": "Übler Geruch", + "Unsichtbar": "Unsichtbar", + "Vergiftet": "Vergiftet", + "Versteinert": "Versteinert", + "Zustände": "Zustände", + "Stufe-1": "Stufe I
    (-1)", + "Stufe-2": "Stufe II
    (-2)", + "Stufe-3": "Stufe III
    (-3)", + "Stufe-4": "Stufe IV
    (Handlungsunfähig)", + "Betäubung": "Betäubung", + "Entrückt": "Entrückt", + "Furcht": "Furcht", + "Paralyse": "Paralyse", + "Schmerz": "Schmerz", + "Verwirrung": "Verwirrung", + "Abzüge-gesamt": "Abzüge gesamt:", + "Abzüge-effektiv-ohne-BE": "Abzüge effektiv ohne BE:", + "max-5": "(max. -5)\n\t\t\t\t\n\t\t\t", + "Abzüge-effektiv-abzgl-BE": "Abzüge effektiv abzgl. BE:", + "Abzüge-effektiv-inkl-BE": "Abzüge effektiv inkl. BE:", + "Körper": "Körper", + "Gesellschaft": "Gesellschaft", + "Natur": "Natur", + "Wissen": "Wissen", + "Handwerk": "Handwerk", + "Sprachen": "Sprachen", + "Gaben": "Gaben", + "MU": "MU", + "KL": "KL", + "IN": "IN", + "CH": "CH", + "FF": "FF", + "GE": "GE", + "KO": "KO", + "KK": "KK", + "BE": "BE", + "Talent": "Talent", + "Eigenschaften": "Eigenschaften", + "FW": "FW", + "Info": "Info Weitere Mod. & Regeln
    +: Erleichterung
    -: Erschwernis
    AG: Neues Anwendungsgebiet
    EM: Neue Einsatzmöglichkeit
    QS: Erhöhung der QS
    BG: Berufsgeheimnis
    ", + "Text": "Proben", + "Klettern": "Klettern", + "Ja": "Ja", + "Werkzeuge-Minus": "Werkzeuge (-)", + "Fettleibig-Minus-Auto": "Fettleibig (-) (automatisch berechnet)", + "Freiklettern-Plus": "Freiklettern (+)", + "Körperbeherrschung": "Körperbeherrschung", + "Schlangenmensch-Plus": "Schlangenmensch (+)", + "Skifahren-AG": "Skifahren (AG)", + "Abrollen-QS": "Abrollen (QS)", + "Athlet-QS": "Athlet (QS)", + "Kraftakt": "Kraftakt", + "Schwimmen": "Schwimmen", + "Selbstbeherrschung": "Selbstbeherrschung", + "Nein": "Nein", + "Schmerzen-unterdrücken-EM": "Schmerzen unterdrücken (EM)", + "Hart-im-Nehmen-Plus": "Hart im Nehmen (+)", + "Sinnesschärfe": "Sinnesschärfe", + "Evtl": "Evtl.", + "Lippenlesen-AG": "Lippenlesen (AG)", + "Fuchssinn-AG": "Fuchssinn (AG)", + "Heraus-Sinn-Gehör-Plus": "Herausragender Sinn: Gehör (+)", + "Heraus-Sinn-Geruch-Geschmack-Plus": "Herausragender Sinn: Geruch & Geschmack (+)", + "Heraus-Sinn-Sicht-Plus": "Herausragender Sinn: Sicht (+)", + "Heraus-Sinn-Tastsinn-Plus": "Herausragender Sinn: Tastsinn (+)", + "Zwergennase-Plus": "Zwergennase (+)", + "Eing-Sinn-Gehör-Minus": "Eingeschränkter Sinn Gehör (-)", + "Eing-Sinn-Geruch-Geschmack-Minus": "Eingeschränkter Sinn Geruch & Geschmack (-)", + "Eing-Sinn-Sicht-Minus": "Eingeschränkter Sinn Sicht (-)", + "Eing-Sinn-Tastsinn-Minus": "Eingeschränkter Sinn Tastsinn (-)", + "Verstümmelt-Einäugig-Minus": "Verstümmelt: Einäugig (-)", + "Verstümmelt-Einohrig-Minus": "Verstümmelt: Einohrig (-)", + "Verbergen": "Verbergen", + "Einschüchtern": "Einschüchtern", + "Sozialer-Stand-Plus": "Sozialer Stand (+)", + "Basiliskentöter-Plus": "Basiliskentöter (+)", + "Drachentöter-Plus": "Drachentöter (+)", + "Sprachfehler-Minus": "Sprachfehler (-)", + "Anpeitscher-EM": "Anpeitscher (EM)", + "Drohgebärden-EM": "Drohgebärden (EM)", + "Provozieren-EM": "Provozieren (EM)", + "Guter-Gardist-böser-Gardist-QS": "Guter Gardist, böser Gardist (QS)", + "Willenskraft": "Willenskraft", + "Kulturkunde-Plus-Minus": "Kulturkunde (+/-)", + "Gestählter-Wille-QS": "Gestählter Wille (QS)", + "Stg": "Stg.", + "Fw": "Fw", + "Anmerkung": "Anmerkung", + "Proben": "Proben", + "Fliegen": "Fliegen", + "Gaukeleien": "Gaukeleien", + "Bauchreden-AG": "Bauchreden (AG)", + "Feuer-schlucken-AG": "Feuer schlucken (AG)", + "Feuerwerk-AG": "Feuerwerk (AG)", + "Reiten": "Reiten", + "Raubtiergeruch-MaxQS": "Raubtiergeruch (max. 1 QS)", + "Singen": "Singen", + "Wohlklang-Plus": "Wohlklang (+)", + "Operngesang-AG": "Operngesang (AG)", + "Zweistimmiger-Gesang-AG": "Zweistimmiger Gesang (AG)", + "Ermutigender-Gesang-EM": "Ermutigender Gesang (EM)", + "Faszinierender-Gesang-EM": "Faszinierender Gesang (EM)", + "Tanzen": "Tanzen", + "Taschendiebstahl": "Taschendiebstahl", + "Zechen": "Zechen", + "Bekehren-und-Überzeugen": "Bekehren & Überzeugen", + "Drachentöter-Plusrac": "Drachentöter (+)", + "Geborener-Redner-Plus": "Geborener Redner (+)", + "Vertrauenerweckend-Plus": "Vertrauenerweckend (+)", + "Stigma-Minus": "Stigma (-)", + "Übler-Geruch-Minus": "Übler Geruch (-)", + "Liebling-der-Massen-QS": "Liebling der Massen (QS)", + "Betören": "Betören", + "Angenehmer-Geruch-Plus": "Angenehmer Geruch (+)", + "Gutaussehend-Plus": "Gutaussehend (+)", + "Hässlich-Minus": "Hässlich (-)", + "Rahjasutra-Kenntnisse-QS": "Rahjasutra-Kenntnisse (QS)", + "Verführungskunst-QS": "Verführungskunst (QS)", + "Anpeitscher-EMi": "Anpeitscher (EM)", + "Etikette": "Etikette", + "Heraldik-EM": "Heraldik (EM)", + "Farbenblind-Minus": "Farbenblind (-)", + "Dienen-und-Gehorchen-AG": "Dienen & Gehorchen (AG)", + "Leibdiener-EM": "Leibdiener (EM)", + "Gassenwissen": "Gassenwissen", + "Sozialer-Stand-Minus": "Sozialer Stand (+)", + "Basiliskentöter-Minus": "Basiliskentöter (-)", + "Drachentöter-Minus": "Drachentöter (-)", + "Soziale-Anpassungsfähigkeit-Plus": "Soziale Anpassungsfähigkeit (+)", + "Ortskenntnis-Plus": "Ortskenntnis (+)", + "Unscheinbar-Plus": "Unscheinbar (+)", + "Menschenkenntnis": "Menschenkenntnis", + "Überreden": "Überreden", + "Anführer-EM": "Anführer (EM)", + "Feenfreund-QS": "Feenfreund (QS)", + "Verkleiden": "Verkleiden", + "Fährtensuchen": "Fährtensuchen", + "Dschungelkundig-Plus": "Dschungelkundig (+)", + "Eis-und-Schneekundig-Plus": "Eis- und Schneekundig (+)", + "Gebirgskundig-Plus": "Gebirgskundig (+)", + "Höhlenkundig-Plus": "Höhlenkundig (+)", + "Kulturlandkundig-Plus": "Kulturlandkundig (+)", + "Meereskundig-Plus": "Meereskundig (+)", + "Steppenkundig-Plus": "Steppenkundig (+)", + "Sumpfkundig-Plus": "Sumpfkundig (+)", + "Waldkundig-Plus": "Waldkundig (+)", + "Wüstenkundig-Plus": "Wüstenkundig (+)", + "Fesseln": "Fesseln", + "Seile-herstellen-AG": "Seile herstellen (AG)", + "Fischer-QS": "Fischer (QS)", + "Brabacudagift-BG": "Brabacudagift (BG)", + "Orientierung": "Orientierung", + "Orientierung-unter-Tage-Plus": "Orientierung unter Tage (+)", + "Richtungssinn-Plus": "Richtungssinn (+)", + "Pflanzenkunde": "Pflanzenkunde", + "Sammler-QS": "Sammler (QS)", + "Ackerbau-EM": "Ackerbau (EM)", + "Jäger-QS": "Jäger (QS)", + "Tierfreund-QS": "Tierfreund (QS)", + "Abrichten-EM": "Abrichten (EM)", + "Gift-melken-Landtiere-EM": "Gift melken (Land - und Lufttiere) (EM)", + "Gift-melken-Wassertiere-EM": "Gift melken (Wassertiere) (EM)", + "Tierstimmen-imitieren-EM": "Tierstimmen imitieren (EM)", + "Mantikorgift-BG": "Mantikorgift (BG)", + "Morfugift-BG": "Morfugift (BG)", + "Wildnisleben": "Wildnisleben", + "Wettervorhersage-AG": "Wettervorhersage (AG)", + "Iglubau-EM": "Iglubau (EM)", + "Falschspielen-EM": "Falschspielen (EM)", + "Boltan-BG": "Boltan (BG)", + "Die-böse-Eins-BG": "Die böse Eins (BG)", + "Garadan-BG": "Garadan (BG)", + "Inrahspiel-BG": "Inrahspiel (BG)", + "Rote-und-Weiße-Kamele-BG": "Rote und Weiße Kamele (BG)", + "Pelura-BG": "Pelura (BG)", + "Pentagramm-BG": "Pentagramm (BG)", + "Schlacht-von-Jergan-BG": "Schlacht von Jergan (BG)", + "Kartographie-AG": "Kartographie (AG)", + "Myranor-Geographie-BG": "Myranor-Geographie (BG)", + "Uthuria-Geographie-BG": "Uthuria-Geographie (BG)", + "Vorfahren-der-Mittelländer-BG": "Vorfahren der Mittelländer (BG)", + "Zeitalterforschung-BG": "Zeitalterforschung (BG)", + "Magierphilosophie-BG": "Magierphilosophie (BG)", + "Kriegskunst": "Kriegskunst", + "Analytiker-EM": "Analytiker (EM)", + "Dunkle-Pforten-BG": "Dunkle Pforten (BG)", + "Gefäße-des-Rohal-BG": "Gefäße des Rohal (BG)", + "Uhrwerk-BG": "Uhrwerk (BG)", + "Vinsalter-Ei-BG": "Vinsalter Ei (BG)", + "Zwergische-Tresore-BG": "Zwergische Tresore (BG)", + "Zahlenmystik-AG": "Zahlenmystik (AG)", + "Algebra-BG": "Algebra (BG)", + "Geometrie-BG": "Geometrie (BG)", + "Wahrscheinlichkeitsrechnung-BG": "Wahrscheinlichkeitsrechnung (BG)", + "Rechtskunde": "Rechtskunde", + "Gildenrecht-AG": "Gildenrecht (AG)", + "Sagen-und-Legenden": "Sagen & Legenden", + "Inseln-im-Nebel-BG": "Inseln im Nebel (BG)", + "Menacoriten-BG": "Menacoriten (BG)", + "Orkischer-Kalender-BG": "Orkischer Kalender (BG)", + "Meister-der-Improvisation-Plus": "Meister der Improvisation (+)", + "Antidot-BG": "Antidot (BG)", + "Feuerwerk-BG": "Feuerwerk (BG)", + "Glas-BG": "Glas (BG)", + "Heiltrank-BG": "Heiltrank (BG)", + "Liebestrunk-BG": "Liebestrunk (BG)", + "Porzellan-BG": "Porzellan (BG)", + "Unauer-Porzellan-BG": "Unauer Porzellan (BG)", + "Unsichtbarkeitselixier-BG": "Unsichtbarkeitselixier (BG)", + "Verwandlungselixier-BG": "Verwandlungselixier (BG)", + "Waffenbalsam-BG": "Waffenbalsam (BG)", + "Willenstrunk-BG": "Willenstrunk (BG)", + "Zaubertrank-BG": "Zaubertrank (BG)", + "Navigation-AG": "Navigation (AG)", + "Durch-den-Efferdwall-und-zurück-BG": "Durch den Efferdwall und zurück (BG)", + "Weg-durch-die-Sargasso-See-BG": "Weg durch die Sargasso-See (BG)", + "Landsegler-BG": "Landsegler (BG)", + "Handel": "Handel", + "Bine-Maschores-AG": "Bine Maschores (AG)", + "Hehlerei-AG": "Hehlerei (AG)", + "Rosstäuscher-EM": "Rosstäuscher (EM)", + "Verwalten-EM": "Verwalten (EM)", + "Arax-BG": "Arax (BG)", + "Kelmon-BG": "Kelmon (BG)", + "Kukris-BG": "Kukris (BG)", + "Mandragora-BG": "Mandragora (BG)", + "Omrais-BG": "Omrais (BG)", + "Sunsura-BG": "Sunsura (BG)", + "Tulmadron-BG": "Tulmadron (BG)", + "Wurara-BG": "Wurara (BG)", + "Aussatz-BG": "Aussatz (BG)", + "Blaue-Keuche-BG": "Blaue Keuche (BG)", + "Blutiger-Rotz-BG": "Blutiger Rotz (BG)", + "Dumpfschädel-BG": "Dumpfschädel (BG)", + "Efferd-und-Kerkersieche-BG": "Efferd- und Kerkersieche (BG)", + "Flinker-Difar-BG": "Flinker Difar (BG)", + "Gilbe-BG": "Gilbe (BG)", + "Jahresfieber-BG": "Jahresfieber (BG)", + "Lutanas-BG": "Lutanas (BG)", + "Rascher-Wahn-BG": "Rascher Wahn (BG)", + "Schwarze-Wut-BG": "Schwarze Wut (BG)", + "Sumpffieber-BG": "Sumpffieber (BG)", + "Tollwut-BG": "Tollwut (BG)", + "Wundfieber-BG": "Wundfieber (BG)", + "Zorganpocken-BG": "Zorganpocken (BG)", + "Heilkunde-Seele": "Heilkunde Seele", + "Heilkunde-Wunden": "Heilkunde Wunden", + "Boote-bauen-AG": "Boote bauen (AG)", + "Kutschen-bauen-AG": "Kutschen bauen (AG)", + "Instrumente-bauen-AG": "Instrumente bauen (AG)", + "Räder-herstellen-AG": "Räder herstellen (AG)", + "Rüstungsherstellung-AG": "Rüstungsherstellung (AG)", + "Schiffe-bauen-AG": "Schiffe bauen (AG)", + "Schmuck-herstellen-AG": "Schmuck herstellen (AG)", + "Waffenherstellung-AG": "Waffenherstellung (AG)", + "Drehleier-BG": "Drehleier (BG)", + "Elfenbogen-BG": "Elfenbogen (BG)", + "Spinett-BG": "Spinett (BG)", + "Standharfe-BG": "Standharfe (BG)", + "Smutje-Plus": "Smutje (+)", + "Schnapsbrennen-AG": "Schnapsbrennen (AG)", + "Konditor-EM": "Konditor (EM)", + "Meister-der-Brabacudaküche-BG": "Meister der Brabacudaküche (BG)", + "Schaumkuss-BG": "Schaumkuss (BG)", + "Schokolade-BG": "Schokolade (BG)", + "Drachenschuppen-BG": "Drachenschuppen (BG)", + "Iryanleder-BG": "Iryanleder (BG)", + "Malen-und-Zeichnen": "Malen & Zeichnen", + "Dokumente-fälschen-AG": "Dokumente fälschen (AG)", + "Drucken-AG": "Drucken (AG)", + "Kalligraphie-AG": "Kalligraphie (AG)", + "Kohlezeichnungen-AG": "Kohlezeichnungen (AG)", + "Kupferstich-anfertigen-AG": "Kupferstich anfertigen (AG)", + "Ölgemälde-malen-AG": "Ölgemälde malen (AG)", + "Tätowieren-AG": "Tätowieren (AG)", + "Wandmalerei-AG": "Wandmalerei (AG)", + "Zauberzeichen-malen-AG": "Zauberzeichen malen (AG)", + "Rüstungsherstellung": "Rüstungsherstellung (AG)", + "Fätelungstechnik-BG": "Fätelungstechnik (BG)", + "Filigranes-Kettenknüpfen-BG": "Filigranes Kettenknüpfen (BG)", + "Lehmbacktechnik-BG": "Lehmbacktechnik (BG)", + "Musizieren": "Musizieren", + "Dirigieren-AG": "Dirigieren (AG)", + "Schlösserknacken": "Schlösserknacken", + "Fallen-entschärfen-AG": "Fallen entschärfen (AG)", + "Glasbläserei-AG": "Glasbläserei (AG)", + "Kristalle-züchten-AG": "Kristalle züchten (AG)", + "Töpferarbeiten-AG": "Töpferarbeiten (AG)", + "Bildhauerei-EM": "Bildhauerei (EM)", + "Tulmadron-Abbau-BG": "Tulmadron-Abbau (BG)", + "Prunkkleidung-herstellen-BG": "Prunkkleider herstellen (AG)", + "Droler-Spitze-BG": "Drôler Spitze (BG)", + "---": "---", + "Alaani": "Alaani", + "Angram": "Angram", + "Asdharia": "Asdharia", + "Atak": "Atak", + "Aureliani": "Aureliani", + "Bosparano": "Bosparano", + "Fjarningsch": "Fjarningsch", + "Garethi": "Garethi", + "Goblinisch": "Goblinisch", + "Isdira": "Isdira", + "Mohisch": "Mohisch", + "Nujuka": "Nujuka", + "Ogrisch": "Ogrisch", + "Oloarkh": "Oloarkh", + "Ologhaijan": "Ologhaijan", + "Rabensprache": "Rabensprache", + "Rogolan": "Rogolan", + "Rssahh": "Rssahh", + "Ruuz": "Ruuz", + "Saga-Thorwalsch": "Saga-Thorwalsch", + "Thorwalsch": "Thorwalsch", + "Tulamidya": "Tulamidya", + "Ur-Tulamidya": "Ur-Tulamidya", + "Zelemja": "Zelemja", + "Zhayad": "Zhayad", + "Zyklopäisch": "Zyklopäisch", + "MS": "MS", + "Schriften": "Schriften", + "Altes-Alaani": "Altes Alaani", + "Angram-Bilderschrift": "Angram-Bilderschrift", + "Chrmk": "Chrmk", + "Chuchas": "Chuchas", + "Geheiligte-Glyphen-von-Unau": "Geheiligte Glyphen von Unau", + "Hjaldingsche-Runen": "Hjaldingsche Runen", + "Imperiale-Zeichen": "Imperiale Zeichen", + "Isdira-und-Asdharia-Zeichen": "Isdira- und Asdharia-Zeichen", + "Kusliker": "Kusliker Zeichen", + "Nanduria-Zeichen": "Nanduria-Zeichen", + "Rogolan-Runen": "Rogolan-Runen", + "Thorwalsche-Runen": "Thorwalsche Runen", + "Trollische-Raumbilderschrift": "Trollische Raumbilderschrift", + "Tulamidya-Zeichen": "Tulamidya-Zeichen", + "Ur-Tulamidya-Zeichen": "Ur-Tulamidya-Zeichen", + "Zhayad-Zeichen": "Zhayad-Zeichen", + "Gaben-und-inoffizielle-Talente": "Gaben und inoffizielle Talente", + "Gaben-Erklärung": "hier können eigene/inoffizielle Talente nach eigenen Vorgaben eingegeben werden welche man haben möchte, aber im Grundregelwerk von DSA5 aber nicht existieren", + "Probe": "Probe", + "R": "R", + "Roll": "Roll", + "A": "A", + "B": "B", + "C": "C", + "D": "D", + "E": "E", + "Ausrüstung": "Ausrüstung", + "Nahkampf": "Nahkampf", + "Fernkampf": "Fernkampf", + "Kampftechniken": "Kampftechniken", + "INI": " INI", + "RS": "RS", + "GS": " GS", + "LE": " LE", + "WS": " WS", + "Schips": " Schips", + "beritten": "beritten", + "Reittier-GS": " Reittier GS ", + "Nahkampfwaffen": "Nahkampfwaffen", + "Waffe": "Waffe", + "KT": "KT", + "Leiteigenschaft-Schadensbonus": "Leiteig. + Schadensb.", + "Trefferpunkte": "Trefferpunkte", + "AT-PA-Mod": "AT/PA Mod", + "Reichweite": "Reichweite", + "Verschleiß": "Verschleiß", + "Dolche": "Dolche", + "Fechtwaffen": "Fechtwaffen", + "Hiebwaffen": "Hiebwaffen", + "Kettenwaffen": "Kettenwaffen", + "Lanzen": "Lanzen", + "Raufen": "Raufen", + "Schwerter": "Schwerter", + "Stangenwaffen": "Stangenwaffen", + "Zweihandhiebwaffen": "Zweihandhiebwaffen", + "Zweihandschwerter": "Zweihandschwerter", + "W6-Plus": "W6+", + "kurz": "kurz", + "mittel": "mittel", + "lang": "lang", + "IV": "IV", + "Angriff": "Angriff", + "AT-PA": "AT/PA", + "Schilde": "Schilde", + "Schild": "Schild", + "Strukturpunkte": "Strukturp.", + "Schadensberechnung": "Schadensb.", + "klein": "klein", + "groß": "groß", + "Waffen-in-der-Nebenhand": "Waffen in der Nebenhand", + "Fernkampfwafen": "Fernkampfwaffen", + "Kampftechnik": "Kampftechnik", + "Ladezeit": "Ladezeit", + "Munition": "Munition", + "Armbrüste": "Armbrüste", + "Blasrohre": "Blasrohre", + "Bögen": "Bögen", + "Feuerspeien": "Feuerspeien", + "Schleudern": "Schleudern", + "Wurfwaffen": "Wurfwaffen", + "FK": "FK", + "Rüstung": "Rüstung", + "Art": "Art", + "Zusätzliche-Abzüge": "Zus. Abz.", + "Reise-Schlacht": "Reise, Schlacht,...", + "Aktiv": "Aktiv", + "Normale-Kleidung": "Normale Kleidung", + "Schwere-Kleidung": "Schwere Kleidung", + "Stoffrüstung": "Stoffrüstung", + "Lederrüstung": "Lederrüstung", + "Kettenrüstung": "Kettenrüstung", + "Schuppenrüstung": "Schuppenrüstung", + "Plattenrüstung": "Plattenrüstung", + "Attacke": "Attacke", + "Attacke:": "Attacke:", + "AT-Patzer": "AT-Patzer", + "Nebenhand-AT:": "Nebenhand-AT:", + "Beidhändiger-Kampf": "Beidhändiger Kampf", + "Passierschlag:": "Passierschlag:", + "Pikenwall": "Pikenwall", + "Schild-AT:": "Schild-AT:", + "Trefferpunkte:": "Trefferpunkte:", + "W-Plus": "W+", + "x2": "x2", + "Nebenhand-TP:": "Nebenhand-TP:", + "Schild-TP:": "Schild-TP:", + "Waffenparade:": "Waffenparade:", + "2.": "2.", + "3.": "3.", + "1/2": "1/2", + "Patzer": "Patzer", + "Schildparade:": "Schildparade:", + "PA-Patzer": "PA-Patzer", + "Ausweichen:": "Ausweichen:", + "Verteidigung:": "Verteidigung:", + "+/-": "+/-", + "Basismanöver": "Basismanöver", + "TP-Plus": "TP+", + "Finte:": "Finte:", + "-": "-", + "Präziser-Stich:": "Präziser Stich:", + "Unterlaufen:": "Unterlaufen:", + "Wuchtschlag:": "Wuchtschlag:", + "Passiv": "Passiv", + "AT": "AT", + "PA": "PA", + "TP": "TP", + "Drachentöter:": "Drachentöter:", + "Einhändiger-Kampf:": "Einhändiger Kampf:", + "Hass-auf:": "Hass auf...:", + "Mächtiger-Schlag:": "Mächtiger Schlag:", + "Schilddeckung:": "Schilddeckung:", + "Verkürzte-Waffenführung:": "Verkürz. Waffenführ.:", + "Verteidigungshaltung:": "Verteidigungshaltung:", + "ZH-Reiterkampf:": "ZH Reiterkampf:", + "Spezialmanöver": "Spezialmanöver", + "AT-auf-ungeschütze-Stellen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Wenn die AT des Wesens gelingt und die Verteidigung des Ziels misslingt, kann Rüstungsschutz, der durch Kleidung und Rüstungen zustande gekommen ist, ignoriert werden. Gegen diesen Angriff kann man sich normal verteidigen. Die Attacke ist um 2 erschwert. Magischer, karmaler oder natürlicher Rüstungsschutz kann nicht umgangen werden und schützt weiterhin.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9", + "AT-auf-ungeschütze-Stellen": "AT auf ungesch. Stellen", + "Anspringen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Gegen diesen Angriff kann man sich normal verteidigen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP anstelle des eigentlichen Schadens. Die Kreatur sitzt zudem auf ihrem Opfer und genießt eine Vorteilhafte Position (siehe Regelwerk Seite 238). Um das Wesen herunterzubekommen, ist eine Vergleichsprobe auf Kraftakt (Heben & Stemmen) notwendig, die um je volle 50 Stein Gewicht der Kreatur um 1 erschwert ist. Dies kostet eine Aktion. Will der Held gleichzeitig auch noch aufstehen, so ist die Probe um zusätzlich 3 Punkte erschwert. Ein misslungener Angriff bedeutet, dass dem Gegner ein Passierschlag zusteht. Die Attacke ist um 4 erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9", + "Anspringen": "Anspringen:", + "Betäubungsschlag-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Gelingt die um 2 erschwerte AT und misslingt die Verteidigung, richtet der Angriff 1W3 TP an. Außerdem muss der Getroffene eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um die Anzahl der angerichteten TP ablegen (egal ob Schaden verursacht wurde oder nicht). Bei Misslingen erleidet er 1 Stufe Betäubung. Das Manöver lässt sich nur gegen Kulturschaffende und Tiere der Größenkategorie des Helden oder kleiner anwenden. Ja, das bedeutet, dass ein Betäubungsschlag gegen Ungeheuer wirkungslos ist.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152", + "Betäubungsschlag": "Betäubungsschlag", + "Entwaffnen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Um dem Gegner mit diesem Manöver eine Waffe (ausgenommen Schilde) aus der Hand zu schlagen, ist eine um 4, gegen Zweihandwaffen sogar um 6 erschwerte Attacke nötig. Gegen diesen Angriff kann eine reguläre Verteidigung durchgeführt werden. Misslingt diese, wird die Waffe fallen gelassen. Der Angriff verursacht 1W3 TP. Um eine Waffe wieder aufzuheben, muss der Held die Regeln für Aufheben von Gegenständen im Kampf befolgen.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –4/–6
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Fechtwaffen, Hiebwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 247", + "Entwaffnen:": "Entwaffnen:", + "EH": "EH", + "ZH": "ZH", + "Festnageln-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ein Festnageln-Manöver kann nur gegen Gegner durchgeführt werden, die den Status Liegend aufweisen. Gelingt die um 4 erschwerte AT und misslingt die Verteidigung, so ist das Opfer festgenagelt. Die Heldin kann mit der verwendeten Waffe nicht mehr parieren, sie kann nur noch ausweichen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass die Spielerin würfeln muss. Jede KR richtet der Angriff +1 TP an (in der 1. KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert und behält den Status Liegend. Solange das Opfer festgenagelt ist, kann es sich nicht verteidigen. Die Angreiferin kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen die Heldin gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln-Manöver kann nur gegen Ziele der Größenkategorie klein oder mittel angewandt werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152", + "Festnageln": "Festnageln", + "Flugangriff-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ist der Flugangriff erfolgreich, steigen die TP um 2. Das Manöver Flugangriff kann nur durchgeführt werden, wenn der Angreifer eine Anflugstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Gegen diesen Angriff kann man sich normal verteidigen. Misslingt der Flugangriff, darf der Verteidiger einen Passierschlag ausführen. Sollte der Flugangriff gelungen sein, so ist eine Attacke gegen das Flugwesen durch den Angegriffenen in dieser KR um 6 erschwert, da das Wesen am Gegner vorbeifliegt. Am Ende der KR hat sich das Flugwesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon, ob es mit dem Flugangriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden. Die Attacke ist um 2 erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9", + "Flugangriff": "Flugangriff:", + "Gezielter-Angriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Mit diesem Manöver kann man gezielt eine Trefferzone angreifen. Dazu ist eine Attacke nötig, die entsprechend dem Zonenaufschlag erschwert ist.
    \n\t\t\t\t\t\t\t\t\tErschwernis: je nach Zone
    \n\t\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152", + "Gezielter-Angriff": "Gezielter Angriff", + "Humanoid-klein-groß": "Humanoid, klein bis groß", + "Kopf": "Kopf", + "Torsp": "Torso", + "Arme": "Arme", + "Beine": "Beine", + "Ins-Auge-und-durch-die-Hand": "Ins Auge und durch die Hand", + "Auge-": "Auge", + "Fuss": "Fuss", + "Hals": "Hals", + "Hand": "Hand", + "Drachen": "Drachen", + "Bauch": "Bauch", + "Flügel": "Flügel", + "Halsansatz": "Halsansatz", + "Schwanz": "Schwanz", + "Krakonier": "Krakonier", + "Nervenzentrum": "Nervenzentrum", + "Riesenhirschkäfer": "Riesenhirschkäfer", + "Gelenkansätze": "Gelenkansätze", + "Haltegriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu ist eine erfolgreiche Raufenattacke nötig. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. So lange der Gegner festgehalten wird, leidet er unter dem Status Fixiert und Eingeengt. Um sich aus dem Haltegriff zu lösen, ist eine vergleichende Probe auf Kraftakt (Ziehen & Zerren) nötig. Der Haltende kann sich nicht verteidigen, so lange er seinen Gegner festhält. Für den Haltegriff muss der Angreifer beide Hände frei haben. Der Haltegriff kann nur gegen Gegner gleicher oder kleinerer Größenkategorie verwendet werden.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248", + "Haltegriff": "Haltegriff", + "Hammerschlag-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke für den Hammerschlag ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Schwerter, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248", + "Hammerschlag": "Hammerschlag", + "Herunterstoßen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Gelingt dem Helden eine um 4 erschwerte Attacke und misslingt die Verteidigung des Gegners, erleidet dieser minimalen Waffenschaden (wie gewürfelt 1 bei den TP, Bonus durch Schadensschwelle zählt mit) und droht vom Reittier zu stürzen. Er muss sofort eine Probe auf Reiten (Kampfmanöver) erschwert um 2 ablegen, bei Misslingen stürzt der Reiter von seinem Reittier und erleidet Sturzschaden (siehe Regelwerk Seite 340).
    \n\t\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 153", + "Herunterstoßen": "Herunterstoßen", + "Klammergriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Dem Wesen muss eine AT mit seinem Fangarm (Tentakel, Arm, Körper, etc.) gelingen. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. Solange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Ab der nächsten KR muss das Wesen keine AT mehr würfeln, sondern erzeugt durch Quetschen SP in Höhe der ausgewürfelten TP des Angriffs. Alternativ kann das Wesen 1 Aktion aufwenden, um das Opfer zu seinem Maul zu heben. In der folgenden KR kann das Wesen dann zubeißen, so es über eine Biss-Attacke verfügt. Diese Biss-Attacke gelingt gegen einen festgehaltenen Gegner. Die Verteidigung des Angreifers sinkt für den Rest der KR, in welcher der Biss stattfindet, auf 0. Der Klammergriff kann nur gegen Gegner kleinerer Größenkategorien eingesetzt werden. Um sich aus dem Klammergriff zu lösen, ist eine gelungene Vergleichsprobe auf Kraftakt (Ziehen & Zerren) nötig. Mittels einer freien Aktion kann der Klammernde den Gehaltenen loslassen. Sollte der Klammernde sein Opfer angehoben haben, stürzt es und erleidet den Status Liegend, sofern ihm nicht eine Probe auf Körperbeherrschung (Kampfmanöver) gelingt. Der Angriff ist um 4 erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9", + "Klammerangriff": "Klammerangriff", + "Klingensturm-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Abenteurerin vermag in 1 Aktion zwei einzelne Attacken zu schlagen. Beide Attacken sind um jeweils 2 erschwert. Der zweite Angriff bekommt einen Malus von –2 TP. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP. Die Angriffe können sich gegen verschiedene Ziele innerhalb der Angriffsdistanz richten. Wird ein Klingensturm mit einem Basismanöver kombiniert, muss dieses für beide Attacken identisch sein. Sollte der Heldin während der ersten AT ein Patzer unterlaufen, verfällt die zweite AT. Das Klingensturm-Manöver kann nicht zusammen mit einem Schild, einer Parierwaffe oder einer weiteren Einhandwaffe kombiniert werden. Der Bonus durch die SF Einhändiger Kampf kann beim Einsatz des Klingensturm benutzt werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154", + "Klingensturm": "Klingensturm", + "1-Angriff": "1. Angriff", + "2-Angriff": "2. Angriff", + "Lanzenangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Möchte der Reiter einen Gegner mit einer Lanze angreifen, muss dazu der Befehl Lanzenangriff erteilt werden. Der Lanzenangriff kann nur im Galopp ausgeführt werden. Nach der Probe auf Reiten wird eine Attacke auf Lanzen ausgeführt (dies kostet keine zusätzliche Aktion, sondern ist Teil des Befehls). Pferd und Reiter verringern ihre Geschwindigkeit nach erfolgtem Angriff nicht automatisch. Außerdem kann ein solcher Angriff nicht mit einer Waffe pariert werden, nur eine Parade mit einem Schild oder Ausweichen sind möglich. Bei einer gelungenen Attacke und einer gelungenen Parade mit dem Schild oder einem unverteidigten Treffer lässt der Angreifer die Lanze los, um nicht vom Aufprall aus dem Sattel gehoben zu werden. Ist der Lanzenangriff erfolgreich, steigen die TP um 2 + GS/2 des Reittiers.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Lanzen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248", + "Lanzenangriff": "Lanzenangriff", + "Riposte-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Nach einer erfolgreichen Parade, die für den Kämpfer um 2 erschwert ist, kann er sofort einen Passierschlag gegen seinen Angreifer ausführen. Das Manöver Riposte muss vor dem Attackewurf des Angreifers angesagt werden. Nach der Riposte kann der Kämpfer keine weiteren Verteidigungen in dieser KR mehr durchführen. Eine Riposte kann nicht mit einem Basismanöver kombiniert werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Riposte": "Riposte", + "Rundumschlag": "\n \t\t\t\t\t\t\t\t\tRegel: Die angegriffenen Gegner dürfen auf den Angriff getrennt reagieren. Die erste Attacke ist um 2, die zweite um 6 und die dritte um 10 erschwert. Wenn die Verteidigung der Gegner misslingt, wird für jeden Gegner einzeln Schaden ausgewürfelt. Rundumschlag I erlaubt den Angriff auf zwei Gegner, Rundumschlag II den Angriff auf drei Gegner. Ein Patzer bei einem der Angriffe bedeutet, dass keine weiteren Attacken des Rundumschlags in dieser KR ausgeführt werden können.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –6 (zweite Attacke); –10 (dritte Attacke)
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Schilde, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Rundumschlag-gegen": "Rundumschlag gg.", + "1-Gegner": "1. Gegner", + "2-Gegner": "2. Gegner", + "3-Gegner": "3. Gegner", + "Schildspalter-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu wird eine Attacke gegen den Schild durchgeführt, gegen die der Gegner mit einer Parade mit dem Schild oder Ausweichen verteidigen darf. Für eine Parade mit dem Schild kann der Parade-Bonus des Schildes nicht genutzt werden. Misslingt die Parade oder das Ausweichen, wird der Schaden von den Strukturpunkten des Schildes abgezogen. Fallen diese auf 0, ist der Schild zerstört. Dieses Spezialmanöver kann nur gegen Schildkämpfer eingesetzt werden.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Schildspalter": "Schildspalter", + "Schwanz-Tentakelschwung-Regel": "\n\t\t\t\t\t\t\t\tRegel: Ist das angreifende Wesen mindestens eine Größenkategorie größer als seine Ziele, kann es mit einem Schwanz- oder Tentakelschwung mehrere Gegner zu Fall bringen. Diesem Angriff kann man nur ausweichen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Durch den Fall erleidet man 1W3 SP. Ein solcher Angriff kann nur gegen Ziele neben oder hinter (Schwanz) bzw. vor (Tentakel) dem angreifenden Wesen ausgeführt werden. Die Attacke ist um 2 pro Ziel erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2 pro Ziel
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", + "Schwanz-Tentakelschwung": "Schwanz- oder Tentakelschwung:", + "1-Ziel": "1 Ziel", + "2-Ziele": "2 Ziele", + "3-Ziele": "3 Ziele", + "4-Ziele": "4 Ziele", + "Schwitzkasten-Regel": "\n\t\t\t\t\t\t\t\t\tRegel: Um einen Feind in den Schwitzkasten zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Schwitzkasten. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Schwitzkasten, erleidet er jede KR 1 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, die erschwert ist um die SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Schwitzkasten ist, stehen ihm zwei Optionen offen: \n\t\t\t\t\t\t\t\t\t
    • Schwitzkasten aufsprengen: Er kann versuchen, den Schwitzkasten zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. War der Widersacher erfolgreich, enden der Schwitzkasten und der Haltegriff. \n\t\t\t\t\t\t\t\t\t
    • Angreifen: Er kann die Heldin angreifen. \n\t\t\t\t\t\t\t\t\t
    Solange der Schwitzkasten aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154", + "Schwitzkasten": "Schwitzkasten", + "Sturmangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Das Manöver Sturmangriff kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 4 Schritt hat und über eine GS von mindestens 4 verfügt. Die Bewegung ist Teil der Aktion, mit der man angreift. Ist der Sturmangriff erfolgreich, steigen die TP um 2 und die halbe GS des Angreifers. Dieser Angriff kann regulär abgewehrt werden. Sollte der Sturmangriff misslingen, erhält der Verteidiger die Gelegenheit für einen Passierschlag. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Sturmangriff": "Sturmangriff", + "Todesstoß-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke für den Todesstoß ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Todesstoß": "Todesstoß", + "Trampeln-Regel": "\n\t\t\t\t\t\t\t\tRegel: Nur Wesen, die im Vergleich zum Gegner eine höhere Größenkategorie aufweisen, können einen Trampel-Angriff durchführen. Ausschließlich Gegner mit dem Status Liegend oder Wesen, deren Größenkategorie kleiner ist als die des angreifenden Wesens, können zertrampelt werden. Der Angreifer kann eine Trampel-Attacke durchführen. Hierdurch erleidet er jedoch einen zusätzlichen Abzug von 2 Punkten auf seine Verteidigung in der laufenden KR.
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", + "Trampeln": "Trampeln:", + "Überrennen-Regel": "\n\t\t\t\t\t\t\t\tRegel: Das Manöver Überrennen kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Dieser Angriff kann regulär abgewehrt werden. Sollte das Überrennen misslingen, erhält der Verteidiger Gelegenheit für einen Passierschlag, dieser ist aber zusätzlich um 4 erschwert. Ist das Überrennen-Manöver erfolgreich, so ist eine Attacke gegen das Wesen durch den Angegriffenen in dieser KR um 2 erschwert. Am Ende der KR ist das Wesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon es mit dem Angriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", + "Überrennen": "Überrennen:", + "Verbeißen-Regel": "\n\t\t\t\t\t\t\t\tRegel: Das Wesen führt einen Biss-Angriff aus. Kann der gelungene Angriff nicht verteidigt werden, so hat sich die Kreatur festgebissen. In den nachfolgenden KR gelingt die Biss-Attacke des Wesens automatisch, ohne dass der Meister würfeln muss. Jede weitere KR richtet der Verbeißen-Angriff +1 TP an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert, es sei denn, bei der Kreaturenbeschreibung steht extra dabei, dass der Status entfällt. Die Verteidigung des Angreifers sinkt, während es durch den Biss am Gegner hängt, auf 0. Das Wesen kann am Ende einer KR entscheiden loszulassen (was eine freie Aktion kostet). Dieser Angriff ist um 2 erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", + "Verbeißen": "Verbeißen:", + "Vorstoß-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Mit dieser Sonderfertigkeit kann man seinen Attackewert für die aktuelle Kampfrunde um 2 erhöhen. Dafür kann man diese Kampfrunde keine Verteidigung mehr ausführen. Ein Vorstoß muss am Anfang der Runde angesagt werden. Der Vorstoß kann nicht im Status Liegend ausgeführt werden.
    \n\t\t\t\t\t\t\t\t\tErleichterung: +2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Kettenwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Vorstoß": "Vorstoß", + "Wurf-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu muss er ihn zuerst in einen Haltegriff bekommen (siehe Sonderfertigkeit Haltegriff). So lange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Hält er seinen Gegner, muss er eine um 2 erschwerte Raufenattacke ausführen. Gelingt diese und kann der Gegner sich nicht erfolgreich verteidigen, geht der Gegner zu Boden und erleidet den Status Liegend. Der Wurf selbst verursacht 1W3 TP, ein möglicher darauf folgender Sturz beispielsweise von einer Klippe oder in ein Feuer unter Umständen deutlich mehr.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Wurf": "Wurf", + "Zu-Fall-Bringen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke ist um 4 erschwert. Gegen diesen Angriff kann verteidigt werden. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Zu-Fall-Bringen": "Zu Fall bringen", + "Kampfstile": "Kampfstile", + "Adersin-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Gegner des Schwertgesellen ist durch den ständigen Wechsel zwischen Ein- und Zweihandnutzung der Waffe so überrascht, dass seine Verteidigung um 1 gesenkt wird. Obwohl der Anderthalbhänder bei diesem Stil gelegentlich in nur einer Hand geführt wird, kann er nicht zusammen mit einem Schild, einer Parierwaffe oder einer Einhandwaffe kombiniert werden. Selbst wenn der Anderthalbhänder teilweise einhändig geführt wird, kann die SF Einhändiger Kampf nicht genutzt werden.
    \n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter (nur Anderthalbhänder)
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156", + "Adersin-Stil": "Adersin-Stil", + "Baburin-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Eine Kriegerin aus Baburin kann mittels 1 freien Aktion im Kampf eine Probe auf Kriegskunst ablegen. Sie muss vor dem Ablegen der Probe einen Gegner in Sichtreichweite bestimmen. Gelingt die Probe, so bekommt sie für die laufende KR einen Bonus von +1 AT, +1 Verteidigung und +1 Fernkampf gegen den benannten Widersacher.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156", + "Baburin-Stil": "Baburin-Stil:", + "Baliho-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT und Verteidigung um jeweils 1 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156", + "Baliho-Stil": "Baliho-Stil:", + "Bornländisches-Raufen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kennerinnen der SF Bornländisches Raufen erhöhen ihren Schaden bei allen waffenlosen Angriffen um +1 TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", + "Bornländisches-Raufen": "Bornländisches Raufen:", + "Cendrasch-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Gegen Gegner der Größenkategorie groß und riesig erhalten Krieger des Cendrasch-Stils einen Bonus von +1 auf ihre Verteidigung.
    \n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Zweihandhiebwaffen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", + "Cendrasch-Stil": "Cendrasch-Stil:", + "Dajin-Buskur-Regel": "\n \t\t\t\t\t\t\t\tRegel: Sollte der Dajin-Buskur auf seiner Position verharren (sprich: er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet) und greift er den Feind an, der ihn in dieser KR zuerst angegriffen hat, so erhält er gegen diesen einen Bonus von +1 AT und +1 TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", + "Dajin-Stil": "Dajin-Stil:", + "Elenvina-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei der SF Anführer muss die Elenviner Kriegerin nur 1 freie Aktion statt einer regulären Aktion aufwenden.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", + "Elenvina-Stil": "Elenvina-Stil:", + "Fedorino-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: In KR, in denen der Held keine Spezialmanöver einsetzt, verfügt er über eine um 2 erhöhte Verteidigung. Will der Abenteurer von dem Bonus auf seine Verteidigung profitieren und eine Verteidigung einsetzen, so darf er in dieser KR auch weiterhin keine Spezialmanöver einsetzen. Der Bonus ist mit dem der Verteidigungshaltung kumulativ.
    \n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", + "Fedorino-Stil": "Fedorino-Stil:", + "Gladiatoren-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wer den Gladiatoren-Stil beherrscht, kann immer, wenn er mittels Raufen-AT Trefferpunkte verursacht, versuchen, die Zuschauer für sich zu gewinnen. Die Spielerin legt dazu eine Probe auf Überreden (Manipulieren) ab. Gelingt die Probe, so erhält ihre Heldin einen Bonus von +2 AT für die laufende und die folgende KR. Die Wirkung der gelungenen Probe ist nicht kumulativ, die Abenteurerin bekommt also nicht einen Bonus von +4, wenn sie die Probe nochmals ablegt, und auch der Zeitraum der Wirkung verlängert sich nicht. Die Heldin bekommt den Bonus nur, wenn eine ausreichende Menge an Zuschauern vorhanden ist. Zuschauer dürfen nicht selbst in den Kampf involviert sein. Was eine ausreichende Menge an Zuschauern ist, entscheidet der Meister. Dies kann je nach Situation unterschiedlich sein und reicht von 2 Zuschauern in einer Gasse bis hin zu hunderten Menschen in einer Arena. Wer den Gladiatoren-Stil einsetzt, richtet allerdings –2 TP bei Raufen-AT an. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", + "Gladiatoren-Stil": "Gladiatoren-Stil:", + "Hammerfaust-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Held, der diesen Stil beherrscht, richtet bei Lebewesen +1 TP an. Waffenlose Angriffe verdoppeln ihre TP gegen Objekte. Sollte ein Kenner dieser SF also 7 TP Strukturschaden auswürfeln, so richtet er stattdessen 14 TP Strukturschaden an.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", + "Hammerfaust-Stil": "Hammerfaust-Stil:", + "Hruruzat-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei einem erfolgreichen Angriff mit Raufen würfelt die Spielerin für die Trefferpunkte statt 1W6 mit 2W6. Das höhere Ergebnis der einzelnen Würfel wird gewertet. Sollte der Spieler einen Pasch gewürfelt haben, so werden die Ergebnisse der beiden Würfel addiert und bilden zusammen die TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", + "Hruruzat": "Hruruzat:", + "Hylailos-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Krieger von Hylailos vermag selbst wuchtige Waffen schnell und präzise zu führen. Dadurch verbessern sich PA-Abzüge von AT/PA-Modifikatoren bei Waffen der Kampftechnik Stangenwaffen um 1. Maximal ist dadurch ein Abzug von 0 erreichbar.
    \n\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Hylailos-Stil": "Hylailos-Stil:", + "Marwan-Sahib-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Marwan Sahib-Balayanim können es ihren Feinden in enger Umgebung noch schwerer machen: Gegner mit dem Status Eingeengt die gegen einen Balayan kämpfen, erleiden jeweils eine Erschwernis von 2 auf AT und PA zusätzlich zu den übrigen Erschwernissen durch Eingeengt. Dies gilt auch für Schilde. Widersacher, die den Marwan Sahib-Stil verwenden, erleiden die Erschwernis nicht. Ein Kämpfer mit kurzer Waffe würde gegen den Balayan also eine Erschwernis von –2 auf AT/PA erleiden, ein Kämpfer mit mittlerer Waffe –6 auf AT/PA, vorausgesetzt, er hat den Status Eingeengt erlitten.
    \n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Raufen, Schwerter
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Marwan-Sahib-Stil": "Marwan Sahib-Stil:", + "Mengbilla-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Diese SF sorgt dafür, dass die Heldin die Auswirkungen der höchsten Stufe des Zustands Furcht ignorieren darf. Sie erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn die Abenteurerin also beispielsweise drei Stufen Furcht erlitten hat, gelten für sie nur die Auswirkungen von Stufe II. Bei Furcht Stufe IV wird die Heldin dennoch Handlungsunfähig.
    \n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Mengbilla-Stil": "Mengbilla-Stil:", + "Mercenario-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Anwender des Mercenario-Stils können einen Schwertknauf, eine Dolchscheide oder einen anderen vergleichbaren Gegenstand im waffenlosen Kampf nutzen und diesen mit ihren Angriffen und ihrer Abwehr kombinieren. Der Feind erleidet bei jeder gelungenen Raufen-PA 1 SP, egal ob er selbst oder der Mercenario-Anwender erfolgreich pariert hat. Beim Ausweichen entsteht dieser Schaden nicht.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Mercenario-Stil": "Mercenario-Stil:", + "Prem-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Für eine Kriegerin aus Prem sinken die Erschwernisse beim Kampf im Wasser (siehe Regelwerk Seite 239) um bis zu 4. Bei bestätigten Patzern im Nahkampf erleidet sie nur 1W6 SP. \n \t\t\t\t\t\t\t\t
    • Spielst du mit der Optionalregel der Patzertabelle, dann können Krieger mit diesem Stil stattdessen das Ergebnis des Wurfs auf die Tabelle um eine Auswirkungskategorie nach oben oder unten verändern (bis hin zum Tabellenergebnis 2 bzw. 12).
    \n\t\t\t\t\t\t\t\tKampftechnik: alle
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Prem-Stil": "Prem-Stil:", + "Ritter-des-Alten-Wegs-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT um 2 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", + "Ritter-des-Alten-Wegs": "Ritter des Alten Wegs", + "Rondras-Trutz-Stil-Regel": "Rondras Trutz", + "Unauer-Schule-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Kämpfer der Unauer Schule erhält einen Bonus von +2 auf seine Verteidigung. Allerdings muss er an Ort und Stelle verharren und darf sich nicht von seiner Position wegbewegen (sprich: Er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet). Wer Unauer Schule mit Verteidigungshaltung kombiniert, kann seinen Verteidigungswert um insgesamt +6 erhöhen, aber er darf sich nicht bewegen.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", + "Unauer-Schule": "Unauer Schule:", + "Zyklopäisches-Ringen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wendet die Heldin das Manöver Haltegriff an, ist eine Verteidigung des Gegners gegen diesen Angriff um 2 erschwert.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", + "Zyklopäisches-Ringen": "Zyklopäisches Ringen:", + "erweiterte-Kampf-Sonderfertigkeiten": "erw. Kampf-SF", + "Aufspießen-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt die um 6 erschwerte AT und misslingt die Verteidigung, so ist das Opfer zu Boden geworfen worden und wurde festgenagelt. Der übliche Schaden von 1W3 TP durch die SF Zu Fall bringen kommt beim Aufspießen nicht zu tragen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass der Spieler würfeln muss. Jede KR richtet der Angriff +1 TP mehr an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Feind erhält den Status Fixiert und Liegend. Der Angreifer kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen den Angreifer gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln- Manöver kann nur gegen gleichgroße oder die nächstkleinere Größenkategorie angewandt werden. Misslingt die AT, so steht dem Gegner ein Passierschlag zu.
    \n\t\t\t\t\t\t\tErschwernis: –6
    \n\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", + "Aufspießen": "Aufspießen", + "Binden-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt der Heldin eine um 2 erschwerte PA, bekommt sie für ihre nächste Aktion einen Bonus von +4 AT gegen den Feind, gegen den sie das Binden-Manöver ausgeführt hat. Dieser Angriff muss in ihrer nächsten Aktion, also entweder in dieser oder der nachfolgenden KR ausgeführt werden. Diese Aktion darf nicht hinausgezögert werden. Der Bonus entfällt, wenn die Abenteurerin einen anderen Gegner angreift oder zu parieren versucht. Das gleiche gilt, wenn der Widersacher nicht mit der gebundenen Waffe, sondern mit einer anderen angreift. Das Binden einer zweihändig geführten Waffe ist um 4 erschwert, nicht um 2. Nach dem Binden kann der Held keine weiteren Verteidigungen in dieser KR ausführen.
    \n\t\t\t\t\t\t\tErschwernis: –2 (einhändige Waffe); –4 (zweihändige Waffe)
    \n\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Schwerter, Stangenwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161", + "Binden": "Binden", + "Breschenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Durch diese SF ist der Held in der Lage, den Befehl Breschenangriff mit seinem Reittier durchzuführen. Dabei werden bis zu drei Ziele getroffen, solange diese maximal einen halben Schritt auseinander stehen. Die Attacken sind für jedes Ziel um 2 erschwert (für den ersten Gegner also um 2, für den zweiten Gegner um 4 und für den dritten Gegner um 6). Die Trefferpunkte werden für jeden Feind einzeln ausgewürfelt und jeder Angegriffene kann sich einzeln gegen den Breschenangriff verteidigen. Sollte während der ersten oder zweiten AT ein Patzer unterlaufen, verfallen die restlichen Attacken.
    \n\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –4 (zweite Attacke); –6 (dritte Attacke)
    \n\t\t\t\t\t\t\t\tKampftechnik:
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161", + "Breschenangriff": "Breschenangriff", + "Frontalangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Der Frontalangriff ist ein eigener Befehl, der den Befehl Niederreiten mit einem normalen Lanzenangriff kombiniert. Der ausgewählte Gegner muss sich sowohl gegen die Attacke durch das Niederreiten des Pferds als auch anschließend mit der Attacke durch den Lanzenangriff des Reiters auseinandersetzen. Beide AT sind um 4 erschwert. Dieser Angriff lässt sich nur gegen Gegner mit der Größenkategorie des Reiters oder kleiner einsetzen.
    \n\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161", + "Frontalangriff": "Frontalangriff:", + "Fussfeger-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt der Heldin eine um 4 erschwerte AT und misslingt die Verteidigung des Gegners, fällt dieser zu Boden und erhält den Status Liegend. Schaden wird dabei nicht angerichtet.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Fussfeger": "Fußfeger", + "Haltegriff-brechen-Regel": "\n \t\t\t\t\t\t\tRegel: Verfügt der Abenteurer über die Sonderfertigkeit Haltegriff brechen, so kann er sich leichter aus einem Haltegriff und allen Manövern befreien, die ihre Wirkung über einen Haltegriff beziehen, etwa den Schwitzkasten und den Würgegriff. Vergleichsproben auf Kraftakt (Ziehen & Zerren), um sich aus dem Griff zu befreien, sind für den Helden um 2 erleichtert.
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Haltegriff-brechen": "Haltegriff brechen", + "Handkantenschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Handkantenschlag auszuführen, muss der Held zunächst in der KR 1 freie Aktion nutzen, um sich zu konzentrieren. Danach kann er einen Handkantenschlag gegen einen Gegner oder ein Objekt ausführen. Sollte der Angriff erfolgreich sein, so erhöht sich der Schaden um +2 TP gegen Lebewesen und um +4 TP gegen Objekte. Die AT ist um 2 erschwert.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Handkantenschlag": "Handkantenschlag", + "Hohe-Klinge-Regel": "\n \t\t\t\t\t\t\tRegel: Das Manöver Hohe Klinge muss am Anfang der KR angesagt werden. Der Abenteurer bekommt einen Bonus von +1 AT und +1 TP, allerdings ist seine Verteidigung bis zum Ende der KR halbiert.
    \n \t\t\t\t\t\t\tKampftechnik: Fechtwaffen, Schwerter, Zweihandschwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Hohe-Klinge": "Hohe Klinge", + "Kopfstoß-Regel": "\n \t\t\t\t\t\t\tRegel: Der Gegner muss bei einer gelungenen und unverteidigten AT des Helden eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei Misslingen erleidet er 1 Stufe Betäubung. Dafür erleidet der Widersacher nur die halben TP des Angriffs. Ist der Angriff gelungen und unverteidigt, erleidet der Angreifer 1 SP. Das Manöver lässt sich nur gegen Kulturschaffende der Größenkategorie mittel anwenden.
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Kopfstoß": "Kopfstoß", + "Mächtiger-Lanzenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Mit dem Mächtigen Lanzenangriff kann die Heldin +2 TP gegen Wesen erzielen, die als Ungeheuer klassifiziert sind, sofern sie die Größenkategorie groß oder riesig aufweisen. Ansonsten funktioniert dieses Manöver wie der normale Lanzenangriff.
    \n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Mächtiger-Lanzenangriff": " Mäch. Lanzenangriff", + "Mächtiger-Rundumschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Wer über den Mächtigen Rundumschlag verfügt, bekommt folgende Boni bei der Ausführung eines gewöhnlichen Rundumschlags dazu: Bei der ersten Attacke +1 TP; bei der zweiten Attacke nur noch eine Erschwernis von 4; bei der dritten Attacke nur noch eine Erschwernis von 8. Zusätzlich kann der Rundumschlag (wie der Mächtige Rundumschlag) mit Stangenwaffen ausgeführt werden.
    \n\t\t\t\t\t\t\tErschwernis: 0 (erster Gegner), -4 (zweiter Gegner), -8 (dritter Gegner)
    \n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Mächtiger-Rundumschlag": " Mäch. Rundumschlag ", + "Meisterlicher-Wurf-Regel": "\n \t\t\t\t\t\t\tRegel: Die Heldin kann gegen eine Raufen-AT eine Raufen-PA einsetzen, um einen meisterlichen Wurf anzusetzen. Diese PA ist um 4 erschwert. Gelingt sie, dann erhält der Feind den Status Liegend, aber keinen Schaden. Ein meisterlicher Wurf kann nur gegen Gegner der Größenkategorie der Heldin oder kleiner eingesetzt werden. Die Abenteurerin muss beim Einsatz des meisterlichen Wurfs unbewaffnet sein, sie darf also keine Waffen in den Händen tragen.
    \n\t\t\t\t\t\t\tErschwernis: –4 (für die Parade)
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163", + "Meisterlicher-Wurf": "Meisterlicher Wurf", + "Schildstoß-Regel": "\n \t\t\t\t\t\t\tRegel: Nach einer erfolgreichen und unparierten Schild-AT stolpert der Getroffene 1W3 Schritte zurück. Für den Verteidiger ist eine gelungene Vergleichsprobe auf Körperbeherrschung (Balance) gegen Kraftakt (Drücken & Verbiegen) notwendig, um nicht den Status Liegend zu erhalten. Jede Netto-QS des Angreifers treibt zudem den Verteidiger um 1 Schritt nach hinten. Der Verteidiger erhält bei einer unverteidigten Attacke mit dem Schildstoß TP/2 des Schilds als Schaden.
    \n\t\t\t\t\t\t\tKampftechnik: Schilde
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163", + "Schildstoß": "Schildstoß", + "Schwinger-Regel": "\n \t\t\t\t\t\t\tRegel: Der Held muss eine um 2 erschwerte AT ausführen. Bei einem Treffer erleidet der Gegner +1 TP. Entstehen so 4 oder mehr SP, muss der Gegner eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei deren Misslingen erleidet er eine Stufe Betäubung. In jedem Fall gilt, dass bis zum Ende der nächsten KR der Abenteurer eine Erschwernis von 2 auf seine Verteidigung bekommt.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163", + "Schwinger": "Schwinger", + "Sprungangriff-Regel": "\n \t\t\t\t\t\t\tRegel: Mit 1 freien Aktion kann ein Spieler vor einer AT eine Probe auf Körperbeherrschung (Springen) ablegen. Der Abenteurer braucht für das Manöver einen Abstand zum Gegner von Mindestens 2 Schritt und kann bis zu GS/2 Schritt auf ihn zuspringen. Jede QS, die der Spieler dabei erzielt, kann er auf AT und TP verteilen. Dabei darf kein Bonus mehr als +3 betragen. Ein weiterer Sprungangriff kann erst zwei KR später wieder ausgeführt werden. Der Held muss also eine KR auf dieses Manöver verzichten. Sollte die AT misslingen, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\tKampftechnik: Schwerter, Stangenwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", + "Sprungangriff": "Sprungangriff", + "Sprungtritt-Regel": "\n \t\t\t\t\t\t\tRegel: Die AT für einen Sprungtritt ist für die Heldin um 2 erschwert, dafür erhöhen sich die TP um 1W6. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", + "Sprungtritt": "Sprungtritt", + "Tiefschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Tiefschlag auszuführen, muss dem Abenteurer eine um 4 erschwerte AT gelingen. Bei einem unverteidigten gelungenen Angriff bekommt er einen Bonus von +2 TP. Erleidet der Gegner mindestens 5 SP, so muss er eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren), erschwert um 2 ablegen, sonst bekommt er 1 Stufe Betäubung.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", + "Tiefschlag": "Tiefschlag", + "Tod-von-links-Regel": "\n \t\t\t\t\t\t\tRegel: Mit der SF Tod von Links verfällt der PA-Bonus einer Parierwaffe, dafür bekommt die Heldin einen Bonus von +2 TP für die Parierwaffe. Zu Beginn jeder KR kann entschieden werden, ob Tod von Links genutzt wird oder der übliche Bonus der Parierwaffe zählt.
    \t\t\t\t\t\t\t\n \t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken, die mit einhändigen Waffen ausgeführt werden
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", + "Tod-von-links": "Tod von Links:", + "Vorbeiziehen-Regel": "\n \t\t\t\t\t\t\tRegel: Um an einem Gegner vorbeizuziehen, muss eine um 4 erschwerte AT gelingen. Gelingt sie, gleich ob verteidigt oder nicht, so genießt der Held bis zum Ende der nächsten KR die vorteilhafte Position gegenüber dem Feind (siehe Regelwerk Seite 238), gegen den er das Manöver eingesetzt hat. Eine gelungene und unverteidigte AT verursacht wie üblich Schaden. Bei einer unverteidigten AT kann sein Gegner außerdem bis zum Ende der nächsten KR keine Manöver einsetzen.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", + "Vorbeiziehen": "Vorbeiziehen", + "Waffenwurf-Regel": "\n \t\t\t\t\t\t\tRegel: Mit dieser SF kann eine Abenteurerin eine Nahkampfwaffe, die sich eigentlich nicht als Wurfwaffe eignet, auf einen Gegner werfen und ihn erheblich verletzen. Der Angriff wird wie ein regulärer Fernkampfangriff ausgeführt. Als Kampftechnik kommt dabei Wurfwaffen zum Einsatz. Neben allen üblichen Modifikatoren eines solchen Angriffs gilt für die geworfene Nahkampfwaffe eine zusätzliche Erschwernis von 4. Die geworfene Waffe muss einer der folgenden Kampftechniken angehören: Dolche, Fechtwaffen, Hiebwaffen, Schwerter, Stangenwaffen. Der Schaden entspricht dem regulären Schaden der Waffe. Ein Bonus durch die Schadensschwelle kommt aber nicht hinzu.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Wurfwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", + "Waffenwurf": "Waffenwurf:", + "Weiter-Schwung-Regel": "\n \t\t\t\t\t\t\tRegel: Bei Einsatz des um 2 erschwerten Manövers gilt der Held bis zum Ende der KR in einer Nahkampfreichweite, die eine Stufe höher ist, als die eigentliche Reichweite seiner Waffe. Zudem erhält er einen Bonus von +1 TP.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", + "Weiter-Schwung": "Weiter Schwung", + "Wundmühle-Regel": "\n \t\t\t\t\t\t\tRegel: Die Spielerin sagt vor der Reaktion ihrer Heldin an, dass sie ein Windmühlen-Manöver durchführen will. Die PA ist dabei um 2 erschwert. Die Abenteurerin muss in dieser KR noch 1 Aktion zur Verfügung haben, die im Anschluss an das Manöver direkt für eine AT eingesetzt wird. Es macht also bei diesem Manöver Sinn, bei hoher Initiative abzuwarten, bis der Gegner angreift. Gelingt der Heldin die PA, so führt sie sofort eine AT gegen den gleichen Gegner mit einem Bonus von +4 TP aus. Alle weiteren Verteidigungen in dieser KR entfallen für die Abenteurerin. Die nach der PA folgende AT kann nicht mit einem Spezialmanöver, wohl aber mit einem Basismanöver kombiniert werden. Das Windmühlen-Manöver kann nur gegen Angriffe mit Kampftechniken ausgeführt werden, mit denen man das Manöver auch ausführen kann (also beispielsweise nicht gegen Dolche oder Fechtwaffen).
    \n\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
    \n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", + "Wundmühle": "Windmühle", + "Würgegriff-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Gegner in den Würgegriff zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Würgegriff. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Würgegriff, erleidet er jede KR 1W6 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, erschwert um die halben SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Würgegriff ist, stehen ihm zwei Optionen offen:
    \n \t\t\t\t\t\t\t• Würgegriff aufsprengen: Er kann versuchen, den Würgegriff zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. Ist der Gegner erfolgreich enden der Würgegriff und der Haltegriff.
    \n \t\t\t\t\t\t\t• Angreifen: Er kann die Heldin angreifen. Solange der Würgegriff aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 166", + "Würgegriff": "Würgegriff", + "SP": "SP", + "Zertrümmern-Regel": "\n\t\t\t\t\t\t\t
    \n \t\t\t\t\t\t\t\n \t\t\t\t\t\t\tRegel: Bei Angriffen gegen Objekte erhält der Held +1W6 TP zu seinem üblichen Schaden hinzu.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 166
    \n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t", + "Zertrümmern": "Zertrümmern", + "Kampfsituationen-Status": "Kampfsituationen / Status", + "AT-Mod": "AT-Mod", + "PA-Mod": "PA-Mod", + "Sichtmodifikator:": "Sichtmodifikator:", + "Sichtmodifikator-aus-Dunkelheit": "Sichtmodifikator aus Dunkelheit", + "Waffe-zu-kurz": "Waffe zu kurz:", + "1-Kategorie": "1 Kat.", + "2-Kategorie": "2 Kat.", + "Gegnerische-KT": "Gegnerische KT:", + "Eingeengt:": "Eingeengt:", + "Blutrausch:": "Blutrausch:", + "Liegend:": "Liegend:", + "Vorteilhafte-Position:": "Vorteilhafte Position:", + "Kampf-im-Wasser:": "Kampf im Wasser:", + "Wasser-bis-zur-Hüfte": "Wasser reicht bis zur Hüfte", + "Wasser-bis-zur-Achsel": "Wasser reicht bis zur Achsel", + "Kampf-im-bodenlosen-Wasser": "Kampf im bodenlosen Wasser", + "Kampf-unter-Wasser": "Kampf unter Wasser:", + "Hauptwaffe": "Hauptwaffe", + "Als-ZH": "Als ZH", + "Schild-Angelegt": "Schild (Angelegt: ", + "Nebenhand-Angelegt": "Nebenhand (Angelegt: ", + "Patzer:": "Patzer:", + "Reichweite:": "Reichweite:", + "Fernwaffe": "Fernwaffe", + "Fernkampfmodifikatoren": "Fernkampfmodifikatoren", + "FK-Mod": "FK-Mod", + "TP-Mod": "TP-Mod", + "Distanz:": "Distanz:", + "Nah": "Nah", + "Weit": "Weit", + "Größe:": "Größe:", + "Zielbewegung:": "Zielbewegung:", + "still": "still", + "leicht": "leicht", + "schnell": "schnell", + "hakenschlagend": "hakenschlagend", + "Schützenbewegung:": "Schützenbewegung:", + "stehend": "stehend", + "gehend": "gehend", + "rennend": "rennend", + "Schuss-ins-Kampfgetümmel:": "Schuss ins Kampfgetümmel:", + "Kampf-vom-Pferderücken:": "Kampf vom Pferderücken:", + "Tier-steht": "Tier steht", + "Tier-im-Schritt": "Tier im Schritt", + "Tier-im-Trab": "Tier im Trab (Glückstreffer bei 1)", + "Tier-im-Galopp": "Tier im Galopp", + "Modifikatoren-vom-Streitwagen:": "Modifikatoren vom Streitwagen:", + "Streitwagen-steht": "Streitwagen steht", + "Tiere-im-Schritt": "Tier/e im Schritt", + "Tiere-im-Trab": "Tier/e im Trab (Glückstreffer bei 1)", + "Tiere-im-Galopp": "Tier/e im Galopp", + "Armbrust-überdrehen:": "Armbrust überdrehen:", + "Berechnung-NurTP-Patzer1W3": "Berechnung: Nur TP
    Bei Patzer: +1W3 SP", + "Ballistischer-Schuss:": "Ballistischer Schuss:", + "Berechnung-nurErschwernis-weit-plus-50": "Berechnung: nur Erschwernis
    Manuell: Reichweite 'weit' bei Bögen: +50%", + "Eisenhagel:": "Eisenhagel:", + "Gezielter-Schuss:": "Gezielter Schuss:", + "Torso": "Torso", + "Auge": "Auge", + "Präziser-Schuss-Wurf:": "Präziser Schuss/Wurf:", + "Wuchtiger-Wurf:": "Wuchtiger Wurf:", + "Gesamt:": "Gesamt:", + "Leiteigenschaft": "Leiteigenschaft: ", + "Steigerungsfaktor": "Steigerungsfaktor", + "Kampftechnikwert": "Kampftechnikwert", + "AT-FK": "AT/FK", + "Kampfsonderfertigkeiten": "Kampfsonderfertigkeiten", + "Allgemeine-Kampf-SF": "Allgemeine Kampf-SF", + "Armbrust-überdrehen": "Armbrust überdrehen", + "Auf-Distanz-halten-1": "Auf Distanz halten I", + "Keine-Automatische-Berechnung": "Keine Automatische Berechnung", + "Auf-Distanz-halten-2": "Auf Distanz halten II", + "Aufmerksamkeit": "Aufmerksamkeit", + "Ballistischer-Schuss": "Ballistischer Schuss", + "Belastungsgewöhnung1": "Belastungsgewöhnung I", + "Berechnung-Belastung": "Berechnung: Nur BE
    Sollten zusätzliche Abzüge ignoriert werden, muss bei der Rüstung dafür der Haken entfernt werden", + "Belastungsgewöhnung2": "Belastungsgewöhnung II", + "Beidhändiger-Kampf1": "Beidhändiger Kampf I", + "Mit-Berechnungen-implementiert": "Mit Berechnungen implementiert", + "Beidhändiger-Kampf2": "Beidhändiger Kampf II", + "Berittener-Kampf": "Berittener Kampf", + "Berittener-Flugkampf": "Berittener Flugkampf", + "Berittener-Schütze": "Berittener Schütze", + "Beschützer": "Beschützer", + "Blindkampf1": "Blindkampf I", + "Blindkampf2": "Blindkampf II", + "Einhändiger-Kampf": "Einhändiger Kampf", + "Eisenhagel1": "Eisenhagel I", + "Eisenhagel2": "Eisenhagel II", + "Entwaffnen": "Entwaffnen", + "Feindgespür": "Feindgespür", + "Finte1": "Finte I", + "Finte2": "Finte II", + "Finte3": "Finte III", + "Gezielter-Schuss": "Gezielter Schuss", + "Kampf-im-Wasser": "Kampf im Wasser", + "Kampfstil-Kombination": "Kampfstil-Kombination", + "Kampfreflexe1": "Kampfreflexe I", + "Kampfreflexe2": "Kampfreflexe II", + "Kampfreflexe3": "Kampfreflexe III", + "Klingenfänger": "Klingenfänger", + "Kreuzblock": "Kreuzblock", + "Meister-der-improvisierten-Waffen": "Meister der improvisierten Waffen", + "Berechnung-Impro-Waffen": "Keine Berechnung möglich. Aktuell gibt es keine Möglichkeit Waffen als improvisiert zu makieren.", + "Meisterliches-Ausweichen": "Meisterliches Ausweichen", + "Meisterparade": "Meisterparade", + "Präziser-Schuss-Wurf1": "Präziser Schuss/Wurf I", + "Präziser-Schuss-Wurf2": "Präziser Schuss/Wurf II", + "Präziser-Schuss-Wurf3": "Präziser Schuss/Wurf III", + "Präziser-Stich1": "Präziser Stich I", + "Präziser-Stich2": "Präziser Stich II", + "Präziser-Stich3": "Präziser Stich III", + "Rundumschlag1": "Rundumschlag I", + "Rundumschlag2": "Rundumschlag II", + "Scharfschütze1": "Scharfschütze I", + "Scharfschütze2": "Scharfschütze II", + "Schnellladen-Armbrust": "Schnellladen (Armbrust)", + "Schnellladen-Bogen": "Schnellladen (Bogen)", + "Schnellladen-Schleudern": "Schnellladen (Schleudern)", + "Schnellladen-Wurfwaffen": "Schnellladen (Wurfwaffen)", + "Schnellziehen": "Schnellziehen", + "Unterlaufen1": "Unterlaufen I", + "Unterlaufen2": "Unterlaufen II", + "Verbessertes-Ausweichen1": "Verbessertes Ausweichen I", + "Verbessertes-Ausweichen2": "Verbessertes Ausweichen II", + "Verbessertes-Ausweichen3": "Verbessertes Ausweichen III", + "Verbessertes-Unterlaufen": "Verbessertes Unterlaufen", + "Verteidigungshaltung": "Verteidigungshaltung", + "Verteilter-Eisenhagel": "Verteilter Eisenhagel", + "Wuchtschlag1": "Wuchtschlag I", + "Wuchtschlag2": "Wuchtschlag II", + "Wuchtschlag3": "Wuchtschlag III", + "Zweihändiger-Reiterkampf": "Zweihändiger Reiterkampf", + "Kampfstile-Erweiterte-Kampfsonderfertigkeiten": "Kampfstile / erw. Kampf-SF", + "Berechnung-Adersin-Stil": "Berechnung: SF Einhändiger Kampf ist nicht möglich
    Manuell: Gegner erhält -1 VT", + "-Binden": "   - Binden", + "-Verkürzte-Waffenführung": "   - Verkürzte Waffenführung", + "-Windmühle": "   - Windmühle", + "-Aufspießen": "   - Aufspießen", + "-Fahrender-Schütze": "   - Fahrender Schütze", + "-Wuchtiger-Wurf": "   - Wuchtiger Wurf", + "-Breschenangriff": "   - Breschenangriff", + "-Schildstoß": "   - Schildstoß", + "-Haltegriff-brechen": "   - Haltegriff brechen", + "-Kopfstoß": "   - Kopfstoß", + "-Tiefschlag": "   - Tiefschlag", + "-Mächtiger-Rundumschlag": "   - Mächtiger Rundumschlag", + "Berechnung-Mächtiger-Rundschlag": "Mit Berechnungen implementiert
    Zusatz Schaden bei 1. Gegner muss manuell berechnet werden", + "-Weiter-Schwung": "   - Weiter Schwung", + "-Zertrümmern": "   - Zertrümmern", + "-Hohe-Klinge": "   - Hohe Klinge", + "-Schilddeckung": "   - Schilddeckung", + "-Waffenwurf": "   - Waffenwurf", + "-Tod-von-links": "   - Tod von Links", + "-Vorbeiziehen": "   - Vorbeiziehen", + "-Sprungtritt": "   - Sprungtritt", + "-Berechnung-Hammerfaust-Stil": "Berechnung: SF Einhändiger Kampf ist nicht möglich
    Manuell: Gegner erhält -1 VT", + "-Meisterlicher-Wurf": "   - Meisterlicher Wurf", + "-Schwinger": "   - Schwinger", + "Berechnung-Hruruzat": "Berechnung: kleinerer der beiden wird automatisch abgezogen
    Manuell: Bei einem Pasch muss der abgezogene Wert draufgerechnet werden", + "-Fußfeger": "   - Fußfeger", + "-Handkantenschlag": "   - Handkantenschlag", + "-Sprungangriff": "   - Sprungangriff", + "Berechnung-Marwan-Sahib-Stil": "Berechnung: Malus für den Gegner
    keine Automatische Berechnung", + "-Keine-Automatische-Berechnung": "Keine Automatische Berechnung", + ".Zertrümmern": "   - Zertrümmern", + "Berechnung-Marcenario-Stil": "Malus für den Gegner, keine automatische Berechnung möglich", + "Berechnung-Prem-Stil": "Mit Berechnungen implementiert
    Patzer-Änderungen müssen manuell abgehandelt werden", + "Ritter-des-Alten-Wegs-stil": "Ritter des Alten Wegs-Stil:", + "-Frontalangriff": "   - Frontalangriff", + "-Mächtiger-Lanzenangriff": "   - Mächtiger Lanzenangriff", + "Rondras-Trutz-Stil": "Rondras Trutz-Stil:", + "-Würgegriff": "   - Würgegriff", + "Berechnung-Zyklopäisches-Ringen": "Malus für den Gegner
    Keine Automatische Berechnung", + "Tier-SF": "Tier-SF", + "Angriff-auf-ungeschützte-Stellen": "Angriff auf ungeschützte Stellen:", + "Klammergriff": "Klammergriff:", + "Mächtiger-Schlag": "Mächtiger Schlag:", + "Unterwasserkampf": "Unterwasserkampf:", + "Zaubertricks": "Zaubertricks", + "Zauber": "Zauber", + "Rituale": "Rituale", + "Stabzauber": "Stabzauber", + "Flüche": "Flüche", + "Elfenlieder": "Elfenlieder", + "Zauberzeichen": "Zauberzeichen", + "AsP": "AsP", + "Tradition": "Tradition: ", + "Gildenmagier": "Gildenmagier", + "Hexe": "Hexe", + "Goblinzauberinnen": "Goblinzauberinnen", + "Zibilja": "Zibilja", + "Leiteigenschaft:": "Leiteigenschaft: ", + "Zaubertrick": "Zaubertrick", + "Wirkungsdauer": "Wirkungsdauer", + "ZK": "ZK", + "Merkmal": "Merkmal", + "Abkühlung": "Abkühlung", + "Berührung": "Berührung", + "sofort": "sofort", + "Objekt": "Objekt", + "Aranische-Rasur": "Aranische Rasur", + "Kulturschaffende": "Kulturschaffende", + "Verwandlung": "Verwandlung", + "8-Schritt": "8 Schritt", + "1-Aktion": "1 Aktion", + "Zone": "Zone", + "Illusion": "Illusion", + "Beruhigung": "Beruhigung", + "1-Stunde": "1 Std", + "Heilung": "Heilung", + "Blütenduft": "Blütenduft", + "selbst": "selbst", + "1-Minute": "1 Minute", + "Duft": "Duft", + "5-Minuten": "5 Minuten", + "Ehrfürchtiges-Verhalten": "Ehrfürchtiges Verhalten", + "30-Sekunden": "30 Sekunden", + "Einfluss": "Einfluss", + "Feenfüße": "Feenfüße", + "16-Schritt": "16 Schritt", + "Objekte": "Objekte", + "Telekinese": "Telekinese", + "Feuerfinger": "Feuerfinger", + "Glücksgriff": "Glücksgriff", + "Hellsicht": "Hellsicht", + "Grußworte": " Grußworte", + "Guten-Morgen": "Guten Morgen", + "4-Schritt": "4 Schritt", + "Haarpracht": "Haarpracht", + "Handwärmer": "Handwärmer", + "Heller-Stern": "Heller Stern", + "5-Sekunden": "5 Sekunden", + "Hintergrundmusik": "Hintergrundmusik", + "Insektenbann": "Insektenbann", + "6-Stunden": "6 Stunden", + "Lockruf": "Lockruf", + "Tiere": "Tiere", + "Luftstoß": "Luftstoß", + "Nagellack": "Nagellack", + "Ordentlich": "Ordentlich", + "Regenbogenaugen": "Regenbogenaugen", + "Rohrstock": "Rohrstock", + "Sandfigur": "Sandfigur", + "1-Schritt": "1 Schritt", + "Schlangenhände": "Schlangenhände", + "Schminken": "Schminken", + "Schnipsen": "Schnipsen", + "Objekt-und-Wesen": "Objekt und Wesen", + "Selbstarchivierung": "Selbstarchivierung", + "Signatur": "Signatur", + "Tätowierung": "Tätowierung", + "Trocken": "Trocken", + "Objekt-und-Kulturschaffende": "Objekt und Kulturschaffende", + "Unheimliches-Lachen": "Unheimliches Lachen", + "Wasserhöhe": "Wasserhöhe", + "Weisheit-des-Leytfadens": "Weisheit des Leytfadens", + "max-10-Sekunden": "max. 10 Sekunden", + "Zauberfeder": "Zauberfeder", + "10-Minuten": "10 Minuten", + "Zaubermodifikationen-1-je-4": "Zaubermodifikationen (1 je 4 in FW)", + "+": "+", + "Zauberdauer-in-Aktionen": "Zauberdauer in Aktionen", + "Reichweite-in-Schritt": "Reichweite in Schritt", + "Kosten": "Kosten", + "Speziell": "Speziell", + "Geste-weglassen": "Geste weglassen", + "Formel-weglassen": "Formel weglassen", + "Fremdtradition": "Fremdtradition", + "Aufrechterhalten": "Aufrechterhalten", + "Gefühle": "Gefühle", + "Zauberpatzer": "Zauberpatzer", + "Summe": "Summe", + "Zaubermodifikationen": "Zaubermodifikationen", + "Gesamt": "Gesamt", + "Zauberspruch": "Zauberspruch", + "Ablativum": "Ablativum", + "Ablativum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unsichtbare Kuppel um den Magier herum, die sich mit ihm bewegt und darin Befindliches vor Zaubern schützt. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Die Kuppel verfügt über einen Radius von 3 Schritt und eine Schildstärke in Höhe von QS x 3. Wird ein freundlicher oder feindlicher Zauber gegen ein unter der Kuppel befindliches Ziel gerichtet, vermindert die Schildstärke dessen QS. Sinkt diese dadurch auf 0, tritt kein Effekt ein. Die Schildstärke wird jedoch im Rahmen dieses Prozesses verbraucht (–1 QS je aufgehaltener QS), und der Ablativum endet vorzeitig, sobald seine QS unter 1 fällt.
    \n \t\t\t\t\t\t\tSollte ein Flächenzauber, beispielsweise der Ignisphaero, teilweise den Schild des Ablativum berühren, wird die Schildstärke um die QS des Flächenzaubers vermindert. Wirkt ein Zauber über mehrere KR, so wird die Schildstärke jede KR um die QS vermindert. Sollte ein Zauber mehr QS aufweisen als der Ablativum, dringt der Zauber mit den überzähligen QS durch den Schild. Die gesamten QS des Zaubers werden aber wie üblich von der Schildstärke abgezogen.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114", + "Abvenenum": "Abvenenum", + "Abvenenum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Bis zu 5 Stein an Getränken und Speisen werden von allen Giften und Krankheitskeimen befreit, deren Stufe die QS nicht übersteigt. Ist bereits jemand durch die Speisen oder Getränke vergiftet worden, wirkt der Abvenenum bei ihm nicht mehr.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 1 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114", + "Adlerauge": "Adlerauge", + "Adlerauge-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Das Talent Sinnesschärfe wird während der Wirkungsdauer um QS +3 des Zaubers erhöht.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Adlerschwinge": "Adlerschwinge", + "Adlerschwinge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Fluglebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115", + "Aeolito": "Aeolito", + "Aeolito-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Aeolito erschafft einen stürmischen Wind, der beim Ziel je nach QS Schaden und den Status Liegend verursacht.
    \n \t\t\t\t\t\t\tQS 1: 1W6 TP
    \n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
    \n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, Liegend
    \n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, Liegend, 1 Schritt zurückgeworfen
    \n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, Liegend, 2 Schritt zurückgeworfen
    \n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, Liegend, 3 Schritt zurückgeworfen
    \n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115", + "Affenarme": "Affenarme", + "Affenarme-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Die Hände und Füße der Hexe bekommen einen sehr guten Halt und so viel Kraft, um damit besser Klettern zu können. Die Hexe erhält QS/2 Erleichterung für Proben auf Klettern (Baumklettern, Bergsteigen oder Fassadenklettern) und Körperbeherrschung (Balance). Um die Erleichterung nutzen zu können, muss die Hexe barfuß sein, darf keine Handschuhe tragen und auch sonst nichts in den Händen halten (wohl aber weiterhin so etwas wie einen Ring am Finger tragen), ansonsten kommt keine Erleichterung zum Tragen.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 10 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 97", + "Affenruf": "Affenruf", + "Affenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/CH
    \n \t\t\t\t\t\t\tWirkung: Die Hexe ruft mit diesem Zauberspruch bis zu QS x 2 Äffchen herbei, die für sie kämpfen. Es erscheinen maximal so viele Äffchen, wie die Anzahl der Gegner der Hexe beträgt. Die Hexe muss einen Punkt am Boden innerhalb der Reichweite bestimmen, an dem die Tiere dann in einem Radius von QS/2 Schritt erscheinen. Die Hexe kann gezielt Gegner benennen, welche von den Äffchen angegriffen werden. Sie kann jedoch nicht mehrere Tiere auf einen Gegner hetzen. Nach ihrem Erscheinen können die Äffchen sich beliebig weit vom Ort ihrer Herbeirufung wegbewegen. Wenn ein Gegner stirbt, verschwinden die Äffchen nicht, sondern die Hexe kann sie einzeln einem anderen Ziel zuordnen (aber nur ein Äffchen pro Gegner). Die Äffchen sind magische Wesen, die aus Magie erschaffen wurden. Endet die Wirkungsdauer, verschwinden die Äffchen wieder im Nichts.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: bis zum Tod der Tiere, maximal jedoch 20 KR
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR5 - Aventurische Magie II S. 97", + "Alpgestalt": "Alpgestalt", + "Alpgestalt-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Den Verzauberten befällt Angst und er erhält eine Stufe des Zustands Furcht.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", + "Altisonus": "Altisonus", + "Altisonus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Die Stimme des Zauberers wird deutlich lauter und beeindruckender und vermag jede andere in einem Raum zu übertönen. Die Reichweite seiner Stimme verdoppelt sich.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", + "Analys-Arkanstruktur": "Analys Arkanstruktur", + "Analys-Arkanstruktur-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer erhält detaillierte Hinweise, ob das Objekt magisch ist und falls ja, wie seine magische Struktur beschaffen ist. Durch die so gesammelten Informationen kann der Zauberer bei einer Magischen Analyse mehr QS ansammeln als üblich. Jede QS des Analys entspricht der Höhe der maximal ansammelbaren QS der Probe auf Magiekunde (unterschiedliche Anwendungsgebiete) für die Magische Analyse. Hat der Zauberer z. B. 3 QS im Analys erzielt, kann er maximal 3 QS bei der Magischen Analyse erzielen, hat er eine QS von 4, so sind maximal 4 QS bei der Analyse möglich usw. Mehr zur Magischen Analyse siehe VR01 - Regelwerk S. 269.
    \n \t\t\t\t\t\t\tZauberdauer: 32 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Wesen, Objekte
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Angst-auslösen": "Angst auslösen", + "Angst-auslösen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE
    \n \t\t\t\t\t\t\tWirkung: Alle Kulturschaffenden in einem Radius von QS x 2 Schritt um den Zauberer werden von panischer Angst vor ihm erfüllt. Solange sie sich im Wirkungsradius aufhalten, erleiden sie 2 Stufen des Zustands Furcht. Die Opfer müssen den Zauberer nicht sehen, damit der Spruch seine Wirkung entfaltet. Ist ihre SK aber höher als die QS des Zaubers, sind sie von den Auswirkungen nicht betroffen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 KR
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", + "Ängste-lindern": "Ängste lindern", + "Ängste-lindern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: je nach QS können mit diesem Zauberspruch Stufen von Furcht augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten die Auswirkungen der höchsten QS.
    \n \t\t\t\t\t\t\tQS 1: 1 Stufe Furcht
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, +2 MU für 1 Minute
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", + "Arachnea": "Arachnea", + "Arachnea-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Alle innerhalb von 1 Meile befindlichen Insekten, Käfer und Spinnen der Größenkategorie winzig werden vom Zauberer angezogen und bewegen sich in seine Richtung. Betroffen sind davon nur solche Wesen, die KL (t) statt KL verwenden und deren SK die QS/2 nicht überschreitet. Zudem verlieren die Wesen nicht ihren Selbsterhaltungstrieb, werden sich also beispielsweise nicht durch Feuer bewegen, das den Pfad zum Zauberer versperrt. Sobald sie beim Zauberer angekommen sind, verbleiben sie in seiner unmittelbaren Nähe und folgen ihm, falls er sich fortbewegt. Der Zauber erlaubt dabei keinerlei Kontrolle über die herbeigeeilten Wesen, es ist also gut möglich, dass sie ihn oder auch die anderen eingetroffenen Wesen angreifen.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone (50 Schritt mit dem Zauberer als beweglichem Mittelpunkt)
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 98", + "Archofaxius": "Archofaxius", + "Archofaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt ein Erzstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6 + (QS x 2) Trefferpunkte Schaden. Der Erzstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Erzstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Das Ziel erhält zudem bei 1-3 auf 1W6 1 Stufe des Zustands Belastung, der erst nach 5 Minuten wieder endet.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 117", + "Archosphaero": "Archosphaero", + "Archosphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
    \n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Erzball, der in gerader Linie sein Ziel trifft. Das Treffen ist in der Zauberdauer inbegriffen, der Magier muss also keine zusätzliche Aktion aufwenden. Der Erzball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Erzball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können getroffen werden, wenn der Erzball explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt einen Schritt um das Zentrum der Explosion herum 2W6 + (QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden). Pro Schritt Entfernung von diesem Bereich verringert sich der Schaden um 3 TP. Der Erzball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt weit weg vom Zentrum der Explosion bewegt. Trifft der Erzball sein Ziel, werden die TP durch den RS des Ziels vermindert. Alle getroffenen Ziele erhalten außerdem bei 1-3 auf 1W6
    \n \t\t\t\t\t\t\t
    \n \t\t\t\t\t\t\t1 Stufe des Zustands Belastung, der erst nach 5 Minuten wieder endet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 117", + "Armatrutz": "Armatrutz", + "Armatrutz-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Die Haut des Zaubernden verhärtet sich, ohne ihre Flexibilität zu verlieren. So erhält er einen natürlichen Rüstungsschutz, der sich auf getragene Rüstung aufaddiert, ohne die Belastung zu erhöhen. Die Höhe des gewünschten zusätzlichen Rüstungsschutzes muss der Zaubernde vor der Probe festlegen. Maximal ist ein zusätzlicher RS von 3 möglich.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP für RS 1, 8 AsP für RS 2, 16 AsP für RS 3 (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", + "Aromatis-Illusionis": "Aromatis Illusionis", + "Aromatis-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber lassen sich beliebige Gerüche und Geschmäcker erzeugen, die jedoch niemals so intensiv sein können, dass sie bei betroffenen Personen Übelkeit hervorrufen könnten. Details zum Thema Illusionen finden sich im VR01 - Regelwerk S. 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone (Radius 3 x 3 Schritt)
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118", + "Attributo-CH": "Attributo (CH)", + "Attributo-CH-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel charismatischer und ansprechender. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt, bei QS 3 hat der Träger insgesamt CH +2 und SK +1.
    \n\t\t\t\t\t\t\tQS 1:b> +1 CH
    \n\t\t\t\t\t\t\tQS 2:b> +1 SK
    \n\t\t\t\t\t\t\tQS 3:b> +1 CH
    \n\t\t\t\t\t\t\tQS 4:b> +1 SK
    \n\t\t\t\t\t\t\tQS 5:b> +1 CH
    \n\t\t\t\t\t\t\tQS 6:b> +1 SK
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserung der CH und SK verändern keine abgeleiteten Werte.
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118", + "Attributo-FF": "Attributo (FF)", + "Attributo-FF-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel flinker und geschickter. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt FF +2 und FK +1.
    \n \t\t\t\t\t\t\tQS 1: +1 FF
    \n\t\t\t\t\t\t\tQS 2: +1 FK
    \n\t\t\t\t\t\t\tQS 3: +1 FF
    \n\t\t\t\t\t\t\tQS 4: +1 FK
    \n\t\t\t\t\t\t\tQS 5: +1 FF
    \n\t\t\t\t\t\t\tQS 6: +1 FK
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der FF und des FK verändern keine abgeleiteten Werte. Eine Verbesserung der FF erhöht dementsprechend nicht zusätzlich den FW.
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118", + "Attributo-KL": "Attributo (KL)", + "Attributo-KL-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel klüger und vernünftiger. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KL +2 und SK +1.
    \n \t\t\t\t\t\t\tQS 1: +1 KL
    \n\t\t\t\t\t\t\tQS 2: +1 SK
    \n\t\t\t\t\t\t\tQS 3: +1 KL
    \n\t\t\t\t\t\t\tQS 4: +1 SK
    \n\t\t\t\t\t\t\tQS 5: +1 KL
    \n\t\t\t\t\t\t\tQS 6: +1 SK
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KL und SK verändern keine abgeleiteten Werte. Eine Verbesserung der KL erhöht dementsprechend auch nicht zusätzlich die SK.
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119", + "Attributo-KK": "Attributo (KK)", + "Attributo-KK-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KK
    \n \t\t\t\t\t\t\tWirkung: Durch den Attributo (Körperkraft) kann der Zauberer ein Ziel stärker und zäher machen. Für jede QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KK +2 und ZK +1.
    \n \t\t\t\t\t\t\tQS 1: +1 KK
    \n\t\t\t\t\t\t\tQS 2: +1 ZK
    \n\t\t\t\t\t\t\tQS 3: +1 KK
    \n\t\t\t\t\t\t\tQS 4: +1 ZK
    \n\t\t\t\t\t\t\tQS 5: +1 KK
    \n\t\t\t\t\t\t\tQS 6: +1 ZK
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KK und ZK verändern keine abgeleiteten Werte. Eine Verbesserung der KK erhöht dementsprechend auch nicht zusätzlich die ZK. Eine verbesserte KK kann allerdings z.B. zu mehr TP durch das Überschreiten der Schadensschwelle führen (siehe VR01 - Regelwerk S. 235).
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119", + "Aufwecken": "Aufwecken", + "Aufwecken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Ein schlafendes Ziel erwacht sofort aus seinen Träumen, und auch der Status Bewusstlos wird durch diesen Zauber aufgehoben. Das Ziel leidet aber danach für 6 – QS KR an 1 Stufe Verwirrung.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119", + "Auge-des-Limbus": "Auge des Limbus", + "Auge-des-Limbus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KK
    \n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft einen Strudel in den angrenzenden Limbus. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS Schritt ausbreitet. Alle darin befindlichen Wesen werden in den Limbus gezogen, und auch unbefestigte Objekte sind betroffen. Jede KR muss eine Probe auf Kraftakt (Ziehen & Zerren) gelingen, ansonsten wird man 2 Schritt näher zum Zentrum gesogen. Sucht man Halt an einem befestigten Gegenstand, ist die Kraftakt-Probe um 1 erleichtert. Wer bei der Öffnung des Strudels direkt im Zentrum steht, kann eine Probe auf Sinnesschärfe (Wahrnehmen) erschwert um 3 ablegen. Bei Gelingen hat man sich intuitiv vom Sog wegbewegt und befindet sich 2 Schritt vom Zentrum entfernt. Wer sich im Radius des Sogs befindet, kann sich nicht normal von dem Zentrum wegbewegen.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Kristallomanten
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 120", + "Aureolus": "Aureolus", + "Aureolus-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Das Objekt wird von einem Glanz überzogen, der es wertvoller und prachtvoller erscheinen lässt. Der Glanz stellt jedoch keine Lichtquelle dar. Maximal kann eine Fläche von einem Rechtschritt überzogen werden. Proben auf Handel (Feilschen), um das verzauberte Objekt zu verkaufen, sind um QS/2 Punkte erleichtert. Dem Käufer steht nach dem Ende der Wirkungsdauer eine Probe auf Willenskraft zu. Gelingt die Probe, erkennt er, dass er betrogen wurde. Bei Misslingen empfindet er den Handel vielleicht als schlechtes Geschäft, aber nicht als Betrug. Details zum Thema Illusionen finden sich im VR01 Regelwerk auf S. 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", + "Auris-Illusionis": "Auris Illusionis", + "Auris-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber ist die Täuschung des Gehörsinnes möglich. Es lassen sich Geräusche beliebiger Art erzeugen, die von allen Wesen in Hörreichweite wahrgenommen werden können.
    \n \t\t\t\t\t\t\t
    \n \t\t\t\t\t\t\tDie Lautstärke kann frei gewählt werden, vermag jedoch niemals ein Maß anzunehmen, das Schmerzen oder gar Schaden verursacht. Details zum Thema Illusionen finden sich im VR01 - Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone (Radius von 5 x 5 Schritt)
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", + "Axxeleratus": " Axxeleratus", + "Axxeleratus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Die Bewegungen des Verzauberten werden übernatürlich beschleunigt. Dies bringt folgende Erleichterungen: +1 Verteidigung, GS x 2, INI-Basiswert x 2. Gegner können Attacken und Fernkampfangriffe des Beschleunigten schlechter abwehren und erhalten auf Verteidigung eine Erschwernis von 2.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", + "Band-und-Fessel": " Band und Fessel", + "Band-und-Fessel-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KK (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel ist während der Wirkungsdauer nicht dazu in der Lage, sich weiter als 7 Schritt von dem Ort zu entfernen, an dem es sich am Ende der Zauberdauer aufhält. Wird es mit Gewalt herausgedrängt, erhält es solange 1 Stufe des Zustands Schmerz pro KR, bis es wieder in den Wirkungsbereich zurückkehrt.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", + "Balsam-Salabunde": " Balsam Salabunde", + "Balsam-Salabunde-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte erhält innerhalb von 6 Minuten nach dem Wirken des Zaubers verlorene LeP in Höhe der verwendeten AsP zurück. Der Zauberer kann maximal so viele AsP einsetzen, wie er FW hat. Für jede QS sinkt die Zeit um 1 Minute. Wird der Zauber vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird der Zauber jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
    \n \t\t\t\t\t\tallgemein\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 1 AsP pro LeP, mindestens jedoch 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Bannbaladin": " Bannbaladin", + "Bannbaladin-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Dieser ursprünglich elfische Freundschaftszauber weckt in seinem Ziel Sympathien und Freundschaft für den Zaubernden. Die genaue Wirkung ist davon abhängig, wie das Ziel zu dem Zaubernden steht. Pro QS verbessert sich die Verbindung zwischen den beiden um eine Stufe. Ist der Zaubernde dem Ziel vorher unbekannt, bewegt sich die Einstellung des Ziels meist zwischen Stufe 4 (Abneigung) und Stufe 6 (Zuneigung). Vorteile wie Gutaussehend oder Nachteile wie Vorurteile gegenüber dem Zaubernden können diesen ersten Eindruck je nach Situation um eine oder mehr Stufen modifizieren.
    \n\t\t\t\t\t\t\tStufe 1: Das Ziel steht dem Zaubernden voller unstillbarem Hass gegenüber.
    \n\t\t\t\t\t\t\tStufe 2: Das Ziel ist der erklärte Feind des Zaubernden.
    \n\t\t\t\t\t\t\tStufe 3: Das Ziel verspürt dem Zaubernden gegenüber Abscheu und Ablehnung.
    \n\t\t\t\t\t\t\tStufe 4: Das Ziel verspürt eine gewisse Abneigung für den Zaubernden.
    \n\t\t\t\t\t\t\tStufe 5: Das Ziel ist dem Zaubernden gegenüber neutral.
    \n\t\t\t\t\t\t\tStufe 6: Das Ziel verspürt eine gewisse Zuneigung für den Zaubernden.
    \n\t\t\t\t\t\t\tStufe 7: Das Ziel empfindet Vertrauen und Freundschaft zum Zaubernden.
    \n\t\t\t\t\t\t\tStufe 8: Das Ziel ist dem Zaubernden eng und loyal verbunden.
    \n\t\t\t\t\t\t\tStufe 9: Das Ziel ist dem Zaubernden verfallen (geht für ihn jedoch nicht in den Tod).
    \n\t\t\t\t\t\t\tDer Zauberspruch verändert nicht das Erinnerungsvermögen. Dem Verzauberten ist nach Ende des Zaubers bewusst, was er empfunden und getan hat. Während der Zauberwirkung mag er sich des Zaubers bewusst sein, das beeinflusst aber seine neue Einstellung nicht. Handlungen des Zauberers hingegen können während der Wirkung das Verhältnis zum Verzauberten positiv oder negativ beeinflussen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", + "Blick-aufs-Wesen": " Blick aufs Wesen", + "Blick-aufs-Wesen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Dem Zauberer werden die Werte des Ziels offenbart. Er kann pro erreichter QS eine Kategorie auswählen, die für ihn offengelegt wird: Körperliche Eigenschaften, LE und ZK, Kampftechniken, Körperliche Vor- und Nachteile, Körperliche Sonderfertigkeiten, Kampfsonderfertigkeiten, aktuell vorhandene Zustände und Status, Körpertalente.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", + "Blick-in-die-Gedanken": " Blick in die Gedanken", + "Blick-in-die-Gedanken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann die Gedanken des Verzauberten lesen. Er kann nur erkennen, was der Verzauberte gerade denkt, nicht jedoch gezielt in seinen Erinnerungen forschen. Der Verzauberte kann mit einer Erfolgsprobe auf Sinnesschärfe erschwert um QS des Zaubers entdecken, dass etwas Fremdes in seine Gedanken blickt. Mit einer um QS der Zauberprobe erschwerte Probe auf Willenskraft kann er gezielt Gedanken mit irreführenden Informationen aussenden oder seine Gedanken mit nutzlosem Durcheinander, inneren Monologen oder Gesang füllen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers), 4 AsP pro 30 Sekunden
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", + "Blindheit": " Blindheit", + "Blindheit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel verliert schlagartig die Fähigkeit, seine Umgebung optisch wahrzunehmen, und es erhält dadurch den Status Blind.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122", + "Blitz-dich-find": " Blitz dich find", + "Blitz-dich-find-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte wird geblendet. Er erhält eine Stufe des Zustands Verwirrung.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Chamaelioni": " Chamaelioni", + "Chamaelioni-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE
    \n \t\t\t\t\t\t\tWirkung: Steht der Zauberer still, verschmelzen Körper und Kleidung optisch mit der Umgebung (jedoch nicht Rüstungen , Waffen oder andere Ausrüstung). Eine Entdeckung ist nur dann möglich, wenn eine Vergleichsprobe zwischen Sinnesschärfe (Hinterhalte entdecken, Suchen oder Wahrnehmen) erschwert um QS gegen Verbergen gelingt. Sobald er sich bewegt, verfällt die Tarnung.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Nachtalben u. a.
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122", + "Claudibus": " Claudibus", + "Claudibus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Durch diesen Zauberspruch verschließen sich Schlösser automatisch und es wird schwerer, sie wieder zu öffnen oder zu knacken. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 30 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekte (Schlösser)
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122", + "Corpofesso": " Corpofesso", + "Corpofesso-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet schmerzhafte Muskelschwäche. Während der Wirkungsdauer erleidet er den Zustand Schmerz.\n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz, aber nur für 1 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", + "Corpofrigo": " Corpofrigo", + "Corpofrigo-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (erschwert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Corpofrigo erzeugt je nach QS Schaden und Stufen von Paralyse.\n\t\t\t\t\t\t\tQS 1: 1W6 TP
    \n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
    \n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, 2 Stufen Paralyse
    \n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch und der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123", + "Dämonenbann": " Dämonenbann", + "Dämonenbann-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Dämonisch wird aufgehoben, solange dessen QS nicht höher ist als die QS des Dämonenbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Dämonenbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 287", + "Dämonenschild": " Dämonenschild", + "Dämonenschild-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unsichtbare, 3 Schritt im Radius messende Kuppel um den Magier herum. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Dämonen können in sie eindringen, aber alle ihre Angriffe (und somit die TP) werden innerhalb des Radius von der Magie der Kuppel absorbiert. Dämonen werden teilweise halbmateriell und schlagen durch ihre Gegner hindurch oder ihre Angriffe werden von der Kuppel aufgesaugt wie Wasser von einem Schwamm. Zu diesem Zweck verfügt die Kuppel über eine Schildstärke in Höhe von AsP + (QS x 3), die TP in gleicher Höhe zu absorbieren vermag. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen und der Zauber endet.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123", + "Debilitatio": " Debilitatio", + "Debilitatio-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unbewegliche kugelförmige Zone, die darin befindlichen Dämonen und Elementaren eine Erschwernis in Höhe der QS/2 auf alle Proben einbringt. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS x 2 Schritt ausbreitet.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124", + "Desintegratus": " Desintegratus", + "Desintegratus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KK
    \n \t\t\t\t\t\t\tWirkung: Das verzauberte Objekt verliert QS x 10 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfällt das Objekt zu Staub. Um Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffe können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Profane Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124", + "Disruptivo": " Disruptivo", + "Disruptivo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Dieser Grundzauber der Antimagie beeinträchtigt alle Arten von Zauberei in QS x 2 Schritt Radius um den Zaubernden herum, indem störende Schwingungen in die umgebenden astralen Muster gesendet werden. Alle Proben auf Zaubersprüche, die in dieser Zone gewirkt werden oder dort ihre Wirkung entfalten sollen, sind erschwert. Dies gilt ebenso für Zauber, die der Zaubernde selbst wirkt. Der Zaubernde muss vor dem Wirken festlegen, ob die Zone sich mit ihm mit bewegen oder an Ort und Stelle bleiben soll.\n\t\t\t\t\t\t\tQS 1: Probenerschwernis –1
    \n\t\t\t\t\t\t\tQS 2: Probenerschwernis –2
    \n\t\t\t\t\t\t\tQS 3: Probenerschwernis –3
    \n\t\t\t\t\t\t\tQS 4: Probenerschwernis –4
    \n\t\t\t\t\t\t\tQS 5: Probenerschwernis –5
    \n\t\t\t\t\t\t\tQS 6: Probenerschwernis –6
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", + "Dunkelheit": " Dunkelheit", + "Dunkelheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Um den Zaubernden herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 2 in Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Weder natürliche noch übernatürliche Lichtquellen können diese Dunkelheit erhellen. Für den Zaubernden werden die Sichtverhältnisse durch den Zauber nicht erschwert, bestehende Sichtmodifikatoren gelten allerdings weiterhin. Der Zaubernde muss vor dem Wirken des Zaubers entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP (Aktivierung des Zaubers) + 8 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125", + "Duplicatus": " Duplicatus", + "Duplicatus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt einen oder mehrere illusionäre Doppelgänger des Ziels, die sich synchron zu ihm bewegen und ständig mit ihm verschmelzen und sich wieder von ihm trennen. Je nach QS erscheinen mehrere Doppelgänger. Der Zaubernde kann sich entscheiden, weniger Doppelgänger als maximal möglich erscheinen zu lassen:\n\t\t\t\t\t\t\tQS 1: 1 Doppelgänger, aber nur 2 Kampfrunden
    \n\t\t\t\t\t\t\tQS 2: 1 Doppelgänger
    \n\t\t\t\t\t\t\tQS 3: 2 Doppelgänger
    \n\t\t\t\t\t\t\tQS 4: 3 Doppelgänger
    \n\t\t\t\t\t\t\tQS 5: 4 Doppelgänger
    \n\t\t\t\t\t\t\tQS 6: 4 Doppelgänger, aber doppelte Wirkungsdauer
    \n\t\t\t\t\t\t\tDa die Doppelgänger nicht vom Zaubernden zu unterscheiden sind, haben Angreifer mit Nah- und Fernkampfangriffen oder Zaubern eine entsprechende Chance, einen der Doppelgänger statt des Zaubernden zu treffen. Sollte der Zaubernde statt eines Doppelgängers getroffen werden, muss er den Angriff parieren oder ihm ausweichen. Flächenangriffe sind hiervon nicht betroffen. Mehr zu den Illusionen und wie man sie durchschaut siehe Seite 259.
    \n\t\t\t\t\t\t\t1 Doppelgänger 50 % (1-10 auf W20)
    \n\t\t\t\t\t\t\t2 Doppelgänger 33 % (1-7 auf W20)
    \n\t\t\t\t\t\t\t3 Doppelgänger 25 % (1-5 auf W20)
    \n\t\t\t\t\t\t\t4 Doppelgänger 20 % (1-4 auf W20)
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Doppelgänger (bei Misslingen entsprechend 2 AsP)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 290", + "Ecliptifactus": " Ecliptifactus", + "Ecliptifactus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Schatten des Zauberers wird durch diesen Zauberspruch belebt und kämpft für ihn. Mit dem Ecliptifactus kann der Magier immer nur einen Schatten heraufbeschwören. Erst nach Ablauf der Wirkungsdauer kann er den Zauber erneut wirken. Der Schatten besitzt die unten aufgeführten Werte. Zusätzlich erhält der Schatten folgende Boni:\n\t\t\t\t\t\t\tQS 1: keine Änderungen
    \n\t\t\t\t\t\t\tQS 2: +1 AT, +5 LeP, +1 SK
    \n\t\t\t\t\t\t\tQS 3: +1 AT, +1 PA, +1 AW, +1 TP, +5 LeP, +1 SK, Finte I
    \n\t\t\t\t\t\t\tQS 4: +2 AT, +1 PA, +1 AW, +1 TP, +1 RS, +10 LeP, +1 SK, Finte I
    \n\t\t\t\t\t\t\tQS 5: +2 AT, +2 PA, +2 AW, +1 TP, +1 RS, +10 LeP, +2 SK, Finte I
    \n\t\t\t\t\t\t\tQS 6: +3 AT, +2 PA, +2 AW, +2 TP, +1 RS, +15 LeP, +2 SK, Finte I+II
    \n\t\t\t\t\t\t\tDer Schatten ist außer durch Zauber mit dem Merkmal Antimagie nicht durch Magie beeinflussbar und erleidet keine Zustände. Sinken seine LeP auf 0, so verliert der Zaubernde schlagartig seine gesamte Astralenergie, davon 2 AsP permanent. Es dauert 7 Wochen, bis der Schatten sich regeneriert hat. Bis dahin besitzt der Zaubernde keinen Schatten und kann den Zauberspruch entsprechend auch nicht anwenden. Der fehlende Schatten wird in vielen Kulturen, besonders in den Ländern der Zwölfgöttergläubigen, als ein Stigma betrachtet. Ein fehlender Schatten wird schnell als ein Anzeichen gesehen, dass man es mit einem Dämonenbündler oder gar einem Geweihten des Namenlosen zu tun hat. Der Held bekommt für die Zeit ohne Schatten den Nachteil Stigma (siehe Regelwerk Seite 178).
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125", + "Einflussbann": " Einflussbann", + "Einflussbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Einfluss wird aufgehoben, solange dessen QS nicht höher ist als die QS des Einflussbanns. Es ist nicht möglich, den Bann auf die Auswirkungen eines Zaubers anzuwenden, dessen Wirkungsdauer bereits abgelaufen ist oder sofortiger Natur war. Ebenso können keine Zauber mit der Wirkungsdauer permanent gebannt werden. Handelt es sich um einen Zauber der Zielkategorie Zone, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Eisenrost": " Eisenrost", + "Eisenrost-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/GE
    \n \t\t\t\t\t\t\tWirkung: Metallene Gegenstände verlieren 20 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfrisst der Rost das Objekt so stark, dass es nicht mehr verwendbar ist. Um metallene Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei metallenen Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffen können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen (kann nicht modifiziert werden)
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Profane Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Regelwerk S. 126", + "Elementarbann": " Elementarbann", + "Elementarbann-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Elementar wird aufgehoben, wenn dessen QS nicht höher als die QS des Elementarbanns ist. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Elementarbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 126", + "Elfenstimme": " Elfenstimme", + "Elfenstimme-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte akustische Signale, beispielsweise gesprochene Worte oder eine Melodie. Dem Empfänger ist bewusst, dass es sich nicht um natürliche Geräusche handelt. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127", + "Erinnerung-verlasse-dich": " Erinnerung verlasse dich", + "Erinnerung-verlasse-dich-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um die SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zauber unterdrückt alle persönlichen Erinnerungen des Opfers an die letzten QS Minuten. Für die Wirkungsdauer kann es sich an diesen Zeitraum weder erinnern noch Proben auf entsprechend erlangtes Wissen ablegen. Seine Reflexe sind davon jedoch ebenso wenig betroffen wie zuvor erlangtes Wissen und Fähigkeiten, weshalb auf diese uneingeschränkt geprobt werden darf. Allerdings ist das Ziel in den ersten 5 KR etwas desorientiert und erleidet bis zum Ende der 5. KR eine Stufe Verwirrung.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127", + "Exposami": " Exposami", + "Exposami-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer kann alle Lebewesen innerhalb der Reichweite des Zauberspruchs spüren, sofern sie mindestens so groß sind wie eine Ratte. Die Auren nimmt der Zauberer als grün-leuchtende Flecken wahr. Er ist jedoch nicht darauf angewiesen diese zu sehen, um Lebewesen zu spüren. Pflanzen, Pilze und Lebewesen, die kleiner als eine Ratte sind, können durch den Zauberspruch nicht erkannt werden. Bauwerke aus den Elementen Erz oder Eis stören die Wirkung des Spruches. Hinter einer Mauer aus Stein oder in einem Iglu kann der Zauberer also keine Lebewesen orten. Der Zauberer kann erkennen, um was für einen Typus von Lebewesen es sich handelt (siehe Regelwerk Seite 355).
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: QS x 20 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 10 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen (außer Pflanzen, Pilze und Wesen, die kleiner als eine Ratte sind)
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127", + "Falkenauge": " Falkenauge", + "Falkenauge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte baut eine geistige Verbindung zu seinem Ziel auf. Hierdurch wird für den Verzauberten der nächste Fernkampfangriff auf dieses Ziel um QS des Zaubers erleichtert.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: Bis zum nächsten Schuss, maximal QS x 2 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Favilludo": " Favilludo", + "Favilludo-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/CH
    \n \t\t\t\t\t\t\tWirkung: Das Ziel des Zaubers wird von einem Schwarm tanzender Funken umgeben. Ihre Farbe kann dabei beliebig gewählt werden. Alle Angriffe gegen den Zauberer sind um 1 erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Fischflosse": " Fischflosse", + "Fischflosse-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Wasserlebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128", + "Flim-Flam": " Flim Flam", + "Flim-Flam-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt eine kleine, schwebende Kugel aus Licht. Sie ist entweder stationär oder folgt dem Zaubernden. Dies muss er vor dem Zaubern festlegen, ebenso wie die Farbe des Lichtes. Die maximal erzeugbare Helligkeit variiert je nach QS. Der Zaubernde kann die Helligkeit jedoch nach Wunsch einmalig verringern. Die Zone des Lichts variiert je nach Helligkeit.\n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
    \n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
    \n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
    \n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
    \n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
    \n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Aktivierung des Zaubers) + 1 AsP pro Stunde
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Foramen": " Foramen", + "Foramen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Durch diesen Zauberspruch öffnen sich einfache Schlösser automatisch, bei komplizierten Schlössern wird es leichter, sie zu öffnen. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erleichtert. Sollte der Gesamtmodifikator zum Knacken eines Schlosses dadurch zu einer Erleichterung werden, springt das Schloss augenblicklich auf. Die Erleichterung gilt binnen der Wirkungsdauer sowohl für den Zauberer als auch für andere Personen.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekte (Schlösser)
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128", + "Fortifex": " Fortifex", + "Fortifex-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Durch den Fortifex entsteht eine durchscheinende, allerdings leicht flimmernde (und damit sichtbare)Wand, die für physische Objekte undurchdringlich ist. Die Wand kann beispielsweise Pfeile, Bolzen, einen Ignifaxius oder Lebewesen aufhalten. Sie schützt nicht vor Hitze, Kälte, Licht, Gasen, körperlosen Wesen oder Zaubern und Liturgien, die keine physische Komponente aufweisen. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen. Von dort aus wirkt gradlinig eine Barriere, die QS x 2 Schritt lang ist. Den exakten Verlauf durch den Mittelpunkt kann der Zauberer festlegen. Die Höhe der Barriere beträgt 3 Schritt. Eine Tiefe besitzt die Wand nicht. Man kann sie nur aufgerichtet platzieren, nicht flach hinlegen oder schräg stellen. Die Wand besitzt 100 Strukturpunkte. Sollten die Strukturpunkte auf 0 oder darunter sinken, löst sie sich auf.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 30 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129", + "Fulminictus": " Fulminictus", + "Fulminictus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet Schaden, der auf seine Aura einwirkt und eine Reihe kleiner innerer Verletzungen erzeugt. Er erleidet 2W6+(QS x 2) Trefferpunkte. Rüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Gardianum": " Gardianum", + "Gardianum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberspruch erschafft eine unsichtbare Kuppel um den Magier herum, die von außen kommende magische Angriffe absorbiert. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nicht so wichtig. Der Radius der Kuppel beträgt 3 Schritt, ihre Schildstärke die investierten AsP + QS x 3. Sie kann ihre Schildstärke in Trefferpunkten an Schaden absorbieren, die von Schaden verursachenden Zaubern erzeugt werden, hält jedoch weder magische Wesen noch magische Waffen ab. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen. Schaden, der nicht mehr absorbiert werden kann, richtet Schaden an. Die Kuppel bewegt sich stets mit dem Zaubernden. Geschützt durch die Wirkung sind auch alle, die innerhalb der Kuppel stehen.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Gedankenbilder": " Gedankenbilder", + "Gedankenbilder-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte Bilder, beispielsweise dessen Sinneseindrücke, eine Warnung vor drohender Gefahr oder den Plan für ein gemeinsames Vorgehen. Dem Empfänger ist bewusst, dass ihm diese Bilder eingegeben werden. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129", + "Gefunden": " Gefunden", + "Gefunden-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer kann die Richtung bestimmen, in der sich ein Objekt befindet. Er muss dieses insgesamt mindestens einen Monat lang bei sich getragen haben oder über eine magische Verbindung zu ihm verfügen. Ist das Objekt weiter als QS x 3 Schritt von ihm entfernt, scheitert der Zauber.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129", + "Große-Gier": " Große Gier", + "Große-Gier-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte verspürt eine unbändige Gier nach einem Objekt oder einer Handlung, die der Zaubernde ihm nennt. Er wird alles ihm Mögliche tun, um dieses Ziel zu erreichen, solange er Leib und Leben damit nicht gefährdet. Er erhält eine Schlechte Eigenschaft Gier nach … für die Wirkungsdauer des Zauberspruchs.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung (Reichweite ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Große-Verwirrung": " Große Verwirrung", + "Große-Verwirrung-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer dieses Druidenzaubers erleidet je nach QS unterschiedliche Stufen Verwirrung:\n\t\t\t\t\t\t\tQS 1: 1 Stufe Verwirrung, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Verwirrung
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Verwirrung
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Verwirrung
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Verwirrung
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Verwirrung, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 KR
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VG02 - Die Streitenden Königreiche S. 164", + "Harmlose-Gestalt": " Harmlose Gestalt", + "Harmlose-Gestalt-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde nimmt die Gestalt einer unauffälligen Person wie eines Dieners oder eines Bettlers an, die an dem entsprechenden Ort nicht auffällt. Dies umfasst sowohl das Aussehen als auch die passende Stimme, jedoch nicht Kenntnisse wie Sprachen oder angemessenes Verhalten. Größere Gegenstände und Vertrautentiere werden nicht mit dem Zauberspruch verborgen. Der Zauberspruch wirkt intuitiv, daher kann die Hexe nicht explizit festlegen, welches Aussehen sie annimmt. Mehr zu Illusionen und wie man sie durchschaut siehe Regelwerk Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292", + "Haselbusch": " Haselbusch", + "Haselbusch-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Zauber regt das Wachstum von Pflanzen an. Der Zauberer muss eine Pflanze oder Pflanzensamen an dem Objekt, das er erklettern will, ablegen und warten. Am Ende der Zauberdauer wächst die Pflanze pro KR 1 Schritt (bis maximal QS x 3 Schritt) hoch und erleichtert Klettern-Proben an der ausgewählten Stelle um QS/2 Punkte.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 2 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Tag
    \n\t\t\t\t\t\t\tZielkategorie: Pflanze
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130", + "Heilungsbann": " Heilungsbann", + "Heilungsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber mit dem Merkmal Heilung wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Heilungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmalige Heilung). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche wirkt er nicht. Wird der Heilungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130", + "Hellsichtbann": " Hellsichtbann", + "Hellsichtbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Hellsicht wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Hellsichtbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Hellsichtbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130", + "Heptagramma": " Heptagramma", + "Heptagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Ein niederer Geist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenes als auch um ein freies Geisterwesen handeln. Ebenso ist es möglich, Geister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Geist in das Heptagramm gezogen und wechselt in eines der Totenreiche über. Anschließend kann er nicht mehr eigenständig in der Dritten Sphäre in Erscheinung treten, jedoch weiterhin beschworen werden.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Beseelte, Geister
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131", + "Herzschlag-ruhe": " Herzschlag ruhe", + "Herzschlag-ruhe-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KK (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Herzschlag des Ziels wird ausgesetzt, wodurch es jede Kampfrunde 1W3 LeP verliert. Mit Hilfe einer Probe auf Selbstbeherrschung erschwert um die QS oder auf Heilkunde Wunden (Stabilisieren) erschwert um QS/2 kann die Wirkung des Zaubers gestoppt werden. Eine Probe zählt als Aktion. Die Heilkunde Wunden- Probe kann sowohl das Opfer des Zaubers selbst als auch eine dritte Person einsetzen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131", + "Hexagramma": " Hexagramma", + "Hexagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Ein Elementargeist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0).
    \n \t\t\t\t\t\t\t
    \n\t\t\t\t\t\t\tEs kann sich dabei sowohl um einen beschworenen als auch um einen freien Elementargeist handeln. Ebenso ist es möglich, Elementargeister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird er in das Hexagramm gezogen und wechselt in die Sphäre der Elemente über. Er kann jedoch nach Ablauf von 24 Stunden in die Dritte Sphäre zurückkehren.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Elementare
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131", + "Hexengalle": " Hexengalle", + "Hexengalle-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Speichel der Hexe verwandelt sich augenblicklich in ätzende Säure, die für die Hexe selbst jedoch harmlos ist. Der Speichel verursacht 1W6+(QS) Trefferpunkte an dem nächsten Ziel, das die Hexe anspuckt. Die Spuckreichweite beträgt 3 Schritt. Die Hexe muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu spucken. Das Spucken ist in der Zauberdauer inbegriffen. Die Spucke trifft automatisch, wenn der Gegner sich nicht verteidigt. Der Spuckangriff zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Trifft die Spucke ihr Ziel, werden die TP durch den RS des Ziels vermindert.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292", + "Hexenkrallen": " Hexenkrallen", + "Hexenkrallen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Hexe wachsen an beiden Händen scharfe Krallen. Sie verursacht damit 1W6+3 TP im Nahkampf und verwendet dafür die Kampftechnik Raufen. Die Hexe gilt damit weiterhin als unbewaffnet. Hexenkrallen gelten als magische Waffen.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292", + "Höllenpein": " Höllenpein", + "Höllenpein-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet Schmerzen, die sich oft in Krämpfen manifestieren. Der Höllenpein ersetz bei Folterungen das Talent Einschüchtern (Folter). Das Opfer muss eine Vergleichsprobe mit Selbstbeherrschung (Folter widerstehen) gegen den Höllenpein bestehen, die um die Schmerzstufe des Zauberspruchs erschwert ist (zusätzlich zu allen sonstigen Modifikatoren). Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauber wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT notwendig.
    \n\t\t\t\t\t\t\tQS 1: keine zusätzliche Wirkung
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, 0 SP
    \n\t\t\t\t\t\t\tQS 3: 1 Stufe Schmerz, 1 SP
    \n\t\t\t\t\t\t\tQS 4: 2 Stufen Schmerz, 1 SP
    \n\t\t\t\t\t\t\tQS 5: 2 Stufen Schmerz, 2 SP
    \n\t\t\t\t\t\t\tQS 6: 3 Stufen Schmerz, 2 SP
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132", + "Horriphobus": " Horriphobus", + "Horriphobus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Dem Verzauberten gegenüber wirkt der Zaubernde wie eine Angst einflößende Gestalt aus seinen Alpträumen. Die Stärke dieses Eindrucks variiert mit der QS:
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", + "Ignifaxius": " Ignifaxius", + "Ignifaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt einen Flammenstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6+(QS x 2) Trefferpunkte Schaden. Der Flammenstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Flammenstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele erhalten bei 1-3 auf 1W6 den Status Brennend.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", + "Ignisphaero": " Ignisphaero", + "Ignisphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
    \n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Feuerball, der in gerader Linie sein Ziel trifft. Der Treffer des Feuerballs erfolgt am Ende der Zauberdauer, der Magier muss keine zusätzliche Aktion dafür aufwenden. Der Feuerball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Feuerball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können von dem Feuerball getroffen werden, wenn er explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt bis zu einem Schritt vom Zentrum entfernt 2W6+(QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden).
    \n\t\t\t\t\t\t\tPro Schritt Entfernung von diesem Bereich verringert sich der Schaden um jeweils 3 TP. Der Feuerball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt vom Zentrum der Explosion entfernt. Trifft der Feuerball sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele fangen bei 1-3 auf 1W6 Feuer.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132", + "Ignorantia": " Ignorantia", + "Ignorantia-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel ignoriert den Zauberer und seine Handlungen. Dadurch kann dieser unbemerkt an seinem Opfer vorbeilaufen oder vor seinen Augen einen Diebstahl begehen. Interagiert der Zaubernde während der Wirkungsdauer mit dem Opfer oder greift er dieses an, endet der Zauber sofort. Achtet das Ziel explizit auf eine Sache, etwa eine Tür oder einen Gegenstand, bemerkt es alle diesbezüglichen Veränderungen, jedoch ohne die Quelle der Veränderung ausmachen zu können. So bemerkt es z. B. das Öffnen oder Schließen einer bewachten Tür, vermag aber nicht zu sagen, wer genau dafür verantwortlich war.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 133", + "Illusionsbann": " Illusionsbann", + "Illusionsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Illusion wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Illusionsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Illusionsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133", + "Imperavi": " Imperavi", + "Imperavi-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel befolgt einen einzigen Befehl des Zauberers, der seinem Selbsterhaltungstrieb nicht offensichtlich zuwiderläuft. Es wird also einen Diebstahl begehen,eine einzige Frage beantworten oder dem Zauberer in einem Kampf beistehen, nicht aber von einer Klippe springen oder seine eigenen Hände verspeisen.
    \n \t\t\t\t\t\t\t
    Der Zauber kann nicht dazu eingesetzt werden, dass das Opfer während der kompletten Wirkungsdauer Befehle entgegennimmt („Ich befehle dir, allen meinen Befehlen zu gehorchen.“) oder mehrere Fragen wahrheitsgemäß zu beantworten. Auch lange Befehlsketten sind nicht erlaubt („Öffne die Tür, gehe hinein, mache das Licht an und zerschlage die Kiste.“), sondern nur einzelne, knappe Befehle. Der Meister hat hierbei das letzte Wort, ob ein Befehl möglich ist oder nicht.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133", + "Impersona": " Impersona", + "Impersona-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer kann sein Gesicht als ein beliebiges anderes erscheinen lassen. Soll es sich dabei um das Gesicht einer speziellen Person handeln, muss der Zauberer diese gut kennen oder während der Zauberdauer sehen können. Körper, Stimme und Kleidung sind nicht vom Zauber betroffen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134", + "Incendio": " Incendio", + "Incendio-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Incendio lässt das ausgewählte Lebewesen in Flammen aufgehen.
    \n\t\t\t\t\t\t\tQS 1: 1W6 TP
    \n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
    \n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, Brennend auf kleiner Fläche
    \n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, Brennend auf kleiner Fläche
    \n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, Brennend auf kleiner Fläche
    \n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, Brennend auf großer Fläche
    \n\t\t\t\t\t\t\tDer Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134", + "Invercano": " Invercano", + "Invercano-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Wird der Zauberer Ziel eines Angriffszaubers, kann er diesen mittels Raufen oder seinem Traditionsartefakt auf seinen Gegner zurückwerfen. Hierzu ist eine Parade erforderlich, die um 4 Punkte erschwert ist. Gelingt diese, wird der Zauber auf den Anwender zurückgeworfen und erreicht sein neues Ziel zu Beginn der nächsten Kampfrunde. Als Angriffszauber gelten alle Zauber, die TP oder SP verursachen und bei denen mindestens 1 Würfel geworfen wird. Zauber mit Zonenwirkung können nicht zurückgeworfen werden. Weisen das ursprüngliche und das neue Ziel eine unterschiedliche SK bzw. ZK auf, wird dies ignoriert. Auch die Reichweite spielt für das Zurückwerfen des Zaubers keine Rolle. Jedes Mal, wenn ein Zauber durch einen Invercano zurückgeworfen wird, sinkt seine QS um 1. Sinkt die QS dadurch auf 0, löst sich der Zauber auf.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: selbst
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134", + "Invocatio-Minima": " Invocatio Minima", + "Invocatio-Minima-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Es manifestiert sich eine Handvoll Substanz aus den Niederhöllen. Meist handelt es sich um Schleim, Säure, schweflige Dämpfe oder flüssiges Feuer. Das genaue Ergebnis der Beschwörung lässt sich nicht beeinflussen. Der Zauberspruch gilt als einfacher und risikoarmer Übungszauber für Beschwörer (Insgesamt erscheint etwa eine Menge von 0,05 l pro QS).
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 1 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", + "Karnifilo": " Karnifilo", + "Karnifilo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel erhält den Status Blutrausch.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 KR (statt der üblichen Zeit von 2W20 KR des Status’ Blutrausch)
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Nachtalben u. a.
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135", + "Katzenaugen": " Katzenaugen", + "Katzenaugen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Die Lichtempfindlichkeit der Augen des Zieles erhöht sich ungemein. So kann es auch in fast völliger Dunkelheit deutlich besser sehen. Pro QS sinkt die Stufe der Sichterschwernis um 1. In völliger Dunkelheit nützt dieser Zauberspruch nichts.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Aktivierung) + 1 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Klarum-Purum": " Klarum Purum", + "Klarum-Purum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberspruch hebt die Wirkung eines Giftes auf. Die Giftstufe darf die QS nicht übersteigen, sonst wirkt der Zauber nicht und gilt als misslungen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 3 AsP pro Giftstufe (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135", + "Krötensprung": " Krötensprung", + "Krötensprung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte kann einmalig unnatürlich weit und hoch springen. Die Weite des Sprungs wird um QS + 3 in Schritt erhöht, die Höhe um QS. Mehr zu den Regeln des Springens siehe Regelwerk Seite 349.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Kusch": " Kusch", + "Kusch-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das verzauberte Tier wird von Angst vor dem Zauberer erfüllt. Die genauen Auswirkungen hängen von der QS ab:
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Tiere
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136", + "Last-des-Alters": " Last des Alters", + "Last-des-Alters-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel altert körperlich stark und wird zu einem Greis. Es wird jedoch nicht an Altersschwäche sterben und erhält am Ende der Wirkungsdauer sein ursprüngliches Alter zurück. Alle körperlichen Handlungen des Opfers sind aufgrund akuter Altersschwäche um QS/2 erschwert (z. B. Körpertalente, Handwerkstalente). Dies umfasst auch Kampfhandlungen und somit AT, PA, AW und FK. Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauberspruch wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT +2 oder eine AT +2 mit dem Traditionsartefakt notwendig.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136", + "Lunge-des-Leviatan": " Lunge des Leviatan", + "Lunge-des-Leviatan-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann der Zauberer sprinten, ohne dass ihn dies erschöpft. Sein FW in Körperbeherrschung (Laufen) wird für die Wirkungsdauer verdoppelt. Bei Verfolgungsjagden gilt diese Verdopplung jedoch vor der Einberechnung der effektiven GS.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136", + "Manifesto": " Manifesto", + "Manifesto-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Es manifestiert sich eine Handvoll eines bestimmten Elements nach Wahl des Zaubernden. Es handelt sich um einfache Manifestationen wie eine kleine Flamme, einen Kieselstein oder ein Stück Eis. Elementaristen erlernen diesen Zauberspruch früh in ihrer Ausbildung, um die Grundzüge der Herbeirufung zu erlernen, ohne Elementare zu belästigen (Insgesamt erscheint etwa eine Menge bvon 0,05 l pro QS).
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 1 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Manus-Illusionis": " Manus Illusionis", + "Manus-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber ist die Täuschung des Tastsinnes möglich. Die Illusion muss dabei auf eine bereits vorhandene Oberfläche gelegt werden, da sie lediglich die Art des Fühlens ändert, jedoch nicht etwas Fassbares aus dem Nichts zu erschaffen vermag. Nur die Oberfläche fühlt sich anders an, nicht jedoch das gesamte Objekt. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone (max. 3 x 3 Schritt)
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137", + "Manus-Miracula": " Manus Miracula", + "Manus-Miracula-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann auf QS Schritt Distanz unbelebte Gegenstände verschieben, drehen, verformen und biegen, als würde er sie mit einer Hand ergreifen. Er kann jedoch maximal 1 Kilogramm damit anheben. Bei Proben auf Talente, beispielsweise um mit einem telekinetisch gehaltenen Pinsel etwas zu malen oder mit dem Zauberspruch eine Figur aus Ton zu formen, haben die dazu nötigen körperlichen Eigenschaften einen Wert von QS + 7. Die Werte können auch die des Helden übersteigen. Die Krafteinwirkungen wirken punktuell und recht langsam. Daher können mit den so manipulierten Gegenständen keine Attacken oder Paraden ausgeführt werden.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Memorans": " Memorans", + "Memorans-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Durch den Zauberspruch kann sich der Zauberer alles einprägen, was er in den nächsten QS x 5 Minuten wahrnimmt, als besäße er ein fotografisches Gedächtnis. Dies kann ein Gespräch, gelesene Seiten, Wegstrecken, optische Eindrücke oder Gerüche umfassen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende (selbst)
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137", + "Menetekel": " Menetekel", + "Menetekel-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Zauber ermöglicht es, illusionäre Schriftzüge erscheinen zu lassen. Alles, was der Zauberer sagt, erscheint an einer imaginären Wand von bis zu 10 Rechtschritt Fläche, die sich beliebig in Breite und Länge ausformen kann. Die Buchstaben können in beliebiger Größe und Anzahl dargestellt werden, gelten aber nicht als Sichthindernis. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 30 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137", + "Motoricus": " Motoricus", + "Motoricus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann unbelebte Gegenstände telekinetisch anheben und bewegen. Sie bewegen sich mit einer Geschwindigkeit von maximal QS + 2 Schritt pro Aktion und dürfen maximal QS x 20 Stein wiegen. Pro 5 Stein Gewicht muss der Zaubernde dafür 1 AsP aufbringen. Befinden sich andere Objekte auf dem zu bewegenden Gegenstand, zählt deren Gewicht mit hinzu. Die Bewegungen des Objekts sind träge, weshalb sie für Angriffe oder Paraden ungeeignet sind. Um ein so bewegtes Objekt durch Festhalten oder Drücken aufzuhalten, ist eine um QS erschwerte Probe auf Kraftakt (Ziehen & Zerren) nötig.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Aktivierung) + Hälfte der notwendigen AsP pro 5 Minuten (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Nebelwand": " Nebelwand", + "Nebelwand-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erschafft eine Zone aus dichtem Nebel, der sich von Wind nicht fortwehen lässt. Je investiertem AsP kann er 200 Kubikmeter Nebel erschaffen (was etwa einer kleineren Hütte entspricht). Die Nebelwolke kann nach Belieben geformt werden, ob als kompakte Kugel, als lang gezogenes Band oder gar in Form eines Drachen. Der Nebel erzeugt einen Sichtmodifikator der Stufe 2.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten, danach verweht der Nebel
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295", + "Nuntiovolo": " Nuntiovolo", + "Nuntiovolo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer beschwört eine Rauchgestalt in Form eines Vogels oder einer Fledermaus herauf, die ein maximal 250 Gramm wiegendes Objekt an einen vom Zauberer bestimmten Ort bringen kann. Die Entfernung zum Zielort darf höchstens 20 Meilen + 10 Meilen pro 1 AsP betragen. Sobald die Maximalentfernung überschritten wird, löst sich die Gestalt auf und lässt den Gegenstand fallen. Die Kreatur bewegt sich mit einer GS von 10 fort, ohne dabei vom Wetter beeinflusst zu werden. Sie besitzt eine LE in Höhe der QS und verfügt über keinen Verteidigungswert, allerdings ist sie von profanen Waffen nicht zu verletzen.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138", + "Objectobscuro": " Objectobscuro", + "Objectobscuro-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KO
    \n \t\t\t\t\t\t\tWirkung: Das Zielobjekt wird innerhalb von 20 – (QS x 3) Kampfrunden unsichtbar. Während dieser Zeit wird es immer durchscheinender, bis es schließlich nicht mehr zu sehen ist. Objekte und Personen in oder hinter dem Objekt bleiben weiterhin sichtbar. Das verzauberte Objekt darf maximal 5 Stein wiegen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138", + "Objectofixo": " Objectofixo", + "Objectofixo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KK
    \n \t\t\t\t\t\t\tWirkung: Das Zielobjekt wird am Boden befestigt und kann nur mit einer um die QS x 2 erschwerten Probe auf Kraftakt (Drücken & Verbiegen, Stemmen & Heben, Ziehen & Zerren) davon getrennt werden. Ist dies einmal gelungen, endet der Zauber vorzeitig. Das verzauberte Objekt darf maximal 5 Stein wiegen. Bei dem Boden kann es sich auch um andere waagerechte Flächen wie z. B. Tische oder Schiffsplanken handeln. Der gewählte Untergrund ist nicht dagegen gefeit, bewegt zu werden, wodurch eine Befestigung an Sand, lockerer Erde oder kleinen Möbelstücken meist nur wenig Sinn ergibt. Wird das Objekt während der Wirkungsdauer zerstört, haften stattdessen seine Trümmerstücke sowie der eventuell vorhandene Inhalt am Boden. In diesem Fall muss nur für eines der Stücke eine Probe auf Kraftakt gelingen, um den Zauber für alle Teile vorzeitig enden zu lassen.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138", + "Objektbann": " Objektbann", + "Objektbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Objekt wird aufgehoben, wenn dessen QS nicht höher als die QS des Objektbanns ist. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Objektbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", + "Oculus-Astralis": " Oculus Astralis", + "Oculus-Astralis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Die normale Sicht des Zauberers wird um eine astrale Wahrnehmung ergänzt. Sie ist nicht detailreich genug, um magische Analysen vorzunehmen, der Zauberer kann jedoch mittels magischer Unsichtbarkeit verborgene Dinge oder Personen erkennen. Auch die Orientierung an magisch durchdrungenen Orten, beispielsweise dem Limbus, ist dank dieser Astralsicht erleichtert oder überhaupt erst möglich. Während er diese Sicht einsetzt, erleidet der Zauberer einen Modifikator von –2 auf alle Talentproben.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", + "Oculus-Illusionis": " Oculus Illusionis", + "Oculus-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Die normale Sicht des Zauberers wird um eine astrale Wahrnehmung ergänzt. Sie ist nicht detailreich genug, um magische Analysen vorzunehmen, der Zauberer kann jedoch mittels magischer Unsichtbarkeit verborgene Dinge oder Personen erkennen. Auch die Orientierung an magisch durchdrungenen Orten, beispielsweise dem Limbus, ist dank dieser Astralsicht erleichtert oder überhaupt erst möglich. Während er diese Sicht einsetzt, erleidet der Zauberer einen Modifikator von –2 auf alle Talentproben.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", + "Odem-Arcanum": " Odem Arcanum", + "Odem-Arcanum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Zauberspruch lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers Analys beeinflusst werden. Der Zauberer kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
    \n\t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
    \n\t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
    \n\t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 1 erleichtert.
    \n\t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 2 erleichtert.
    \n\t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2.
    \n\t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 3 erleichtert.
    \n\t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim Analys. Wer also QS 4 beim Odem erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden Analys (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5). Mehr zur Magischen Analyse siehe Regelwerk Seite 269.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Minute
    \n\t\t\t\t\t\t\tZielkategorie: Wesen, Objekt
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295", + "Orcanofaxius": " Orcanofaxius", + "Orcanofaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt ein Luftstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6 + (QS x 2) Trefferpunkte Schaden. Der Luftstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Luftstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Das Ziel wird zudem bei 1-3 auf 1W6 umgestoßen und erhält den Status Liegend.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", + "Orcanosphaero": " Orcanosphaero", + "Orcanosphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
    \n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Sturmball, der in gerader Linie sein Ziel trifft. Das Treffen ist in der Zauberdauer inbegriffen, der Magier muss also keine zusätzliche Aktion aufwenden. Der Sturmball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Sturmball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können getroffen werden, wenn er explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt einen Schritt um das Zentrum der Explosion herum 2W6 + (QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden). Pro Schritt Entfernung von diesem Bereich verringert sich der Schaden um 3 TP. Der Sturmball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt weit weg vom Zentrum der Explosion bewegt. Trifft der Sturmball sein Ziel, werden die TP durch den RS des Ziels vermindert. Alle getroffenen Ziele werden außerdem bei 1-3 auf 1W6 umgestoßen und erhalten den Status Liegend.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 140", + "Pentagramma": " Pentagramma", + "Pentagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Ein niederer Dämon wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenen als auch um einen freien Dämon handeln. Ebenso ist es möglich, Dämonen zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Dämon in das Pentagramm gezogen und wird zurück in die Siebte Sphäre gezwungen.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 140", + "Paralysis": " Paralysis", + "Paralysis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Körper des Verzauberten versteift und verhärtet sich. Wird er vollständig paralysiert (Stufe IV), verwandelt sich sein Körper in eine unzerstörbare Substanz, ohne sein Gewicht zu verändern. Ein so versteinerter Körper ist durch gewöhnliche Waffen, Feuer oder Stürze nicht zu verletzen. Das Opfer kann sich nicht bewegen, fühlen oder hören, aber innerhalb seines Sichtfeldes sehen. Die Wirkung von Giften und Krankheiten kommt zum Stillstand.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Paralyse, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Paralyse
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Paralyse
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Paralyse
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Paralyse, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Penetrizzel": " Penetrizzel", + "Penetrizzel-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann durch feste Materie blicken. Pro QS kann der Zaubernde 20 Halbfinger durchblicken. Magiestörendes Material kann die Probe erschweren (z. B. Eisen –1, Koschbasalt –4). Magische Objekte können nicht durchblickt werden. Herrscht auf der anderen Seite des Hindernisses Dunkelheit oder Nebel, wirkt sich dies ganz normal auf die Sicht des Zaubernden aus.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Minute
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Physiostabilis": " Physiostabilis", + "Physiostabilis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Mittels dieses Zauberspruchs wird kurzfristig die Widerstandskraft gegen körperliche Beeinflussungen gestärkt. Die Zähigkeit des Verzauberten verbessert sich um QS/2.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 141 ", + "Plumbumbarum": " Plumbumbarum", + "Plumbumbarum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel erleidet einen Abzug in Höhe der QS des Zaubers auf seine AT.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 141", + "Projectimago": " Projectimago", + "Projectimago-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer projiziert ein optisches Ebenbild seiner selbst an einen gewünschten Ort (inklusive Kleidung und Gegenständen, die er am Körper trägt). Für die dortigen Beobachter sieht es so aus, als stünde eine reale Person vor ihnen, die alle Handlungen vollzieht, die der Zauberer durch Bewegung vorgibt. Dreht er sich also im Kreis und springt in die Luft, wird die Projektion das Gleiche tun. Der Ort der Erscheinung darf maximal 5 Meilen + 1 Meile pro vom Zauberer zusätzlich freiwillig investierten AsP entfernt sein, und dieser muss ihn schon einmal aufgesucht haben oder ihn sehen können. Eine Übertragung der Sinne findet nicht statt, der Zauberer kann also im Normalfall nur vermuten, wie die Reaktionen am Zielort ausfallen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP + 1 AsP pro zusätzlicher Meile
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142 ", + "Psychostabilis": " Psychostabilis", + "Psychostabilis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Mittels dieses Zauberspruchs wird kurzfristig die Resistenz gegen geistige Beeinflussung gestärkt. Die Seelenkraft verbessert sich um QS/2.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Radau": " Radau", + "Radau-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Besen oder ein anderer Stab oder Stock nach Wahl des Zaubernden greift von sich aus einen von der Hexe bestimmten Gegner innerhalb von 8 Schritt an (nach dem Wirken des Zaubers können Ziel und Besen sich weiter entfernen). Er gilt während des Zaubers als unzerbrechlich und magisch und schlägt eine Attacke pro Runde zu. Er kann dabei keine Kampfmanöver ausführen. Seine Werte sind INI 12+1W6, AT 10+(QS), TP 1W6+3, GS 12. Sollte der Besen vor Ablauf der Wirkungsdauer den Gegner getötet haben oder keinen Gegner mehr vor sich haben, dann greift er ein weiteres zufälliges Opfer innerhalb von 16 Schritt an (eventuell auch die Hexe selbst). Ist kein Opfer in dieser Reichweite, endet der Zauber. Um den Besen festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt der Stab über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Reflectimago": " Reflectimago", + "Reflectimago-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer überzieht die glatte Fläche eines Objekts mit einer maximal 2 Rechtschritt messenden spiegelnden Oberfläche. Dabei handelt es sich jedoch nicht um einen echten Spiegel, sondern eine Illusion, man kann das Objekt also nicht dazu verwenden, um z. B. Sonnenstrahlen zu bündeln oder jemanden zu blenden. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142", + "Regeneratio": " Regeneratio", + "Regeneratio-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer regeneriert jede Kampfrunde LeP in Höhe der QS/2. Maximal kann der Zauberspruch FW Kampfrunden aufrechterhalten werden.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro KR (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 143", + "Respondami": " Respondami", + "Respondami-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte muss auf QS Fragen wahrheitsgemäß antworten. Die Fragen müssen mit Ja oder Nein zu beantworten sein. Auf andere Fragen kann der Verzauberte schweigen. Das Opfer ist sich während der Wirkung des Zaubers bewusst, was es sagt. Das Opfer muss die Sprache des Zauberers verstehen und sprechen können, ansonsten kann es ihm nicht antworten.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", + "Salander": " Salander", + "Salander-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Zauberspruch wird ein Lebewesen in ein anderes, kleineres und leichteres Lebewesen verwandelt. Bei sehr massiven Änderungen (Mammut zu Maus) ist die Probe um bis zu 3 erschwert. Es kann nur in Lebewesen verwandelt werden, die dem Zaubernden bekannt sind. Das Ziel behält einen kleinen Teil seiner geistigen Fähigkeiten und Erinnerungen, übernimmt jedoch die körperlichen Fähigkeiten der neuen Gestalt. Zudem behält es seine Lebensenergie und seinen natürlichen Rüstungsschutz, weshalb ein in einen Löwenzahn verwandelter Krieger kaum auszureißen ist. Das Ziel kann nicht in magische oder übernatürliche Lebewesen verzaubert werden. Ausrüstung wird nicht mitverwandelt. Verwandelte können sich nach dem Ende der Wirkungsdauer bruchstückhaft an die Zeit als Tier oder Pflanze erinnern. Details zum Thema Verwandlung finden sich im Abschnitt Verwandlungsregeln im Regelwerk auf Seite 258.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", + "Sanftmut": " Sanftmut", + "Sanftmut-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das verzauberte Tier wird friedfertig und lässt sich ohne Schwierigkeiten von dem Zauberer anfassen. Der Zauberspruch lässt sich nur auf Tiere anwenden.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Tiere
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", + "Sapefacta": " Sapefacta", + "Sapefacta-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Innerhalb eines Radius von QS Schritt um den Zauberer werden Lebewesen und ihre am Körper getragene Kleidung von jeglichem Schmutz befreit. Dies kann durch Verschmutzung verursachte Erschwernisse bei Gesellschaftstalenten, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen), nach Meisterentscheid reduzieren. Tätowierungen und ähnliche permanente Veränderungen sind nicht von der Zauberwirkung betroffen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Satuarias-Herrlichkeit": " Satuarias Herrlichkeit", + "Satuarias-Herrlichkeit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt subtile Veränderungen seines Körpers, die ihn begehrlicher wirken lassen. Haar und Teint werden verbessert, die Zähne aufgehellt und begradigt und die gesamte Statur dem gewünschten Schönheitsideal angepasst. Proben auf das Talent Betören (Anbändeln, Liebeskünste) und Überreden (Schmeicheln) sind um QS erleichtert. Je nach Situation können andere Gesellschaftstalente auf die gleiche Weise erleichtert werden. Auf Wesen mit anderem Schönheitsideal wirkt die Veränderung nicht.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", + "Schmerzen-lindern": " Schmerzen lindern", + "Schmerzen-lindern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Je nach QS können mit diesem Zauberspruch Stufen von Schmerz augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten jeweils die Auswirkungen der höchsten QS.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, +2 KO für 1 Minute
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 243", + "Schwarz-und-Rot": " Schwarz und Rot", + "Schwarz-und-Rot-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO (modifiziert um ZK
    \n \t\t\t\t\t\t\tWirkung: Das Ziel verliert am Ende jeder Stunde LeP in Höhe der QS.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 8 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 144", + "Schwarzer-Schrecken": " Schwarzer Schrecken", + "Schwarzer-Schrecken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel erhält 1 Stufe des Zustands Furcht, wenn es während der Wirkungsdauer etwas Schwarzes sieht. Dunkelheit zählt hierbei nicht als Schwarz.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Nachtalben, Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Sensibar": " Sensibar", + "Sensibar-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann die Gefühle des Verzauberten ergründen. Der Zauber offenbart nur die Gefühle selbst, nicht jedoch deren Grund oder Ursprung. Für den Zaubernden sind Proben auf Menschenkenntnis (Lügen durchschauen oder Motivation erkennen) gegen das Ziel des Sensibar um die erreichte QS erleichtert. Der Verzauberte kann bemerken, dass etwas Fremdes in seinen Geist blickt. Hierzu muss ihm eine Erfolgsprobe auf Sinnesschärfe erschwert um die QS des Zaubers gelingen. Er kann aber auch dann nicht zweifelsfrei sagen, wer dafür verantwortlich ist. Mit einer Probe auf Willenskraft, ebenfalls erschwert um die QS des Zaubers, kann er seine Gefühle gezielt unterdrücken. Ist der Verzauberte emotional stark aufgewühlt, ist dies jedoch nach Meisterentscheid um bis zu 3 Punkte zusätzlich erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers), 4 AsP pro Minute
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 167", + "Silentium": " Silentium", + "Silentium-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erschafft eine kugelförmige Zone, in der keine Geräusche mehr übertragen werden. Der Radius der Zone beträgt QS x 3 in Schritt. Die Zone entsteht mit dem Zaubernden als Mittelpunkt. Er kann sich vor der Fertigkeitsprobe entscheiden, ob sie sich mit ihm mit bewegt oder an Ort und Stelle verbleiben soll. In letzterem Falle darf er sich maximal QS x 3 Schritt von der Zone entfernen, ansonsten endet der Zauber.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298", + "Skelettarius": " Skelettarius", + "Skelettarius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer erhebt die körperlichen Überreste eines verstorbenen Wesens kurzfristig zum Untoten. Er kann mit dem Zauberspruch einfache Mumien, Skelette und Zombies erwecken, jeweils maximal bis zur Größenkategorie mittel. Die Erschaffung funktioniert nach den gleichen Regeln wie die Beschwörung. Das untote Wesen verrichtet 1 + QS Dienste und kann wie Dämonen und Elementare verbessert werden (siehe Regelwerk Seite 263). Es ist zu den gleichen Diensten wie Dämonen und Untote in der Lage.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende (Verstorbene)
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 145", + "Solidirid": " Solidirid", + "Solidirid-Regel": "\n \t\t\t\t\t\t\tProbe: Probe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Von den Füßen des Zauberers ausgehend erscheint eine Brücke aus mattem Licht. Ihre maximale Länge beträgt QS x 5 Schritt, die maximale Breite 1 Schritt. Sie ist entweder waagerecht oder leicht gewölbt, muss aber an keiner Stelle den Boden berühren. Wird sie auf ihrer gesamten Fläche mit einem höheren Gewicht als 500 Stein belastet, bricht sie zusammen und der Zauber endet vorzeitig. Das Gleiche geschieht, wenn sie mit Waffengewalt zerstört wird, wobei sie insgesamt 50 Strukturpunkte aufweist.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Somnigravis": " Somnigravis", + "Somnigravis-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zauberspruch betäubt den Bezauberten. Erreicht er so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298", + "Spinnenlauf": " Spinnenlauf", + "Spinnenlauf-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Hände und Füße des Verzauberten erhalten die Eigenschaft, sich auch an den glattesten Oberflächen festsaugen zu können. So kann er glatte Felswände und Mauern überwinden und an Decken Halt finden. Das Gewicht des Verzauberten ändert sich nicht. Daher kann es bei verputzten Wänden passieren, dass sich der Putz an Händen und Füßen unter der Belastung von der Mauer löst. Der Verzauberte muss sich mindestens mit drei Gliedmaßen festhalten. Für jeweils 2 QS kann es eine Gliedmaße weniger sein bis zu einem Minimum von einer Gliedmaße.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298", + "Spurlos": " Spurlos", + "Spurlos-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde hinterlässt keine Spuren mehr. Er knickt keine Grashalme um und erzeugt keine Fußabdrücke auf weichem Boden. Selbst verräterische Gerüche hinterlässt er nicht. Um Spuren des Zaubernden zu finden oder zu verfolgen, sind Proben auf Fährtensuchen um QS erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", + "Taubheit": " Taubheit", + "Taubheit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel kann nichts mehr hören und erhält dadurch den Status Taub.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146", + "Telekinesebann": " Telekinesebann", + "Telekinesebann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Telekinese wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Bewegungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Telekinesebann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146", + "Tiergedanken": " Tiergedanken", + "Tiergedanken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann in den Gedanken und Erinnerungen eines Tieres lesen. Dabei erhält er Zugriff auf Erinnerungen, die maximal QS Tage zurückliegen dürfen. Je nach Intelligenz, Erinnerungsvermögen und Lebenswandel des Tieres wird er z. B. bei einem Goldfisch nur wenig erfahren, bei einem Affen hingegen verhältnismäßig viel. Um die Gedankenwelt des Tieres zu verstehen, ist eine Probe auf Tierkunde erforderlich. Der Meister kann je nach erreichter QS der Tierkunde-Probe detaillierter berichten, was der Zaubernde gesehen und richtig interpretiert hat.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers), + 2 AsP pro 30 Sekunden
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Tiere
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147", + "Transversalis": " Transversalis", + "Transversalis-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Mittels dieses Zaubers kann ein Held sich und maximal QS x 5 Stein Gegenstände (Kleidung, Waffen usw.) an einen anderen Ort teleportieren. Je näher Gegenstände am Körper liegen (meist die Kleidung), desto eher reisen sie mit dem Zaubernden mit. Sie reisen entweder am Stück mit oder bleiben zurück, werden jedoch nicht zerteilt. Die exakte Auswahl trifft der Meister. Der Held muss schon einmal an dem Zielort des Zaubers gewesen sein oder ihn sehen können. Der Ort darf maximal QS x 3 Meilen vom Zaubernden entfernt sein. Wenn er ihn nur sieht, ist die Probe um 2 erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP + 1 AsP pro Meile (nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekt, Wesen
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", + "Verwandlungsbann": " Verwandlungsbann", + "Verwandlungsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Verwandlung wird aufgehoben, solange dessen QS nicht höher ist als die QS des Verwandlungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Verwandlungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147", + "Visibili": " Visibili", + "Visibili-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte wird innerhalb von 20 – (QS x 3) Kampfrunden unsichtbar. Während dieser Zeit wird er immer durchscheinender, bis er schließlich nicht mehr zu sehen ist. Die Unsichtbarkeit gilt nur für ihn selbst, nicht für Kleidung oder Ausrüstungsgegenstände. Substanzen, die länger als 20 Sekunden im Körper verbleiben, werden auch unsichtbar. Substanzen, die den Körper verlassen, werden entsprechend nach 20 Sekunden wieder sichtbar. Während der Wirkungsdauer erhält der Verzauberte den Status Unsichtbar.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", + "Vogelzwitschern": " Vogelzwitschern", + "Vogelzwitschern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Innerhalb von QS x 2 Schritt um sich herum kann der Zauberer jedes beliebige Geräusch durch ein anderes ersetzen. Die Lautstärke bleibt dabei jedoch unverändert. Eine Stimme kann so etwa deutlich höher oder das Auftreten mit dem Fuß wie leiser Donner oder Fanfarenschall klingen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147", + "Wasseratem": " Wasseratem", + "Wasseratem-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte kann sowohl normale Luft als auch Wasser atmen. Er kann grundsätzlich 1 Minute pro QS unter Wasser atmen + je nach AsP-Einsatz.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Wolfstatze": " Wolfstatze", + "Wolfstatze-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Landtier seiner Wahl, das jedoch weder fliegen, noch im Wasser leben darf (also keine Vögel, Fische usw.) und maximal die Größenkategorie klein aufweist. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 148", + "ZD": "ZD", + "Asp.": "Asp.", + "RW": "RW", + "WD": "WD", + "Analys": "Analys", + "Attributo-Charisma": "Attributo (Charisma)", + "Attributo-Fingerfertigkeit": "Attributo (Fingerfertigkeit)", + "Attributo-Klugheit": "Attributo (Klugheit)", + "Attributo-Körperkraft": "Attributo (Körperkraft)", + "Ritualmod-1-je-4-in-FW": "Ritualmod. (1 je 4 in FW)", + "RD-in-Min-Std": "RD in Min/Std", + "5M": "5M", + "30M": "30M", + "2S": "2S", + "8S": "8S", + "16S": "16S", + "32S": "32S", + "RW-in-Schritt": "RW in Schritt", + "Ritualplatz": "Ritualplatz", + "Heiligtum-magischer-Ort": "Heiligtum / mag. Ort", + "falscher-Ritualplatz": "falscher Ritualplatz", + "Zeit": "Zeit", + "Passend": "Passend", + "Unpassend": "Unpassend", + "Passende-Kleidung": "Passende Kleidung", + "Geeignete-Gerätschaften": "Geeignete Gerätschaften", + "Ritualmodifikationen": "Ritualmodifikationen", + "Ritual": "Ritual", + "Accuratum": "Accuratum", + "Accuratum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Satz Kleidung wird nach Wünschen des Zauberers abgeändert. Dies betrifft Schnitt und Farbe, nicht jedoch Menge und Art des Materials. Auf diesem Wege sind sowohl das simple Flicken zerrissener Hosen wie auch die Umwandlung eines Stoffballens oder einer schlichten Kutte in eine deutlich prächtigere Robe möglich. Die Kleidung kann nach Meisterentscheid Erschwernisse bei Gesellschaftstalenten ausgleichen, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen).
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149", + "Arcanovi": "Arcanovi", + "Arcanovi-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Details zur Verzauberung stehen im Abschnitt Die Artefakte im Detail im Regelwerk ab Seite 266.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: geweihte Objekte, profane Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Aufmerksamer-Wächter": "Aufmerksamer Wächter", + "Aufmerksamer-Wächter-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Tiergeist stößt einen Warnruf aus, wenn sich etwas nähert, das er als Gefahr betrachtet. Seine Sinnesschärfe entspricht QS x 3, seine Eigenschaften denen eines typischen Exemplars der Tierart.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Sichtweite des Tieres
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: profane Objekte (Tierbild)
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Goblinzauberinnen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VA004 - Theaterritter Teil 1 - Der weisse See S. 61", + "Caldofrigo": "Caldofrigo", + "Caldofrigo-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Mittels Caldofrigo kann die Temperatur eines maximal truhengroßen Objekts verändert werden. Es kann abgekühlt oder erwärmt werden und zwar in einem Spielraum von +/–100 Grad Celsius der Ausgangstemperatur. Der Zauberer muss hierzu die gewünschte Gradzahl festlegen und kann nicht beliebig während der Wirkungsdauer die Temperatur ändern. Die Temperaturveränderung funktioniert außerdem immer nur in eine Richtung. Sollte ein Held mit einem Gegenstand in Berührung kommen, der extrem heiß ist (oder kalt; dabei einfach analog dieselben Regeln verwenden), gelten die Regeln für Brennende Personen (siehe Regelwerk Seite 341). Nach dem Ende der Wirkungsdauer nimmt das Objekt wieder seine ursprüngliche Temperatur an. Durch große Temperaturänderungen entsteht bei den meisten Objekten ein Schaden von 1W6 Strukturpunkten. Bei welchen Temperaturen dies der Fall ist, entscheidet der Meister.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekt (profane Objekte bis zur Größe einer Truhe)
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149", + "Dschinnenruf": "Dschinnenruf", + "Dschinnenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein Dschinn des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Dschinnen finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Elementare
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Elementarer-Diener": "Elementarer Diener", + "Elementarer-Diener-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein Elementargeist des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Elementargeistern finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Elementare
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Hagelschlag-und-Sturmgebrüll": "Hagelschlag und Sturmgebrüll", + "Hagelschlag-und-Sturmgebrüll-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer erschafft um sich herum eine Zone von QS x 50 Schritt Radius, innerhalb der er Bewölkung, Niederschlag und Windgeschwindigkeit um insgesamt QS Stufen senken oder anheben kann. Mit einer QS von 5 ist es beispielsweise möglich, die Windgeschwindigkeit um 2 Stufen zu verändern und den Niederschlag um 3. Bei Temperaturen unter dem Gefrierpunkt fällt der Niederschlag als Schnee oder Hagel zu Boden. Die Stufe des Niederschlags darf die Stufe der Bewölkung nicht überschreiten.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149", + "Hartes-Schmelze": "Hartes schmelze", + "Hartes-Schmelze-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Das Ritual raubt einem Objekt seine Festigkeit und macht einen harten Gegenstand weich und formbar. Dies erlaubt sowohl künstlerische Gestaltungen, ermöglicht aber auch das Erschaffen von Löchern oder das Abtrennen einzelner Teile. Der Zauberer kann z. B. Türen wie Knetmasse zusammenrollen oder ein Schloss aus der Tür entfernen. Dabei ist zu beachten, dass der Meister entscheidet, welche Gegenstände miteinander verbunden sind. Ein Schloss gehört zu einer Tür, eine Tür aber nicht zu einer Wand. Der Zauber ist kein Ersatz für Handwerkstalente, man kann damit beispielsweise nicht Metall verformen, um eine scharfe Schwertklinge zu erhalten. Am Ende der Wirkungsdauer wird der Gegenstand augenblicklich wieder hart.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 2/4/8/16 AsP für einen Gegenstand von der Größe einer Tasse/Truhe/Tür/Burgtor (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekt (profane Objekte bis zur Größe einer Truhe)
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150", + "Invocatio-Maior": "Invocatio Maior", + "Invocatio-Maior-Regel": "\n\t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein zuvor ausgewählter gehörnter Dämon mit maximal fünf Hörnern erscheint. Die Ritualprobe ist um die Beschwörungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Invocatio-Minor": "Invocatio Minor", + "Invocatio-Minor-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein zuvor ausgewählter niederer Dämon erscheint. Die Ritualprobe ist um die Anrufungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Leidensbund": "Leidensbund", + "Leidensbund-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer kann den erlittenen LeP-Verlust von einer anderen Person auf sich selbst übertragen. Dadurch werden die Wunden des Ziels geheilt und entstehen dafür beim Zaubernden. Maximal können auf diesem Wege QS x 3 verlorene LeP übertragen werden, wobei sich der Zauberer auch für weniger entscheiden kann. Auch ist keine Übertragung möglich, die beim Zauberer zu einem LeP-Stand führen würde, der bei 0 oder darunter liegt. Die Wirkung des Zaubers setzt erst nach Ende der Ritualdauer ein, es ist daher mit diesem Ritual nicht möglich, Sterbende von der Schwelle des Todes zu retten.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150", + "Magischer-Raub": "Magischer Raub", + "Magischer-Raub-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann der Zauberer auf die AsP des Ziels zugreifen. Das Opfer kann sich nach Ende der Zauberdauer beliebig weit vom Zauberer entfernt haben. Die Verbindung endet nur dann automatisch, wenn das Opfer sich nicht mehr in der gleichen Sphäre wie der Zauberer aufhält. Wirkt der Zauberer Magie, während die Verbindung besteht, werden die benötigten AsP auf seinen Wunsch hin aus dem Vorrat des Opfers verbraucht. Sind alle AsP des Opfers aufgebraucht, muss der Zauberer alle weiteren Kosten selbst aufbringen. Der Verbrauch von pAsP kann jedoch nicht auf das Ziel übertragen werden. Maximal kann durch den Zauber 1 Ziel beraubt werden.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 30 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151", + "Memorabia-Falsifir": "Memorabia Falsifir", + "Memorabia-Falsifir-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer entfernt Erinnerungen aus dem Gedächtnis des Ziels. Dabei kann er jedoch keine bestimmte Erinnerung festlegen, sondern lediglich einen Zeitraum von maximal QS x 3 Tagen ab einem von ihm gewünschten Anfangszeitpunkt.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151", + "Movimento": "Movimento", + "Movimento-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann sich der Zauberer beliebig lange im Dauerlauf fortbewegen, ohne dass ihn dies erschöpft. Die Reisestrecke erhöht sich um QS x 10 % für eine Tagesleistung Fußmarsch (siehe Strategische Bewegung im Regelwerk auf Seite 248).
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 8 Stunden (Wirkungsdauer nicht modifizierbar)
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151", + "Orvai-Kurims-Kriegstrommel": "Orvai Kurims Kriegstrommel", + "Orvai-Kurims-Kriegstrommel-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO
    \n \t\t\t\t\t\t\tWirkung: Der Klang der Trommel versetzt Angehörige der Spezies in Raserei, aus deren Haut das Trommelfell gefertigt wurde. Wenn ihnen keine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS des Rituals gelingt, erhalten alle Kulturschaffenden oder Tiere den Status Blutrausch (siehe Regelwerk Seite 35). Der Wirkungsradius beträgt 16 Schritt. Zum Schlagen der Trommel benötigt man 1 Aktion, der Blutrausch dauert für 2W20+QS KR an.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tZielkategorie: profane Objekte (Trommeln)
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Goblinzauberinnen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 9, Der grüne Zug Seite 15", + "Ruf-des-Bienenstocks": "Ruf des Bienenstocks", + "Ruf-des-Bienenstocks-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Durch Berührung einer Münze oder Ware, die gegen das gesuchte Objekt getauscht wurde, erfährt man Richtung und Entfernung des Objekts in Tagesreisen. Jedes angefangene Jahr, in dem die Zibilja (oder ihre Sippe) das Objekt vorher besaß, erleichtert die Probe um 1, jedes angefangene Jahr nach dem Verkauf erschwert sie um 1 (insgesamt maximal +/–5).
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: FW x 50 Meilen
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: profane Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Zibilja
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 51", + "Ruhe-Körper": " Ruhe Körper", + "Ruhe-Körper-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Die während der nächsten Regenerationsphase zurückgewonnenen LeP erhöhen sich um die doppelte QS. Zudem verläuft der Schlaf ruhig und traumlos, solange äußere Einflüsse dem nicht entgegenwirken. Der Zauber kann nicht verhindern, dass Gifte und Krankheiten in der Regenerationsphase wirken.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152", + "Unberührt-von-Satinav": "Unberührt von Satinav", + "Unberührt-von-Satinav-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Ein maximal 5 Stein wiegendes Objekt ist während der Wirkungsdauer vor Verfall geschützt. Die Zeit kann ihm nichts anhaben und es wird also weder verrotten, verrosten noch verfallen. Dies gilt auch in widrigen Umgebungen, etwa überdurchschnittlich feuchten oder heißen Gegenden. Vor gewaltsamen Einflüssen wie Waffenschaden, Feuer oder Säure bietet die Verzauberung jedoch keinen Schutz.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Wochen
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Zeit
    \n\t\t\t\t\t\t\tVerbreitung: Kristallomanten
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152", + "Widerwille": "Widerwille", + "Widerwille-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE
    \n \t\t\t\t\t\t\tWirkung: Personen mit SK 2 oder schlechter ignorieren ein vom Zauberer bestimmtes Objekt, selbst wenn es sich direkt vor ihnen befindet. Kommt es zu einer Interaktion mit dem Opfer, etwa wenn dieses mit einem bislang ignorierten Schwert angegriffen wird, endet die Wirkung jedoch. Ein einfaches Berühren oder Ertasten reicht hierfür aber nicht aus. Der Zauberer selbst nimmt das Objekt immer wahr, auch wenn der Zauber wirkt. Es können lediglich kleinere Gegenstände bis zur Größe einer Zweihandwaffe oder eines Seils verzaubert werden, nicht jedoch Truhen, Türen oder gar ganze Gebäude.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 153", + "Wirbelform": "Wirbelform", + "Wirbelform-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Innerhalb eines Radius von QS Schritt vermag der Zauberer alle Materie des Elements Luft zu verformen, solange sie nicht Teil eines Wesens ist. Auf diesem Weg kann eine Zone erschaffen werden, in der ein Sturm nicht wütet, aber auch die Formung von Rauch und Dampf ist möglich. Der Prozess geht dabei nur langsam vonstatten. Soll die Luft in eine bestimmte Richtung geformt werden, dauert dies 1 KR pro Schritt Fortbewegung. Am Ende der Wirkungsdauer ist das Verformte wieder den normalen Gesetzen der Natur ausgeliefert.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 10 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 137", + "Xenographus": "Xenographus", + "Xenographus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Liest der Zauberer einen Text, erhält er ein Gefühl für die Bedeutung des Niedergelegten, selbst wenn er die Schrift oder Sprache nicht beherrscht. Damit ist es ihm möglich, jeden Text zu verstehen, jedoch lediglich auf dem Niveau einer Person, die die entsprechende Sprache auf Stufe II beherrscht. Die Wirkung umfasst lediglich das geschriebene Wort, nicht jedoch das gesprochene. Ebenso bietet das Ritual keine Hilfestellung bei Schwierigkeiten, die nicht sprachlicher Natur sind, etwa wenn der Text verschlüsselt, in Rätseln verfasst, unleserlich oder unzusammenhängend geschrieben wurde. Das Erlernen einer Sprache oder einer Schrift ist auf diesem Wege nicht möglich, da lediglich die Gesamtbedeutung eines Textes erfasst werden kann, nicht jedoch die Bedeutung einzelner Elemente.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 153", + "Zauberklinge-Geisterspeer": "Zauberklinge Geisterspeer", + "Zauberklinge-Geisterspeer-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Ritual lassen sich arkane Kräfte in eine Waffe binden. Diese gilt dann als magische Waffe. Die Kosten des Rituals sind abhängig von der Größe der Waffe. Die Wirkungsdauer lässt sich auf QS x 30 Jahre erhöhen. In diesem Falle verfünffachen sich die AsP-Kosten, wobei 1/20 hiervon permanent verloren gehen.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: abhängig von der Waffe (nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: FP in Tage
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 301", + "Allgemeine-Magie-SF": "Allgemeine Magie-SF", + "Aura-verbergen": "Aura verbergen", + "Aura-verbergen-Tooltip": "Publikation: VR01 - Regelwerk S.284", + "Abgeschwächter-Zauber": "Abgeschwächter Zauber", + "Abgeschwächter-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Adaption-Zauber": "Adaption (Zauber)", + "Adaption-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Alchimieverstärkung": "Alchimieverstärkung", + "Alchimieverstärkung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Astrale-Meditation": "Astrale Meditation", + "Astrale-Meditation-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Aurapanzer": "Aurapanzer", + "Aurapanzer-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Eisen-und-Stahlverzauberung": "Eisen- und Stahlverzauberung", + "Eisen-und-Stahlverzauberung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", + "Entschwörung-Dämon": "Entschwörung (Dämonen)", + "Entschwörung-Dämon-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", + "Entschwörung-Elementare": "Entschwörung (Elementare)", + "Entschwörung-Elementare-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", + "Entschwörung-Geister": "Entschwörung (Geister)", + "Entschwörung-Geister-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", + "Flugsalbe": "Flugsalbe", + "Flugsalbe-Tooltip": "Publikation: VR01 - Regelwerk S.281", + "Merkmalskenntnis": "Merkmalskenntnis", + "Merkmalskenntnis-Tooltip": "Publikation: VR01 - Regelwerk S.285", + "Starke-Zaubertricks": "Starke Zaubertricks", + "Starke-Zaubertricks-Tooltip": "Publikation: VR01 - Regelwerk S.285", + "Verbotene-Pforten": "Verbotene Pforten", + "Verbotene-Pforten-Tooltip": "Publikation: VR01 - Regelwerk S.285", + "Vertrautenbindung": "Vertrautenbindung", + "Vertrautenbindung-Tooltip": "Publikation: VR01 - Regelwerk S.279", + "Zauberzeichen-Tooltip": "Publikation: VR01 - Regelwerk S.285", + "Bindung-des-Stabes": "Bindung des Stabes", + "Bindung-des-Stabes-Regel": "\n \t\t\t\t\tWirkung: Die Bindung des Stabes ist der erste Stabzauber, der auf einen Magierstab gewirkt wird. Mit ihm wird der Stab an den Magier gebunden. Zudem wird er unzerbrechlich, auch wenn er die Flexibilität des Holzes bewahrt. Einzig elementares Feuer, das heißer brennt als ein Drachenodem oder ein IGNIFAXIUS, oder aber gezielte Antimagie können ihn zerstören. Der Stab gilt von nun an als magische Waffe und kann nicht durch andere Mittel wie den ARCANOVI mit weiteren Zaubern belegt werden. Ein Magier kann immer nur einen Magierstab besitzen.
    \n \t\t\t\t\t
    \n \t\t\t\t\tDas Binden eines Stabes kostet den Magier einmalig 2 permanente AsP. Der Magier kann sich entscheiden, seine Verbindung zum Stab zu lösen, beispielsweise um einen neuen Stab an sich zu binden. Nach dem Tod eines Magiers verliert der Stab nach 24 Stunden die permanent gespeicherten AsP und jegliche Magie.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 0 Punkte
    \n\t\t\t\t\tBindungskosten: 2 permanente AsP
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276", + "Doppeltes-Maß": "Doppeltes Maß", + "Doppeltes-Maß-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann auf seine doppelte Länge verlängert werden, ohne dass er merklich an Dicke einbüßt. Die Wirkung hält an, solange der Magier Körperkontakt mit dem Stab hält. Ein mittlerer Stab wird so lang, dass er unter Stangenwaffen fällt und die Reichweite lang erhält, der lange Stab wird so lang, dass er als Waffe nicht mehr zu benutzen ist. Ein kurzer Stab erhält die Reichweite mittel.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 2 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 5 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276", + "Ewige-Flamme": "Ewige Flamme", + "Ewige-Flamme-Regel": "\n \t\t\t\t\tWirkung: Das Ende des Stabes kann nun willentlich entzündet werden und brennt wie eine Fackel. Das Feuer hat die natürliche Helligkeit und Hitze einer solchen Flamme, zehrt den Stab jedoch nicht auf. Im Kampf eingesetzt bietet die ewige Flamme keinen besonderen Vorteil. Die Wirkung des Stabzaubers endet automatisch, wenn der Magier schläft, den Status Bewusstlos erleidet oder spätestens nach 1 Stunde.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 2 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Flammenschwert": "Flammenschwert", + "Flammenschwert-Regel": "\n \t\t\t\t\tWirkung: Mit diesem Stabzauber kann der Magier seinen Stab in ein heiß brennendes Flammenschwert oder, je nach Region, in einen Flammensäbel verwandeln. Dieses Flammenschwert gilt als magische Waffe und richtet wie jedes Feuer zusätzlichen Schaden an Wesen an, die feuerempfindlich sind. Es verursacht 1W6+7 Trefferpunkte. Der Stab muss eine Mindestlänge von einem Schritt besitzen, um in ein Flammenschwert verzaubert werden zu können. Die übrigen Werte entsprechen denen eines Langschwertes.
    \n\t\t\t\t\t
    \n\t\t\t\t\tDer Magier kann das Schwert auf zwei Varianten einsetzen:
    \n\t\t\t\t\t
    \n\t\t\t\t\t1. Er kann es wie ein normales Schwert mit der Kampftechnik Schwerter führen. Bei einem Patzer verwandelt sich das Flammenschwert zurück in den Stab. Pro Kampfrunde kostet diese Variante nach der Aktivierung 1 AsP.
    \n\t\t\t\t\t2. Er kann es per Telekinese fliegen und kämpfen lassen. Hierbei werden die Kampftechnik Schwerter und der entsprechende Attackewert des Magiers für Attacken verwendet. Es bewegt sich mit Geschwindigkeit 8. Der Magier muss sich zur Kontrolle des Schwertes konzentrieren. Das Flammenschwert kontrolliert fliegen zu lassen, ist eine länger dauernde Handlung.
    \n\t\t\t\t\t
    \n\t\t\t\t\tWenn sich das Schwert weiter als 32 Schritt weg vom Magier bewegt, bricht der Stabzauber ab und das Schwert verwandelt sich wieder zurück. Pro Kampfrunde kostet diese Variante nach der Aktivierung 2 AsP.
    \n\t\t\t\t\t
    \n\t\t\t\t\tUm ein fliegendes Flammenschwert festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt das Schwert über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
    \n \t\t\t\t\tVorrausetzungen: Ewige Flamme und Kraftfokus
    \n\t\t\t\t\tVolumen: 7 Punkte
    \n\t\t\t\t\tBindungskosten: 3 AsP, danach 1 bzw. 2 AsP pro Kampfrunde
    \n\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Kraftfokus": "Kraftfokus", + "Kraftfokus-Regel": "\n \t\t\t\t\tWirkung: Solange der Magier den Stab berührt, spart er bei jedem Zauber 1 AsP ein. Dieser Abzug wird nach Berechnung aller anderen Modifikationen eingerechnet. Die Ersparnis kann nicht dazu führen, dass die Kosten unter 1 AsP fallen. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt die Ersparnis nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 6 Punkte
    \n\t\t\t\t\tBindungskosten: keine
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 30 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Merkmalsfokus": "Merkmalsfokus", + "Merkmalsfokus-Regel": "\n \t\t\t\t\tWirkung: Bei diesem Stabzauber muss ein Merkmal gewählt werden, das der Fokus unterstützen soll. Proben auf Zauber mit dem so unterstützten Merkmal sind um 1 erleichtert. Der Merkmalsfokus kann mehrfach mit unterschiedlichen Merkmalen auf den Stab gewirkt werden. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt dieser Vorteil nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
    \n \t\t\t\t\tVorrausetzungen: Kraftfokus, passende Merkmalskenntnis
    \n\t\t\t\t\tVolumen: 8 Punkte
    \n\t\t\t\t\tBindungskosten: keine
    \n\t\t\t\t\tMerkmal: je nach Merkmal
    \n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Seil-des-Adepten": "Seil des Adepten", + "Seil-des-Adepten-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann in ein unzerstörbares Seil von 10 Metern Länge verwandelt werden. Es kann sich um Objekte schlingen, wenn es geworfen wird. Knoten können so willentlich gebunden oder gelöst werden, solange der Magier das Seil berührt. Das Knoten und Entknoten zählt jeweils als 1 Aktion. Personen lassen sich damit nicht fesseln, außer sie haben den Status Bewegungsunfähig. Verliert der Magier den Kontakt zum Seil, verwandelt es sich zurück in seine ursprüngliche Stabform.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 2 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Stab-Apport": "Stab-Apport", + "Stab-Apport-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann vom Magier zu sich gerufen werden. Er fliegt auf dem kürzesten Weg mit Geschwindigkeit 15 zum Magier und umfliegt selbstständig Hindernisse. Fenster durchschlägt der Stab, Wände aus Holz oder Stein halten ihn jedoch auf. Der Magier muss für den Einsatz des Stab-Apports seinen Magierstab nicht sehen.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 3 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\tAP-Wert: 15 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 278", + "Fluch": "Fluch", + "Beiß-auf-Granit": "Beiß auf Granit!", + "Beiß-auf-Granit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Feste Nahrungsmittel, die das Opfer berührt, werden zu Stein oder einer anderen Substanz, die die Hexe im Fluch benannt hat. Üblich sind neben Stein auch Holz, Mist oder Schleim. Edelmetalle oder Ähnliches sind nicht möglich. Die Lebensmittel verwandeln sich nach fünf Minuten wieder zurück, insofern das Opfer sie nicht berührt. Der Versuch, Lebensmittel mit Zangen oder Trichtern in den Mund zu führen, kann dazu führen, dass das Opfer an einem Stein im Hals erstickt. Für Suppen, Milch und andere Flüssigkeiten gilt der Fluch nicht.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Objekt
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Beute": "Beute!", + "Beute-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
    \n \t\t\t\t\t\t\tWirkung: Der Geruch des Opfers lockt alle Arten von fleischfressenden Wirbeltieren an. Diese sehen das Opfer als leichte Beute an. Während domestizierte Tiere mit einer um die Fertigkeitspunkte des Fluches erschwerten Tierkundeprobe beruhigt werden können, lassen sich wilde Tiere hiervon nicht abbringen. Der nur für die Tiere wahrnehmbare Geruch ist so stark, dass Wildtiere das Opfer bereits aus mehreren Meilen Entfernung wahrnehmen können.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Hagelschlag": "Hagelschlag", + "Hagelschlag-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Auf einer Fläche von bis zu (QS x 20.000) Rechtschritt geht ein schwerer Hagelsturm nieder. Je nach Region kann auch ein Schnee- oder Sandsturm die Fläche verheeren. Solche Stürme können Ernten zerstören, Dächer abdecken und bei ungeschützten Tieren und Personen 2W6 TP Schaden pro 5 Minuten verursachen.
    \n \t\t\t\t\t\t\tZauberdauer: 21 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 15 Minuten
    \n\t\t\t\t\t\t\tWirkungsdauer: Elementar
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Hexenschuss": "Hexenschuss", + "Hexenschuss-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer erleidet plötzlich einen starken Schmerz im Rücken oder im Kopf, je nach Wahl der Hexe. Durch den Hexenschuss erleidet das Opfer eine Stufe des Zustands Schmerz.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Juckreiz-verursachen": "Juckreiz verursachen", + "Juckreiz-verursachen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer des Fluchs ist von einem ständigen Juckreiz betroffen. Dadurch erhält es 1 Stufe Verwirrung. Zudem ist seine Regeneration halbiert, sofern diese anfängt, während der Fluch noch wirkt.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 Stunden
    \n\t\t\t\t\t\t\tWirkungsdauer: Illusion
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Regelwerk II S. 24", + "Pech-an-den-Hals-wünschen": "Pech an den Hals wünschen", + "Pech-an-den-Hals-wünschen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
    \n \t\t\t\t\t\t\tWirkung: Neben der 20 gilt nun auch die 19 als Patzer. Für Patzer bei Fertigkeitsproben reicht es so, wenn zwei Würfel eine 19 oder mehr zeigen. Außerdem zerbricht das Opfer aus Versehen Gegenstände, stolpert über Hindernisse, vergisst Verabredungen oder tritt bei Gesprächen in Fettnäpfchen. Details entscheidet der Meister.
    \n \t\t\t\t\t\t\tZauberdauer: 7 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Pestilenz": "Pestilenz", + "Pestilenz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer wird von der Hexe mit einer ihr bekannten Krankheit infiziert, maximal jedoch mit einer Krankheitsstufe gleich dem Fertigkeitswert des Fluches. Ab der Infektion verläuft die Krankheit wie normal, ist allerdings nicht ansteckend. Nicht wählbar sind magische Erkrankungen wie Duglumspest.
    \n \t\t\t\t\t\t\tZauberdauer: Stufe der Krankheit in AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: bis zum Ende der Krankheit, maximal aber QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Dämonisch
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Schlaf-rauben": "Schlaf rauben", + "Schlaf-rauben-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer kann nicht schlafen. Wenn es doch für einige Sekunden einschläft, wird es von Alpträumen wieder aufgeschreckt. Regeneration ist in diesem Zustand nicht möglich. Es reagiert genauso wie andere Menschen, die lange Zeit wach gehalten werden, wird also fahrig, reizbar und erleidet nach einigen Tagen Sinnestäuschungen. Pro zwei Tagen ohne Schlaf erhält das Opfer eine Stufe Verwirrung, die erst abklingt, wenn es wieder schlafen kann.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Unfruchtbarkeit": "Unfruchtbarkeit", + "Unfruchtbarkeit-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer, Person oder Tier, ist nicht mehr in der Lage, Nachkommen zu zeugen oder zu gebären. Schwangere Wesen erleiden oft eine Miss- oder Totgeburt.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Wochen
    \n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Warzen-sprießen": "Warzen sprießen", + "Warzen-sprießen-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Dem Opfer wachsen innerhalb einiger Minuten dicke Warzen im Gesicht und an den Händen und verleihen ihm so eine Stufe des Nachteils Hässlich. Der Vorteil Gutaussehend wird hierdurch zeitweise Hässlich.
    \n \t\t\t\t\t\t\tZauberdauer: 7 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Zunge-lähmen": "Zunge lähmen", + "Zunge-lähmen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Zunge und Lippen des Opfers sind gelähmt. Es kann daher nicht mehr artikuliert sprechen. Dies beeinflusst auch Zaubersprüche. Außerdem neigen so Verfluchte zu Speichelfluss. Der Verfluchte erhält den Status Stumm.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Elfenlied": "Elfenlied", + "Erinnerungsmelodie": "Erinnerungsmelodie", + "Erinnerungsmelodie-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Mit dem Lied ruft sich der Elf eine Erinnerung aus lang vergangener Zeit zurück. Für je ein Jahr, das das Ereignis zurückliegt, muss er 5 Minuten spielen. Zusätzlich spielt er so lange, wie die Situation dauert, an die er sich zurückentsinnen will.
    \n \t\t\t\t\t\t\tTalent: Musizieren
    \n\t\t\t\t\t\t\tAsP-Kosten: 1 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 283", + "Friedenslied": "Friedenslied", + "Friedenslied-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Nach 5 Minuten des Spielens erzeugt dieses Lied eine Zone des Friedens um den Elfen herum (QS x 3 Schritt Radius). So lange er weiterspielt, verlieren Tiere und kulturschaffende Wesen das Interesse daran, mit Gewalt gegeneinander oder gegen den Elfen vorzugehen. Um trotzdem aktiv zu kämpfen, ist eine Fertigkeitsprobe auf Willenskraft, erschwert durch die QS x 2 in der Probe auf das Friedenslied fällig. Die Möglichkeit, sich zu verteidigen, ist durch das Friedenslied nicht eingeschränkt. Nicht betroffen sind widernatürliche Wesenheiten wie Untote, Dämonen, Elementare oder Golems.
    \n \t\t\t\t\t\t\tTalent: Musizieren
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 283", + "Freundschaftslied": "Freundschaftslied", + "Freundschaftslied-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
    \n \t\t\t\t\t\t\tWirkung: Mit dem Freundschaftslied können zwei Elfen, die es gemeinsam spielen, ein festes Band der Freundschaft zwischeneinander weben. Dies ist nur einmal im Leben eines Elfen möglich. Es besteht aus drei einstündigen Strophen, die an drei aufeinanderfolgenden Tagen von beiden gemeinsam gespielt werden müssen. So miteinander verbundene Elfen spüren die Anwesenheit des anderen und können starke Emotionen des anderen auch auf größere Entfernungen wahrnehmen. Sie können gegenseitig den Zauberspruch BALSAM aufeinander wirken, selbst wenn sie keine AsP zur Verfügung haben. In solchen Fällen können sie mit dem Zauberspruch ihre Lebensenergie direkt auf den anderen übertragen.
    \n \t\t\t\t\t\t\tTalent: Musizieren
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Stunde, 1 permanenter AsP bei der letzten Strophe
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284", + "Melodie-der-Kunstfertigkeit": "Melodie der Kunstfertigkeit", + "Melodie-der-Kunstfertigkeit-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Proben auf Handwerkstalente, die der Elf während der Melodie der Kunstfertigkeit nutzt, sind um QS des Rituals erleichtert.
    \n \t\t\t\t\t\t\tTalent: Singen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284", + "Sorgenlied": "Sorgenlied", + "Sorgenlied-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Der Elf flicht Fragen in das Lied ein, die er an einen guten Freund stellen möchte. Hierdurch kann er erfahren, ob sein Freund gesund, krank oder gar tot ist, ob er um sein Leben fürchtet oder ob er zufrieden und glücklich ist. Mit dem Lied sind nur allgemeine Eindrücke zu erzielen. Klar formulierte Gedankenbilder lassen sich so nicht übertragen. Je weiter der gesuchte Freund vom Sänger entfernt ist, desto länger dauert das Lied. Pro 100 Meilen muss er 5 Minuten singen, um ihn zu erreichen.
    \n \t\t\t\t\t\t\tTalent: Singen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284", + "Zaubermelodie": "Zaubermelodie", + "Zaubermelodie-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Spielt der Elf ungestört eine Stunde lang diese Melodie, kann er sich in einen tranceartigen Zustand versetzen, in dem er sich in Einklang mit den astralen Strömungen der Umgebung bringen kann. Er erwacht nach einer halben Stunde aus der Trance. Wenn er aus der Trance erwacht, sind für ihn alle Proben auf Zaubersprüche und Rituale bis zum nächsten Sonnenaufgang erleichtert. Bei QS 1-3 um 1, bei QS 4-6 um 2
    \n \t\t\t\t\t\t\tTalent: Musizieren oder Singen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284", + "Bann-Schutzkreis-gegen-Elementargeister": "Bann-/Schutzkreis gegen Elementargeister", + "4-AsP": "4 AsP", + "Bann-Schutzkreis-gegen-Dschinne": "Bann-/Schutzkreis gegen Dschinne", + "8-AsP": "8 AsP", + "Bann-Schutzkreis-gegen-niedere-Dämonen": "Bann-/Schutzkreis gegen niedere Dämonen", + "Bann-Schutzkreis-gegen-gehörnte-Dämonen": "Bann-/Schutzkreis gegen Gehörnte Dämonen", + "Verschluss": "Verschluss", + "16-AsP": "16 AsP", + "Liturgien": "Liturgien", + "Zeremonien": "Zeremonien", + "KaP": "KaP", + "Praios": "Praios", + "Rondra": "Rondra", + "Boron": "Boron", + "Hesinde": "Hesinde", + "Phex": "Phex", + "Peraine": "Peraine", + "Firun": "Firun", + "Tsa": "Tsa", + "Travia": "Travia", + "Ingerimm": "Ingerimm", + "Efferd": "Efferd", + "Rahja": "Rahja", + "Namenloser": "Namenloser", + "Segnung": "Segnung", + "Eidsegen": "Eidsegen", + "Feuersegen": "Feuersegen", + "Geburtssegen": "Geburtssegen", + "Glückssegen": "Glückssegen", + "Grabsegen": "Grabsegen", + "Harmoniesegen": "Harmoniesegen", + "Kleiner-Heilsegen": "Kleiner Heilsegen", + "Kleiner-Schutzsegen": "Kleiner Schutzsegen", + "Speisesegen": "Speisesegen", + "Stärkungssegen": "Stärkungssegen", + "Tranksegen": "Tranksegen", + "Weisheitssegen": "Weisheitssegen", + "Sonderfertigkeit": "Sonderfertigkeit", + "Aspektkenntnis": "Aspektkenntnis", + "Fokussierung": "Fokussierung", + "Stärke-des-Glaubens": "Stärke des Glaubens", + "Starke-Segnungen": "Starke Segnungen", + "Liturgiemodifikationen-1-je-4-FW": "Liturgiemodifikationen (1 je 4 in FW)", + "Liturgiedauer-in-Aktionen": "Liturgiedauer in Aktionen", + "Gebete-weglassen": "Gebete weglassen", + "Gesten-weglassen": "Gesten weglassen", + "Liturgienpatzer": "Liturgienpatzer:", + "Liturgiemodifikationen": "Liturgiemodifikationen", + "Liturgie": "Liturgie", + "Bann-der-Dunkelheit": " Bann der Dunkelheit", + "Bann-der-Dunkelheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Aus der Hand des Geweihten strahlt ein helles Licht. Das Licht zählt regeltechnisch als Sonnenlicht.
    \n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
    \n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
    \n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
    \n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
    \n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
    \n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Ordnung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", + "Bann-der-Furcht": " Bann der Furcht", + "Bann-der-Furcht-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
    \n \t\t\t\t\t\t\tWirkung: Durch diese Liturgie wird pro QS eine Stufe des Zustands Furcht aufgehoben.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Traum)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", + "Bann-des-Lichts": " Bann des Lichts", + "Bann-des-Lichts-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Um den Geweihten herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 3 Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Natürliche und magische Lichtquellen können die Dunkelheit nicht erhellen. Bei karmalen Lichtquellen entscheidet die höhere QS (wie bei einer Vergleichsprobe), ob das Licht zu sehen ist oder nicht. Hierbei gilt alles oder nichts: Das Licht wird nicht um die QS der Liturgie gedämpft, sondern die höhere QS entscheidet darüber ob Licht zu sehen ist oder nicht. Für den Geweihten werden die Sichtverhältnisse durch die Liturgie nicht erschwert. Der Geweihte muss vor dem Wirken der Liturgie entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP (Aktivierung) + 8 KaP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Tod und Traum), Phex (Schatten)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", + "Blendstrahl": " Blendstrahl", + "Blendstrahl-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Betroffene wird geblendet. Es erhält eine Stufe des Zustands Verwirrung.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie und Ordnung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", + "Des-Einen-Bezauberner-Sphärenklang": " Des Einen bez. Sphärenklang", + "Des-Einen-Bezauberner-Sphärenklang-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
    \n \t\t\t\t\t\t\tWirkung: Diese Liturgie des Namenlosen erzeugt Bilder im Geist des Opfers und lässt es verführerische Melodien hören. Das Opfer erhält den Status Hörigkeit und ist dem Geweihten hörig. Es wird auch Freunde angreifen, wenn der Priester es befiehlt. Alle 5 Minuten ist eine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS der Liturgie erlaubt, um sich von der Beherrschung zu lösen. Auch zu Beginn der Wirkung ist diese Probe erlaubt.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Namenloser
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 118", + "Ehrenhaftigkeit": " Ehrenhaftigkeit", + "Ehrenhaftigkeit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: „Ehrenhaft“ bedeutet in diesem Fall, dass der Betroffene sich an die Gebote des Geweihten hält. Dies kann je nach Auslegung und Kultur bedeuten, dass der Betroffene bei Patzern des Gegners auf weitere Angriffe verzichtet, nicht von hinten angreift, dem Gegner die Chance gibt, eine verlorene Waffe wieder aufzusammeln, auf Waffengifte verzichtet usw.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild und Sturm)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Entzifferung": " Entzifferung", + "Entzifferung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Die Textmenge richtet sich nach der QS. Für jede QS kann er fünf Foliantenseiten in normaler Schriftgröße entziffern.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Wissen), Nandus (Bildung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Ermutigung": " Ermutigung", + "Ermutigung-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Das Ziel wird zuversichtlicher und mutiger. Je nach QS erhält es verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 3 hat das Ziel insgesamt MU +2 und AT +1.
    \n \t\t\t\t\t\t\tQS 1: +1 MU
    \n\t\t\t\t\t\t\tQS 2: +1 AT
    \n\t\t\t\t\t\t\tQS 3: +1 MU
    \n\t\t\t\t\t\t\tQS 4: +1 AT
    \n\t\t\t\t\t\t\tQS 5: +1 MU
    \n\t\t\t\t\t\t\tQS 6: +1 SK
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tVerbreitung: Rondra (Sturm), Efferd (Wind), Swafnir (Tapferkeit)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Fall-ins-nichts": " Fall ins nichts", + "Fall-ins-nichts-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Für jede QS kann der Geweihte drei Schritt Fallschaden ignorieren.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Friedvolle-Aura": "Friedvolle Aura", + "Friedvolle-Aura-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Um den Geweihten anzugreifen, ist eine Probe auf Willenskraft (Bedrohungen standhalten) des Gegners notwendig, bei der er mehr QS haben muss als der Geweihte. Ist diese Probe nicht erfolgreich, kann der Angriff nicht ausgeführt werden. Gelingt sie, so ist die Attacke gegen den Geweihten dennoch um QS der Liturgie erschwert. Die Wirkung der Liturgie bezieht sich nur auf den Geweihten. Während der Wirkung der Liturgie kann der Geweihte keine Angriffe (Attacke, Fernkampf) oder sonstige offensive Handlungen gegen seine Feinde ausführen, wohl aber seine Kampfgefährten mit Handlungen unterstützen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in KR
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie und Wissen), Peraine (Heilung und Landwirtschaft). Travia (Freundschaft und Heim). Tsa (Freiheit und Wandel), Rahja (Ekstase und Harmonie), Ifirn (Hilfsbereitschaft), Nandus (Bildung und Erkenntnis)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Giftbann": " Giftbann", + "Giftbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Giftbann neutralisiert ein Gift. Die maximale Giftstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Giftstufe (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Göttlicher-Fingerzeig": " Gött. Fingerzeig", + "Göttlicher-Fingerzeig-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Voraussetzung ist, dass ein solcher Gegenstand überhaupt in Reichweite liegt. Dies kann z. B. ein verborgener Schlüssel für eine Truhe, ein Zettel mit Hinweisen oder ein benötigtes improvisiertes Werkzeug sein. Ist der Gegenstand durch Magie oder karmales Wirken verborgen, kann der Geweihte das Objekt nicht mittels dieser Liturgie entdecken. Der Gegenstand darf sich maximal QS Schritt vom Geweihten entfernt befinden.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326", + "Göttliches-Zeichen": " Gött. Zeichen", + "Göttliches-Zeichen-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Das Zeichen äußert sich z. B. als Donnergrollen, obwohl keine Wolken am Himmel zu sehen sind (Rondra), das Schnattern eines Storches (Peraine) oder als kurzer Moment der Stille (Boron). Innerhalb der Zone der Liturgie können Personen das göttliche Zeichen wahrnehmen. Der Radius der Zone beträgt QS x 10 in Schritt. Bei Proben auf Bekehren & Überzeugen kann der Meister eine Erleichterung von 1 gewähren, wenn der Geweihte das Zeichen bei der Anwendung miteinbezieht.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326", + "Heilsegen": " Heilsegen", + "Heilsegen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Betroffene erhält innerhalb von 5 Minuten nach dem Wirken der Liturgie verlorene LeP in Höhe der verwendeten KaP zurück. Der Geweihte kann maximal so viele KaP einsetzen, wie er FW hat. Wird die Liturgie vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird die Liturgie jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 1 KaP pro LeP, mindestens jedoch 4 KaP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326", + "Herbeirufung-der-Herrscharen-des-Rattenkindes": " Herb. d. Herrsch. d. Ra
    \n\t\t\t\t\t\t\t\t Kl. Bann wider Untote
    \n\t\t\t\t\t\t\t\t Kl. Bannstrahl
    \n\t\t\t\t\t\t\t\t Krankheitsbann
    \n\t\t\t\t\t\t\t\t Lautlos
    \n\t\t\t\t\t\t\t\t Magieschutz
    \n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t", + "Herbeirufung-der-Herrscharen-des-Rattenkindes-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Diese Liturgie ruft Ratten herbei, die häufig als Diener des Namenlosen angesehen werden. Die Tiere stehen unter der vollständigen Kontrolle des Geweihten und gehorchen seinen Befehlen. Es erscheinen QS x 5 Ratten aus dem Nichts.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
    \n\t\t\t\t\t\t\tZielkategorie: Tiere (Ratten)
    \n\t\t\t\t\t\t\tVerbreitung: Namenloser
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 125", + "Kleiner-Bann-wider-Untore": " Kl. Bann wider Untote", + "Kleiner-Bann-wider-Untore-Regel": "\n \t\t\t\t\t\t\tProbe: MU/MU/CH (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Bann verursacht 2W6+(QS x2) SP gegen ein untotes Wesen. Der Bann trifft automatisch sein Ziel und dieses kann sich dagegen nicht verteidigen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Untote
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Tod)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", + "Kleiner-Bannstrahl": " Kl. Bannstrahl", + "Kleiner-Bannstrahl-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Bannstrahl richtet gegen einen Dämon 2W6+(QS x2) SP an. Gegen Dämonen aus Blakharaz’ Domäne wird der Schaden verdoppelt. Der Bannstrahl trifft automatisch sein Ziel und dieses kann sich dagegen nicht verteidigen. Der kleine Bannstrahl ist nicht davon abhängig, ob der Himmel zu sehen ist. Der Strahl entsteht direkt beim Dämon, auf den der Strahl wirken soll.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", + "Krankheitsbann": " Krankheitsbann", + "Krankheitsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Diese Liturgie heilt Krankheiten (die bisher erlittenen Auswirkungen werden nicht geheilt). Die maximale Krankheitsstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen. Die Liturgie heilt auch alle Symptome der Krankheit, aber keine bis dahin entstandenen Schäden (LeP-Verlust, Narben usw.).
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Krankheitsstufe (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", + "Lautlos": " Lautlos", + "Lautlos-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Proben auf Verbergen (Schleichen) sind um QS erleichtert.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten), Firun (Jagd)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", + "Magieschutz": " Magieschutz", + "Magieschutz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Er erhält einen Bonus von QS –1 auf SK und ZK (mindestens jedoch 1 Punkt) gegen magische Effekte.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Aktivierung der Liturgie) + 4 KaP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie), Hesinde (Magie)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Magiesicht": " Magiesicht", + "Magiesicht-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Mit dieser Liturgie lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers ANALYS oder entsprechenden Liturgien beeinflusst werden. Der Geweihte kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
    \n \t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
    \n \t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
    \n \t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 1 erleichtert.
    \n \t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 2 erleichtert.
    \n \t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2
    \n \t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 3 erleichtert.
    \n \t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim nachfolgenden ANALYS oder einer entsprechende Liturgie. Wer also QS 4 bei Magiesicht erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden ANALYS oder eine entsprechende Liturgie (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5).
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Minute
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen, Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie), Hesinde (Magie), Nandus (Erkenntnis)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Mondsicht": " Mondsicht", + "Mondsicht-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Erschwernisse der Sichtverhältnisse durch Dunkelheit werden um QS –1 Stufen gesenkt (mindestens jedoch 1 Stufe). In völliger Dunkelheit nutzt diese Liturgie nichts.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP (Aktivierung) + 1 KaP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten), Aves (Schicksal)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Mondsilberzunge": " Mondsilberzunge", + "Mondsilberzunge-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Held wirkt vertrauenerweckend. Er erhält eine Erleichterung von QS auf die Fertigkeiten Überreden und Handel (Feilschen).
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Handel)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Namenlose-Zweifel": " Namenlose Zweifel", + "Namenlose-Zweifel-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Die betroffene Person stellt innerhalb des Wirkungszeitraums ihre eigenen moralischen Vorstellungen in Frage und verliert den Glauben an ihre Götter oder ihre Prinzipien. Während der Wirkungsdauer sind Opfer der Liturgie bereit, Nachteile wie Prinzipientreue und Verpflichtungen zu ignorieren oder ins Gegenteil zu verkehren. Überzeugte Vegetarier essen Fleisch, ehrenhafte Krieger kämpfen aus dem Hinterhalt und ein Novadi wird sich achtlos über jedes der 99 Gesetze hinwegsetzen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Namenloser
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ", + "Namenloses-Vergessen": " Namenloses Vergessen", + "Namenloses-Vergessen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Die Liturgie verdrängt jegliche Erinnerung des Opfers an sein früheres Leben. Der Geweihte kann dem Opfer bestimmte Ziele suggerieren und ihm einreden, dass sie auf der gleichen Seite stehen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Nam1 enloser
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ", + "Objektsegen": " Objektsegen", + "Objektsegen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Mit dieser Liturgie werden für Götterdienste benötigte Materialien (z. B. Salbungsöl eines Borongeweihten, das Saatgut eines Perainegeweihten oder Sternenstaub bei Phexgeweihten) gesegnet. Der Gegenstand zählt nicht als geweiht, sondern nur als gesegnet.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Ort-der-Ruhe": " Ort der Ruhe", + "Ort-der-Ruhe-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Innerhalb der Zone werden Geräusche gedämpft. Der Radius der Zone beträgt QS x 3 Schritt. Proben gegen Sinnesschärfe (Wahrnehmen), um leise Geräusche wie Flüstern zu hören, sind innerhalb der Zone um QS erschwert. Die Zone verbleibt an Ort und Stelle. Geräusche, die aus der Zone dringen, bleiben gedämpft, Geräusche, die in die Zone eindringen, werden gedämpft.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Traum), Firun (Jagd)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Pflanzenwuchs": " Pflanzenwuchs", + "Pflanzenwuchs-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Die Liturgie lässt eine maximal buschgroße Pflanze übernatürlich schnell wachsen. Pro QS wächst die Pflanze 30 % schneller als für die Gattung typisch.
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
    \n\t\t\t\t\t\t\tZielkategorie: Pflanzen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Landwirtschaft)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Rabenruf": " Rabenruf", + "Rabenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte ruft bis zu QS x 3 Raben aus einem Radius von QS x 3 Meilen herbei. Die Vögel verhalten sich ihm gegenüber zutraulich. Der Geweihte kann einen der Raben dazu benutzen, einen kleinen Gegenstand wie einen Ring zu transportieren, maximal bis zu einer Reichweite von QS x 3 Meile. Der Rabe findet den Zielort in der Regel automatisch. Es können maximal so viele Raben zum Geweihten fliegen, wie sich zu diesem Zeitpunkt in der Reichweite der Liturgie befinden.
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: QS x 3 in Meilen (nicht modifizierbar)
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Tiere
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Tod und Traum)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Schlaf": " Schlaf", + "Schlaf-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte betäubt den Betroffenen. Erreicht dieser so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Traum)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Schlangenstab": " Schlangenstab", + "Schlangenstab-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Die Schlange beschützt den Geweihten mit den ihr zur Verfügung stehenden Mitteln und folgt ihm. Stirbt die Schlange, verwandelt sie sich wieder zurück in das Objekt. Die Schlange gilt als gesegnet wie durch einen Objektsegen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Schlangenzunge": " Schlangenzunge", + "Schlangenzunge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte kann mit Schlangen sprechen. Für Umstehende klingt dies wie zischende Laute. Bei der Darstellung eines solchen Gespräches sollte bedacht werden, dass Schlangen einen tierischen Verstand haben und die Welt anders wahrnehmen als Menschen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Tiere (nur Schlangen)
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie und Wissen)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Schmerzresistenz": " Schmerzresistenz", + "Schmerzresistenz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Alle Effekte der Stufen des Zustands Schmerz können ignoriert werden, bis auf Stufe IV (ab Stufe IV wird der Geweihe von den ganz normalen Auswirkungen des Zustands betroffen).
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Kor (Guter Kampf und Gutes Gold), Rondra (Schild), Swafnir (Kraft)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Schutz-der-Wehrlosen": " Schutz der Wehrlosen", + "Schutz-der-Wehrlosen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte kann einen Kämpfer, der eine wehr- oder schutzlose Person angreift oder angreifen will, herausfordern. Der Herausgeforderte lässt von seinem Opfer ab und greift stattdessen den Rondrageweihten an.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Sternenglanz": " Sternenglanz", + "Sternenglanz-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Es kann so einen um QS x 10 % höheren Preis erzielen. Misstrauische Käufer können diese Täuschung durchschauen, wenn ihnen eine vergleichende Probe auf Sinnesschärfe (Suchen) erschwert um QS +2 gelingt.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Handel)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Wahrheit": " Wahrheit", + "Wahrheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Betroffene muss dem Geweihten (und nur ihm) wahrheitsgemäß auf jede seiner Frage antworten, so lange die Wirkungsdauer der Liturgie anhält. Das Opfer der Liturgie weiß, was es sagt.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Ordnung), Nandus (Erkenntnis)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Wieselflink": " Wieselflink", + "Wieselflink-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte wird flinker und schneller. Je nach QS erhält er verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 5 hat der Geweihte insgesamt GE +3, GS + 1 und AW +1. Durch die Steigerung der GE können auch die Schadensschwellen bei Kampftechniken mit GE betroffen sein. Der Geweihte macht also eventuell mehr Schaden mit einigen Waffen.
    \n\t\t\t\t\t\t\t1 QS: +1 GE
    \n\t\t\t\t\t\t\t2 QS: +1 GS
    \n\t\t\t\t\t\t\t3 QS: +1 GE
    \n\t\t\t\t\t\t\t4 QS: +1 AW
    \n\t\t\t\t\t\t\t5 QS: +1 GE
    \n\t\t\t\t\t\t\t6 QS: +1 GS
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Wundersame-Verständigung": " Wunder. Verständigung", + "Wundersame-Verständigung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte erhält die Stufen in der Sprache, die er gerade für seine Kommunikation benötigt. Es ist nicht notwendig, dass der Geweihte schon einmal etwas von der Sprache gehört oder gelesen hat.
    \n \t\t\t\t\t\t\t1-2 QS: Sprachstufe 1
    \n\t\t\t\t\t\t\t3-4 QS: Sprachstufe 2
    \n\t\t\t\t\t\t\t5-6 QS: Sprachstufe 3
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Wissen), Phex (Handel)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Friedvolle": " Friedvolle Aura", + "Zeremoniemod-1-je-4-FW": "Zeremoniemod. (1 je 4 in FW)", + "Ort": "Ort", + "Heiligtum-der-Götter": "Heiligtum der Gottheit", + "Tempel-der-Götter": "Tempel der Gottheit (geweihter Boden)", + "Heiligtum-oder-Tempel-außerhalb-des-eigenen-Pantheon": "Heiligtum oder Tempel eines Gottes außerhalb des Pantheons der eigenen Gottheit", + "Heiligtum-oder-Tempel-feindseliger-Gott": "Heiligtum oder Tempel eines feindseligen Gottes", + "Unheiligtum-Erzdämon": "Unheiligtum eines Erzdämons", + "Unheiligtum-oder-Tempel-des-Namenlosen": "Unheiligtum oder Tempel des Namenlosen", + "Unheilig-des-Gegenspielers-der-eigenen-Gottheit": "Unheiligtum des Gegenspielers der eigenen Gottheit", + "Monat-des-eigenen-Gotts": "Monat des eigenen Gottes", + "Feiertag-des-eigenen-Gotts": "Feiertag des eigenen Gottes", + "Namenlose-Tage": "Namenlose Tage", + "Zeremonienpatzer": "Zeremonienpatzer:", + "Zeremoniemodifikationen": "Zeremoniemodifikationen", + "Zeremonie": "Zeremonie", + "Ackersegen": "Ackersegen", + "Ackersegen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte wandert über das frisch gesäte Feld und segnet die Ackerfrüchte. Die Wirkung des Segens entfaltet sich auf einer Fläche von bis zu QS x 1.000 Quadratschritt (der Geweihte darf vom Zentrum des betroffenen Gebietes aber nicht weiter weg sein, als die Reichweite der Liturgie beträgt). Die Ackerfrucht ist weniger anfällig gegen Krankheiten und Ungeziefer, während alle anderen Pflanzen auf dem Acker in ihrem Wachstum gehemmt werden. Der Segen schützt die Pflanzen jedoch nicht vor äußeren Einflüssen wie Dürre, Überflutung oder Hagelschlag.
    \n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunde
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: Sicht
    \n\t\t\t\t\t\t\tWirkungsdauer: ein Wachstumszyklus (zwischen 6 und 12 Monaten)
    \n\t\t\t\t\t\t\tZielkategorie: Pflanzen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Landwirtschaft)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Exorzismus": "Exorzismus", + "Exorzismus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK des Wesens)
    \n \t\t\t\t\t\t\tWirkung: Mit einem Exorzismus werden Dämonen und Geister ausgetrieben, die Besitz von einem Lebewesen ergriffen haben. Gelingt der Exorzismus, wird der Dämon oder Geist aus dem Körper vertrieben und zurück in die Niederhöllen oder ins Totenreich verbannt.
    \n \t\t\t\t\t\t\tZeremoniedauer: 8 Stunden
    \n\t\t\t\t\t\t\tKaP-Kosten: 32 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen, Geister
    \n\t\t\t\t\t\t\tVerbreitung: allgemein, Praios (Antimagie), Boron (Traum)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Geweihter-Panzer": "Geweihter Panzer", + "Geweihter-Panzer-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Die Rüstung des Geweihten gilt als geweiht. Wenn Dämonen den Geweihten angreifen, verursachen erfolgreiche Angriffe des Dämons 1W3 SP bei ihm, da er den Geweihten oder seine Rüstung berühren muss.
    \n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Ingerimm (Feuer und Handwerk), Kor (Gutes Gold), Rondra (Sturm), Swafnir (Tapferkeit)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Löwengestalt": "Löwengestalt", + "Löwengestalt-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte verwandelt sich in einen Löwen. Hierbei wird die Kleidung nicht mitverwandelt. In der Löwengestalt behält der Geweihte seine geistigen Eigenschaften und erhält die körperlichen Eigenschaften und Fähigkeiten des Löwen. Zudem kann er QS x 2 Punkte zusätzlich auf die körperlichen Eigenschaften des Löwen verteilen. In der Löwengestalt kann er keine übernatürlichen Fähigkeiten wie Zauber und Liturgien wirken. In Löwengestalt gilt der Geweihte als gesegnet.
    \n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen (nur der Geweihte selbst)
    \n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild, Sturm)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Nebelleib": "Nebelleib", + "Nebelleib-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Körper des Phexgeweihten verwandelt sich in Nebel. Seine Kleidung und Gegenstände, die er am Körper trug, werden nicht mitverwandelt. Profane, magische und geweihte Waffen richten gegen den Nebel keinen Schaden an. Zauber mit dem Merkmal Verwandlung können nicht gegen den Nebel eingesetzt werden. Der Geweihte kann sich bei relativer Windstille mit GS 4 willentlich fortbewegen; bei leichtem Gegenwind muss er eine Probe auf Willenskraft bestehen, um nicht abgetrieben zu werden; bei starkem Gegenwind wird er aber in Windrichtung davongeblasen, ohne sich dagegen wehren zu können. Der Geweihte kann seine Umgebung mit allen fünf Sinnen wahrnehmen. Der Geweihte bleibt so lange ein Nebel, bis die Wirkungsdauer vorüber ist.
    \n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 10 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Efferd (Wind), Phex (Schatten)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 332", + "Objektweihe": "Objektweihe", + "Objektweihe-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Das Objekt, üblicherweise ein liturgischer Gegenstand oder eine rituelle Waffe wie ein Sonnenzepter oder ein Rondrakamm, wird geweiht. Damit wird es von den karmalen Kräften der jeweiligen Gottheit durchdrungen, weswegen üblicherweise nur ausgewählte, der Gottheit gefällige Gegenstände geweiht und nur wahren Gläubigen ausgehändigt werden. Sollte das geweihte Objekt eine Waffe sein, gilt sie nun als geweihte Waffe. Das Objekt darf maximal 4 Stein wiegen. Für jede QS kann das Objekt 1 Stein mehr wiegen. Die Objektweihe wird vor allem für die geweihten Rabenschnäbel der Borongeweihten, das Sonnenzepter der Praioten und die Rondrakämme der Rondrageweihtenschaft verwendet. (Für die Herstellung von Zeremonialgegenständen ist allerdings noch die SF \"Zeremonialgegenstände herstellen\" notwendig.)
    \n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunden
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP, davon 2 permanent (nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: permanent
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 333", + "Dukaten": "Dukaten", + "Silbertaler": "Silbertaler", + "Heller": "Heller", + "Kreuzer": "Kreuzer", + "Gesamtwert in Silber": "Gesamtwert in S", + "Anzahl": "Anzahl", + "Gegenstand": "Gegenstand", + "Wo-getragen": "Wo getragen", + "Ausrüstungsbelastung": "Ausrüstungsbelastung:", + "Aktuelle-Last": "Aktuelle Last:", + "Maximale-Last": "Maximale Last:", + "Anzeige": "Anzeige", + "Optionalregeln": "Optionalregeln", + "Hausregeln": "Hausregeln", + "Gegner-Sheet": "Gegner-Sheet", + "reduzierte-talentansicht": "Reduzierte Talentansicht", + "verstecke-inventer": "Verstecke Inventar", + "verstecke-notizen": "Verstecke Notizen", + "verstecke-magie": "Verstecke Magie", + "verstecke-götterwirken": "Verstecke Götterwirken", + "zeige-schilde": "Zeige Schilde", + "zeige-nebenhand": "Zeige Nebenhand", + "zeige-fernkampf": "Zeige Fernkampf", + "optionaler-paradebonus": "Opt. Paradebonus:", + "Nahkampf-Patzertabelle": "Nahkampf-Patzertabelle", + "Fernkampf-Patzertabelle": "Fernkampf-Patzertabelle", + "Verteidigung-Patzertabelle": "Verteidigung-Patzertabelle", + "Kulturkunde": "Kulturkunde", + "Zufallswert-für-Initiative": "Zufallswert für Initiative:", + "endnote": "\n\t\t
    Created by Patrick Gebhardt, enhanced by Sönke Holsten, Adam Fedor, Marc Ehrenmann\n\t\t\n\t\t
    DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA und RIESLAND sind eingetragene Marken der Significant Fantasy Medienrechte GbR. Ohne vorherige schriftliche Genehmigung der Ulisses Medien und Spiel Distribution GmbH ist eine Verwendung der genannten Markenzeichen nicht gestattet.\n\t", + "Verteidigungswurf: ": "Verteidigungswurf: ", + "Ergebnis: ": "Ergebnis: ", + "Mißlungen": "Mißlungen", + "Gelungen": "Gelungen", + "Modifikator: ": "Modifikator: ", + "Attackewurf: ": "Attackewurf: ", + "Trefferpunkte: ": "Trefferpunkte:", + "setze-le-max": "Setze LE max für Token", + "setze-ae-max": "Setze AE max für Token", + "setze-ke-max": "Setze KE max für Token" +} \ No newline at end of file diff --git a/Das_Schwarze_Auge_5/translations/hu.json b/Das_Schwarze_Auge_5/translations/hu.json new file mode 100644 index 0000000000..3a6d9a9b11 --- /dev/null +++ b/Das_Schwarze_Auge_5/translations/hu.json @@ -0,0 +1,2170 @@ +{ + "1": "1", + "2": "2", + "4": "4", + "8": "8", + "16": "16", + "32": "32", + "64": "64", + "128": "128", + "256": "256", + "readme:": "Anleitung", + "report:": "Wünsche/Vorschläge/Fehler melden", + "Ausgabe": "Ausgabe", + "Normal": "Normal", + "GM": "GM", + "Selbst": "Selbst", + "Modifikator": "Modifikator", + "ja": "ja", + "nein": "nein", + "Allgemein": "Allgemein", + "Status": "Status", + "Talente": "Talente", + "Kampf": "Kampf", + "Magie": "Magie", + "Götterwirken": "Götterwirken", + "Inventar": "Inventar", + "Notizen": "Notizen", + "Konfiguration": "Konfiguration", + "Grundwerte": "Grundwerte", + "Vorteile": "Vorteile", + "Nachteile": "Nachteile", + "Sonderfertigkeiten": "Sonderfertigk.", + "Name": "Name", + "Famile": "Familie", + "Geburtsort": "Geburtsort", + "Geburtsdatum": "Geburtsdatum", + "Alter": "Alter", + "Geschlecht": "Geschlecht", + "Spezies": "Spezies", + "Mensch": "Mensch", + "Elf": "Elf", + "Halbelf": "Halbelf", + "Zwerg": "Zwerg", + "Größe": "Größe", + "Gewicht": "Gewicht", + "Haarfarbe": "Haarfarbe", + "Augenfarbe": "Augenfarbe", + "Erfahrungsgrad": "Erfahrungsgrad", + "Unerfahren": "Unerfahren", + "Durchschnittlich": "Durchschnittlich", + "Erfahren": "Erfahren", + "Kompetent": "Kompetent", + "Meisterlich": "Meisterlich", + "Brilliant": "Brillant", + "Legendär": "Legendär", + "Kultur": "Kultur", + "Ambosszwerge": "Ambosszwerge", + "Andergaster": "Andergaster", + "Aranier": "Aranier", + "Auelfen": "Auelfen", + "Bornländer": "Bornländer", + "Brilliantzwerge": "Brillantzwerge", + "Brobim": "Brobim", + "Erzzwerge": "Erzzwerge", + "Firnelfen": "Firnelfen", + "Fjarninger": "Fjarninger", + "Horasier": "Horasier", + "Hügelzwerge": "Hügelzwerge", + "Maraskaner": "Maraskaner", + "Mhanadistani": "Mhanadistani", + "Mittelreicher": "Mittelreicher", + "Mohas": "Mohas", + "Nivesen": "Nivesen", + "Norbaden": "Norbarden", + "Nordaventurier": "Nordaventurier", + "Nostrier": "Nostrier", + "Novadis": "Novadis", + "Steppenelfen": "Steppenelfen", + "Südaventurier": "Südaventurier", + "Svelltaler": "Svellttaler", + "Thorwaler": "Thorwaler", + "Trollzacker": "Trollzacker", + "Waldelfen": "Waldelfen", + "Zyklopäer": "Zyklopäer", + "Profession": "Profession", + "AP-Gesamt": "AP Gesamt", + "Titel": "Titel", + "Sozialstatus": "Sozialstatus", + "AP-verfügbar": "AP verfügbar", + "Chrakteristika": "Charakteristika", + "AP-ausgegeben": "AP ausgegeben", + "Sonstiges": "Sonstiges", + "Typus": "Typus", + "Beseelter": "Beseelter", + "Chimäre": "Chimäre", + "Daimonid": "Daimonid", + "Dämon": "Dämon", + "Drache": "Drache", + "Elementar": "Elementar", + "Fee": "Fee", + "Geist": "Geist", + "Golem": "Golem", + "Hirnloser": "Hirnloser", + "Kulturschaffender": "Kulturschaffender", + "Pflanze": "Pflanze", + "Pilz": "Pilz", + "Tier": "Tier", + "Untoter": "Untoter", + "Vampir": "Vampir", + "Nicht-Humanoid": "Nicht-Humanoid", + "Größenkategorie": "Größenkategorie", + "Winzig": "Winzig", + "Klein": "Klein", + "Mittel": "Mittel", + "Groß": "Groß", + "Riesig": "Riesig", + "Start": "Basis", + "Zukauf": "Zukauf", + "Mod": "Mod", + "Wert": "Wert", + "Mut": "Mut", + "Klugheit": "Klugheit", + "Intuition": "Intuition", + "Charisma": "Charisma", + "Fingerfertigkeit": "Fingerfertigkeit", + "Gewandheit": "Gewandheit", + "Konstitution": "Konstitution", + "Körperkraft": "Körperkraft", + "Grund": "Grund", + "Aktuell": "Aktuell", + "Max": "Max", + "Lebensenergie": "Lebensenergie", + "Wundschwelle": "Wundschwelle", + "Astralenergie": "Astralenenergie", + "Karmaenergie": "Karmaenergie", + "Schicksalspunkte": "Schicksalspunkte", + "Seelenkraft": "Seelenkraft", + "Zähigkeit": "Zähigkeit", + "Ausweichen": "Ausweichen", + "Verteidigung": "Verteidigung", + "Initiative": "Initiative", + "Geschwindigkeit": "Geschwindigkeit", + "Aktionen": "Aktionen", + "Rüstungsschutz": "Rüstungsschutz", + "Erworben": "Erworben", + "Zusatz": "Zusatz", + "Adel-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held ist angesehen, genießt die Privilegien des Adels und kann vom Meister Erleichterungen zugesprochen bekommen, wenn er gegenüber Rangniedrigeren agiert. Genaueres hierzu siehe Seite 338.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163", + "Berechnung-Keine2": "Keine Berechnung, Verweis bei relevanten Talenten", + "Adel": "Adel", + "I": "I", + "II": "II", + "III": "III", + "Altersresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held ist immun gegen natürliche wie magische Alterungserscheinungen. Negative Auswirkungen des Alters werden bei ihm nicht berücksichtigt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163", + "Berechnung-Keine1": "Keine Berechnung", + "Alterresistenz": "Altersresistenz", + "Angenehmer-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Fertigkeitsproben auf Betören (Anbändeln, Liebeskünste) sind um 1 erleichtert.
    \n\t\t\t\t\t\tReichweite: 1 Schritt Radius
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163
    ", + "Angenehmer-Geruch": "Angenehmer Geruch", + "Basiliskentöter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Basiliskentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 2 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Basiliskentöter ist, damit der Bonus zählt.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Basiliskentöter": "Basiliskentöter", + "Begabung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein begabter Abenteurer kann bei jeder Probe auf eine bestimmte Fertigkeit einen W20 neu würfeln. Der Spieler kann zunächst die 3W20 würfeln und sich eines der drei Ergebnisse aussuchen, dass er neu würfeln kann. Es gilt das bessere Ergebnis beider Würfe. Eine Begabung muss für jede Fertigkeit einzeln gewählt werden, also zum Beispiel auf ein bestimmtes Talent, einen Zauber oder eine Liturgie. Man kann nicht mehrfach in einer Fertigkeit begabt sein und somit zwei oder gar drei W20- Würfe in einer Probe wiederholen. Fällt eine Doppel-20 oder Dreifach-20 kann man diesen Vorteil nicht nutzen. Eine Begabung kann nur für eine Fertigkeit, nicht aber für eine Kampftechnik gewählt werden (dafür gibt es jedoch den Vorteil Waffenbegabung). Ein Einsatz von Schicksalspunkten ist vor oder nach dem Einsatz einer Begabung erlaubt (siehe Seite 29). Dadurch ist es möglich, mehrfach neu zu würfeln oder eine andere Wirkung der Schicksalspunkte mit der Begabung zu kombinieren.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 163", + "Berechnung-Keine4": "Keine Berechnung, muss manuell berücksichtigt werden", + "Begabung": "Begabung", + "Beidhändig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erleidet keine Erschwernisse bei Fertigkeitsproben, wenn er die falsche Hand benutzt. Im Kampf hebt der Vorteil alle Abzüge auf, die durch das Führen einer Waffe mit der falschen Hand anfallen (siehe Seite 238).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Berechnung-Auto1": "Automatische Berechnung integriert", + "Beidhändig": "Beidhändig", + "Drachentöter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Drachentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 1 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Drachentöter ist, damit der Bonus zählt. Der Held erhält zudem einen Bonus von +1 TP gegen alle Drachen, sowohl gegenüber echten als auch niederen Drachen.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Drachentöter": "Drachentöter", + "Dunkelsicht1-Regel-Pub": "\n\t\t\t\t\t\tRegel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Dunkelsicht1": "Dunkelsicht I", + "Dunkelsicht2-Regel-Pub": "\n\t\t\t\t\t\tRegel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Dunkelsicht2": "Dunkelsicht II", + "Eisenaffine-Aura-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer diesen Vorteil aufweist, erleidet durch den Bann des Eisens lediglich pro vollen 4 Stein Gewicht Erschwernisse, anstatt bereits bei 2 vollen Stein.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Eisenaffine-Aura": "Eisenaffine Aura", + "Eisern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Die Wundschwelle des Helden steigt durch den Vorteil um 1.
    \n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 132", + "Eisern": "Eisern", + "Entfernungssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Fernkampf mit Schusswaffen (und nur mit Schusswaffen) sind bei der Entfernungskategorie Weit nur um 1 anstatt um 2 erschwert.
    \n\t\t\t\t\t\tReichweite: 200 Schritt, darüber hinaus sind Distanzschätzungen ungenauer
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 164", + "Entfernungssinn": "Entfernungssinn", + "Feenfreund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln), um Feen freundlich zu stimmen, gelten bei Gelingen der Probe als um 1 QS besser. Allerdings kann sich so die QS nie über 6 hinaus erhöhen.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Feenfreund": "Feenfreund", + "Flink-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch Flink bekommt ein Held 1 Punkt auf seinen Geschwindigkeit-Grundwert hinzu.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Flink": "Flink", + "Fuchssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann Fallen erspüren, die mit den herkömmlichen Sinnen nicht entdeckt werden können. Durch den Vorteil wird das Anwendungsgebiet Fuchssinn im Talent Sinnesschärfe erworben.
    \n\t\t\t\t\t\tReichweite: 10 Schritt
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Fuchssinn": "Fuchssinn", + "Geborener-Redner-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf das Talent Bekehren & Überzeugen (öffentliche Rede) sind um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Geborener-Redner": "Geborener Redner", + "Geweihter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Geweihte erhält als Karmaenergie-Grundwert 20 KaP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition. Diese muss einzeln erworben werden. Jeder Geweihte muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Ein Held kann auch im späteren Verlauf seines Lebens diesen Vorteil erwerben und Geweihter werden. Allerdings kann man nur eine geweihte Tradition besitzen. Ein Erwerb einer weiteren geweihten Tradition ist nicht möglich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Geweihter": "Geweihter", + "Giftresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Giftresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Giftresistenz": "Giftresistenz", + "Glück-Regel-Pub": "\n\t\t\t\t\t\tRegel: Das für den Helden erreichbare Maximum an Schicksalspunkten steigt hierdurch um 1 je Stufe und der Held er erhält diesen Schip gleich zu Spielbeginn zu seinem Vorrat.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Glück": "Glück", + "Gutaussehend-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jede Stufe des Vorteils gibt dem Helden eine Erleichterung von 1 auf Betören (Anbändeln, Liebeskünste), Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln) und Handel (Feilschen).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 165", + "Gutaussehend": "Gutaussehend", + "Hart-im-Nehmen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Muss eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten abgelegt werden, bekommt die Spielerin eine Erleichterung von 1.
    \n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 132", + "Hart-im-Nehmen": "Hart im Nehmen", + "Hass-auf-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held richtet gegen eine Art von Wesen, das beim Erwerb dieses Vorteils festgelegt werden muss, +1 TP im Nahkampf an. Der Typus des Wesens muss dabei näher spezifiziert werden. Je häufiger der Typus des Wesens in Aventurien vorkommt, desto teurer der AP-Wert für diesen Vorteil.
    \n\t\t\t\t\t\tAusgeschlossen als wählbare Typen sind die Oberkategorien Lebewesen und Nicht Lebende. Neben dem im Regelwerk aufgeführten Typen und Unterkategorien kann man auch Spezies und Kulturen wählen. Die eigene Spezies/Kultur ist prinzipiell wählbar, jedoch sind Helden mit Hass auf die eigene Spezies/Kultur oft nur schwer spielbar. Der Meister hat das letzte Wort bezüglich der Wählbarkeit eines Hassobjektes. Je kleinteiliger ein Typus gewählt wird und je seltener eine potenzielle Begegnung mit ihm ist, desto niedriger die AP-Kosten für den Vorteil. Mehr zu den Typen und ihren Unterkategorien siehe Regelwerk Seite 355.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Hass-auf": "Hass auf ...", + "Herausragende-Fertigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Vorteil Herausragende Fertigkeit verschiebt sich das Maximum in einer Fertigkeit um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der höchsten beteiligten Eigenschaft). Zwar erhält ein Held nicht automatisch einen Fertigkeitspunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 11 starten (anstatt 10) und auch sein absolutes Maximum in der Fertigkeit ist um 1 erhöht. Der Vorteil kann bis zu viermal gewählt werden, wobei keine Fertigkeit mehr als zweimal gewählt werden kann. Bei zweifacher Zuteilung auf eine Fertigkeit erhöht der Vorteil das Maximum um 2.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragende-Fertigkeit": "Herausragende Fertigkeit", + "Herausragende-Kampftechnik-Regel-Pub": "\n\t\t\t\t\tRegel: Durch den Vorteil Herausragende Kampftechnik verschiebt sich das Maximum in einer Kampftechnik um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der Leiteigenschaft). Zwar erhält der Held nicht automatisch einen Kampftechnikpunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 13 starten (anstatt 12) und auch das absolute Maximum in der Kampftechnik ist um 1 erhöht. Der Vorteil kann bis zu zweimal gewählt werden, wobei jede Kampftechnik nur einmal gewählt werden kann.
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragende-Kampftechnik": "Herausragende Kampftechnik", + "Heraus-Gehör-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragender-Sinn-Gehör": "Herausragender Sinn: Gehör", + "Heraus-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragender-Sinn-Geruch-Geschmack": "Herausragender Sinn: Geruch & Geschmack", + "Heraus-Sicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragender-Sinn-Sicht": "Herausragender Sinn: Sicht", + "Heraus-Tastsinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Herausragender-Sinn-Tastsinn": "Herausragender Sinn: Tastsinn", + "Hitzeresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Hitzestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von Hitzestufe 1.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hitzeresistenz": "Hitzeresistenz", + "Hohe-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der AE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hohe-Astralkraft": "Hohe Astralkraft", + "Hohe-Karmalkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der KE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hohe-Karmalkraft": "Hohe Karmalkraft", + "Hohe-Lebenskraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der LE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hohe-Lebenskraft": "Hohe Lebenskraft", + "Hohe-Seelenkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der SK-Grundwert des Helden ist um 1 besser.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 166", + "Hohe-Seelenkraft": "Hohe Seelenkraft", + "Hohe-Zähigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der ZK-Grundwert des Helden ist um 1 besser.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Hohe-Zähigkeit": "Hohe Zähigkeit", + "Immunität-gegen-Gift-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer immun gegen ein bestimmtes Gift ist, auf den hat dieses Gift keinerlei Wirkung. Eine Immunität muss für jedes Gift einzeln erworben werden.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Immun-gegen-Gift": "Immunität gegen (Gift)", + "Immunität-gegen-Krankheit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer immun gegen eine bestimmte Krankheit ist, kann nicht an ihr erkranken. Eine Immunität muss für jede Krankheit einzeln erworben werden.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Immun-gegen-Krankheit": "Immunität gegen (Krankheit)", + "Kälteresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kältestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von 0.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Kälteresistenz": "Kälteresistenz", + "Krankheitsresistenz-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Krankheitsresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Krankheitsresistenz": "Krankheitsresistenz", + "Magische-Einstimmung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Man muss sich für eine Variante des Vorteils entscheiden (Beispiele sind dem nebenstehenden Kasten zu entnehmen). In der betreffenden Umgebung oder Situation, für die der Vorteil gewählt wurde, hat der Zauberer bei magischen Fertigkeitsproben eine Erleichterung von 1.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Magische-Einstimmung": "Magische Einstimmung", + "Mystiker-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei einem Mystiker baut sich Entrückung erst nach zwei Stunden statt einer Stunde pro Stufe ab.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 167", + "Mystiker": "Mystiker", + "Nichtschläfer-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Wesen mit diesem Vorteil muss nicht regelmäßig schlafen, sondern kann bis zu einer Woche wach bleiben, ohne zu ermüden. Der Schlaf muss aber anschließend nachgeholt werden, was bei einigen Spezies durch echten Schlaf, bei anderen durch Meditation oder vergleichbare Techniken erreicht wird. Während der Zeit, in der der Nichtschläfer nicht schläft, kann er auch nicht durch Ausruhen und Schlafen regenerieren (Ausnahme stellt die Verwendung von Heilkräutern und der Einsatz des Talents Heilkunde Wunden dar).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Nichtschläfer": "Nichtschläfer", + "Pragmatiker-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei einem Pragmatiker baut sich Entrückung bereits nach einer halben Stunde statt einer Stunde pro Stufe ab.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Pragmatiker": "Pragmatiker", + "Reich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Vorteil Reich erhält ein Held bei der Generierung zusätzlich 250 Silbertaler pro Stufe.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Reich": "Reich", + "Richtungssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Orientierung sind immer um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Richtungssinn": "Richtungssinn", + "Saumagen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Mit Saumagen kann der Held zähes Fleisch problemlos essen, so als ob es normales Fleisch wäre. Bei Stufe II kann er sogar ungenießbares Fleisch verzehren. Es wird ihm nicht sonderlich schmecken, aber er kann es verdauen, ohne dass ihm übel wird und er sich erbrechen muss. Gifte und Krankheitskeime können jedoch nicht durch den Vorteil umgangen werden. Ähnliches gilt auch für pflanzliche Nahrungsmittel. Schwerverdauliche Kost ist essbar, ohne dass es weitere Auswirkungen hat.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Saumagen": "Saumagen", + "Schlangenmensch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Körperbeherrschung (Akrobatik, Entwinden) sind um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Schlangenmensch": "Schlangenmensch", + "Schnell-wieder-auf-den-Beinen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Mit diesem Vorteil benötigt man nur noch die Hälfte der Zeit, bis eine Stufe des Zustands Betäubung oder Berauscht, der durch Alkohol verursacht wurde, abgebaut ist.
    \n\t\t\t\t\t\tPublikation: Tavernen-Meisterschirm - S. 13", + "Schnell-wieder-auf-den-Beinen": "Schnell wieder auf den Beinen", + "Schwer-zu-verzaubern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Zauber, die auf den Helden gesprochen werden können, die auf ihn wirken, sind um 1 erschwert. Dies gilt für alle Zauber und magischen Effekte mit den Merkmalen Einfluss, Heilung, Hellsicht und Verwandlung sowie für solche, die durch Seelenkraft oder Zähigkeit modifiziert werden. Diese Erschwernis gilt auch dann, wenn der Held sich verzaubern lassen möchte.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Schwer-zu-Verzaubern": "Schwer zu verzaubern", + "Soziale-Anpassung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Personen mit Sozialer Anpassungsfähigkeit können Erschwernisse auf Gesellschaftstalente ignorieren, die durch Standesunterschiede entstehen. Die Soziale Anpassungsfähigkeit täuscht aber keine Personen des Hochadels.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 168", + "Soziale-Anpassungsfähigkeit": "Soziale Anpassungsfähigkeit", + "Tierfreund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Tierkunde (domestizierte Tiere, Wildtiere) gelten bei Gelingen der Probe als um 1 QS besser, allerdings kann sich die QS dabei nie über 6 erhöhen.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Tierfreund": "Tierfreund", + "Unscheinbar-Regel-Pub": "\n\t\t\t\t\t\tRegel: Helden mit diesem Vorteil erhalten eine Erleichterung von 1 auf Gassenwissen (Beschatten).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Unscheinbar": "Unscheinbar", + "Verb-Reg-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Verbesserte-Regeneration-Astralenergie": "Verbesserte Regeneration (Astralenergie)", + "Verb-Reg-Karmaenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Verbesserte-Regeneration-Karmaenergie": "Verbesserte Regeneration (Karmaenergie)", + "Verb-Reg-Lebensenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Verbesserte-Regeneration-Lebensenergie": "Verbesserte Regeneration (Lebensenergie)", + "Verhüllte-Aura-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei ungerichteter magischer Wahrnehmung erscheint der Zauberkundige immer als nicht magisch. Wer gezielt versucht, den Zauberkundigen zu entdecken oder zu analysieren, beispielsweise mit dem Zauber ODEM oder der Liturgie Magiesicht, muss eine Erschwernis von 3 hinnehmen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Verhüllte-Aura": "Verhüllte Aura", + "Vertrauenserweckend-Regel-Pub": "\n\t\t\t\t\t\tRegel: Proben auf Bekehren & Überzeugen (öffentliche Rede, Einzelgespräch, Diskussionsführung), Überreden (Betteln, Manipulieren, Schmeicheln) und Handel (Feilschen) sind um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Vertrauenserweckend": "Vertrauenerweckend", + "Waffenbegabung-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Waffenbegabung erlaubt bei Kritischen Erfolgen und Patzern bei einer Probe auf eine Kampftechnik eine Wiederholung des Bestätigungswurfs.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Waffenbegabung": "Waffenbegabung", + "Wasserlebewesen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wesen mit diesem Vorteil erhalten automatisch die Sonderfertigkeit Unterwasserkampf (die Kosten der SF sind in diesem Vorteil einberechnet). Wasserlebewesen können unter Wasser atmen. Außerdem können sie sich darin mit Leichtigkeit fortbewegen, da es sich um ihr natürliches Element handelt. Sie müssen keine Proben ablegen, um nicht zu ertrinken.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 122", + "Wasserlebewesen": "Wasserlebewesen", + "Wohlklang-Regel-Pub": "\n\t\t\t\t\t\tRegel: Fertigkeitsproben auf Singen sind um 1 erleichtert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Wohlklang": "Wohlklang", + "Zäher-Hund-Regel-Pub": "\n\t\t\t\t\t\tRegel: Dieser Vorteil sorgt dafür, dass der Held die Auswirkungen der höchsten Stufe des Zustands Schmerz ignorieren darf. Er erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn ein Held also beispielsweise drei Stufen Schmerz erlitten hat, gelten für ihn nur die Auswirkungen von Stufe II. Bei Schmerz Stufe IV wird der Held dennoch handlungsunfähig. Schmerz Stufe I wird so behandelt, als hätte der Held keine Stufe Schmerz.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Zäher-Hund": "Zäher Hund", + "Zauberer-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Zauberer erhält als Astralenergie- Grundwert 20 AsP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition (siehe Seite 275). Diese muss einzeln erworben werden. Jeder Zauberer muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Dieser Vorteil lässt sich im späteren Spielverlauf nicht mehr erwerben.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 169", + "Zauberer": "Zauberer", + "Zeitgefühl-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Charakter hat ein ausgezeichnetes Zeitgefühl und kann, ohne den Stand der Sonne zu sehen oder auf andere Hilfsmittel zurückzugreifen, die Tageszeit genau bestimmen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Zeitgefühl": "Zeitgefühl", + "Zweistimmiger-Gesang-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann den Zweistimmigen Gesang singen und hat somit die Möglichkeit, Elfenlieder zu erlernen. Durch den Vorteil erwirbt der Held das Anwendungsgebiet Zweistimmiger Gesang im Talent Singen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170
    ", + "Zweistimmiger-Gesang": "Zweistimmiger Gesang", + "Zwergennase-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Abenteurer erhält bei Proben auf Sinnesschärfe zur Entdeckung von Geheimtüren, Hohlräumen, versteckten Schubladen und Ähnlichem eine Erleichterung von 1.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Zwergennase": "Zwergennase", + "Angstvor-Regel-Pub": "\n\t\t\t\t\t\tRegel: Pro Stufe der Angst erleidet der Held eine Stufe Furcht, so lange er dem Auslöser ausgesetzt ist.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Angst-vor": "Angst vor", + "Arm-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Nachteil Arm erhält ein Held bei der Generierung 250 Silbertaler weniger pro Stufe. Wählt er also 3 Stufen Arm, beginnt er ohne Startkapital und besitzt nur ein Kleiderpaket der Kategorie arm.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Arm": "Arm", + "Artefaktgebunden-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ist der Held nicht in direktem Kontakt mit dem Artefakt (dies bedeutet: Kontakt mit der Haut), kann er nur erschwert Zaubern. Dieser Nachteil erschwert Zauber um 1, wenn die Bedingung des Körperkontaktes nicht erfüllt ist. Wird das Artefakt vernichtet, kann er so lange nur mit der Erschwernis Zauber wirken, bis er selbst ein neues Artefakt gleicher Machart hergestellt hat, in das die Artefaktgebundenheit automatisch einfließt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 170", + "Artefaktgebunden": "Artefaktgebunden", + "Behäbig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch Behäbig verliert ein Held 1 Punkt von seinem Geschwindigkeit-Grundwert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Behäbig": "Behäbig", + "Blind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch den Nachteil ist ihm der Einsatz vieler Fertigkeiten erschwert oder erst gar nicht möglich. Dies gilt ebenfalls für Sonderfertigkeiten. Welche Handlungen um wie viel erschwert oder gar unmöglich sind, entscheidet der Meister. Die Blindheit ist nicht heilbar, außer durch ein Großes Wunder. Der Held erhält den Status Blind.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Blind": "Blind", + "Blutrausch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erhält unter speziellen Umständen den Status Blutrausch. Der Blutrausch wird aktiviert, wenn der Held durch einen Angriff eine Stufe des Zustands Schmerz erleidet oder ihm seine Probe auf Willenskraft zur Aktivierung der Schlechten Eigenschaft Jähzorn misslingt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Blutrausch": "Blutrausch", + "Eing-Sicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Berechnung-Nur-FK-Malus": "nur FK-Malus wird automatisch berechnet, Verweis bei relevanten Talenten", + "Eingeschränkter-Sinn-Sicht": "Eingeschränkter Sinn: Sicht", + "Eing-Gehör-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Eingeschränkter-Sinn-Gehör": "Eingeschränkter Sinn: Gehör", + "Eing-Geruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Eingeschränkter-Sinn-Geruch-Geschmack": "Eingeschränkter Sinn: Geruch & Geschmack", + "Eing-Tastsinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Eingeschränkter-Sinn-Tastsinn": "Eingeschränkter Sinn: Tastsinn", + "Farbenblind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für den Abenteurer sind Farben nicht zu unterscheiden. Dies kann sich bei einigen Proben, etwa auf Alchimie („Rote Flüssigkeit in grüne Flüssigkeit schütten.“), beim Zuordnen von Wappen (Etikette) oder bei der Orientierung im Dschungel negativ auswirken. Ob eine Probe abgelegt werden kann und wie hoch die Erschwernis ist, entscheidet der Meister.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Farbenblind": "Farbenblind", + "Fettleibig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Nachteil hat zur Folge, dass Proben auf Klettern, Körperbeherrschung, Tanzen und Verbergen um 1 erschwert sind.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Fettleibig": "Fettleibig", + "Giftanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Giftanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 171", + "Giftanfällig": "Giftanfällig", + "Gläsern-Regel-Pub": "\n\t\t\t\t\t\tRegel: Die Wundschwelle des Helden sinkt durch den Nachteil um 1.
    \n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 133", + "Gläsern": "Gläsern", + "Hässlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Durch jede Stufe dieses Nachteils erleidet der Held eine Erschwernis von 1 auf Betören (Anbandeln, Liebeskünste), Überreden (Manipulieren, Schmeicheln) und Handel (Feilschen).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Hässlich": "Hässlich", + "Hitzeempfindlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Hitzestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Hitzestufe 2 leidet.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Hitzeempfindlich": "Hitzeempfindlich", + "Jagdwildgeruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann immer, wenn der Held nahe genug an hungrigen Raubtieren ist (50 Schritt Radius) und diese ihn wittern, mit dem W6 würfeln. Bei einer 1-2 halten sie den Abenteurer für Beute und greifen ihn an. Sollte es zu einem Kampf mit einer ganzen Heldengruppe kommen, so greifen die Raubtiere bevorzugt einen Helden mit dem Nachteil Jagdwildgeruch an. Als Raubtiere gelten beispielsweise Jaguare und Würgeschlangen, auf keinen Fall aber reine Pflanzenfresser. Welche Tiere von dem Geruch genau angelockt werden, entscheidet der Meister.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium S. 123", + "Jagdwildgeruch": "Jagdwildgeruch", + "Kälteempfindlichkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kältestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Kältestufe 1 leidet.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Kälteempfinglich": "Kälteempfindlich", + "Keine-Flugsalbe-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann die Sonderfertigkeit Flugsalbe nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Keine-Flugsalbe": "Keine Flugsalbe", + "Kein-Vertrauter-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann die Sonderfertigkeit Vertrautenbindung nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Kein-Vertrauter": "Kein Vertrauter", + "Körpergebundene-Kraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Sobald der Held, aus welchem Grunde auch immer, einen Teil seiner Haarpracht einbüßt (z.B. durch Abschneiden, Feuer etc.; unabhängig von der Länge), verliert er sofort 10 Astralpunkte (bis zu einem Minimum von 0). Diese können normal regeneriert werden. Der normale menschliche Haarverlust zählt nicht als Verlust der Haarpracht.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Körpergebundene-Kraft": "Körpergebundene Kraft", + "Körperliche-Auffälligkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann maximal zwei Körperliche Auffälligkeiten wählen. Die Körperliche Auffälligkeit zieht gelegentlich Erschwernisse auf Gesellschaftstalente aufgrund von Aberglaube oder Misstrauen nach sich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Körperliche-Auffälligkeit": "Körperliche Auffälligkeit", + "Kranheitsanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Eine Krankheitsanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 172", + "Krankheitsanfällig": "Krankheitsanfällig", + "Lästige-Mindergeister-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal wenn der Zauberer Astralenergie ausgibt, würfelt er mit dem W20. Ist das Ergebnis gleich oder kleiner der ausgegebenen Astralenergiemenge, tauchen Mindergeister auf und belästigen den Zauberer. Welche Art von Mindergeistern erscheinen, entscheidet der Meister je nach Situation. Beispiele sind Windbeutel, die das Haar des Zauberers selbst bei Windstille wallen lassen, Tränenlinge, die sich unter die Augen setzen, oder Feuerwusel, die Gegenstände des Zauberers erhitzen oder gar verkohlen. Außerdem sind alle Fertigkeitsproben wegen der Ablenkung um 1 erschwert. Die Mindergeister bleiben für 10 Minuten, ehe sie von selbst wieder verschwinden. Sind durch zu häufiges Zaubern mehrere Mindergeister erschienen, summieren sich die Erschwernis dennoch nicht auf.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173", + "Lästige-Mindergeister": "Lästige Mindergeister", + "Lichtempfindlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held erleidet eine Stufe Schmerz, sobald er Sonnenlicht ausgesetzt ist, das heller ist als Dämmerlicht. Diese Auswirkung lässt sich vermeiden, wenn der Betroffene seinen kompletten Körper inklusive der Augen verhüllt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173", + "Lichtempfindlich": "Lichtempfindlich", + "Magische-Einschränkung-Regel-Pub": "\n\t\t\t\t\t\tRegel: In der Umgebung, für die der Nachteil gilt, hat der Zauberer bei magischen Fertigkeitsproben keine Erschwernisse, ansonsten eine von 1.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173", + "Magische-Einschränkung": "Magische Einschränkung", + "Nachtblind-Regel-Pub": "\n\t\t\t\t\t\tRegel: Sobald der Held mindestens eine Stufe Sichterschwernis durch Dunkelheit erleidet, wird diese Erschwernis für ihn um eine Stufe erhöht.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 173", + "Berechnung-Keine5": "Keine Berechnung, auf Grund von Sicht Mod Stufe 4 aktuell nicht integrierbar", + "Nachtblind": "Nachtblind", + "Niedrige-Astralkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der AE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Astralkraft": "Niedrige Astralkraft", + "Niedrige-Karmalkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der KE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Karmalkraft": "Niedrige Karmalkraft", + "Niedrige-Lebenskraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der LE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Lebenskraft": "Niedrige Lebenskraft", + "Niedrige-Seelenkraft-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der SK-Grundwert des Helden ist um 1 schlechter.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Seelenkraft": "Niedrige Seelenkraft", + "Niedrige-Zähigkeit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der ZK-Grundwert des Helden ist um 1 schlechter.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Niedrige-Zähigkeit": "Niedrige Zähigkeit", + "Pech-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held startet pro Stufe des Nachteils mit 1 Schicksalspunkt weniger als üblich. Sein Maximum an Schicksalspunkten sinkt hierdurch um einen Punkt pro Stufe. Die Anzahl der Schicksalspunkte darf hierbei nicht unter 0 fallen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Pech": "Pech", + "Pechmagnet-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei jeder zufälligen Bestimmung des Meisters (Welcher Held wird von dem Pfeil getroffen? Wer stand von der Gruppe in der Nähe der Falle, als sie ausgelöst wurde?) sind die Chancen bei einem Abenteurer mit diesem Nachteil mindestens doppelt so hoch wie die eines Helden ohne Pechmagnet. Der Nachteil sollte in der Heldengruppe nicht bei allen Helden auftreten, da sich der Nachteil ansonsten aufhebt. Dementsprechend erfordert die Wahl von Pechmagnet Rücksprache mit dem Meister.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Pechmagnet": "Pechmagnet", + "Persönlichkeitsschwächen-Regel-Pub": "\n\t\t\t\t\t\tRegel: In passenden Situationen kann der Meister durchaus für die angegebenen Fertigkeiten eine Erschwernis von 1 aussprechen, wenn er dies für angemessen hält. Es dürfen bis zu zwei Persönlichkeitsschwächen pro Held gewählt werden.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 174", + "Persönlichkeitsschwächen": "Persönlichkeitsschwächen", + "Prinzipientreue-Regel-Pub": "\n\t\t\t\t\t\tRegel: Prinzipientreue gibt es in drei Stufen. Während die erste Stufe den Helden nur leicht einschränkt, ist die zweite Stufe schon fordernd, die letzte Stufe benachteiligt den Helden schwer.
    \n\t\t\t\t\t\tEin Held kann mehreren Prinzipien folgen, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Prinzipientreuestufe). Wer gegen seine Prinzipien verstößt, erleidet eine Erschwernis von 1 auf alle Fertigkeitsproben. Dieser Zustand dauert mindestens eine Stunde an, über die genaue Länge entscheidet der Meister unter Berücksichtigung der Schwere des Verstoßes.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175", + "Prinzipientreue": "Prinzipientreue", + "Raubtiergeruch-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann immer, wenn der Held nahe genug an domestizierten Tieren ist und diese ihn wittern, mit dem W6 würfeln. Bei einer 1 versuchen sie, vor der vermeintlichen Bedrohung zu fliehen. Hunde und Katzen meiden die Nähe eines Helden mit diesem Nachteil, Pferde scheuen und selbst Schafe und Ziegen fliehen blökend, sobald er sich ihnen nähert. Bei Proben auf Tierkunde und Reiten im Umgang mit domestizierten Tieren kann ein Held mit Raubtiergeruch maximal 1 QS übrig behalten.
    \n\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium S. 123", + "Raubtiergeruch": "Raubtiergeruch", + "Schlafwandler-Regel-Pub": "\n\t\t\t\t\t\tRegel: Kein Held sollte mehr als einmal pro Woche schlafwandeln. Am Tag nach dem Schlafwandeln erhält der Held 24 Stunden lang eine Stufe des Zustands Betäubung durch die geringe Erholung in der Nacht. Die Regeneration ist für den Held in der Nacht, in der er schlafwandelt um 1 gesenkt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175", + "Schlafwandler": "Schlafwandler", + "Schlechte-Angewohnheit-Regel-Pub": "\n\t\t\t\t\t\tRegel: Ein Held kann so viele Schlechte Angewohnheiten wählen, wie er möchte, erhält hierdurch allerdings insgesamt maximal 6 AP. In seltenen Fällen kann der Meister auch Erschwernisse auf Gesellschaftstalente vergeben.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 175", + "Schlechte-Angewohnheit": "Schlechte Angewohnheit", + "Schlechte-Eigenschaft-Regel-Pub": "\n\t\t\t\t\t\tRegel: In jeder Situation, in der der Held mit einem potenziellen Auslöser seiner Schlechten Eigenschaft konfrontiert wird, muss er eine Probe auf Willenskraft bestehen, um sich zu beherrschen. Gelingt ihm diese Probe, ist alles in Ordnung, ansonsten muss er entsprechend der Schlechten Eigenschaft agieren. Seine Schlechte Eigenschaft hat ihn so lange im Griff, wie er dem Auslöser ausgesetzt ist.
    \n\t\t\t\t\t\tDer Meister kann für die Probe auf Willenskraft entsprechend der Stärke des Auslösers Erschwernisse oder Erleichterungen aussprechen. Es dürfen bis zu zwei Schlechte Eigenschaften pro Held gewählt werden.
    \n\t\t\t\t\t\tKombinationen, die sich ausschließen (z.B. Geiz und Verschwendungssucht), dürfen nicht gewählt werden. Das letzte Wort darüber hat der Spielleiter.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176", + "Schlechte-Eigenschaft": "Schlechte Eigenschaft", + "Schlechte-Regeneration-Astralenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176", + "Schlechte-Regeneration-Astralenergie": "Schlechte Regeneration (Astralenergie)", + "Schlechte-Regeneration-Karmaenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176", + "Schlechte-Regeneration-Karmaenergie": "Schlechte Regeneration (Karmaenergie)", + "Schlechte-Regeneraion-Lebensenergie-Regel-Pub": "\n\t\t\t\t\t\tRegel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 176", + "Schlechte-Regeneration-Lebensenergie": "Schlechte Regeneration (Lebensenergie)", + "Schwacher-Astralkörper-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal, wenn der Held Astralpunkte ausgibt, verliert er einen Astralpunkt zusätzlich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177", + "Schwacher-Astralkörper": "Schwacher Astralkörper", + "Schwache-Karmalkörper-Regel-Pub": "\n\t\t\t\t\t\tRegel: Jedes Mal, wenn der Held Karmapunkte ausgibt, verliert er einen Karmapunkt zusätzlich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177", + "Schwacher-Karmalkörper": "Schwacher Karmalkörper", + "Sensibler-Geruchssinn-Regel-Pub": "\n\t\t\t\t\t\tRegel: Solange der Held dem Geruch ausgesetzt ist, erleidet er eine Stufe Verwirrung.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177", + "Sensibler-Geruchssinn": "Sensibler Geruchssinn", + "Sprachfehler-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei Gesellschaftstalenten (außer Menschenkenntnis und Willenskraft) und Handeln (Feilschen) kann er nach Meisterentscheid eine Erschwernis von 1 erhalten, wenn es darum geht, mit anderen Personen zu sprechen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 177", + "Sprachfehler": "Sprachfehler", + "Stigma-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Meister kann eine Erschwernis von 1 auf Gesellschaftstalente (ausgenommen Einschüchtern, Menschenkenntnis und Willenskraft) und Handel (Feilschen) aussprechen, wenn er dies für angemessen hält. Ein Held kann den Nachteil nur einmal wählen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Stigma": "Stigma", + "Stumm-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann sich in den meisten Fällen mit anderen Personen nicht verständigen (außer über Zeichensprache oder schriftlich). Der Einsatz von Zaubern und anderen Handlungen, die Sprache erfordern, ist unmöglich oder stark erschwert. Der Held erhält dauerhaft den Status Stumm.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Stumm": "Stumm", + "Taub-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann keine Probe auf Sinnesschärfe ablegen, die mit dem Hören zu tun haben. Er erhält den Status Taub.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Taub": "Taub", + "Unfähig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held muss bei einer Probe auf das Talent das beste Würfelergebnis einer Teilprobe neu würfeln. Das zweite Ergebnis ist bindend. Ein Abenteurer kann maximal zwei Unfähigkeiten besitzen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Unfähig": "Unfähig", + "Unfrei-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held kann eine Erschwernis erhalten, wenn er als Unfreier Höhergestellte mit Gesellschaftstalenten überzeugen will. In seiner Kultur hat er zudem mit Unterdrückung zu kämpfen, genießt fast keinen rechtlichen Schutz und gilt als Besitz eines Höhergestellten. Genaueres hierzu siehe Seite 338.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Unfrei": "Unfrei", + "Unverträglichkeit-gegen-Alkohol-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wer über diesen Nachteil verfügt, für den verdoppeln sich die Auswirkungen nach Giftproben beim Konsum von Alkohol. Würde der Held beispielsweise 1 Stufe Berauscht erleiden, erhält er stattdessen direkt 2 Stufen des Zustands.
    \n\t\t\t\t\t\tPublikation: Meisterschirm - Tavernen S. 13", + "Unververträglichkeit-gegen-Alkohol": "Unverträglichkeit gegenüber Alkohol", + "Verpflichtungen-Regel-Pub": "\n\t\t\t\t\t\tRegel: Der Held muss Anweisungen desjenigen befolgen, dem er verpflichtet ist, oder mit den Konsequenzen leben. Ein Held kann mehreren Institutionen oder Personen verpflichtet sein, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Verpflichtungsstufe).
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 178", + "Verpflichtungen": "Verpflichtungen", + "Verstümmelt-Einarmig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tEiner der beiden Arme des Charakters fehlt mindestens bis zum Ellbogen.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einarmig": "Verstümmelt: Einarmig", + "Verstümmelt-Einäugig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tEines der beiden Augen des Helden ist blind oder er hat es verloren. Fernkampfangriffe sind dadurch um 4 erschwert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einäugig": "Verstümmelt: Einäugig", + "Verstümmelt-Einbeinig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tDer Held hat nur ein Bein, bzw. es ist unterhalb des Knies amputiert. Der Geschwindigkeit-Grundwert ist halbiert. Krücken und einfache Prothesen wie ein Holzbein helfen gegen die Verminderung der Geschwindigkeit nicht.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einbeinig": "Verstümmelt: Einbeinig", + "Verstümmelt-Einhändig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tDem Abenteurer fehlt eine Hand.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einhändig": "Verstümmelt: Einhändig", + "Verstümmelt-Einohrig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
    \n\t\t\t\t\t\tEines der Ohren ist abgeschnitten oder verkrüppelt. Proben auf Sinnesschärfe auf Hören sind für den Helden grundsätzlich um 1 erschwert.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Verstümmelt-Einohrig": "Verstümmelt: Einohrig", + "Verweichlicht-Regel-Pub": "\n\t\t\t\t\t\tRegel: Bei der Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten bekommt die Heldin eine Erschwernis von 2.
    \n\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium S. 133", + "Verweichlicht": "Verweichlicht", + "Wahrer-Name-Regel-Pub": "\n\t\t\t\t\t\tRegel: Wenn ein Zauberer einen Zauberspruch gegen ein Ziel einsetzt, dessen Wahren Namen er kennt (und der über diesen Nachteil verfügt), verschlechtert sich die Seelenkraft und die Zähigkeit des Ziels um 4, womit es leichter zu verzaubern ist.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Wahrer-Name": "Wahrer Name", + "Wilde-Magie-Regel-Pub": "\n\t\t\t\t\t\tRegel: 19er werden bei Fertigkeitsproben auf Zauber und Rituale in Hinsicht auf die Bestimmung eines Patzers wie eine 20 behandelt.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Wilde-Magie": "Wilde Magie", + "Zauberanfällig-Regel-Pub": "\n\t\t\t\t\t\tRegel: Gegen Magie sind Seelenkraft und Zähigkeit um 1 pro Stufe schlechter als üblich.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Zauberanfällig": "Zauberanfällig", + "Zerbrechlich-Regel-Pub": "\n\t\t\t\t\t\tRegel: Erschwernisse durch den Zustand Schmerz werden wie bei einer Stufe höher behandelt. Die Handlungsunfähigkeit tritt somit bereits bei Stufe III ein.
    \n\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 179", + "Zerbrechlich": "Zerbrechlich", + "Allgemeine SF": "Allgemeine SF", + "Abrichter": "Abrichter", + "Abrollen": "Abrollen", + "Ackerbau": "Ackerbau", + "Anführer": "Anführer", + "Anpeitscher": "Anpeitscher", + "Analytiker": "Analytiker", + "Archivar": "Archivar", + "Athlet": "Athlet", + "Bauchreden": "Bauchreden", + "Bine-Maschores": "Bine Maschores", + "Bildhauerei": "Bildhauerei", + "Bootsbauer": "Bootsbauer", + "Buchdrucker": "Buchdrucker", + "Diener": "Diener", + "Dokumentenfälscher": "Dokumentenfälscher", + "Drohgebärden": "Drohgebärden", + "Dschungelkundig": "Dschungelkundig", + "Eis-und-Schneekundig": "Eis- und Schneekundig", + "Eiserner-Wille": "Eiserner Wille", + "Ermutigender-Gesang": "Ermutigender Gesang", + "Fächersprache": "Fächersprache", + "Fallen-entschärfen": "Fallen entschärfen", + "Falschspielen": "Falschspielen", + "Faszinierender-Gesang": "Faszinierender Gesang", + "Feuerschlucker": "Feuerschlucker", + "Fischer": "Fischer", + "Freiklettern": "Freiklettern", + "Füchsisch": "Füchsisch", + "Gestählter-Wille": "Gestählter Wille", + "Gebirgskundig": "Gebirgskundig", + "Gift-melken-Landtiere": "Gift melken (Land- und Lufttiere)", + "Gift-melken-Wassertiere": "Gift melken (Wassertiere)", + "Gildenrecht": "Gildenrecht", + "Glasbläserei": "Glasbläserei", + "Guter-Gardist-böser-Gardist": "Guter Gardist, böser Gardist", + "Hauswirtschaft": "Hauswirtschaft", + "Hehlerei": "Hehlerei", + "Heraldik": "Heraldik", + "Höhlenkundig": "Höhlenkundig", + "Iglubau": "Iglubau", + "Instrumente-bauen": "Instrumente bauen", + "Jäger": "Jäger", + "Kalligraphie": "Kalligraphie", + "Kapellmeister": "Kapellmeister", + "Kartographie": "Kartographie", + "Kohlezeichnungen": "Kohlezeichnungen", + "Konditor": "Konditor", + "Kristallzucht": "Kristallzucht", + "Kulturlandkundig": "Kulturlandkundig", + "Kupferstich": "Kupferstich", + "Kutschenbauer": "Kutschenbauer", + "Leg-ga-Leg": "Leg-ga-Leg", + "Leibdiener": "Leibdiener", + "Liebling-der-Massen": "Liebling der Massen", + "Lippenlesen": "Lippenlesen", + "Meereskundig": "Meereskundig", + "Meister-der-Improvisation": "Meister der Improvisation", + "Möbel-herstellen": "Möbel herstellen", + "Navigation": "Navigation", + "Ölmalerei": "Ölmalerei", + "Opernsänger": "Opernsänger", + "Orientierung-unter-Tage": "Orientierung unter Tage", + "Ortskenntnis": "Ortskenntnis", + "Provozieren": "Provozieren (EM)", + "Prunkkleidung-herstellen": "Prunkkleidung herstellen", + "Pyromantiker": "Pyromantiker", + "Rahjasutra-Kenntnisse": "Rahjasutra-Kenntnisse", + "Rosstäuscher": "Rosstäuscher", + "Rüstungsbau": "Rüstungsbau", + "Sammler": "Sammler", + "Schiffsbau": "Schiffsbau", + "Schmerzen-unterdrücken": "Schmerzen unterdrücken", + "Schmuck-herstellen": "Schmuck herstellen", + "Schnapsbrennerei": "Schnapsbrennerei", + "Schnellschreiber": "Schnellschreiber", + "Schriftstellerei": "Schriftstellerei", + "Seile-herstellen": "Seile herstellen", + "Skifahren": "Skifahren", + "Smutje": "Smutje", + "Stellmacherei": "Stellmacherei", + "Steppenkundig": "Steppenkundig", + "Sumpfkundig": "Sumpfkundig", + "Tätowierer": "Tätowierer", + "Tierstimmen-imitieren": "Tierstimmen imitieren", + "Töpferei": "Töpferei", + "Verführungskunst": "Verführungskunst", + "Viehzucht": "Viehzucht", + "Waffenbau": "Waffenbau", + "Waldkundig": "Waldkundig", + "Wandmalerei": "Wandmalerei", + "Wettervorhersage": "Wettervorhersage", + "Wüstenkundig": "Wüstenkundig", + "Zahlenmystik": "Zahlenmystik", + "Berufsgeheimnisse": "Berufsgeheimnisse", + "Antidot": "Antidot", + "Algebra": "Algebra", + "Arax": "Arax", + "Aussatz": "Aussatz", + "Bannstaub": "Bannstaub", + "Blaue-Keuche": "Blaue Keuche", + "Blutiger-Rotz": "Blutiger Rotz", + "Boltan": "Boltan", + "Brabacudagift": "Brabacudagift", + "Die-böse-Eins": "Die böse Eins", + "Drachenschuppen": "Drachenschuppen", + "Drehleier": "Drehleier", + "Droler-Spitze": "Drôler Spitze", + "Dumpfschädel": "Dumpfschädel", + "Dunkle-Pforten": "Dunkle Pforten", + "Durch-den-Efferdwall-und-zurück": "Durch den Efferdwall und zurück", + "Efferd-und-Kerkersieche": "Efferd- und Kerkersieche", + "Elfenbogen": "Elfenbogen", + "Fätelungstechnik": "Fätelungstechnik", + "Feuerwerk": "Feuerwerk", + "Filigranes-Kettenknüpfen": "Filigranes Kettenknüpfen", + "Flinker-Difar": "Flinker Difar", + "Garadan": "Garadan", + "Gefäße-des-Rohal": "Gefäße des Rohal", + "Geometrie": "Geometrie", + "Gilbe": "Gilbe", + "Glas": "Glas", + "Heiltrank": "Heiltrank", + "Inrahspiel": "Inrahspiel", + "Inseln-im-Nebel": "Inseln im Nebel", + "Iryanleder": "Iryanleder", + "Jahresfieber": "Jahresfieber", + "Kelmon": "Kelmon", + "Kukris": "Kukris", + "Landsegler": "Landsegler", + "Lehmbacktechnik": "Lehmbacktechnik", + "Liebestrunk": "Liebestrunk", + "Lutanas": "Lutanas", + "Magierphilosophie": "Magierphilosophie", + "Mantikorgift": "Mantikorgift", + "Mandragora": "Mandragora", + "Meister-der-Brabacudaküche": "Meister der Brabacudaküche", + "Morfugift": "Morfugift", + "Menacoriten": "Menacoriten", + "Myranor-Geographie": "Myranor-Geographie", + "Omrais": "Omrais", + "Orkischer-Kalender": "Orkischer Kalender", + "Pastillen-gegen-Schmerzen": "Pastillen gegen Schmerzen", + "Pelura": "Pelura", + "Pentagramm": "Pentagramm", + "Porzellan": "Porzellan", + "Rascher-Wahn": "Rascher Wahn", + "Rote-und-Weiße-Kamele": "Rote und Weiße Kamele", + "Schaumkuss": "Schaumkuss", + "Schlacht-von-Jergan": "Schlacht von Jergan", + "Schlaftrunk": "Schlaftrunk", + "Schokolade": "Schokolade", + "Schwarze-Wut": "Schwarze Wut", + "Spinett": "Spinett", + "Standharfe": "Standharfe", + "Sumpffieber": "Sumpffieber", + "Sunsura": "Sunsura", + "Tollwut": "Tollwut", + "Tulmadron": "Tulmadron", + "Tulmadron-Abbau": "Tulmadron-Abbau", + "Uhrwerk": "Uhrwerk", + "Unauer-Porzellan": "Unauer Porzellan", + "Unsichtbarkeitselixier": "Unsichtbarkeitselixier", + "Uthuria-Geographie": "Uthuria-Geographie", + "Verwandlungselixier": "Verwandlungselixier", + "Vinsalter-Ei": "Vinsalter Ei", + "Vorfahren-der-Mittelländer": "Vorfahren der Mittelländer", + "Waffenbalsam": "Waffenbalsam", + "Wahrscheinlichkeitsrechnung": "Wahrscheinlichkeitsrechnung", + "Weg-durch-die-Sargasso-See": "Weg durch die Sargasso-See", + "Willentrunk": "Willenstrunk", + "Wundfieber": "Wundfieber", + "Wurara": "Wurara", + "Zähigkeitstrunk": "Zähigkeitstrunk", + "Zaubertrank": "Zaubertrank", + "Zeitalterforschung": "Zeitalterforschung", + "Zorganpocken": "Zorganpocken", + "Zwergische-Tresore": "Zwergische Tresore", + "Schicksalspunkte-SF": "Schicksalspunkte-SF", + "Attacke-verbessern": "Attacke verbessern", + "Ausweichen-verbessern": "Ausweichen verbessern", + "Eigenschaften-verbessern": "Eigenschaft verbessern", + "Empathie": "Empathie", + "Fernkampf-verbessern": "Fernkampf verbessern", + "Fleischwunde": "Fleischwunde", + "Höhere-Prophezeiung": "Höhere Prophezeiung", + "Parade-verbessern": "Parade verbessern", + "Magiegespür": "Magiegespür", + "Prophezeiung": "Prophezeiung", + "Wachsamkeit": "Wachsamkeit", + "Aktivierung": "Aktivierung", + "Tierkunde": "Tierkunde", + "Fischen-und-Angeln": "Fischen & Angeln", + "Brett-und-Glückspiel": "Brett- & Glücksspiel", + "Geographie": "Geographie", + "Geschichtswissen": "Geschichtswissen", + "Götter-und-Kulte": "Götter & Kulte", + "Magiekunde": "Magiekunde", + "Mechanik": "Mechanik", + "Rechnen": "Rechnen", + "Spährenkunde": "Sphärenkunde", + "Sternkunde": "Sternkunde", + "Alchimie": "Alchimie", + "Boote-und-Schiffe": "Boote & Schiffe", + "Fahrzeuge": "Fahrzeuge", + "Heilkunde-Gift": "Heilkunde Gift", + "Heilkunde-Krankheiten": "Heilkunde Krankheiten", + "Holzbearbeitung": "Holzbearbeitung", + "Lebensmittelbearbeitung": "Lebensmittelbearbeitung", + "Lederbearbeitung": "Lederbearbeitung", + "Metallbearbeitung": "Metallbearbeitung", + "Steinbearbeitung": "Steinbearbeitung", + "Stoffbearbeitung": "Stoffbearbeitung", + "Bewegungsunfähig": "Bewegungsunfähig", + "Bewusstlos": "Bewusstlos", + "Brennend": "Brennend", + "Eingeengt": "Eingeengt", + "Fixiert": "Fixiert", + "Handlungsunfähig": "Handlungsunfähig", + "Krank": "Krank", + "Liegend": "Liegend", + "Raserei": "Raserei", + "Überrascht": "Überrascht", + "Übler-Geruch": "Übler Geruch", + "Unsichtbar": "Unsichtbar", + "Vergiftet": "Vergiftet", + "Versteinert": "Versteinert", + "Zustände": "Zustände", + "Stufe-1": "Stufe I
    (-1)", + "Stufe-2": "Stufe II
    (-2)", + "Stufe-3": "Stufe III
    (-3)", + "Stufe-4": "Stufe IV
    (Handlungsunfähig)", + "Betäubung": "Betäubung", + "Entrückt": "Entrückt", + "Furcht": "Furcht", + "Paralyse": "Paralyse", + "Schmerz": "Schmerz", + "Verwirrung": "Verwirrung", + "Abzüge-gesamt": "Abzüge gesamt:", + "Abzüge-effektiv-ohne-BE": "Abzüge effektiv ohne BE:", + "max-5": "(max. -5)\n\t\t\t\t\n\t\t\t", + "Abzüge-effektiv-abzgl-BE": "Abzüge effektiv abzgl. BE:", + "Abzüge-effektiv-inkl-BE": "Abzüge effektiv inkl. BE:", + "Körper": "Körper", + "Gesellschaft": "Gesellschaft", + "Natur": "Natur", + "Wissen": "Wissen", + "Handwerk": "Handwerk", + "Sprachen": "Sprachen", + "Gaben": "Gaben", + "MU": "MU", + "KL": "KL", + "IN": "IN", + "CH": "CH", + "FF": "FF", + "GE": "GE", + "KO": "KO", + "KK": "KK", + "BE": "BE", + "Talent": "Talent", + "Eigenschaften": "Eigenschaften", + "FW": "FW", + "Info": "Info Weitere Mod. & Regeln
    +: Erleichterung
    -: Erschwernis
    AG: Neues Anwendungsgebiet
    EM: Neue Einsatzmöglichkeit
    QS: Erhöhung der QS
    BG: Berufsgeheimnis
    ", + "Text": "Proben", + "Klettern": "Klettern", + "Ja": "Ja", + "Werkzeuge-Minus": "Werkzeuge (-)", + "Fettleibig-Minus-Auto": "Fettleibig (-) (automatisch berechnet)", + "Freiklettern-Plus": "Freiklettern (+)", + "Körperbeherrschung": "Körperbeherrschung", + "Schlangenmensch-Plus": "Schlangenmensch (+)", + "Skifahren-AG": "Skifahren (AG)", + "Abrollen-QS": "Abrollen (QS)", + "Athlet-QS": "Athlet (QS)", + "Kraftakt": "Kraftakt", + "Schwimmen": "Schwimmen", + "Selbstbeherrschung": "Selbstbeherrschung", + "Nein": "Nein", + "Schmerzen-unterdrücken-EM": "Schmerzen unterdrücken (EM)", + "Hart-im-Nehmen-Plus": "Hart im Nehmen (+)", + "Sinnesschärfe": "Sinnesschärfe", + "Evtl": "Evtl.", + "Lippenlesen-AG": "Lippenlesen (AG)", + "Fuchssinn-AG": "Fuchssinn (AG)", + "Heraus-Sinn-Gehör-Plus": "Herausragender Sinn: Gehör (+)", + "Heraus-Sinn-Geruch-Geschmack-Plus": "Herausragender Sinn: Geruch & Geschmack (+)", + "Heraus-Sinn-Sicht-Plus": "Herausragender Sinn: Sicht (+)", + "Heraus-Sinn-Tastsinn-Plus": "Herausragender Sinn: Tastsinn (+)", + "Zwergennase-Plus": "Zwergennase (+)", + "Eing-Sinn-Gehör-Minus": "Eingeschränkter Sinn Gehör (-)", + "Eing-Sinn-Geruch-Geschmack-Minus": "Eingeschränkter Sinn Geruch & Geschmack (-)", + "Eing-Sinn-Sicht-Minus": "Eingeschränkter Sinn Sicht (-)", + "Eing-Sinn-Tastsinn-Minus": "Eingeschränkter Sinn Tastsinn (-)", + "Verstümmelt-Einäugig-Minus": "Verstümmelt: Einäugig (-)", + "Verstümmelt-Einohrig-Minus": "Verstümmelt: Einohrig (-)", + "Verbergen": "Verbergen", + "Einschüchtern": "Einschüchtern", + "Sozialer-Stand-Plus": "Sozialer Stand (+)", + "Basiliskentöter-Plus": "Basiliskentöter (+)", + "Drachentöter-Plus": "Drachentöter (+)", + "Sprachfehler-Minus": "Sprachfehler (-)", + "Anpeitscher-EM": "Anpeitscher (EM)", + "Drohgebärden-EM": "Drohgebärden (EM)", + "Provozieren-EM": "Provozieren (EM)", + "Guter-Gardist-böser-Gardist-QS": "Guter Gardist, böser Gardist (QS)", + "Willenskraft": "Willenskraft", + "Kulturkunde-Plus-Minus": "Kulturkunde (+/-)", + "Gestählter-Wille-QS": "Gestählter Wille (QS)", + "Stg": "Stg.", + "Fw": "Fw", + "Anmerkung": "Anmerkung", + "Proben": "Proben", + "Fliegen": "Fliegen", + "Gaukeleien": "Gaukeleien", + "Bauchreden-AG": "Bauchreden (AG)", + "Feuer-schlucken-AG": "Feuer schlucken (AG)", + "Feuerwerk-AG": "Feuerwerk (AG)", + "Reiten": "Reiten", + "Raubtiergeruch-MaxQS": "Raubtiergeruch (max. 1 QS)", + "Singen": "Singen", + "Wohlklang-Plus": "Wohlklang (+)", + "Operngesang-AG": "Operngesang (AG)", + "Zweistimmiger-Gesang-AG": "Zweistimmiger Gesang (AG)", + "Ermutigender-Gesang-EM": "Ermutigender Gesang (EM)", + "Faszinierender-Gesang-EM": "Faszinierender Gesang (EM)", + "Tanzen": "Tanzen", + "Taschendiebstahl": "Taschendiebstahl", + "Zechen": "Zechen", + "Bekehren-und-Überzeugen": "Bekehren & Überzeugen", + "Drachentöter-Plusrac": "Drachentöter (+)", + "Geborener-Redner-Plus": "Geborener Redner (+)", + "Vertrauenerweckend-Plus": "Vertrauenerweckend (+)", + "Stigma-Minus": "Stigma (-)", + "Übler-Geruch-Minus": "Übler Geruch (-)", + "Liebling-der-Massen-QS": "Liebling der Massen (QS)", + "Betören": "Betören", + "Angenehmer-Geruch-Plus": "Angenehmer Geruch (+)", + "Gutaussehend-Plus": "Gutaussehend (+)", + "Hässlich-Minus": "Hässlich (-)", + "Rahjasutra-Kenntnisse-QS": "Rahjasutra-Kenntnisse (QS)", + "Verführungskunst-QS": "Verführungskunst (QS)", + "Anpeitscher-EMi": "Anpeitscher (EM)", + "Etikette": "Etikette", + "Heraldik-EM": "Heraldik (EM)", + "Farbenblind-Minus": "Farbenblind (-)", + "Dienen-und-Gehorchen-AG": "Dienen & Gehorchen (AG)", + "Leibdiener-EM": "Leibdiener (EM)", + "Gassenwissen": "Gassenwissen", + "Sozialer-Stand-Minus": "Sozialer Stand (+)", + "Basiliskentöter-Minus": "Basiliskentöter (-)", + "Drachentöter-Minus": "Drachentöter (-)", + "Soziale-Anpassungsfähigkeit-Plus": "Soziale Anpassungsfähigkeit (+)", + "Ortskenntnis-Plus": "Ortskenntnis (+)", + "Unscheinbar-Plus": "Unscheinbar (+)", + "Menschenkenntnis": "Menschenkenntnis", + "Überreden": "Überreden", + "Anführer-EM": "Anführer (EM)", + "Feenfreund-QS": "Feenfreund (QS)", + "Verkleiden": "Verkleiden", + "Fährtensuchen": "Fährtensuchen", + "Dschungelkundig-Plus": "Dschungelkundig (+)", + "Eis-und-Schneekundig-Plus": "Eis- und Schneekundig (+)", + "Gebirgskundig-Plus": "Gebirgskundig (+)", + "Höhlenkundig-Plus": "Höhlenkundig (+)", + "Kulturlandkundig-Plus": "Kulturlandkundig (+)", + "Meereskundig-Plus": "Meereskundig (+)", + "Steppenkundig-Plus": "Steppenkundig (+)", + "Sumpfkundig-Plus": "Sumpfkundig (+)", + "Waldkundig-Plus": "Waldkundig (+)", + "Wüstenkundig-Plus": "Wüstenkundig (+)", + "Fesseln": "Fesseln", + "Seile-herstellen-AG": "Seile herstellen (AG)", + "Fischer-QS": "Fischer (QS)", + "Brabacudagift-BG": "Brabacudagift (BG)", + "Orientierung": "Orientierung", + "Orientierung-unter-Tage-Plus": "Orientierung unter Tage (+)", + "Richtungssinn-Plus": "Richtungssinn (+)", + "Pflanzenkunde": "Pflanzenkunde", + "Sammler-QS": "Sammler (QS)", + "Ackerbau-EM": "Ackerbau (EM)", + "Jäger-QS": "Jäger (QS)", + "Tierfreund-QS": "Tierfreund (QS)", + "Abrichten-EM": "Abrichten (EM)", + "Gift-melken-Landtiere-EM": "Gift melken (Land - und Lufttiere) (EM)", + "Gift-melken-Wassertiere-EM": "Gift melken (Wassertiere) (EM)", + "Tierstimmen-imitieren-EM": "Tierstimmen imitieren (EM)", + "Mantikorgift-BG": "Mantikorgift (BG)", + "Morfugift-BG": "Morfugift (BG)", + "Wildnisleben": "Wildnisleben", + "Wettervorhersage-AG": "Wettervorhersage (AG)", + "Iglubau-EM": "Iglubau (EM)", + "Falschspielen-EM": "Falschspielen (EM)", + "Boltan-BG": "Boltan (BG)", + "Die-böse-Eins-BG": "Die böse Eins (BG)", + "Garadan-BG": "Garadan (BG)", + "Inrahspiel-BG": "Inrahspiel (BG)", + "Rote-und-Weiße-Kamele-BG": "Rote und Weiße Kamele (BG)", + "Pelura-BG": "Pelura (BG)", + "Pentagramm-BG": "Pentagramm (BG)", + "Schlacht-von-Jergan-BG": "Schlacht von Jergan (BG)", + "Kartographie-AG": "Kartographie (AG)", + "Myranor-Geographie-BG": "Myranor-Geographie (BG)", + "Uthuria-Geographie-BG": "Uthuria-Geographie (BG)", + "Vorfahren-der-Mittelländer-BG": "Vorfahren der Mittelländer (BG)", + "Zeitalterforschung-BG": "Zeitalterforschung (BG)", + "Magierphilosophie-BG": "Magierphilosophie (BG)", + "Kriegskunst": "Kriegskunst", + "Analytiker-EM": "Analytiker (EM)", + "Dunkle-Pforten-BG": "Dunkle Pforten (BG)", + "Gefäße-des-Rohal-BG": "Gefäße des Rohal (BG)", + "Uhrwerk-BG": "Uhrwerk (BG)", + "Vinsalter-Ei-BG": "Vinsalter Ei (BG)", + "Zwergische-Tresore-BG": "Zwergische Tresore (BG)", + "Zahlenmystik-AG": "Zahlenmystik (AG)", + "Algebra-BG": "Algebra (BG)", + "Geometrie-BG": "Geometrie (BG)", + "Wahrscheinlichkeitsrechnung-BG": "Wahrscheinlichkeitsrechnung (BG)", + "Rechtskunde": "Rechtskunde", + "Gildenrecht-AG": "Gildenrecht (AG)", + "Sagen-und-Legenden": "Sagen & Legenden", + "Inseln-im-Nebel-BG": "Inseln im Nebel (BG)", + "Menacoriten-BG": "Menacoriten (BG)", + "Orkischer-Kalender-BG": "Orkischer Kalender (BG)", + "Meister-der-Improvisation-Plus": "Meister der Improvisation (+)", + "Antidot-BG": "Antidot (BG)", + "Feuerwerk-BG": "Feuerwerk (BG)", + "Glas-BG": "Glas (BG)", + "Heiltrank-BG": "Heiltrank (BG)", + "Liebestrunk-BG": "Liebestrunk (BG)", + "Porzellan-BG": "Porzellan (BG)", + "Unauer-Porzellan-BG": "Unauer Porzellan (BG)", + "Unsichtbarkeitselixier-BG": "Unsichtbarkeitselixier (BG)", + "Verwandlungselixier-BG": "Verwandlungselixier (BG)", + "Waffenbalsam-BG": "Waffenbalsam (BG)", + "Willenstrunk-BG": "Willenstrunk (BG)", + "Zaubertrank-BG": "Zaubertrank (BG)", + "Navigation-AG": "Navigation (AG)", + "Durch-den-Efferdwall-und-zurück-BG": "Durch den Efferdwall und zurück (BG)", + "Weg-durch-die-Sargasso-See-BG": "Weg durch die Sargasso-See (BG)", + "Landsegler-BG": "Landsegler (BG)", + "Handel": "Handel", + "Bine-Maschores-AG": "Bine Maschores (AG)", + "Hehlerei-AG": "Hehlerei (AG)", + "Rosstäuscher-EM": "Rosstäuscher (EM)", + "Verwalten-EM": "Verwalten (EM)", + "Arax-BG": "Arax (BG)", + "Kelmon-BG": "Kelmon (BG)", + "Kukris-BG": "Kukris (BG)", + "Mandragora-BG": "Mandragora (BG)", + "Omrais-BG": "Omrais (BG)", + "Sunsura-BG": "Sunsura (BG)", + "Tulmadron-BG": "Tulmadron (BG)", + "Wurara-BG": "Wurara (BG)", + "Aussatz-BG": "Aussatz (BG)", + "Blaue-Keuche-BG": "Blaue Keuche (BG)", + "Blutiger-Rotz-BG": "Blutiger Rotz (BG)", + "Dumpfschädel-BG": "Dumpfschädel (BG)", + "Efferd-und-Kerkersieche-BG": "Efferd- und Kerkersieche (BG)", + "Flinker-Difar-BG": "Flinker Difar (BG)", + "Gilbe-BG": "Gilbe (BG)", + "Jahresfieber-BG": "Jahresfieber (BG)", + "Lutanas-BG": "Lutanas (BG)", + "Rascher-Wahn-BG": "Rascher Wahn (BG)", + "Schwarze-Wut-BG": "Schwarze Wut (BG)", + "Sumpffieber-BG": "Sumpffieber (BG)", + "Tollwut-BG": "Tollwut (BG)", + "Wundfieber-BG": "Wundfieber (BG)", + "Zorganpocken-BG": "Zorganpocken (BG)", + "Heilkunde-Seele": "Heilkunde Seele", + "Heilkunde-Wunden": "Heilkunde Wunden", + "Boote-bauen-AG": "Boote bauen (AG)", + "Kutschen-bauen-AG": "Kutschen bauen (AG)", + "Instrumente-bauen-AG": "Instrumente bauen (AG)", + "Räder-herstellen-AG": "Räder herstellen (AG)", + "Rüstungsherstellung-AG": "Rüstungsherstellung (AG)", + "Schiffe-bauen-AG": "Schiffe bauen (AG)", + "Schmuck-herstellen-AG": "Schmuck herstellen (AG)", + "Waffenherstellung-AG": "Waffenherstellung (AG)", + "Drehleier-BG": "Drehleier (BG)", + "Elfenbogen-BG": "Elfenbogen (BG)", + "Spinett-BG": "Spinett (BG)", + "Standharfe-BG": "Standharfe (BG)", + "Smutje-Plus": "Smutje (+)", + "Schnapsbrennen-AG": "Schnapsbrennen (AG)", + "Konditor-EM": "Konditor (EM)", + "Meister-der-Brabacudaküche-BG": "Meister der Brabacudaküche (BG)", + "Schaumkuss-BG": "Schaumkuss (BG)", + "Schokolade-BG": "Schokolade (BG)", + "Drachenschuppen-BG": "Drachenschuppen (BG)", + "Iryanleder-BG": "Iryanleder (BG)", + "Malen-und-Zeichnen": "Malen & Zeichnen", + "Dokumente-fälschen-AG": "Dokumente fälschen (AG)", + "Drucken-AG": "Drucken (AG)", + "Kalligraphie-AG": "Kalligraphie (AG)", + "Kohlezeichnungen-AG": "Kohlezeichnungen (AG)", + "Kupferstich-anfertigen-AG": "Kupferstich anfertigen (AG)", + "Ölgemälde-malen-AG": "Ölgemälde malen (AG)", + "Tätowieren-AG": "Tätowieren (AG)", + "Wandmalerei-AG": "Wandmalerei (AG)", + "Zauberzeichen-malen-AG": "Zauberzeichen malen (AG)", + "Rüstungsherstellung": "Rüstungsherstellung (AG)", + "Fätelungstechnik-BG": "Fätelungstechnik (BG)", + "Filigranes-Kettenknüpfen-BG": "Filigranes Kettenknüpfen (BG)", + "Lehmbacktechnik-BG": "Lehmbacktechnik (BG)", + "Musizieren": "Musizieren", + "Dirigieren-AG": "Dirigieren (AG)", + "Schlösserknacken": "Schlösserknacken", + "Fallen-entschärfen-AG": "Fallen entschärfen (AG)", + "Glasbläserei-AG": "Glasbläserei (AG)", + "Kristalle-züchten-AG": "Kristalle züchten (AG)", + "Töpferarbeiten-AG": "Töpferarbeiten (AG)", + "Bildhauerei-EM": "Bildhauerei (EM)", + "Tulmadron-Abbau-BG": "Tulmadron-Abbau (BG)", + "Prunkkleidung-herstellen-BG": "Prunkkleider herstellen (AG)", + "Droler-Spitze-BG": "Drôler Spitze (BG)", + "---": "---", + "Alaani": "Alaani", + "Angram": "Angram", + "Asdharia": "Asdharia", + "Atak": "Atak", + "Aureliani": "Aureliani", + "Bosparano": "Bosparano", + "Fjarningsch": "Fjarningsch", + "Garethi": "Garethi", + "Goblinisch": "Goblinisch", + "Isdira": "Isdira", + "Mohisch": "Mohisch", + "Nujuka": "Nujuka", + "Ogrisch": "Ogrisch", + "Oloarkh": "Oloarkh", + "Ologhaijan": "Ologhaijan", + "Rabensprache": "Rabensprache", + "Rogolan": "Rogolan", + "Rssahh": "Rssahh", + "Ruuz": "Ruuz", + "Saga-Thorwalsch": "Saga-Thorwalsch", + "Thorwalsch": "Thorwalsch", + "Tulamidya": "Tulamidya", + "Ur-Tulamidya": "Ur-Tulamidya", + "Zelemja": "Zelemja", + "Zhayad": "Zhayad", + "Zyklopäisch": "Zyklopäisch", + "MS": "MS", + "Schriften": "Schriften", + "Altes-Alaani": "Altes Alaani", + "Angram-Bilderschrift": "Angram-Bilderschrift", + "Chrmk": "Chrmk", + "Chuchas": "Chuchas", + "Geheiligte-Glyphen-von-Unau": "Geheiligte Glyphen von Unau", + "Hjaldingsche-Runen": "Hjaldingsche Runen", + "Imperiale-Zeichen": "Imperiale Zeichen", + "Isdira-und-Asdharia-Zeichen": "Isdira- und Asdharia-Zeichen", + "Kusliker": "Kusliker Zeichen", + "Nanduria-Zeichen": "Nanduria-Zeichen", + "Rogolan-Runen": "Rogolan-Runen", + "Thorwalsche-Runen": "Thorwalsche Runen", + "Trollische-Raumbilderschrift": "Trollische Raumbilderschrift", + "Tulamidya-Zeichen": "Tulamidya-Zeichen", + "Ur-Tulamidya-Zeichen": "Ur-Tulamidya-Zeichen", + "Zhayad-Zeichen": "Zhayad-Zeichen", + "Gaben-und-inoffizielle-Talente": "Gaben und inoffizielle Talente", + "Gaben-Erklärung": "hier können eigene/inoffizielle Talente nach eigenen Vorgaben eingegeben werden welche man haben möchte, aber im Grundregelwerk von DSA5 aber nicht existieren", + "Probe": "Probe", + "R": "R", + "Roll": "Roll", + "A": "A", + "B": "B", + "C": "C", + "D": "D", + "E": "E", + "Ausrüstung": "Ausrüstung", + "Nahkampf": "Nahkampf", + "Fernkampf": "Fernkampf", + "Kampftechniken": "Kampftechniken", + "INI": " INI", + "RS": "RS", + "GS": " GS", + "LE": " LE", + "WS": " WS", + "Schips": " Schips", + "beritten": "beritten", + "Reittier-GS": " Reittier GS ", + "Nahkampfwaffen": "Nahkampfwaffen", + "Waffe": "Waffe", + "KT": "KT", + "Leiteigenschaft-Schadensbonus": "Leiteig. + Schadensb.", + "Trefferpunkte": "Trefferpunkte", + "AT-PA-Mod": "AT/PA Mod", + "Reichweite": "Reichweite", + "Verschleiß": "Verschleiß", + "Dolche": "Dolche", + "Fechtwaffen": "Fechtwaffen", + "Hiebwaffen": "Hiebwaffen", + "Kettenwaffen": "Kettenwaffen", + "Lanzen": "Lanzen", + "Raufen": "Raufen", + "Schwerter": "Schwerter", + "Stangenwaffen": "Stangenwaffen", + "Zweihandhiebwaffen": "Zweihandhiebwaffen", + "Zweihandschwerter": "Zweihandschwerter", + "W6-Plus": "W6+", + "kurz": "kurz", + "mittel": "mittel", + "lang": "lang", + "IV": "IV", + "Angriff": "Angriff", + "AT-PA": "AT/PA", + "Schilde": "Schilde", + "Schild": "Schild", + "Strukturpunkte": "Strukturp.", + "Schadensberechnung": "Schadensb.", + "klein": "klein", + "groß": "groß", + "Waffen-in-der-Nebenhand": "Waffen in der Nebenhand", + "Fernkampfwafen": "Fernkampfwaffen", + "Kampftechnik": "Kampftechnik", + "Ladezeit": "Ladezeit", + "Munition": "Munition", + "Armbrüste": "Armbrüste", + "Blasrohre": "Blasrohre", + "Bögen": "Bögen", + "Feuerspeien": "Feuerspeien", + "Schleudern": "Schleudern", + "Wurfwaffen": "Wurfwaffen", + "FK": "FK", + "Rüstung": "Rüstung", + "Art": "Art", + "Zusätzliche-Abzüge": "Zus. Abz.", + "Reise-Schlacht": "Reise, Schlacht,...", + "Aktiv": "Aktiv", + "Normale-Kleidung": "Normale Kleidung", + "Schwere-Kleidung": "Schwere Kleidung", + "Stoffrüstung": "Stoffrüstung", + "Lederrüstung": "Lederrüstung", + "Kettenrüstung": "Kettenrüstung", + "Schuppenrüstung": "Schuppenrüstung", + "Plattenrüstung": "Plattenrüstung", + "Attacke": "Attacke", + "Attacke:": "Attacke:", + "AT-Patzer": "AT-Patzer", + "Nebenhand-AT:": "Nebenhand-AT:", + "Beidhändiger-Kampf": "Beidhändiger Kampf", + "Passierschlag:": "Passierschlag:", + "Pikenwall": "Pikenwall", + "Schild-AT:": "Schild-AT:", + "Trefferpunkte:": "Trefferpunkte:", + "W-Plus": "W+", + "x2": "x2", + "Nebenhand-TP:": "Nebenhand-TP:", + "Schild-TP:": "Schild-TP:", + "Waffenparade:": "Waffenparade:", + "2.": "2.", + "3.": "3.", + "1/2": "1/2", + "Patzer": "Patzer", + "Schildparade:": "Schildparade:", + "PA-Patzer": "PA-Patzer", + "Ausweichen:": "Ausweichen:", + "Verteidigung:": "Verteidigung:", + "+/-": "+/-", + "Basismanöver": "Basismanöver", + "TP-Plus": "TP+", + "Finte:": "Finte:", + "-": "-", + "Präziser-Stich:": "Präziser Stich:", + "Unterlaufen:": "Unterlaufen:", + "Wuchtschlag:": "Wuchtschlag:", + "Passiv": "Passiv", + "AT": "AT", + "PA": "PA", + "TP": "TP", + "Drachentöter:": "Drachentöter:", + "Einhändiger-Kampf:": "Einhändiger Kampf:", + "Hass-auf:": "Hass auf...:", + "Mächtiger-Schlag:": "Mächtiger Schlag:", + "Schilddeckung:": "Schilddeckung:", + "Verkürzte-Waffenführung:": "Verkürz. Waffenführ.:", + "Verteidigungshaltung:": "Verteidigungshaltung:", + "ZH-Reiterkampf:": "ZH Reiterkampf:", + "Spezialmanöver": "Spezialmanöver", + "AT-auf-ungeschütze-Stellen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Wenn die AT des Wesens gelingt und die Verteidigung des Ziels misslingt, kann Rüstungsschutz, der durch Kleidung und Rüstungen zustande gekommen ist, ignoriert werden. Gegen diesen Angriff kann man sich normal verteidigen. Die Attacke ist um 2 erschwert. Magischer, karmaler oder natürlicher Rüstungsschutz kann nicht umgangen werden und schützt weiterhin.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9", + "AT-auf-ungeschütze-Stellen": "AT auf ungesch. Stellen", + "Anspringen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Gegen diesen Angriff kann man sich normal verteidigen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP anstelle des eigentlichen Schadens. Die Kreatur sitzt zudem auf ihrem Opfer und genießt eine Vorteilhafte Position (siehe Regelwerk Seite 238). Um das Wesen herunterzubekommen, ist eine Vergleichsprobe auf Kraftakt (Heben & Stemmen) notwendig, die um je volle 50 Stein Gewicht der Kreatur um 1 erschwert ist. Dies kostet eine Aktion. Will der Held gleichzeitig auch noch aufstehen, so ist die Probe um zusätzlich 3 Punkte erschwert. Ein misslungener Angriff bedeutet, dass dem Gegner ein Passierschlag zusteht. Die Attacke ist um 4 erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9", + "Anspringen": "Anspringen:", + "Betäubungsschlag-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Gelingt die um 2 erschwerte AT und misslingt die Verteidigung, richtet der Angriff 1W3 TP an. Außerdem muss der Getroffene eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um die Anzahl der angerichteten TP ablegen (egal ob Schaden verursacht wurde oder nicht). Bei Misslingen erleidet er 1 Stufe Betäubung. Das Manöver lässt sich nur gegen Kulturschaffende und Tiere der Größenkategorie des Helden oder kleiner anwenden. Ja, das bedeutet, dass ein Betäubungsschlag gegen Ungeheuer wirkungslos ist.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152", + "Betäubungsschlag": "Betäubungsschlag", + "Entwaffnen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Um dem Gegner mit diesem Manöver eine Waffe (ausgenommen Schilde) aus der Hand zu schlagen, ist eine um 4, gegen Zweihandwaffen sogar um 6 erschwerte Attacke nötig. Gegen diesen Angriff kann eine reguläre Verteidigung durchgeführt werden. Misslingt diese, wird die Waffe fallen gelassen. Der Angriff verursacht 1W3 TP. Um eine Waffe wieder aufzuheben, muss der Held die Regeln für Aufheben von Gegenständen im Kampf befolgen.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –4/–6
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Fechtwaffen, Hiebwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 247", + "Entwaffnen:": "Entwaffnen:", + "EH": "EH", + "ZH": "ZH", + "Festnageln-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ein Festnageln-Manöver kann nur gegen Gegner durchgeführt werden, die den Status Liegend aufweisen. Gelingt die um 4 erschwerte AT und misslingt die Verteidigung, so ist das Opfer festgenagelt. Die Heldin kann mit der verwendeten Waffe nicht mehr parieren, sie kann nur noch ausweichen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass die Spielerin würfeln muss. Jede KR richtet der Angriff +1 TP an (in der 1. KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert und behält den Status Liegend. Solange das Opfer festgenagelt ist, kann es sich nicht verteidigen. Die Angreiferin kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen die Heldin gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln-Manöver kann nur gegen Ziele der Größenkategorie klein oder mittel angewandt werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152", + "Festnageln": "Festnageln", + "Flugangriff-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ist der Flugangriff erfolgreich, steigen die TP um 2. Das Manöver Flugangriff kann nur durchgeführt werden, wenn der Angreifer eine Anflugstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Gegen diesen Angriff kann man sich normal verteidigen. Misslingt der Flugangriff, darf der Verteidiger einen Passierschlag ausführen. Sollte der Flugangriff gelungen sein, so ist eine Attacke gegen das Flugwesen durch den Angegriffenen in dieser KR um 6 erschwert, da das Wesen am Gegner vorbeifliegt. Am Ende der KR hat sich das Flugwesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon, ob es mit dem Flugangriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden. Die Attacke ist um 2 erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9", + "Flugangriff": "Flugangriff:", + "Gezielter-Angriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Mit diesem Manöver kann man gezielt eine Trefferzone angreifen. Dazu ist eine Attacke nötig, die entsprechend dem Zonenaufschlag erschwert ist.
    \n\t\t\t\t\t\t\t\t\tErschwernis: je nach Zone
    \n\t\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152", + "Gezielter-Angriff": "Gezielter Angriff", + "Humanoid-klein-groß": "Humanoid, klein bis groß", + "Kopf": "Kopf", + "Torsp": "Torso", + "Arme": "Arme", + "Beine": "Beine", + "Ins-Auge-und-durch-die-Hand": "Ins Auge und durch die Hand", + "Auge-": "Auge", + "Fuss": "Fuss", + "Hals": "Hals", + "Hand": "Hand", + "Drachen": "Drachen", + "Bauch": "Bauch", + "Flügel": "Flügel", + "Halsansatz": "Halsansatz", + "Schwanz": "Schwanz", + "Krakonier": "Krakonier", + "Nervenzentrum": "Nervenzentrum", + "Riesenhirschkäfer": "Riesenhirschkäfer", + "Gelenkansätze": "Gelenkansätze", + "Haltegriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu ist eine erfolgreiche Raufenattacke nötig. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. So lange der Gegner festgehalten wird, leidet er unter dem Status Fixiert und Eingeengt. Um sich aus dem Haltegriff zu lösen, ist eine vergleichende Probe auf Kraftakt (Ziehen & Zerren) nötig. Der Haltende kann sich nicht verteidigen, so lange er seinen Gegner festhält. Für den Haltegriff muss der Angreifer beide Hände frei haben. Der Haltegriff kann nur gegen Gegner gleicher oder kleinerer Größenkategorie verwendet werden.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248", + "Haltegriff": "Haltegriff", + "Hammerschlag-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke für den Hammerschlag ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Schwerter, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248", + "Hammerschlag": "Hammerschlag", + "Herunterstoßen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Gelingt dem Helden eine um 4 erschwerte Attacke und misslingt die Verteidigung des Gegners, erleidet dieser minimalen Waffenschaden (wie gewürfelt 1 bei den TP, Bonus durch Schadensschwelle zählt mit) und droht vom Reittier zu stürzen. Er muss sofort eine Probe auf Reiten (Kampfmanöver) erschwert um 2 ablegen, bei Misslingen stürzt der Reiter von seinem Reittier und erleidet Sturzschaden (siehe Regelwerk Seite 340).
    \n\t\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 153", + "Herunterstoßen": "Herunterstoßen", + "Klammergriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Dem Wesen muss eine AT mit seinem Fangarm (Tentakel, Arm, Körper, etc.) gelingen. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. Solange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Ab der nächsten KR muss das Wesen keine AT mehr würfeln, sondern erzeugt durch Quetschen SP in Höhe der ausgewürfelten TP des Angriffs. Alternativ kann das Wesen 1 Aktion aufwenden, um das Opfer zu seinem Maul zu heben. In der folgenden KR kann das Wesen dann zubeißen, so es über eine Biss-Attacke verfügt. Diese Biss-Attacke gelingt gegen einen festgehaltenen Gegner. Die Verteidigung des Angreifers sinkt für den Rest der KR, in welcher der Biss stattfindet, auf 0. Der Klammergriff kann nur gegen Gegner kleinerer Größenkategorien eingesetzt werden. Um sich aus dem Klammergriff zu lösen, ist eine gelungene Vergleichsprobe auf Kraftakt (Ziehen & Zerren) nötig. Mittels einer freien Aktion kann der Klammernde den Gehaltenen loslassen. Sollte der Klammernde sein Opfer angehoben haben, stürzt es und erleidet den Status Liegend, sofern ihm nicht eine Probe auf Körperbeherrschung (Kampfmanöver) gelingt. Der Angriff ist um 4 erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9", + "Klammerangriff": "Klammerangriff", + "Klingensturm-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Abenteurerin vermag in 1 Aktion zwei einzelne Attacken zu schlagen. Beide Attacken sind um jeweils 2 erschwert. Der zweite Angriff bekommt einen Malus von –2 TP. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP. Die Angriffe können sich gegen verschiedene Ziele innerhalb der Angriffsdistanz richten. Wird ein Klingensturm mit einem Basismanöver kombiniert, muss dieses für beide Attacken identisch sein. Sollte der Heldin während der ersten AT ein Patzer unterlaufen, verfällt die zweite AT. Das Klingensturm-Manöver kann nicht zusammen mit einem Schild, einer Parierwaffe oder einer weiteren Einhandwaffe kombiniert werden. Der Bonus durch die SF Einhändiger Kampf kann beim Einsatz des Klingensturm benutzt werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154", + "Klingensturm": "Klingensturm", + "1-Angriff": "1. Angriff", + "2-Angriff": "2. Angriff", + "Lanzenangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Möchte der Reiter einen Gegner mit einer Lanze angreifen, muss dazu der Befehl Lanzenangriff erteilt werden. Der Lanzenangriff kann nur im Galopp ausgeführt werden. Nach der Probe auf Reiten wird eine Attacke auf Lanzen ausgeführt (dies kostet keine zusätzliche Aktion, sondern ist Teil des Befehls). Pferd und Reiter verringern ihre Geschwindigkeit nach erfolgtem Angriff nicht automatisch. Außerdem kann ein solcher Angriff nicht mit einer Waffe pariert werden, nur eine Parade mit einem Schild oder Ausweichen sind möglich. Bei einer gelungenen Attacke und einer gelungenen Parade mit dem Schild oder einem unverteidigten Treffer lässt der Angreifer die Lanze los, um nicht vom Aufprall aus dem Sattel gehoben zu werden. Ist der Lanzenangriff erfolgreich, steigen die TP um 2 + GS/2 des Reittiers.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Lanzen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248", + "Lanzenangriff": "Lanzenangriff", + "Riposte-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Nach einer erfolgreichen Parade, die für den Kämpfer um 2 erschwert ist, kann er sofort einen Passierschlag gegen seinen Angreifer ausführen. Das Manöver Riposte muss vor dem Attackewurf des Angreifers angesagt werden. Nach der Riposte kann der Kämpfer keine weiteren Verteidigungen in dieser KR mehr durchführen. Eine Riposte kann nicht mit einem Basismanöver kombiniert werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Riposte": "Riposte", + "Rundumschlag": "\n \t\t\t\t\t\t\t\t\tRegel: Die angegriffenen Gegner dürfen auf den Angriff getrennt reagieren. Die erste Attacke ist um 2, die zweite um 6 und die dritte um 10 erschwert. Wenn die Verteidigung der Gegner misslingt, wird für jeden Gegner einzeln Schaden ausgewürfelt. Rundumschlag I erlaubt den Angriff auf zwei Gegner, Rundumschlag II den Angriff auf drei Gegner. Ein Patzer bei einem der Angriffe bedeutet, dass keine weiteren Attacken des Rundumschlags in dieser KR ausgeführt werden können.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –6 (zweite Attacke); –10 (dritte Attacke)
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Schilde, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Rundumschlag-gegen": "Rundumschlag gg.", + "1-Gegner": "1. Gegner", + "2-Gegner": "2. Gegner", + "3-Gegner": "3. Gegner", + "Schildspalter-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu wird eine Attacke gegen den Schild durchgeführt, gegen die der Gegner mit einer Parade mit dem Schild oder Ausweichen verteidigen darf. Für eine Parade mit dem Schild kann der Parade-Bonus des Schildes nicht genutzt werden. Misslingt die Parade oder das Ausweichen, wird der Schaden von den Strukturpunkten des Schildes abgezogen. Fallen diese auf 0, ist der Schild zerstört. Dieses Spezialmanöver kann nur gegen Schildkämpfer eingesetzt werden.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Schildspalter": "Schildspalter", + "Schwanz-Tentakelschwung-Regel": "\n\t\t\t\t\t\t\t\tRegel: Ist das angreifende Wesen mindestens eine Größenkategorie größer als seine Ziele, kann es mit einem Schwanz- oder Tentakelschwung mehrere Gegner zu Fall bringen. Diesem Angriff kann man nur ausweichen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Durch den Fall erleidet man 1W3 SP. Ein solcher Angriff kann nur gegen Ziele neben oder hinter (Schwanz) bzw. vor (Tentakel) dem angreifenden Wesen ausgeführt werden. Die Attacke ist um 2 pro Ziel erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2 pro Ziel
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", + "Schwanz-Tentakelschwung": "Schwanz- oder Tentakelschwung:", + "1-Ziel": "1 Ziel", + "2-Ziele": "2 Ziele", + "3-Ziele": "3 Ziele", + "4-Ziele": "4 Ziele", + "Schwitzkasten-Regel": "\n\t\t\t\t\t\t\t\t\tRegel: Um einen Feind in den Schwitzkasten zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Schwitzkasten. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Schwitzkasten, erleidet er jede KR 1 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, die erschwert ist um die SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Schwitzkasten ist, stehen ihm zwei Optionen offen: \n\t\t\t\t\t\t\t\t\t
    • Schwitzkasten aufsprengen: Er kann versuchen, den Schwitzkasten zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. War der Widersacher erfolgreich, enden der Schwitzkasten und der Haltegriff. \n\t\t\t\t\t\t\t\t\t
    • Angreifen: Er kann die Heldin angreifen. \n\t\t\t\t\t\t\t\t\t
    Solange der Schwitzkasten aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154", + "Schwitzkasten": "Schwitzkasten", + "Sturmangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Das Manöver Sturmangriff kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 4 Schritt hat und über eine GS von mindestens 4 verfügt. Die Bewegung ist Teil der Aktion, mit der man angreift. Ist der Sturmangriff erfolgreich, steigen die TP um 2 und die halbe GS des Angreifers. Dieser Angriff kann regulär abgewehrt werden. Sollte der Sturmangriff misslingen, erhält der Verteidiger die Gelegenheit für einen Passierschlag. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Sturmangriff": "Sturmangriff", + "Todesstoß-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke für den Todesstoß ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Todesstoß": "Todesstoß", + "Trampeln-Regel": "\n\t\t\t\t\t\t\t\tRegel: Nur Wesen, die im Vergleich zum Gegner eine höhere Größenkategorie aufweisen, können einen Trampel-Angriff durchführen. Ausschließlich Gegner mit dem Status Liegend oder Wesen, deren Größenkategorie kleiner ist als die des angreifenden Wesens, können zertrampelt werden. Der Angreifer kann eine Trampel-Attacke durchführen. Hierdurch erleidet er jedoch einen zusätzlichen Abzug von 2 Punkten auf seine Verteidigung in der laufenden KR.
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", + "Trampeln": "Trampeln:", + "Überrennen-Regel": "\n\t\t\t\t\t\t\t\tRegel: Das Manöver Überrennen kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Dieser Angriff kann regulär abgewehrt werden. Sollte das Überrennen misslingen, erhält der Verteidiger Gelegenheit für einen Passierschlag, dieser ist aber zusätzlich um 4 erschwert. Ist das Überrennen-Manöver erfolgreich, so ist eine Attacke gegen das Wesen durch den Angegriffenen in dieser KR um 2 erschwert. Am Ende der KR ist das Wesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon es mit dem Angriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", + "Überrennen": "Überrennen:", + "Verbeißen-Regel": "\n\t\t\t\t\t\t\t\tRegel: Das Wesen führt einen Biss-Angriff aus. Kann der gelungene Angriff nicht verteidigt werden, so hat sich die Kreatur festgebissen. In den nachfolgenden KR gelingt die Biss-Attacke des Wesens automatisch, ohne dass der Meister würfeln muss. Jede weitere KR richtet der Verbeißen-Angriff +1 TP an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert, es sei denn, bei der Kreaturenbeschreibung steht extra dabei, dass der Status entfällt. Die Verteidigung des Angreifers sinkt, während es durch den Biss am Gegner hängt, auf 0. Das Wesen kann am Ende einer KR entscheiden loszulassen (was eine freie Aktion kostet). Dieser Angriff ist um 2 erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", + "Verbeißen": "Verbeißen:", + "Vorstoß-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Mit dieser Sonderfertigkeit kann man seinen Attackewert für die aktuelle Kampfrunde um 2 erhöhen. Dafür kann man diese Kampfrunde keine Verteidigung mehr ausführen. Ein Vorstoß muss am Anfang der Runde angesagt werden. Der Vorstoß kann nicht im Status Liegend ausgeführt werden.
    \n\t\t\t\t\t\t\t\t\tErleichterung: +2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Kettenwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Vorstoß": "Vorstoß", + "Wurf-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu muss er ihn zuerst in einen Haltegriff bekommen (siehe Sonderfertigkeit Haltegriff). So lange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Hält er seinen Gegner, muss er eine um 2 erschwerte Raufenattacke ausführen. Gelingt diese und kann der Gegner sich nicht erfolgreich verteidigen, geht der Gegner zu Boden und erleidet den Status Liegend. Der Wurf selbst verursacht 1W3 TP, ein möglicher darauf folgender Sturz beispielsweise von einer Klippe oder in ein Feuer unter Umständen deutlich mehr.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Wurf": "Wurf", + "Zu-Fall-Bringen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke ist um 4 erschwert. Gegen diesen Angriff kann verteidigt werden. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Zu-Fall-Bringen": "Zu Fall bringen", + "Kampfstile": "Kampfstile", + "Adersin-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Gegner des Schwertgesellen ist durch den ständigen Wechsel zwischen Ein- und Zweihandnutzung der Waffe so überrascht, dass seine Verteidigung um 1 gesenkt wird. Obwohl der Anderthalbhänder bei diesem Stil gelegentlich in nur einer Hand geführt wird, kann er nicht zusammen mit einem Schild, einer Parierwaffe oder einer Einhandwaffe kombiniert werden. Selbst wenn der Anderthalbhänder teilweise einhändig geführt wird, kann die SF Einhändiger Kampf nicht genutzt werden.
    \n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter (nur Anderthalbhänder)
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156", + "Adersin-Stil": "Adersin-Stil", + "Baburin-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Eine Kriegerin aus Baburin kann mittels 1 freien Aktion im Kampf eine Probe auf Kriegskunst ablegen. Sie muss vor dem Ablegen der Probe einen Gegner in Sichtreichweite bestimmen. Gelingt die Probe, so bekommt sie für die laufende KR einen Bonus von +1 AT, +1 Verteidigung und +1 Fernkampf gegen den benannten Widersacher.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156", + "Baburin-Stil": "Baburin-Stil:", + "Baliho-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT und Verteidigung um jeweils 1 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156", + "Baliho-Stil": "Baliho-Stil:", + "Bornländisches-Raufen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kennerinnen der SF Bornländisches Raufen erhöhen ihren Schaden bei allen waffenlosen Angriffen um +1 TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", + "Bornländisches-Raufen": "Bornländisches Raufen:", + "Cendrasch-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Gegen Gegner der Größenkategorie groß und riesig erhalten Krieger des Cendrasch-Stils einen Bonus von +1 auf ihre Verteidigung.
    \n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Zweihandhiebwaffen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", + "Cendrasch-Stil": "Cendrasch-Stil:", + "Dajin-Buskur-Regel": "\n \t\t\t\t\t\t\t\tRegel: Sollte der Dajin-Buskur auf seiner Position verharren (sprich: er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet) und greift er den Feind an, der ihn in dieser KR zuerst angegriffen hat, so erhält er gegen diesen einen Bonus von +1 AT und +1 TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", + "Dajin-Stil": "Dajin-Stil:", + "Elenvina-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei der SF Anführer muss die Elenviner Kriegerin nur 1 freie Aktion statt einer regulären Aktion aufwenden.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", + "Elenvina-Stil": "Elenvina-Stil:", + "Fedorino-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: In KR, in denen der Held keine Spezialmanöver einsetzt, verfügt er über eine um 2 erhöhte Verteidigung. Will der Abenteurer von dem Bonus auf seine Verteidigung profitieren und eine Verteidigung einsetzen, so darf er in dieser KR auch weiterhin keine Spezialmanöver einsetzen. Der Bonus ist mit dem der Verteidigungshaltung kumulativ.
    \n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", + "Fedorino-Stil": "Fedorino-Stil:", + "Gladiatoren-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wer den Gladiatoren-Stil beherrscht, kann immer, wenn er mittels Raufen-AT Trefferpunkte verursacht, versuchen, die Zuschauer für sich zu gewinnen. Die Spielerin legt dazu eine Probe auf Überreden (Manipulieren) ab. Gelingt die Probe, so erhält ihre Heldin einen Bonus von +2 AT für die laufende und die folgende KR. Die Wirkung der gelungenen Probe ist nicht kumulativ, die Abenteurerin bekommt also nicht einen Bonus von +4, wenn sie die Probe nochmals ablegt, und auch der Zeitraum der Wirkung verlängert sich nicht. Die Heldin bekommt den Bonus nur, wenn eine ausreichende Menge an Zuschauern vorhanden ist. Zuschauer dürfen nicht selbst in den Kampf involviert sein. Was eine ausreichende Menge an Zuschauern ist, entscheidet der Meister. Dies kann je nach Situation unterschiedlich sein und reicht von 2 Zuschauern in einer Gasse bis hin zu hunderten Menschen in einer Arena. Wer den Gladiatoren-Stil einsetzt, richtet allerdings –2 TP bei Raufen-AT an. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", + "Gladiatoren-Stil": "Gladiatoren-Stil:", + "Hammerfaust-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Held, der diesen Stil beherrscht, richtet bei Lebewesen +1 TP an. Waffenlose Angriffe verdoppeln ihre TP gegen Objekte. Sollte ein Kenner dieser SF also 7 TP Strukturschaden auswürfeln, so richtet er stattdessen 14 TP Strukturschaden an.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", + "Hammerfaust-Stil": "Hammerfaust-Stil:", + "Hruruzat-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei einem erfolgreichen Angriff mit Raufen würfelt die Spielerin für die Trefferpunkte statt 1W6 mit 2W6. Das höhere Ergebnis der einzelnen Würfel wird gewertet. Sollte der Spieler einen Pasch gewürfelt haben, so werden die Ergebnisse der beiden Würfel addiert und bilden zusammen die TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", + "Hruruzat": "Hruruzat:", + "Hylailos-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Krieger von Hylailos vermag selbst wuchtige Waffen schnell und präzise zu führen. Dadurch verbessern sich PA-Abzüge von AT/PA-Modifikatoren bei Waffen der Kampftechnik Stangenwaffen um 1. Maximal ist dadurch ein Abzug von 0 erreichbar.
    \n\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Hylailos-Stil": "Hylailos-Stil:", + "Marwan-Sahib-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Marwan Sahib-Balayanim können es ihren Feinden in enger Umgebung noch schwerer machen: Gegner mit dem Status Eingeengt die gegen einen Balayan kämpfen, erleiden jeweils eine Erschwernis von 2 auf AT und PA zusätzlich zu den übrigen Erschwernissen durch Eingeengt. Dies gilt auch für Schilde. Widersacher, die den Marwan Sahib-Stil verwenden, erleiden die Erschwernis nicht. Ein Kämpfer mit kurzer Waffe würde gegen den Balayan also eine Erschwernis von –2 auf AT/PA erleiden, ein Kämpfer mit mittlerer Waffe –6 auf AT/PA, vorausgesetzt, er hat den Status Eingeengt erlitten.
    \n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Raufen, Schwerter
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Marwan-Sahib-Stil": "Marwan Sahib-Stil:", + "Mengbilla-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Diese SF sorgt dafür, dass die Heldin die Auswirkungen der höchsten Stufe des Zustands Furcht ignorieren darf. Sie erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn die Abenteurerin also beispielsweise drei Stufen Furcht erlitten hat, gelten für sie nur die Auswirkungen von Stufe II. Bei Furcht Stufe IV wird die Heldin dennoch Handlungsunfähig.
    \n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Mengbilla-Stil": "Mengbilla-Stil:", + "Mercenario-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Anwender des Mercenario-Stils können einen Schwertknauf, eine Dolchscheide oder einen anderen vergleichbaren Gegenstand im waffenlosen Kampf nutzen und diesen mit ihren Angriffen und ihrer Abwehr kombinieren. Der Feind erleidet bei jeder gelungenen Raufen-PA 1 SP, egal ob er selbst oder der Mercenario-Anwender erfolgreich pariert hat. Beim Ausweichen entsteht dieser Schaden nicht.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Mercenario-Stil": "Mercenario-Stil:", + "Prem-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Für eine Kriegerin aus Prem sinken die Erschwernisse beim Kampf im Wasser (siehe Regelwerk Seite 239) um bis zu 4. Bei bestätigten Patzern im Nahkampf erleidet sie nur 1W6 SP. \n \t\t\t\t\t\t\t\t
    • Spielst du mit der Optionalregel der Patzertabelle, dann können Krieger mit diesem Stil stattdessen das Ergebnis des Wurfs auf die Tabelle um eine Auswirkungskategorie nach oben oder unten verändern (bis hin zum Tabellenergebnis 2 bzw. 12).
    \n\t\t\t\t\t\t\t\tKampftechnik: alle
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", + "Prem-Stil": "Prem-Stil:", + "Ritter-des-Alten-Wegs-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT um 2 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", + "Ritter-des-Alten-Wegs": "Ritter des Alten Wegs", + "Rondras-Trutz-Stil-Regel": "Rondras Trutz", + "Unauer-Schule-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Kämpfer der Unauer Schule erhält einen Bonus von +2 auf seine Verteidigung. Allerdings muss er an Ort und Stelle verharren und darf sich nicht von seiner Position wegbewegen (sprich: Er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet). Wer Unauer Schule mit Verteidigungshaltung kombiniert, kann seinen Verteidigungswert um insgesamt +6 erhöhen, aber er darf sich nicht bewegen.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", + "Unauer-Schule": "Unauer Schule:", + "Zyklopäisches-Ringen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wendet die Heldin das Manöver Haltegriff an, ist eine Verteidigung des Gegners gegen diesen Angriff um 2 erschwert.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", + "Zyklopäisches-Ringen": "Zyklopäisches Ringen:", + "erweiterte-Kampf-Sonderfertigkeiten": "erw. Kampf-SF", + "Aufspießen-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt die um 6 erschwerte AT und misslingt die Verteidigung, so ist das Opfer zu Boden geworfen worden und wurde festgenagelt. Der übliche Schaden von 1W3 TP durch die SF Zu Fall bringen kommt beim Aufspießen nicht zu tragen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass der Spieler würfeln muss. Jede KR richtet der Angriff +1 TP mehr an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Feind erhält den Status Fixiert und Liegend. Der Angreifer kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen den Angreifer gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln- Manöver kann nur gegen gleichgroße oder die nächstkleinere Größenkategorie angewandt werden. Misslingt die AT, so steht dem Gegner ein Passierschlag zu.
    \n\t\t\t\t\t\t\tErschwernis: –6
    \n\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", + "Aufspießen": "Aufspießen", + "Binden-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt der Heldin eine um 2 erschwerte PA, bekommt sie für ihre nächste Aktion einen Bonus von +4 AT gegen den Feind, gegen den sie das Binden-Manöver ausgeführt hat. Dieser Angriff muss in ihrer nächsten Aktion, also entweder in dieser oder der nachfolgenden KR ausgeführt werden. Diese Aktion darf nicht hinausgezögert werden. Der Bonus entfällt, wenn die Abenteurerin einen anderen Gegner angreift oder zu parieren versucht. Das gleiche gilt, wenn der Widersacher nicht mit der gebundenen Waffe, sondern mit einer anderen angreift. Das Binden einer zweihändig geführten Waffe ist um 4 erschwert, nicht um 2. Nach dem Binden kann der Held keine weiteren Verteidigungen in dieser KR ausführen.
    \n\t\t\t\t\t\t\tErschwernis: –2 (einhändige Waffe); –4 (zweihändige Waffe)
    \n\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Schwerter, Stangenwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161", + "Binden": "Binden", + "Breschenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Durch diese SF ist der Held in der Lage, den Befehl Breschenangriff mit seinem Reittier durchzuführen. Dabei werden bis zu drei Ziele getroffen, solange diese maximal einen halben Schritt auseinander stehen. Die Attacken sind für jedes Ziel um 2 erschwert (für den ersten Gegner also um 2, für den zweiten Gegner um 4 und für den dritten Gegner um 6). Die Trefferpunkte werden für jeden Feind einzeln ausgewürfelt und jeder Angegriffene kann sich einzeln gegen den Breschenangriff verteidigen. Sollte während der ersten oder zweiten AT ein Patzer unterlaufen, verfallen die restlichen Attacken.
    \n\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –4 (zweite Attacke); –6 (dritte Attacke)
    \n\t\t\t\t\t\t\t\tKampftechnik:
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161", + "Breschenangriff": "Breschenangriff", + "Frontalangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Der Frontalangriff ist ein eigener Befehl, der den Befehl Niederreiten mit einem normalen Lanzenangriff kombiniert. Der ausgewählte Gegner muss sich sowohl gegen die Attacke durch das Niederreiten des Pferds als auch anschließend mit der Attacke durch den Lanzenangriff des Reiters auseinandersetzen. Beide AT sind um 4 erschwert. Dieser Angriff lässt sich nur gegen Gegner mit der Größenkategorie des Reiters oder kleiner einsetzen.
    \n\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161", + "Frontalangriff": "Frontalangriff:", + "Fussfeger-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt der Heldin eine um 4 erschwerte AT und misslingt die Verteidigung des Gegners, fällt dieser zu Boden und erhält den Status Liegend. Schaden wird dabei nicht angerichtet.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Fussfeger": "Fußfeger", + "Haltegriff-brechen-Regel": "\n \t\t\t\t\t\t\tRegel: Verfügt der Abenteurer über die Sonderfertigkeit Haltegriff brechen, so kann er sich leichter aus einem Haltegriff und allen Manövern befreien, die ihre Wirkung über einen Haltegriff beziehen, etwa den Schwitzkasten und den Würgegriff. Vergleichsproben auf Kraftakt (Ziehen & Zerren), um sich aus dem Griff zu befreien, sind für den Helden um 2 erleichtert.
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Haltegriff-brechen": "Haltegriff brechen", + "Handkantenschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Handkantenschlag auszuführen, muss der Held zunächst in der KR 1 freie Aktion nutzen, um sich zu konzentrieren. Danach kann er einen Handkantenschlag gegen einen Gegner oder ein Objekt ausführen. Sollte der Angriff erfolgreich sein, so erhöht sich der Schaden um +2 TP gegen Lebewesen und um +4 TP gegen Objekte. Die AT ist um 2 erschwert.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Handkantenschlag": "Handkantenschlag", + "Hohe-Klinge-Regel": "\n \t\t\t\t\t\t\tRegel: Das Manöver Hohe Klinge muss am Anfang der KR angesagt werden. Der Abenteurer bekommt einen Bonus von +1 AT und +1 TP, allerdings ist seine Verteidigung bis zum Ende der KR halbiert.
    \n \t\t\t\t\t\t\tKampftechnik: Fechtwaffen, Schwerter, Zweihandschwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Hohe-Klinge": "Hohe Klinge", + "Kopfstoß-Regel": "\n \t\t\t\t\t\t\tRegel: Der Gegner muss bei einer gelungenen und unverteidigten AT des Helden eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei Misslingen erleidet er 1 Stufe Betäubung. Dafür erleidet der Widersacher nur die halben TP des Angriffs. Ist der Angriff gelungen und unverteidigt, erleidet der Angreifer 1 SP. Das Manöver lässt sich nur gegen Kulturschaffende der Größenkategorie mittel anwenden.
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Kopfstoß": "Kopfstoß", + "Mächtiger-Lanzenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Mit dem Mächtigen Lanzenangriff kann die Heldin +2 TP gegen Wesen erzielen, die als Ungeheuer klassifiziert sind, sofern sie die Größenkategorie groß oder riesig aufweisen. Ansonsten funktioniert dieses Manöver wie der normale Lanzenangriff.
    \n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Mächtiger-Lanzenangriff": " Mäch. Lanzenangriff", + "Mächtiger-Rundumschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Wer über den Mächtigen Rundumschlag verfügt, bekommt folgende Boni bei der Ausführung eines gewöhnlichen Rundumschlags dazu: Bei der ersten Attacke +1 TP; bei der zweiten Attacke nur noch eine Erschwernis von 4; bei der dritten Attacke nur noch eine Erschwernis von 8. Zusätzlich kann der Rundumschlag (wie der Mächtige Rundumschlag) mit Stangenwaffen ausgeführt werden.
    \n\t\t\t\t\t\t\tErschwernis: 0 (erster Gegner), -4 (zweiter Gegner), -8 (dritter Gegner)
    \n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", + "Mächtiger-Rundumschlag": " Mäch. Rundumschlag ", + "Meisterlicher-Wurf-Regel": "\n \t\t\t\t\t\t\tRegel: Die Heldin kann gegen eine Raufen-AT eine Raufen-PA einsetzen, um einen meisterlichen Wurf anzusetzen. Diese PA ist um 4 erschwert. Gelingt sie, dann erhält der Feind den Status Liegend, aber keinen Schaden. Ein meisterlicher Wurf kann nur gegen Gegner der Größenkategorie der Heldin oder kleiner eingesetzt werden. Die Abenteurerin muss beim Einsatz des meisterlichen Wurfs unbewaffnet sein, sie darf also keine Waffen in den Händen tragen.
    \n\t\t\t\t\t\t\tErschwernis: –4 (für die Parade)
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163", + "Meisterlicher-Wurf": "Meisterlicher Wurf", + "Schildstoß-Regel": "\n \t\t\t\t\t\t\tRegel: Nach einer erfolgreichen und unparierten Schild-AT stolpert der Getroffene 1W3 Schritte zurück. Für den Verteidiger ist eine gelungene Vergleichsprobe auf Körperbeherrschung (Balance) gegen Kraftakt (Drücken & Verbiegen) notwendig, um nicht den Status Liegend zu erhalten. Jede Netto-QS des Angreifers treibt zudem den Verteidiger um 1 Schritt nach hinten. Der Verteidiger erhält bei einer unverteidigten Attacke mit dem Schildstoß TP/2 des Schilds als Schaden.
    \n\t\t\t\t\t\t\tKampftechnik: Schilde
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163", + "Schildstoß": "Schildstoß", + "Schwinger-Regel": "\n \t\t\t\t\t\t\tRegel: Der Held muss eine um 2 erschwerte AT ausführen. Bei einem Treffer erleidet der Gegner +1 TP. Entstehen so 4 oder mehr SP, muss der Gegner eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei deren Misslingen erleidet er eine Stufe Betäubung. In jedem Fall gilt, dass bis zum Ende der nächsten KR der Abenteurer eine Erschwernis von 2 auf seine Verteidigung bekommt.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 163", + "Schwinger": "Schwinger", + "Sprungangriff-Regel": "\n \t\t\t\t\t\t\tRegel: Mit 1 freien Aktion kann ein Spieler vor einer AT eine Probe auf Körperbeherrschung (Springen) ablegen. Der Abenteurer braucht für das Manöver einen Abstand zum Gegner von Mindestens 2 Schritt und kann bis zu GS/2 Schritt auf ihn zuspringen. Jede QS, die der Spieler dabei erzielt, kann er auf AT und TP verteilen. Dabei darf kein Bonus mehr als +3 betragen. Ein weiterer Sprungangriff kann erst zwei KR später wieder ausgeführt werden. Der Held muss also eine KR auf dieses Manöver verzichten. Sollte die AT misslingen, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\tKampftechnik: Schwerter, Stangenwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", + "Sprungangriff": "Sprungangriff", + "Sprungtritt-Regel": "\n \t\t\t\t\t\t\tRegel: Die AT für einen Sprungtritt ist für die Heldin um 2 erschwert, dafür erhöhen sich die TP um 1W6. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", + "Sprungtritt": "Sprungtritt", + "Tiefschlag-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Tiefschlag auszuführen, muss dem Abenteurer eine um 4 erschwerte AT gelingen. Bei einem unverteidigten gelungenen Angriff bekommt er einen Bonus von +2 TP. Erleidet der Gegner mindestens 5 SP, so muss er eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren), erschwert um 2 ablegen, sonst bekommt er 1 Stufe Betäubung.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", + "Tiefschlag": "Tiefschlag", + "Tod-von-links-Regel": "\n \t\t\t\t\t\t\tRegel: Mit der SF Tod von Links verfällt der PA-Bonus einer Parierwaffe, dafür bekommt die Heldin einen Bonus von +2 TP für die Parierwaffe. Zu Beginn jeder KR kann entschieden werden, ob Tod von Links genutzt wird oder der übliche Bonus der Parierwaffe zählt.
    \t\t\t\t\t\t\t\n \t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken, die mit einhändigen Waffen ausgeführt werden
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", + "Tod-von-links": "Tod von Links:", + "Vorbeiziehen-Regel": "\n \t\t\t\t\t\t\tRegel: Um an einem Gegner vorbeizuziehen, muss eine um 4 erschwerte AT gelingen. Gelingt sie, gleich ob verteidigt oder nicht, so genießt der Held bis zum Ende der nächsten KR die vorteilhafte Position gegenüber dem Feind (siehe Regelwerk Seite 238), gegen den er das Manöver eingesetzt hat. Eine gelungene und unverteidigte AT verursacht wie üblich Schaden. Bei einer unverteidigten AT kann sein Gegner außerdem bis zum Ende der nächsten KR keine Manöver einsetzen.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", + "Vorbeiziehen": "Vorbeiziehen", + "Waffenwurf-Regel": "\n \t\t\t\t\t\t\tRegel: Mit dieser SF kann eine Abenteurerin eine Nahkampfwaffe, die sich eigentlich nicht als Wurfwaffe eignet, auf einen Gegner werfen und ihn erheblich verletzen. Der Angriff wird wie ein regulärer Fernkampfangriff ausgeführt. Als Kampftechnik kommt dabei Wurfwaffen zum Einsatz. Neben allen üblichen Modifikatoren eines solchen Angriffs gilt für die geworfene Nahkampfwaffe eine zusätzliche Erschwernis von 4. Die geworfene Waffe muss einer der folgenden Kampftechniken angehören: Dolche, Fechtwaffen, Hiebwaffen, Schwerter, Stangenwaffen. Der Schaden entspricht dem regulären Schaden der Waffe. Ein Bonus durch die Schadensschwelle kommt aber nicht hinzu.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Wurfwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", + "Waffenwurf": "Waffenwurf:", + "Weiter-Schwung-Regel": "\n \t\t\t\t\t\t\tRegel: Bei Einsatz des um 2 erschwerten Manövers gilt der Held bis zum Ende der KR in einer Nahkampfreichweite, die eine Stufe höher ist, als die eigentliche Reichweite seiner Waffe. Zudem erhält er einen Bonus von +1 TP.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", + "Weiter-Schwung": "Weiter Schwung", + "Wundmühle-Regel": "\n \t\t\t\t\t\t\tRegel: Die Spielerin sagt vor der Reaktion ihrer Heldin an, dass sie ein Windmühlen-Manöver durchführen will. Die PA ist dabei um 2 erschwert. Die Abenteurerin muss in dieser KR noch 1 Aktion zur Verfügung haben, die im Anschluss an das Manöver direkt für eine AT eingesetzt wird. Es macht also bei diesem Manöver Sinn, bei hoher Initiative abzuwarten, bis der Gegner angreift. Gelingt der Heldin die PA, so führt sie sofort eine AT gegen den gleichen Gegner mit einem Bonus von +4 TP aus. Alle weiteren Verteidigungen in dieser KR entfallen für die Abenteurerin. Die nach der PA folgende AT kann nicht mit einem Spezialmanöver, wohl aber mit einem Basismanöver kombiniert werden. Das Windmühlen-Manöver kann nur gegen Angriffe mit Kampftechniken ausgeführt werden, mit denen man das Manöver auch ausführen kann (also beispielsweise nicht gegen Dolche oder Fechtwaffen).
    \n\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
    \n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", + "Wundmühle": "Windmühle", + "Würgegriff-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Gegner in den Würgegriff zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Würgegriff. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Würgegriff, erleidet er jede KR 1W6 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, erschwert um die halben SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Würgegriff ist, stehen ihm zwei Optionen offen:
    \n \t\t\t\t\t\t\t• Würgegriff aufsprengen: Er kann versuchen, den Würgegriff zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. Ist der Gegner erfolgreich enden der Würgegriff und der Haltegriff.
    \n \t\t\t\t\t\t\t• Angreifen: Er kann die Heldin angreifen. Solange der Würgegriff aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 166", + "Würgegriff": "Würgegriff", + "SP": "SP", + "Zertrümmern-Regel": "\n\t\t\t\t\t\t\t
    \n \t\t\t\t\t\t\t\n \t\t\t\t\t\t\tRegel: Bei Angriffen gegen Objekte erhält der Held +1W6 TP zu seinem üblichen Schaden hinzu.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 166
    \n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t", + "Zertrümmern": "Zertrümmern", + "Kampfsituationen-Status": "Kampfsituationen / Status", + "AT-Mod": "AT-Mod", + "PA-Mod": "PA-Mod", + "Sichtmodifikator:": "Sichtmodifikator:", + "Sichtmodifikator-aus-Dunkelheit": "Sichtmodifikator aus Dunkelheit", + "Waffe-zu-kurz": "Waffe zu kurz:", + "1-Kategorie": "1 Kat.", + "2-Kategorie": "2 Kat.", + "Gegnerische-KT": "Gegnerische KT:", + "Eingeengt:": "Eingeengt:", + "Blutrausch:": "Blutrausch:", + "Liegend:": "Liegend:", + "Vorteilhafte-Position:": "Vorteilhafte Position:", + "Kampf-im-Wasser:": "Kampf im Wasser:", + "Wasser-bis-zur-Hüfte": "Wasser reicht bis zur Hüfte", + "Wasser-bis-zur-Achsel": "Wasser reicht bis zur Achsel", + "Kampf-im-bodenlosen-Wasser": "Kampf im bodenlosen Wasser", + "Kampf-unter-Wasser": "Kampf unter Wasser:", + "Hauptwaffe": "Hauptwaffe", + "Als-ZH": "Als ZH", + "Schild-Angelegt": "Schild (Angelegt: ", + "Nebenhand-Angelegt": "Nebenhand (Angelegt: ", + "Patzer:": "Patzer:", + "Reichweite:": "Reichweite:", + "Fernwaffe": "Fernwaffe", + "Fernkampfmodifikatoren": "Fernkampfmodifikatoren", + "FK-Mod": "FK-Mod", + "TP-Mod": "TP-Mod", + "Distanz:": "Distanz:", + "Nah": "Nah", + "Weit": "Weit", + "Größe:": "Größe:", + "Zielbewegung:": "Zielbewegung:", + "still": "still", + "leicht": "leicht", + "schnell": "schnell", + "hakenschlagend": "hakenschlagend", + "Schützenbewegung:": "Schützenbewegung:", + "stehend": "stehend", + "gehend": "gehend", + "rennend": "rennend", + "Schuss-ins-Kampfgetümmel:": "Schuss ins Kampfgetümmel:", + "Kampf-vom-Pferderücken:": "Kampf vom Pferderücken:", + "Tier-steht": "Tier steht", + "Tier-im-Schritt": "Tier im Schritt", + "Tier-im-Trab": "Tier im Trab (Glückstreffer bei 1)", + "Tier-im-Galopp": "Tier im Galopp", + "Modifikatoren-vom-Streitwagen:": "Modifikatoren vom Streitwagen:", + "Streitwagen-steht": "Streitwagen steht", + "Tiere-im-Schritt": "Tier/e im Schritt", + "Tiere-im-Trab": "Tier/e im Trab (Glückstreffer bei 1)", + "Tiere-im-Galopp": "Tier/e im Galopp", + "Armbrust-überdrehen:": "Armbrust überdrehen:", + "Berechnung-NurTP-Patzer1W3": "Berechnung: Nur TP
    Bei Patzer: +1W3 SP", + "Ballistischer-Schuss:": "Ballistischer Schuss:", + "Berechnung-nurErschwernis-weit-plus-50": "Berechnung: nur Erschwernis
    Manuell: Reichweite 'weit' bei Bögen: +50%", + "Eisenhagel:": "Eisenhagel:", + "Gezielter-Schuss:": "Gezielter Schuss:", + "Torso": "Torso", + "Auge": "Auge", + "Präziser-Schuss-Wurf:": "Präziser Schuss/Wurf:", + "Wuchtiger-Wurf:": "Wuchtiger Wurf:", + "Gesamt:": "Gesamt:", + "Leiteigenschaft": "Leiteigenschaft: ", + "Steigerungsfaktor": "Steigerungsfaktor", + "Kampftechnikwert": "Kampftechnikwert", + "AT-FK": "AT/FK", + "Kampfsonderfertigkeiten": "Kampfsonderfertigkeiten", + "Allgemeine-Kampf-SF": "Allgemeine Kampf-SF", + "Armbrust-überdrehen": "Armbrust überdrehen", + "Auf-Distanz-halten-1": "Auf Distanz halten I", + "Keine-Automatische-Berechnung": "Keine Automatische Berechnung", + "Auf-Distanz-halten-2": "Auf Distanz halten II", + "Aufmerksamkeit": "Aufmerksamkeit", + "Ballistischer-Schuss": "Ballistischer Schuss", + "Belastungsgewöhnung1": "Belastungsgewöhnung I", + "Berechnung-Belastung": "Berechnung: Nur BE
    Sollten zusätzliche Abzüge ignoriert werden, muss bei der Rüstung dafür der Haken entfernt werden", + "Belastungsgewöhnung2": "Belastungsgewöhnung II", + "Beidhändiger-Kampf1": "Beidhändiger Kampf I", + "Mit-Berechnungen-implementiert": "Mit Berechnungen implementiert", + "Beidhändiger-Kampf2": "Beidhändiger Kampf II", + "Berittener-Kampf": "Berittener Kampf", + "Berittener-Flugkampf": "Berittener Flugkampf", + "Berittener-Schütze": "Berittener Schütze", + "Beschützer": "Beschützer", + "Blindkampf1": "Blindkampf I", + "Blindkampf2": "Blindkampf II", + "Einhändiger-Kampf": "Einhändiger Kampf", + "Eisenhagel1": "Eisenhagel I", + "Eisenhagel2": "Eisenhagel II", + "Entwaffnen": "Entwaffnen", + "Feindgespür": "Feindgespür", + "Finte1": "Finte I", + "Finte2": "Finte II", + "Finte3": "Finte III", + "Gezielter-Schuss": "Gezielter Schuss", + "Kampf-im-Wasser": "Kampf im Wasser", + "Kampfstil-Kombination": "Kampfstil-Kombination", + "Kampfreflexe1": "Kampfreflexe I", + "Kampfreflexe2": "Kampfreflexe II", + "Kampfreflexe3": "Kampfreflexe III", + "Klingenfänger": "Klingenfänger", + "Kreuzblock": "Kreuzblock", + "Meister-der-improvisierten-Waffen": "Meister der improvisierten Waffen", + "Berechnung-Impro-Waffen": "Keine Berechnung möglich. Aktuell gibt es keine Möglichkeit Waffen als improvisiert zu makieren.", + "Meisterliches-Ausweichen": "Meisterliches Ausweichen", + "Meisterparade": "Meisterparade", + "Präziser-Schuss-Wurf1": "Präziser Schuss/Wurf I", + "Präziser-Schuss-Wurf2": "Präziser Schuss/Wurf II", + "Präziser-Schuss-Wurf3": "Präziser Schuss/Wurf III", + "Präziser-Stich1": "Präziser Stich I", + "Präziser-Stich2": "Präziser Stich II", + "Präziser-Stich3": "Präziser Stich III", + "Rundumschlag1": "Rundumschlag I", + "Rundumschlag2": "Rundumschlag II", + "Scharfschütze1": "Scharfschütze I", + "Scharfschütze2": "Scharfschütze II", + "Schnellladen-Armbrust": "Schnellladen (Armbrust)", + "Schnellladen-Bogen": "Schnellladen (Bogen)", + "Schnellladen-Schleudern": "Schnellladen (Schleudern)", + "Schnellladen-Wurfwaffen": "Schnellladen (Wurfwaffen)", + "Schnellziehen": "Schnellziehen", + "Unterlaufen1": "Unterlaufen I", + "Unterlaufen2": "Unterlaufen II", + "Verbessertes-Ausweichen1": "Verbessertes Ausweichen I", + "Verbessertes-Ausweichen2": "Verbessertes Ausweichen II", + "Verbessertes-Ausweichen3": "Verbessertes Ausweichen III", + "Verbessertes-Unterlaufen": "Verbessertes Unterlaufen", + "Verteidigungshaltung": "Verteidigungshaltung", + "Verteilter-Eisenhagel": "Verteilter Eisenhagel", + "Wuchtschlag1": "Wuchtschlag I", + "Wuchtschlag2": "Wuchtschlag II", + "Wuchtschlag3": "Wuchtschlag III", + "Zweihändiger-Reiterkampf": "Zweihändiger Reiterkampf", + "Kampfstile-Erweiterte-Kampfsonderfertigkeiten": "Kampfstile / erw. Kampf-SF", + "Berechnung-Adersin-Stil": "Berechnung: SF Einhändiger Kampf ist nicht möglich
    Manuell: Gegner erhält -1 VT", + "-Binden": "   - Binden", + "-Verkürzte-Waffenführung": "   - Verkürzte Waffenführung", + "-Windmühle": "   - Windmühle", + "-Aufspießen": "   - Aufspießen", + "-Fahrender-Schütze": "   - Fahrender Schütze", + "-Wuchtiger-Wurf": "   - Wuchtiger Wurf", + "-Breschenangriff": "   - Breschenangriff", + "-Schildstoß": "   - Schildstoß", + "-Haltegriff-brechen": "   - Haltegriff brechen", + "-Kopfstoß": "   - Kopfstoß", + "-Tiefschlag": "   - Tiefschlag", + "-Mächtiger-Rundumschlag": "   - Mächtiger Rundumschlag", + "Berechnung-Mächtiger-Rundschlag": "Mit Berechnungen implementiert
    Zusatz Schaden bei 1. Gegner muss manuell berechnet werden", + "-Weiter-Schwung": "   - Weiter Schwung", + "-Zertrümmern": "   - Zertrümmern", + "-Hohe-Klinge": "   - Hohe Klinge", + "-Schilddeckung": "   - Schilddeckung", + "-Waffenwurf": "   - Waffenwurf", + "-Tod-von-links": "   - Tod von Links", + "-Vorbeiziehen": "   - Vorbeiziehen", + "-Sprungtritt": "   - Sprungtritt", + "-Berechnung-Hammerfaust-Stil": "Berechnung: SF Einhändiger Kampf ist nicht möglich
    Manuell: Gegner erhält -1 VT", + "-Meisterlicher-Wurf": "   - Meisterlicher Wurf", + "-Schwinger": "   - Schwinger", + "Berechnung-Hruruzat": "Berechnung: kleinerer der beiden wird automatisch abgezogen
    Manuell: Bei einem Pasch muss der abgezogene Wert draufgerechnet werden", + "-Fußfeger": "   - Fußfeger", + "-Handkantenschlag": "   - Handkantenschlag", + "-Sprungangriff": "   - Sprungangriff", + "Berechnung-Marwan-Sahib-Stil": "Berechnung: Malus für den Gegner
    keine Automatische Berechnung", + "-Keine-Automatische-Berechnung": "Keine Automatische Berechnung", + ".Zertrümmern": "   - Zertrümmern", + "Berechnung-Marcenario-Stil": "Malus für den Gegner, keine automatische Berechnung möglich", + "Berechnung-Prem-Stil": "Mit Berechnungen implementiert
    Patzer-Änderungen müssen manuell abgehandelt werden", + "Ritter-des-Alten-Wegs-stil": "Ritter des Alten Wegs-Stil:", + "-Frontalangriff": "   - Frontalangriff", + "-Mächtiger-Lanzenangriff": "   - Mächtiger Lanzenangriff", + "Rondras-Trutz-Stil": "Rondras Trutz-Stil:", + "-Würgegriff": "   - Würgegriff", + "Berechnung-Zyklopäisches-Ringen": "Malus für den Gegner
    Keine Automatische Berechnung", + "Tier-SF": "Tier-SF", + "Angriff-auf-ungeschützte-Stellen": "Angriff auf ungeschützte Stellen:", + "Klammergriff": "Klammergriff:", + "Mächtiger-Schlag": "Mächtiger Schlag:", + "Unterwasserkampf": "Unterwasserkampf:", + "Zaubertricks": "Zaubertricks", + "Zauber": "Zauber", + "Rituale": "Rituale", + "Stabzauber": "Stabzauber", + "Flüche": "Flüche", + "Elfenlieder": "Elfenlieder", + "Zauberzeichen": "Zauberzeichen", + "AsP": "AsP", + "Tradition": "Tradition: ", + "Gildenmagier": "Gildenmagier", + "Hexe": "Hexe", + "Goblinzauberinnen": "Goblinzauberinnen", + "Zibilja": "Zibilja", + "Leiteigenschaft:": "Leiteigenschaft: ", + "Zaubertrick": "Zaubertrick", + "Wirkungsdauer": "Wirkungsdauer", + "ZK": "ZK", + "Merkmal": "Merkmal", + "Abkühlung": "Abkühlung", + "Berührung": "Berührung", + "sofort": "sofort", + "Objekt": "Objekt", + "Aranische-Rasur": "Aranische Rasur", + "Kulturschaffende": "Kulturschaffende", + "Verwandlung": "Verwandlung", + "8-Schritt": "8 Schritt", + "1-Aktion": "1 Aktion", + "Zone": "Zone", + "Illusion": "Illusion", + "Beruhigung": "Beruhigung", + "1-Stunde": "1 Std", + "Heilung": "Heilung", + "Blütenduft": "Blütenduft", + "selbst": "selbst", + "1-Minute": "1 Minute", + "Duft": "Duft", + "5-Minuten": "5 Minuten", + "Ehrfürchtiges-Verhalten": "Ehrfürchtiges Verhalten", + "30-Sekunden": "30 Sekunden", + "Einfluss": "Einfluss", + "Feenfüße": "Feenfüße", + "16-Schritt": "16 Schritt", + "Objekte": "Objekte", + "Telekinese": "Telekinese", + "Feuerfinger": "Feuerfinger", + "Glücksgriff": "Glücksgriff", + "Hellsicht": "Hellsicht", + "Grußworte": " Grußworte", + "Guten-Morgen": "Guten Morgen", + "4-Schritt": "4 Schritt", + "Haarpracht": "Haarpracht", + "Handwärmer": "Handwärmer", + "Heller-Stern": "Heller Stern", + "5-Sekunden": "5 Sekunden", + "Hintergrundmusik": "Hintergrundmusik", + "Insektenbann": "Insektenbann", + "6-Stunden": "6 Stunden", + "Lockruf": "Lockruf", + "Tiere": "Tiere", + "Luftstoß": "Luftstoß", + "Nagellack": "Nagellack", + "Ordentlich": "Ordentlich", + "Regenbogenaugen": "Regenbogenaugen", + "Rohrstock": "Rohrstock", + "Sandfigur": "Sandfigur", + "1-Schritt": "1 Schritt", + "Schlangenhände": "Schlangenhände", + "Schminken": "Schminken", + "Schnipsen": "Schnipsen", + "Objekt-und-Wesen": "Objekt und Wesen", + "Selbstarchivierung": "Selbstarchivierung", + "Signatur": "Signatur", + "Tätowierung": "Tätowierung", + "Trocken": "Trocken", + "Objekt-und-Kulturschaffende": "Objekt und Kulturschaffende", + "Unheimliches-Lachen": "Unheimliches Lachen", + "Wasserhöhe": "Wasserhöhe", + "Weisheit-des-Leytfadens": "Weisheit des Leytfadens", + "max-10-Sekunden": "max. 10 Sekunden", + "Zauberfeder": "Zauberfeder", + "10-Minuten": "10 Minuten", + "Zaubermodifikationen-1-je-4": "Zaubermodifikationen (1 je 4 in FW)", + "+": "+", + "Zauberdauer-in-Aktionen": "Zauberdauer in Aktionen", + "Reichweite-in-Schritt": "Reichweite in Schritt", + "Kosten": "Kosten", + "Speziell": "Speziell", + "Geste-weglassen": "Geste weglassen", + "Formel-weglassen": "Formel weglassen", + "Fremdtradition": "Fremdtradition", + "Aufrechterhalten": "Aufrechterhalten", + "Gefühle": "Gefühle", + "Zauberpatzer": "Zauberpatzer", + "Summe": "Summe", + "Zaubermodifikationen": "Zaubermodifikationen", + "Gesamt": "Gesamt", + "Zauberspruch": "Zauberspruch", + "Ablativum": "Ablativum", + "Ablativum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unsichtbare Kuppel um den Magier herum, die sich mit ihm bewegt und darin Befindliches vor Zaubern schützt. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Die Kuppel verfügt über einen Radius von 3 Schritt und eine Schildstärke in Höhe von QS x 3. Wird ein freundlicher oder feindlicher Zauber gegen ein unter der Kuppel befindliches Ziel gerichtet, vermindert die Schildstärke dessen QS. Sinkt diese dadurch auf 0, tritt kein Effekt ein. Die Schildstärke wird jedoch im Rahmen dieses Prozesses verbraucht (–1 QS je aufgehaltener QS), und der Ablativum endet vorzeitig, sobald seine QS unter 1 fällt.
    \n \t\t\t\t\t\t\tSollte ein Flächenzauber, beispielsweise der Ignisphaero, teilweise den Schild des Ablativum berühren, wird die Schildstärke um die QS des Flächenzaubers vermindert. Wirkt ein Zauber über mehrere KR, so wird die Schildstärke jede KR um die QS vermindert. Sollte ein Zauber mehr QS aufweisen als der Ablativum, dringt der Zauber mit den überzähligen QS durch den Schild. Die gesamten QS des Zaubers werden aber wie üblich von der Schildstärke abgezogen.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114", + "Abvenenum": "Abvenenum", + "Abvenenum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Bis zu 5 Stein an Getränken und Speisen werden von allen Giften und Krankheitskeimen befreit, deren Stufe die QS nicht übersteigt. Ist bereits jemand durch die Speisen oder Getränke vergiftet worden, wirkt der Abvenenum bei ihm nicht mehr.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 1 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114", + "Adlerauge": "Adlerauge", + "Adlerauge-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Das Talent Sinnesschärfe wird während der Wirkungsdauer um QS +3 des Zaubers erhöht.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Adlerschwinge": "Adlerschwinge", + "Adlerschwinge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Fluglebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115", + "Aeolito": "Aeolito", + "Aeolito-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Aeolito erschafft einen stürmischen Wind, der beim Ziel je nach QS Schaden und den Status Liegend verursacht.
    \n \t\t\t\t\t\t\tQS 1: 1W6 TP
    \n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
    \n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, Liegend
    \n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, Liegend, 1 Schritt zurückgeworfen
    \n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, Liegend, 2 Schritt zurückgeworfen
    \n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, Liegend, 3 Schritt zurückgeworfen
    \n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115", + "Affenarme": "Affenarme", + "Affenarme-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Die Hände und Füße der Hexe bekommen einen sehr guten Halt und so viel Kraft, um damit besser Klettern zu können. Die Hexe erhält QS/2 Erleichterung für Proben auf Klettern (Baumklettern, Bergsteigen oder Fassadenklettern) und Körperbeherrschung (Balance). Um die Erleichterung nutzen zu können, muss die Hexe barfuß sein, darf keine Handschuhe tragen und auch sonst nichts in den Händen halten (wohl aber weiterhin so etwas wie einen Ring am Finger tragen), ansonsten kommt keine Erleichterung zum Tragen.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 10 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 97", + "Affenruf": "Affenruf", + "Affenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/CH
    \n \t\t\t\t\t\t\tWirkung: Die Hexe ruft mit diesem Zauberspruch bis zu QS x 2 Äffchen herbei, die für sie kämpfen. Es erscheinen maximal so viele Äffchen, wie die Anzahl der Gegner der Hexe beträgt. Die Hexe muss einen Punkt am Boden innerhalb der Reichweite bestimmen, an dem die Tiere dann in einem Radius von QS/2 Schritt erscheinen. Die Hexe kann gezielt Gegner benennen, welche von den Äffchen angegriffen werden. Sie kann jedoch nicht mehrere Tiere auf einen Gegner hetzen. Nach ihrem Erscheinen können die Äffchen sich beliebig weit vom Ort ihrer Herbeirufung wegbewegen. Wenn ein Gegner stirbt, verschwinden die Äffchen nicht, sondern die Hexe kann sie einzeln einem anderen Ziel zuordnen (aber nur ein Äffchen pro Gegner). Die Äffchen sind magische Wesen, die aus Magie erschaffen wurden. Endet die Wirkungsdauer, verschwinden die Äffchen wieder im Nichts.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: bis zum Tod der Tiere, maximal jedoch 20 KR
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR5 - Aventurische Magie II S. 97", + "Alpgestalt": "Alpgestalt", + "Alpgestalt-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Den Verzauberten befällt Angst und er erhält eine Stufe des Zustands Furcht.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", + "Altisonus": "Altisonus", + "Altisonus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Die Stimme des Zauberers wird deutlich lauter und beeindruckender und vermag jede andere in einem Raum zu übertönen. Die Reichweite seiner Stimme verdoppelt sich.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", + "Analys-Arkanstruktur": "Analys Arkanstruktur", + "Analys-Arkanstruktur-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer erhält detaillierte Hinweise, ob das Objekt magisch ist und falls ja, wie seine magische Struktur beschaffen ist. Durch die so gesammelten Informationen kann der Zauberer bei einer Magischen Analyse mehr QS ansammeln als üblich. Jede QS des Analys entspricht der Höhe der maximal ansammelbaren QS der Probe auf Magiekunde (unterschiedliche Anwendungsgebiete) für die Magische Analyse. Hat der Zauberer z. B. 3 QS im Analys erzielt, kann er maximal 3 QS bei der Magischen Analyse erzielen, hat er eine QS von 4, so sind maximal 4 QS bei der Analyse möglich usw. Mehr zur Magischen Analyse siehe VR01 - Regelwerk S. 269.
    \n \t\t\t\t\t\t\tZauberdauer: 32 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Wesen, Objekte
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Angst-auslösen": "Angst auslösen", + "Angst-auslösen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE
    \n \t\t\t\t\t\t\tWirkung: Alle Kulturschaffenden in einem Radius von QS x 2 Schritt um den Zauberer werden von panischer Angst vor ihm erfüllt. Solange sie sich im Wirkungsradius aufhalten, erleiden sie 2 Stufen des Zustands Furcht. Die Opfer müssen den Zauberer nicht sehen, damit der Spruch seine Wirkung entfaltet. Ist ihre SK aber höher als die QS des Zaubers, sind sie von den Auswirkungen nicht betroffen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 KR
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", + "Ängste-lindern": "Ängste lindern", + "Ängste-lindern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: je nach QS können mit diesem Zauberspruch Stufen von Furcht augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten die Auswirkungen der höchsten QS.
    \n \t\t\t\t\t\t\tQS 1: 1 Stufe Furcht
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, +2 MU für 1 Minute
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", + "Arachnea": "Arachnea", + "Arachnea-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Alle innerhalb von 1 Meile befindlichen Insekten, Käfer und Spinnen der Größenkategorie winzig werden vom Zauberer angezogen und bewegen sich in seine Richtung. Betroffen sind davon nur solche Wesen, die KL (t) statt KL verwenden und deren SK die QS/2 nicht überschreitet. Zudem verlieren die Wesen nicht ihren Selbsterhaltungstrieb, werden sich also beispielsweise nicht durch Feuer bewegen, das den Pfad zum Zauberer versperrt. Sobald sie beim Zauberer angekommen sind, verbleiben sie in seiner unmittelbaren Nähe und folgen ihm, falls er sich fortbewegt. Der Zauber erlaubt dabei keinerlei Kontrolle über die herbeigeeilten Wesen, es ist also gut möglich, dass sie ihn oder auch die anderen eingetroffenen Wesen angreifen.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone (50 Schritt mit dem Zauberer als beweglichem Mittelpunkt)
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 98", + "Archofaxius": "Archofaxius", + "Archofaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt ein Erzstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6 + (QS x 2) Trefferpunkte Schaden. Der Erzstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Erzstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Das Ziel erhält zudem bei 1-3 auf 1W6 1 Stufe des Zustands Belastung, der erst nach 5 Minuten wieder endet.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 117", + "Archosphaero": "Archosphaero", + "Archosphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
    \n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Erzball, der in gerader Linie sein Ziel trifft. Das Treffen ist in der Zauberdauer inbegriffen, der Magier muss also keine zusätzliche Aktion aufwenden. Der Erzball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Erzball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können getroffen werden, wenn der Erzball explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt einen Schritt um das Zentrum der Explosion herum 2W6 + (QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden). Pro Schritt Entfernung von diesem Bereich verringert sich der Schaden um 3 TP. Der Erzball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt weit weg vom Zentrum der Explosion bewegt. Trifft der Erzball sein Ziel, werden die TP durch den RS des Ziels vermindert. Alle getroffenen Ziele erhalten außerdem bei 1-3 auf 1W6
    \n \t\t\t\t\t\t\t
    \n \t\t\t\t\t\t\t1 Stufe des Zustands Belastung, der erst nach 5 Minuten wieder endet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 117", + "Armatrutz": "Armatrutz", + "Armatrutz-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Die Haut des Zaubernden verhärtet sich, ohne ihre Flexibilität zu verlieren. So erhält er einen natürlichen Rüstungsschutz, der sich auf getragene Rüstung aufaddiert, ohne die Belastung zu erhöhen. Die Höhe des gewünschten zusätzlichen Rüstungsschutzes muss der Zaubernde vor der Probe festlegen. Maximal ist ein zusätzlicher RS von 3 möglich.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP für RS 1, 8 AsP für RS 2, 16 AsP für RS 3 (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", + "Aromatis-Illusionis": "Aromatis Illusionis", + "Aromatis-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber lassen sich beliebige Gerüche und Geschmäcker erzeugen, die jedoch niemals so intensiv sein können, dass sie bei betroffenen Personen Übelkeit hervorrufen könnten. Details zum Thema Illusionen finden sich im VR01 - Regelwerk S. 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone (Radius 3 x 3 Schritt)
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118", + "Attributo-CH": "Attributo (CH)", + "Attributo-CH-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel charismatischer und ansprechender. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt, bei QS 3 hat der Träger insgesamt CH +2 und SK +1.
    \n\t\t\t\t\t\t\tQS 1:b> +1 CH
    \n\t\t\t\t\t\t\tQS 2:b> +1 SK
    \n\t\t\t\t\t\t\tQS 3:b> +1 CH
    \n\t\t\t\t\t\t\tQS 4:b> +1 SK
    \n\t\t\t\t\t\t\tQS 5:b> +1 CH
    \n\t\t\t\t\t\t\tQS 6:b> +1 SK
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserung der CH und SK verändern keine abgeleiteten Werte.
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118", + "Attributo-FF": "Attributo (FF)", + "Attributo-FF-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel flinker und geschickter. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt FF +2 und FK +1.
    \n \t\t\t\t\t\t\tQS 1: +1 FF
    \n\t\t\t\t\t\t\tQS 2: +1 FK
    \n\t\t\t\t\t\t\tQS 3: +1 FF
    \n\t\t\t\t\t\t\tQS 4: +1 FK
    \n\t\t\t\t\t\t\tQS 5: +1 FF
    \n\t\t\t\t\t\t\tQS 6: +1 FK
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der FF und des FK verändern keine abgeleiteten Werte. Eine Verbesserung der FF erhöht dementsprechend nicht zusätzlich den FW.
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118", + "Attributo-KL": "Attributo (KL)", + "Attributo-KL-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Durch den Zauber wird das Ziel klüger und vernünftiger. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KL +2 und SK +1.
    \n \t\t\t\t\t\t\tQS 1: +1 KL
    \n\t\t\t\t\t\t\tQS 2: +1 SK
    \n\t\t\t\t\t\t\tQS 3: +1 KL
    \n\t\t\t\t\t\t\tQS 4: +1 SK
    \n\t\t\t\t\t\t\tQS 5: +1 KL
    \n\t\t\t\t\t\t\tQS 6: +1 SK
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KL und SK verändern keine abgeleiteten Werte. Eine Verbesserung der KL erhöht dementsprechend auch nicht zusätzlich die SK.
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119", + "Attributo-KK": "Attributo (KK)", + "Attributo-KK-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KK
    \n \t\t\t\t\t\t\tWirkung: Durch den Attributo (Körperkraft) kann der Zauberer ein Ziel stärker und zäher machen. Für jede QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KK +2 und ZK +1.
    \n \t\t\t\t\t\t\tQS 1: +1 KK
    \n\t\t\t\t\t\t\tQS 2: +1 ZK
    \n\t\t\t\t\t\t\tQS 3: +1 KK
    \n\t\t\t\t\t\t\tQS 4: +1 ZK
    \n\t\t\t\t\t\t\tQS 5: +1 KK
    \n\t\t\t\t\t\t\tQS 6: +1 ZK
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KK und ZK verändern keine abgeleiteten Werte. Eine Verbesserung der KK erhöht dementsprechend auch nicht zusätzlich die ZK. Eine verbesserte KK kann allerdings z.B. zu mehr TP durch das Überschreiten der Schadensschwelle führen (siehe VR01 - Regelwerk S. 235).
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119", + "Aufwecken": "Aufwecken", + "Aufwecken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Ein schlafendes Ziel erwacht sofort aus seinen Träumen, und auch der Status Bewusstlos wird durch diesen Zauber aufgehoben. Das Ziel leidet aber danach für 6 – QS KR an 1 Stufe Verwirrung.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119", + "Auge-des-Limbus": "Auge des Limbus", + "Auge-des-Limbus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KK
    \n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft einen Strudel in den angrenzenden Limbus. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS Schritt ausbreitet. Alle darin befindlichen Wesen werden in den Limbus gezogen, und auch unbefestigte Objekte sind betroffen. Jede KR muss eine Probe auf Kraftakt (Ziehen & Zerren) gelingen, ansonsten wird man 2 Schritt näher zum Zentrum gesogen. Sucht man Halt an einem befestigten Gegenstand, ist die Kraftakt-Probe um 1 erleichtert. Wer bei der Öffnung des Strudels direkt im Zentrum steht, kann eine Probe auf Sinnesschärfe (Wahrnehmen) erschwert um 3 ablegen. Bei Gelingen hat man sich intuitiv vom Sog wegbewegt und befindet sich 2 Schritt vom Zentrum entfernt. Wer sich im Radius des Sogs befindet, kann sich nicht normal von dem Zentrum wegbewegen.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Kristallomanten
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 120", + "Aureolus": "Aureolus", + "Aureolus-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Das Objekt wird von einem Glanz überzogen, der es wertvoller und prachtvoller erscheinen lässt. Der Glanz stellt jedoch keine Lichtquelle dar. Maximal kann eine Fläche von einem Rechtschritt überzogen werden. Proben auf Handel (Feilschen), um das verzauberte Objekt zu verkaufen, sind um QS/2 Punkte erleichtert. Dem Käufer steht nach dem Ende der Wirkungsdauer eine Probe auf Willenskraft zu. Gelingt die Probe, erkennt er, dass er betrogen wurde. Bei Misslingen empfindet er den Handel vielleicht als schlechtes Geschäft, aber nicht als Betrug. Details zum Thema Illusionen finden sich im VR01 Regelwerk auf S. 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", + "Auris-Illusionis": "Auris Illusionis", + "Auris-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber ist die Täuschung des Gehörsinnes möglich. Es lassen sich Geräusche beliebiger Art erzeugen, die von allen Wesen in Hörreichweite wahrgenommen werden können.
    \n \t\t\t\t\t\t\t
    \n \t\t\t\t\t\t\tDie Lautstärke kann frei gewählt werden, vermag jedoch niemals ein Maß anzunehmen, das Schmerzen oder gar Schaden verursacht. Details zum Thema Illusionen finden sich im VR01 - Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone (Radius von 5 x 5 Schritt)
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", + "Axxeleratus": " Axxeleratus", + "Axxeleratus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Die Bewegungen des Verzauberten werden übernatürlich beschleunigt. Dies bringt folgende Erleichterungen: +1 Verteidigung, GS x 2, INI-Basiswert x 2. Gegner können Attacken und Fernkampfangriffe des Beschleunigten schlechter abwehren und erhalten auf Verteidigung eine Erschwernis von 2.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", + "Band-und-Fessel": " Band und Fessel", + "Band-und-Fessel-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KK (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel ist während der Wirkungsdauer nicht dazu in der Lage, sich weiter als 7 Schritt von dem Ort zu entfernen, an dem es sich am Ende der Zauberdauer aufhält. Wird es mit Gewalt herausgedrängt, erhält es solange 1 Stufe des Zustands Schmerz pro KR, bis es wieder in den Wirkungsbereich zurückkehrt.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", + "Balsam-Salabunde": " Balsam Salabunde", + "Balsam-Salabunde-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte erhält innerhalb von 6 Minuten nach dem Wirken des Zaubers verlorene LeP in Höhe der verwendeten AsP zurück. Der Zauberer kann maximal so viele AsP einsetzen, wie er FW hat. Für jede QS sinkt die Zeit um 1 Minute. Wird der Zauber vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird der Zauber jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
    \n \t\t\t\t\t\tallgemein\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 1 AsP pro LeP, mindestens jedoch 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Bannbaladin": " Bannbaladin", + "Bannbaladin-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Dieser ursprünglich elfische Freundschaftszauber weckt in seinem Ziel Sympathien und Freundschaft für den Zaubernden. Die genaue Wirkung ist davon abhängig, wie das Ziel zu dem Zaubernden steht. Pro QS verbessert sich die Verbindung zwischen den beiden um eine Stufe. Ist der Zaubernde dem Ziel vorher unbekannt, bewegt sich die Einstellung des Ziels meist zwischen Stufe 4 (Abneigung) und Stufe 6 (Zuneigung). Vorteile wie Gutaussehend oder Nachteile wie Vorurteile gegenüber dem Zaubernden können diesen ersten Eindruck je nach Situation um eine oder mehr Stufen modifizieren.
    \n\t\t\t\t\t\t\tStufe 1: Das Ziel steht dem Zaubernden voller unstillbarem Hass gegenüber.
    \n\t\t\t\t\t\t\tStufe 2: Das Ziel ist der erklärte Feind des Zaubernden.
    \n\t\t\t\t\t\t\tStufe 3: Das Ziel verspürt dem Zaubernden gegenüber Abscheu und Ablehnung.
    \n\t\t\t\t\t\t\tStufe 4: Das Ziel verspürt eine gewisse Abneigung für den Zaubernden.
    \n\t\t\t\t\t\t\tStufe 5: Das Ziel ist dem Zaubernden gegenüber neutral.
    \n\t\t\t\t\t\t\tStufe 6: Das Ziel verspürt eine gewisse Zuneigung für den Zaubernden.
    \n\t\t\t\t\t\t\tStufe 7: Das Ziel empfindet Vertrauen und Freundschaft zum Zaubernden.
    \n\t\t\t\t\t\t\tStufe 8: Das Ziel ist dem Zaubernden eng und loyal verbunden.
    \n\t\t\t\t\t\t\tStufe 9: Das Ziel ist dem Zaubernden verfallen (geht für ihn jedoch nicht in den Tod).
    \n\t\t\t\t\t\t\tDer Zauberspruch verändert nicht das Erinnerungsvermögen. Dem Verzauberten ist nach Ende des Zaubers bewusst, was er empfunden und getan hat. Während der Zauberwirkung mag er sich des Zaubers bewusst sein, das beeinflusst aber seine neue Einstellung nicht. Handlungen des Zauberers hingegen können während der Wirkung das Verhältnis zum Verzauberten positiv oder negativ beeinflussen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", + "Blick-aufs-Wesen": " Blick aufs Wesen", + "Blick-aufs-Wesen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Dem Zauberer werden die Werte des Ziels offenbart. Er kann pro erreichter QS eine Kategorie auswählen, die für ihn offengelegt wird: Körperliche Eigenschaften, LE und ZK, Kampftechniken, Körperliche Vor- und Nachteile, Körperliche Sonderfertigkeiten, Kampfsonderfertigkeiten, aktuell vorhandene Zustände und Status, Körpertalente.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", + "Blick-in-die-Gedanken": " Blick in die Gedanken", + "Blick-in-die-Gedanken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann die Gedanken des Verzauberten lesen. Er kann nur erkennen, was der Verzauberte gerade denkt, nicht jedoch gezielt in seinen Erinnerungen forschen. Der Verzauberte kann mit einer Erfolgsprobe auf Sinnesschärfe erschwert um QS des Zaubers entdecken, dass etwas Fremdes in seine Gedanken blickt. Mit einer um QS der Zauberprobe erschwerte Probe auf Willenskraft kann er gezielt Gedanken mit irreführenden Informationen aussenden oder seine Gedanken mit nutzlosem Durcheinander, inneren Monologen oder Gesang füllen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers), 4 AsP pro 30 Sekunden
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", + "Blindheit": " Blindheit", + "Blindheit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel verliert schlagartig die Fähigkeit, seine Umgebung optisch wahrzunehmen, und es erhält dadurch den Status Blind.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122", + "Blitz-dich-find": " Blitz dich find", + "Blitz-dich-find-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte wird geblendet. Er erhält eine Stufe des Zustands Verwirrung.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Chamaelioni": " Chamaelioni", + "Chamaelioni-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE
    \n \t\t\t\t\t\t\tWirkung: Steht der Zauberer still, verschmelzen Körper und Kleidung optisch mit der Umgebung (jedoch nicht Rüstungen , Waffen oder andere Ausrüstung). Eine Entdeckung ist nur dann möglich, wenn eine Vergleichsprobe zwischen Sinnesschärfe (Hinterhalte entdecken, Suchen oder Wahrnehmen) erschwert um QS gegen Verbergen gelingt. Sobald er sich bewegt, verfällt die Tarnung.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Nachtalben u. a.
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122", + "Claudibus": " Claudibus", + "Claudibus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Durch diesen Zauberspruch verschließen sich Schlösser automatisch und es wird schwerer, sie wieder zu öffnen oder zu knacken. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 30 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekte (Schlösser)
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122", + "Corpofesso": " Corpofesso", + "Corpofesso-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet schmerzhafte Muskelschwäche. Während der Wirkungsdauer erleidet er den Zustand Schmerz.\n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz, aber nur für 1 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", + "Corpofrigo": " Corpofrigo", + "Corpofrigo-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (erschwert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Corpofrigo erzeugt je nach QS Schaden und Stufen von Paralyse.\n\t\t\t\t\t\t\tQS 1: 1W6 TP
    \n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
    \n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, 2 Stufen Paralyse
    \n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch und der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123", + "Dämonenbann": " Dämonenbann", + "Dämonenbann-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Dämonisch wird aufgehoben, solange dessen QS nicht höher ist als die QS des Dämonenbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Dämonenbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 287", + "Dämonenschild": " Dämonenschild", + "Dämonenschild-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unsichtbare, 3 Schritt im Radius messende Kuppel um den Magier herum. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Dämonen können in sie eindringen, aber alle ihre Angriffe (und somit die TP) werden innerhalb des Radius von der Magie der Kuppel absorbiert. Dämonen werden teilweise halbmateriell und schlagen durch ihre Gegner hindurch oder ihre Angriffe werden von der Kuppel aufgesaugt wie Wasser von einem Schwamm. Zu diesem Zweck verfügt die Kuppel über eine Schildstärke in Höhe von AsP + (QS x 3), die TP in gleicher Höhe zu absorbieren vermag. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen und der Zauber endet.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123", + "Debilitatio": " Debilitatio", + "Debilitatio-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Spruch erschafft eine unbewegliche kugelförmige Zone, die darin befindlichen Dämonen und Elementaren eine Erschwernis in Höhe der QS/2 auf alle Proben einbringt. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS x 2 Schritt ausbreitet.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124", + "Desintegratus": " Desintegratus", + "Desintegratus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KK
    \n \t\t\t\t\t\t\tWirkung: Das verzauberte Objekt verliert QS x 10 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfällt das Objekt zu Staub. Um Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffe können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Profane Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124", + "Disruptivo": " Disruptivo", + "Disruptivo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Dieser Grundzauber der Antimagie beeinträchtigt alle Arten von Zauberei in QS x 2 Schritt Radius um den Zaubernden herum, indem störende Schwingungen in die umgebenden astralen Muster gesendet werden. Alle Proben auf Zaubersprüche, die in dieser Zone gewirkt werden oder dort ihre Wirkung entfalten sollen, sind erschwert. Dies gilt ebenso für Zauber, die der Zaubernde selbst wirkt. Der Zaubernde muss vor dem Wirken festlegen, ob die Zone sich mit ihm mit bewegen oder an Ort und Stelle bleiben soll.\n\t\t\t\t\t\t\tQS 1: Probenerschwernis –1
    \n\t\t\t\t\t\t\tQS 2: Probenerschwernis –2
    \n\t\t\t\t\t\t\tQS 3: Probenerschwernis –3
    \n\t\t\t\t\t\t\tQS 4: Probenerschwernis –4
    \n\t\t\t\t\t\t\tQS 5: Probenerschwernis –5
    \n\t\t\t\t\t\t\tQS 6: Probenerschwernis –6
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", + "Dunkelheit": " Dunkelheit", + "Dunkelheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Um den Zaubernden herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 2 in Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Weder natürliche noch übernatürliche Lichtquellen können diese Dunkelheit erhellen. Für den Zaubernden werden die Sichtverhältnisse durch den Zauber nicht erschwert, bestehende Sichtmodifikatoren gelten allerdings weiterhin. Der Zaubernde muss vor dem Wirken des Zaubers entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP (Aktivierung des Zaubers) + 8 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125", + "Duplicatus": " Duplicatus", + "Duplicatus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt einen oder mehrere illusionäre Doppelgänger des Ziels, die sich synchron zu ihm bewegen und ständig mit ihm verschmelzen und sich wieder von ihm trennen. Je nach QS erscheinen mehrere Doppelgänger. Der Zaubernde kann sich entscheiden, weniger Doppelgänger als maximal möglich erscheinen zu lassen:\n\t\t\t\t\t\t\tQS 1: 1 Doppelgänger, aber nur 2 Kampfrunden
    \n\t\t\t\t\t\t\tQS 2: 1 Doppelgänger
    \n\t\t\t\t\t\t\tQS 3: 2 Doppelgänger
    \n\t\t\t\t\t\t\tQS 4: 3 Doppelgänger
    \n\t\t\t\t\t\t\tQS 5: 4 Doppelgänger
    \n\t\t\t\t\t\t\tQS 6: 4 Doppelgänger, aber doppelte Wirkungsdauer
    \n\t\t\t\t\t\t\tDa die Doppelgänger nicht vom Zaubernden zu unterscheiden sind, haben Angreifer mit Nah- und Fernkampfangriffen oder Zaubern eine entsprechende Chance, einen der Doppelgänger statt des Zaubernden zu treffen. Sollte der Zaubernde statt eines Doppelgängers getroffen werden, muss er den Angriff parieren oder ihm ausweichen. Flächenangriffe sind hiervon nicht betroffen. Mehr zu den Illusionen und wie man sie durchschaut siehe Seite 259.
    \n\t\t\t\t\t\t\t1 Doppelgänger 50 % (1-10 auf W20)
    \n\t\t\t\t\t\t\t2 Doppelgänger 33 % (1-7 auf W20)
    \n\t\t\t\t\t\t\t3 Doppelgänger 25 % (1-5 auf W20)
    \n\t\t\t\t\t\t\t4 Doppelgänger 20 % (1-4 auf W20)
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Doppelgänger (bei Misslingen entsprechend 2 AsP)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 290", + "Ecliptifactus": " Ecliptifactus", + "Ecliptifactus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Schatten des Zauberers wird durch diesen Zauberspruch belebt und kämpft für ihn. Mit dem Ecliptifactus kann der Magier immer nur einen Schatten heraufbeschwören. Erst nach Ablauf der Wirkungsdauer kann er den Zauber erneut wirken. Der Schatten besitzt die unten aufgeführten Werte. Zusätzlich erhält der Schatten folgende Boni:\n\t\t\t\t\t\t\tQS 1: keine Änderungen
    \n\t\t\t\t\t\t\tQS 2: +1 AT, +5 LeP, +1 SK
    \n\t\t\t\t\t\t\tQS 3: +1 AT, +1 PA, +1 AW, +1 TP, +5 LeP, +1 SK, Finte I
    \n\t\t\t\t\t\t\tQS 4: +2 AT, +1 PA, +1 AW, +1 TP, +1 RS, +10 LeP, +1 SK, Finte I
    \n\t\t\t\t\t\t\tQS 5: +2 AT, +2 PA, +2 AW, +1 TP, +1 RS, +10 LeP, +2 SK, Finte I
    \n\t\t\t\t\t\t\tQS 6: +3 AT, +2 PA, +2 AW, +2 TP, +1 RS, +15 LeP, +2 SK, Finte I+II
    \n\t\t\t\t\t\t\tDer Schatten ist außer durch Zauber mit dem Merkmal Antimagie nicht durch Magie beeinflussbar und erleidet keine Zustände. Sinken seine LeP auf 0, so verliert der Zaubernde schlagartig seine gesamte Astralenergie, davon 2 AsP permanent. Es dauert 7 Wochen, bis der Schatten sich regeneriert hat. Bis dahin besitzt der Zaubernde keinen Schatten und kann den Zauberspruch entsprechend auch nicht anwenden. Der fehlende Schatten wird in vielen Kulturen, besonders in den Ländern der Zwölfgöttergläubigen, als ein Stigma betrachtet. Ein fehlender Schatten wird schnell als ein Anzeichen gesehen, dass man es mit einem Dämonenbündler oder gar einem Geweihten des Namenlosen zu tun hat. Der Held bekommt für die Zeit ohne Schatten den Nachteil Stigma (siehe Regelwerk Seite 178).
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125", + "Einflussbann": " Einflussbann", + "Einflussbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Einfluss wird aufgehoben, solange dessen QS nicht höher ist als die QS des Einflussbanns. Es ist nicht möglich, den Bann auf die Auswirkungen eines Zaubers anzuwenden, dessen Wirkungsdauer bereits abgelaufen ist oder sofortiger Natur war. Ebenso können keine Zauber mit der Wirkungsdauer permanent gebannt werden. Handelt es sich um einen Zauber der Zielkategorie Zone, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Eisenrost": " Eisenrost", + "Eisenrost-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/GE
    \n \t\t\t\t\t\t\tWirkung: Metallene Gegenstände verlieren 20 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfrisst der Rost das Objekt so stark, dass es nicht mehr verwendbar ist. Um metallene Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei metallenen Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffen können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen (kann nicht modifiziert werden)
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Profane Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Regelwerk S. 126", + "Elementarbann": " Elementarbann", + "Elementarbann-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Elementar wird aufgehoben, wenn dessen QS nicht höher als die QS des Elementarbanns ist. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Elementarbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 126", + "Elfenstimme": " Elfenstimme", + "Elfenstimme-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte akustische Signale, beispielsweise gesprochene Worte oder eine Melodie. Dem Empfänger ist bewusst, dass es sich nicht um natürliche Geräusche handelt. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127", + "Erinnerung-verlasse-dich": " Erinnerung verlasse dich", + "Erinnerung-verlasse-dich-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um die SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zauber unterdrückt alle persönlichen Erinnerungen des Opfers an die letzten QS Minuten. Für die Wirkungsdauer kann es sich an diesen Zeitraum weder erinnern noch Proben auf entsprechend erlangtes Wissen ablegen. Seine Reflexe sind davon jedoch ebenso wenig betroffen wie zuvor erlangtes Wissen und Fähigkeiten, weshalb auf diese uneingeschränkt geprobt werden darf. Allerdings ist das Ziel in den ersten 5 KR etwas desorientiert und erleidet bis zum Ende der 5. KR eine Stufe Verwirrung.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127", + "Exposami": " Exposami", + "Exposami-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer kann alle Lebewesen innerhalb der Reichweite des Zauberspruchs spüren, sofern sie mindestens so groß sind wie eine Ratte. Die Auren nimmt der Zauberer als grün-leuchtende Flecken wahr. Er ist jedoch nicht darauf angewiesen diese zu sehen, um Lebewesen zu spüren. Pflanzen, Pilze und Lebewesen, die kleiner als eine Ratte sind, können durch den Zauberspruch nicht erkannt werden. Bauwerke aus den Elementen Erz oder Eis stören die Wirkung des Spruches. Hinter einer Mauer aus Stein oder in einem Iglu kann der Zauberer also keine Lebewesen orten. Der Zauberer kann erkennen, um was für einen Typus von Lebewesen es sich handelt (siehe Regelwerk Seite 355).
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: QS x 20 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 10 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen (außer Pflanzen, Pilze und Wesen, die kleiner als eine Ratte sind)
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127", + "Falkenauge": " Falkenauge", + "Falkenauge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte baut eine geistige Verbindung zu seinem Ziel auf. Hierdurch wird für den Verzauberten der nächste Fernkampfangriff auf dieses Ziel um QS des Zaubers erleichtert.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: Bis zum nächsten Schuss, maximal QS x 2 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Favilludo": " Favilludo", + "Favilludo-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/CH
    \n \t\t\t\t\t\t\tWirkung: Das Ziel des Zaubers wird von einem Schwarm tanzender Funken umgeben. Ihre Farbe kann dabei beliebig gewählt werden. Alle Angriffe gegen den Zauberer sind um 1 erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Fischflosse": " Fischflosse", + "Fischflosse-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Wasserlebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128", + "Flim-Flam": " Flim Flam", + "Flim-Flam-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt eine kleine, schwebende Kugel aus Licht. Sie ist entweder stationär oder folgt dem Zaubernden. Dies muss er vor dem Zaubern festlegen, ebenso wie die Farbe des Lichtes. Die maximal erzeugbare Helligkeit variiert je nach QS. Der Zaubernde kann die Helligkeit jedoch nach Wunsch einmalig verringern. Die Zone des Lichts variiert je nach Helligkeit.\n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
    \n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
    \n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
    \n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
    \n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
    \n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Aktivierung des Zaubers) + 1 AsP pro Stunde
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Foramen": " Foramen", + "Foramen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Durch diesen Zauberspruch öffnen sich einfache Schlösser automatisch, bei komplizierten Schlössern wird es leichter, sie zu öffnen. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erleichtert. Sollte der Gesamtmodifikator zum Knacken eines Schlosses dadurch zu einer Erleichterung werden, springt das Schloss augenblicklich auf. Die Erleichterung gilt binnen der Wirkungsdauer sowohl für den Zauberer als auch für andere Personen.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekte (Schlösser)
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128", + "Fortifex": " Fortifex", + "Fortifex-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Durch den Fortifex entsteht eine durchscheinende, allerdings leicht flimmernde (und damit sichtbare)Wand, die für physische Objekte undurchdringlich ist. Die Wand kann beispielsweise Pfeile, Bolzen, einen Ignifaxius oder Lebewesen aufhalten. Sie schützt nicht vor Hitze, Kälte, Licht, Gasen, körperlosen Wesen oder Zaubern und Liturgien, die keine physische Komponente aufweisen. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen. Von dort aus wirkt gradlinig eine Barriere, die QS x 2 Schritt lang ist. Den exakten Verlauf durch den Mittelpunkt kann der Zauberer festlegen. Die Höhe der Barriere beträgt 3 Schritt. Eine Tiefe besitzt die Wand nicht. Man kann sie nur aufgerichtet platzieren, nicht flach hinlegen oder schräg stellen. Die Wand besitzt 100 Strukturpunkte. Sollten die Strukturpunkte auf 0 oder darunter sinken, löst sie sich auf.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 30 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129", + "Fulminictus": " Fulminictus", + "Fulminictus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet Schaden, der auf seine Aura einwirkt und eine Reihe kleiner innerer Verletzungen erzeugt. Er erleidet 2W6+(QS x 2) Trefferpunkte. Rüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Gardianum": " Gardianum", + "Gardianum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberspruch erschafft eine unsichtbare Kuppel um den Magier herum, die von außen kommende magische Angriffe absorbiert. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nicht so wichtig. Der Radius der Kuppel beträgt 3 Schritt, ihre Schildstärke die investierten AsP + QS x 3. Sie kann ihre Schildstärke in Trefferpunkten an Schaden absorbieren, die von Schaden verursachenden Zaubern erzeugt werden, hält jedoch weder magische Wesen noch magische Waffen ab. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen. Schaden, der nicht mehr absorbiert werden kann, richtet Schaden an. Die Kuppel bewegt sich stets mit dem Zaubernden. Geschützt durch die Wirkung sind auch alle, die innerhalb der Kuppel stehen.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Gedankenbilder": " Gedankenbilder", + "Gedankenbilder-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte Bilder, beispielsweise dessen Sinneseindrücke, eine Warnung vor drohender Gefahr oder den Plan für ein gemeinsames Vorgehen. Dem Empfänger ist bewusst, dass ihm diese Bilder eingegeben werden. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129", + "Gefunden": " Gefunden", + "Gefunden-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer kann die Richtung bestimmen, in der sich ein Objekt befindet. Er muss dieses insgesamt mindestens einen Monat lang bei sich getragen haben oder über eine magische Verbindung zu ihm verfügen. Ist das Objekt weiter als QS x 3 Schritt von ihm entfernt, scheitert der Zauber.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129", + "Große-Gier": " Große Gier", + "Große-Gier-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte verspürt eine unbändige Gier nach einem Objekt oder einer Handlung, die der Zaubernde ihm nennt. Er wird alles ihm Mögliche tun, um dieses Ziel zu erreichen, solange er Leib und Leben damit nicht gefährdet. Er erhält eine Schlechte Eigenschaft Gier nach … für die Wirkungsdauer des Zauberspruchs.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung (Reichweite ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Große-Verwirrung": " Große Verwirrung", + "Große-Verwirrung-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer dieses Druidenzaubers erleidet je nach QS unterschiedliche Stufen Verwirrung:\n\t\t\t\t\t\t\tQS 1: 1 Stufe Verwirrung, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Verwirrung
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Verwirrung
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Verwirrung
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Verwirrung
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Verwirrung, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 KR
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VG02 - Die Streitenden Königreiche S. 164", + "Harmlose-Gestalt": " Harmlose Gestalt", + "Harmlose-Gestalt-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde nimmt die Gestalt einer unauffälligen Person wie eines Dieners oder eines Bettlers an, die an dem entsprechenden Ort nicht auffällt. Dies umfasst sowohl das Aussehen als auch die passende Stimme, jedoch nicht Kenntnisse wie Sprachen oder angemessenes Verhalten. Größere Gegenstände und Vertrautentiere werden nicht mit dem Zauberspruch verborgen. Der Zauberspruch wirkt intuitiv, daher kann die Hexe nicht explizit festlegen, welches Aussehen sie annimmt. Mehr zu Illusionen und wie man sie durchschaut siehe Regelwerk Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292", + "Haselbusch": " Haselbusch", + "Haselbusch-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Zauber regt das Wachstum von Pflanzen an. Der Zauberer muss eine Pflanze oder Pflanzensamen an dem Objekt, das er erklettern will, ablegen und warten. Am Ende der Zauberdauer wächst die Pflanze pro KR 1 Schritt (bis maximal QS x 3 Schritt) hoch und erleichtert Klettern-Proben an der ausgewählten Stelle um QS/2 Punkte.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 2 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Tag
    \n\t\t\t\t\t\t\tZielkategorie: Pflanze
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130", + "Heilungsbann": " Heilungsbann", + "Heilungsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber mit dem Merkmal Heilung wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Heilungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmalige Heilung). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche wirkt er nicht. Wird der Heilungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130", + "Hellsichtbann": " Hellsichtbann", + "Hellsichtbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Hellsicht wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Hellsichtbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Hellsichtbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Hexen, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130", + "Heptagramma": " Heptagramma", + "Heptagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Ein niederer Geist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenes als auch um ein freies Geisterwesen handeln. Ebenso ist es möglich, Geister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Geist in das Heptagramm gezogen und wechselt in eines der Totenreiche über. Anschließend kann er nicht mehr eigenständig in der Dritten Sphäre in Erscheinung treten, jedoch weiterhin beschworen werden.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Beseelte, Geister
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131", + "Herzschlag-ruhe": " Herzschlag ruhe", + "Herzschlag-ruhe-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KK (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Herzschlag des Ziels wird ausgesetzt, wodurch es jede Kampfrunde 1W3 LeP verliert. Mit Hilfe einer Probe auf Selbstbeherrschung erschwert um die QS oder auf Heilkunde Wunden (Stabilisieren) erschwert um QS/2 kann die Wirkung des Zaubers gestoppt werden. Eine Probe zählt als Aktion. Die Heilkunde Wunden- Probe kann sowohl das Opfer des Zaubers selbst als auch eine dritte Person einsetzen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131", + "Hexagramma": " Hexagramma", + "Hexagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Ein Elementargeist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0).
    \n \t\t\t\t\t\t\t
    \n\t\t\t\t\t\t\tEs kann sich dabei sowohl um einen beschworenen als auch um einen freien Elementargeist handeln. Ebenso ist es möglich, Elementargeister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird er in das Hexagramm gezogen und wechselt in die Sphäre der Elemente über. Er kann jedoch nach Ablauf von 24 Stunden in die Dritte Sphäre zurückkehren.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Elementare
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131", + "Hexengalle": " Hexengalle", + "Hexengalle-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Speichel der Hexe verwandelt sich augenblicklich in ätzende Säure, die für die Hexe selbst jedoch harmlos ist. Der Speichel verursacht 1W6+(QS) Trefferpunkte an dem nächsten Ziel, das die Hexe anspuckt. Die Spuckreichweite beträgt 3 Schritt. Die Hexe muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu spucken. Das Spucken ist in der Zauberdauer inbegriffen. Die Spucke trifft automatisch, wenn der Gegner sich nicht verteidigt. Der Spuckangriff zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Trifft die Spucke ihr Ziel, werden die TP durch den RS des Ziels vermindert.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292", + "Hexenkrallen": " Hexenkrallen", + "Hexenkrallen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Hexe wachsen an beiden Händen scharfe Krallen. Sie verursacht damit 1W6+3 TP im Nahkampf und verwendet dafür die Kampftechnik Raufen. Die Hexe gilt damit weiterhin als unbewaffnet. Hexenkrallen gelten als magische Waffen.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292", + "Höllenpein": " Höllenpein", + "Höllenpein-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte erleidet Schmerzen, die sich oft in Krämpfen manifestieren. Der Höllenpein ersetz bei Folterungen das Talent Einschüchtern (Folter). Das Opfer muss eine Vergleichsprobe mit Selbstbeherrschung (Folter widerstehen) gegen den Höllenpein bestehen, die um die Schmerzstufe des Zauberspruchs erschwert ist (zusätzlich zu allen sonstigen Modifikatoren). Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauber wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT notwendig.
    \n\t\t\t\t\t\t\tQS 1: keine zusätzliche Wirkung
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, 0 SP
    \n\t\t\t\t\t\t\tQS 3: 1 Stufe Schmerz, 1 SP
    \n\t\t\t\t\t\t\tQS 4: 2 Stufen Schmerz, 1 SP
    \n\t\t\t\t\t\t\tQS 5: 2 Stufen Schmerz, 2 SP
    \n\t\t\t\t\t\t\tQS 6: 3 Stufen Schmerz, 2 SP
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132", + "Horriphobus": " Horriphobus", + "Horriphobus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Dem Verzauberten gegenüber wirkt der Zaubernde wie eine Angst einflößende Gestalt aus seinen Alpträumen. Die Stärke dieses Eindrucks variiert mit der QS:
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", + "Ignifaxius": " Ignifaxius", + "Ignifaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt einen Flammenstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6+(QS x 2) Trefferpunkte Schaden. Der Flammenstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Flammenstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele erhalten bei 1-3 auf 1W6 den Status Brennend.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", + "Ignisphaero": " Ignisphaero", + "Ignisphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
    \n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Feuerball, der in gerader Linie sein Ziel trifft. Der Treffer des Feuerballs erfolgt am Ende der Zauberdauer, der Magier muss keine zusätzliche Aktion dafür aufwenden. Der Feuerball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Feuerball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können von dem Feuerball getroffen werden, wenn er explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt bis zu einem Schritt vom Zentrum entfernt 2W6+(QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden).
    \n\t\t\t\t\t\t\tPro Schritt Entfernung von diesem Bereich verringert sich der Schaden um jeweils 3 TP. Der Feuerball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt vom Zentrum der Explosion entfernt. Trifft der Feuerball sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele fangen bei 1-3 auf 1W6 Feuer.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132", + "Ignorantia": " Ignorantia", + "Ignorantia-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel ignoriert den Zauberer und seine Handlungen. Dadurch kann dieser unbemerkt an seinem Opfer vorbeilaufen oder vor seinen Augen einen Diebstahl begehen. Interagiert der Zaubernde während der Wirkungsdauer mit dem Opfer oder greift er dieses an, endet der Zauber sofort. Achtet das Ziel explizit auf eine Sache, etwa eine Tür oder einen Gegenstand, bemerkt es alle diesbezüglichen Veränderungen, jedoch ohne die Quelle der Veränderung ausmachen zu können. So bemerkt es z. B. das Öffnen oder Schließen einer bewachten Tür, vermag aber nicht zu sagen, wer genau dafür verantwortlich war.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 133", + "Illusionsbann": " Illusionsbann", + "Illusionsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Illusion wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Illusionsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Illusionsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133", + "Imperavi": " Imperavi", + "Imperavi-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel befolgt einen einzigen Befehl des Zauberers, der seinem Selbsterhaltungstrieb nicht offensichtlich zuwiderläuft. Es wird also einen Diebstahl begehen,eine einzige Frage beantworten oder dem Zauberer in einem Kampf beistehen, nicht aber von einer Klippe springen oder seine eigenen Hände verspeisen.
    \n \t\t\t\t\t\t\t
    Der Zauber kann nicht dazu eingesetzt werden, dass das Opfer während der kompletten Wirkungsdauer Befehle entgegennimmt („Ich befehle dir, allen meinen Befehlen zu gehorchen.“) oder mehrere Fragen wahrheitsgemäß zu beantworten. Auch lange Befehlsketten sind nicht erlaubt („Öffne die Tür, gehe hinein, mache das Licht an und zerschlage die Kiste.“), sondern nur einzelne, knappe Befehle. Der Meister hat hierbei das letzte Wort, ob ein Befehl möglich ist oder nicht.
    \n \t\t\t\t\t\t\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133", + "Impersona": " Impersona", + "Impersona-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer kann sein Gesicht als ein beliebiges anderes erscheinen lassen. Soll es sich dabei um das Gesicht einer speziellen Person handeln, muss der Zauberer diese gut kennen oder während der Zauberdauer sehen können. Körper, Stimme und Kleidung sind nicht vom Zauber betroffen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134", + "Incendio": " Incendio", + "Incendio-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Incendio lässt das ausgewählte Lebewesen in Flammen aufgehen.
    \n\t\t\t\t\t\t\tQS 1: 1W6 TP
    \n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
    \n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, Brennend auf kleiner Fläche
    \n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, Brennend auf kleiner Fläche
    \n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, Brennend auf kleiner Fläche
    \n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, Brennend auf großer Fläche
    \n\t\t\t\t\t\t\tDer Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134", + "Invercano": " Invercano", + "Invercano-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Wird der Zauberer Ziel eines Angriffszaubers, kann er diesen mittels Raufen oder seinem Traditionsartefakt auf seinen Gegner zurückwerfen. Hierzu ist eine Parade erforderlich, die um 4 Punkte erschwert ist. Gelingt diese, wird der Zauber auf den Anwender zurückgeworfen und erreicht sein neues Ziel zu Beginn der nächsten Kampfrunde. Als Angriffszauber gelten alle Zauber, die TP oder SP verursachen und bei denen mindestens 1 Würfel geworfen wird. Zauber mit Zonenwirkung können nicht zurückgeworfen werden. Weisen das ursprüngliche und das neue Ziel eine unterschiedliche SK bzw. ZK auf, wird dies ignoriert. Auch die Reichweite spielt für das Zurückwerfen des Zaubers keine Rolle. Jedes Mal, wenn ein Zauber durch einen Invercano zurückgeworfen wird, sinkt seine QS um 1. Sinkt die QS dadurch auf 0, löst sich der Zauber auf.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: selbst
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 134", + "Invocatio-Minima": " Invocatio Minima", + "Invocatio-Minima-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Es manifestiert sich eine Handvoll Substanz aus den Niederhöllen. Meist handelt es sich um Schleim, Säure, schweflige Dämpfe oder flüssiges Feuer. Das genaue Ergebnis der Beschwörung lässt sich nicht beeinflussen. Der Zauberspruch gilt als einfacher und risikoarmer Übungszauber für Beschwörer (Insgesamt erscheint etwa eine Menge von 0,05 l pro QS).
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 1 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", + "Karnifilo": " Karnifilo", + "Karnifilo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel erhält den Status Blutrausch.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 KR (statt der üblichen Zeit von 2W20 KR des Status’ Blutrausch)
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Nachtalben u. a.
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135", + "Katzenaugen": " Katzenaugen", + "Katzenaugen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Die Lichtempfindlichkeit der Augen des Zieles erhöht sich ungemein. So kann es auch in fast völliger Dunkelheit deutlich besser sehen. Pro QS sinkt die Stufe der Sichterschwernis um 1. In völliger Dunkelheit nützt dieser Zauberspruch nichts.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP (Aktivierung) + 1 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Klarum-Purum": " Klarum Purum", + "Klarum-Purum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberspruch hebt die Wirkung eines Giftes auf. Die Giftstufe darf die QS nicht übersteigen, sonst wirkt der Zauber nicht und gilt als misslungen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 3 AsP pro Giftstufe (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135", + "Krötensprung": " Krötensprung", + "Krötensprung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte kann einmalig unnatürlich weit und hoch springen. Die Weite des Sprungs wird um QS + 3 in Schritt erhöht, die Höhe um QS. Mehr zu den Regeln des Springens siehe Regelwerk Seite 349.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Kusch": " Kusch", + "Kusch-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das verzauberte Tier wird von Angst vor dem Zauberer erfüllt. Die genauen Auswirkungen hängen von der QS ab:
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 1 Aktion
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Tiere
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136", + "Last-des-Alters": " Last des Alters", + "Last-des-Alters-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel altert körperlich stark und wird zu einem Greis. Es wird jedoch nicht an Altersschwäche sterben und erhält am Ende der Wirkungsdauer sein ursprüngliches Alter zurück. Alle körperlichen Handlungen des Opfers sind aufgrund akuter Altersschwäche um QS/2 erschwert (z. B. Körpertalente, Handwerkstalente). Dies umfasst auch Kampfhandlungen und somit AT, PA, AW und FK. Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauberspruch wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT +2 oder eine AT +2 mit dem Traditionsartefakt notwendig.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136", + "Lunge-des-Leviatan": " Lunge des Leviatan", + "Lunge-des-Leviatan-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann der Zauberer sprinten, ohne dass ihn dies erschöpft. Sein FW in Körperbeherrschung (Laufen) wird für die Wirkungsdauer verdoppelt. Bei Verfolgungsjagden gilt diese Verdopplung jedoch vor der Einberechnung der effektiven GS.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136", + "Manifesto": " Manifesto", + "Manifesto-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Es manifestiert sich eine Handvoll eines bestimmten Elements nach Wahl des Zaubernden. Es handelt sich um einfache Manifestationen wie eine kleine Flamme, einen Kieselstein oder ein Stück Eis. Elementaristen erlernen diesen Zauberspruch früh in ihrer Ausbildung, um die Grundzüge der Herbeirufung zu erlernen, ohne Elementare zu belästigen (Insgesamt erscheint etwa eine Menge bvon 0,05 l pro QS).
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 1 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Manus-Illusionis": " Manus Illusionis", + "Manus-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Illusionszauber ist die Täuschung des Tastsinnes möglich. Die Illusion muss dabei auf eine bereits vorhandene Oberfläche gelegt werden, da sie lediglich die Art des Fühlens ändert, jedoch nicht etwas Fassbares aus dem Nichts zu erschaffen vermag. Nur die Oberfläche fühlt sich anders an, nicht jedoch das gesamte Objekt. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone (max. 3 x 3 Schritt)
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137", + "Manus-Miracula": " Manus Miracula", + "Manus-Miracula-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann auf QS Schritt Distanz unbelebte Gegenstände verschieben, drehen, verformen und biegen, als würde er sie mit einer Hand ergreifen. Er kann jedoch maximal 1 Kilogramm damit anheben. Bei Proben auf Talente, beispielsweise um mit einem telekinetisch gehaltenen Pinsel etwas zu malen oder mit dem Zauberspruch eine Figur aus Ton zu formen, haben die dazu nötigen körperlichen Eigenschaften einen Wert von QS + 7. Die Werte können auch die des Helden übersteigen. Die Krafteinwirkungen wirken punktuell und recht langsam. Daher können mit den so manipulierten Gegenständen keine Attacken oder Paraden ausgeführt werden.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Memorans": " Memorans", + "Memorans-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Durch den Zauberspruch kann sich der Zauberer alles einprägen, was er in den nächsten QS x 5 Minuten wahrnimmt, als besäße er ein fotografisches Gedächtnis. Dies kann ein Gespräch, gelesene Seiten, Wegstrecken, optische Eindrücke oder Gerüche umfassen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende (selbst)
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137", + "Menetekel": " Menetekel", + "Menetekel-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Zauber ermöglicht es, illusionäre Schriftzüge erscheinen zu lassen. Alles, was der Zauberer sagt, erscheint an einer imaginären Wand von bis zu 10 Rechtschritt Fläche, die sich beliebig in Breite und Länge ausformen kann. Die Buchstaben können in beliebiger Größe und Anzahl dargestellt werden, gelten aber nicht als Sichthindernis. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 30 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137", + "Motoricus": " Motoricus", + "Motoricus-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann unbelebte Gegenstände telekinetisch anheben und bewegen. Sie bewegen sich mit einer Geschwindigkeit von maximal QS + 2 Schritt pro Aktion und dürfen maximal QS x 20 Stein wiegen. Pro 5 Stein Gewicht muss der Zaubernde dafür 1 AsP aufbringen. Befinden sich andere Objekte auf dem zu bewegenden Gegenstand, zählt deren Gewicht mit hinzu. Die Bewegungen des Objekts sind träge, weshalb sie für Angriffe oder Paraden ungeeignet sind. Um ein so bewegtes Objekt durch Festhalten oder Drücken aufzuhalten, ist eine um QS erschwerte Probe auf Kraftakt (Ziehen & Zerren) nötig.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Aktivierung) + Hälfte der notwendigen AsP pro 5 Minuten (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Nebelwand": " Nebelwand", + "Nebelwand-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erschafft eine Zone aus dichtem Nebel, der sich von Wind nicht fortwehen lässt. Je investiertem AsP kann er 200 Kubikmeter Nebel erschaffen (was etwa einer kleineren Hütte entspricht). Die Nebelwolke kann nach Belieben geformt werden, ob als kompakte Kugel, als lang gezogenes Band oder gar in Form eines Drachen. Der Nebel erzeugt einen Sichtmodifikator der Stufe 2.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: mindestens 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten, danach verweht der Nebel
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295", + "Nuntiovolo": " Nuntiovolo", + "Nuntiovolo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer beschwört eine Rauchgestalt in Form eines Vogels oder einer Fledermaus herauf, die ein maximal 250 Gramm wiegendes Objekt an einen vom Zauberer bestimmten Ort bringen kann. Die Entfernung zum Zielort darf höchstens 20 Meilen + 10 Meilen pro 1 AsP betragen. Sobald die Maximalentfernung überschritten wird, löst sich die Gestalt auf und lässt den Gegenstand fallen. Die Kreatur bewegt sich mit einer GS von 10 fort, ohne dabei vom Wetter beeinflusst zu werden. Sie besitzt eine LE in Höhe der QS und verfügt über keinen Verteidigungswert, allerdings ist sie von profanen Waffen nicht zu verletzen.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138", + "Objectobscuro": " Objectobscuro", + "Objectobscuro-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KO
    \n \t\t\t\t\t\t\tWirkung: Das Zielobjekt wird innerhalb von 20 – (QS x 3) Kampfrunden unsichtbar. Während dieser Zeit wird es immer durchscheinender, bis es schließlich nicht mehr zu sehen ist. Objekte und Personen in oder hinter dem Objekt bleiben weiterhin sichtbar. Das verzauberte Objekt darf maximal 5 Stein wiegen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138", + "Objectofixo": " Objectofixo", + "Objectofixo-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KK
    \n \t\t\t\t\t\t\tWirkung: Das Zielobjekt wird am Boden befestigt und kann nur mit einer um die QS x 2 erschwerten Probe auf Kraftakt (Drücken & Verbiegen, Stemmen & Heben, Ziehen & Zerren) davon getrennt werden. Ist dies einmal gelungen, endet der Zauber vorzeitig. Das verzauberte Objekt darf maximal 5 Stein wiegen. Bei dem Boden kann es sich auch um andere waagerechte Flächen wie z. B. Tische oder Schiffsplanken handeln. Der gewählte Untergrund ist nicht dagegen gefeit, bewegt zu werden, wodurch eine Befestigung an Sand, lockerer Erde oder kleinen Möbelstücken meist nur wenig Sinn ergibt. Wird das Objekt während der Wirkungsdauer zerstört, haften stattdessen seine Trümmerstücke sowie der eventuell vorhandene Inhalt am Boden. In diesem Fall muss nur für eines der Stücke eine Probe auf Kraftakt gelingen, um den Zauber für alle Teile vorzeitig enden zu lassen.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138", + "Objektbann": " Objektbann", + "Objektbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Objekt wird aufgehoben, wenn dessen QS nicht höher als die QS des Objektbanns ist. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Objektbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", + "Oculus-Astralis": " Oculus Astralis", + "Oculus-Astralis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Die normale Sicht des Zauberers wird um eine astrale Wahrnehmung ergänzt. Sie ist nicht detailreich genug, um magische Analysen vorzunehmen, der Zauberer kann jedoch mittels magischer Unsichtbarkeit verborgene Dinge oder Personen erkennen. Auch die Orientierung an magisch durchdrungenen Orten, beispielsweise dem Limbus, ist dank dieser Astralsicht erleichtert oder überhaupt erst möglich. Während er diese Sicht einsetzt, erleidet der Zauberer einen Modifikator von –2 auf alle Talentproben.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", + "Oculus-Illusionis": " Oculus Illusionis", + "Oculus-Illusionis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Die normale Sicht des Zauberers wird um eine astrale Wahrnehmung ergänzt. Sie ist nicht detailreich genug, um magische Analysen vorzunehmen, der Zauberer kann jedoch mittels magischer Unsichtbarkeit verborgene Dinge oder Personen erkennen. Auch die Orientierung an magisch durchdrungenen Orten, beispielsweise dem Limbus, ist dank dieser Astralsicht erleichtert oder überhaupt erst möglich. Während er diese Sicht einsetzt, erleidet der Zauberer einen Modifikator von –2 auf alle Talentproben.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", + "Odem-Arcanum": " Odem Arcanum", + "Odem-Arcanum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Zauberspruch lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers Analys beeinflusst werden. Der Zauberer kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
    \n\t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
    \n\t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
    \n\t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 1 erleichtert.
    \n\t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 2 erleichtert.
    \n\t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2.
    \n\t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 3 erleichtert.
    \n\t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim Analys. Wer also QS 4 beim Odem erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden Analys (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5). Mehr zur Magischen Analyse siehe Regelwerk Seite 269.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Minute
    \n\t\t\t\t\t\t\tZielkategorie: Wesen, Objekt
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295", + "Orcanofaxius": " Orcanofaxius", + "Orcanofaxius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Aus den Fingern des Zaubernden schießt ein Luftstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6 + (QS x 2) Trefferpunkte Schaden. Der Luftstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Luftstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Das Ziel wird zudem bei 1-3 auf 1W6 umgestoßen und erhält den Status Liegend.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", + "Orcanosphaero": " Orcanosphaero", + "Orcanosphaero-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO
    \n \t\t\t\t\t\t\tWirkung: Aus den Händen des Zaubernden schießt ein Sturmball, der in gerader Linie sein Ziel trifft. Das Treffen ist in der Zauberdauer inbegriffen, der Magier muss also keine zusätzliche Aktion aufwenden. Der Sturmball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Sturmball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können getroffen werden, wenn er explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt einen Schritt um das Zentrum der Explosion herum 2W6 + (QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden). Pro Schritt Entfernung von diesem Bereich verringert sich der Schaden um 3 TP. Der Sturmball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt weit weg vom Zentrum der Explosion bewegt. Trifft der Sturmball sein Ziel, werden die TP durch den RS des Ziels vermindert. Alle getroffenen Ziele werden außerdem bei 1-3 auf 1W6 umgestoßen und erhalten den Status Liegend.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 140", + "Pentagramma": " Pentagramma", + "Pentagramma-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Ein niederer Dämon wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenen als auch um einen freien Dämon handeln. Ebenso ist es möglich, Dämonen zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Dämon in das Pentagramm gezogen und wird zurück in die Siebte Sphäre gezwungen.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 140", + "Paralysis": " Paralysis", + "Paralysis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Körper des Verzauberten versteift und verhärtet sich. Wird er vollständig paralysiert (Stufe IV), verwandelt sich sein Körper in eine unzerstörbare Substanz, ohne sein Gewicht zu verändern. Ein so versteinerter Körper ist durch gewöhnliche Waffen, Feuer oder Stürze nicht zu verletzen. Das Opfer kann sich nicht bewegen, fühlen oder hören, aber innerhalb seines Sichtfeldes sehen. Die Wirkung von Giften und Krankheiten kommt zum Stillstand.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Paralyse, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Paralyse
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Paralyse
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Paralyse
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Paralyse, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Penetrizzel": " Penetrizzel", + "Penetrizzel-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann durch feste Materie blicken. Pro QS kann der Zaubernde 20 Halbfinger durchblicken. Magiestörendes Material kann die Probe erschweren (z. B. Eisen –1, Koschbasalt –4). Magische Objekte können nicht durchblickt werden. Herrscht auf der anderen Seite des Hindernisses Dunkelheit oder Nebel, wirkt sich dies ganz normal auf die Sicht des Zaubernden aus.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Minute
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Physiostabilis": " Physiostabilis", + "Physiostabilis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Mittels dieses Zauberspruchs wird kurzfristig die Widerstandskraft gegen körperliche Beeinflussungen gestärkt. Die Zähigkeit des Verzauberten verbessert sich um QS/2.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 141 ", + "Plumbumbarum": " Plumbumbarum", + "Plumbumbarum-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel erleidet einen Abzug in Höhe der QS des Zaubers auf seine AT.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 5 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 141", + "Projectimago": " Projectimago", + "Projectimago-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer projiziert ein optisches Ebenbild seiner selbst an einen gewünschten Ort (inklusive Kleidung und Gegenständen, die er am Körper trägt). Für die dortigen Beobachter sieht es so aus, als stünde eine reale Person vor ihnen, die alle Handlungen vollzieht, die der Zauberer durch Bewegung vorgibt. Dreht er sich also im Kreis und springt in die Luft, wird die Projektion das Gleiche tun. Der Ort der Erscheinung darf maximal 5 Meilen + 1 Meile pro vom Zauberer zusätzlich freiwillig investierten AsP entfernt sein, und dieser muss ihn schon einmal aufgesucht haben oder ihn sehen können. Eine Übertragung der Sinne findet nicht statt, der Zauberer kann also im Normalfall nur vermuten, wie die Reaktionen am Zielort ausfallen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP + 1 AsP pro zusätzlicher Meile
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142 ", + "Psychostabilis": " Psychostabilis", + "Psychostabilis-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Mittels dieses Zauberspruchs wird kurzfristig die Resistenz gegen geistige Beeinflussung gestärkt. Die Seelenkraft verbessert sich um QS/2.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Radau": " Radau", + "Radau-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Besen oder ein anderer Stab oder Stock nach Wahl des Zaubernden greift von sich aus einen von der Hexe bestimmten Gegner innerhalb von 8 Schritt an (nach dem Wirken des Zaubers können Ziel und Besen sich weiter entfernen). Er gilt während des Zaubers als unzerbrechlich und magisch und schlägt eine Attacke pro Runde zu. Er kann dabei keine Kampfmanöver ausführen. Seine Werte sind INI 12+1W6, AT 10+(QS), TP 1W6+3, GS 12. Sollte der Besen vor Ablauf der Wirkungsdauer den Gegner getötet haben oder keinen Gegner mehr vor sich haben, dann greift er ein weiteres zufälliges Opfer innerhalb von 16 Schritt an (eventuell auch die Hexe selbst). Ist kein Opfer in dieser Reichweite, endet der Zauber. Um den Besen festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt der Stab über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Reflectimago": " Reflectimago", + "Reflectimago-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer überzieht die glatte Fläche eines Objekts mit einer maximal 2 Rechtschritt messenden spiegelnden Oberfläche. Dabei handelt es sich jedoch nicht um einen echten Spiegel, sondern eine Illusion, man kann das Objekt also nicht dazu verwenden, um z. B. Sonnenstrahlen zu bündeln oder jemanden zu blenden. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142", + "Regeneratio": " Regeneratio", + "Regeneratio-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer regeneriert jede Kampfrunde LeP in Höhe der QS/2. Maximal kann der Zauberspruch FW Kampfrunden aufrechterhalten werden.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro KR (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 143", + "Respondami": " Respondami", + "Respondami-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte muss auf QS Fragen wahrheitsgemäß antworten. Die Fragen müssen mit Ja oder Nein zu beantworten sein. Auf andere Fragen kann der Verzauberte schweigen. Das Opfer ist sich während der Wirkung des Zaubers bewusst, was es sagt. Das Opfer muss die Sprache des Zauberers verstehen und sprechen können, ansonsten kann es ihm nicht antworten.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", + "Salander": " Salander", + "Salander-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Zauberspruch wird ein Lebewesen in ein anderes, kleineres und leichteres Lebewesen verwandelt. Bei sehr massiven Änderungen (Mammut zu Maus) ist die Probe um bis zu 3 erschwert. Es kann nur in Lebewesen verwandelt werden, die dem Zaubernden bekannt sind. Das Ziel behält einen kleinen Teil seiner geistigen Fähigkeiten und Erinnerungen, übernimmt jedoch die körperlichen Fähigkeiten der neuen Gestalt. Zudem behält es seine Lebensenergie und seinen natürlichen Rüstungsschutz, weshalb ein in einen Löwenzahn verwandelter Krieger kaum auszureißen ist. Das Ziel kann nicht in magische oder übernatürliche Lebewesen verzaubert werden. Ausrüstung wird nicht mitverwandelt. Verwandelte können sich nach dem Ende der Wirkungsdauer bruchstückhaft an die Zeit als Tier oder Pflanze erinnern. Details zum Thema Verwandlung finden sich im Abschnitt Verwandlungsregeln im Regelwerk auf Seite 258.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", + "Sanftmut": " Sanftmut", + "Sanftmut-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das verzauberte Tier wird friedfertig und lässt sich ohne Schwierigkeiten von dem Zauberer anfassen. Der Zauberspruch lässt sich nur auf Tiere anwenden.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Tiere
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", + "Sapefacta": " Sapefacta", + "Sapefacta-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Innerhalb eines Radius von QS Schritt um den Zauberer werden Lebewesen und ihre am Körper getragene Kleidung von jeglichem Schmutz befreit. Dies kann durch Verschmutzung verursachte Erschwernisse bei Gesellschaftstalenten, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen), nach Meisterentscheid reduzieren. Tätowierungen und ähnliche permanente Veränderungen sind nicht von der Zauberwirkung betroffen.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Satuarias-Herrlichkeit": " Satuarias Herrlichkeit", + "Satuarias-Herrlichkeit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erzeugt subtile Veränderungen seines Körpers, die ihn begehrlicher wirken lassen. Haar und Teint werden verbessert, die Zähne aufgehellt und begradigt und die gesamte Statur dem gewünschten Schönheitsideal angepasst. Proben auf das Talent Betören (Anbändeln, Liebeskünste) und Überreden (Schmeicheln) sind um QS erleichtert. Je nach Situation können andere Gesellschaftstalente auf die gleiche Weise erleichtert werden. Auf Wesen mit anderem Schönheitsideal wirkt die Veränderung nicht.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", + "Schmerzen-lindern": " Schmerzen lindern", + "Schmerzen-lindern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Je nach QS können mit diesem Zauberspruch Stufen von Schmerz augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten jeweils die Auswirkungen der höchsten QS.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, +2 KO für 1 Minute
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 243", + "Schwarz-und-Rot": " Schwarz und Rot", + "Schwarz-und-Rot-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO (modifiziert um ZK
    \n \t\t\t\t\t\t\tWirkung: Das Ziel verliert am Ende jeder Stunde LeP in Höhe der QS.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 8 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 144", + "Schwarzer-Schrecken": " Schwarzer Schrecken", + "Schwarzer-Schrecken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel erhält 1 Stufe des Zustands Furcht, wenn es während der Wirkungsdauer etwas Schwarzes sieht. Dunkelheit zählt hierbei nicht als Schwarz.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Nachtalben, Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Sensibar": " Sensibar", + "Sensibar-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann die Gefühle des Verzauberten ergründen. Der Zauber offenbart nur die Gefühle selbst, nicht jedoch deren Grund oder Ursprung. Für den Zaubernden sind Proben auf Menschenkenntnis (Lügen durchschauen oder Motivation erkennen) gegen das Ziel des Sensibar um die erreichte QS erleichtert. Der Verzauberte kann bemerken, dass etwas Fremdes in seinen Geist blickt. Hierzu muss ihm eine Erfolgsprobe auf Sinnesschärfe erschwert um die QS des Zaubers gelingen. Er kann aber auch dann nicht zweifelsfrei sagen, wer dafür verantwortlich ist. Mit einer Probe auf Willenskraft, ebenfalls erschwert um die QS des Zaubers, kann er seine Gefühle gezielt unterdrücken. Ist der Verzauberte emotional stark aufgewühlt, ist dies jedoch nach Meisterentscheid um bis zu 3 Punkte zusätzlich erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers), 4 AsP pro Minute
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 167", + "Silentium": " Silentium", + "Silentium-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde erschafft eine kugelförmige Zone, in der keine Geräusche mehr übertragen werden. Der Radius der Zone beträgt QS x 3 in Schritt. Die Zone entsteht mit dem Zaubernden als Mittelpunkt. Er kann sich vor der Fertigkeitsprobe entscheiden, ob sie sich mit ihm mit bewegt oder an Ort und Stelle verbleiben soll. In letzterem Falle darf er sich maximal QS x 3 Schritt von der Zone entfernen, ansonsten endet der Zauber.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298", + "Skelettarius": " Skelettarius", + "Skelettarius-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer erhebt die körperlichen Überreste eines verstorbenen Wesens kurzfristig zum Untoten. Er kann mit dem Zauberspruch einfache Mumien, Skelette und Zombies erwecken, jeweils maximal bis zur Größenkategorie mittel. Die Erschaffung funktioniert nach den gleichen Regeln wie die Beschwörung. Das untote Wesen verrichtet 1 + QS Dienste und kann wie Dämonen und Elementare verbessert werden (siehe Regelwerk Seite 263). Es ist zu den gleichen Diensten wie Dämonen und Untote in der Lage.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende (Verstorbene)
    \n\t\t\t\t\t\t\tMerkmal: Dämonisch
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 145", + "Solidirid": " Solidirid", + "Solidirid-Regel": "\n \t\t\t\t\t\t\tProbe: Probe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Von den Füßen des Zauberers ausgehend erscheint eine Brücke aus mattem Licht. Ihre maximale Länge beträgt QS x 5 Schritt, die maximale Breite 1 Schritt. Sie ist entweder waagerecht oder leicht gewölbt, muss aber an keiner Stelle den Boden berühren. Wird sie auf ihrer gesamten Fläche mit einem höheren Gewicht als 500 Stein belastet, bricht sie zusammen und der Zauber endet vorzeitig. Das Gleiche geschieht, wenn sie mit Waffengewalt zerstört wird, wobei sie insgesamt 50 Strukturpunkte aufweist.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Somnigravis": " Somnigravis", + "Somnigravis-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zauberspruch betäubt den Bezauberten. Erreicht er so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298", + "Spinnenlauf": " Spinnenlauf", + "Spinnenlauf-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Hände und Füße des Verzauberten erhalten die Eigenschaft, sich auch an den glattesten Oberflächen festsaugen zu können. So kann er glatte Felswände und Mauern überwinden und an Decken Halt finden. Das Gewicht des Verzauberten ändert sich nicht. Daher kann es bei verputzten Wänden passieren, dass sich der Putz an Händen und Füßen unter der Belastung von der Mauer löst. Der Verzauberte muss sich mindestens mit drei Gliedmaßen festhalten. Für jeweils 2 QS kann es eine Gliedmaße weniger sein bis zu einem Minimum von einer Gliedmaße.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298", + "Spurlos": " Spurlos", + "Spurlos-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde hinterlässt keine Spuren mehr. Er knickt keine Grashalme um und erzeugt keine Fußabdrücke auf weichem Boden. Selbst verräterische Gerüche hinterlässt er nicht. Um Spuren des Zaubernden zu finden oder zu verfolgen, sind Proben auf Fährtensuchen um QS erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Wesen
    \n\t\t\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", + "Taubheit": " Taubheit", + "Taubheit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Ziel kann nichts mehr hören und erhält dadurch den Status Taub.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146", + "Telekinesebann": " Telekinesebann", + "Telekinesebann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Telekinese wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Bewegungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Telekinesebann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146", + "Tiergedanken": " Tiergedanken", + "Tiergedanken-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zaubernde kann in den Gedanken und Erinnerungen eines Tieres lesen. Dabei erhält er Zugriff auf Erinnerungen, die maximal QS Tage zurückliegen dürfen. Je nach Intelligenz, Erinnerungsvermögen und Lebenswandel des Tieres wird er z. B. bei einem Goldfisch nur wenig erfahren, bei einem Affen hingegen verhältnismäßig viel. Um die Gedankenwelt des Tieres zu verstehen, ist eine Probe auf Tierkunde erforderlich. Der Meister kann je nach erreichter QS der Tierkunde-Probe detaillierter berichten, was der Zaubernde gesehen und richtig interpretiert hat.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers), + 2 AsP pro 30 Sekunden
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Tiere
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147", + "Transversalis": " Transversalis", + "Transversalis-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Mittels dieses Zaubers kann ein Held sich und maximal QS x 5 Stein Gegenstände (Kleidung, Waffen usw.) an einen anderen Ort teleportieren. Je näher Gegenstände am Körper liegen (meist die Kleidung), desto eher reisen sie mit dem Zaubernden mit. Sie reisen entweder am Stück mit oder bleiben zurück, werden jedoch nicht zerteilt. Die exakte Auswahl trifft der Meister. Der Held muss schon einmal an dem Zielort des Zaubers gewesen sein oder ihn sehen können. Der Ort darf maximal QS x 3 Meilen vom Zaubernden entfernt sein. Wenn er ihn nur sieht, ist die Probe um 2 erschwert.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP + 1 AsP pro Meile (nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Objekt, Wesen
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", + "Verwandlungsbann": " Verwandlungsbann", + "Verwandlungsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Zauber des Merkmals Verwandlung wird aufgehoben, solange dessen QS nicht höher ist als die QS des Verwandlungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Verwandlungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: alle
    \n\t\t\t\t\t\t\tMerkmal: Antimagie
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147", + "Visibili": " Visibili", + "Visibili-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte wird innerhalb von 20 – (QS x 3) Kampfrunden unsichtbar. Während dieser Zeit wird er immer durchscheinender, bis er schließlich nicht mehr zu sehen ist. Die Unsichtbarkeit gilt nur für ihn selbst, nicht für Kleidung oder Ausrüstungsgegenstände. Substanzen, die länger als 20 Sekunden im Körper verbleiben, werden auch unsichtbar. Substanzen, die den Körper verlassen, werden entsprechend nach 20 Sekunden wieder sichtbar. Während der Wirkungsdauer erhält der Verzauberte den Status Unsichtbar.
    \n \t\t\t\t\t\t\tZauberdauer: 4 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", + "Vogelzwitschern": " Vogelzwitschern", + "Vogelzwitschern-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Innerhalb von QS x 2 Schritt um sich herum kann der Zauberer jedes beliebige Geräusch durch ein anderes ersetzen. Die Lautstärke bleibt dabei jedoch unverändert. Eine Stimme kann so etwa deutlich höher oder das Auftreten mit dem Fuß wie leiser Donner oder Fanfarenschall klingen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Illusion
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147", + "Wasseratem": " Wasseratem", + "Wasseratem-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Verzauberte kann sowohl normale Luft als auch Wasser atmen. Er kann grundsätzlich 1 Minute pro QS unter Wasser atmen + je nach AsP-Einsatz.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Wolfstatze": " Wolfstatze", + "Wolfstatze-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer verwandelt sich in ein Landtier seiner Wahl, das jedoch weder fliegen, noch im Wasser leben darf (also keine Vögel, Fische usw.) und maximal die Größenkategorie klein aufweist. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Aktionen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Verwandlung
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 148", + "ZD": "ZD", + "Asp.": "Asp.", + "RW": "RW", + "WD": "WD", + "Analys": "Analys", + "Attributo-Charisma": "Attributo (Charisma)", + "Attributo-Fingerfertigkeit": "Attributo (Fingerfertigkeit)", + "Attributo-Klugheit": "Attributo (Klugheit)", + "Attributo-Körperkraft": "Attributo (Körperkraft)", + "Ritualmod-1-je-4-in-FW": "Ritualmod. (1 je 4 in FW)", + "RD-in-Min-Std": "RD in Min/Std", + "5M": "5M", + "30M": "30M", + "2S": "2S", + "8S": "8S", + "16S": "16S", + "32S": "32S", + "RW-in-Schritt": "RW in Schritt", + "Ritualplatz": "Ritualplatz", + "Heiligtum-magischer-Ort": "Heiligtum / mag. Ort", + "falscher-Ritualplatz": "falscher Ritualplatz", + "Zeit": "Zeit", + "Passend": "Passend", + "Unpassend": "Unpassend", + "Passende-Kleidung": "Passende Kleidung", + "Geeignete-Gerätschaften": "Geeignete Gerätschaften", + "Ritualmodifikationen": "Ritualmodifikationen", + "Ritual": "Ritual", + "Accuratum": "Accuratum", + "Accuratum-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Ein Satz Kleidung wird nach Wünschen des Zauberers abgeändert. Dies betrifft Schnitt und Farbe, nicht jedoch Menge und Art des Materials. Auf diesem Wege sind sowohl das simple Flicken zerrissener Hosen wie auch die Umwandlung eines Stoffballens oder einer schlichten Kutte in eine deutlich prächtigere Robe möglich. Die Kleidung kann nach Meisterentscheid Erschwernisse bei Gesellschaftstalenten ausgleichen, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen).
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149", + "Arcanovi": "Arcanovi", + "Arcanovi-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Details zur Verzauberung stehen im Abschnitt Die Artefakte im Detail im Regelwerk ab Seite 266.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: geweihte Objekte, profane Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Aufmerksamer-Wächter": "Aufmerksamer Wächter", + "Aufmerksamer-Wächter-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/FF
    \n \t\t\t\t\t\t\tWirkung: Der Tiergeist stößt einen Warnruf aus, wenn sich etwas nähert, das er als Gefahr betrachtet. Seine Sinnesschärfe entspricht QS x 3, seine Eigenschaften denen eines typischen Exemplars der Tierart.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Sichtweite des Tieres
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Stunden
    \n\t\t\t\t\t\t\tZielkategorie: profane Objekte (Tierbild)
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Goblinzauberinnen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VA004 - Theaterritter Teil 1 - Der weisse See S. 61", + "Caldofrigo": "Caldofrigo", + "Caldofrigo-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Mittels Caldofrigo kann die Temperatur eines maximal truhengroßen Objekts verändert werden. Es kann abgekühlt oder erwärmt werden und zwar in einem Spielraum von +/–100 Grad Celsius der Ausgangstemperatur. Der Zauberer muss hierzu die gewünschte Gradzahl festlegen und kann nicht beliebig während der Wirkungsdauer die Temperatur ändern. Die Temperaturveränderung funktioniert außerdem immer nur in eine Richtung. Sollte ein Held mit einem Gegenstand in Berührung kommen, der extrem heiß ist (oder kalt; dabei einfach analog dieselben Regeln verwenden), gelten die Regeln für Brennende Personen (siehe Regelwerk Seite 341). Nach dem Ende der Wirkungsdauer nimmt das Objekt wieder seine ursprüngliche Temperatur an. Durch große Temperaturänderungen entsteht bei den meisten Objekten ein Schaden von 1W6 Strukturpunkten. Bei welchen Temperaturen dies der Fall ist, entscheidet der Meister.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekt (profane Objekte bis zur Größe einer Truhe)
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149", + "Dschinnenruf": "Dschinnenruf", + "Dschinnenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein Dschinn des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Dschinnen finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Elementare
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Elementarer-Diener": "Elementarer Diener", + "Elementarer-Diener-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein Elementargeist des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Elementargeistern finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Elementare
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: V
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Hagelschlag-und-Sturmgebrüll": "Hagelschlag und Sturmgebrüll", + "Hagelschlag-und-Sturmgebrüll-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer erschafft um sich herum eine Zone von QS x 50 Schritt Radius, innerhalb der er Bewölkung, Niederschlag und Windgeschwindigkeit um insgesamt QS Stufen senken oder anheben kann. Mit einer QS von 5 ist es beispielsweise möglich, die Windgeschwindigkeit um 2 Stufen zu verändern und den Niederschlag um 3. Bei Temperaturen unter dem Gefrierpunkt fällt der Niederschlag als Schnee oder Hagel zu Boden. Die Stufe des Niederschlags darf die Stufe der Bewölkung nicht überschreiten.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149", + "Hartes-Schmelze": "Hartes schmelze", + "Hartes-Schmelze-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Das Ritual raubt einem Objekt seine Festigkeit und macht einen harten Gegenstand weich und formbar. Dies erlaubt sowohl künstlerische Gestaltungen, ermöglicht aber auch das Erschaffen von Löchern oder das Abtrennen einzelner Teile. Der Zauberer kann z. B. Türen wie Knetmasse zusammenrollen oder ein Schloss aus der Tür entfernen. Dabei ist zu beachten, dass der Meister entscheidet, welche Gegenstände miteinander verbunden sind. Ein Schloss gehört zu einer Tür, eine Tür aber nicht zu einer Wand. Der Zauber ist kein Ersatz für Handwerkstalente, man kann damit beispielsweise nicht Metall verformen, um eine scharfe Schwertklinge zu erhalten. Am Ende der Wirkungsdauer wird der Gegenstand augenblicklich wieder hart.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 2/4/8/16 AsP für einen Gegenstand von der Größe einer Tasse/Truhe/Tür/Burgtor (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 2 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekt (profane Objekte bis zur Größe einer Truhe)
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150", + "Invocatio-Maior": "Invocatio Maior", + "Invocatio-Maior-Regel": "\n\t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein zuvor ausgewählter gehörnter Dämon mit maximal fünf Hörnern erscheint. Die Ritualprobe ist um die Beschwörungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: 32 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Invocatio-Minor": "Invocatio Minor", + "Invocatio-Minor-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Ein zuvor ausgewählter niederer Dämon erscheint. Die Ritualprobe ist um die Anrufungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tMerkmal: Sphären
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Leidensbund": "Leidensbund", + "Leidensbund-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer kann den erlittenen LeP-Verlust von einer anderen Person auf sich selbst übertragen. Dadurch werden die Wunden des Ziels geheilt und entstehen dafür beim Zaubernden. Maximal können auf diesem Wege QS x 3 verlorene LeP übertragen werden, wobei sich der Zauberer auch für weniger entscheiden kann. Auch ist keine Übertragung möglich, die beim Zauberer zu einem LeP-Stand führen würde, der bei 0 oder darunter liegt. Die Wirkung des Zaubers setzt erst nach Ende der Ritualdauer ein, es ist daher mit diesem Ritual nicht möglich, Sterbende von der Schwelle des Todes zu retten.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150", + "Magischer-Raub": "Magischer Raub", + "Magischer-Raub-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/KO (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann der Zauberer auf die AsP des Ziels zugreifen. Das Opfer kann sich nach Ende der Zauberdauer beliebig weit vom Zauberer entfernt haben. Die Verbindung endet nur dann automatisch, wenn das Opfer sich nicht mehr in der gleichen Sphäre wie der Zauberer aufhält. Wirkt der Zauberer Magie, während die Verbindung besteht, werden die benötigten AsP auf seinen Wunsch hin aus dem Vorrat des Opfers verbraucht. Sind alle AsP des Opfers aufgebraucht, muss der Zauberer alle weiteren Kosten selbst aufbringen. Der Verbrauch von pAsP kann jedoch nicht auf das Ziel übertragen werden. Maximal kann durch den Zauber 1 Ziel beraubt werden.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 30 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151", + "Memorabia-Falsifir": "Memorabia Falsifir", + "Memorabia-Falsifir-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Zauberer entfernt Erinnerungen aus dem Gedächtnis des Ziels. Dabei kann er jedoch keine bestimmte Erinnerung festlegen, sondern lediglich einen Zeitraum von maximal QS x 3 Tagen ab einem von ihm gewünschten Anfangszeitpunkt.
    \n \t\t\t\t\t\t\tZauberdauer: 2 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Druiden
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151", + "Movimento": "Movimento", + "Movimento-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Während der Wirkungsdauer kann sich der Zauberer beliebig lange im Dauerlauf fortbewegen, ohne dass ihn dies erschöpft. Die Reisestrecke erhöht sich um QS x 10 % für eine Tagesleistung Fußmarsch (siehe Strategische Bewegung im Regelwerk auf Seite 248).
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: 8 Stunden (Wirkungsdauer nicht modifizierbar)
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151", + "Orvai-Kurims-Kriegstrommel": "Orvai Kurims Kriegstrommel", + "Orvai-Kurims-Kriegstrommel-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO
    \n \t\t\t\t\t\t\tWirkung: Der Klang der Trommel versetzt Angehörige der Spezies in Raserei, aus deren Haut das Trommelfell gefertigt wurde. Wenn ihnen keine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS des Rituals gelingt, erhalten alle Kulturschaffenden oder Tiere den Status Blutrausch (siehe Regelwerk Seite 35). Der Wirkungsradius beträgt 16 Schritt. Zum Schlagen der Trommel benötigt man 1 Aktion, der Blutrausch dauert für 2W20+QS KR an.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tZielkategorie: profane Objekte (Trommeln)
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Goblinzauberinnen
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 9, Der grüne Zug Seite 15", + "Ruf-des-Bienenstocks": "Ruf des Bienenstocks", + "Ruf-des-Bienenstocks-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Durch Berührung einer Münze oder Ware, die gegen das gesuchte Objekt getauscht wurde, erfährt man Richtung und Entfernung des Objekts in Tagesreisen. Jedes angefangene Jahr, in dem die Zibilja (oder ihre Sippe) das Objekt vorher besaß, erleichtert die Probe um 1, jedes angefangene Jahr nach dem Verkauf erschwert sie um 1 (insgesamt maximal +/–5).
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: FW x 50 Meilen
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: profane Objekte
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Zibilja
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 51", + "Ruhe-Körper": " Ruhe Körper", + "Ruhe-Körper-Regel": "\n \t\t\t\t\t\t\tProbe: KL/CH/KO
    \n \t\t\t\t\t\t\tWirkung: Die während der nächsten Regenerationsphase zurückgewonnenen LeP erhöhen sich um die doppelte QS. Zudem verläuft der Schlaf ruhig und traumlos, solange äußere Einflüsse dem nicht entgegenwirken. Der Zauber kann nicht verhindern, dass Gifte und Krankheiten in der Regenerationsphase wirken.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tVerbreitung: Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152", + "Unberührt-von-Satinav": "Unberührt von Satinav", + "Unberührt-von-Satinav-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Ein maximal 5 Stein wiegendes Objekt ist während der Wirkungsdauer vor Verfall geschützt. Die Zeit kann ihm nichts anhaben und es wird also weder verrotten, verrosten noch verfallen. Dies gilt auch in widrigen Umgebungen, etwa überdurchschnittlich feuchten oder heißen Gegenden. Vor gewaltsamen Einflüssen wie Waffenschaden, Feuer oder Säure bietet die Verzauberung jedoch keinen Schutz.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Wochen
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Zeit
    \n\t\t\t\t\t\t\tVerbreitung: Kristallomanten
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152", + "Widerwille": "Widerwille", + "Widerwille-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/GE
    \n \t\t\t\t\t\t\tWirkung: Personen mit SK 2 oder schlechter ignorieren ein vom Zauberer bestimmtes Objekt, selbst wenn es sich direkt vor ihnen befindet. Kommt es zu einer Interaktion mit dem Opfer, etwa wenn dieses mit einem bislang ignorierten Schwert angegriffen wird, endet die Wirkung jedoch. Ein einfaches Berühren oder Ertasten reicht hierfür aber nicht aus. Der Zauberer selbst nimmt das Objekt immer wahr, auch wenn der Zauber wirkt. Es können lediglich kleinere Gegenstände bis zur Größe einer Zweihandwaffe oder eines Seils verzaubert werden, nicht jedoch Truhen, Türen oder gar ganze Gebäude.
    \n \t\t\t\t\t\t\tZauberdauer: 30 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Objekte
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 153", + "Wirbelform": "Wirbelform", + "Wirbelform-Regel": "\n \t\t\t\t\t\t\tProbe: KL/FF/KK
    \n \t\t\t\t\t\t\tWirkung: Innerhalb eines Radius von QS Schritt vermag der Zauberer alle Materie des Elements Luft zu verformen, solange sie nicht Teil eines Wesens ist. Auf diesem Weg kann eine Zone erschaffen werden, in der ein Sturm nicht wütet, aber auch die Formung von Rauch und Dampf ist möglich. Der Prozess geht dabei nur langsam vonstatten. Soll die Luft in eine bestimmte Richtung geformt werden, dauert dies 1 KR pro Schritt Fortbewegung. Am Ende der Wirkungsdauer ist das Verformte wieder den normalen Gesetzen der Natur ausgeliefert.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 16 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 10 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 137", + "Xenographus": "Xenographus", + "Xenographus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Liest der Zauberer einen Text, erhält er ein Gefühl für die Bedeutung des Niedergelegten, selbst wenn er die Schrift oder Sprache nicht beherrscht. Damit ist es ihm möglich, jeden Text zu verstehen, jedoch lediglich auf dem Niveau einer Person, die die entsprechende Sprache auf Stufe II beherrscht. Die Wirkung umfasst lediglich das geschriebene Wort, nicht jedoch das gesprochene. Ebenso bietet das Ritual keine Hilfestellung bei Schwierigkeiten, die nicht sprachlicher Natur sind, etwa wenn der Text verschlüsselt, in Rätseln verfasst, unleserlich oder unzusammenhängend geschrieben wurde. Das Erlernen einer Sprache oder einer Schrift ist auf diesem Wege nicht möglich, da lediglich die Gesamtbedeutung eines Textes erfasst werden kann, nicht jedoch die Bedeutung einzelner Elemente.
    \n \t\t\t\t\t\t\tZauberdauer: 5 Minuten
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 5 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tVerbreitung: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 153", + "Zauberklinge-Geisterspeer": "Zauberklinge Geisterspeer", + "Zauberklinge-Geisterspeer-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF
    \n \t\t\t\t\t\t\tWirkung: Mit diesem Ritual lassen sich arkane Kräfte in eine Waffe binden. Diese gilt dann als magische Waffe. Die Kosten des Rituals sind abhängig von der Größe der Waffe. Die Wirkungsdauer lässt sich auf QS x 30 Jahre erhöhen. In diesem Falle verfünffachen sich die AsP-Kosten, wobei 1/20 hiervon permanent verloren gehen.
    \n \t\t\t\t\t\t\tZauberdauer: 8 Stunden
    \n\t\t\t\t\t\t\tAsP-Kosten: abhängig von der Waffe (nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: FP in Tage
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 301", + "Allgemeine-Magie-SF": "Allgemeine Magie-SF", + "Aura-verbergen": "Aura verbergen", + "Aura-verbergen-Tooltip": "Publikation: VR01 - Regelwerk S.284", + "Abgeschwächter-Zauber": "Abgeschwächter Zauber", + "Abgeschwächter-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Adaption-Zauber": "Adaption (Zauber)", + "Adaption-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Alchimieverstärkung": "Alchimieverstärkung", + "Alchimieverstärkung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Astrale-Meditation": "Astrale Meditation", + "Astrale-Meditation-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Aurapanzer": "Aurapanzer", + "Aurapanzer-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", + "Eisen-und-Stahlverzauberung": "Eisen- und Stahlverzauberung", + "Eisen-und-Stahlverzauberung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", + "Entschwörung-Dämon": "Entschwörung (Dämonen)", + "Entschwörung-Dämon-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", + "Entschwörung-Elementare": "Entschwörung (Elementare)", + "Entschwörung-Elementare-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", + "Entschwörung-Geister": "Entschwörung (Geister)", + "Entschwörung-Geister-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", + "Flugsalbe": "Flugsalbe", + "Flugsalbe-Tooltip": "Publikation: VR01 - Regelwerk S.281", + "Merkmalskenntnis": "Merkmalskenntnis", + "Merkmalskenntnis-Tooltip": "Publikation: VR01 - Regelwerk S.285", + "Starke-Zaubertricks": "Starke Zaubertricks", + "Starke-Zaubertricks-Tooltip": "Publikation: VR01 - Regelwerk S.285", + "Verbotene-Pforten": "Verbotene Pforten", + "Verbotene-Pforten-Tooltip": "Publikation: VR01 - Regelwerk S.285", + "Vertrautenbindung": "Vertrautenbindung", + "Vertrautenbindung-Tooltip": "Publikation: VR01 - Regelwerk S.279", + "Zauberzeichen-Tooltip": "Publikation: VR01 - Regelwerk S.285", + "Bindung-des-Stabes": "Bindung des Stabes", + "Bindung-des-Stabes-Regel": "\n \t\t\t\t\tWirkung: Die Bindung des Stabes ist der erste Stabzauber, der auf einen Magierstab gewirkt wird. Mit ihm wird der Stab an den Magier gebunden. Zudem wird er unzerbrechlich, auch wenn er die Flexibilität des Holzes bewahrt. Einzig elementares Feuer, das heißer brennt als ein Drachenodem oder ein IGNIFAXIUS, oder aber gezielte Antimagie können ihn zerstören. Der Stab gilt von nun an als magische Waffe und kann nicht durch andere Mittel wie den ARCANOVI mit weiteren Zaubern belegt werden. Ein Magier kann immer nur einen Magierstab besitzen.
    \n \t\t\t\t\t
    \n \t\t\t\t\tDas Binden eines Stabes kostet den Magier einmalig 2 permanente AsP. Der Magier kann sich entscheiden, seine Verbindung zum Stab zu lösen, beispielsweise um einen neuen Stab an sich zu binden. Nach dem Tod eines Magiers verliert der Stab nach 24 Stunden die permanent gespeicherten AsP und jegliche Magie.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 0 Punkte
    \n\t\t\t\t\tBindungskosten: 2 permanente AsP
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276", + "Doppeltes-Maß": "Doppeltes Maß", + "Doppeltes-Maß-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann auf seine doppelte Länge verlängert werden, ohne dass er merklich an Dicke einbüßt. Die Wirkung hält an, solange der Magier Körperkontakt mit dem Stab hält. Ein mittlerer Stab wird so lang, dass er unter Stangenwaffen fällt und die Reichweite lang erhält, der lange Stab wird so lang, dass er als Waffe nicht mehr zu benutzen ist. Ein kurzer Stab erhält die Reichweite mittel.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 2 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 5 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276", + "Ewige-Flamme": "Ewige Flamme", + "Ewige-Flamme-Regel": "\n \t\t\t\t\tWirkung: Das Ende des Stabes kann nun willentlich entzündet werden und brennt wie eine Fackel. Das Feuer hat die natürliche Helligkeit und Hitze einer solchen Flamme, zehrt den Stab jedoch nicht auf. Im Kampf eingesetzt bietet die ewige Flamme keinen besonderen Vorteil. Die Wirkung des Stabzaubers endet automatisch, wenn der Magier schläft, den Status Bewusstlos erleidet oder spätestens nach 1 Stunde.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 2 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Flammenschwert": "Flammenschwert", + "Flammenschwert-Regel": "\n \t\t\t\t\tWirkung: Mit diesem Stabzauber kann der Magier seinen Stab in ein heiß brennendes Flammenschwert oder, je nach Region, in einen Flammensäbel verwandeln. Dieses Flammenschwert gilt als magische Waffe und richtet wie jedes Feuer zusätzlichen Schaden an Wesen an, die feuerempfindlich sind. Es verursacht 1W6+7 Trefferpunkte. Der Stab muss eine Mindestlänge von einem Schritt besitzen, um in ein Flammenschwert verzaubert werden zu können. Die übrigen Werte entsprechen denen eines Langschwertes.
    \n\t\t\t\t\t
    \n\t\t\t\t\tDer Magier kann das Schwert auf zwei Varianten einsetzen:
    \n\t\t\t\t\t
    \n\t\t\t\t\t1. Er kann es wie ein normales Schwert mit der Kampftechnik Schwerter führen. Bei einem Patzer verwandelt sich das Flammenschwert zurück in den Stab. Pro Kampfrunde kostet diese Variante nach der Aktivierung 1 AsP.
    \n\t\t\t\t\t2. Er kann es per Telekinese fliegen und kämpfen lassen. Hierbei werden die Kampftechnik Schwerter und der entsprechende Attackewert des Magiers für Attacken verwendet. Es bewegt sich mit Geschwindigkeit 8. Der Magier muss sich zur Kontrolle des Schwertes konzentrieren. Das Flammenschwert kontrolliert fliegen zu lassen, ist eine länger dauernde Handlung.
    \n\t\t\t\t\t
    \n\t\t\t\t\tWenn sich das Schwert weiter als 32 Schritt weg vom Magier bewegt, bricht der Stabzauber ab und das Schwert verwandelt sich wieder zurück. Pro Kampfrunde kostet diese Variante nach der Aktivierung 2 AsP.
    \n\t\t\t\t\t
    \n\t\t\t\t\tUm ein fliegendes Flammenschwert festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt das Schwert über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
    \n \t\t\t\t\tVorrausetzungen: Ewige Flamme und Kraftfokus
    \n\t\t\t\t\tVolumen: 7 Punkte
    \n\t\t\t\t\tBindungskosten: 3 AsP, danach 1 bzw. 2 AsP pro Kampfrunde
    \n\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Kraftfokus": "Kraftfokus", + "Kraftfokus-Regel": "\n \t\t\t\t\tWirkung: Solange der Magier den Stab berührt, spart er bei jedem Zauber 1 AsP ein. Dieser Abzug wird nach Berechnung aller anderen Modifikationen eingerechnet. Die Ersparnis kann nicht dazu führen, dass die Kosten unter 1 AsP fallen. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt die Ersparnis nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 6 Punkte
    \n\t\t\t\t\tBindungskosten: keine
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 30 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Merkmalsfokus": "Merkmalsfokus", + "Merkmalsfokus-Regel": "\n \t\t\t\t\tWirkung: Bei diesem Stabzauber muss ein Merkmal gewählt werden, das der Fokus unterstützen soll. Proben auf Zauber mit dem so unterstützten Merkmal sind um 1 erleichtert. Der Merkmalsfokus kann mehrfach mit unterschiedlichen Merkmalen auf den Stab gewirkt werden. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt dieser Vorteil nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
    \n \t\t\t\t\tVorrausetzungen: Kraftfokus, passende Merkmalskenntnis
    \n\t\t\t\t\tVolumen: 8 Punkte
    \n\t\t\t\t\tBindungskosten: keine
    \n\t\t\t\t\tMerkmal: je nach Merkmal
    \n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Seil-des-Adepten": "Seil des Adepten", + "Seil-des-Adepten-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann in ein unzerstörbares Seil von 10 Metern Länge verwandelt werden. Es kann sich um Objekte schlingen, wenn es geworfen wird. Knoten können so willentlich gebunden oder gelöst werden, solange der Magier das Seil berührt. Das Knoten und Entknoten zählt jeweils als 1 Aktion. Personen lassen sich damit nicht fesseln, außer sie haben den Status Bewegungsunfähig. Verliert der Magier den Kontakt zum Seil, verwandelt es sich zurück in seine ursprüngliche Stabform.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 2 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Stab-Apport": "Stab-Apport", + "Stab-Apport-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann vom Magier zu sich gerufen werden. Er fliegt auf dem kürzesten Weg mit Geschwindigkeit 15 zum Magier und umfliegt selbstständig Hindernisse. Fenster durchschlägt der Stab, Wände aus Holz oder Stein halten ihn jedoch auf. Der Magier muss für den Einsatz des Stab-Apports seinen Magierstab nicht sehen.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 3 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\tAP-Wert: 15 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 278", + "Fluch": "Fluch", + "Beiß-auf-Granit": "Beiß auf Granit!", + "Beiß-auf-Granit-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/FF (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Feste Nahrungsmittel, die das Opfer berührt, werden zu Stein oder einer anderen Substanz, die die Hexe im Fluch benannt hat. Üblich sind neben Stein auch Holz, Mist oder Schleim. Edelmetalle oder Ähnliches sind nicht möglich. Die Lebensmittel verwandeln sich nach fünf Minuten wieder zurück, insofern das Opfer sie nicht berührt. Der Versuch, Lebensmittel mit Zangen oder Trichtern in den Mund zu führen, kann dazu führen, dass das Opfer an einem Stein im Hals erstickt. Für Suppen, Milch und andere Flüssigkeiten gilt der Fluch nicht.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Objekt
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Beute": "Beute!", + "Beute-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
    \n \t\t\t\t\t\t\tWirkung: Der Geruch des Opfers lockt alle Arten von fleischfressenden Wirbeltieren an. Diese sehen das Opfer als leichte Beute an. Während domestizierte Tiere mit einer um die Fertigkeitspunkte des Fluches erschwerten Tierkundeprobe beruhigt werden können, lassen sich wilde Tiere hiervon nicht abbringen. Der nur für die Tiere wahrnehmbare Geruch ist so stark, dass Wildtiere das Opfer bereits aus mehreren Meilen Entfernung wahrnehmen können.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Hagelschlag": "Hagelschlag", + "Hagelschlag-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Auf einer Fläche von bis zu (QS x 20.000) Rechtschritt geht ein schwerer Hagelsturm nieder. Je nach Region kann auch ein Schnee- oder Sandsturm die Fläche verheeren. Solche Stürme können Ernten zerstören, Dächer abdecken und bei ungeschützten Tieren und Personen 2W6 TP Schaden pro 5 Minuten verursachen.
    \n \t\t\t\t\t\t\tZauberdauer: 21 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 15 Minuten
    \n\t\t\t\t\t\t\tWirkungsdauer: Elementar
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Hexenschuss": "Hexenschuss", + "Hexenschuss-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer erleidet plötzlich einen starken Schmerz im Rücken oder im Kopf, je nach Wahl der Hexe. Durch den Hexenschuss erleidet das Opfer eine Stufe des Zustands Schmerz.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Juckreiz-verursachen": "Juckreiz verursachen", + "Juckreiz-verursachen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer des Fluchs ist von einem ständigen Juckreiz betroffen. Dadurch erhält es 1 Stufe Verwirrung. Zudem ist seine Regeneration halbiert, sofern diese anfängt, während der Fluch noch wirkt.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 Stunden
    \n\t\t\t\t\t\t\tWirkungsdauer: Illusion
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Regelwerk II S. 24", + "Pech-an-den-Hals-wünschen": "Pech an den Hals wünschen", + "Pech-an-den-Hals-wünschen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
    \n \t\t\t\t\t\t\tWirkung: Neben der 20 gilt nun auch die 19 als Patzer. Für Patzer bei Fertigkeitsproben reicht es so, wenn zwei Würfel eine 19 oder mehr zeigen. Außerdem zerbricht das Opfer aus Versehen Gegenstände, stolpert über Hindernisse, vergisst Verabredungen oder tritt bei Gesprächen in Fettnäpfchen. Details entscheidet der Meister.
    \n \t\t\t\t\t\t\tZauberdauer: 7 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Pestilenz": "Pestilenz", + "Pestilenz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/CH/GE (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer wird von der Hexe mit einer ihr bekannten Krankheit infiziert, maximal jedoch mit einer Krankheitsstufe gleich dem Fertigkeitswert des Fluches. Ab der Infektion verläuft die Krankheit wie normal, ist allerdings nicht ansteckend. Nicht wählbar sind magische Erkrankungen wie Duglumspest.
    \n \t\t\t\t\t\t\tZauberdauer: Stufe der Krankheit in AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: bis zum Ende der Krankheit, maximal aber QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Dämonisch
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Schlaf-rauben": "Schlaf rauben", + "Schlaf-rauben-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch SK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer kann nicht schlafen. Wenn es doch für einige Sekunden einschläft, wird es von Alpträumen wieder aufgeschreckt. Regeneration ist in diesem Zustand nicht möglich. Es reagiert genauso wie andere Menschen, die lange Zeit wach gehalten werden, wird also fahrig, reizbar und erleidet nach einigen Tagen Sinnestäuschungen. Pro zwei Tagen ohne Schlaf erhält das Opfer eine Stufe Verwirrung, die erst abklingt, wenn es wieder schlafen kann.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Unfruchtbarkeit": "Unfruchtbarkeit", + "Unfruchtbarkeit-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Das Opfer, Person oder Tier, ist nicht mehr in der Lage, Nachkommen zu zeugen oder zu gebären. Schwangere Wesen erleiden oft eine Miss- oder Totgeburt.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Wochen
    \n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Warzen-sprießen": "Warzen sprießen", + "Warzen-sprießen-Regel": "\n \t\t\t\t\t\t\tProbe: IN/FF/KO (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Dem Opfer wachsen innerhalb einiger Minuten dicke Warzen im Gesicht und an den Händen und verleihen ihm so eine Stufe des Nachteils Hässlich. Der Vorteil Gutaussehend wird hierdurch zeitweise Hässlich.
    \n \t\t\t\t\t\t\tZauberdauer: 7 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tWirkungsdauer: Verwandlung
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Zunge-lähmen": "Zunge lähmen", + "Zunge-lähmen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tWirkung: Zunge und Lippen des Opfers sind gelähmt. Es kann daher nicht mehr artikuliert sprechen. Dies beeinflusst auch Zaubersprüche. Außerdem neigen so Verfluchte zu Speichelfluss. Der Verfluchte erhält den Status Stumm.
    \n \t\t\t\t\t\t\tZauberdauer: 14 AsP
    \n\t\t\t\t\t\t\tAsP-Kosten: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tWirkungsdauer: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", + "Elfenlied": "Elfenlied", + "Erinnerungsmelodie": "Erinnerungsmelodie", + "Erinnerungsmelodie-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Mit dem Lied ruft sich der Elf eine Erinnerung aus lang vergangener Zeit zurück. Für je ein Jahr, das das Ereignis zurückliegt, muss er 5 Minuten spielen. Zusätzlich spielt er so lange, wie die Situation dauert, an die er sich zurückentsinnen will.
    \n \t\t\t\t\t\t\tTalent: Musizieren
    \n\t\t\t\t\t\t\tAsP-Kosten: 1 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 283", + "Friedenslied": "Friedenslied", + "Friedenslied-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Nach 5 Minuten des Spielens erzeugt dieses Lied eine Zone des Friedens um den Elfen herum (QS x 3 Schritt Radius). So lange er weiterspielt, verlieren Tiere und kulturschaffende Wesen das Interesse daran, mit Gewalt gegeneinander oder gegen den Elfen vorzugehen. Um trotzdem aktiv zu kämpfen, ist eine Fertigkeitsprobe auf Willenskraft, erschwert durch die QS x 2 in der Probe auf das Friedenslied fällig. Die Möglichkeit, sich zu verteidigen, ist durch das Friedenslied nicht eingeschränkt. Nicht betroffen sind widernatürliche Wesenheiten wie Untote, Dämonen, Elementare oder Golems.
    \n \t\t\t\t\t\t\tTalent: Musizieren
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 283", + "Freundschaftslied": "Freundschaftslied", + "Freundschaftslied-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
    \n \t\t\t\t\t\t\tWirkung: Mit dem Freundschaftslied können zwei Elfen, die es gemeinsam spielen, ein festes Band der Freundschaft zwischeneinander weben. Dies ist nur einmal im Leben eines Elfen möglich. Es besteht aus drei einstündigen Strophen, die an drei aufeinanderfolgenden Tagen von beiden gemeinsam gespielt werden müssen. So miteinander verbundene Elfen spüren die Anwesenheit des anderen und können starke Emotionen des anderen auch auf größere Entfernungen wahrnehmen. Sie können gegenseitig den Zauberspruch BALSAM aufeinander wirken, selbst wenn sie keine AsP zur Verfügung haben. In solchen Fällen können sie mit dem Zauberspruch ihre Lebensenergie direkt auf den anderen übertragen.
    \n \t\t\t\t\t\t\tTalent: Musizieren
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Stunde, 1 permanenter AsP bei der letzten Strophe
    \n\t\t\t\t\t\t\tMerkmal: Einfluss
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284", + "Melodie-der-Kunstfertigkeit": "Melodie der Kunstfertigkeit", + "Melodie-der-Kunstfertigkeit-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Proben auf Handwerkstalente, die der Elf während der Melodie der Kunstfertigkeit nutzt, sind um QS des Rituals erleichtert.
    \n \t\t\t\t\t\t\tTalent: Singen
    \n\t\t\t\t\t\t\tAsP-Kosten: 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284", + "Sorgenlied": "Sorgenlied", + "Sorgenlied-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Der Elf flicht Fragen in das Lied ein, die er an einen guten Freund stellen möchte. Hierdurch kann er erfahren, ob sein Freund gesund, krank oder gar tot ist, ob er um sein Leben fürchtet oder ob er zufrieden und glücklich ist. Mit dem Lied sind nur allgemeine Eindrücke zu erzielen. Klar formulierte Gedankenbilder lassen sich so nicht übertragen. Je weiter der gesuchte Freund vom Sänger entfernt ist, desto länger dauert das Lied. Pro 100 Meilen muss er 5 Minuten singen, um ihn zu erreichen.
    \n \t\t\t\t\t\t\tTalent: Singen
    \n\t\t\t\t\t\t\tAsP-Kosten: 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tMerkmal: Hellsicht
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284", + "Zaubermelodie": "Zaubermelodie", + "Zaubermelodie-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Spielt der Elf ungestört eine Stunde lang diese Melodie, kann er sich in einen tranceartigen Zustand versetzen, in dem er sich in Einklang mit den astralen Strömungen der Umgebung bringen kann. Er erwacht nach einer halben Stunde aus der Trance. Wenn er aus der Trance erwacht, sind für ihn alle Proben auf Zaubersprüche und Rituale bis zum nächsten Sonnenaufgang erleichtert. Bei QS 1-3 um 1, bei QS 4-6 um 2
    \n \t\t\t\t\t\t\tTalent: Musizieren oder Singen
    \n\t\t\t\t\t\t\tAsP-Kosten: 8 AsP
    \n\t\t\t\t\t\t\tMerkmal: Heilung
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 284", + "Bann-Schutzkreis-gegen-Elementargeister": "Bann-/Schutzkreis gegen Elementargeister", + "4-AsP": "4 AsP", + "Bann-Schutzkreis-gegen-Dschinne": "Bann-/Schutzkreis gegen Dschinne", + "8-AsP": "8 AsP", + "Bann-Schutzkreis-gegen-niedere-Dämonen": "Bann-/Schutzkreis gegen niedere Dämonen", + "Bann-Schutzkreis-gegen-gehörnte-Dämonen": "Bann-/Schutzkreis gegen Gehörnte Dämonen", + "Verschluss": "Verschluss", + "16-AsP": "16 AsP", + "Liturgien": "Liturgien", + "Zeremonien": "Zeremonien", + "KaP": "KaP", + "Praios": "Praios", + "Rondra": "Rondra", + "Boron": "Boron", + "Hesinde": "Hesinde", + "Phex": "Phex", + "Peraine": "Peraine", + "Firun": "Firun", + "Tsa": "Tsa", + "Travia": "Travia", + "Ingerimm": "Ingerimm", + "Efferd": "Efferd", + "Rahja": "Rahja", + "Namenloser": "Namenloser", + "Segnung": "Segnung", + "Eidsegen": "Eidsegen", + "Feuersegen": "Feuersegen", + "Geburtssegen": "Geburtssegen", + "Glückssegen": "Glückssegen", + "Grabsegen": "Grabsegen", + "Harmoniesegen": "Harmoniesegen", + "Kleiner-Heilsegen": "Kleiner Heilsegen", + "Kleiner-Schutzsegen": "Kleiner Schutzsegen", + "Speisesegen": "Speisesegen", + "Stärkungssegen": "Stärkungssegen", + "Tranksegen": "Tranksegen", + "Weisheitssegen": "Weisheitssegen", + "Sonderfertigkeit": "Sonderfertigkeit", + "Aspektkenntnis": "Aspektkenntnis", + "Fokussierung": "Fokussierung", + "Stärke-des-Glaubens": "Stärke des Glaubens", + "Starke-Segnungen": "Starke Segnungen", + "Liturgiemodifikationen-1-je-4-FW": "Liturgiemodifikationen (1 je 4 in FW)", + "Liturgiedauer-in-Aktionen": "Liturgiedauer in Aktionen", + "Gebete-weglassen": "Gebete weglassen", + "Gesten-weglassen": "Gesten weglassen", + "Liturgienpatzer": "Liturgienpatzer:", + "Liturgiemodifikationen": "Liturgiemodifikationen", + "Liturgie": "Liturgie", + "Bann-der-Dunkelheit": " Bann der Dunkelheit", + "Bann-der-Dunkelheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Aus der Hand des Geweihten strahlt ein helles Licht. Das Licht zählt regeltechnisch als Sonnenlicht.
    \n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
    \n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
    \n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
    \n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
    \n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
    \n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Ordnung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", + "Bann-der-Furcht": " Bann der Furcht", + "Bann-der-Furcht-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
    \n \t\t\t\t\t\t\tWirkung: Durch diese Liturgie wird pro QS eine Stufe des Zustands Furcht aufgehoben.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Traum)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", + "Bann-des-Lichts": " Bann des Lichts", + "Bann-des-Lichts-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/CH
    \n \t\t\t\t\t\t\tWirkung: Um den Geweihten herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 3 Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Natürliche und magische Lichtquellen können die Dunkelheit nicht erhellen. Bei karmalen Lichtquellen entscheidet die höhere QS (wie bei einer Vergleichsprobe), ob das Licht zu sehen ist oder nicht. Hierbei gilt alles oder nichts: Das Licht wird nicht um die QS der Liturgie gedämpft, sondern die höhere QS entscheidet darüber ob Licht zu sehen ist oder nicht. Für den Geweihten werden die Sichtverhältnisse durch die Liturgie nicht erschwert. Der Geweihte muss vor dem Wirken der Liturgie entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP (Aktivierung) + 8 KaP pro 5 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Tod und Traum), Phex (Schatten)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", + "Blendstrahl": " Blendstrahl", + "Blendstrahl-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Betroffene wird geblendet. Es erhält eine Stufe des Zustands Verwirrung.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie und Ordnung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", + "Des-Einen-Bezauberner-Sphärenklang": " Des Einen bez. Sphärenklang", + "Des-Einen-Bezauberner-Sphärenklang-Regel": "\n \t\t\t\t\t\t\tProbe: IN/CH/CH
    \n \t\t\t\t\t\t\tWirkung: Diese Liturgie des Namenlosen erzeugt Bilder im Geist des Opfers und lässt es verführerische Melodien hören. Das Opfer erhält den Status Hörigkeit und ist dem Geweihten hörig. Es wird auch Freunde angreifen, wenn der Priester es befiehlt. Alle 5 Minuten ist eine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS der Liturgie erlaubt, um sich von der Beherrschung zu lösen. Auch zu Beginn der Wirkung ist diese Probe erlaubt.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Namenloser
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 118", + "Ehrenhaftigkeit": " Ehrenhaftigkeit", + "Ehrenhaftigkeit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: „Ehrenhaft“ bedeutet in diesem Fall, dass der Betroffene sich an die Gebote des Geweihten hält. Dies kann je nach Auslegung und Kultur bedeuten, dass der Betroffene bei Patzern des Gegners auf weitere Angriffe verzichtet, nicht von hinten angreift, dem Gegner die Chance gibt, eine verlorene Waffe wieder aufzusammeln, auf Waffengifte verzichtet usw.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild und Sturm)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Entzifferung": " Entzifferung", + "Entzifferung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Die Textmenge richtet sich nach der QS. Für jede QS kann er fünf Foliantenseiten in normaler Schriftgröße entziffern.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Wissen), Nandus (Bildung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Ermutigung": " Ermutigung", + "Ermutigung-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Das Ziel wird zuversichtlicher und mutiger. Je nach QS erhält es verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 3 hat das Ziel insgesamt MU +2 und AT +1.
    \n \t\t\t\t\t\t\tQS 1: +1 MU
    \n\t\t\t\t\t\t\tQS 2: +1 AT
    \n\t\t\t\t\t\t\tQS 3: +1 MU
    \n\t\t\t\t\t\t\tQS 4: +1 AT
    \n\t\t\t\t\t\t\tQS 5: +1 MU
    \n\t\t\t\t\t\t\tQS 6: +1 SK
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tVerbreitung: Rondra (Sturm), Efferd (Wind), Swafnir (Tapferkeit)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Fall-ins-nichts": " Fall ins nichts", + "Fall-ins-nichts-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Für jede QS kann der Geweihte drei Schritt Fallschaden ignorieren.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Friedvolle-Aura": "Friedvolle Aura", + "Friedvolle-Aura-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Um den Geweihten anzugreifen, ist eine Probe auf Willenskraft (Bedrohungen standhalten) des Gegners notwendig, bei der er mehr QS haben muss als der Geweihte. Ist diese Probe nicht erfolgreich, kann der Angriff nicht ausgeführt werden. Gelingt sie, so ist die Attacke gegen den Geweihten dennoch um QS der Liturgie erschwert. Die Wirkung der Liturgie bezieht sich nur auf den Geweihten. Während der Wirkung der Liturgie kann der Geweihte keine Angriffe (Attacke, Fernkampf) oder sonstige offensive Handlungen gegen seine Feinde ausführen, wohl aber seine Kampfgefährten mit Handlungen unterstützen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in KR
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie und Wissen), Peraine (Heilung und Landwirtschaft). Travia (Freundschaft und Heim). Tsa (Freiheit und Wandel), Rahja (Ekstase und Harmonie), Ifirn (Hilfsbereitschaft), Nandus (Bildung und Erkenntnis)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Giftbann": " Giftbann", + "Giftbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Giftbann neutralisiert ein Gift. Die maximale Giftstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Giftstufe (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", + "Göttlicher-Fingerzeig": " Gött. Fingerzeig", + "Göttlicher-Fingerzeig-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Voraussetzung ist, dass ein solcher Gegenstand überhaupt in Reichweite liegt. Dies kann z. B. ein verborgener Schlüssel für eine Truhe, ein Zettel mit Hinweisen oder ein benötigtes improvisiertes Werkzeug sein. Ist der Gegenstand durch Magie oder karmales Wirken verborgen, kann der Geweihte das Objekt nicht mittels dieser Liturgie entdecken. Der Gegenstand darf sich maximal QS Schritt vom Geweihten entfernt befinden.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326", + "Göttliches-Zeichen": " Gött. Zeichen", + "Göttliches-Zeichen-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Das Zeichen äußert sich z. B. als Donnergrollen, obwohl keine Wolken am Himmel zu sehen sind (Rondra), das Schnattern eines Storches (Peraine) oder als kurzer Moment der Stille (Boron). Innerhalb der Zone der Liturgie können Personen das göttliche Zeichen wahrnehmen. Der Radius der Zone beträgt QS x 10 in Schritt. Bei Proben auf Bekehren & Überzeugen kann der Meister eine Erleichterung von 1 gewähren, wenn der Geweihte das Zeichen bei der Anwendung miteinbezieht.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326", + "Heilsegen": " Heilsegen", + "Heilsegen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Betroffene erhält innerhalb von 5 Minuten nach dem Wirken der Liturgie verlorene LeP in Höhe der verwendeten KaP zurück. Der Geweihte kann maximal so viele KaP einsetzen, wie er FW hat. Wird die Liturgie vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird die Liturgie jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 1 KaP pro LeP, mindestens jedoch 4 KaP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326", + "Herbeirufung-der-Herrscharen-des-Rattenkindes": " Herb. d. Herrsch. d. Ra
    \n\t\t\t\t\t\t\t\t Kl. Bann wider Untote
    \n\t\t\t\t\t\t\t\t Kl. Bannstrahl
    \n\t\t\t\t\t\t\t\t Krankheitsbann
    \n\t\t\t\t\t\t\t\t Lautlos
    \n\t\t\t\t\t\t\t\t Magieschutz
    \n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t", + "Herbeirufung-der-Herrscharen-des-Rattenkindes-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Diese Liturgie ruft Ratten herbei, die häufig als Diener des Namenlosen angesehen werden. Die Tiere stehen unter der vollständigen Kontrolle des Geweihten und gehorchen seinen Befehlen. Es erscheinen QS x 5 Ratten aus dem Nichts.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 32 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
    \n\t\t\t\t\t\t\tZielkategorie: Tiere (Ratten)
    \n\t\t\t\t\t\t\tVerbreitung: Namenloser
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 125", + "Kleiner-Bann-wider-Untore": " Kl. Bann wider Untote", + "Kleiner-Bann-wider-Untore-Regel": "\n \t\t\t\t\t\t\tProbe: MU/MU/CH (modifiziert um ZK)
    \n \t\t\t\t\t\t\tWirkung: Der Bann verursacht 2W6+(QS x2) SP gegen ein untotes Wesen. Der Bann trifft automatisch sein Ziel und dieses kann sich dagegen nicht verteidigen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Untote
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Tod)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", + "Kleiner-Bannstrahl": " Kl. Bannstrahl", + "Kleiner-Bannstrahl-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Bannstrahl richtet gegen einen Dämon 2W6+(QS x2) SP an. Gegen Dämonen aus Blakharaz’ Domäne wird der Schaden verdoppelt. Der Bannstrahl trifft automatisch sein Ziel und dieses kann sich dagegen nicht verteidigen. Der kleine Bannstrahl ist nicht davon abhängig, ob der Himmel zu sehen ist. Der Strahl entsteht direkt beim Dämon, auf den der Strahl wirken soll.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", + "Krankheitsbann": " Krankheitsbann", + "Krankheitsbann-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Diese Liturgie heilt Krankheiten (die bisher erlittenen Auswirkungen werden nicht geheilt). Die maximale Krankheitsstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen. Die Liturgie heilt auch alle Symptome der Krankheit, aber keine bis dahin entstandenen Schäden (LeP-Verlust, Narben usw.).
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Krankheitsstufe (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Heilung)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", + "Lautlos": " Lautlos", + "Lautlos-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Proben auf Verbergen (Schleichen) sind um QS erleichtert.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten), Firun (Jagd)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", + "Magieschutz": " Magieschutz", + "Magieschutz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Er erhält einen Bonus von QS –1 auf SK und ZK (mindestens jedoch 1 Punkt) gegen magische Effekte.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Aktivierung der Liturgie) + 4 KaP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie), Hesinde (Magie)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Magiesicht": " Magiesicht", + "Magiesicht-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/IN
    \n \t\t\t\t\t\t\tWirkung: Mit dieser Liturgie lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers ANALYS oder entsprechenden Liturgien beeinflusst werden. Der Geweihte kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
    \n \t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
    \n \t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
    \n \t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 1 erleichtert.
    \n \t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 2 erleichtert.
    \n \t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2
    \n \t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 3 erleichtert.
    \n \t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim nachfolgenden ANALYS oder einer entsprechende Liturgie. Wer also QS 4 bei Magiesicht erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden ANALYS oder eine entsprechende Liturgie (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5).
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Minute
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen, Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Antimagie), Hesinde (Magie), Nandus (Erkenntnis)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Mondsicht": " Mondsicht", + "Mondsicht-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Erschwernisse der Sichtverhältnisse durch Dunkelheit werden um QS –1 Stufen gesenkt (mindestens jedoch 1 Stufe). In völliger Dunkelheit nutzt diese Liturgie nichts.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP (Aktivierung) + 1 KaP pro 10 Minuten
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: aufrechterhaltend
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten), Aves (Schicksal)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Mondsilberzunge": " Mondsilberzunge", + "Mondsilberzunge-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Held wirkt vertrauenerweckend. Er erhält eine Erleichterung von QS auf die Fertigkeiten Überreden und Handel (Feilschen).
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Handel)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Namenlose-Zweifel": " Namenlose Zweifel", + "Namenlose-Zweifel-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Die betroffene Person stellt innerhalb des Wirkungszeitraums ihre eigenen moralischen Vorstellungen in Frage und verliert den Glauben an ihre Götter oder ihre Prinzipien. Während der Wirkungsdauer sind Opfer der Liturgie bereit, Nachteile wie Prinzipientreue und Verpflichtungen zu ignorieren oder ins Gegenteil zu verkehren. Überzeugte Vegetarier essen Fleisch, ehrenhafte Krieger kämpfen aus dem Hinterhalt und ein Novadi wird sich achtlos über jedes der 99 Gesetze hinwegsetzen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Namenloser
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ", + "Namenloses-Vergessen": " Namenloses Vergessen", + "Namenloses-Vergessen-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Die Liturgie verdrängt jegliche Erinnerung des Opfers an sein früheres Leben. Der Geweihte kann dem Opfer bestimmte Ziele suggerieren und ihm einreden, dass sie auf der gleichen Seite stehen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 Tage
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Nam1 enloser
    \n\t\t\t\t\t\t\tSteigerungsfaktor: D
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ", + "Objektsegen": " Objektsegen", + "Objektsegen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Mit dieser Liturgie werden für Götterdienste benötigte Materialien (z. B. Salbungsöl eines Borongeweihten, das Saatgut eines Perainegeweihten oder Sternenstaub bei Phexgeweihten) gesegnet. Der Gegenstand zählt nicht als geweiht, sondern nur als gesegnet.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", + "Ort-der-Ruhe": " Ort der Ruhe", + "Ort-der-Ruhe-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Innerhalb der Zone werden Geräusche gedämpft. Der Radius der Zone beträgt QS x 3 Schritt. Proben gegen Sinnesschärfe (Wahrnehmen), um leise Geräusche wie Flüstern zu hören, sind innerhalb der Zone um QS erschwert. Die Zone verbleibt an Ort und Stelle. Geräusche, die aus der Zone dringen, bleiben gedämpft, Geräusche, die in die Zone eindringen, werden gedämpft.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Zone
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Traum), Firun (Jagd)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Pflanzenwuchs": " Pflanzenwuchs", + "Pflanzenwuchs-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Die Liturgie lässt eine maximal buschgroße Pflanze übernatürlich schnell wachsen. Pro QS wächst die Pflanze 30 % schneller als für die Gattung typisch.
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: 1 Jahr
    \n\t\t\t\t\t\t\tZielkategorie: Pflanzen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Landwirtschaft)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Rabenruf": " Rabenruf", + "Rabenruf-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte ruft bis zu QS x 3 Raben aus einem Radius von QS x 3 Meilen herbei. Die Vögel verhalten sich ihm gegenüber zutraulich. Der Geweihte kann einen der Raben dazu benutzen, einen kleinen Gegenstand wie einen Ring zu transportieren, maximal bis zu einer Reichweite von QS x 3 Meile. Der Rabe findet den Zielort in der Regel automatisch. Es können maximal so viele Raben zum Geweihten fliegen, wie sich zu diesem Zeitpunkt in der Reichweite der Liturgie befinden.
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: QS x 3 in Meilen (nicht modifizierbar)
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Tiere
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Tod und Traum)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Schlaf": " Schlaf", + "Schlaf-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte betäubt den Betroffenen. Erreicht dieser so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Boron (Traum)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Schlangenstab": " Schlangenstab", + "Schlangenstab-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Die Schlange beschützt den Geweihten mit den ihr zur Verfügung stehenden Mitteln und folgt ihm. Stirbt die Schlange, verwandelt sie sich wieder zurück in das Objekt. Die Schlange gilt als gesegnet wie durch einen Objektsegen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", + "Schlangenzunge": " Schlangenzunge", + "Schlangenzunge-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte kann mit Schlangen sprechen. Für Umstehende klingt dies wie zischende Laute. Bei der Darstellung eines solchen Gespräches sollte bedacht werden, dass Schlangen einen tierischen Verstand haben und die Welt anders wahrnehmen als Menschen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Tiere (nur Schlangen)
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Magie und Wissen)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Schmerzresistenz": " Schmerzresistenz", + "Schmerzresistenz-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/KO
    \n \t\t\t\t\t\t\tWirkung: Alle Effekte der Stufen des Zustands Schmerz können ignoriert werden, bis auf Stufe IV (ab Stufe IV wird der Geweihe von den ganz normalen Auswirkungen des Zustands betroffen).
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Kampfrunden
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Kor (Guter Kampf und Gutes Gold), Rondra (Schild), Swafnir (Kraft)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Schutz-der-Wehrlosen": " Schutz der Wehrlosen", + "Schutz-der-Wehrlosen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte kann einen Kämpfer, der eine wehr- oder schutzlose Person angreift oder angreifen will, herausfordern. Der Herausgeforderte lässt von seinem Opfer ab und greift stattdessen den Rondrageweihten an.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 16 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Sternenglanz": " Sternenglanz", + "Sternenglanz-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Es kann so einen um QS x 10 % höheren Preis erzielen. Misstrauische Käufer können diese Täuschung durchschauen, wenn ihnen eine vergleichende Probe auf Sinnesschärfe (Suchen) erschwert um QS +2 gelingt.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: 8 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Handel)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Wahrheit": " Wahrheit", + "Wahrheit-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tWirkung: Der Betroffene muss dem Geweihten (und nur ihm) wahrheitsgemäß auf jede seiner Frage antworten, so lange die Wirkungsdauer der Liturgie anhält. Das Opfer der Liturgie weiß, was es sagt.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: Berührung
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Praios (Ordnung), Nandus (Erkenntnis)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Wieselflink": " Wieselflink", + "Wieselflink-Regel": "\n \t\t\t\t\t\t\tProbe: IN/IN/GE
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte wird flinker und schneller. Je nach QS erhält er verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 5 hat der Geweihte insgesamt GE +3, GS + 1 und AW +1. Durch die Steigerung der GE können auch die Schadensschwellen bei Kampftechniken mit GE betroffen sein. Der Geweihte macht also eventuell mehr Schaden mit einigen Waffen.
    \n\t\t\t\t\t\t\t1 QS: +1 GE
    \n\t\t\t\t\t\t\t2 QS: +1 GS
    \n\t\t\t\t\t\t\t3 QS: +1 GE
    \n\t\t\t\t\t\t\t4 QS: +1 AW
    \n\t\t\t\t\t\t\t5 QS: +1 GE
    \n\t\t\t\t\t\t\t6 QS: +1 GS
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Phex (Schatten)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Wundersame-Verständigung": " Wunder. Verständigung", + "Wundersame-Verständigung-Regel": "\n \t\t\t\t\t\t\tProbe: KL/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte erhält die Stufen in der Sprache, die er gerade für seine Kommunikation benötigt. Es ist nicht notwendig, dass der Geweihte schon einmal etwas von der Sprache gehört oder gelesen hat.
    \n \t\t\t\t\t\t\t1-2 QS: Sprachstufe 1
    \n\t\t\t\t\t\t\t3-4 QS: Sprachstufe 2
    \n\t\t\t\t\t\t\t5-6 QS: Sprachstufe 3
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen
    \n\t\t\t\t\t\t\tVerbreitung: Hesinde (Wissen), Phex (Handel)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", + "Friedvolle": " Friedvolle Aura", + "Zeremoniemod-1-je-4-FW": "Zeremoniemod. (1 je 4 in FW)", + "Ort": "Ort", + "Heiligtum-der-Götter": "Heiligtum der Gottheit", + "Tempel-der-Götter": "Tempel der Gottheit (geweihter Boden)", + "Heiligtum-oder-Tempel-außerhalb-des-eigenen-Pantheon": "Heiligtum oder Tempel eines Gottes außerhalb des Pantheons der eigenen Gottheit", + "Heiligtum-oder-Tempel-feindseliger-Gott": "Heiligtum oder Tempel eines feindseligen Gottes", + "Unheiligtum-Erzdämon": "Unheiligtum eines Erzdämons", + "Unheiligtum-oder-Tempel-des-Namenlosen": "Unheiligtum oder Tempel des Namenlosen", + "Unheilig-des-Gegenspielers-der-eigenen-Gottheit": "Unheiligtum des Gegenspielers der eigenen Gottheit", + "Monat-des-eigenen-Gotts": "Monat des eigenen Gottes", + "Feiertag-des-eigenen-Gotts": "Feiertag des eigenen Gottes", + "Namenlose-Tage": "Namenlose Tage", + "Zeremonienpatzer": "Zeremonienpatzer:", + "Zeremoniemodifikationen": "Zeremoniemodifikationen", + "Zeremonie": "Zeremonie", + "Ackersegen": "Ackersegen", + "Ackersegen-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte wandert über das frisch gesäte Feld und segnet die Ackerfrüchte. Die Wirkung des Segens entfaltet sich auf einer Fläche von bis zu QS x 1.000 Quadratschritt (der Geweihte darf vom Zentrum des betroffenen Gebietes aber nicht weiter weg sein, als die Reichweite der Liturgie beträgt). Die Ackerfrucht ist weniger anfällig gegen Krankheiten und Ungeziefer, während alle anderen Pflanzen auf dem Acker in ihrem Wachstum gehemmt werden. Der Segen schützt die Pflanzen jedoch nicht vor äußeren Einflüssen wie Dürre, Überflutung oder Hagelschlag.
    \n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunde
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: Sicht
    \n\t\t\t\t\t\t\tWirkungsdauer: ein Wachstumszyklus (zwischen 6 und 12 Monaten)
    \n\t\t\t\t\t\t\tZielkategorie: Pflanzen
    \n\t\t\t\t\t\t\tVerbreitung: Peraine (Landwirtschaft)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Exorzismus": "Exorzismus", + "Exorzismus-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH (modifiziert um SK des Wesens)
    \n \t\t\t\t\t\t\tWirkung: Mit einem Exorzismus werden Dämonen und Geister ausgetrieben, die Besitz von einem Lebewesen ergriffen haben. Gelingt der Exorzismus, wird der Dämon oder Geist aus dem Körper vertrieben und zurück in die Niederhöllen oder ins Totenreich verbannt.
    \n \t\t\t\t\t\t\tZeremoniedauer: 8 Stunden
    \n\t\t\t\t\t\t\tKaP-Kosten: 32 KaP
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: sofort
    \n\t\t\t\t\t\t\tZielkategorie: Dämonen, Geister
    \n\t\t\t\t\t\t\tVerbreitung: allgemein, Praios (Antimagie), Boron (Traum)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Geweihter-Panzer": "Geweihter Panzer", + "Geweihter-Panzer-Regel": "\n \t\t\t\t\t\t\tProbe: MU/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Die Rüstung des Geweihten gilt als geweiht. Wenn Dämonen den Geweihten angreifen, verursachen erfolgreiche Angriffe des Dämons 1W3 SP bei ihm, da er den Geweihten oder seine Rüstung berühren muss.
    \n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 15 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Ingerimm (Feuer und Handwerk), Kor (Gutes Gold), Rondra (Sturm), Swafnir (Tapferkeit)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", + "Löwengestalt": "Löwengestalt", + "Löwengestalt-Regel": "\n \t\t\t\t\t\t\tProbe: MU/KL/IN
    \n \t\t\t\t\t\t\tWirkung: Der Geweihte verwandelt sich in einen Löwen. Hierbei wird die Kleidung nicht mitverwandelt. In der Löwengestalt behält der Geweihte seine geistigen Eigenschaften und erhält die körperlichen Eigenschaften und Fähigkeiten des Löwen. Zudem kann er QS x 2 Punkte zusätzlich auf die körperlichen Eigenschaften des Löwen verteilen. In der Löwengestalt kann er keine übernatürlichen Fähigkeiten wie Zauber und Liturgien wirken. In Löwengestalt gilt der Geweihte als gesegnet.
    \n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tZielkategorie: Lebewesen (nur der Geweihte selbst)
    \n\t\t\t\t\t\t\tVerbreitung: Rondra (Schild, Sturm)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Nebelleib": "Nebelleib", + "Nebelleib-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Der Körper des Phexgeweihten verwandelt sich in Nebel. Seine Kleidung und Gegenstände, die er am Körper trug, werden nicht mitverwandelt. Profane, magische und geweihte Waffen richten gegen den Nebel keinen Schaden an. Zauber mit dem Merkmal Verwandlung können nicht gegen den Nebel eingesetzt werden. Der Geweihte kann sich bei relativer Windstille mit GS 4 willentlich fortbewegen; bei leichtem Gegenwind muss er eine Probe auf Willenskraft bestehen, um nicht abgetrieben zu werden; bei starkem Gegenwind wird er aber in Windrichtung davongeblasen, ohne sich dagegen wehren zu können. Der Geweihte kann seine Umgebung mit allen fünf Sinnen wahrnehmen. Der Geweihte bleibt so lange ein Nebel, bis die Wirkungsdauer vorüber ist.
    \n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tReichweite: selbst
    \n\t\t\t\t\t\t\tWirkungsdauer: QS x 10 Minuten
    \n\t\t\t\t\t\t\tZielkategorie: Kulturschaffende
    \n\t\t\t\t\t\t\tVerbreitung: Efferd (Wind), Phex (Schatten)
    \n\t\t\t\t\t\t\tSteigerungsfaktor: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 332", + "Objektweihe": "Objektweihe", + "Objektweihe-Regel": "\n \t\t\t\t\t\t\tProbe: KL/IN/CH
    \n \t\t\t\t\t\t\tWirkung: Das Objekt, üblicherweise ein liturgischer Gegenstand oder eine rituelle Waffe wie ein Sonnenzepter oder ein Rondrakamm, wird geweiht. Damit wird es von den karmalen Kräften der jeweiligen Gottheit durchdrungen, weswegen üblicherweise nur ausgewählte, der Gottheit gefällige Gegenstände geweiht und nur wahren Gläubigen ausgehändigt werden. Sollte das geweihte Objekt eine Waffe sein, gilt sie nun als geweihte Waffe. Das Objekt darf maximal 4 Stein wiegen. Für jede QS kann das Objekt 1 Stein mehr wiegen. Die Objektweihe wird vor allem für die geweihten Rabenschnäbel der Borongeweihten, das Sonnenzepter der Praioten und die Rondrakämme der Rondrageweihtenschaft verwendet. (Für die Herstellung von Zeremonialgegenständen ist allerdings noch die SF \"Zeremonialgegenstände herstellen\" notwendig.)
    \n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunden
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP, davon 2 permanent (nicht modifizierbar)
    \n\t\t\t\t\t\t\tReichweite: 4 Schritt
    \n\t\t\t\t\t\t\tWirkungsdauer: permanent
    \n\t\t\t\t\t\t\tZielkategorie: Objekt
    \n\t\t\t\t\t\t\tVerbreitung: allgemein
    \n\t\t\t\t\t\t\tSteigerungsfaktor: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 333", + "Dukaten": "Dukaten", + "Silbertaler": "Silbertaler", + "Heller": "Heller", + "Kreuzer": "Kreuzer", + "Gesamtwert in Silber": "Gesamtwert in S", + "Anzahl": "Anzahl", + "Gegenstand": "Gegenstand", + "Wo-getragen": "Wo getragen", + "Ausrüstungsbelastung": "Ausrüstungsbelastung:", + "Aktuelle-Last": "Aktuelle Last:", + "Maximale-Last": "Maximale Last:", + "Anzeige": "Anzeige", + "Optionalregeln": "Optionalregeln", + "Hausregeln": "Hausregeln", + "Gegner-Sheet": "Gegner-Sheet", + "reduzierte-talentansicht": "Reduzierte Talentansicht", + "verstecke-inventer": "Verstecke Inventar", + "verstecke-notizen": "Verstecke Notizen", + "verstecke-magie": "Verstecke Magie", + "verstecke-götterwirken": "Verstecke Götterwirken", + "zeige-schilde": "Zeige Schilde", + "zeige-nebenhand": "Zeige Nebenhand", + "zeige-fernkampf": "Zeige Fernkampf", + "optionaler-paradebonus": "Opt. Paradebonus:", + "Nahkampf-Patzertabelle": "Nahkampf-Patzertabelle", + "Fernkampf-Patzertabelle": "Fernkampf-Patzertabelle", + "Verteidigung-Patzertabelle": "Verteidigung-Patzertabelle", + "Kulturkunde": "Kulturkunde", + "Zufallswert-für-Initiative": "Zufallswert für Initiative:", + "endnote": "\n\t\t
    Created by Patrick Gebhardt, enhanced by Sönke Holsten, Adam Fedor, Marc Ehrenmann\n\t\t\n\t\t
    DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA und RIESLAND sind eingetragene Marken der Significant Fantasy Medienrechte GbR. Ohne vorherige schriftliche Genehmigung der Ulisses Medien und Spiel Distribution GmbH ist eine Verwendung der genannten Markenzeichen nicht gestattet.\n\t", + "Verteidigungswurf: ": "Verteidigungswurf: ", + "Ergebnis: ": "Ergebnis: ", + "Mißlungen": "Mißlungen", + "Gelungen": "Gelungen", + "Modifikator: ": "Modifikator: ", + "Attackewurf: ": "Attackewurf: ", + "Trefferpunkte: ": "Trefferpunkte:", + "setze-le-max": "Setze LE max für Token", + "setze-ae-max": "Setze AE max für Token", + "setze-ke-max": "Setze KE max für Token" +} \ No newline at end of file diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/ca.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ca.json new file mode 100644 index 0000000000..d8aa0247ef --- /dev/null +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ca.json @@ -0,0 +1,718 @@ +{ + "---": "---", + "1/2": "1/2", + "1-kategorie": "1 Kat.", + "2-kategorie": "2 Kat.", + "2-attacke": "2. Attacke", + "CH": "CH", + "FF": "FF", + "GE": "GE", + "IN": "IN", + "KK": "KK", + "KL": "KL", + "KO": "KO", + "MU": "MU", + "ae": "AE", + "aktstatus": "akt. Status", + "aktuell": "Aktuell", + "alter": "Alter", + "anmerkung": "Anmerkung", + "anmerkungen": "Anmerkungen", + "ap-ausgegeben": "AP ausgegeben", + "ap-gesamt": "AP gesamt", + "ap-verfuegbar": "AP verfügbar", + "armbrueste": "Armbrüste", + "armbrust": "Armbrust", + "astralenergie": "Astralenergie", + "at-fk": "AT/FK", + "at-mod": "AT-Mod", + "at-pa": "AT-/PA-Mod.", + "attacke": "Attacke", + "augenfarbe": "Augenfarbe", + "ausruestung": "Ausrüstung", + "ausweichen": "Ausweichen (AW)", + "auswirkung": "Auswirkung:", + "basis": "Basis", + "be": "BE", + "be-aktiviert": "BE aktiviert", + "be-gesamt": "BE gesamt", + "beidhaendigerkampf": "Beidhändig", + "belastung": "Belastung", + "beschreibung": "Beschreibung", + "betaeubung": "Betäubung", + "bewegungsunfaehig": "Bewegungsunfähig", + "bewusstlos": "Bewusstlos", + "blasrohre": "Blasrohre", + "blind": "Blind", + "blutrausch": "Blutrausch", + "bogen": "Bogen", + "boegen": "Bögen", + "bonus": "Bonus", + "bonus-malus": "Bonus/Malus", + "brennend": "Brennend", + "brillant": "Brillant (1700 AP)", + "charakteristika": "Charakteristika", + "charisma": "Charisma", + "dauer": "Dauer", + "diskus": "Diskus", + "diskusse": "Diskusse", + "distanz": "Distanz", + "dolche": "Dolche", + "durchschnittlich": "Durchschnittlich (1000 AP)", + "effekt-modat": "Effekt-Mod. AT", + "effekt-modaw": "Effekt-Mod. AW", + "effekt-modpa": "Effekt-Mod. PA", + "effekt-modtp": "Effekt-Mod. TP", + "elfenlieder": "Elfenlieder", + "eigenschaften": "Eigenschaften", + "eigenschaft": "Eigenschaft", + "eingeengt": "Eingeengt", + "entrueckung": "Entrückung", + "erfahren": "Erfahren (1100 AP)", + "erfahrungsgrad": "Erfahrungsgrad", + "erregung": "Erregung", + "erweiterungen": "Erweiterungen", + "erweiterung1": "1. Erweiterung", + "erweiterung2": "2. Erweiterung", + "erweiterung3": "3. Erweiterung", + "erweiterung4": "4. Erweiterung", + "erweiterung5": "5. Erweiterung", + "familie": "Familie", + "fechtwaffen": "Fechtwaffen", + "fernkampf": "Fernkampf", + "fernkampfwaffe": "Fernkampfwaffe", + "fernkampfwaffen": "Fernkampfwaffen", + "feuerspeien": "Feuerspeien", + "fingerfertigkeit": "Fingerfertigkeit", + "fixiert": "Fixiert", + "flueche": "Flüche", + "furcht": "Furcht", + "fw": "FW", + "fk-mod": "FK-Mod", + "geburtsort": "Geburtsort", + "geburtstag": "Tsatag", + "gegner-von-hinten": "Gegner von Hinten", + "gegnerische-kt": "Gegnerische KT", + "gehend": "gehend", + "gesamt": "Gesamt", + "gesamtmodifikator": "Summe", + "gesamtstatus-ab": "Gesamt: ab -8 handlungsunfähig", + "gesamtwert": "Gesamtwert", + "geschlecht": "Geschlecht", + "geschwindigkeit": "Geschwindigkeit", + "gesellschaftstalente": "Gesellschaftstalente", + "gewandheit": "Gewandheit", + "gewicht": "Gewicht", + "glaube": "Glaube", + "gm": "GM ", + "gross": "groß", + "groesse": "Größe", + "grundwert": "Grundwert", + "grundwerte": "Grundwerte", + "gs": "GS", + "haarfarbe": "Haarfarbe", + "hakenschlagend": "hakenschlagend", + "handlungsunfaehig": "Handlungsunfähig", + "handwerkstalente": "Handwerkstalente", + "hiebwaffen": "Hiebwaffen", + "info": "Info", + "initiative": "Initiative", + "intuition": "Intuition", + "inventar": "Inventar", + "ja": "ja", + "kampf": "Kampf", + "kampf-im-wasser": "Kampf im Wasser", + "kampf-unter-wasser": "Kampf unter Wasser", + "kampfsituationen-status": "Kampfsituationen / Status", + "kampftechniken": "Kampftechniken", + "kampftechnikwert": "Kampftechnikwert", + "karmaenergie": "Karmaenergie", + "ke": "KE", + "kettenwaffen": "Kettenwaffen", + "klein": "klein", + "klugheit": "Klugheit", + "koerperkraft": "Körperkraft", + "koerpertalente": "Körpertalente", + "kompetent": "Kompetent (1200 AP)", + "konstitution": "Konstitution", + "kosten": "Kosten", + "krank": "Krank", + "kultur": "Kultur", + "kurz": "kurz", + "kt": "KT", + "ladezeit": "Ladezeit in KR", + "lang": "lang", + "lanzen": "Lanzen", + "le": "LE", + "lebensenergie": "Lebensenergie", + "leicht": "leicht", + "legendaer": "Legendär (2100 AP)", + "leiteigenschaft": "Leiteigenschaft", + "leiteigschadensb": "TP-Bonus", + "liegend": "Liegend", + "magie": "Magie", + "malus": "Malus", + "max-5": "(max. -5) ", + "maximal": "Maximum", + "meisterlich": "Meisterlich (1400 AP)", + "merkmal": "Merkmal", + "mittel": "mittel", + "modfikator-hinzuf": "Modfikator hinzufügen", + "modifikator": "Modifikator", + "modifikatoren": "Modifikatoren", + "modifikatorplus": "Modifikator(+/-)", + "modeffekt": "EF-Mod", + "modsf": "SF-Mod", + "mut": "Mut", + "munition": "Munition", + "nachteile": "Nachteile", + "nah": "nah", + "nahkampf": "Nahkampf", + "nahkampfwaffe": "Nahkampfwaffe", + "nahkampfwaffen": "Nahkampfwaffen", + "name": "Name", + "naturtalente": "Naturtalente", + "nebenhand-at": "Nebenhand AT +/-", + "nebenhand-pa": "Nebenhand PA +/-", + "nebenhand-tp": "Nebenhand TP +/-", + "nebenhandwaffe": "Nebenhandwaffe", + "nein": "nein", + "normal": "Normal ", + "notizen": "Notizen", + "optionen": "Optionen", + "pa": "PA", + "pa-mod": "PA-Mod", + "passierschlag": "Passierschlag", + "parade": "Parade", + "parierwaffe": "Parierwaffe", + "paralyse": "Paralyse", + "patzer": "Patzer", + "pechmagnet": "Pechmagnet", + "perm-verlust": "Perm. Verlust", + "probe": "Probe", + "profession": "Profession", + "raserei": "Raserei", + "raufen": "Raufen", + "regeneration": "Regeneration", + "referenz": "Referenz", + "reichweite": "Reichweite", + "rennend": "rennend", + "riesig": "riesig", + "rituale": "Rituale", + "routineprobe": "Routineprobe", + "rs-mod": "RS-Mod.", + "rueckkauf": "Rückkauf", + "ruestung": "Rüstung", + "ruestungen": "Rüstungen", + "ruestungstyp": "Rüstungstyp", + "rs": "RS", + "schaden": "Schaden", + "schelmenstreiche": "Schelmenstreiche", + "schicksalspunkte": "Schicksalspunkte", + "schilde": "Schilde", + "schild-waffe": "Schild/Waffe", + "schilde-waffen": "Schilde/Zweitwaffen", + "schilde-und-nebenhandwaffen": "Schilde und Nebenhandwaffen", + "schildparade-parierwaffe": "Schildparade", + "schips": "SchiPs", + "schleudern": "Schleudern", + "schmerz": "Schmerz", + "schmerzstufen-1-2-3-4": "Schmerzstufen", + "schnell": "schnell", + "schriften": "Schriften", + "schuetzenbewegung": "Schützenbewegung", + "schuss-ins-kampfgetuemmel": "Schuss ins Kampfgetümmel", + "schwerter": "Schwerter", + "seelenkraft": "Seelenkraft", + "selbst": "Selbst ", + "sf-modat": "SF-Mod. AT", + "sf-modaw": "SF-Mod. AW", + "sf-modpa": "SF-Mod. PA", + "sf-modtp": "SF-Mod. TP", + "sf-modifikatoren": "SF-Modifikatoren", + "sichtmodifikator": "Sichtmodifikator", + "sicht-iv": "IV - Treffer auf 1", + "sk": "SK", + "sonderfertigkeiten": "Sonderfertigkeiten", + "sonstiges": "Sonstiges", + "sozialstatus": "Sozialstatus", + "spezies": "Spezies", + "sprachen": "Sprachen", + "stangenwaffen": "Stangenwaffen", + "status": "Status", + "status-aktiviert": "Status-Mod", + "steigerung": "Steigerung", + "steigerungsfaktor": "Steigerungsfaktor", + "stehend": "stehend", + "still": "still", + "stg": "Stg.", + "stufe-i": "Stufe I", + "stufe-ii": "Stufe II", + "stufe-iii": "Stufe III", + "stufe-iv": "Stufe IV", + "stufe-iv-nk": "IV - halbe AT, PA auf 1", + "stumm": "Stumm", + "summe": "Summe", + "summe-der-statusmodifikatoren": "Summe der Statusmodifikatoren", + "talente": "Talente", + "talent": "Talent", + "taub": "Taub", + "titel": "Titel", + "tp-at-pa-mod-": "TP/AT/PA-Mod.", + "tp-fk-mod-": "TP/FK-Mod.", + "tp-mod": "TP-Mod", + "tradition": "Tradition", + "traditionseigenschaft": "Traditionseigenschaft", + "trance": "Trance", + "trefferpunkte": "Trefferpunkte", + "ueberrascht": "Überrascht", + "uebler-geruch": "Übler Geruch", + "unerfahren": "Unerfahren (900 AP)", + "unsichtbar": "Unsichtbar", + "vergiftet": "Vergiftet", + "verschleiss": "Verschleiß", + "versteinert": "Versteinert", + "verwirrung": "Verwirrung", + "vornachteile": "Vor-/Nachteile", + "vorteile": "Vorteile", + "vorteilhafte-position": "Vorteilhafte Position", + "waffe": "Waffe", + "waffen": "Waffen", + "waffen-mod": "TP/AT/PA-Mod.", + "waffe-zu-kurz": "Waffe zu kurz", + "wasser-bis-zur-achsel": "Wasser reicht bis zur Achsel", + "wasser-bis-zur-huefte": "Wasser reicht bis zur Hüfte", + "weit": "weit", + "winzig": "winzig", + "wirkung": "Wirkung", + "wirkungsdauer": "Wirkungsdauer", + "wissenstalente": "Wissenstalente", + "wundschwelle": "Wundschwelle", + "wurfwaffen": "Wurfwaffen", + "x2": "x2", + "zaehigkeit": "Zähigkeit", + "zauber": "Zauber", + "zaubermelodien": "Zaubermelodien", + "zaubertaenze": "Zaubertänze", + "zaubertricks": "Zaubertricks", + "zielbewegung": "Zielbewegung", + "zielkategorie": "Zielkategorie", + "zk": "ZK", + "zustaende": "Zustände", + "zweihandhiebwaffen": "Zweihandhiebwaffen", + "zweihandschwerter": "Zweihandschwerter", + "ergebnis": "Ergebnis:", + "gelungen": "Gelungen", + "misslungen": "Mißlungen", + "fp": "FP:", + "qs": "QS:", + "modifikator-roll": "Modifikator:", + "eigenschaften-roll": "Eigenschaften:", + "fw-minimum-nicht-erfuellt": "FW-Minimum nicht erfüllt", + "max-modifikator-roll": "Max. Modifikator:", + "probe-roll": "Probe:", + "initiative-roll": "´s Initiative", + "wert-roll": "Wert:", + "attackewurf": "Attackewurf:", + "verteidigungswurf": "Verteidigungswurf:", + "trefferpunkte-roll": "Trefferpunkte:", + "fliegen": "Fliegen", + "gaukeleien": "Gaukeleien", + "klettern": "Klettern", + "koerperbeherrschung": "Körperbeherrschung", + "kraftakt": "Kraftakt", + "reiten": "Reiten", + "schwimmen": "Schwimmen", + "selbstbeherrschung": "Selbstbeherrschung", + "singen": "Singen", + "sinnesschaerfe": "Sinnesschärfe", + "tanzen": "Tanzen", + "taschendiebstahl": "Taschendiebstahl", + "verbergen": "Verbergen", + "zechen": "Zechen", + "bekehren": "Bekehren & Überzeugen", + "betoeren": "Betören", + "einschuechtern": "Einschüchtern", + "etikette": "Etikette", + "gassenwissen": "Gassenwissen", + "menschenkenntnis": "Menschenkenntnis", + "ueberreden": "Überreden", + "verkleiden": "Verkleiden", + "willenskraft": "Willenskraft", + "faehrtensuchen": "Fährtensuchen", + "fesseln": "Fesseln", + "fischen": "Fischen & Angeln", + "orientierung": "Orientierung", + "pflanzenkunde": "Pflanzenkunde", + "tierkunde": "Tierkunde", + "wildnisleben": "Wildnisleben", + "glueckspiel": "Brett- & Glücksspiel", + "geographie": "Geographie", + "geschichtswissen": "Geschichtswissen", + "goetterkulte": "Götter & Kulte", + "kriegskunst": "Kriegskunst", + "magiekunde": "Magiekunde", + "mechanik": "Mechanik", + "rechnen": "Rechnen", + "rechtskunde": "Rechtskunde", + "sagenlegenden": "Sagen & Legenden", + "sphaerenkunde": "Sphärenkunde", + "sternkunde": "Sternkunde", + "alchemie": "Alchemie", + "boote": "Boote & Schiffe", + "fahrzeuge": "Fahrzeuge", + "handel": "Handel", + "hkgift": "Heilkunde Gift", + "hkkrankheiten": "Heilkunde Krankheiten", + "hkseele": "Heilkunde Seele", + "hkwunden": "Heilkunde Wunden", + "holzbearbeitung": "Holzbearbeitung", + "lebensmittelbearbeitung": "Lebensmittelbearbeitung", + "lederbearbeitung": "Lederbearbeitung", + "malenzeichnen": "Malen & Zeichnen", + "metallbearbeitung": "Metallbearbeitung", + "musizieren": "Musizieren", + "schloesserknacken": "Schlösserknacken", + "steinbearbeitung": "Steinbearbeitung", + "stoffbearbeitung": "Stoffbearbeitung", + "fliegenfw": "Fliegen FW", + "gaukeleienfw": "Gaukeleien FW", + "kletternfw": "Klettern FW", + "koerperbeherrschungfw": "Körperbeherrschung FW", + "kraftaktfw": "Kraftakt FW", + "reitenfw": "Reiten FW", + "schwimmenfw": "Schwimmen FW", + "selbstbeherrschungfw": "Selbstbeherrschung FW", + "singenfw": "Singen FW", + "sinnesschaerfefw": "Sinnesschärfe FW", + "tanzenfw": "Tanzen FW", + "taschendiebstahlfw": "Taschendiebstahl FW", + "verbergenfw": "Verbergen FW", + "zechenfw": "Zechen FW", + "bekehrenfw": "Bekehren & Überzeugen FW", + "betoerenfw": "Betören FW", + "einschuechternfw": "Einschüchtern FW", + "etikettefw": "Etikette FW", + "gassenwissenfw": "Gassenwissen FW", + "menschenkenntnisfw": "Menschenkenntnis FW", + "ueberredenfw": "Überreden FW", + "verkleidenfw": "Verkleiden FW", + "willenskraftfw": "Willenskraft FW", + "faehrtensuchenfw": "Fährtensuchen FW", + "fesselnfw": "Fesseln FW", + "fischenfw": "Fischen & Angeln FW", + "orientierungfw": "Orientierung FW", + "pflanzenkundefw": "Pflanzenkunde FW", + "tierkundefw": "Tierkunde FW", + "wildnislebenfw": "Wildnisleben FW", + "glueckspielfw": "Brett- & Glücksspiel FW", + "geographiefw": "Geographie FW", + "geschichtswissenfw": "Geschichtswissen FW", + "goetterkultefw": "Götter & Kulte FW", + "kriegskunstfw": "Kriegskunst FW", + "magiekundefw": "Magiekunde FW", + "mechanikfw": "Mechanik FW", + "rechnenfw": "Rechnen FW", + "rechtskundefw": "Rechtskunde FW", + "sagenlegendenfw": "Sagen & Legenden FW", + "sphaerenkundefw": "Sphärenkunde FW", + "sternkundefw": "Sternkunde FW", + "alchemiefw": "Alchemie FW", + "bootefw": "Boote & Schiffe FW", + "fahrzeugefw": "Fahrzeuge FW", + "handelfw": "Handel FW", + "hkgiftfw": "Heilkunde Gift FW", + "hkkrankheitenfw": "Heilkunde Krankheiten FW", + "hkseelefw": "Heilkunde Seele FW", + "hkwundenfw": "Heilkunde Wunden FW", + "holzbearbeitungfw": "Holzbearbeitung FW", + "lebensmittelbearbeitungfw": "Lebensmittelbearbeitung FW", + "lederbearbeitungfw": "Lederbearbeitung FW", + "malenzeichnenfw": "Malen & Zeichnen FW", + "metallbearbeitungfw": "Metallbearbeitung FW", + "musizierenfw": "Musizieren FW", + "schloesserknackenfw": "Schlösserknacken FW", + "steinbearbeitungfw": "Steinbearbeitung FW", + "stoffbearbeitungfw": "Stoffbearbeitung FW", + "allgemeine-sonderfertigkeiten": "Allgemeine Sonderfertigkeiten", + "allgemeine-sonderfertigkeit": "Allgemeine Sonderfertigkeit", + "talent-sonderfertigkeiten": "Talentsonderfertigkeiten", + "talent-sonderfertigkeit": "Talentsonderfertigkeit", + "kampfsonderfertigkeit": "Kampfsonderfertigkeit", + "magiesonderfertigkeit": "Magiesonderfertigkeit", + "karmale-sonderfertigkeit": "Karmale Sonderfertigkeit", + "effekt-durch-wirken": "Effekt durch Zauber-/Götterwirken", + "traditionsartefakt": "Traditionsartefakt", + "abzug-gs": "Abzug GS", + "abzug-ini": "Abzug INI", + "angelegt": "angelegt", + "typ": "Typ", + "modifikationen": "Modifikationen", + "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zaubermodifikationen": "Zaubermodifikationen", + "geste-weglassen": "Geste weglassen", + "formel-weglassen": "Formel weglassen", + "fremdtradition": "Fremdtradition", + "aufrechterhalten": "Anz. Zauber aufrecht erhalten", + "sf-mod": "SF", + "effekte": "Effekte", + "ritualplatz": "Ritualplatz", + "zeit": "Zeit", + "passende-kleidung": "Passende Kleidung", + "geeignete-geraetschaften": "geeignete Gerätschaften", + "passend": "passend", + "unpassend": "unpassend", + "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", + "falscher-ritualplatz": "-3 | falscher Ritualplatz", + "fluch": "Fluch", + "streich": "Streich", + "animistenkraft": "Animistenkraft", + "zaubermelodie": "Zaubermelodie", + "zaubertanz": "Zaubertanz", + "verbreitung": "Verbreitung", + "zielmodifikator": "Zielmodifikator", + "bitte-auswaehlen": "Bitte auswählen", + "dauer-verkuerzen": "-1 | Dauer verkürzen (halbiert)", + "dauer-verlaengern": "+1 | Dauer verlängern (verdoppelt)", + "reichweite-verlaengern": "-1 | Reichweite verlängern (verdoppelt)", + "kosten-verringern": "-1 | Kosten verringern (halbiert)", + "kosten-erhoehen": "+1 | Erzwingen (verdoppelt)", + "ort": "Ort", + "goetterwirken": "Götterwirken", + "artefakte": "Artefakte", + "zeremonial-gegenstand": "Zeremonialgegenstand", + "magie-modifikator": "Zauberwirken +/-", + "glaube-modifikator": "Göttliches Wirken +/-", + "schaden-durch-patzer": "Schaden durch Patzer", + "fernkampf-patzer": "Fernkampf-Patzer", + "zauber-patzer": "Zauber-Patzer", + "liturgie-patzer": "Liturgie-Patzer", + "zaubertrick": "Zaubertrick", + "vorteil": "Vorteil", + "nachteil": "Nachteil", + "alle": "Alle", + "segen": "Segen", + "liturgie": "Liturgie", + "zeremonie": "Zeremonie", + "typ-auswaehlen": "Typ auswählen", + "elfenlied": "Elfenlied", + "ritual": "Ritual", + "zauberspruch": "Zauberspruch", + "herrschaftsritual": "Herrschaftsritual", + "vertrautentrick": "Vertrautentrick", + "schipsf": "SchiP-Sonderfertigkeit", + "freier-modifikator": "freier Kampf-Mod.", + "ruestungsschutz": "Rüstungsschutz (RS)", + "faktor": "Faktor", + "disclaimer": "© 2019 Ulisses Spiele. DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA, RIESLAND und THE DARK EYE sind eingetragene Marken der Ulisses Spiele GmbH, Waldems.", + "dukaten": "Dukaten", + "silbertaler": "Silbertaler", + "heller": "Heller", + "kreuzer": "Kreuzer", + "geldbeutel": "Geldbeutel", + "Astralkraft-springt-auf-anderes-Ziel": "Astralkraft springt auf anderes Ziel über", + "Astralkraft-verlässt-den-Körper": "Astralkraft verlässt den Körper", + "Betäubung-durch-Kopfschmerzen": "Zustand Betäubung durch Kopfschmerzen", + "Beule": "Beule", + "brennbare-Materialien-gehen-in-Flammen-auf": "Brennbare Materialien gehen in Flammen auf", + "Durch-Blick-in-Sphären-eingeschüchtert": "Durch Blick in die Sphären eingeschüchtert", + "Eine-ätherische-Stimme-erklingt": "Eine ätherische Stimme erklingt", + "Fehlschuss": "Fehlschuss", + "Fuß-verdreht": "Fuß verdreht", + "Geist-tauscht-Körper-mit-Lebewesen": "Geist tauscht Körper mit Lebewesen", + "Geweihte-erhält-ein-Stigma": "Geweihte erhält ein Stigma", + "Geweihte-hat-nachts-seltsame-Visionen": "Geweihte hat nachts seltsame Visionen und Alpträume", + "Geweihte-ist-entrückt": "Geweihte ist entrückt", + "Geweihte-ist-verwirrt": "Geweihte ist verwirrt", + "Geweihte-verwurzelt-mit-Boden": "Geweihte verwurzelt mit dem Boden", + "Harre-färben-sich": "Haar und Bart färben sich bunt", + "Kamerad-Unschuldiger-getroffen": "Kamerad/Unschuldiger getroffen", + "Liturgie-hat-gegenteiligen-Effekt": "Liturgie/Zeremonie hat einen gegenteiligen Effekt", + "Schild-beschädigt": "Schild beschädigt", + "Schild-schwer-beschädigt": "Schild schwer beschädigt", + "Schild-stecken-geblieben": "Schild stecken geblieben", + "Schild-verloren": "Schild verloren", + "Schild-zerstört": "Schild zerstört", + "Sehne-herausgerutscht": "Sehne herausgerutscht / Waffe nicht richtig gegriffen / Ladehemmung", + "Selbst-schwer-verletzt": "Selbst schwer verletzt", + "Selbst-verletzt": "Selbst verletzt", + "Stolpern": "Stolpern", + "Sturz": "Sturz", + "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", + "Verlust-der-Sprache": "Verlust der Sprache", + "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", + "Waffe-beschädigt": "Waffe beschädigt", + "Waffe-schwer-beschädigt": "Waffe schwer beschädigt", + "Waffe-stecken-geblieben": "Waffe stecken geblieben", + "Waffe-verloren": "Waffe verloren", + "Waffe-zerstört": "Waffe zerstört", + "Zauberziel-ändert-sich": "Zauberziel ändert sich", + "Zerrung": "Zerrung", + "Ziel-der-Liturgie-ändert-sich": "Ziel der Liturgie/Zeremonie ändert sich", + "Zu-Konzentriert": "Zu konzentriert", + "Zugriff-auf-AE-blockiert": "Zugriff auf AE-Vorrat geblockt", + "Zugriff-auf-KE-blockiert": "Zugriff auf KE-Vorrat geblockt", + "natur": "Natur", + "koerperlich": "Körperlich", + "handwerk": "Handwerk", + "gesellschaft": "Gesellschaft", + "wissen": "Wissen", + "1-parade": "1. Parade", + "2-parade": "2. Parade", + "3-parade": "3. Parade", + "4-parade": "4. Parade", + "5-parade": "5. Parade", + "nahkampf_doppelt": "Nahkampf, verdoppelt", + "fernkampf_doppelt": "Fernkampf, verdoppelt", + "query_trans": "Erleichterung(+) / Erschwernis(-), im Fall der Erleichterung ohne '+' eingeben", + "belastung-aktivieren": "Status für Belastung aktivieren", + "betäubung-aktivieren": "Malus für Betäubung aktivieren", + "furcht-aktivieren": "Malus für Furcht aktivieren", + "paralyse-aktivieren": "Malus für Paralyse aktivieren", + "schmerz-aktivieren": "Malus für Schmerz aktivieren", + "trance-aktivieren": "Malus für Trance aktivieren", + "verwirrung-aktivieren": "Malus für Verwirrung aktivieren", + "entrueckung-aktivieren": "Bonus/Malus für Entrückung aktivieren", + "atpa-patzer": "AT/PA-Patzer", + "erleidet": "erleidet", + "SPdurchPatzer": "SP durch einen Patzer", + "nahkampf-atpa-patzer": "Attacke/Parade-Patzer", + "schild-patzer": "Schild-Patzer", + "Nahkampf-TP": "Nahkampf-TP", + "halbeParade": "halbierte Parade", + "schildparade": "Schildparade", + "halbeSchildparade": "halbierte Schildparade", + "halbesAusweichen": "halbiertes Ausweichen", + "Fernkampf-TP": "Fernkampf-TP", + "Schmerzstufe-1": "Schmerzstufe 1", + "Schmerzstufe-2": "Schmerzstufe 2", + "Schmerzstufe-3": "Schmerzstufe 3", + "Schmerzstufe-4": "Schmerzstufe 4", + "Regen-LE": "Regeneration Lebensenergie", + "Regen-AE": "Regeneration Astralenergie", + "Regen-KE": "Regeneration Karmaenergie", + "keine": "keine", + "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", + "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", + "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", + "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", + "wissenstalente-liste": "glueckspiel,geographie,geschichtswissen,goetterkulte,kriegskunst,magiekunde,mechanik,rechnen,rechtskunde,sagenlegenden,sphaerenkunde,sternkunde", + "handwerkstalente-liste": "alchemie,boote,fahrzeuge,handel,hkgift,hkkrankheiten,hkseele,hkwunden,holzbearbeitung,lebensmittelbearbeitung,lederbearbeitung,malenzeichnen,metallbearbeitung,musizieren,schloesserknacken,steinbearbeitung,stoffbearbeitung", + "farbschema": "Farbschema", + "add_modifikator": "Modifikator hinzufügen", + "mu_mod": "Mut +/-", + "kl_mod": "Klugheit +/-", + "in_mod": "Intuition +/-", + "ch_mod": "Charisma +/-", + "ff_mod": "Fingerfertigkeit +/-", + "ge_mod": "Gewandheit +/-", + "ko_mod": "Konstitution +/-", + "kk_mod": "Körperkraft +/-", + "abgeleitete_werte": "abgeleitete Werte", + "le_modifikator": "Lebensenergie +/-", + "ae_modifikator": "Astralenergie +/-", + "ke_modifikator": "Karmalenergie +/-", + "sk_modifikator": "Seelenkraft +/-", + "zk_modifikator": "Zähigkeit +/-", + "ini_modifikator": "Initiative +/-", + "aw_modifikator": "Ausweichen +/-", + "gs_modifikator": "Geschwindigkeit +/-", + "schips_modifikator": "Schicksalspunkte +/-", + "le_regeneration_mod": "Regeneration LE +/-", + "ae_regeneration_mod": "Regeneration AE +/-", + "ke_regeneration_mod": "Regeneration KE +/-", + "kampfsonderfertigkeiten": "Kampfsonderfertigkeiten", + "at_sf_mod": "Attacke +/-", + "pa_sf_mod": "Parade +/-", + "aw_sf_mod": "Ausweichen +/-", + "tp_sf_mod": "Trefferpunkte +/-", + "fk_sf_mod": "Fernkampf +/-", + "nh_at_sf_mod": "Nebenhand AT +/-", + "nh_pa_sf_mod": "Nebenhand PA +/-", + "nh_tp_sf_mod": "Nebenhand TP +/-", + "parade_zweite_mod": "Zusätzliche PA +/-", + "ausweichen_zweite_mod": "Zusätzliches AW +/-", + "beidhand_kampf_mod": "Beidhändigkeit-Mod. +/-", + "falsche_hand_mod": "Falsche Hand Mod. +/-", + "talente_mod": "Talente Würfelmodifikator", + "switch_description_status": "Anzeige umschalten", + "show_description": "Beschreibung anzeigen", + "show_modifier": "Modifikatoren anzeigen", + "filter": "Filter:", + "umgebung": "Umgebung", + "combat-situation": "Kampfsituation", + "artefakt": "Artefakt", + "kraeuter-tinkturen": "Kräuter und Tinkturen", + "add_effekt": "Effekt-Modifikator hinzufügen", + "quelle-auswaehlen": "Quelle auswählen", + "weitere-merkmale": "Weitere Merkmale", + "bruchfaktor": "Bruchfaktor", + "strukturpunkte": "Strukturpunkte", + "temp-modifikatoren": "temp. Mod.:", + "AT": "AT", + "PA": "PA", + "TP": "TP", + "FK": "FK", + "rucksack": "Rucksack", + "allgemein": "Allgemeines", + "header-anzeigen": " Kopfzeile einstellen: ", + "an": "an", + "aus": "aus", + "eigenschaften-aus": "Eigenschaften aus", + "attribute-aus": "Attribute aus", + "npc-bogen": " NPC-Bogen aktivieren: ", + "show-le": "Lebensenergie anzeigen: ", + "show-ae": "Astralenergie anzeigen: ", + "show-ke": "Karmaenergie anzeigen: ", + "typus": "Typus", + "gkategorie": "Größenkategorie", + "schwierigkeit": "Schwierigkeit", + "beute": "Beute", + "kampfverhalten": "Kampfverhalten", + "flucht": "Flucht", + "jagd": "Jagd", + "sonderregeln": "Sonderregeln", + "informationen": "Informationen", + "npcattribute": "NSC-Attribute", + "verteidigungswert": "Verteidigung (VW)", + "anzahlaktionen": "Anzahl Aktionen", + "tp": "TP", + "at": "AT", + "angriff": "Angriff", + "domaene": "Domäne", + "anzahl": "Anzahl", + "Magie-TP": "Schaden aus Magie", + "Glaube-TP": "Schaden aus Götterwirken", + "mitspezialisierung": "mit Fertigkeitsspezialisierung", + "d2": "W2", + "d3": "W3", + "d4": "W4", + "d6": "W6", + "d20": "W20", + "zusatz-aktivieren": "Malus für zusätzlichen Status aktivieren", + "stufe-iv-zustand": "Stufe IV - handlungsunfähig", + "ruestung_preset": "Abzüge BE/INI/GS", + "ruestung_preset_0": "BE 0", + "ruestung_preset_1": "BE 0, zusätzl. -1 INI, -1 GS", + "ruestung_preset_2": "BE 1", + "ruestung_preset_3": "BE 1, zusätzl. -1 INI, -1 GS", + "ruestung_preset_4": "BE 2", + "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", + "ruestung_preset_6": "BE 3", + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" +} diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/hu.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/hu.json new file mode 100644 index 0000000000..d8aa0247ef --- /dev/null +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/hu.json @@ -0,0 +1,718 @@ +{ + "---": "---", + "1/2": "1/2", + "1-kategorie": "1 Kat.", + "2-kategorie": "2 Kat.", + "2-attacke": "2. Attacke", + "CH": "CH", + "FF": "FF", + "GE": "GE", + "IN": "IN", + "KK": "KK", + "KL": "KL", + "KO": "KO", + "MU": "MU", + "ae": "AE", + "aktstatus": "akt. Status", + "aktuell": "Aktuell", + "alter": "Alter", + "anmerkung": "Anmerkung", + "anmerkungen": "Anmerkungen", + "ap-ausgegeben": "AP ausgegeben", + "ap-gesamt": "AP gesamt", + "ap-verfuegbar": "AP verfügbar", + "armbrueste": "Armbrüste", + "armbrust": "Armbrust", + "astralenergie": "Astralenergie", + "at-fk": "AT/FK", + "at-mod": "AT-Mod", + "at-pa": "AT-/PA-Mod.", + "attacke": "Attacke", + "augenfarbe": "Augenfarbe", + "ausruestung": "Ausrüstung", + "ausweichen": "Ausweichen (AW)", + "auswirkung": "Auswirkung:", + "basis": "Basis", + "be": "BE", + "be-aktiviert": "BE aktiviert", + "be-gesamt": "BE gesamt", + "beidhaendigerkampf": "Beidhändig", + "belastung": "Belastung", + "beschreibung": "Beschreibung", + "betaeubung": "Betäubung", + "bewegungsunfaehig": "Bewegungsunfähig", + "bewusstlos": "Bewusstlos", + "blasrohre": "Blasrohre", + "blind": "Blind", + "blutrausch": "Blutrausch", + "bogen": "Bogen", + "boegen": "Bögen", + "bonus": "Bonus", + "bonus-malus": "Bonus/Malus", + "brennend": "Brennend", + "brillant": "Brillant (1700 AP)", + "charakteristika": "Charakteristika", + "charisma": "Charisma", + "dauer": "Dauer", + "diskus": "Diskus", + "diskusse": "Diskusse", + "distanz": "Distanz", + "dolche": "Dolche", + "durchschnittlich": "Durchschnittlich (1000 AP)", + "effekt-modat": "Effekt-Mod. AT", + "effekt-modaw": "Effekt-Mod. AW", + "effekt-modpa": "Effekt-Mod. PA", + "effekt-modtp": "Effekt-Mod. TP", + "elfenlieder": "Elfenlieder", + "eigenschaften": "Eigenschaften", + "eigenschaft": "Eigenschaft", + "eingeengt": "Eingeengt", + "entrueckung": "Entrückung", + "erfahren": "Erfahren (1100 AP)", + "erfahrungsgrad": "Erfahrungsgrad", + "erregung": "Erregung", + "erweiterungen": "Erweiterungen", + "erweiterung1": "1. Erweiterung", + "erweiterung2": "2. Erweiterung", + "erweiterung3": "3. Erweiterung", + "erweiterung4": "4. Erweiterung", + "erweiterung5": "5. Erweiterung", + "familie": "Familie", + "fechtwaffen": "Fechtwaffen", + "fernkampf": "Fernkampf", + "fernkampfwaffe": "Fernkampfwaffe", + "fernkampfwaffen": "Fernkampfwaffen", + "feuerspeien": "Feuerspeien", + "fingerfertigkeit": "Fingerfertigkeit", + "fixiert": "Fixiert", + "flueche": "Flüche", + "furcht": "Furcht", + "fw": "FW", + "fk-mod": "FK-Mod", + "geburtsort": "Geburtsort", + "geburtstag": "Tsatag", + "gegner-von-hinten": "Gegner von Hinten", + "gegnerische-kt": "Gegnerische KT", + "gehend": "gehend", + "gesamt": "Gesamt", + "gesamtmodifikator": "Summe", + "gesamtstatus-ab": "Gesamt: ab -8 handlungsunfähig", + "gesamtwert": "Gesamtwert", + "geschlecht": "Geschlecht", + "geschwindigkeit": "Geschwindigkeit", + "gesellschaftstalente": "Gesellschaftstalente", + "gewandheit": "Gewandheit", + "gewicht": "Gewicht", + "glaube": "Glaube", + "gm": "GM ", + "gross": "groß", + "groesse": "Größe", + "grundwert": "Grundwert", + "grundwerte": "Grundwerte", + "gs": "GS", + "haarfarbe": "Haarfarbe", + "hakenschlagend": "hakenschlagend", + "handlungsunfaehig": "Handlungsunfähig", + "handwerkstalente": "Handwerkstalente", + "hiebwaffen": "Hiebwaffen", + "info": "Info", + "initiative": "Initiative", + "intuition": "Intuition", + "inventar": "Inventar", + "ja": "ja", + "kampf": "Kampf", + "kampf-im-wasser": "Kampf im Wasser", + "kampf-unter-wasser": "Kampf unter Wasser", + "kampfsituationen-status": "Kampfsituationen / Status", + "kampftechniken": "Kampftechniken", + "kampftechnikwert": "Kampftechnikwert", + "karmaenergie": "Karmaenergie", + "ke": "KE", + "kettenwaffen": "Kettenwaffen", + "klein": "klein", + "klugheit": "Klugheit", + "koerperkraft": "Körperkraft", + "koerpertalente": "Körpertalente", + "kompetent": "Kompetent (1200 AP)", + "konstitution": "Konstitution", + "kosten": "Kosten", + "krank": "Krank", + "kultur": "Kultur", + "kurz": "kurz", + "kt": "KT", + "ladezeit": "Ladezeit in KR", + "lang": "lang", + "lanzen": "Lanzen", + "le": "LE", + "lebensenergie": "Lebensenergie", + "leicht": "leicht", + "legendaer": "Legendär (2100 AP)", + "leiteigenschaft": "Leiteigenschaft", + "leiteigschadensb": "TP-Bonus", + "liegend": "Liegend", + "magie": "Magie", + "malus": "Malus", + "max-5": "(max. -5) ", + "maximal": "Maximum", + "meisterlich": "Meisterlich (1400 AP)", + "merkmal": "Merkmal", + "mittel": "mittel", + "modfikator-hinzuf": "Modfikator hinzufügen", + "modifikator": "Modifikator", + "modifikatoren": "Modifikatoren", + "modifikatorplus": "Modifikator(+/-)", + "modeffekt": "EF-Mod", + "modsf": "SF-Mod", + "mut": "Mut", + "munition": "Munition", + "nachteile": "Nachteile", + "nah": "nah", + "nahkampf": "Nahkampf", + "nahkampfwaffe": "Nahkampfwaffe", + "nahkampfwaffen": "Nahkampfwaffen", + "name": "Name", + "naturtalente": "Naturtalente", + "nebenhand-at": "Nebenhand AT +/-", + "nebenhand-pa": "Nebenhand PA +/-", + "nebenhand-tp": "Nebenhand TP +/-", + "nebenhandwaffe": "Nebenhandwaffe", + "nein": "nein", + "normal": "Normal ", + "notizen": "Notizen", + "optionen": "Optionen", + "pa": "PA", + "pa-mod": "PA-Mod", + "passierschlag": "Passierschlag", + "parade": "Parade", + "parierwaffe": "Parierwaffe", + "paralyse": "Paralyse", + "patzer": "Patzer", + "pechmagnet": "Pechmagnet", + "perm-verlust": "Perm. Verlust", + "probe": "Probe", + "profession": "Profession", + "raserei": "Raserei", + "raufen": "Raufen", + "regeneration": "Regeneration", + "referenz": "Referenz", + "reichweite": "Reichweite", + "rennend": "rennend", + "riesig": "riesig", + "rituale": "Rituale", + "routineprobe": "Routineprobe", + "rs-mod": "RS-Mod.", + "rueckkauf": "Rückkauf", + "ruestung": "Rüstung", + "ruestungen": "Rüstungen", + "ruestungstyp": "Rüstungstyp", + "rs": "RS", + "schaden": "Schaden", + "schelmenstreiche": "Schelmenstreiche", + "schicksalspunkte": "Schicksalspunkte", + "schilde": "Schilde", + "schild-waffe": "Schild/Waffe", + "schilde-waffen": "Schilde/Zweitwaffen", + "schilde-und-nebenhandwaffen": "Schilde und Nebenhandwaffen", + "schildparade-parierwaffe": "Schildparade", + "schips": "SchiPs", + "schleudern": "Schleudern", + "schmerz": "Schmerz", + "schmerzstufen-1-2-3-4": "Schmerzstufen", + "schnell": "schnell", + "schriften": "Schriften", + "schuetzenbewegung": "Schützenbewegung", + "schuss-ins-kampfgetuemmel": "Schuss ins Kampfgetümmel", + "schwerter": "Schwerter", + "seelenkraft": "Seelenkraft", + "selbst": "Selbst ", + "sf-modat": "SF-Mod. AT", + "sf-modaw": "SF-Mod. AW", + "sf-modpa": "SF-Mod. PA", + "sf-modtp": "SF-Mod. TP", + "sf-modifikatoren": "SF-Modifikatoren", + "sichtmodifikator": "Sichtmodifikator", + "sicht-iv": "IV - Treffer auf 1", + "sk": "SK", + "sonderfertigkeiten": "Sonderfertigkeiten", + "sonstiges": "Sonstiges", + "sozialstatus": "Sozialstatus", + "spezies": "Spezies", + "sprachen": "Sprachen", + "stangenwaffen": "Stangenwaffen", + "status": "Status", + "status-aktiviert": "Status-Mod", + "steigerung": "Steigerung", + "steigerungsfaktor": "Steigerungsfaktor", + "stehend": "stehend", + "still": "still", + "stg": "Stg.", + "stufe-i": "Stufe I", + "stufe-ii": "Stufe II", + "stufe-iii": "Stufe III", + "stufe-iv": "Stufe IV", + "stufe-iv-nk": "IV - halbe AT, PA auf 1", + "stumm": "Stumm", + "summe": "Summe", + "summe-der-statusmodifikatoren": "Summe der Statusmodifikatoren", + "talente": "Talente", + "talent": "Talent", + "taub": "Taub", + "titel": "Titel", + "tp-at-pa-mod-": "TP/AT/PA-Mod.", + "tp-fk-mod-": "TP/FK-Mod.", + "tp-mod": "TP-Mod", + "tradition": "Tradition", + "traditionseigenschaft": "Traditionseigenschaft", + "trance": "Trance", + "trefferpunkte": "Trefferpunkte", + "ueberrascht": "Überrascht", + "uebler-geruch": "Übler Geruch", + "unerfahren": "Unerfahren (900 AP)", + "unsichtbar": "Unsichtbar", + "vergiftet": "Vergiftet", + "verschleiss": "Verschleiß", + "versteinert": "Versteinert", + "verwirrung": "Verwirrung", + "vornachteile": "Vor-/Nachteile", + "vorteile": "Vorteile", + "vorteilhafte-position": "Vorteilhafte Position", + "waffe": "Waffe", + "waffen": "Waffen", + "waffen-mod": "TP/AT/PA-Mod.", + "waffe-zu-kurz": "Waffe zu kurz", + "wasser-bis-zur-achsel": "Wasser reicht bis zur Achsel", + "wasser-bis-zur-huefte": "Wasser reicht bis zur Hüfte", + "weit": "weit", + "winzig": "winzig", + "wirkung": "Wirkung", + "wirkungsdauer": "Wirkungsdauer", + "wissenstalente": "Wissenstalente", + "wundschwelle": "Wundschwelle", + "wurfwaffen": "Wurfwaffen", + "x2": "x2", + "zaehigkeit": "Zähigkeit", + "zauber": "Zauber", + "zaubermelodien": "Zaubermelodien", + "zaubertaenze": "Zaubertänze", + "zaubertricks": "Zaubertricks", + "zielbewegung": "Zielbewegung", + "zielkategorie": "Zielkategorie", + "zk": "ZK", + "zustaende": "Zustände", + "zweihandhiebwaffen": "Zweihandhiebwaffen", + "zweihandschwerter": "Zweihandschwerter", + "ergebnis": "Ergebnis:", + "gelungen": "Gelungen", + "misslungen": "Mißlungen", + "fp": "FP:", + "qs": "QS:", + "modifikator-roll": "Modifikator:", + "eigenschaften-roll": "Eigenschaften:", + "fw-minimum-nicht-erfuellt": "FW-Minimum nicht erfüllt", + "max-modifikator-roll": "Max. Modifikator:", + "probe-roll": "Probe:", + "initiative-roll": "´s Initiative", + "wert-roll": "Wert:", + "attackewurf": "Attackewurf:", + "verteidigungswurf": "Verteidigungswurf:", + "trefferpunkte-roll": "Trefferpunkte:", + "fliegen": "Fliegen", + "gaukeleien": "Gaukeleien", + "klettern": "Klettern", + "koerperbeherrschung": "Körperbeherrschung", + "kraftakt": "Kraftakt", + "reiten": "Reiten", + "schwimmen": "Schwimmen", + "selbstbeherrschung": "Selbstbeherrschung", + "singen": "Singen", + "sinnesschaerfe": "Sinnesschärfe", + "tanzen": "Tanzen", + "taschendiebstahl": "Taschendiebstahl", + "verbergen": "Verbergen", + "zechen": "Zechen", + "bekehren": "Bekehren & Überzeugen", + "betoeren": "Betören", + "einschuechtern": "Einschüchtern", + "etikette": "Etikette", + "gassenwissen": "Gassenwissen", + "menschenkenntnis": "Menschenkenntnis", + "ueberreden": "Überreden", + "verkleiden": "Verkleiden", + "willenskraft": "Willenskraft", + "faehrtensuchen": "Fährtensuchen", + "fesseln": "Fesseln", + "fischen": "Fischen & Angeln", + "orientierung": "Orientierung", + "pflanzenkunde": "Pflanzenkunde", + "tierkunde": "Tierkunde", + "wildnisleben": "Wildnisleben", + "glueckspiel": "Brett- & Glücksspiel", + "geographie": "Geographie", + "geschichtswissen": "Geschichtswissen", + "goetterkulte": "Götter & Kulte", + "kriegskunst": "Kriegskunst", + "magiekunde": "Magiekunde", + "mechanik": "Mechanik", + "rechnen": "Rechnen", + "rechtskunde": "Rechtskunde", + "sagenlegenden": "Sagen & Legenden", + "sphaerenkunde": "Sphärenkunde", + "sternkunde": "Sternkunde", + "alchemie": "Alchemie", + "boote": "Boote & Schiffe", + "fahrzeuge": "Fahrzeuge", + "handel": "Handel", + "hkgift": "Heilkunde Gift", + "hkkrankheiten": "Heilkunde Krankheiten", + "hkseele": "Heilkunde Seele", + "hkwunden": "Heilkunde Wunden", + "holzbearbeitung": "Holzbearbeitung", + "lebensmittelbearbeitung": "Lebensmittelbearbeitung", + "lederbearbeitung": "Lederbearbeitung", + "malenzeichnen": "Malen & Zeichnen", + "metallbearbeitung": "Metallbearbeitung", + "musizieren": "Musizieren", + "schloesserknacken": "Schlösserknacken", + "steinbearbeitung": "Steinbearbeitung", + "stoffbearbeitung": "Stoffbearbeitung", + "fliegenfw": "Fliegen FW", + "gaukeleienfw": "Gaukeleien FW", + "kletternfw": "Klettern FW", + "koerperbeherrschungfw": "Körperbeherrschung FW", + "kraftaktfw": "Kraftakt FW", + "reitenfw": "Reiten FW", + "schwimmenfw": "Schwimmen FW", + "selbstbeherrschungfw": "Selbstbeherrschung FW", + "singenfw": "Singen FW", + "sinnesschaerfefw": "Sinnesschärfe FW", + "tanzenfw": "Tanzen FW", + "taschendiebstahlfw": "Taschendiebstahl FW", + "verbergenfw": "Verbergen FW", + "zechenfw": "Zechen FW", + "bekehrenfw": "Bekehren & Überzeugen FW", + "betoerenfw": "Betören FW", + "einschuechternfw": "Einschüchtern FW", + "etikettefw": "Etikette FW", + "gassenwissenfw": "Gassenwissen FW", + "menschenkenntnisfw": "Menschenkenntnis FW", + "ueberredenfw": "Überreden FW", + "verkleidenfw": "Verkleiden FW", + "willenskraftfw": "Willenskraft FW", + "faehrtensuchenfw": "Fährtensuchen FW", + "fesselnfw": "Fesseln FW", + "fischenfw": "Fischen & Angeln FW", + "orientierungfw": "Orientierung FW", + "pflanzenkundefw": "Pflanzenkunde FW", + "tierkundefw": "Tierkunde FW", + "wildnislebenfw": "Wildnisleben FW", + "glueckspielfw": "Brett- & Glücksspiel FW", + "geographiefw": "Geographie FW", + "geschichtswissenfw": "Geschichtswissen FW", + "goetterkultefw": "Götter & Kulte FW", + "kriegskunstfw": "Kriegskunst FW", + "magiekundefw": "Magiekunde FW", + "mechanikfw": "Mechanik FW", + "rechnenfw": "Rechnen FW", + "rechtskundefw": "Rechtskunde FW", + "sagenlegendenfw": "Sagen & Legenden FW", + "sphaerenkundefw": "Sphärenkunde FW", + "sternkundefw": "Sternkunde FW", + "alchemiefw": "Alchemie FW", + "bootefw": "Boote & Schiffe FW", + "fahrzeugefw": "Fahrzeuge FW", + "handelfw": "Handel FW", + "hkgiftfw": "Heilkunde Gift FW", + "hkkrankheitenfw": "Heilkunde Krankheiten FW", + "hkseelefw": "Heilkunde Seele FW", + "hkwundenfw": "Heilkunde Wunden FW", + "holzbearbeitungfw": "Holzbearbeitung FW", + "lebensmittelbearbeitungfw": "Lebensmittelbearbeitung FW", + "lederbearbeitungfw": "Lederbearbeitung FW", + "malenzeichnenfw": "Malen & Zeichnen FW", + "metallbearbeitungfw": "Metallbearbeitung FW", + "musizierenfw": "Musizieren FW", + "schloesserknackenfw": "Schlösserknacken FW", + "steinbearbeitungfw": "Steinbearbeitung FW", + "stoffbearbeitungfw": "Stoffbearbeitung FW", + "allgemeine-sonderfertigkeiten": "Allgemeine Sonderfertigkeiten", + "allgemeine-sonderfertigkeit": "Allgemeine Sonderfertigkeit", + "talent-sonderfertigkeiten": "Talentsonderfertigkeiten", + "talent-sonderfertigkeit": "Talentsonderfertigkeit", + "kampfsonderfertigkeit": "Kampfsonderfertigkeit", + "magiesonderfertigkeit": "Magiesonderfertigkeit", + "karmale-sonderfertigkeit": "Karmale Sonderfertigkeit", + "effekt-durch-wirken": "Effekt durch Zauber-/Götterwirken", + "traditionsartefakt": "Traditionsartefakt", + "abzug-gs": "Abzug GS", + "abzug-ini": "Abzug INI", + "angelegt": "angelegt", + "typ": "Typ", + "modifikationen": "Modifikationen", + "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zaubermodifikationen": "Zaubermodifikationen", + "geste-weglassen": "Geste weglassen", + "formel-weglassen": "Formel weglassen", + "fremdtradition": "Fremdtradition", + "aufrechterhalten": "Anz. Zauber aufrecht erhalten", + "sf-mod": "SF", + "effekte": "Effekte", + "ritualplatz": "Ritualplatz", + "zeit": "Zeit", + "passende-kleidung": "Passende Kleidung", + "geeignete-geraetschaften": "geeignete Gerätschaften", + "passend": "passend", + "unpassend": "unpassend", + "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", + "falscher-ritualplatz": "-3 | falscher Ritualplatz", + "fluch": "Fluch", + "streich": "Streich", + "animistenkraft": "Animistenkraft", + "zaubermelodie": "Zaubermelodie", + "zaubertanz": "Zaubertanz", + "verbreitung": "Verbreitung", + "zielmodifikator": "Zielmodifikator", + "bitte-auswaehlen": "Bitte auswählen", + "dauer-verkuerzen": "-1 | Dauer verkürzen (halbiert)", + "dauer-verlaengern": "+1 | Dauer verlängern (verdoppelt)", + "reichweite-verlaengern": "-1 | Reichweite verlängern (verdoppelt)", + "kosten-verringern": "-1 | Kosten verringern (halbiert)", + "kosten-erhoehen": "+1 | Erzwingen (verdoppelt)", + "ort": "Ort", + "goetterwirken": "Götterwirken", + "artefakte": "Artefakte", + "zeremonial-gegenstand": "Zeremonialgegenstand", + "magie-modifikator": "Zauberwirken +/-", + "glaube-modifikator": "Göttliches Wirken +/-", + "schaden-durch-patzer": "Schaden durch Patzer", + "fernkampf-patzer": "Fernkampf-Patzer", + "zauber-patzer": "Zauber-Patzer", + "liturgie-patzer": "Liturgie-Patzer", + "zaubertrick": "Zaubertrick", + "vorteil": "Vorteil", + "nachteil": "Nachteil", + "alle": "Alle", + "segen": "Segen", + "liturgie": "Liturgie", + "zeremonie": "Zeremonie", + "typ-auswaehlen": "Typ auswählen", + "elfenlied": "Elfenlied", + "ritual": "Ritual", + "zauberspruch": "Zauberspruch", + "herrschaftsritual": "Herrschaftsritual", + "vertrautentrick": "Vertrautentrick", + "schipsf": "SchiP-Sonderfertigkeit", + "freier-modifikator": "freier Kampf-Mod.", + "ruestungsschutz": "Rüstungsschutz (RS)", + "faktor": "Faktor", + "disclaimer": "© 2019 Ulisses Spiele. DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA, RIESLAND und THE DARK EYE sind eingetragene Marken der Ulisses Spiele GmbH, Waldems.", + "dukaten": "Dukaten", + "silbertaler": "Silbertaler", + "heller": "Heller", + "kreuzer": "Kreuzer", + "geldbeutel": "Geldbeutel", + "Astralkraft-springt-auf-anderes-Ziel": "Astralkraft springt auf anderes Ziel über", + "Astralkraft-verlässt-den-Körper": "Astralkraft verlässt den Körper", + "Betäubung-durch-Kopfschmerzen": "Zustand Betäubung durch Kopfschmerzen", + "Beule": "Beule", + "brennbare-Materialien-gehen-in-Flammen-auf": "Brennbare Materialien gehen in Flammen auf", + "Durch-Blick-in-Sphären-eingeschüchtert": "Durch Blick in die Sphären eingeschüchtert", + "Eine-ätherische-Stimme-erklingt": "Eine ätherische Stimme erklingt", + "Fehlschuss": "Fehlschuss", + "Fuß-verdreht": "Fuß verdreht", + "Geist-tauscht-Körper-mit-Lebewesen": "Geist tauscht Körper mit Lebewesen", + "Geweihte-erhält-ein-Stigma": "Geweihte erhält ein Stigma", + "Geweihte-hat-nachts-seltsame-Visionen": "Geweihte hat nachts seltsame Visionen und Alpträume", + "Geweihte-ist-entrückt": "Geweihte ist entrückt", + "Geweihte-ist-verwirrt": "Geweihte ist verwirrt", + "Geweihte-verwurzelt-mit-Boden": "Geweihte verwurzelt mit dem Boden", + "Harre-färben-sich": "Haar und Bart färben sich bunt", + "Kamerad-Unschuldiger-getroffen": "Kamerad/Unschuldiger getroffen", + "Liturgie-hat-gegenteiligen-Effekt": "Liturgie/Zeremonie hat einen gegenteiligen Effekt", + "Schild-beschädigt": "Schild beschädigt", + "Schild-schwer-beschädigt": "Schild schwer beschädigt", + "Schild-stecken-geblieben": "Schild stecken geblieben", + "Schild-verloren": "Schild verloren", + "Schild-zerstört": "Schild zerstört", + "Sehne-herausgerutscht": "Sehne herausgerutscht / Waffe nicht richtig gegriffen / Ladehemmung", + "Selbst-schwer-verletzt": "Selbst schwer verletzt", + "Selbst-verletzt": "Selbst verletzt", + "Stolpern": "Stolpern", + "Sturz": "Sturz", + "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", + "Verlust-der-Sprache": "Verlust der Sprache", + "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", + "Waffe-beschädigt": "Waffe beschädigt", + "Waffe-schwer-beschädigt": "Waffe schwer beschädigt", + "Waffe-stecken-geblieben": "Waffe stecken geblieben", + "Waffe-verloren": "Waffe verloren", + "Waffe-zerstört": "Waffe zerstört", + "Zauberziel-ändert-sich": "Zauberziel ändert sich", + "Zerrung": "Zerrung", + "Ziel-der-Liturgie-ändert-sich": "Ziel der Liturgie/Zeremonie ändert sich", + "Zu-Konzentriert": "Zu konzentriert", + "Zugriff-auf-AE-blockiert": "Zugriff auf AE-Vorrat geblockt", + "Zugriff-auf-KE-blockiert": "Zugriff auf KE-Vorrat geblockt", + "natur": "Natur", + "koerperlich": "Körperlich", + "handwerk": "Handwerk", + "gesellschaft": "Gesellschaft", + "wissen": "Wissen", + "1-parade": "1. Parade", + "2-parade": "2. Parade", + "3-parade": "3. Parade", + "4-parade": "4. Parade", + "5-parade": "5. Parade", + "nahkampf_doppelt": "Nahkampf, verdoppelt", + "fernkampf_doppelt": "Fernkampf, verdoppelt", + "query_trans": "Erleichterung(+) / Erschwernis(-), im Fall der Erleichterung ohne '+' eingeben", + "belastung-aktivieren": "Status für Belastung aktivieren", + "betäubung-aktivieren": "Malus für Betäubung aktivieren", + "furcht-aktivieren": "Malus für Furcht aktivieren", + "paralyse-aktivieren": "Malus für Paralyse aktivieren", + "schmerz-aktivieren": "Malus für Schmerz aktivieren", + "trance-aktivieren": "Malus für Trance aktivieren", + "verwirrung-aktivieren": "Malus für Verwirrung aktivieren", + "entrueckung-aktivieren": "Bonus/Malus für Entrückung aktivieren", + "atpa-patzer": "AT/PA-Patzer", + "erleidet": "erleidet", + "SPdurchPatzer": "SP durch einen Patzer", + "nahkampf-atpa-patzer": "Attacke/Parade-Patzer", + "schild-patzer": "Schild-Patzer", + "Nahkampf-TP": "Nahkampf-TP", + "halbeParade": "halbierte Parade", + "schildparade": "Schildparade", + "halbeSchildparade": "halbierte Schildparade", + "halbesAusweichen": "halbiertes Ausweichen", + "Fernkampf-TP": "Fernkampf-TP", + "Schmerzstufe-1": "Schmerzstufe 1", + "Schmerzstufe-2": "Schmerzstufe 2", + "Schmerzstufe-3": "Schmerzstufe 3", + "Schmerzstufe-4": "Schmerzstufe 4", + "Regen-LE": "Regeneration Lebensenergie", + "Regen-AE": "Regeneration Astralenergie", + "Regen-KE": "Regeneration Karmaenergie", + "keine": "keine", + "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", + "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", + "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", + "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", + "wissenstalente-liste": "glueckspiel,geographie,geschichtswissen,goetterkulte,kriegskunst,magiekunde,mechanik,rechnen,rechtskunde,sagenlegenden,sphaerenkunde,sternkunde", + "handwerkstalente-liste": "alchemie,boote,fahrzeuge,handel,hkgift,hkkrankheiten,hkseele,hkwunden,holzbearbeitung,lebensmittelbearbeitung,lederbearbeitung,malenzeichnen,metallbearbeitung,musizieren,schloesserknacken,steinbearbeitung,stoffbearbeitung", + "farbschema": "Farbschema", + "add_modifikator": "Modifikator hinzufügen", + "mu_mod": "Mut +/-", + "kl_mod": "Klugheit +/-", + "in_mod": "Intuition +/-", + "ch_mod": "Charisma +/-", + "ff_mod": "Fingerfertigkeit +/-", + "ge_mod": "Gewandheit +/-", + "ko_mod": "Konstitution +/-", + "kk_mod": "Körperkraft +/-", + "abgeleitete_werte": "abgeleitete Werte", + "le_modifikator": "Lebensenergie +/-", + "ae_modifikator": "Astralenergie +/-", + "ke_modifikator": "Karmalenergie +/-", + "sk_modifikator": "Seelenkraft +/-", + "zk_modifikator": "Zähigkeit +/-", + "ini_modifikator": "Initiative +/-", + "aw_modifikator": "Ausweichen +/-", + "gs_modifikator": "Geschwindigkeit +/-", + "schips_modifikator": "Schicksalspunkte +/-", + "le_regeneration_mod": "Regeneration LE +/-", + "ae_regeneration_mod": "Regeneration AE +/-", + "ke_regeneration_mod": "Regeneration KE +/-", + "kampfsonderfertigkeiten": "Kampfsonderfertigkeiten", + "at_sf_mod": "Attacke +/-", + "pa_sf_mod": "Parade +/-", + "aw_sf_mod": "Ausweichen +/-", + "tp_sf_mod": "Trefferpunkte +/-", + "fk_sf_mod": "Fernkampf +/-", + "nh_at_sf_mod": "Nebenhand AT +/-", + "nh_pa_sf_mod": "Nebenhand PA +/-", + "nh_tp_sf_mod": "Nebenhand TP +/-", + "parade_zweite_mod": "Zusätzliche PA +/-", + "ausweichen_zweite_mod": "Zusätzliches AW +/-", + "beidhand_kampf_mod": "Beidhändigkeit-Mod. +/-", + "falsche_hand_mod": "Falsche Hand Mod. +/-", + "talente_mod": "Talente Würfelmodifikator", + "switch_description_status": "Anzeige umschalten", + "show_description": "Beschreibung anzeigen", + "show_modifier": "Modifikatoren anzeigen", + "filter": "Filter:", + "umgebung": "Umgebung", + "combat-situation": "Kampfsituation", + "artefakt": "Artefakt", + "kraeuter-tinkturen": "Kräuter und Tinkturen", + "add_effekt": "Effekt-Modifikator hinzufügen", + "quelle-auswaehlen": "Quelle auswählen", + "weitere-merkmale": "Weitere Merkmale", + "bruchfaktor": "Bruchfaktor", + "strukturpunkte": "Strukturpunkte", + "temp-modifikatoren": "temp. Mod.:", + "AT": "AT", + "PA": "PA", + "TP": "TP", + "FK": "FK", + "rucksack": "Rucksack", + "allgemein": "Allgemeines", + "header-anzeigen": " Kopfzeile einstellen: ", + "an": "an", + "aus": "aus", + "eigenschaften-aus": "Eigenschaften aus", + "attribute-aus": "Attribute aus", + "npc-bogen": " NPC-Bogen aktivieren: ", + "show-le": "Lebensenergie anzeigen: ", + "show-ae": "Astralenergie anzeigen: ", + "show-ke": "Karmaenergie anzeigen: ", + "typus": "Typus", + "gkategorie": "Größenkategorie", + "schwierigkeit": "Schwierigkeit", + "beute": "Beute", + "kampfverhalten": "Kampfverhalten", + "flucht": "Flucht", + "jagd": "Jagd", + "sonderregeln": "Sonderregeln", + "informationen": "Informationen", + "npcattribute": "NSC-Attribute", + "verteidigungswert": "Verteidigung (VW)", + "anzahlaktionen": "Anzahl Aktionen", + "tp": "TP", + "at": "AT", + "angriff": "Angriff", + "domaene": "Domäne", + "anzahl": "Anzahl", + "Magie-TP": "Schaden aus Magie", + "Glaube-TP": "Schaden aus Götterwirken", + "mitspezialisierung": "mit Fertigkeitsspezialisierung", + "d2": "W2", + "d3": "W3", + "d4": "W4", + "d6": "W6", + "d20": "W20", + "zusatz-aktivieren": "Malus für zusätzlichen Status aktivieren", + "stufe-iv-zustand": "Stufe IV - handlungsunfähig", + "ruestung_preset": "Abzüge BE/INI/GS", + "ruestung_preset_0": "BE 0", + "ruestung_preset_1": "BE 0, zusätzl. -1 INI, -1 GS", + "ruestung_preset_2": "BE 1", + "ruestung_preset_3": "BE 1, zusätzl. -1 INI, -1 GS", + "ruestung_preset_4": "BE 2", + "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", + "ruestung_preset_6": "BE 3", + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" +} diff --git a/Deadlands Classic Anniversary - Improved/translations/ca.json b/Deadlands Classic Anniversary - Improved/translations/ca.json new file mode 100644 index 0000000000..e8f75a8a45 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/ca.json @@ -0,0 +1,170 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "armor": "Armor", + "armorLight": "Light", + "armorNormal": "Armor", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Left", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "hoardingChips": "You appear to be hoardin' chips partner. Suggestin' you spend some.", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "max": "Max", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "pokerhandAce": "Ace", + "pokerhandPair": "Pair", + "pokerhandJacks": "Jacks", + "pokerhandTwoPair": "Two Pair", + "pokerhandThreeOfAKind": "Three of a kind", + "pokerhandStraight": "Straight", + "pokerhandFlush": "Flush", + "pokerhandFullHouse": "Full House", + "pokerhandFourOfAKind": "Four of a kind", + "pokerhandStraightFlush": "Straight Flush", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "rating": "Rating", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "sheetTabbedDisplay": "Use Section Tabs", + "sheetTabbedDisplayDescription": "Uses the default tabbed display for main character sheet sections, including Traits & Aptitudes, Combat, Arcane, and Misc.", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin' Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "surprise": "Surprise", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "toHit": "To Hit", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "type": "Type", + "unskilled": "Unskilled", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "woundMod": "Wound Modifier", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/hu.json b/Deadlands Classic Anniversary - Improved/translations/hu.json new file mode 100644 index 0000000000..e8f75a8a45 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/hu.json @@ -0,0 +1,170 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "armor": "Armor", + "armorLight": "Light", + "armorNormal": "Armor", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Left", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "hoardingChips": "You appear to be hoardin' chips partner. Suggestin' you spend some.", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "max": "Max", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "pokerhandAce": "Ace", + "pokerhandPair": "Pair", + "pokerhandJacks": "Jacks", + "pokerhandTwoPair": "Two Pair", + "pokerhandThreeOfAKind": "Three of a kind", + "pokerhandStraight": "Straight", + "pokerhandFlush": "Flush", + "pokerhandFullHouse": "Full House", + "pokerhandFourOfAKind": "Four of a kind", + "pokerhandStraightFlush": "Straight Flush", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "rating": "Rating", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "sheetTabbedDisplay": "Use Section Tabs", + "sheetTabbedDisplayDescription": "Uses the default tabbed display for main character sheet sections, including Traits & Aptitudes, Combat, Arcane, and Misc.", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin' Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "surprise": "Surprise", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "toHit": "To Hit", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "type": "Type", + "unskilled": "Unskilled", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "woundMod": "Wound Modifier", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary/translations/ca.json b/Deadlands Classic Anniversary/translations/ca.json new file mode 100644 index 0000000000..128033a1d5 --- /dev/null +++ b/Deadlands Classic Anniversary/translations/ca.json @@ -0,0 +1,130 @@ +{ + "result": "Result", + "weaponDamage": "Weapon Damage", + "location": "Location", + "leftLeg": "Left Leg", + "rightLeg": "Right Leg", + "lowerGuts": "Lower Guts", + "gizzards": "Gizzards", + "leftArm": "Left Arm", + "rightArm": "Right Arm", + "upperGuts": "Upper Guts", + "nogging": "Noggin'", + "name": "Name", + "gmRollToggle": "GM Roll Toggle", + "core": "Core", + "on": "On", + "off": "Off", + "occupation": "Occupation", + "bounty": "Bounty", + "unspent": "Unspent/total", + "traits": "Traits & Aptitudes", + "combat": "Combat Stuff", + "arcane": "Arcane Abilities", + "misc": "Misc", + "obsolete": "Obsolete Data", + "coreAttributes": "Core Attributes", + "pace": "Pace", + "size": "Size", + "maxWind": "Max Wind", + "grit": "Grit", + "chips": "Fate Chips", + "chipsW": "White Chips", + "chipsL": "Legendary Chips", + "chipsR": "Red Chips", + "chipsB": "Blue Chips", + "commonRolls": "Common Rolls", + "gutsAndGrit": "Guts + Grit", + "cognition": "Cognition", + "artillery": "Artillery", + "scrutinize": "Scrutinze", + "art": "Art", + "tracking": "Trackin'", + "search": "Search", + "deftness": "Deftness", + "bow": "Bow", + "sleightofhand": "Sleight o'Hand", + "shooting": "Shootin'", + "lockpicking": "Lockpickin'", + "filching": "Filchin'", + "speedload": "Speed Load", + "throwing": "Throwin'", + "mine": "Mine", + "performing": "Performin'", + "overawe": "Overawe", + "leadership": "Leadership", + "taleTell": "Tale Tellin'", + "animalWrangling": "Animal Wranglin'", + "persuasion": "Persuasion", + "spirit": "Spirit", + "faith": "Faith", + "guts": "Guts", + "strength": "Strength", + "vigor": "Vigor", + "knowledge": "Knowledge", + "professional": "Professional", + "academia": "Academia", + "trade": "Trade", + "medicine": "Medicine", + "areaKnowledge": "Area Knowledge", + "homeCountry": "Home Country", + "demolition": "Demolition", + "language": "Language", + "disguise": "Disguise", + "madScience": "Mad Science", + "science": "Science", + "smarts": "Smarts", + "tinkering": "Tinkerin'", + "bluff": "Bluff", + "gambling": "Gamblin'", + "scrounging": "Scroungin'", + "ridicule": "Ridicule", + "streetwise": "Streetwise", + "survival": "Survival", + "nimbleness": "Nimbleness", + "dodge": "Dodge", + "driving": "Drivin'", + "fighting": "Fightin'", + "climbing": "Climbin'", + "teamster": "Teamster", + "horseRiding": "Horse Ridin'", + "sneak": "Sneak", + "swimming": "Swimmin'", + "quickness": "Quickness", + "quickDraw": "Quick Draw", + "wounds": "Wounds", + "gutsw": "Guts", + "none": "None", + "light": "Light", + "heavy": "Heavy", + "serious": "Serious", + "critical": "Critical", + "maimed": "Maimed", + "wind": "Wind", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "quantity": "Quantity", + "notes": "Notes", + "shootingIronsAndSuch": "Shootin Irons & Such", + "weapon": "Weapon", + "shotsMax": "Shots / Max", + "rof": "RoF", + "range": "Range", + "damage": "Damage", + "locationToggle": "Location Toggle", + "hand2hand": "Hand-To-Hand Weapons", + "defense": "Defense", + "speed": "Speed", + "arcaneAbilities": "Arcane Abilities", + "skill": "Skill", + "ritual": "Ritual", + "rituals": "Rituals", + "duration": "Duration", + "dice": "Dice", + "tn": "TN", + "edges": "Edges", + "hindrances": "Hindrances", + "equipment": "Equipment", + "money": "Money", + "worstNightmare": "Your Worst Nightmare" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary/translations/hu.json b/Deadlands Classic Anniversary/translations/hu.json new file mode 100644 index 0000000000..128033a1d5 --- /dev/null +++ b/Deadlands Classic Anniversary/translations/hu.json @@ -0,0 +1,130 @@ +{ + "result": "Result", + "weaponDamage": "Weapon Damage", + "location": "Location", + "leftLeg": "Left Leg", + "rightLeg": "Right Leg", + "lowerGuts": "Lower Guts", + "gizzards": "Gizzards", + "leftArm": "Left Arm", + "rightArm": "Right Arm", + "upperGuts": "Upper Guts", + "nogging": "Noggin'", + "name": "Name", + "gmRollToggle": "GM Roll Toggle", + "core": "Core", + "on": "On", + "off": "Off", + "occupation": "Occupation", + "bounty": "Bounty", + "unspent": "Unspent/total", + "traits": "Traits & Aptitudes", + "combat": "Combat Stuff", + "arcane": "Arcane Abilities", + "misc": "Misc", + "obsolete": "Obsolete Data", + "coreAttributes": "Core Attributes", + "pace": "Pace", + "size": "Size", + "maxWind": "Max Wind", + "grit": "Grit", + "chips": "Fate Chips", + "chipsW": "White Chips", + "chipsL": "Legendary Chips", + "chipsR": "Red Chips", + "chipsB": "Blue Chips", + "commonRolls": "Common Rolls", + "gutsAndGrit": "Guts + Grit", + "cognition": "Cognition", + "artillery": "Artillery", + "scrutinize": "Scrutinze", + "art": "Art", + "tracking": "Trackin'", + "search": "Search", + "deftness": "Deftness", + "bow": "Bow", + "sleightofhand": "Sleight o'Hand", + "shooting": "Shootin'", + "lockpicking": "Lockpickin'", + "filching": "Filchin'", + "speedload": "Speed Load", + "throwing": "Throwin'", + "mine": "Mine", + "performing": "Performin'", + "overawe": "Overawe", + "leadership": "Leadership", + "taleTell": "Tale Tellin'", + "animalWrangling": "Animal Wranglin'", + "persuasion": "Persuasion", + "spirit": "Spirit", + "faith": "Faith", + "guts": "Guts", + "strength": "Strength", + "vigor": "Vigor", + "knowledge": "Knowledge", + "professional": "Professional", + "academia": "Academia", + "trade": "Trade", + "medicine": "Medicine", + "areaKnowledge": "Area Knowledge", + "homeCountry": "Home Country", + "demolition": "Demolition", + "language": "Language", + "disguise": "Disguise", + "madScience": "Mad Science", + "science": "Science", + "smarts": "Smarts", + "tinkering": "Tinkerin'", + "bluff": "Bluff", + "gambling": "Gamblin'", + "scrounging": "Scroungin'", + "ridicule": "Ridicule", + "streetwise": "Streetwise", + "survival": "Survival", + "nimbleness": "Nimbleness", + "dodge": "Dodge", + "driving": "Drivin'", + "fighting": "Fightin'", + "climbing": "Climbin'", + "teamster": "Teamster", + "horseRiding": "Horse Ridin'", + "sneak": "Sneak", + "swimming": "Swimmin'", + "quickness": "Quickness", + "quickDraw": "Quick Draw", + "wounds": "Wounds", + "gutsw": "Guts", + "none": "None", + "light": "Light", + "heavy": "Heavy", + "serious": "Serious", + "critical": "Critical", + "maimed": "Maimed", + "wind": "Wind", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "quantity": "Quantity", + "notes": "Notes", + "shootingIronsAndSuch": "Shootin Irons & Such", + "weapon": "Weapon", + "shotsMax": "Shots / Max", + "rof": "RoF", + "range": "Range", + "damage": "Damage", + "locationToggle": "Location Toggle", + "hand2hand": "Hand-To-Hand Weapons", + "defense": "Defense", + "speed": "Speed", + "arcaneAbilities": "Arcane Abilities", + "skill": "Skill", + "ritual": "Ritual", + "rituals": "Rituals", + "duration": "Duration", + "dice": "Dice", + "tn": "TN", + "edges": "Edges", + "hindrances": "Hindrances", + "equipment": "Equipment", + "money": "Money", + "worstNightmare": "Your Worst Nightmare" +} \ No newline at end of file diff --git a/Degenesis-henry4k/translations/ca.json b/Degenesis-henry4k/translations/ca.json new file mode 100644 index 0000000000..9fc7a7c106 --- /dev/null +++ b/Degenesis-henry4k/translations/ca.json @@ -0,0 +1,225 @@ +{ + "action-modifier": "action mod.", + "active-defense-modifier": "active defense mod.", + "active-defense-title": "use for active defense", + "add-natural-weapons": "add natural weapons", + "ammunition": "ammunition", + "ammunition-current-placeholder": "cur.", + "ammunition-current-title": "current ammunition", + "ammunition-maximum-placeholder": "max.", + "ammunition-maximum-title": "maximum ammunition", + "ammunition-type-placeholder": "type", + "ammunition-type-title": "ammunition type", + "armor": "armor", + "armor-attack-modifier": "attack mod.", + "armor-rating": "armor rating", + "armor-rating-title": "reduces most physical damage", + "armor-type": "type", + "armor-type-armor": "armor", + "armor-type-shield": "shield", + "attack": "attack", + "attack-modifier": "attack mod.", + "attribute": "attribute", + "attribute-agility": "agility", + "attribute-agility-abbreviation": "agi", + "attribute-body": "body", + "attribute-body-abbreviation": "bod", + "attribute-charisma": "charisma", + "attribute-charisma-abbreviation": "cha", + "attribute-instinct": "instinct", + "attribute-instinct-abbreviation": "ins", + "attribute-intellect": "intellect", + "attribute-intellect-abbreviation": "int", + "attribute-psyche": "psyche", + "attribute-psyche-abbreviation": "psy", + "attributes": "attributes", + "base-damage-placeholder": "base", + "base-damage-title": "base damage", + "character-age": "age", + "character-concept": "concept", + "character-cult": "cult", + "character-culture": "culture", + "character-dinars": "dinars", + "character-dinars-title": "African dinars", + "character-drafts": "drafts", + "character-drafts-title": "Chroniclers’ drafts", + "character-experience": "experience", + "character-gender": "gender", + "character-image": "image", + "character-name": "name", + "character-rank": "rank", + "combat": "combat", + "compact-title": "compact", + "configuration": "configuration", + "custom-modifier": "ask for modifier", + "custom-modifier-description": "custom mod.", + "custom-modifier-question": "custom modifier", + "custom-modifier-title": "ask for a custom modifier on each roll", + "damage": "damage", + "damage-modifier": "damage mod.", + "damage-type": "damage type", + "damage-type-ego": "ego", + "damage-type-ego-label": "ego damage", + "damage-type-ego-postfix": "ego", + "damage-type-ego-title": "Armor still reduces damage unless noted differently.", + "damage-type-flesh_wounds": "flesh wounds", + "damage-type-flesh_wounds-label": "damage", + "damage-type-flesh_wounds-postfix": "", + "damage-type-flesh_wounds-title": "", + "damage-type-trauma": "trauma", + "damage-type-trauma-label": "trauma damage", + "damage-type-trauma-postfix": "trauma", + "damage-type-trauma-title": "Ignores any armor and directly causes trauma damage.", + "defense": "defense", + "description": "description", + "dice-letter": "D", + "distance": "distance", + "distance-effective-placeholder": "normal", + "distance-effective-title": "effective attack range", + "distance-extreme-title": "extreme attack range", + "distance-far-placeholder": "far", + "distance-far-title": "far attack range", + "distance-penalty": "distance penalty", + "dodge": "dodge", + "dodge-title": "dodge an attack as active defense", + "effect": "effect", + "effect-attribute-modifier": "modifier", + "effect-attribute-modifier-title": "Beside numbers you can use macro expressions like attributes, inline rolls, queries, etc.", + "effect-attribute-note": "note", + "effect-attribute-note-title": "Appears in relevant rolls. May also contain macro expressions.", + "effect-condition-placeholder": "condition", + "effect-origin-placeholder": "origin", + "effects": "effects", + "encumbrance": "encumbrance", + "encumbrance-penalty": "encumbrance penalty", + "encumbrance-title": "measures how hard the equipment is to carry around", + "equipment": "equipment", + "equipment-location": "location", + "equipment-location-at-hand": "at hand", + "equipment-location-at-hand-title": "The item is readily available", + "equipment-location-away": "away", + "equipment-location-away-title": "The item can't be accessed at all", + "equipment-location-stowed": "stowed", + "equipment-location-stowed-title": "The item can't be retrieved immediately", + "force-bonus-damage": "body force bonus damage", + "force-variable": "{{0}}F{{1}}", + "general": "general", + "handling": "handling", + "handling-title": "attack modifier", + "initialization-npc": "non-player character", + "initialization-player": "player character", + "initialization-question": "What sheet do you want?", + "initiative": "initiative", + "mental-defense": "mental defense", + "movement": "movement", + "movement-title": "movement distance in meters per turn", + "origin-allies": "allies", + "origin-authority": "authority", + "origin-network": "network", + "origin-renown": "renown", + "origin-resources": "resources", + "origin-secrets": "secrets", + "origins": "origins", + "passive-defense": "passive defense", + "passive-defense-base": "base", + "potential-description-placeholder": "description", + "potential-name-placeholder": "name", + "potentials": "potentials", + "shield-active-defense-placeholder": "active", + "shield-active-defense-title": "bonus dice for active defense", + "shield-defense": "defense", + "shield-defense-title": "bonus for active/passive defense", + "shield-passive-defense-placeholder": "passive", + "shield-passive-defense-title": "bonus for passive defense", + "skill-artifact_lore": "artifact lore", + "skill-arts": "arts", + "skill-athletics": "athletics", + "skill-brawl": "brawl", + "skill-conduct": "conduct", + "skill-crafting": "crafting", + "skill-cunning": "cunning", + "skill-deception": "deception", + "skill-dexterity": "dexterity", + "skill-domination": "domination", + "skill-empathy": "empathy", + "skill-engineering": "engineering", + "skill-expression": "expression", + "skill-faith": "faith", + "skill-focus": "focus", + "skill-force": "force", + "skill-leadership": "leadership", + "skill-legends": "legends", + "skill-medicine": "medicine", + "skill-melee": "melee", + "skill-mobility": "mobility", + "skill-navigation": "navigation", + "skill-negotiation": "negotiation", + "skill-orienteering": "orienteering", + "skill-perception": "perception", + "skill-primal": "primal", + "skill-projectiles": "projectiles", + "skill-reaction": "reaction", + "skill-science": "science", + "skill-seduction": "seduction", + "skill-stamina": "stamina", + "skill-stealth": "stealth", + "skill-survival": "survival", + "skill-taming": "taming", + "skill-toughness": "toughness", + "skill-willpower": "willpower", + "slots": "slots", + "slots-maximum-placeholder": "max.", + "slots-maximum-title": "maximum slots", + "slots-title": "used for augmentations/modifications", + "slots-used-placeholder": "used", + "slots-used-title": "active slots", + "spent-ego": "spent ego", + "spent-ego-title": "bonus dice for initiative and first action of the turn", + "state-active": "active and on my feet", + "state-cover": "cover", + "state-drop-stowed-equipment": "drop stowed equipment", + "state-drop-stowed-equipment-title": "stowed equipment is considered dropped and will not be added to your encumbrance anymore", + "state-ego": "ego", + "state-flesh-wounds": "flesh wounds", + "state-in-motion": "in motion", + "state-in-motion-title": "moved more than 2 meters this turn", + "state-spore-infestation": "spore infestation", + "state-spore-infestation-excess": "excess", + "state-spore-infestation-permanent": "permanent", + "state-spore-infestation-temporary": "temporary", + "state-trauma": "trauma", + "tech": "tech", + "tech-1-title": "primitive", + "tech-2-title": "medieval", + "tech-3-title": "progressive", + "tech-4-title": "industrial age", + "tech-5-title": "transhuman age", + "tech-6-title": "wonderland", + "tech-title": "technological level", + "triggers": "triggers", + "value": "value", + "value-title": "trade value in Chroniclers’ Drafts / Dinars", + "weapon-bite": "bite", + "weapon-blow": "blow", + "weapon-kick": "kick", + "weapon-quality-dazed": "Dazed", + "weapon-quality-smooth-running": "Smooth Running", + "weapon-skill": "skill", + "weapon-skill-title": "attack modifier", + "weapon-type": "type", + "weapon-type-melee": "melee", + "weapon-type-melee-title": "this is a melee weapon", + "weapon-type-ranged": "ranged", + "weapon-type-ranged-title": "this is a ranged weapon", + "weapons": "weapons", + "whisper": "whisper", + "whisper-always": "always", + "whisper-always-title": "only the game master sees your rolls", + "whisper-ask": "ask", + "whisper-ask-title": "you're asked on every roll", + "whisper-never": "never", + "whisper-never-title": "everyone sees your rolls", + "whisper-question": "Whisper roll to game master?", + "whisper-question-no": "no", + "whisper-question-yes": "yes" +} diff --git a/Degenesis-henry4k/translations/hu.json b/Degenesis-henry4k/translations/hu.json new file mode 100644 index 0000000000..9fc7a7c106 --- /dev/null +++ b/Degenesis-henry4k/translations/hu.json @@ -0,0 +1,225 @@ +{ + "action-modifier": "action mod.", + "active-defense-modifier": "active defense mod.", + "active-defense-title": "use for active defense", + "add-natural-weapons": "add natural weapons", + "ammunition": "ammunition", + "ammunition-current-placeholder": "cur.", + "ammunition-current-title": "current ammunition", + "ammunition-maximum-placeholder": "max.", + "ammunition-maximum-title": "maximum ammunition", + "ammunition-type-placeholder": "type", + "ammunition-type-title": "ammunition type", + "armor": "armor", + "armor-attack-modifier": "attack mod.", + "armor-rating": "armor rating", + "armor-rating-title": "reduces most physical damage", + "armor-type": "type", + "armor-type-armor": "armor", + "armor-type-shield": "shield", + "attack": "attack", + "attack-modifier": "attack mod.", + "attribute": "attribute", + "attribute-agility": "agility", + "attribute-agility-abbreviation": "agi", + "attribute-body": "body", + "attribute-body-abbreviation": "bod", + "attribute-charisma": "charisma", + "attribute-charisma-abbreviation": "cha", + "attribute-instinct": "instinct", + "attribute-instinct-abbreviation": "ins", + "attribute-intellect": "intellect", + "attribute-intellect-abbreviation": "int", + "attribute-psyche": "psyche", + "attribute-psyche-abbreviation": "psy", + "attributes": "attributes", + "base-damage-placeholder": "base", + "base-damage-title": "base damage", + "character-age": "age", + "character-concept": "concept", + "character-cult": "cult", + "character-culture": "culture", + "character-dinars": "dinars", + "character-dinars-title": "African dinars", + "character-drafts": "drafts", + "character-drafts-title": "Chroniclers’ drafts", + "character-experience": "experience", + "character-gender": "gender", + "character-image": "image", + "character-name": "name", + "character-rank": "rank", + "combat": "combat", + "compact-title": "compact", + "configuration": "configuration", + "custom-modifier": "ask for modifier", + "custom-modifier-description": "custom mod.", + "custom-modifier-question": "custom modifier", + "custom-modifier-title": "ask for a custom modifier on each roll", + "damage": "damage", + "damage-modifier": "damage mod.", + "damage-type": "damage type", + "damage-type-ego": "ego", + "damage-type-ego-label": "ego damage", + "damage-type-ego-postfix": "ego", + "damage-type-ego-title": "Armor still reduces damage unless noted differently.", + "damage-type-flesh_wounds": "flesh wounds", + "damage-type-flesh_wounds-label": "damage", + "damage-type-flesh_wounds-postfix": "", + "damage-type-flesh_wounds-title": "", + "damage-type-trauma": "trauma", + "damage-type-trauma-label": "trauma damage", + "damage-type-trauma-postfix": "trauma", + "damage-type-trauma-title": "Ignores any armor and directly causes trauma damage.", + "defense": "defense", + "description": "description", + "dice-letter": "D", + "distance": "distance", + "distance-effective-placeholder": "normal", + "distance-effective-title": "effective attack range", + "distance-extreme-title": "extreme attack range", + "distance-far-placeholder": "far", + "distance-far-title": "far attack range", + "distance-penalty": "distance penalty", + "dodge": "dodge", + "dodge-title": "dodge an attack as active defense", + "effect": "effect", + "effect-attribute-modifier": "modifier", + "effect-attribute-modifier-title": "Beside numbers you can use macro expressions like attributes, inline rolls, queries, etc.", + "effect-attribute-note": "note", + "effect-attribute-note-title": "Appears in relevant rolls. May also contain macro expressions.", + "effect-condition-placeholder": "condition", + "effect-origin-placeholder": "origin", + "effects": "effects", + "encumbrance": "encumbrance", + "encumbrance-penalty": "encumbrance penalty", + "encumbrance-title": "measures how hard the equipment is to carry around", + "equipment": "equipment", + "equipment-location": "location", + "equipment-location-at-hand": "at hand", + "equipment-location-at-hand-title": "The item is readily available", + "equipment-location-away": "away", + "equipment-location-away-title": "The item can't be accessed at all", + "equipment-location-stowed": "stowed", + "equipment-location-stowed-title": "The item can't be retrieved immediately", + "force-bonus-damage": "body force bonus damage", + "force-variable": "{{0}}F{{1}}", + "general": "general", + "handling": "handling", + "handling-title": "attack modifier", + "initialization-npc": "non-player character", + "initialization-player": "player character", + "initialization-question": "What sheet do you want?", + "initiative": "initiative", + "mental-defense": "mental defense", + "movement": "movement", + "movement-title": "movement distance in meters per turn", + "origin-allies": "allies", + "origin-authority": "authority", + "origin-network": "network", + "origin-renown": "renown", + "origin-resources": "resources", + "origin-secrets": "secrets", + "origins": "origins", + "passive-defense": "passive defense", + "passive-defense-base": "base", + "potential-description-placeholder": "description", + "potential-name-placeholder": "name", + "potentials": "potentials", + "shield-active-defense-placeholder": "active", + "shield-active-defense-title": "bonus dice for active defense", + "shield-defense": "defense", + "shield-defense-title": "bonus for active/passive defense", + "shield-passive-defense-placeholder": "passive", + "shield-passive-defense-title": "bonus for passive defense", + "skill-artifact_lore": "artifact lore", + "skill-arts": "arts", + "skill-athletics": "athletics", + "skill-brawl": "brawl", + "skill-conduct": "conduct", + "skill-crafting": "crafting", + "skill-cunning": "cunning", + "skill-deception": "deception", + "skill-dexterity": "dexterity", + "skill-domination": "domination", + "skill-empathy": "empathy", + "skill-engineering": "engineering", + "skill-expression": "expression", + "skill-faith": "faith", + "skill-focus": "focus", + "skill-force": "force", + "skill-leadership": "leadership", + "skill-legends": "legends", + "skill-medicine": "medicine", + "skill-melee": "melee", + "skill-mobility": "mobility", + "skill-navigation": "navigation", + "skill-negotiation": "negotiation", + "skill-orienteering": "orienteering", + "skill-perception": "perception", + "skill-primal": "primal", + "skill-projectiles": "projectiles", + "skill-reaction": "reaction", + "skill-science": "science", + "skill-seduction": "seduction", + "skill-stamina": "stamina", + "skill-stealth": "stealth", + "skill-survival": "survival", + "skill-taming": "taming", + "skill-toughness": "toughness", + "skill-willpower": "willpower", + "slots": "slots", + "slots-maximum-placeholder": "max.", + "slots-maximum-title": "maximum slots", + "slots-title": "used for augmentations/modifications", + "slots-used-placeholder": "used", + "slots-used-title": "active slots", + "spent-ego": "spent ego", + "spent-ego-title": "bonus dice for initiative and first action of the turn", + "state-active": "active and on my feet", + "state-cover": "cover", + "state-drop-stowed-equipment": "drop stowed equipment", + "state-drop-stowed-equipment-title": "stowed equipment is considered dropped and will not be added to your encumbrance anymore", + "state-ego": "ego", + "state-flesh-wounds": "flesh wounds", + "state-in-motion": "in motion", + "state-in-motion-title": "moved more than 2 meters this turn", + "state-spore-infestation": "spore infestation", + "state-spore-infestation-excess": "excess", + "state-spore-infestation-permanent": "permanent", + "state-spore-infestation-temporary": "temporary", + "state-trauma": "trauma", + "tech": "tech", + "tech-1-title": "primitive", + "tech-2-title": "medieval", + "tech-3-title": "progressive", + "tech-4-title": "industrial age", + "tech-5-title": "transhuman age", + "tech-6-title": "wonderland", + "tech-title": "technological level", + "triggers": "triggers", + "value": "value", + "value-title": "trade value in Chroniclers’ Drafts / Dinars", + "weapon-bite": "bite", + "weapon-blow": "blow", + "weapon-kick": "kick", + "weapon-quality-dazed": "Dazed", + "weapon-quality-smooth-running": "Smooth Running", + "weapon-skill": "skill", + "weapon-skill-title": "attack modifier", + "weapon-type": "type", + "weapon-type-melee": "melee", + "weapon-type-melee-title": "this is a melee weapon", + "weapon-type-ranged": "ranged", + "weapon-type-ranged-title": "this is a ranged weapon", + "weapons": "weapons", + "whisper": "whisper", + "whisper-always": "always", + "whisper-always-title": "only the game master sees your rolls", + "whisper-ask": "ask", + "whisper-ask-title": "you're asked on every roll", + "whisper-never": "never", + "whisper-never-title": "everyone sees your rolls", + "whisper-question": "Whisper roll to game master?", + "whisper-question-no": "no", + "whisper-question-yes": "yes" +} diff --git a/Degenesis/translations/ca.json b/Degenesis/translations/ca.json new file mode 100644 index 0000000000..ac799ac0b2 --- /dev/null +++ b/Degenesis/translations/ca.json @@ -0,0 +1,341 @@ +{ + "GENERAL": "GENERAL & ORIGINS", + "ATTRIBUTES-u": "ATTRIBUTES & SKILLS", + "INVENTORY-u": "INVENTORY", + "creationmod-u": " creation mod", + "PJName-u": "Name :", + "PJAge-u": "Age :", + "PJSex-u": "Sex :", + "PJHeight-u": "Height :", + "PJWeight-u": "Weight :", + "PJRank-u": "Rank :", + "PJTotalxp-u": "Total xp :", + "PJRemainingxp-u": "Remaining xp :", + "PJMoney-u": "Money :", + "CULTURE-u": "CULTURE", + "Borca-u": "Borca", + "Franka-u": "Franka", + "Pollen-u": "Pollen", + "Balkhan-u": "Balkhan", + "Hybrispania-u": "Hybrispania", + "Purgare-u": "Purgare", + "Africa-u": "Africa", + "CONCEPT-u": "CONCEPT", + "0-u": "The adventurer", + "I-u": "The creator", + "II-u": "The mentor", + "III-u": "The martyr", + "IV-u": "the ruler", + "V-u": "The seeker", + "VI-u": "The healer", + "VII-u": "The traditionnalist", + "VIII-u": "The mediator", + "IX-u": "The hermit", + "X-u": "The heretic", + "XI-u": "The conqueror", + "XII-u": "The abomination", + "XIII-u": "The destroyer", + "XIV-u": "The chosen", + "XV-u": "The defiler", + "XVI-u": "The protector", + "XVII-u": "The visionary", + "XVIII-u": "The zealot", + "XIX-u": "The disciple", + "XX-u": "The righteous", + "XXI-u": "The traveler", + "CULTE-u": "CULTE", + "Spitalian-u": "Spitalian", + "Chronicler-u": "Chronicler", + "Helvetic-u": "Helvetic", + "Judge-u": "Judge", + "Clanner-u": "Clanner", + "Scrapper-u": "Scrapper", + "Neolibyan-u": "Neolibyan", + "Scourger-u": "Scourger", + "Anubian-u": "Anubian", + "Jehammedans-u": "Jehammedans", + "Apocalyptic-u": "Apocalyptic", + "Anabaptist-u": "Anabaptist", + "Paler-u": "Paler", + "Ego-u": "Ego", + "Infestation-u": "Infestation", + "Encumbrance-u": "Encumbrance", + "Wounds-u": "Wounds", + "Trauma-u": "Trauma", + "Max-u": "Max", + "Actual-u": "Actual", + "Combat-u": "Combat", + "ORIGINS-u": "ORIGINS", + "Allies-u": "Allies", + "Authority-u": "Authority", + "Network-u": "Network", + "Renown-u": "Renown", + "Resources-u": "Resources", + "Secrets-u": "Secrets", + "Culture-u": "Culture :", + "None-u": "None", + "Culte-u": "Culte :", + "Jehammedan-u": "Jehammedan", + "Concept-u": "Concept :", + "AttPtsRemain-u": "Attribute points remaining :", + "SkillPtsRemain-u": "Skill points remaining :", + "Attitude-u": "Attitude :", + "Belief-u": "Belief :", + "BODY-u": "BODY", + "Athletics-u": "Athletics", + "Brawl-u": "Brawl", + "Force-u": "Force", + "Melee-u": "Melee", + "Stamina-u": "Stamina", + "Toughness-u": "Toughness", + "AGILITY-u": "AGILITY", + "Crafting-u": "Crafting", + "Dexterity-u": "Dexterity", + "Navigation-u": "Navigation", + "Mobility-u": "Mobility", + "Projectiles-u": "Projectiles", + "Stealth-u": "Stealth", + "CHARISMA-u": "CHARISMA", + "Arts-u": "Arts", + "Conduct-u": "Conduct", + "Expression-u": "Expression", + "Leadership-u": "Leadership", + "Negociation-u": "Negociation", + "Seduction-u": "Seduction", + "INTELLECT-u": "INTELLECT", + "Artefact-u": "Artefact lore", + "Engineering-u": "Engineering", + "Legends-u": "Legends", + "Medicine-u": "Medicine", + "Science-u": "Science", + "Focus-u": "Focus", + "PSYCHE-u": "PSYCHE", + "Cunning-u": "Cunning", + "Deception-u": "Deception", + "Domination-u": "Domination", + "Reaction-u": "Reaction", + "Faith-u": "Faith", + "Willpower-u": "Willpower", + "INSTINCT-u": "INSTINCT", + "Empathy-u": "Empathy", + "Orienteering-u": "Orienteering", + "Perception-u": "Perception", + "Survival-u": "Survival", + "Taming-u": "Taming", + "Primal-u": "Primal", + "POTENTIALS-u": "POTENTIALS", + "Potential-name-p": "Name", + "Potential-Description-p": "Description", + "TRAITS-u": "TRAITS", + "Traits-name-p": "Name", + "WEAPONSCAC-u": "WEAPONS (contact)", + "Description-t": "Description", + "Description-u": "Description", + "Hand-t": "Bonus/Malus in handling", + "Hand-u": "Hand", + "Range-t": "To what range is your target ?", + "Range-u": "Range ", + "Dam-t": "Dammage", + "Dam-u": "Dam", + "Mag-t": "Number of ammunition (max/actual)", + "Mag-u": "Mag", + "Wei-t": "Weight", + "Wei-u": "Wei", + "Tech-t": "Tech level", + "Tech-u": "Tech", + "Slots-t": "Number of slots for modifications (max/remaining)", + "Slots-u": "Slots", + "Att-t": "Attack roll", + "Att-u": "Att", + "Def-t": "Defense roll", + "Def-u": "Def", + "Name-p": "Name", + "Skillforthetest-t": "Skill for the test", + "Properties-p": "Properties", + "Properties-t": "Properties", + "BonusMalusinhandling-t": "Bonus/Malus in handling", + "Damage-t": "Damage", + "Maxnumberofammunition-t": "Max number of ammunition", + "Actualofammunitionmaxactual-t": "Actual of ammunition (max/actual)", + "Weight-t": "Weight", + "Techlevel-t": "Tech level", + "Primitive-t": "Primitive", + "Medieval-t": "Medieval", + "Progressive-t": "Progressive", + "Industrial-t": "Industrial Age", + "Transhuman-t": "Transhuman Age", + "Wonderland-t": "Wonderland", + "Maxnumberofslotsformodifications-t": "Max number of slots for modifications", + "Actualnumberofslotsformodifications-t": "Actual number of slots for modifications", + "SHIELDS-u": "SHIELDS", + "Activedefensebonus-t": "Active defense bonus", + "Passivedefensebonus-t": "Passive defense bonus", + "Attackmalus-t": "Attack malus", + "WEAPONSDIST-u": "WEAPONS (projectiles)", + "Type-t": "Type", + "Type-u": "Type", + "Munitions-t": "Number of ammunition (max/actuel)", + "Munitions-u": "Munitions", + "Properties-u": "Properties", + "Ammunition1-p": "Ammunition 1", + "Typeofammunition-t": "Type of ammunition", + "Dammage-t": "Dammage", + "Actualnumberofammunition-t": "Actual number of ammunition", + "Ammunition2-p": "Ammunition 2", + "Ammunition3-p": "Ammunition 3", + "ARMORS-u": "ARMORS", + "Ar-t": "Armor value", + "Ar-u": "Ar", + "Name-u": "Name", + "Armorvalue-t": "Armor value", + "EQUIPMENTS-u": "EQUIPMENTS", + "Effects-t": "Effects", + "COMBATHELPER-u": "COMBAT HELPER", + "BONUSMALUS-u": "BONUS/MALUS", + "Totalofbonusmalus-t": "Total of bonus/malus (Bonus/Malus/Moving/Range/Visibility/Ground/Trauma/Encumbrance)", + "Total-u": "Total", + "Bonus-t": "Bonus", + "Bonus-u": "Bonus ", + "Malus-t": "Malus", + "Malus-u": "Malus ", + "Standing-t": "Are you on your feet and active ?", + "Standing-u": "Standing ", + "No-u": "No", + "Yes-u": "Yes", + "Moving-t": "Did you move more than 2 meters ?", + "Moving-u": "Moving", + "Cover-t": "Are you behind any cover (natural cover and/or shield) ?", + "Cover-u": "Cover", + "Partial-u": "Partial/shield", + "Complete-u": "Complete", + "Visibility-t": "What is the visibility around you ?", + "Visibility-u": "Visibility ", + "Good-u": "Good", + "Poor-u": "Poor", + "Twilight-u": "Twilight", + "Obscurity-u": "Obscurity", + "Ground-t": "What kind of ground is beneath your feets ?", + "Ground-u": "Ground ", + "Normal-u": "Normal", + "Rough-u": "Rough", + "Hard-u": "Hard", + "Extreme-u": "Extreme", + "Long-u": "Long", + "Initiative-t": "Initiative roll (PSYCHE+Reaction) - You have to click on your token rolling dices", + "Initiative-u": "Initiative", + "Dodge-t": "Dodge roll (AGILITE+Mobility)", + "Dodge-u": "Dodge", + "Disarmed-t": "Disarmed parry roll (PHYSIQUE+Brawl)", + "Disarmed-u": "Disarmed parry", + "FirstAid-t": "First aid roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices", + "FirstAid-u": "First aid", + "Surgery-t": "Surgery roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices", + "Surgery-u": "Surgery", + "Movement-t": "Movement max per round in combat (in meters)", + "Movement-u": "Movement", + "Passive-t": "Your passive defense", + "Passive-u": "Passive defense", + "PassiveBase-t": "Your base passive defense", + "PassiveBase-u": "Base ", + "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", + "PassiveActual-u": "Actual ", + "Successes-u": "success", + "damages-u": "damages", + "tests-u": "tests", + "Effects-p": "Effects", + "Permanent-u": "Perm", + "Heal-u": "heals", + "Operate-u": "operates", + "woundhealed-u": "1 wound healed (+1 by trigger)", + "traumahealed-u": "1 trauma healed (+1 by trigger)", + "Failure-u": "Failure !", + "Defend-u": "defends", + "Melee-weapon-u": "Melee", + "Range-weapon-t": "Range (short/long)", + "Dodge-emp-u": "dodges", + "PJRealName-u": "Player :", + "Attack-u": "attacks", + "Skill-u": "Skill", + "putmaxcontamination-t": "Maximum contamination points", + "putcontamination-t": "Actual contamination points", + "putpermcontamination-t": "Permanent contamination points", + "putmaxblessures-t": "Maximum wounds points", + "putblessures-t": "Acutal wounds points", + "putmaxtrauma-t": "Maximum trama points", + "puttrauma-t": "Actual trauma points", + "putmaxpoids-t": "Maximum weight points", + "putpoids-t": "Weight points in battle", + "putpoidsrepos-t": "Actual weight points", + "Athletics-t": "ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming", + "Brawl-t": "ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm", + "Force-t": "ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force", + "Melee-t": "ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy", + "Stamina-t": "ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march", + "Toughness-t": "ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat", + "Crafting-t": "ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging", + "Dexterity-t": "ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics", + "Navigation-t": "ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance", + "Mobility-t": "ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen", + "Projectiles-t": "ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle", + "Stealth-t": "ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition", + "Arts-t": "ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it", + "Conduct-t": "ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone", + "Expression-t": "ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing", + "Leadership-t": "ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding", + "Negociation-t": "ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads", + "Seduction-t": "ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies", + "Artefact-t": "ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts", + "Engineering-t": "ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting", + "Legends-t": "ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact", + "Medicine-t": "ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine", + "Science-t": "ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics", + "Focus-t": "ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.", + "Cunning-t": "ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible", + "Deception-t": "ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group", + "Domination-t": "ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will", + "Reaction-t": "ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap", + "Faith-t": "ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace", + "Willpower-t": "ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain", + "Empathy-t": "ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation", + "Orienteering-t": "ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area", + "Perception-t": "ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries", + "Survival-t": "ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna", + "Taming-t": "ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies", + "Primal-t": "ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.", + "ATTRSkill-u": "ATTR & Skill", + "Legacy-u": "Legacy :", + "Modifiers-u": "MODIFIERS", + "Complications-u": "COMPLICATIONS", + "SCARS-u": "SCARS", + "GRPName-u": "Group :", + "Alignm-u": "Alignment", + "Constel-u": "Constellation", + "ScarsVal-u": "Scars value", + "Infamy-u": "Infamy", + "Ambition-u": "Ambition", + "Loyalty-u": "Loyalty", + "Chance-u": "Chance", + "Destiny-u": "Destiny", + "Dogma-u": "Dogma", + "Revenge-u": "Revenge", + "Alignempty-u": "", + "Constel-complete-u": "Complete", + "Constel-incomplete-u": "Incomplete", + "Constel-Aversion-u": "Aversion", + "Constel-Affinity-u": "Affinity", + "Constel-Noaversion-u": "", + "RELATIONSHIPS-u": "RELATIONSHIPS", + "ARTIFACT-u": "ARTIFACTS", + "ArtiDiff-u": "Diff", + "ArtiDiff-t": "Activation difficulty", + "ArtifactDiff-t": "Activation difficulty", + "ArtiBonus-u": "Bon", + "ArtiBonus-t": "Bonus to activate", + "ArtifactBonus-t": "Bonus to activate", + "Activate-u": "Act", + "Activate-t": "Activate the artifact", + "ArtifactName-p": "Artifact name", + "ArtifactName-t": "Artifact name", + "RollActivate-u": "activate", + "Difficulty-u": "Difficulty : " +} \ No newline at end of file diff --git a/Degenesis/translations/hu.json b/Degenesis/translations/hu.json new file mode 100644 index 0000000000..ac799ac0b2 --- /dev/null +++ b/Degenesis/translations/hu.json @@ -0,0 +1,341 @@ +{ + "GENERAL": "GENERAL & ORIGINS", + "ATTRIBUTES-u": "ATTRIBUTES & SKILLS", + "INVENTORY-u": "INVENTORY", + "creationmod-u": " creation mod", + "PJName-u": "Name :", + "PJAge-u": "Age :", + "PJSex-u": "Sex :", + "PJHeight-u": "Height :", + "PJWeight-u": "Weight :", + "PJRank-u": "Rank :", + "PJTotalxp-u": "Total xp :", + "PJRemainingxp-u": "Remaining xp :", + "PJMoney-u": "Money :", + "CULTURE-u": "CULTURE", + "Borca-u": "Borca", + "Franka-u": "Franka", + "Pollen-u": "Pollen", + "Balkhan-u": "Balkhan", + "Hybrispania-u": "Hybrispania", + "Purgare-u": "Purgare", + "Africa-u": "Africa", + "CONCEPT-u": "CONCEPT", + "0-u": "The adventurer", + "I-u": "The creator", + "II-u": "The mentor", + "III-u": "The martyr", + "IV-u": "the ruler", + "V-u": "The seeker", + "VI-u": "The healer", + "VII-u": "The traditionnalist", + "VIII-u": "The mediator", + "IX-u": "The hermit", + "X-u": "The heretic", + "XI-u": "The conqueror", + "XII-u": "The abomination", + "XIII-u": "The destroyer", + "XIV-u": "The chosen", + "XV-u": "The defiler", + "XVI-u": "The protector", + "XVII-u": "The visionary", + "XVIII-u": "The zealot", + "XIX-u": "The disciple", + "XX-u": "The righteous", + "XXI-u": "The traveler", + "CULTE-u": "CULTE", + "Spitalian-u": "Spitalian", + "Chronicler-u": "Chronicler", + "Helvetic-u": "Helvetic", + "Judge-u": "Judge", + "Clanner-u": "Clanner", + "Scrapper-u": "Scrapper", + "Neolibyan-u": "Neolibyan", + "Scourger-u": "Scourger", + "Anubian-u": "Anubian", + "Jehammedans-u": "Jehammedans", + "Apocalyptic-u": "Apocalyptic", + "Anabaptist-u": "Anabaptist", + "Paler-u": "Paler", + "Ego-u": "Ego", + "Infestation-u": "Infestation", + "Encumbrance-u": "Encumbrance", + "Wounds-u": "Wounds", + "Trauma-u": "Trauma", + "Max-u": "Max", + "Actual-u": "Actual", + "Combat-u": "Combat", + "ORIGINS-u": "ORIGINS", + "Allies-u": "Allies", + "Authority-u": "Authority", + "Network-u": "Network", + "Renown-u": "Renown", + "Resources-u": "Resources", + "Secrets-u": "Secrets", + "Culture-u": "Culture :", + "None-u": "None", + "Culte-u": "Culte :", + "Jehammedan-u": "Jehammedan", + "Concept-u": "Concept :", + "AttPtsRemain-u": "Attribute points remaining :", + "SkillPtsRemain-u": "Skill points remaining :", + "Attitude-u": "Attitude :", + "Belief-u": "Belief :", + "BODY-u": "BODY", + "Athletics-u": "Athletics", + "Brawl-u": "Brawl", + "Force-u": "Force", + "Melee-u": "Melee", + "Stamina-u": "Stamina", + "Toughness-u": "Toughness", + "AGILITY-u": "AGILITY", + "Crafting-u": "Crafting", + "Dexterity-u": "Dexterity", + "Navigation-u": "Navigation", + "Mobility-u": "Mobility", + "Projectiles-u": "Projectiles", + "Stealth-u": "Stealth", + "CHARISMA-u": "CHARISMA", + "Arts-u": "Arts", + "Conduct-u": "Conduct", + "Expression-u": "Expression", + "Leadership-u": "Leadership", + "Negociation-u": "Negociation", + "Seduction-u": "Seduction", + "INTELLECT-u": "INTELLECT", + "Artefact-u": "Artefact lore", + "Engineering-u": "Engineering", + "Legends-u": "Legends", + "Medicine-u": "Medicine", + "Science-u": "Science", + "Focus-u": "Focus", + "PSYCHE-u": "PSYCHE", + "Cunning-u": "Cunning", + "Deception-u": "Deception", + "Domination-u": "Domination", + "Reaction-u": "Reaction", + "Faith-u": "Faith", + "Willpower-u": "Willpower", + "INSTINCT-u": "INSTINCT", + "Empathy-u": "Empathy", + "Orienteering-u": "Orienteering", + "Perception-u": "Perception", + "Survival-u": "Survival", + "Taming-u": "Taming", + "Primal-u": "Primal", + "POTENTIALS-u": "POTENTIALS", + "Potential-name-p": "Name", + "Potential-Description-p": "Description", + "TRAITS-u": "TRAITS", + "Traits-name-p": "Name", + "WEAPONSCAC-u": "WEAPONS (contact)", + "Description-t": "Description", + "Description-u": "Description", + "Hand-t": "Bonus/Malus in handling", + "Hand-u": "Hand", + "Range-t": "To what range is your target ?", + "Range-u": "Range ", + "Dam-t": "Dammage", + "Dam-u": "Dam", + "Mag-t": "Number of ammunition (max/actual)", + "Mag-u": "Mag", + "Wei-t": "Weight", + "Wei-u": "Wei", + "Tech-t": "Tech level", + "Tech-u": "Tech", + "Slots-t": "Number of slots for modifications (max/remaining)", + "Slots-u": "Slots", + "Att-t": "Attack roll", + "Att-u": "Att", + "Def-t": "Defense roll", + "Def-u": "Def", + "Name-p": "Name", + "Skillforthetest-t": "Skill for the test", + "Properties-p": "Properties", + "Properties-t": "Properties", + "BonusMalusinhandling-t": "Bonus/Malus in handling", + "Damage-t": "Damage", + "Maxnumberofammunition-t": "Max number of ammunition", + "Actualofammunitionmaxactual-t": "Actual of ammunition (max/actual)", + "Weight-t": "Weight", + "Techlevel-t": "Tech level", + "Primitive-t": "Primitive", + "Medieval-t": "Medieval", + "Progressive-t": "Progressive", + "Industrial-t": "Industrial Age", + "Transhuman-t": "Transhuman Age", + "Wonderland-t": "Wonderland", + "Maxnumberofslotsformodifications-t": "Max number of slots for modifications", + "Actualnumberofslotsformodifications-t": "Actual number of slots for modifications", + "SHIELDS-u": "SHIELDS", + "Activedefensebonus-t": "Active defense bonus", + "Passivedefensebonus-t": "Passive defense bonus", + "Attackmalus-t": "Attack malus", + "WEAPONSDIST-u": "WEAPONS (projectiles)", + "Type-t": "Type", + "Type-u": "Type", + "Munitions-t": "Number of ammunition (max/actuel)", + "Munitions-u": "Munitions", + "Properties-u": "Properties", + "Ammunition1-p": "Ammunition 1", + "Typeofammunition-t": "Type of ammunition", + "Dammage-t": "Dammage", + "Actualnumberofammunition-t": "Actual number of ammunition", + "Ammunition2-p": "Ammunition 2", + "Ammunition3-p": "Ammunition 3", + "ARMORS-u": "ARMORS", + "Ar-t": "Armor value", + "Ar-u": "Ar", + "Name-u": "Name", + "Armorvalue-t": "Armor value", + "EQUIPMENTS-u": "EQUIPMENTS", + "Effects-t": "Effects", + "COMBATHELPER-u": "COMBAT HELPER", + "BONUSMALUS-u": "BONUS/MALUS", + "Totalofbonusmalus-t": "Total of bonus/malus (Bonus/Malus/Moving/Range/Visibility/Ground/Trauma/Encumbrance)", + "Total-u": "Total", + "Bonus-t": "Bonus", + "Bonus-u": "Bonus ", + "Malus-t": "Malus", + "Malus-u": "Malus ", + "Standing-t": "Are you on your feet and active ?", + "Standing-u": "Standing ", + "No-u": "No", + "Yes-u": "Yes", + "Moving-t": "Did you move more than 2 meters ?", + "Moving-u": "Moving", + "Cover-t": "Are you behind any cover (natural cover and/or shield) ?", + "Cover-u": "Cover", + "Partial-u": "Partial/shield", + "Complete-u": "Complete", + "Visibility-t": "What is the visibility around you ?", + "Visibility-u": "Visibility ", + "Good-u": "Good", + "Poor-u": "Poor", + "Twilight-u": "Twilight", + "Obscurity-u": "Obscurity", + "Ground-t": "What kind of ground is beneath your feets ?", + "Ground-u": "Ground ", + "Normal-u": "Normal", + "Rough-u": "Rough", + "Hard-u": "Hard", + "Extreme-u": "Extreme", + "Long-u": "Long", + "Initiative-t": "Initiative roll (PSYCHE+Reaction) - You have to click on your token rolling dices", + "Initiative-u": "Initiative", + "Dodge-t": "Dodge roll (AGILITE+Mobility)", + "Dodge-u": "Dodge", + "Disarmed-t": "Disarmed parry roll (PHYSIQUE+Brawl)", + "Disarmed-u": "Disarmed parry", + "FirstAid-t": "First aid roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices", + "FirstAid-u": "First aid", + "Surgery-t": "Surgery roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices", + "Surgery-u": "Surgery", + "Movement-t": "Movement max per round in combat (in meters)", + "Movement-u": "Movement", + "Passive-t": "Your passive defense", + "Passive-u": "Passive defense", + "PassiveBase-t": "Your base passive defense", + "PassiveBase-u": "Base ", + "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", + "PassiveActual-u": "Actual ", + "Successes-u": "success", + "damages-u": "damages", + "tests-u": "tests", + "Effects-p": "Effects", + "Permanent-u": "Perm", + "Heal-u": "heals", + "Operate-u": "operates", + "woundhealed-u": "1 wound healed (+1 by trigger)", + "traumahealed-u": "1 trauma healed (+1 by trigger)", + "Failure-u": "Failure !", + "Defend-u": "defends", + "Melee-weapon-u": "Melee", + "Range-weapon-t": "Range (short/long)", + "Dodge-emp-u": "dodges", + "PJRealName-u": "Player :", + "Attack-u": "attacks", + "Skill-u": "Skill", + "putmaxcontamination-t": "Maximum contamination points", + "putcontamination-t": "Actual contamination points", + "putpermcontamination-t": "Permanent contamination points", + "putmaxblessures-t": "Maximum wounds points", + "putblessures-t": "Acutal wounds points", + "putmaxtrauma-t": "Maximum trama points", + "puttrauma-t": "Actual trauma points", + "putmaxpoids-t": "Maximum weight points", + "putpoids-t": "Weight points in battle", + "putpoidsrepos-t": "Actual weight points", + "Athletics-t": "ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming", + "Brawl-t": "ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm", + "Force-t": "ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force", + "Melee-t": "ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy", + "Stamina-t": "ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march", + "Toughness-t": "ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat", + "Crafting-t": "ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging", + "Dexterity-t": "ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics", + "Navigation-t": "ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance", + "Mobility-t": "ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen", + "Projectiles-t": "ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle", + "Stealth-t": "ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition", + "Arts-t": "ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it", + "Conduct-t": "ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone", + "Expression-t": "ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing", + "Leadership-t": "ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding", + "Negociation-t": "ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads", + "Seduction-t": "ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies", + "Artefact-t": "ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts", + "Engineering-t": "ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting", + "Legends-t": "ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact", + "Medicine-t": "ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine", + "Science-t": "ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics", + "Focus-t": "ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.", + "Cunning-t": "ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible", + "Deception-t": "ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group", + "Domination-t": "ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will", + "Reaction-t": "ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap", + "Faith-t": "ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace", + "Willpower-t": "ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain", + "Empathy-t": "ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation", + "Orienteering-t": "ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area", + "Perception-t": "ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries", + "Survival-t": "ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna", + "Taming-t": "ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies", + "Primal-t": "ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.", + "ATTRSkill-u": "ATTR & Skill", + "Legacy-u": "Legacy :", + "Modifiers-u": "MODIFIERS", + "Complications-u": "COMPLICATIONS", + "SCARS-u": "SCARS", + "GRPName-u": "Group :", + "Alignm-u": "Alignment", + "Constel-u": "Constellation", + "ScarsVal-u": "Scars value", + "Infamy-u": "Infamy", + "Ambition-u": "Ambition", + "Loyalty-u": "Loyalty", + "Chance-u": "Chance", + "Destiny-u": "Destiny", + "Dogma-u": "Dogma", + "Revenge-u": "Revenge", + "Alignempty-u": "", + "Constel-complete-u": "Complete", + "Constel-incomplete-u": "Incomplete", + "Constel-Aversion-u": "Aversion", + "Constel-Affinity-u": "Affinity", + "Constel-Noaversion-u": "", + "RELATIONSHIPS-u": "RELATIONSHIPS", + "ARTIFACT-u": "ARTIFACTS", + "ArtiDiff-u": "Diff", + "ArtiDiff-t": "Activation difficulty", + "ArtifactDiff-t": "Activation difficulty", + "ArtiBonus-u": "Bon", + "ArtiBonus-t": "Bonus to activate", + "ArtifactBonus-t": "Bonus to activate", + "Activate-u": "Act", + "Activate-t": "Activate the artifact", + "ArtifactName-p": "Artifact name", + "ArtifactName-t": "Artifact name", + "RollActivate-u": "activate", + "Difficulty-u": "Difficulty : " +} \ No newline at end of file diff --git a/Delta Green 2/translations/ca.json b/Delta Green 2/translations/ca.json new file mode 100644 index 0000000000..34aa12b8d8 --- /dev/null +++ b/Delta Green 2/translations/ca.json @@ -0,0 +1,343 @@ +{ + "art": "art", + "(0%)": "(0%)", + "(10%)": "(10%)", + "(20%)": "(20%)", + "(30%)": "(30%)", + "(40%)": "(40%)", + "0": "0", + "1. last name, first name (and alias or code name if applicable)": "1. last name, first name (and alias or code name if applicable)", + "10": "10", + "11. bonds": "11. bonds", + "112382": "112382", + "12. motivations and mental disorders": "12. motivations and mental disorders", + "13. incidents of san loss without going insane": "13. incidents of san loss without going insane", + "14. wounds and ailments": "14. wounds and ailments", + "15. armor and gear": "15. armor and gear", + "16. weapons": "16. weapons", + "17. personal details and notes": "17. personal details and notes", + "18. developments which affect home and family": "18. developments which affect home and family", + "19. special training": "19. special training", + "2. profession (rank if applicable)": "2. profession (rank if applicable)", + "20. authorizing officer": "20. authorizing officer", + "21. agent signature": "21. agent signature", + "3. employer": "3. employer", + "315": "315", + "4. nationality and residence": "4. nationality and residence", + "5. sex": "5. sex", + "6. age and d.o.b.": "6. age and d.o.b.", + "7. education and occupational history": "7. education and occupational history", + "8 points of thick hide": "8 points of thick hide", + "8. statistics": "8. statistics", + "accounting fail checkbox": "accounting fail checkbox", + "accounting rank": "accounting rank", + "accounting roll": "accounting roll", + "accounting": "accounting", + "adapted": "adapted", + "age": "age and d.o.b.", + "agent signature": "agent signature", + "alertness fail checkbox": "alertness fail checkbox", + "alertness rank": "alertness rank", + "alertness": "alertness", + "ammo input": "ammo input", + "ammo": "ammo", + "anthropology fail checkbox": "anthropology fail checkbox", + "anthropology rank": "anthropology rank", + "anthropology": "anthropology", + "applicable skill sets": "applicable skill sets", + "archeology fail checkbox": "archeology fail checkbox", + "archeology rank": "archeology rank", + "archeology": "archeology", + "armor and gear": "armor and gear", + "armor piercing input": "armor piercing input", + "armor piercing": "armor piercing", + "armor": "armor", + "art fail checkbox": "art fail checkbox", + "art name": "art name", + "art rank": "art rank", + "art roll": "art roll", + "artillery fail checkbox": "artillery fail checkbox", + "artillery rank": "artillery rank", + "artillery roll": "artillery roll", + "artillery": "artillery", + "athletics fail checkbox": "athletics fail checkbox", + "athletics rank": "athletics rank", + "athletics roll": "athletics roll", + "athletics": "athletics", + "attack": "attack", + "attacks": "attacks", + "authorizing officer": "authorizing officer", + "base range input": "base range input", + "base range": "base range", + "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.", + "bond name": "bond name", + "bond score": "bond score", + "bond flag": "bond flag", + "BP": "BP", + "breaking point": "breaking point", + "bureaucracy fail checkbox": "bureaucracy fail checkbox", + "bureaucracy rank": "bureaucracy rank", + "bureaucracy roll": "bureaucracy roll", + "bureaucracy": "bureaucracy", + "CHA": "CHA", + "character name": "Character name", + "charisma distinguishing features": "charisma distinguishing features", + "charisma roll": "charisma roll", + "charisma score": "charisma score", + "charisma": "charisma", + "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.": "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.", + "checkbox for first aid": "checkbox for first aid", + "computer science fail checkbox": "computer science fail checkbox", + "computer science rank": "computer science rank", + "computer science roll": "computer science roll", + "computer science": "computer science", + "CON": "CON", + "constitution distinguishing features": "constitution distinguishing features", + "constitution roll": "constitution roll", + "constitution score": "constitution score", + "constitution": "constitution", + "craft fail checkbox": "craft fail checkbox", + "craft name": "craft name", + "craft rank": "craft rank", + "craft roll": "craft roll", + "craft": "craft", + "criminology fail checkbox": "criminology fail checkbox", + "criminology rank": "criminology rank", + "criminology roll": "criminology roll", + "criminology": "criminology", + "current status:": "current status:", + "damage input": "damage input", + "damage": "damage", + "damage (×2)": "damage (×2)", + "DD": "DD", + "demolitions fail checkbox": "demolitions fail checkbox", + "demolitions rank": "demolitions rank", + "demolitions roll": "demolitions roll", + "demolitions": "demolitions", + "developments which affect home and family": "developments which affect home and family", + "DEX": "DEX", + "dexterity distinguishing features": "dexterity distinguishing features", + "dexterity roll": "dexterity roll", + "dexterity score": "dexterity score", + "dexterity": "dexterity", + "disguise fail checkbox": "disguise fail checkbox", + "disguise rank": "disguise rank", + "disguise roll": "disguise roll", + "disguise": "disguise", + "distinguishing features": "distinguishing features", + "dodge fail checkbox": "dodge fail checkbox", + "dodge rank": "dodge rank", + "dodge roll": "dodge roll", + "dodge": "dodge", + "drive fail checkbox": "drive fail checkbox", + "drive rank": "drive rank", + "drive roll": "drive roll", + "drive": "drive", + "education": "education and occupational history", + "employer": "employer", + "enter a name for non-player character": "enter a name for non-player character", + "enter armor text": "enter armor text", + "enter breaking point": "enter breaking point", + "enter hit points": "enter hit points", + "enter npc description": "enter npc description", + "enter sanity loss": "enter sanity loss", + "enter sanity points": "enter sanity loss", + "enter willpower points": "enter willpower points", + "equipment": "equipment", + "firearms fail checkbox": "firearms fail checkbox", + "firearms rank": "firearms rank", + "firearms roll": "firearms roll", + "firearms": "firearms", + "first aid fail checkbox": "first aid fail checkbox", + "first aid rank": "first aid rank", + "first aid roll": "first aid roll", + "first aid": "first aid", + "forensics fail checkbox": "forensics fail checkbox", + "forensics rank": "forensics rank", + "forensics roll": "forensics roll", + "forensics": "forensics", + "foriegn languages and other skills:": "foriegn languages and other skills:", + "gm whisper toggle": "gm whisper toggle", + "GM Whisper": "GM Whisper", + "Has First Aid been attempted since the last injury?": "Has First Aid been attempted since the last injury?", + "heavy machinery fail checkbox": "heavy machinery fail checkbox", + "heavy machinery rank": "heavy machinery rank", + "heavy machinery roll": "heavy machinery roll", + "heavy machinery": "heavy machinery", + "heavy weapons fail checkbox": "heavy weapons fail checkbox", + "heavy weapons rank": "heavy weapons rank", + "heavy weapons roll": "heavy weapons roll", + "heavy weapons": "heavy weapons", + "helplessness 1": "helplessness 1", + "helplessness 2": "helplessness 2", + "helplessness 3": "helplessness 3", + "helplessness": "helplessness", + "history fail checkbox": "history fail checkbox", + "history rank": "history rank", + "history roll": "history roll", + "history": "history", + "hit points": "hit points", + "HP": "HP", + "HUMINT fail checkbox": "HUMINT fail checkbox", + "HUMINT rank": "HUMINT rank", + "HUMINT roll": "HUMINT roll", + "HUMINT": "HUMINT", + "injuries": "injuries", + "INT": "INT", + "intelligence distinguishing features": "intelligence distinguishing features", + "intelligence roll": "intelligence roll", + "intelligence score": "intelligence score", + "intelligence": "intelligence", + "kill radius input": "kill radius input", + "kill radius": "kill radius", + "law fail checkbox": "law fail checkbox", + "law rank": "law rank", + "law roll": "law roll", + "law": "law", + "lethality % input": "lethality % input", + "lethality %": "lethality %", + "lethality": "lethality", + "lethality (×2)": "lethality (×2)", + "luck": "Luck", + "Luck": "Luck", + "medicine fail checkbox": "medicine fail checkbox", + "medicine rank": "medicine rank", + "medicine roll": "medicine roll", + "medicine": "medicine", + "melee weapons fail checkbox": "melee weapons fail checkbox", + "melee weapons rank": "melee weapons rank", + "melee weapons roll": "melee weapons roll", + "melee weapons": "melee weapons", + "military science fail checkbox": "military science fail checkbox", + "military science name": "military science name", + "military science rank": "military science rank", + "military science roll": "military science roll", + "military science": "military science", + "motivations": "motivations", + "name": "name", + "nationality": "nationality", + "navigate fail checkbox": "navigate fail checkbox", + "navigate rank": "navigate rank", + "navigate roll": "navigate roll", + "navigate": "navigate", + "notes": "notes", + "npc": "NPC", + "occult fail checkbox": "occult fail checkbox", + "occult rank": "occult rank", + "occult roll": "occult roll", + "occult": "occult", + "off": "off", + "on": "on", + "other notes name": "other notes name", + "other notes": "other notes", + "pc": "PC", + "personal data": "personal data", + "persuade fail checkbox": "persuade fail checkbox", + "persuade rank": "persuade rank", + "persuade roll": "persuade roll", + "persuade": "persuade", + "pharmacy fail checkbox": "pharmacy fail checkbox", + "pharmacy rank": "pharmacy rank", + "pharmacy roll": "pharmacy roll", + "pharmacy": "pharmacy", + "pilot fail checkbox": "pilot fail checkbox", + "pilot name": "pilot name", + "pilot rank": "pilot rank", + "pilot roll": "pilot roll", + "pilot": "pilot", + "Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Please indicate why this agent was recruited and why the agent agreed to be recruited.", + "POW": "POW", + "power distinguishing features": "power distinguishing features", + "power roll": "power roll", + "power score": "power score", + "power": "power", + "psychotherapy fail checkbox": "psychotherapy fail checkbox", + "psychotherapy rank": "psychotherapy rank", + "psychotherapy roll": "psychotherapy roll", + "psychotherapy": "psychotherapy", + "pyschological data": "pyschological data", + "rank": "skill %", + "remarks": "remarks", + "ride fail checkbox": "ride fail checkbox", + "ride rank": "ride rank", + "ride roll": "ride roll", + "ride": "ride", + "roll": "roll", + "SAN": "SAN", + "SAN LOSS": "SAN LOSS", + "sanity points": "sanity points", + "science fail checkbox": "science fail checkbox", + "science name": "science name", + "science rank": "science rank", + "science roll": "science roll", + "science": "science", + "score": "score", + "search fail checkbox": "search fail checkbox", + "search rank": "search rank", + "search roll": "search roll", + "search": "search", + "sex": "sex", + "sheet settings toggle": "sheet settings toggle", + "sheet settings": "sheet settings", + "sheet type": "Sheet Type", + "Sheet Type": "Sheet Type", + "SIGINT fail checkbox": "SIGINT fail checkbox", + "SIGINT rank": "SIGINT rank", + "SIGINT roll": "SIGINT roll", + "SIGINT": "SIGINT", + "skill % input": "skill % input", + "skill %": "skill %", + "skill fail checkbox": "skill fail checkbox", + "skill name": "skill name", + "skill or stat used": "skill or stat used", + "skill rank": "skill rank", + "skill roll": "skill roll", + "skill": "name", + "skills": "skills", + "special training input": "special training input", + "statistical data": "statistical data", + "stealth fail checkbox": "stealth fail checkbox", + "stealth rank": "stealth rank", + "stealth roll": "stealth roll", + "stealth": "stealth", + "STR": "STR", + "strength distinguishing features": "strength distinguishing features", + "strength roll": "strength roll", + "strength score": "strength score", + "strength": "strength", + "surgery fail checkbox": "surgery fail checkbox", + "surgery rank": "surgery rank", + "surgery roll": "surgery roll", + "surgery": "surgery", + "survival fail checkbox": "survival fail checkbox", + "survival rank": "survival rank", + "survival roll": "survival roll", + "survival": "survival", + "swim fail checkbox": "swim fail checkbox", + "swim rank": "swim rank", + "swim roll": "swim roll", + "swim": "swim", + "top secret//orcon//special access required delta green agent documenation sheet": "top secret//orcon//special access required delta green agent documenation sheet ", + "unarmed combat fail checkbox": "unarmed combat fail checkbox", + "unarmed combat rank": "unarmed combat rank", + "unarmed combat roll": "unarmed combat roll", + "unarmed combat": "unarmed combat", + "united states form": "united states form", + "unnatural fail checkbox": "unnatural fail checkbox", + "unnatural rank": "unnatural rank", + "unnatural roll": "unnatural roll", + "unnatural": "unnatural", + "Update": "Update", + "violence 1": "violence 1", + "violence 2": "violence 2", + "violence 3": "violence 3", + "violence": "violence", + "weapons input": "weapons input", + "weapons": "weapons", + "whisper rolls to gm": "whisper rolls to gm", + "willpower points": "willpower points", + "WP": "WP", + "×5": "×5", + "yes: only Medicine, Surgery, or long-term rest can help further.": "yes: only Medicine, Surgery, or long-term rest can help further.", + "-": "-" +} diff --git a/Delta Green 2/translations/hu.json b/Delta Green 2/translations/hu.json new file mode 100644 index 0000000000..34aa12b8d8 --- /dev/null +++ b/Delta Green 2/translations/hu.json @@ -0,0 +1,343 @@ +{ + "art": "art", + "(0%)": "(0%)", + "(10%)": "(10%)", + "(20%)": "(20%)", + "(30%)": "(30%)", + "(40%)": "(40%)", + "0": "0", + "1. last name, first name (and alias or code name if applicable)": "1. last name, first name (and alias or code name if applicable)", + "10": "10", + "11. bonds": "11. bonds", + "112382": "112382", + "12. motivations and mental disorders": "12. motivations and mental disorders", + "13. incidents of san loss without going insane": "13. incidents of san loss without going insane", + "14. wounds and ailments": "14. wounds and ailments", + "15. armor and gear": "15. armor and gear", + "16. weapons": "16. weapons", + "17. personal details and notes": "17. personal details and notes", + "18. developments which affect home and family": "18. developments which affect home and family", + "19. special training": "19. special training", + "2. profession (rank if applicable)": "2. profession (rank if applicable)", + "20. authorizing officer": "20. authorizing officer", + "21. agent signature": "21. agent signature", + "3. employer": "3. employer", + "315": "315", + "4. nationality and residence": "4. nationality and residence", + "5. sex": "5. sex", + "6. age and d.o.b.": "6. age and d.o.b.", + "7. education and occupational history": "7. education and occupational history", + "8 points of thick hide": "8 points of thick hide", + "8. statistics": "8. statistics", + "accounting fail checkbox": "accounting fail checkbox", + "accounting rank": "accounting rank", + "accounting roll": "accounting roll", + "accounting": "accounting", + "adapted": "adapted", + "age": "age and d.o.b.", + "agent signature": "agent signature", + "alertness fail checkbox": "alertness fail checkbox", + "alertness rank": "alertness rank", + "alertness": "alertness", + "ammo input": "ammo input", + "ammo": "ammo", + "anthropology fail checkbox": "anthropology fail checkbox", + "anthropology rank": "anthropology rank", + "anthropology": "anthropology", + "applicable skill sets": "applicable skill sets", + "archeology fail checkbox": "archeology fail checkbox", + "archeology rank": "archeology rank", + "archeology": "archeology", + "armor and gear": "armor and gear", + "armor piercing input": "armor piercing input", + "armor piercing": "armor piercing", + "armor": "armor", + "art fail checkbox": "art fail checkbox", + "art name": "art name", + "art rank": "art rank", + "art roll": "art roll", + "artillery fail checkbox": "artillery fail checkbox", + "artillery rank": "artillery rank", + "artillery roll": "artillery roll", + "artillery": "artillery", + "athletics fail checkbox": "athletics fail checkbox", + "athletics rank": "athletics rank", + "athletics roll": "athletics roll", + "athletics": "athletics", + "attack": "attack", + "attacks": "attacks", + "authorizing officer": "authorizing officer", + "base range input": "base range input", + "base range": "base range", + "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.", + "bond name": "bond name", + "bond score": "bond score", + "bond flag": "bond flag", + "BP": "BP", + "breaking point": "breaking point", + "bureaucracy fail checkbox": "bureaucracy fail checkbox", + "bureaucracy rank": "bureaucracy rank", + "bureaucracy roll": "bureaucracy roll", + "bureaucracy": "bureaucracy", + "CHA": "CHA", + "character name": "Character name", + "charisma distinguishing features": "charisma distinguishing features", + "charisma roll": "charisma roll", + "charisma score": "charisma score", + "charisma": "charisma", + "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.": "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.", + "checkbox for first aid": "checkbox for first aid", + "computer science fail checkbox": "computer science fail checkbox", + "computer science rank": "computer science rank", + "computer science roll": "computer science roll", + "computer science": "computer science", + "CON": "CON", + "constitution distinguishing features": "constitution distinguishing features", + "constitution roll": "constitution roll", + "constitution score": "constitution score", + "constitution": "constitution", + "craft fail checkbox": "craft fail checkbox", + "craft name": "craft name", + "craft rank": "craft rank", + "craft roll": "craft roll", + "craft": "craft", + "criminology fail checkbox": "criminology fail checkbox", + "criminology rank": "criminology rank", + "criminology roll": "criminology roll", + "criminology": "criminology", + "current status:": "current status:", + "damage input": "damage input", + "damage": "damage", + "damage (×2)": "damage (×2)", + "DD": "DD", + "demolitions fail checkbox": "demolitions fail checkbox", + "demolitions rank": "demolitions rank", + "demolitions roll": "demolitions roll", + "demolitions": "demolitions", + "developments which affect home and family": "developments which affect home and family", + "DEX": "DEX", + "dexterity distinguishing features": "dexterity distinguishing features", + "dexterity roll": "dexterity roll", + "dexterity score": "dexterity score", + "dexterity": "dexterity", + "disguise fail checkbox": "disguise fail checkbox", + "disguise rank": "disguise rank", + "disguise roll": "disguise roll", + "disguise": "disguise", + "distinguishing features": "distinguishing features", + "dodge fail checkbox": "dodge fail checkbox", + "dodge rank": "dodge rank", + "dodge roll": "dodge roll", + "dodge": "dodge", + "drive fail checkbox": "drive fail checkbox", + "drive rank": "drive rank", + "drive roll": "drive roll", + "drive": "drive", + "education": "education and occupational history", + "employer": "employer", + "enter a name for non-player character": "enter a name for non-player character", + "enter armor text": "enter armor text", + "enter breaking point": "enter breaking point", + "enter hit points": "enter hit points", + "enter npc description": "enter npc description", + "enter sanity loss": "enter sanity loss", + "enter sanity points": "enter sanity loss", + "enter willpower points": "enter willpower points", + "equipment": "equipment", + "firearms fail checkbox": "firearms fail checkbox", + "firearms rank": "firearms rank", + "firearms roll": "firearms roll", + "firearms": "firearms", + "first aid fail checkbox": "first aid fail checkbox", + "first aid rank": "first aid rank", + "first aid roll": "first aid roll", + "first aid": "first aid", + "forensics fail checkbox": "forensics fail checkbox", + "forensics rank": "forensics rank", + "forensics roll": "forensics roll", + "forensics": "forensics", + "foriegn languages and other skills:": "foriegn languages and other skills:", + "gm whisper toggle": "gm whisper toggle", + "GM Whisper": "GM Whisper", + "Has First Aid been attempted since the last injury?": "Has First Aid been attempted since the last injury?", + "heavy machinery fail checkbox": "heavy machinery fail checkbox", + "heavy machinery rank": "heavy machinery rank", + "heavy machinery roll": "heavy machinery roll", + "heavy machinery": "heavy machinery", + "heavy weapons fail checkbox": "heavy weapons fail checkbox", + "heavy weapons rank": "heavy weapons rank", + "heavy weapons roll": "heavy weapons roll", + "heavy weapons": "heavy weapons", + "helplessness 1": "helplessness 1", + "helplessness 2": "helplessness 2", + "helplessness 3": "helplessness 3", + "helplessness": "helplessness", + "history fail checkbox": "history fail checkbox", + "history rank": "history rank", + "history roll": "history roll", + "history": "history", + "hit points": "hit points", + "HP": "HP", + "HUMINT fail checkbox": "HUMINT fail checkbox", + "HUMINT rank": "HUMINT rank", + "HUMINT roll": "HUMINT roll", + "HUMINT": "HUMINT", + "injuries": "injuries", + "INT": "INT", + "intelligence distinguishing features": "intelligence distinguishing features", + "intelligence roll": "intelligence roll", + "intelligence score": "intelligence score", + "intelligence": "intelligence", + "kill radius input": "kill radius input", + "kill radius": "kill radius", + "law fail checkbox": "law fail checkbox", + "law rank": "law rank", + "law roll": "law roll", + "law": "law", + "lethality % input": "lethality % input", + "lethality %": "lethality %", + "lethality": "lethality", + "lethality (×2)": "lethality (×2)", + "luck": "Luck", + "Luck": "Luck", + "medicine fail checkbox": "medicine fail checkbox", + "medicine rank": "medicine rank", + "medicine roll": "medicine roll", + "medicine": "medicine", + "melee weapons fail checkbox": "melee weapons fail checkbox", + "melee weapons rank": "melee weapons rank", + "melee weapons roll": "melee weapons roll", + "melee weapons": "melee weapons", + "military science fail checkbox": "military science fail checkbox", + "military science name": "military science name", + "military science rank": "military science rank", + "military science roll": "military science roll", + "military science": "military science", + "motivations": "motivations", + "name": "name", + "nationality": "nationality", + "navigate fail checkbox": "navigate fail checkbox", + "navigate rank": "navigate rank", + "navigate roll": "navigate roll", + "navigate": "navigate", + "notes": "notes", + "npc": "NPC", + "occult fail checkbox": "occult fail checkbox", + "occult rank": "occult rank", + "occult roll": "occult roll", + "occult": "occult", + "off": "off", + "on": "on", + "other notes name": "other notes name", + "other notes": "other notes", + "pc": "PC", + "personal data": "personal data", + "persuade fail checkbox": "persuade fail checkbox", + "persuade rank": "persuade rank", + "persuade roll": "persuade roll", + "persuade": "persuade", + "pharmacy fail checkbox": "pharmacy fail checkbox", + "pharmacy rank": "pharmacy rank", + "pharmacy roll": "pharmacy roll", + "pharmacy": "pharmacy", + "pilot fail checkbox": "pilot fail checkbox", + "pilot name": "pilot name", + "pilot rank": "pilot rank", + "pilot roll": "pilot roll", + "pilot": "pilot", + "Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Please indicate why this agent was recruited and why the agent agreed to be recruited.", + "POW": "POW", + "power distinguishing features": "power distinguishing features", + "power roll": "power roll", + "power score": "power score", + "power": "power", + "psychotherapy fail checkbox": "psychotherapy fail checkbox", + "psychotherapy rank": "psychotherapy rank", + "psychotherapy roll": "psychotherapy roll", + "psychotherapy": "psychotherapy", + "pyschological data": "pyschological data", + "rank": "skill %", + "remarks": "remarks", + "ride fail checkbox": "ride fail checkbox", + "ride rank": "ride rank", + "ride roll": "ride roll", + "ride": "ride", + "roll": "roll", + "SAN": "SAN", + "SAN LOSS": "SAN LOSS", + "sanity points": "sanity points", + "science fail checkbox": "science fail checkbox", + "science name": "science name", + "science rank": "science rank", + "science roll": "science roll", + "science": "science", + "score": "score", + "search fail checkbox": "search fail checkbox", + "search rank": "search rank", + "search roll": "search roll", + "search": "search", + "sex": "sex", + "sheet settings toggle": "sheet settings toggle", + "sheet settings": "sheet settings", + "sheet type": "Sheet Type", + "Sheet Type": "Sheet Type", + "SIGINT fail checkbox": "SIGINT fail checkbox", + "SIGINT rank": "SIGINT rank", + "SIGINT roll": "SIGINT roll", + "SIGINT": "SIGINT", + "skill % input": "skill % input", + "skill %": "skill %", + "skill fail checkbox": "skill fail checkbox", + "skill name": "skill name", + "skill or stat used": "skill or stat used", + "skill rank": "skill rank", + "skill roll": "skill roll", + "skill": "name", + "skills": "skills", + "special training input": "special training input", + "statistical data": "statistical data", + "stealth fail checkbox": "stealth fail checkbox", + "stealth rank": "stealth rank", + "stealth roll": "stealth roll", + "stealth": "stealth", + "STR": "STR", + "strength distinguishing features": "strength distinguishing features", + "strength roll": "strength roll", + "strength score": "strength score", + "strength": "strength", + "surgery fail checkbox": "surgery fail checkbox", + "surgery rank": "surgery rank", + "surgery roll": "surgery roll", + "surgery": "surgery", + "survival fail checkbox": "survival fail checkbox", + "survival rank": "survival rank", + "survival roll": "survival roll", + "survival": "survival", + "swim fail checkbox": "swim fail checkbox", + "swim rank": "swim rank", + "swim roll": "swim roll", + "swim": "swim", + "top secret//orcon//special access required delta green agent documenation sheet": "top secret//orcon//special access required delta green agent documenation sheet ", + "unarmed combat fail checkbox": "unarmed combat fail checkbox", + "unarmed combat rank": "unarmed combat rank", + "unarmed combat roll": "unarmed combat roll", + "unarmed combat": "unarmed combat", + "united states form": "united states form", + "unnatural fail checkbox": "unnatural fail checkbox", + "unnatural rank": "unnatural rank", + "unnatural roll": "unnatural roll", + "unnatural": "unnatural", + "Update": "Update", + "violence 1": "violence 1", + "violence 2": "violence 2", + "violence 3": "violence 3", + "violence": "violence", + "weapons input": "weapons input", + "weapons": "weapons", + "whisper rolls to gm": "whisper rolls to gm", + "willpower points": "willpower points", + "WP": "WP", + "×5": "×5", + "yes: only Medicine, Surgery, or long-term rest can help further.": "yes: only Medicine, Surgery, or long-term rest can help further.", + "-": "-" +} diff --git a/DnD_Original_DnD/translations/ca.json b/DnD_Original_DnD/translations/ca.json new file mode 100644 index 0000000000..3c9a16583a --- /dev/null +++ b/DnD_Original_DnD/translations/ca.json @@ -0,0 +1,48 @@ +{ + "name-u": "Name", + "player-u": "Player", + "race-u": "Race", + "class-u": "Class", + "levelTitle-u": "(level title)", + "alignment-u": "Alignment", + "score-u": "Score", + "bounusesAndPenalties-u": "Bonuses and Penalties", + "ac-u": "AC", + "level-u": "Level", + "str-u": "Str.", + "hp-u": "HP", + "maxhp-u": "Max HP", + "xp-u": "XP", + "int-u": "Int.", + "hd-u": "HD", + "xpBonus-u": "XP +/-", + "wis-u": "Wis.", + "fightingCapability-u": "Fighting Capability", + "con-u": "Con.", + "dex-u": "Dex.", + "findSecretPassage-u": "Find Secret Passage", + "chr-u": "Chr.", + "openDoor-u": "Open Door", + "listen-u": "Listen", + "lowScoreAverageHigh-u": "(Low score is 3–8, Average is 9–12, High is 13–18)", + "languages-u": "Languages", + "saves-u": "Saves:", + "rayPoison-u": "Ray/Poison", + "wand-u": "Wand", + "stone-u": "Stone", + "breath-u": "Breath", + "stavesSpells-u": "Staves/Spells", + "toHitAC-u": "To Hit AC:", + "misc-u": "Misc.:", + "equipment-u": "Equipment", + "treasure-u": "Treasure", + "spellsMagic-u": "Spells/Magic", + "coin-u": "Coin", + "platinum-u": "Platinum", + "gold-u": "Gold", + "silver-u": "Silver", + "copper-u": "Copper", + "electrum-u": "Electrum", + "encumberanceMovement-u": "Encumbrance/Movement", + "relative-u": "Relative" +} diff --git a/DnD_Original_DnD/translations/hu.json b/DnD_Original_DnD/translations/hu.json new file mode 100644 index 0000000000..3c9a16583a --- /dev/null +++ b/DnD_Original_DnD/translations/hu.json @@ -0,0 +1,48 @@ +{ + "name-u": "Name", + "player-u": "Player", + "race-u": "Race", + "class-u": "Class", + "levelTitle-u": "(level title)", + "alignment-u": "Alignment", + "score-u": "Score", + "bounusesAndPenalties-u": "Bonuses and Penalties", + "ac-u": "AC", + "level-u": "Level", + "str-u": "Str.", + "hp-u": "HP", + "maxhp-u": "Max HP", + "xp-u": "XP", + "int-u": "Int.", + "hd-u": "HD", + "xpBonus-u": "XP +/-", + "wis-u": "Wis.", + "fightingCapability-u": "Fighting Capability", + "con-u": "Con.", + "dex-u": "Dex.", + "findSecretPassage-u": "Find Secret Passage", + "chr-u": "Chr.", + "openDoor-u": "Open Door", + "listen-u": "Listen", + "lowScoreAverageHigh-u": "(Low score is 3–8, Average is 9–12, High is 13–18)", + "languages-u": "Languages", + "saves-u": "Saves:", + "rayPoison-u": "Ray/Poison", + "wand-u": "Wand", + "stone-u": "Stone", + "breath-u": "Breath", + "stavesSpells-u": "Staves/Spells", + "toHitAC-u": "To Hit AC:", + "misc-u": "Misc.:", + "equipment-u": "Equipment", + "treasure-u": "Treasure", + "spellsMagic-u": "Spells/Magic", + "coin-u": "Coin", + "platinum-u": "Platinum", + "gold-u": "Gold", + "silver-u": "Silver", + "copper-u": "Copper", + "electrum-u": "Electrum", + "encumberanceMovement-u": "Encumbrance/Movement", + "relative-u": "Relative" +} diff --git a/Dragon Age RPG/translations/ca.json b/Dragon Age RPG/translations/ca.json new file mode 100644 index 0000000000..9c9ad488f3 --- /dev/null +++ b/Dragon Age RPG/translations/ca.json @@ -0,0 +1,84 @@ +{ + "character": "Character", + "grimoire": "Grimoire", + "background": "Background", + "talents": "Talents", + "communication-u": "COMMUNICATION", + "primary-skill": "Primary Skill", + "focuses": "Focuses", + "roll-w-focus": "Roll with focus", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "magic-u": "MAGIC", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "name-u": "NAME", + "background-u": "BACKGROUND", + "age-u": "AGE", + "gender-u": "GENDER", + "weight-u": "WEIGHT", + "height-u": "HEIGHT", + "appearance-u": "APPEARANCE", + "distinguishing-features": "Distinguishing Features", + "class-u": "CLASS", + "experience-u": "EXPERIENCE", + "level-u": "LEVEL", + "defense-u": "DEFENSE", + "armor-u": "ARMOR", + "speed-u": "SPEED", + "health-u": "HEALTH", + "mana-u": "MANA", + "shield-bonus": "Shield Bonus", + "penalty": "Penalty", + "charge": "Charge", + "run": "Run", + "max": "Max", + "armor-type-u": "ARMOR TYPE", + "class-powers-and-spells-u": "CLASS POWERS AND SPELLS", + "talents-and-languages-u": "TALENTS AND LANGUAGES", + "melee-weapon-u": "MELEE WEAPON", + "attack-roll-u": "ATTACK ROLL", + "damage-u": "DAMAGE", + "battle-axe": "Battle Axe", + "weapon-details": "Weapon Details", + "weapon-groups": "Weapon Groups", + "ranged-weapon-u": "RANGED WEAPON", + "range-u": "RANGE", + "ammo-u": "AMMO", + "short-bow": "Short Bow", + "short-range": "Short Range", + "long-range": "Long Range", + "magic-focuses-u": "MAGIC FOCUSES", + "arcane-lance": "Arcane Lance", + "creation": "Creation", + "entropy": "Entropy", + "primal": "Primal", + "spirit": "Spirit", + "spell-u": "SPELL", + "school-u": "SCHOOL", + "mana-cost-u": "MANA COST", + "casting-time-u": "CASTING TIME", + "target-number-small-u": "TN", + "test-u": "TEST", + "spellpower": "Spellpower", + "spell effect": "Spell Effect", + "character-u": "CHARACTER", + "concept-u": "CONCEPT", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "ties-and-family-u": "TIES AND FAMILY", + "equipment-u": "EQUIPMENT", + "item": "Item", + "quantity": "Quantity", + "money-u": "MONEY", + "copper-pieces-small-u": "CP", + "silver-pieces-small-u": "SP", + "gold-pieces-small-u": "GP", + "talent-u": "TALENT", + "details-u": "DETAILS", + "novice": "Novice", + "journeyman": "Journeyman", + "master": "Master" +} \ No newline at end of file diff --git a/Dragon Age RPG/translations/hu.json b/Dragon Age RPG/translations/hu.json new file mode 100644 index 0000000000..9c9ad488f3 --- /dev/null +++ b/Dragon Age RPG/translations/hu.json @@ -0,0 +1,84 @@ +{ + "character": "Character", + "grimoire": "Grimoire", + "background": "Background", + "talents": "Talents", + "communication-u": "COMMUNICATION", + "primary-skill": "Primary Skill", + "focuses": "Focuses", + "roll-w-focus": "Roll with focus", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "magic-u": "MAGIC", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "name-u": "NAME", + "background-u": "BACKGROUND", + "age-u": "AGE", + "gender-u": "GENDER", + "weight-u": "WEIGHT", + "height-u": "HEIGHT", + "appearance-u": "APPEARANCE", + "distinguishing-features": "Distinguishing Features", + "class-u": "CLASS", + "experience-u": "EXPERIENCE", + "level-u": "LEVEL", + "defense-u": "DEFENSE", + "armor-u": "ARMOR", + "speed-u": "SPEED", + "health-u": "HEALTH", + "mana-u": "MANA", + "shield-bonus": "Shield Bonus", + "penalty": "Penalty", + "charge": "Charge", + "run": "Run", + "max": "Max", + "armor-type-u": "ARMOR TYPE", + "class-powers-and-spells-u": "CLASS POWERS AND SPELLS", + "talents-and-languages-u": "TALENTS AND LANGUAGES", + "melee-weapon-u": "MELEE WEAPON", + "attack-roll-u": "ATTACK ROLL", + "damage-u": "DAMAGE", + "battle-axe": "Battle Axe", + "weapon-details": "Weapon Details", + "weapon-groups": "Weapon Groups", + "ranged-weapon-u": "RANGED WEAPON", + "range-u": "RANGE", + "ammo-u": "AMMO", + "short-bow": "Short Bow", + "short-range": "Short Range", + "long-range": "Long Range", + "magic-focuses-u": "MAGIC FOCUSES", + "arcane-lance": "Arcane Lance", + "creation": "Creation", + "entropy": "Entropy", + "primal": "Primal", + "spirit": "Spirit", + "spell-u": "SPELL", + "school-u": "SCHOOL", + "mana-cost-u": "MANA COST", + "casting-time-u": "CASTING TIME", + "target-number-small-u": "TN", + "test-u": "TEST", + "spellpower": "Spellpower", + "spell effect": "Spell Effect", + "character-u": "CHARACTER", + "concept-u": "CONCEPT", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "ties-and-family-u": "TIES AND FAMILY", + "equipment-u": "EQUIPMENT", + "item": "Item", + "quantity": "Quantity", + "money-u": "MONEY", + "copper-pieces-small-u": "CP", + "silver-pieces-small-u": "SP", + "gold-pieces-small-u": "GP", + "talent-u": "TALENT", + "details-u": "DETAILS", + "novice": "Novice", + "journeyman": "Journeyman", + "master": "Master" +} \ No newline at end of file diff --git a/Dramasystem/translations/ca.json b/Dramasystem/translations/ca.json new file mode 100644 index 0000000000..4319f693a1 --- /dev/null +++ b/Dramasystem/translations/ca.json @@ -0,0 +1,72 @@ +{ + "characterheader": "Character", + "name": "I am:", + "desire": "Desire:", + "role": "Role:", + "story1": "My story is of", + "pc-repeating-story1-place": "(a person)", + "story2": "who", + "pc-repeating-story2-place": "(desires something)", + "dramatic_poles": "Dramatic Poles", + "or": "OR", + "people": "The People in My Life", + "relationshipname": "Character", + "relationship": "Relationship", + "wants": "What I Want from Them", + "relationshipno": "Why I Can't Get It", + "relationdramapoles": "Their Dramatic Poles", + "actions": "What I Can Do", + "rankheader": "Rank", + "actionheader": "Action", + "customheader": "Custom Action", + "actionhow": "How I Do It", + "rankstrong": "Strong", + "actionenduring": "Enduring", + "actionfight": "Fighting", + "actionknow": "Knowing", + "actionmake": "Making", + "actionmove": "Moving", + "actiontalk": "Talking", + "actionsneak": "Sneaking", + "actioncustom": "Custom", + "rankmiddle": "Middling", + "rankweak": "Weak", + "actioninstructions": "* Assign each action to one and only one rank.", + "consequences": "Consequences", + "trackerplayer": "Player", + "trackerchar": "Character", + "trackerrole": "Role", + "trackerdesire": "Desire", + "trackerdramapoles": "Dramatic Poles", + "trackerrecurring": "Character", + "trackernpcrole": "Role", + "trackernpcwant": "What I Want", + "trackernpcdeny": "Why I Can't Get It", + "relatmapchar1": "(Character) is", + "relatmapchar2": "(Other Character)'s", + "relatmaprelationship": "(Relationship)", + "title": "Dramasystem SRD Character Sheet. DramaSystem © 2013 Robin D. Laws and Pelgrane Press.", + "gmtracking": "GM Tracker", + "maincasttracker": "Main Cast Tracker", + "recurringtracker": "Recurring Character Tracker", + "relationshipmap": "Relationship Map", + "malandros": "Malandros", + "signaturemoves": "Signature Moves", + "primarymove": "Primary", + "secondarymove": "Secondary", + "stress": "Stress and Harm", + "wealthase": "Wealth and Asé", + "wealth": "Wealth", + "ase": "Asé", + "wantsfromme": "What They Want from Me", + "relationshipnofromme": "Why I Won't Give It", + "dazed": "Dazed", + "angry": "Angry", + "embarrassed": "Embarrassed", + "beaten_up": "Beaten Up", + "hurt": "Hurt", + "injured": "Injured", + "out": "Out", + "resources": "My Resources and Possessions", + "malandrostitle": "Malandros © 2016 Thomas McGrenery." +} \ No newline at end of file diff --git a/Dramasystem/translations/hu.json b/Dramasystem/translations/hu.json new file mode 100644 index 0000000000..4319f693a1 --- /dev/null +++ b/Dramasystem/translations/hu.json @@ -0,0 +1,72 @@ +{ + "characterheader": "Character", + "name": "I am:", + "desire": "Desire:", + "role": "Role:", + "story1": "My story is of", + "pc-repeating-story1-place": "(a person)", + "story2": "who", + "pc-repeating-story2-place": "(desires something)", + "dramatic_poles": "Dramatic Poles", + "or": "OR", + "people": "The People in My Life", + "relationshipname": "Character", + "relationship": "Relationship", + "wants": "What I Want from Them", + "relationshipno": "Why I Can't Get It", + "relationdramapoles": "Their Dramatic Poles", + "actions": "What I Can Do", + "rankheader": "Rank", + "actionheader": "Action", + "customheader": "Custom Action", + "actionhow": "How I Do It", + "rankstrong": "Strong", + "actionenduring": "Enduring", + "actionfight": "Fighting", + "actionknow": "Knowing", + "actionmake": "Making", + "actionmove": "Moving", + "actiontalk": "Talking", + "actionsneak": "Sneaking", + "actioncustom": "Custom", + "rankmiddle": "Middling", + "rankweak": "Weak", + "actioninstructions": "* Assign each action to one and only one rank.", + "consequences": "Consequences", + "trackerplayer": "Player", + "trackerchar": "Character", + "trackerrole": "Role", + "trackerdesire": "Desire", + "trackerdramapoles": "Dramatic Poles", + "trackerrecurring": "Character", + "trackernpcrole": "Role", + "trackernpcwant": "What I Want", + "trackernpcdeny": "Why I Can't Get It", + "relatmapchar1": "(Character) is", + "relatmapchar2": "(Other Character)'s", + "relatmaprelationship": "(Relationship)", + "title": "Dramasystem SRD Character Sheet. DramaSystem © 2013 Robin D. Laws and Pelgrane Press.", + "gmtracking": "GM Tracker", + "maincasttracker": "Main Cast Tracker", + "recurringtracker": "Recurring Character Tracker", + "relationshipmap": "Relationship Map", + "malandros": "Malandros", + "signaturemoves": "Signature Moves", + "primarymove": "Primary", + "secondarymove": "Secondary", + "stress": "Stress and Harm", + "wealthase": "Wealth and Asé", + "wealth": "Wealth", + "ase": "Asé", + "wantsfromme": "What They Want from Me", + "relationshipnofromme": "Why I Won't Give It", + "dazed": "Dazed", + "angry": "Angry", + "embarrassed": "Embarrassed", + "beaten_up": "Beaten Up", + "hurt": "Hurt", + "injured": "Injured", + "out": "Out", + "resources": "My Resources and Possessions", + "malandrostitle": "Malandros © 2016 Thomas McGrenery." +} \ No newline at end of file diff --git a/Dungeonslayers-4/translations/af.json b/Dungeonslayers-4/translations/af.json index d64225535b..de2980f5f4 100644 --- a/Dungeonslayers-4/translations/af.json +++ b/Dungeonslayers-4/translations/af.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/ca.json b/Dungeonslayers-4/translations/ca.json new file mode 100644 index 0000000000..6641efa220 --- /dev/null +++ b/Dungeonslayers-4/translations/ca.json @@ -0,0 +1,176 @@ +{ + "active": "Active", + "additional": "Additional", + "age": "Age", + "agility": "Agility", + "alphabets": "Alphabets", + "appraise": "Appraise", + "appraise-bonus": "Appraise, ...", + "armor": "Armor", + "armor-material-example": "Wood, Leather, Metal, ...", + "armor-type-example": "Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value": "Armor value", + "armor-value-short": "AV", + "attribute+trait": "Attribute + Trait", + "aura": "Aura", + "base": "Base", + "body": "Body", + "body-short+constitution-short": "BOD+CO", + "body-short+strength-short": "BOD+ST", + "bonus": "Bonus", + "both-attack": "Both", + "character": "Character", + "character-name": "Character name", + "check": "Check", + "check-result": "Check result", + "check-value": "Check value", + "class": "Class", + "class-example": "Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb": "Climb", + "climb-bonus": "Acrobat, Master Climber, ...", + "communicate": "Communicate", + "communicate-bonus": "Education, ...", + "constitution": "Constitution", + "cooldown": "Cooldown", + "culture": "Culture", + "culture-example": "Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents": "Cultural talents", + "current-hit-points": "Current hit points", + "current-mana-points": "Current mana points", + "date-of-birth": "Date of birth", + "decipher-script": "Decipher script", + "decipher-script-bonus": "Alertness, Education, ...", + "defense": "Defense", + "defy-poison": "Defy poison", + "defy-poison-bonus": "Endurance, ...", + "dexterity": "Dexterity", + "disable-traps": "Disable traps", + "disable-traps-bonus": "Thievery, ...", + "distance": "Distance", + "duration": "Duration", + "edit-bonuses": "Edit bonuses", + "effect": "Effect", + "equipment": "Equipment", + "experience-points": "Experience points", + "experience-points-short": "EP", + "eye-color": "Eye color", + "feat-of-strength": "Feat of strength", + "feat-of-strength-bonus": "Brutal Blow, Devastating Strike, ...", + "flirt": "Flirt", + "flirt-bonus": "Charming, ...", + "gender": "Gender", + "generic": "Generic", + "generic-check": "Generic check", + "haggle": "Haggle", + "haggle-base": "MND+MAX(IN, AU)", + "haggle-bonus": "Charming, Rascal, ...", + "hair-color": "Hair color", + "hands": "Hands", + "hands-example": "1H = one-handed, 2H = two-handed, ...", + "character-height": "Height", + "hero-class": "Hero class", + "hero-class-example": "Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide": "Hide", + "hit-points": "Hit points", + "initiative": "Initiative", + "intellect": "Intellect", + "jump": "Jump", + "jump-bonus": "Acrobat, ...", + "knowledge": "Knowledge", + "knowledge-bonus": "Education, Expertise, ...", + "languages": "Languages", + "learned": "Learned", + "level": "Level", + "magic-bonus": "Magic bonus", + "magic-bonus-short": "MB", + "mana": "Mana", + "material": "Material", + "melee-attack": "Melee attack", + "mind": "Mind", + "mind-influencing-spell": "Mind-influencing spell", + "mind-short+aura-short": "MND+AU", + "mind-short+dexterity-short": "MND+DX", + "mind-short+intellect-short": "MND+IN", + "mind-short+intellect-short-or-eight": "MAX(MND+IN, 8)", + "miscellaneous": "Miscellaneous", + "mobility": "Mobility", + "mobility-short+agility-short": "MOB+AG", + "mobility-short+dexterity-short": "MOB+DX", + "mobility-short+strength-short": "MOB+ST", + "movement-rate": "Movement rate", + "normal-spell": "Normal spell", + "normal-spellcasting": "Spellcasting", + "notes": "Notes", + "of": "of", + "open-lock": "Open lock", + "open-lock-bonus": "Thievery, Lockpicking, ...", + "opponent-defense": "Opponent's defense", + "opponent-defense-short": "OD", + "other-abilities": "Other abilities", + "perception": "Perception", + "perception-bonus": "Thievery, Alertness, ...", + "pick-pocket": "Pick pocket", + "pick-pocket-bonus": "Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth": "Place of birth", + "player": "Player", + "player-name": "Player name", + "private-biography": "Private biography", + "progress-points": "Progress points", + "progress-points-short": "PP", + "public-biography": "Public biography", + "quantity": "Quantity", + "race": "Race", + "race-example": "Elf, Human, Dwarf, ...", + "racial-abilities": "Racial abilities", + "ranged-attack": "Ranged attack", + "read-tracks": "Read tracks", + "read-tracks-bonus": "Hunter, Alertness, ...", + "resist-disease": "Resist disease", + "resist-disease-bonus": "Endurance, ...", + "ride": "Ride", + "ride-base": "MOB+MAX(AG, AU)", + "ride-bonus": "Riding, Mounted Archer, Beast Master, ...", + "search": "Search", + "search-bonus": "Thievery, Stealth, Alertness, ...", + "sneak": "Sneak", + "sneak-bonus": "Stealth, ...", + "special": "Special", + "special-behavior": "Special behavior", + "special-characteristics": "Special characteristics", + "spell": "Spell", + "spell-cooldown": "Cooldown", + "spell-distance": "Distance", + "spell-duration": "Duration", + "spell-modifier": "Spell modifier", + "spell-modifier-short": "SM", + "spell-type": "Normal spell, Targeted spell or Mind-influencing spell", + "start": "Start", + "start-fire": "Start fire", + "start-fire-bonus": "Hunter, ...", + "stealth-bonus": "Stealth, ...", + "strength": "Strength", + "swim": "Swim", + "swim-bonus": "Swim, ...", + "talent": "Talent", + "talents": "Talents", + "talent-points": "Talent points", + "talent-points-short": "TP", + "targeted-spell": "Targeted spell", + "targeted-spellcasting": "Targeted spellcasting", + "tier": "Tier", + "total": "Total", + "type": "Type", + "typical-checks": "Typical checks", + "unarmed": "Unarmed", + "wake-up": "Wake up", + "wake-up-bonus": "Lightning Reflexes, Alertness, ...", + "weapon": "Weapon", + "weapon-bonus": "Weapon bonus", + "weapon-bonus-short": "WB", + "weapon-type": "Melee attack or Ranged attack", + "weight": "Weight", + "where-carried": "Where carried?", + "work-mechanism": "Work mechanism", + "work-mechanism-base": "MND+MAX(DX, IN)", + "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." +} diff --git a/Dungeonslayers-4/translations/cs.json b/Dungeonslayers-4/translations/cs.json index 76c2183451..8ea4e70349 100644 --- a/Dungeonslayers-4/translations/cs.json +++ b/Dungeonslayers-4/translations/cs.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/da.json b/Dungeonslayers-4/translations/da.json index 700361bb48..e23059a39e 100644 --- a/Dungeonslayers-4/translations/da.json +++ b/Dungeonslayers-4/translations/da.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/de.json b/Dungeonslayers-4/translations/de.json index 9f3ae9f54e..4472bd03b1 100644 --- a/Dungeonslayers-4/translations/de.json +++ b/Dungeonslayers-4/translations/de.json @@ -173,4 +173,4 @@ "work-mechanism": "Mechanismus öffnen", "work-mechanism-base": "GEI+MAX(GE, VE)", "work-mechanism-bonus": "Diebeskunst, Handwerk, Schlossknacker, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/el.json b/Dungeonslayers-4/translations/el.json index 733137967e..67bee390cc 100644 --- a/Dungeonslayers-4/translations/el.json +++ b/Dungeonslayers-4/translations/el.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/en.json b/Dungeonslayers-4/translations/en.json index b9e931a473..6641efa220 100644 --- a/Dungeonslayers-4/translations/en.json +++ b/Dungeonslayers-4/translations/en.json @@ -42,7 +42,7 @@ "decipher-script-bonus": "Alertness, Education, ...", "defense": "Defense", "defy-poison": "Defy poison", - "defy-poison-bonus": "Endurance, ", + "defy-poison-bonus": "Endurance, ...", "dexterity": "Dexterity", "disable-traps": "Disable traps", "disable-traps-bonus": "Thievery, ...", @@ -126,7 +126,7 @@ "read-tracks": "Read tracks", "read-tracks-bonus": "Hunter, Alertness, ...", "resist-disease": "Resist disease", - "resist-disease-bonus": "Endurance, ", + "resist-disease-bonus": "Endurance, ...", "ride": "Ride", "ride-base": "MOB+MAX(AG, AU)", "ride-bonus": "Riding, Mounted Archer, Beast Master, ...", @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/es.json b/Dungeonslayers-4/translations/es.json index 37777daa89..0e2a77ddcd 100644 --- a/Dungeonslayers-4/translations/es.json +++ b/Dungeonslayers-4/translations/es.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/fr.json b/Dungeonslayers-4/translations/fr.json index 93912b4d8d..66bc15b2a9 100644 --- a/Dungeonslayers-4/translations/fr.json +++ b/Dungeonslayers-4/translations/fr.json @@ -173,4 +173,4 @@ "work-mechanism": "Méthode de travail", "work-mechanism-base": "ESP+MAX(DX, IN)", "work-mechanism-bonus": "Cambriolage, artisan, crochetage, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/he.json b/Dungeonslayers-4/translations/he.json index 9ddffe3533..24a2ece61d 100644 --- a/Dungeonslayers-4/translations/he.json +++ b/Dungeonslayers-4/translations/he.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/hu.json b/Dungeonslayers-4/translations/hu.json new file mode 100644 index 0000000000..6641efa220 --- /dev/null +++ b/Dungeonslayers-4/translations/hu.json @@ -0,0 +1,176 @@ +{ + "active": "Active", + "additional": "Additional", + "age": "Age", + "agility": "Agility", + "alphabets": "Alphabets", + "appraise": "Appraise", + "appraise-bonus": "Appraise, ...", + "armor": "Armor", + "armor-material-example": "Wood, Leather, Metal, ...", + "armor-type-example": "Helmet, Body, Vambrace, Greaves, Shield, ...", + "armor-value": "Armor value", + "armor-value-short": "AV", + "attribute+trait": "Attribute + Trait", + "aura": "Aura", + "base": "Base", + "body": "Body", + "body-short+constitution-short": "BOD+CO", + "body-short+strength-short": "BOD+ST", + "bonus": "Bonus", + "both-attack": "Both", + "character": "Character", + "character-name": "Character name", + "check": "Check", + "check-result": "Check result", + "check-value": "Check value", + "class": "Class", + "class-example": "Fighter, Scout, Healer, Wizard, Sorcerer, ...", + "climb": "Climb", + "climb-bonus": "Acrobat, Master Climber, ...", + "communicate": "Communicate", + "communicate-bonus": "Education, ...", + "constitution": "Constitution", + "cooldown": "Cooldown", + "culture": "Culture", + "culture-example": "Barbarians, Mountain Dwarves, Freelander, Kaiban, Wood Elves, Wild Elves, Desert Dwarves, Wyndlanders, Zasarian, ...", + "cultural-talents": "Cultural talents", + "current-hit-points": "Current hit points", + "current-mana-points": "Current mana points", + "date-of-birth": "Date of birth", + "decipher-script": "Decipher script", + "decipher-script-bonus": "Alertness, Education, ...", + "defense": "Defense", + "defy-poison": "Defy poison", + "defy-poison-bonus": "Endurance, ...", + "dexterity": "Dexterity", + "disable-traps": "Disable traps", + "disable-traps-bonus": "Thievery, ...", + "distance": "Distance", + "duration": "Duration", + "edit-bonuses": "Edit bonuses", + "effect": "Effect", + "equipment": "Equipment", + "experience-points": "Experience points", + "experience-points-short": "EP", + "eye-color": "Eye color", + "feat-of-strength": "Feat of strength", + "feat-of-strength-bonus": "Brutal Blow, Devastating Strike, ...", + "flirt": "Flirt", + "flirt-bonus": "Charming, ...", + "gender": "Gender", + "generic": "Generic", + "generic-check": "Generic check", + "haggle": "Haggle", + "haggle-base": "MND+MAX(IN, AU)", + "haggle-bonus": "Charming, Rascal, ...", + "hair-color": "Hair color", + "hands": "Hands", + "hands-example": "1H = one-handed, 2H = two-handed, ...", + "character-height": "Height", + "hero-class": "Hero class", + "hero-class-example": "Berserker, Paladin, Weapon Master, Assassin, Ranger, Rogue, Cleric, Druid, Monk, Archmage, Battle Mage, Elementalist, Blood Mage, Demonologist, Necromancer, ...", + "hide": "Hide", + "hit-points": "Hit points", + "initiative": "Initiative", + "intellect": "Intellect", + "jump": "Jump", + "jump-bonus": "Acrobat, ...", + "knowledge": "Knowledge", + "knowledge-bonus": "Education, Expertise, ...", + "languages": "Languages", + "learned": "Learned", + "level": "Level", + "magic-bonus": "Magic bonus", + "magic-bonus-short": "MB", + "mana": "Mana", + "material": "Material", + "melee-attack": "Melee attack", + "mind": "Mind", + "mind-influencing-spell": "Mind-influencing spell", + "mind-short+aura-short": "MND+AU", + "mind-short+dexterity-short": "MND+DX", + "mind-short+intellect-short": "MND+IN", + "mind-short+intellect-short-or-eight": "MAX(MND+IN, 8)", + "miscellaneous": "Miscellaneous", + "mobility": "Mobility", + "mobility-short+agility-short": "MOB+AG", + "mobility-short+dexterity-short": "MOB+DX", + "mobility-short+strength-short": "MOB+ST", + "movement-rate": "Movement rate", + "normal-spell": "Normal spell", + "normal-spellcasting": "Spellcasting", + "notes": "Notes", + "of": "of", + "open-lock": "Open lock", + "open-lock-bonus": "Thievery, Lockpicking, ...", + "opponent-defense": "Opponent's defense", + "opponent-defense-short": "OD", + "other-abilities": "Other abilities", + "perception": "Perception", + "perception-bonus": "Thievery, Alertness, ...", + "pick-pocket": "Pick pocket", + "pick-pocket-bonus": "Thievery, Stealth, Diversion, Pickpocket, ...", + "place-of-birth": "Place of birth", + "player": "Player", + "player-name": "Player name", + "private-biography": "Private biography", + "progress-points": "Progress points", + "progress-points-short": "PP", + "public-biography": "Public biography", + "quantity": "Quantity", + "race": "Race", + "race-example": "Elf, Human, Dwarf, ...", + "racial-abilities": "Racial abilities", + "ranged-attack": "Ranged attack", + "read-tracks": "Read tracks", + "read-tracks-bonus": "Hunter, Alertness, ...", + "resist-disease": "Resist disease", + "resist-disease-bonus": "Endurance, ...", + "ride": "Ride", + "ride-base": "MOB+MAX(AG, AU)", + "ride-bonus": "Riding, Mounted Archer, Beast Master, ...", + "search": "Search", + "search-bonus": "Thievery, Stealth, Alertness, ...", + "sneak": "Sneak", + "sneak-bonus": "Stealth, ...", + "special": "Special", + "special-behavior": "Special behavior", + "special-characteristics": "Special characteristics", + "spell": "Spell", + "spell-cooldown": "Cooldown", + "spell-distance": "Distance", + "spell-duration": "Duration", + "spell-modifier": "Spell modifier", + "spell-modifier-short": "SM", + "spell-type": "Normal spell, Targeted spell or Mind-influencing spell", + "start": "Start", + "start-fire": "Start fire", + "start-fire-bonus": "Hunter, ...", + "stealth-bonus": "Stealth, ...", + "strength": "Strength", + "swim": "Swim", + "swim-bonus": "Swim, ...", + "talent": "Talent", + "talents": "Talents", + "talent-points": "Talent points", + "talent-points-short": "TP", + "targeted-spell": "Targeted spell", + "targeted-spellcasting": "Targeted spellcasting", + "tier": "Tier", + "total": "Total", + "type": "Type", + "typical-checks": "Typical checks", + "unarmed": "Unarmed", + "wake-up": "Wake up", + "wake-up-bonus": "Lightning Reflexes, Alertness, ...", + "weapon": "Weapon", + "weapon-bonus": "Weapon bonus", + "weapon-bonus-short": "WB", + "weapon-type": "Melee attack or Ranged attack", + "weight": "Weight", + "where-carried": "Where carried?", + "work-mechanism": "Work mechanism", + "work-mechanism-base": "MND+MAX(DX, IN)", + "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." +} diff --git a/Dungeonslayers-4/translations/it.json b/Dungeonslayers-4/translations/it.json index 6b04610b49..3b136dbd39 100644 --- a/Dungeonslayers-4/translations/it.json +++ b/Dungeonslayers-4/translations/it.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/ja.json b/Dungeonslayers-4/translations/ja.json index 61f901a790..acd1178d6f 100644 --- a/Dungeonslayers-4/translations/ja.json +++ b/Dungeonslayers-4/translations/ja.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/ko.json b/Dungeonslayers-4/translations/ko.json index eab4fa4817..0fded18ded 100644 --- a/Dungeonslayers-4/translations/ko.json +++ b/Dungeonslayers-4/translations/ko.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/nl.json b/Dungeonslayers-4/translations/nl.json index 4bed376580..8c43215f32 100644 --- a/Dungeonslayers-4/translations/nl.json +++ b/Dungeonslayers-4/translations/nl.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/pl.json b/Dungeonslayers-4/translations/pl.json index 4b219c5035..dad00b7fbe 100644 --- a/Dungeonslayers-4/translations/pl.json +++ b/Dungeonslayers-4/translations/pl.json @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/pt.json b/Dungeonslayers-4/translations/pt.json index 46bae8af60..274a8641c9 100644 --- a/Dungeonslayers-4/translations/pt.json +++ b/Dungeonslayers-4/translations/pt.json @@ -42,7 +42,7 @@ "decipher-script-bonus": "Alertness, Education, ...", "defense": "Defense", "defy-poison": "Defy poison", - "defy-poison-bonus": "Endurance, ", + "defy-poison-bonus": "Endurance, ...", "dexterity": "Dexterity", "disable-traps": "Disable traps", "disable-traps-bonus": "Thievery, ...", @@ -126,7 +126,7 @@ "read-tracks": "Read tracks", "read-tracks-bonus": "Hunter, Alertness, ...", "resist-disease": "Resist disease", - "resist-disease-bonus": "Endurance, ", + "resist-disease-bonus": "Endurance, ...", "ride": "Ride", "ride-base": "MOB+MAX(AG, AU)", "ride-bonus": "Riding, Mounted Archer, Beast Master, ...", @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/ru.json b/Dungeonslayers-4/translations/ru.json index cfd74031f7..b102fdb831 100644 --- a/Dungeonslayers-4/translations/ru.json +++ b/Dungeonslayers-4/translations/ru.json @@ -42,7 +42,7 @@ "decipher-script-bonus": "Alertness, Education, ...", "defense": "Defense", "defy-poison": "Defy poison", - "defy-poison-bonus": "Endurance, ", + "defy-poison-bonus": "Endurance, ...", "dexterity": "Ловкость", "disable-traps": "Disable traps", "disable-traps-bonus": "Thievery, ...", @@ -126,7 +126,7 @@ "read-tracks": "Read tracks", "read-tracks-bonus": "Hunter, Alertness, ...", "resist-disease": "Resist disease", - "resist-disease-bonus": "Endurance, ", + "resist-disease-bonus": "Endurance, ...", "ride": "Ride", "ride-base": "MOB+MAX(AG, AU)", "ride-bonus": "Riding, Mounted Archer, Beast Master, ...", @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/sv.json b/Dungeonslayers-4/translations/sv.json index 16552c0876..e35319ceb4 100644 --- a/Dungeonslayers-4/translations/sv.json +++ b/Dungeonslayers-4/translations/sv.json @@ -42,7 +42,7 @@ "decipher-script-bonus": "Alertness, Education, ...", "defense": "Defense", "defy-poison": "Defy poison", - "defy-poison-bonus": "Endurance, ", + "defy-poison-bonus": "Endurance, ...", "dexterity": "Dexterity", "disable-traps": "Disable traps", "disable-traps-bonus": "Thievery, ...", @@ -126,7 +126,7 @@ "read-tracks": "Read tracks", "read-tracks-bonus": "Hunter, Alertness, ...", "resist-disease": "Resist disease", - "resist-disease-bonus": "Endurance, ", + "resist-disease-bonus": "Endurance, ...", "ride": "Ride", "ride-base": "MOB+MAX(AG, AU)", "ride-bonus": "Riding, Mounted Archer, Beast Master, ...", @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/tr.json b/Dungeonslayers-4/translations/tr.json index a68876f8f4..ffa637962e 100644 --- a/Dungeonslayers-4/translations/tr.json +++ b/Dungeonslayers-4/translations/tr.json @@ -42,7 +42,7 @@ "decipher-script-bonus": "Alertness, Education, ...", "defense": "Defense", "defy-poison": "Defy poison", - "defy-poison-bonus": "Endurance, ", + "defy-poison-bonus": "Endurance, ...", "dexterity": "Dexterity", "disable-traps": "Disable traps", "disable-traps-bonus": "Thievery, ...", @@ -126,7 +126,7 @@ "read-tracks": "Read tracks", "read-tracks-bonus": "Hunter, Alertness, ...", "resist-disease": "Resist disease", - "resist-disease-bonus": "Endurance, ", + "resist-disease-bonus": "Endurance, ...", "ride": "Ride", "ride-base": "MOB+MAX(AG, AU)", "ride-bonus": "Riding, Mounted Archer, Beast Master, ...", @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/uk.json b/Dungeonslayers-4/translations/uk.json index b9e931a473..6641efa220 100644 --- a/Dungeonslayers-4/translations/uk.json +++ b/Dungeonslayers-4/translations/uk.json @@ -42,7 +42,7 @@ "decipher-script-bonus": "Alertness, Education, ...", "defense": "Defense", "defy-poison": "Defy poison", - "defy-poison-bonus": "Endurance, ", + "defy-poison-bonus": "Endurance, ...", "dexterity": "Dexterity", "disable-traps": "Disable traps", "disable-traps-bonus": "Thievery, ...", @@ -126,7 +126,7 @@ "read-tracks": "Read tracks", "read-tracks-bonus": "Hunter, Alertness, ...", "resist-disease": "Resist disease", - "resist-disease-bonus": "Endurance, ", + "resist-disease-bonus": "Endurance, ...", "ride": "Ride", "ride-base": "MOB+MAX(AG, AU)", "ride-bonus": "Riding, Mounted Archer, Beast Master, ...", @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Dungeonslayers-4/translations/zh.json b/Dungeonslayers-4/translations/zh.json index e8ee1b2d9e..b46ce31354 100644 --- a/Dungeonslayers-4/translations/zh.json +++ b/Dungeonslayers-4/translations/zh.json @@ -42,7 +42,7 @@ "decipher-script-bonus": "Alertness, Education, ...", "defense": "Defense", "defy-poison": "Defy poison", - "defy-poison-bonus": "Endurance, ", + "defy-poison-bonus": "Endurance, ...", "dexterity": "敏捷", "disable-traps": "Disable traps", "disable-traps-bonus": "Thievery, ...", @@ -126,7 +126,7 @@ "read-tracks": "Read tracks", "read-tracks-bonus": "Hunter, Alertness, ...", "resist-disease": "Resist disease", - "resist-disease-bonus": "Endurance, ", + "resist-disease-bonus": "Endurance, ...", "ride": "騎術", "ride-base": "MOB+MAX(AG, AU)", "ride-bonus": "Riding, Mounted Archer, Beast Master, ...", @@ -173,4 +173,4 @@ "work-mechanism": "Work mechanism", "work-mechanism-base": "MND+MAX(DX, IN)", "work-mechanism-bonus": "Thievery, Artisan, Lockpicking, ..." -} \ No newline at end of file +} diff --git a/Eclipse Phase Alternate/translations/ca.json b/Eclipse Phase Alternate/translations/ca.json new file mode 100644 index 0000000000..9155d1f625 --- /dev/null +++ b/Eclipse Phase Alternate/translations/ca.json @@ -0,0 +1,468 @@ +{ + "active-morph": "Active Morph", + "active-skills": "Active Skills", + "actual-age": "Actual Age", + "alienation-test": "Alienation Test", + "ammo-type": "Ammo Type", + "ap": "AP", + "api-head": "API", + "api-lookup": "Lookup", + "api-text": "API Text Exchange", + "api-text-warning": "WARNING: Do NOT put notes in this field! This field should only be used for copy-pasting JSON text for import\/export via the API Script. The Script may arbitrarily override any text in this field!", + "apl": "appl.", + "applied": "applied", + "applied-effects": "Applied", + "apply-crit-damage": "apply critical damage", + "apply-damage": "apply damage", + "apt-base": "Base", + "apt-morph-bonus": "Morph Bonus", + "apt-morph-max": "Morph Max", + "apt-temp": "Temp", + "apt-total": "Total", + "aptitudes": "Aptitudes", + "armour": "Armour", + "armour-accessory": "Armour Accessory", + "armour-active-total": "Active Bonus", + "armour-layering-penalty": "Layered Armour Penalty", + "armour-name": "Name", + "armour-penetration": "Armour Penetration", + "armour-worn": "Armour Worn", + "async": "Async", + "async-trait": "Has Asyc trait", + "atRep": "@-Rep", + "author": "Author", + "avoid-lemon": "Avoid Lemon Breakdown (EP p.150)", + "avoid-virus-exposure": "Avoid Virus Exposure", + "background": "Background", + "bf": "BF", + "brute-strength": "Brute Strength", + "burst-fire": "Burst Fire", + "burst-fire-description": "Two bursts maybe fired with the same Complex Action. Each burst is handled as a separate attack. Bursts use up 3 shots worth of ammunition.\nA burst may be shot against a single target (concentrated fire) or against two targets within one meter of each other. Against a single target, the attacker can choose either a +10 modifier to hit or increase the DV by +1d10.", + "cRep": "c-Rep", + "called-in-favours": "Called in Favours", + "cash": "Cash (Credit Chips)", + "catching-objects": "Catching Objects", + "character-info": "Character Info", + "character-name": "Character Name", + "character-traits": "Character Traits", + "chat-output": "Chat Output", + "circleAlist": "The Circle-A List (Autonomists)", + "civicNet": "CivicNet (Hypercorps)", + "close-overlay": "Close", + "cog": "COG", + "cognition": "Cognition", + "cognitionx3": "Cognition tripled", + "cogx3": "COG × 3", + "concentrate-fire": "Concentrate Fire", + "continutity-test": "Continuity Test", + "coo": "COO", + "coo-som": "COO + SOM", + "coordination": "Coordination", + "coordination-somatics": "Coordination + Somatics", + "core": "Core", + "crypto-credit": "Crypto Credits", + "currency": "Currency", + "current-moxie": "Current Moxie Points", + "damage": "Damage", + "damage-area": "Effect Area", + "damage-areaopt-Blast": "Blast", + "damage-areaopt-Cone": "Cone", + "damage-areaopt-Point": "Point", + "damage-areaopt-UniformBlast": "Uniform Blast", + "damage-areaopt-short-Blast": "⦾", + "damage-areaopt-short-Cone": "⋁", + "damage-areaopt-short-Point": "•", + "damage-areaopt-short-UniformBlast": "⦿", + "damage-bonus": "Damage Bonus", + "damage-inflicts": "Inflicts", + "damage-typeopt-Energy": "Energy", + "damage-typeopt-GM": "Whisper to GM", + "damage-typeopt-GMScript": "Whisper to GM via API", + "damage-typeopt-Kinetic": "Kinetic", + "damage-typeopt-Public": "Public", + "damage-typeopt-PublicScript": "Public via API", + "damage-typeopt-Untyped": "Untyped", + "damage-typeopt-short-Energy": "E", + "damage-typeopt-short-Kinetic": "K", + "damage-typeopt-short-Untyped": "", + "damage-value": "Damage Value", + "db": "DB", + "death-rating": "Death Rating", + "derangement-description": "Description", + "derangement-duration": "Duration", + "derangement-severity": "Severity", + "derangement-severity-opt-Major": "Major", + "derangement-severity-opt-Minor": "Minor", + "derangement-severity-opt-Moderate": "Moderate", + "derangements": "Derangements", + "disorder-description": "Description", + "disorder-remaining-treatment": "Remaining treatment time", + "disorders": "Disorders", + "dr": "DR", + "dur": "DUR", + "dur-energy-armor": "DUR + Energy Armor", + "durability": "Durability", + "durability-energy-armor": "Durability + Energy Armor", + "dv": "DV", + "eRep": "e-Rep", + "ecoWave": "EcoWave (Ecologists)", + "effect-description": "Description", + "effect-duration": "Duration", + "effect-duration-example": "e.g., 1min", + "effect-game": "Game Effect", + "effect-game-example": "e.g., +5 SOM, -5 COO", + "effect-name": "Name", + "effects": "Effects", + "effects-active-summary": "Active Effects", + "energy": "Energy", + "equipment": "Equipment", + "equipment-description": "Description", + "equipment-name": "Name", + "escape-artist": "Escape Artist", + "exploreNet": "ExploreNet (Gatecrashers)", + "extreme-range": "Extreme", + "fRep": "f-Rep", + "fa": "FA", + "faction": "Faction", + "fame": "Fame (Media)", + "field-accounting": "Accounting", + "field-autonomists": "Autonomists", + "field-criminals": "Criminals", + "field-ecologists": "Ecologists", + "field-electronics": "Electronics", + "field-firewall": "Firewall", + "field-gatecrashers": "Gatecrashers", + "field-hypercorps": "Hypercorps", + "field-media": "Media", + "field-psychology": "Psychology", + "field-scientists": "Scientists", + "field-ultimates": "Ultimates", + "fire-modes": "Firing Modes", + "fraydiv2": "Fray\/2", + "frayhalved": "Fray halved", + "freeform-effects": "Freeform", + "full-automatic": "Full Automatic", + "full-automatic-description": "Only one full-auto attack may be made with each Complex Action. This attack may be made on a single target or against up to three separate targets within one meter of another. Against a single individual, the attacker can choose either a +30 modifier to hit or increase the DV by +3d10. Firing in full automatic mode uses up 10 shots.", + "gRep": "g-Rep", + "gear": "Gear", + "gear-freeform": "Freeform Gear", + "gender-id": "Gender Identity", + "generate-skills": "Generate Default Skills", + "generating-skills": "Generating Skills...", + "github": "Github", + "guanxi": "Guanxi (Criminals)", + "having-an-idea": "Having an Idea", + "heal-trauma": "Heal Trauma", + "hold-breath": "Suddenly Holding Breath (EP p.201)", + "hours-long": "hours", + "hours-short": "h", + "iRep": "i-Rep", + "id-credits": "Credits", + "id-description": "Description", + "id-notes": "Notes", + "identities": "Identities", + "identity": "Identity", + "init": "INIT", + "initiative": "Initiative", + "insanity-rating": "Insanity Rating", + "int": "INT", + "integration-test": "Integration Test", + "intuition": "Intuition", + "intuitionx3": "Intuition tripled", + "intx3": "INT × 3", + "ir": "IR", + "jump-on-grenade": "Jump on Grenade", + "kinetic": "Kinetic", + "knowledge-skills": "Knowledge Skills", + "l-range": "L", + "level1": "Level 1", + "level2": "Level 2", + "level3": "Level 3", + "level4": "Level 4", + "level5": "Level 5", + "long-range": "Long", + "luc": "LUC", + "luc-extra": "LUC+", + "lucidity": "Lucidity", + "lucidity-extra": "Extra Lucidity", + "lvl1": "Lvl 1", + "lvl2": "Lvl 2", + "lvl3": "Lvl 3", + "lvl4": "Lvl 4", + "lvl5": "Lvl 5", + "m-range": "M", + "magazine": "Magazine", + "margin-of-failure": "Margin of Failure", + "margin-of-success": "Margin of Success", + "medium-range": "Medium", + "melee-weapons": "Melee Weapons", + "memorise-recall": "Memorise\/Recall", + "mental-health": "Mental Health", + "mental-only-actions": "Mental Only Actions", + "mental-only-actions-extra": "Extra Mental Only Actions", + "misc-action-mod": "Misc. All Actions Modifier", + "misc-dur-bonus": "Misc. Durability Bonus", + "misc-initiative-mod": "Misc. Initiative Modifier", + "misc-modifiers": "Misc. Modifiers", + "misc-notes": "Misc. Notes", + "misc-physical-mod": "Misc. Physical Modifier", + "moa": "MOA", + "moa-extra": "MOA+", + "mof": "MoF", + "morph-aptitude-boni": "Aptitude Boni", + "morph-aptitude-max": "Aptitude Max", + "morph-armour": "Armour", + "morph-armour-energy": "Energy Armour", + "morph-armour-kinetic": "Kinetic Armour", + "morph-bank": "Morph Bank", + "morph-description": "Description", + "morph-durability": "Durability", + "morph-ignored-wounds": "Ignored Wounds", + "morph-implants": "Implants\/Enhancements", + "morph-ini-mod": "INI MOD", + "morph-initiative_modifier": "Initiative Modifier", + "morph-label": "Label", + "morph-location": "Storage Location", + "morph-mental-only-actions": "Mental Only Actions", + "morph-moa": "MOA", + "morph-mobility-system": "Mobility System(s)", + "morph-name": "Model", + "morph-skill-boni": "Skill Boni", + "morph-spd": "SPD", + "morph-speed": "Speed", + "morph-traits": "Traits", + "morph-type": "Type", + "morph-visible-age": "Visible Age", + "morph-visible-gender": "Visible Gender", + "morphs": "Morph", + "mos": "MoS", + "motivations": "Motivations", + "mox": "MOX", + "moxie": "Moxie", + "moxiex10": "Moxie times 10", + "moxx10": "MOX × 10", + "muse": "Muse", + "muse-info": "Muse Info", + "muse-name": "Name", + "muse-notes": "Notes", + "muse-skills": "Muse Skills", + "note": "Note", + "options": "Options", + "or-total-ap": "or ignore armour if critical success", + "physical-health": "Physical Health", + "psi": "Psi", + "psi-action": "Action", + "psi-chi": "Psi-chi Sleights", + "psi-current": "Currently Sustained", + "psi-defense": "Psi Defense", + "psi-duration": "Duration", + "psi-gamma": "Psi-gamma Sleights", + "psi-range": "Range", + "psi-skill": "Skill", + "psi-strain-mod": "Strain Mod", + "psi-sustained": "Sustained Sleights", + "psi-sustained-mod": "Skill Penalty", + "psi-temp-time": "Temporary Duration", + "psi-temp-units": "units", + "psi-typeopt-Active": "Active", + "psi-typeopt-Passive": "Passive", + "psi-typeopt-short-Active": "A", + "psi-typeopt-short-Passive": "P", + "psychic-damage": "Psychic", + "psychic-stab": "Psychic Stab Damage", + "quality-modifier": "Quality Modifier", + "rRep": "r-Rep", + "ranged-defence": "Ranged Defence", + "ranged-weapons": "Ranged Weapons", + "ref": "REF", + "ref-coo-will": "REF + COO + WIL", + "ref-coox2": "REF + COO × 2", + "reflex": "Reflex", + "reflex-coordination-willpower": "Reflex + Coordination + Willpower", + "reflex-coordinationx2": "Reflex + Coordination doubled", + "reflexx3": "Reflex tripled", + "refx3": "REF × 3", + "rep-score": "Score", + "reputaion": "Reputation", + "resist-asphyxiation": "Roll with DUR (above) to resist asphyxiation.", + "resist-backup-complications": "To resist complications during backup (EP p.270) roll with LUC (above).", + "resist-brain-serizure": "Resist Psi Brain Seizure (EP p.221)", + "resist-shock": "Resist Shock", + "resist-trauma-disorientation": "Resist Trauma Disorientation", + "resist-wound-knockdown": "Resist Knockdown from Wound", + "rez": "REZ", + "rez-points": "Rez Points", + "rna": "Research Network Associates (Scientists)", + "roll-auto-failure": "Roll is an automatic failure", + "roll-auto-success": "Roll is an automatic success", + "roll-crit-failure": "Roll is a critical failure", + "roll-crit-success": "Roll is a critical success", + "roll-failure": "Roll is a failure", + "roll-success": "Roll is a success", + "rolls-for": "rolls for", + "s-range": "S", + "sa": "SA", + "sav": "SAV", + "savy": "Savy", + "semi-automatic": "Semi-Automatic", + "semi-automatic-description": "Semi-automatic weapons may be fired twice with the same Complex Action. Each shot is handled as a separate attack.", + "sheet-do-not-close": "Do not close the sheet while its processing.", + "sheet-processing": "Processing", + "sheet-settings": "Sheet Settings", + "short-range": "Short", + "show-hide-description": "Show\/Hide Description", + "single-shot": "Single Shot", + "single-shot-description": "Single shot weapons may only be fired once per Complex Action.", + "size": "Size", + "skill-academics": "Academics", + "skill-animal-handling": "Animal Handling", + "skill-art": "Art", + "skill-beam-weapons": "Beam Weapons", + "skill-blades": "Blades", + "skill-categories": "Categories", + "skill-catopt-Combat": "Combat", + "skill-catopt-Mental": "Mental", + "skill-catopt-NA": "None", + "skill-catopt-Physical": "Physical", + "skill-catopt-Psi": "Psi & Mental", + "skill-catopt-Social": "Social", + "skill-catopt-Technical": "Technical", + "skill-catopt-Vehicle": "Vehicle", + "skill-catopt-short-Combat": "C", + "skill-catopt-short-Mental": "M", + "skill-catopt-short-NA": " ", + "skill-catopt-short-Physical": "P", + "skill-catopt-short-Psi": "Ψ&M", + "skill-catopt-short-Social": "S", + "skill-catopt-short-Technical": "T", + "skill-catopt-short-Vehicle": "V", + "skill-classopt-Active": "Active", + "skill-classopt-Knowledge": "Knowledge", + "skill-climbing": "Climbing", + "skill-clubs": "Clubs", + "skill-commands": "Commands", + "skill-control": "Control", + "skill-custom": "[Custom]", + "skill-deception": "Deception", + "skill-demolitions": "Demolitions", + "skill-disguise": "Disguise", + "skill-effects-bonus": "Active Effects", + "skill-exotic-melee-weapon": "Exotic Melee Weapon", + "skill-exotic-ranged-weapon": "Exotic Ranged Weapon", + "skill-field": "Field", + "skill-flight": "Flight", + "skill-fray": "Fray", + "skill-free-fall": "Free Fall", + "skill-freerunning": "Freerunning", + "skill-gunnery": "Gunnery", + "skill-hardware": "Hardware", + "skill-impersonation": "Impersonation", + "skill-infiltration": "Infiltration", + "skill-infosec": "Infosec", + "skill-interest": "Interest", + "skill-interfacing": "Interfacing", + "skill-intimidation": "Intimidation", + "skill-investigation": "Investigation", + "skill-kinesics": "Kinesics", + "skill-kinetic-weapons": "Kinetic Weapons", + "skill-language": "Language", + "skill-linked-aptitude": "Aptitude", + "skill-medicine": "Medicine", + "skill-morph-bonus": "Morph Bonus", + "skill-name": "Name", + "skill-navigation": "Navigation", + "skill-networking": "Networking", + "skill-no-defaulting": "No Defaulting", + "skill-no-sort-manual": "Due to Roll20 limitations, manually added items can not be sorted automatically at this time.", + "skill-palming": "Palming", + "skill-perception": "Perception", + "skill-persuasion": "Persuasion", + "skill-pilot": "Pilot", + "skill-profession": "Profession", + "skill-programming": "Programming", + "skill-protocol": "Protocol", + "skill-psi-assault": "Psi Assault", + "skill-psychosurgery": "Psychosurgery", + "skill-ranks": "Ranks", + "skill-reload-page": "Sorting result is only shown after reopening the sheet.", + "skill-research": "Research", + "skill-scrounging": "Scrounging", + "skill-seeker-weapons": "Seeker Weapons", + "skill-sense": "Sense", + "skill-sortopt-Aptitude": "Aptitude", + "skill-sortopt-Category": "Category", + "skill-sortopt-Name": "Name", + "skill-sortopt-None": " - ", + "skill-specialisations": "Specialisations", + "skill-spray-weapons": "Spray Weapons", + "skill-swimming": "Swimming", + "skill-throwing-weapons": "Throwing Weapons", + "skill-total": "Total", + "skill-unarmed-combat": "Unarmed Combat", + "skills": "Skills", + "skills-sort": "Sort Now", + "skills-sort-by": "Sort by", + "sleight-description": "Description", + "sleight-name": "Name", + "software": "Software", + "software-quality": "Quality", + "som": "SOM", + "somatics": "Somatics", + "somaticsx3": "Somatics tripled", + "somx3": "SOM × 3", + "spd": "SPD", + "spd-extra": "SPD+", + "special-rolls": "Special Rolls", + "speed": "Speed", + "speed-extra": "Extra Speed", + "ss": "SS", + "stats": "Character Stats", + "strain": "Strain", + "stress": "Stress", + "stress-test": "Stress Test", + "stress-value": "Stress Value", + "success-roll": "Success Roll", + "sv": "SV", + "theEye": "The Eye (Firewall)", + "thrown": "Thrown", + "trait-description": "Description", + "trait-name": "Name", + "trait-type-opt-Negative": "Negative", + "trait-type-opt-Neutral": "Neutral", + "trait-type-opt-Positive": "Positive", + "trait-type-opt-short-Negative": "-", + "trait-type-opt-short-Neutral": "◦", + "trait-type-opt-short-Positive": "+", + "traits": "Traits", + "trauma": "Trauma", + "trauma-threshold": "Trauma Threshold", + "traumas-ignored": "Ignored Traumas", + "tt": "TT", + "uRep": "u-Rep", + "ultimateRep": "Ultimate (Ultimates)", + "uniform-radius": "Uniform Radius", + "using-api-script": "Use API Script?", + "version": "v", + "weapon-damage": "Damage", + "weapon-description": "Description", + "weapon-dmg": "Dmg", + "weapon-name": "Weapon Name", + "weapon-ranges": "Ranges", + "weapon-skill": "Skill", + "weapon-skill-search": "Search Skill", + "weapon-specialisation": "Specialisation", + "wil": "WIL", + "wil-cog": "WIL + COG", + "willpower": "Willpower", + "willpower-cognition": "Willpower + Cognition", + "willpowerx2": "Willpower doubled", + "willpowerx3": "Willpower tripled", + "wilx2": "WIL × 2", + "wilx3": "WIL × 3", + "wound-threshold": "Wound Threshold", + "wounds": "Wounds", + "wounds-ignored": "Ignored Wounds", + "wt": "WT", + "x-range": "X", + "xRep": "x-Rep" +} \ No newline at end of file diff --git a/Eclipse Phase Alternate/translations/hu.json b/Eclipse Phase Alternate/translations/hu.json new file mode 100644 index 0000000000..9155d1f625 --- /dev/null +++ b/Eclipse Phase Alternate/translations/hu.json @@ -0,0 +1,468 @@ +{ + "active-morph": "Active Morph", + "active-skills": "Active Skills", + "actual-age": "Actual Age", + "alienation-test": "Alienation Test", + "ammo-type": "Ammo Type", + "ap": "AP", + "api-head": "API", + "api-lookup": "Lookup", + "api-text": "API Text Exchange", + "api-text-warning": "WARNING: Do NOT put notes in this field! This field should only be used for copy-pasting JSON text for import\/export via the API Script. The Script may arbitrarily override any text in this field!", + "apl": "appl.", + "applied": "applied", + "applied-effects": "Applied", + "apply-crit-damage": "apply critical damage", + "apply-damage": "apply damage", + "apt-base": "Base", + "apt-morph-bonus": "Morph Bonus", + "apt-morph-max": "Morph Max", + "apt-temp": "Temp", + "apt-total": "Total", + "aptitudes": "Aptitudes", + "armour": "Armour", + "armour-accessory": "Armour Accessory", + "armour-active-total": "Active Bonus", + "armour-layering-penalty": "Layered Armour Penalty", + "armour-name": "Name", + "armour-penetration": "Armour Penetration", + "armour-worn": "Armour Worn", + "async": "Async", + "async-trait": "Has Asyc trait", + "atRep": "@-Rep", + "author": "Author", + "avoid-lemon": "Avoid Lemon Breakdown (EP p.150)", + "avoid-virus-exposure": "Avoid Virus Exposure", + "background": "Background", + "bf": "BF", + "brute-strength": "Brute Strength", + "burst-fire": "Burst Fire", + "burst-fire-description": "Two bursts maybe fired with the same Complex Action. Each burst is handled as a separate attack. Bursts use up 3 shots worth of ammunition.\nA burst may be shot against a single target (concentrated fire) or against two targets within one meter of each other. Against a single target, the attacker can choose either a +10 modifier to hit or increase the DV by +1d10.", + "cRep": "c-Rep", + "called-in-favours": "Called in Favours", + "cash": "Cash (Credit Chips)", + "catching-objects": "Catching Objects", + "character-info": "Character Info", + "character-name": "Character Name", + "character-traits": "Character Traits", + "chat-output": "Chat Output", + "circleAlist": "The Circle-A List (Autonomists)", + "civicNet": "CivicNet (Hypercorps)", + "close-overlay": "Close", + "cog": "COG", + "cognition": "Cognition", + "cognitionx3": "Cognition tripled", + "cogx3": "COG × 3", + "concentrate-fire": "Concentrate Fire", + "continutity-test": "Continuity Test", + "coo": "COO", + "coo-som": "COO + SOM", + "coordination": "Coordination", + "coordination-somatics": "Coordination + Somatics", + "core": "Core", + "crypto-credit": "Crypto Credits", + "currency": "Currency", + "current-moxie": "Current Moxie Points", + "damage": "Damage", + "damage-area": "Effect Area", + "damage-areaopt-Blast": "Blast", + "damage-areaopt-Cone": "Cone", + "damage-areaopt-Point": "Point", + "damage-areaopt-UniformBlast": "Uniform Blast", + "damage-areaopt-short-Blast": "⦾", + "damage-areaopt-short-Cone": "⋁", + "damage-areaopt-short-Point": "•", + "damage-areaopt-short-UniformBlast": "⦿", + "damage-bonus": "Damage Bonus", + "damage-inflicts": "Inflicts", + "damage-typeopt-Energy": "Energy", + "damage-typeopt-GM": "Whisper to GM", + "damage-typeopt-GMScript": "Whisper to GM via API", + "damage-typeopt-Kinetic": "Kinetic", + "damage-typeopt-Public": "Public", + "damage-typeopt-PublicScript": "Public via API", + "damage-typeopt-Untyped": "Untyped", + "damage-typeopt-short-Energy": "E", + "damage-typeopt-short-Kinetic": "K", + "damage-typeopt-short-Untyped": "", + "damage-value": "Damage Value", + "db": "DB", + "death-rating": "Death Rating", + "derangement-description": "Description", + "derangement-duration": "Duration", + "derangement-severity": "Severity", + "derangement-severity-opt-Major": "Major", + "derangement-severity-opt-Minor": "Minor", + "derangement-severity-opt-Moderate": "Moderate", + "derangements": "Derangements", + "disorder-description": "Description", + "disorder-remaining-treatment": "Remaining treatment time", + "disorders": "Disorders", + "dr": "DR", + "dur": "DUR", + "dur-energy-armor": "DUR + Energy Armor", + "durability": "Durability", + "durability-energy-armor": "Durability + Energy Armor", + "dv": "DV", + "eRep": "e-Rep", + "ecoWave": "EcoWave (Ecologists)", + "effect-description": "Description", + "effect-duration": "Duration", + "effect-duration-example": "e.g., 1min", + "effect-game": "Game Effect", + "effect-game-example": "e.g., +5 SOM, -5 COO", + "effect-name": "Name", + "effects": "Effects", + "effects-active-summary": "Active Effects", + "energy": "Energy", + "equipment": "Equipment", + "equipment-description": "Description", + "equipment-name": "Name", + "escape-artist": "Escape Artist", + "exploreNet": "ExploreNet (Gatecrashers)", + "extreme-range": "Extreme", + "fRep": "f-Rep", + "fa": "FA", + "faction": "Faction", + "fame": "Fame (Media)", + "field-accounting": "Accounting", + "field-autonomists": "Autonomists", + "field-criminals": "Criminals", + "field-ecologists": "Ecologists", + "field-electronics": "Electronics", + "field-firewall": "Firewall", + "field-gatecrashers": "Gatecrashers", + "field-hypercorps": "Hypercorps", + "field-media": "Media", + "field-psychology": "Psychology", + "field-scientists": "Scientists", + "field-ultimates": "Ultimates", + "fire-modes": "Firing Modes", + "fraydiv2": "Fray\/2", + "frayhalved": "Fray halved", + "freeform-effects": "Freeform", + "full-automatic": "Full Automatic", + "full-automatic-description": "Only one full-auto attack may be made with each Complex Action. This attack may be made on a single target or against up to three separate targets within one meter of another. Against a single individual, the attacker can choose either a +30 modifier to hit or increase the DV by +3d10. Firing in full automatic mode uses up 10 shots.", + "gRep": "g-Rep", + "gear": "Gear", + "gear-freeform": "Freeform Gear", + "gender-id": "Gender Identity", + "generate-skills": "Generate Default Skills", + "generating-skills": "Generating Skills...", + "github": "Github", + "guanxi": "Guanxi (Criminals)", + "having-an-idea": "Having an Idea", + "heal-trauma": "Heal Trauma", + "hold-breath": "Suddenly Holding Breath (EP p.201)", + "hours-long": "hours", + "hours-short": "h", + "iRep": "i-Rep", + "id-credits": "Credits", + "id-description": "Description", + "id-notes": "Notes", + "identities": "Identities", + "identity": "Identity", + "init": "INIT", + "initiative": "Initiative", + "insanity-rating": "Insanity Rating", + "int": "INT", + "integration-test": "Integration Test", + "intuition": "Intuition", + "intuitionx3": "Intuition tripled", + "intx3": "INT × 3", + "ir": "IR", + "jump-on-grenade": "Jump on Grenade", + "kinetic": "Kinetic", + "knowledge-skills": "Knowledge Skills", + "l-range": "L", + "level1": "Level 1", + "level2": "Level 2", + "level3": "Level 3", + "level4": "Level 4", + "level5": "Level 5", + "long-range": "Long", + "luc": "LUC", + "luc-extra": "LUC+", + "lucidity": "Lucidity", + "lucidity-extra": "Extra Lucidity", + "lvl1": "Lvl 1", + "lvl2": "Lvl 2", + "lvl3": "Lvl 3", + "lvl4": "Lvl 4", + "lvl5": "Lvl 5", + "m-range": "M", + "magazine": "Magazine", + "margin-of-failure": "Margin of Failure", + "margin-of-success": "Margin of Success", + "medium-range": "Medium", + "melee-weapons": "Melee Weapons", + "memorise-recall": "Memorise\/Recall", + "mental-health": "Mental Health", + "mental-only-actions": "Mental Only Actions", + "mental-only-actions-extra": "Extra Mental Only Actions", + "misc-action-mod": "Misc. All Actions Modifier", + "misc-dur-bonus": "Misc. Durability Bonus", + "misc-initiative-mod": "Misc. Initiative Modifier", + "misc-modifiers": "Misc. Modifiers", + "misc-notes": "Misc. Notes", + "misc-physical-mod": "Misc. Physical Modifier", + "moa": "MOA", + "moa-extra": "MOA+", + "mof": "MoF", + "morph-aptitude-boni": "Aptitude Boni", + "morph-aptitude-max": "Aptitude Max", + "morph-armour": "Armour", + "morph-armour-energy": "Energy Armour", + "morph-armour-kinetic": "Kinetic Armour", + "morph-bank": "Morph Bank", + "morph-description": "Description", + "morph-durability": "Durability", + "morph-ignored-wounds": "Ignored Wounds", + "morph-implants": "Implants\/Enhancements", + "morph-ini-mod": "INI MOD", + "morph-initiative_modifier": "Initiative Modifier", + "morph-label": "Label", + "morph-location": "Storage Location", + "morph-mental-only-actions": "Mental Only Actions", + "morph-moa": "MOA", + "morph-mobility-system": "Mobility System(s)", + "morph-name": "Model", + "morph-skill-boni": "Skill Boni", + "morph-spd": "SPD", + "morph-speed": "Speed", + "morph-traits": "Traits", + "morph-type": "Type", + "morph-visible-age": "Visible Age", + "morph-visible-gender": "Visible Gender", + "morphs": "Morph", + "mos": "MoS", + "motivations": "Motivations", + "mox": "MOX", + "moxie": "Moxie", + "moxiex10": "Moxie times 10", + "moxx10": "MOX × 10", + "muse": "Muse", + "muse-info": "Muse Info", + "muse-name": "Name", + "muse-notes": "Notes", + "muse-skills": "Muse Skills", + "note": "Note", + "options": "Options", + "or-total-ap": "or ignore armour if critical success", + "physical-health": "Physical Health", + "psi": "Psi", + "psi-action": "Action", + "psi-chi": "Psi-chi Sleights", + "psi-current": "Currently Sustained", + "psi-defense": "Psi Defense", + "psi-duration": "Duration", + "psi-gamma": "Psi-gamma Sleights", + "psi-range": "Range", + "psi-skill": "Skill", + "psi-strain-mod": "Strain Mod", + "psi-sustained": "Sustained Sleights", + "psi-sustained-mod": "Skill Penalty", + "psi-temp-time": "Temporary Duration", + "psi-temp-units": "units", + "psi-typeopt-Active": "Active", + "psi-typeopt-Passive": "Passive", + "psi-typeopt-short-Active": "A", + "psi-typeopt-short-Passive": "P", + "psychic-damage": "Psychic", + "psychic-stab": "Psychic Stab Damage", + "quality-modifier": "Quality Modifier", + "rRep": "r-Rep", + "ranged-defence": "Ranged Defence", + "ranged-weapons": "Ranged Weapons", + "ref": "REF", + "ref-coo-will": "REF + COO + WIL", + "ref-coox2": "REF + COO × 2", + "reflex": "Reflex", + "reflex-coordination-willpower": "Reflex + Coordination + Willpower", + "reflex-coordinationx2": "Reflex + Coordination doubled", + "reflexx3": "Reflex tripled", + "refx3": "REF × 3", + "rep-score": "Score", + "reputaion": "Reputation", + "resist-asphyxiation": "Roll with DUR (above) to resist asphyxiation.", + "resist-backup-complications": "To resist complications during backup (EP p.270) roll with LUC (above).", + "resist-brain-serizure": "Resist Psi Brain Seizure (EP p.221)", + "resist-shock": "Resist Shock", + "resist-trauma-disorientation": "Resist Trauma Disorientation", + "resist-wound-knockdown": "Resist Knockdown from Wound", + "rez": "REZ", + "rez-points": "Rez Points", + "rna": "Research Network Associates (Scientists)", + "roll-auto-failure": "Roll is an automatic failure", + "roll-auto-success": "Roll is an automatic success", + "roll-crit-failure": "Roll is a critical failure", + "roll-crit-success": "Roll is a critical success", + "roll-failure": "Roll is a failure", + "roll-success": "Roll is a success", + "rolls-for": "rolls for", + "s-range": "S", + "sa": "SA", + "sav": "SAV", + "savy": "Savy", + "semi-automatic": "Semi-Automatic", + "semi-automatic-description": "Semi-automatic weapons may be fired twice with the same Complex Action. Each shot is handled as a separate attack.", + "sheet-do-not-close": "Do not close the sheet while its processing.", + "sheet-processing": "Processing", + "sheet-settings": "Sheet Settings", + "short-range": "Short", + "show-hide-description": "Show\/Hide Description", + "single-shot": "Single Shot", + "single-shot-description": "Single shot weapons may only be fired once per Complex Action.", + "size": "Size", + "skill-academics": "Academics", + "skill-animal-handling": "Animal Handling", + "skill-art": "Art", + "skill-beam-weapons": "Beam Weapons", + "skill-blades": "Blades", + "skill-categories": "Categories", + "skill-catopt-Combat": "Combat", + "skill-catopt-Mental": "Mental", + "skill-catopt-NA": "None", + "skill-catopt-Physical": "Physical", + "skill-catopt-Psi": "Psi & Mental", + "skill-catopt-Social": "Social", + "skill-catopt-Technical": "Technical", + "skill-catopt-Vehicle": "Vehicle", + "skill-catopt-short-Combat": "C", + "skill-catopt-short-Mental": "M", + "skill-catopt-short-NA": " ", + "skill-catopt-short-Physical": "P", + "skill-catopt-short-Psi": "Ψ&M", + "skill-catopt-short-Social": "S", + "skill-catopt-short-Technical": "T", + "skill-catopt-short-Vehicle": "V", + "skill-classopt-Active": "Active", + "skill-classopt-Knowledge": "Knowledge", + "skill-climbing": "Climbing", + "skill-clubs": "Clubs", + "skill-commands": "Commands", + "skill-control": "Control", + "skill-custom": "[Custom]", + "skill-deception": "Deception", + "skill-demolitions": "Demolitions", + "skill-disguise": "Disguise", + "skill-effects-bonus": "Active Effects", + "skill-exotic-melee-weapon": "Exotic Melee Weapon", + "skill-exotic-ranged-weapon": "Exotic Ranged Weapon", + "skill-field": "Field", + "skill-flight": "Flight", + "skill-fray": "Fray", + "skill-free-fall": "Free Fall", + "skill-freerunning": "Freerunning", + "skill-gunnery": "Gunnery", + "skill-hardware": "Hardware", + "skill-impersonation": "Impersonation", + "skill-infiltration": "Infiltration", + "skill-infosec": "Infosec", + "skill-interest": "Interest", + "skill-interfacing": "Interfacing", + "skill-intimidation": "Intimidation", + "skill-investigation": "Investigation", + "skill-kinesics": "Kinesics", + "skill-kinetic-weapons": "Kinetic Weapons", + "skill-language": "Language", + "skill-linked-aptitude": "Aptitude", + "skill-medicine": "Medicine", + "skill-morph-bonus": "Morph Bonus", + "skill-name": "Name", + "skill-navigation": "Navigation", + "skill-networking": "Networking", + "skill-no-defaulting": "No Defaulting", + "skill-no-sort-manual": "Due to Roll20 limitations, manually added items can not be sorted automatically at this time.", + "skill-palming": "Palming", + "skill-perception": "Perception", + "skill-persuasion": "Persuasion", + "skill-pilot": "Pilot", + "skill-profession": "Profession", + "skill-programming": "Programming", + "skill-protocol": "Protocol", + "skill-psi-assault": "Psi Assault", + "skill-psychosurgery": "Psychosurgery", + "skill-ranks": "Ranks", + "skill-reload-page": "Sorting result is only shown after reopening the sheet.", + "skill-research": "Research", + "skill-scrounging": "Scrounging", + "skill-seeker-weapons": "Seeker Weapons", + "skill-sense": "Sense", + "skill-sortopt-Aptitude": "Aptitude", + "skill-sortopt-Category": "Category", + "skill-sortopt-Name": "Name", + "skill-sortopt-None": " - ", + "skill-specialisations": "Specialisations", + "skill-spray-weapons": "Spray Weapons", + "skill-swimming": "Swimming", + "skill-throwing-weapons": "Throwing Weapons", + "skill-total": "Total", + "skill-unarmed-combat": "Unarmed Combat", + "skills": "Skills", + "skills-sort": "Sort Now", + "skills-sort-by": "Sort by", + "sleight-description": "Description", + "sleight-name": "Name", + "software": "Software", + "software-quality": "Quality", + "som": "SOM", + "somatics": "Somatics", + "somaticsx3": "Somatics tripled", + "somx3": "SOM × 3", + "spd": "SPD", + "spd-extra": "SPD+", + "special-rolls": "Special Rolls", + "speed": "Speed", + "speed-extra": "Extra Speed", + "ss": "SS", + "stats": "Character Stats", + "strain": "Strain", + "stress": "Stress", + "stress-test": "Stress Test", + "stress-value": "Stress Value", + "success-roll": "Success Roll", + "sv": "SV", + "theEye": "The Eye (Firewall)", + "thrown": "Thrown", + "trait-description": "Description", + "trait-name": "Name", + "trait-type-opt-Negative": "Negative", + "trait-type-opt-Neutral": "Neutral", + "trait-type-opt-Positive": "Positive", + "trait-type-opt-short-Negative": "-", + "trait-type-opt-short-Neutral": "◦", + "trait-type-opt-short-Positive": "+", + "traits": "Traits", + "trauma": "Trauma", + "trauma-threshold": "Trauma Threshold", + "traumas-ignored": "Ignored Traumas", + "tt": "TT", + "uRep": "u-Rep", + "ultimateRep": "Ultimate (Ultimates)", + "uniform-radius": "Uniform Radius", + "using-api-script": "Use API Script?", + "version": "v", + "weapon-damage": "Damage", + "weapon-description": "Description", + "weapon-dmg": "Dmg", + "weapon-name": "Weapon Name", + "weapon-ranges": "Ranges", + "weapon-skill": "Skill", + "weapon-skill-search": "Search Skill", + "weapon-specialisation": "Specialisation", + "wil": "WIL", + "wil-cog": "WIL + COG", + "willpower": "Willpower", + "willpower-cognition": "Willpower + Cognition", + "willpowerx2": "Willpower doubled", + "willpowerx3": "Willpower tripled", + "wilx2": "WIL × 2", + "wilx3": "WIL × 3", + "wound-threshold": "Wound Threshold", + "wounds": "Wounds", + "wounds-ignored": "Ignored Wounds", + "wt": "WT", + "x-range": "X", + "xRep": "x-Rep" +} \ No newline at end of file diff --git a/Eclipse Phase V2/translations/ca.json b/Eclipse Phase V2/translations/ca.json new file mode 100644 index 0000000000..e11e63dcde --- /dev/null +++ b/Eclipse Phase V2/translations/ca.json @@ -0,0 +1,195 @@ +{ + "identity": "Identity", + "name": "Name", + "gender identity": "Gender Identity", + "actual age": "Actual Age", + "background": "Background", + "career": "Career", + "faction": "Faction", + "motivation": "Motivation", + "aptitudes": "Aptitudes", + "aptitude short": "Apt", + "ego": "Ego", + "mental disorder": "Mental Disorder", + "muse": "Muse", + "muse-incarnate": "Muse Incarnate", + "morph": "Morph", + "history": "History", + "gear": "Gear", + "equipped": "Equipped", + "combat": "Combat", + "firing modes": "Firing Modes :", + "interests": "Interests", + "cognition": "Cognition", + "cognition short": "COG", + "intuition": "Intuition", + "intuition short": "INT", + "reflexes": "Reflexes", + "reflexes short": "REF", + "savvy": "Savvy", + "savvy short": "SAV", + "somatics": "Somatics", + "somatics short": "SOM", + "willpower": "Willpower", + "willpower short": "WIL", + "bonus check": "Bonus Check", + "mental": "Mental", + "bonus": "Bonus", + "malus": "Penalty", + "trauma treshold short": "TT", + "trauma treshold": "Trauma Treshold", + "lucidity short": "LUC", + "lucidity": "Lucidity", + "insanity rating short": "IR", + "insanity rating": "Insanity Rating", + "stress": "Stress", + "traumas": "Traumas", + "derived stats": "Derived Stats", + "initiative": "Initiative", + "total": "Total", + "temporary short": "Temp", + "skill": "Skill", + "skills": "Skills", + "active skills": "Active Skills", + "know skills": "Know Skills", + "ranks": "Ranks", + "specializations": "Specializations", + "skills-list": "athletics,deceive,exotic skill,fray,free fall,guns,hardware,infiltrate,infosec,interface,kinesics,medicine,melee,perceive,persuade,pilot,program,provoke,psi,research,survival", + "muse-skills-list": "athletics,deceive,exotic skill,fray,free fall,guns,hardware,infiltrate,infosec,interface,kinesics,medicine,melee,perceive,persuade,pilot,program,provoke,research,survival", + "athletics": "Athletics", + "deceive": "Deceive", + "exotic skill": "Exotic Skill", + "fray": "Fray", + "free fall": "Free Fall", + "guns": "Guns", + "hardware": "Hardware", + "infiltrate": "Infiltrate", + "infosec": "Infosec", + "interface": "Interface", + "kinesics": "Kinesics", + "know": "Know", + "medicine": "Medicine", + "melee": "Melee", + "perceive": "Perceive", + "persuade": "Persuade", + "pilot": "Pilot", + "program": "Program", + "provoke": "Provoke", + "psi": "Psi", + "psi skill": "Psi Skill", + "research": "Research", + "survival": "Survival", + "psi trait level": "Psi Trait Level", + "infection": "Infection", + "infection test": "Infection Test", + "sub-strain": "Sub-Strain", + "base rating": "Base Rating", + "current rating": "Current Rating", + "breaking point": "Breaking Point", + "physical damage": "Physical Damage", + "psi-chi sleights": "Psi-Chi Sleights", + "psi-gamma sleights": "Psi-Gamma Sleights", + "effect": "Effect", + "range": "Range", + "action": "Action", + "duration": "Duration", + "strain mod": "Strain Mod", + "active": "Active", + "passive": "Passive", + "self": "Self", + "touch": "Touch", + "close": "Close", + "auto": "Auto", + "quick": "Quick", + "complex": "Complex", + "task": "Task", + "constant": "Constant", + "instant": "Instant", + "sustained": "Sustained", + "action turns": "Action turns", + "minutes": "Minutes", + "hours": "Hours", + "description": "Description", + "ranged weapon": "Ranged Weapon", + "melee weapon": "Melee Weapon", + "seeker weapon and grenade": "Seeker Weapon and Grenade", + "damage value": "Damage Value", + "firing-mode": "Firing mode", + "ammo": "Ammo", + "Semi Auto / Burst Fire / Full Auto short": "SA/BF/FA", + "ammo type": "Ammo Type", + "armor used": "Armor Used", + "energy": "Energy", + "kinetic": "Kinetic", + "armor": "Armor", + "physique": "Physique", + "durability": "Durability", + "durability short": "DUR", + "wound treshold": "Wound Treshold", + "wound treshold short": "WT", + "death rating": "Death Rating", + "death rating short": "DR", + "pool": "Pool", + "insight": "Insight", + "moxie": "Moxie", + "vigor": "Vigor", + "flex": "Flex", + "current": "Current", + "bioware": "Bioware", + "cyberware": "Cyberware", + "hardware-ware": "Hardware", + "meshware": "Meshware", + "nanoware": "Nanoware", + "positive trait": "Positive Trait", + "negative trait": "Negative Trait", + "notes": "Notes", + "movement rating": "Movement Rating", + "basic perception": "Basic Perception", + "damage": "Damage", + "wounds": "Wounds", + "recharge": "Recharge", + "full": "Full", + "short recharge": "Short Recharge", + "long recharge": "Long Recharge", + "rep": "Rep", + "@-rep": "@-Rep", + "c-rep": "C-Rep", + "f-rep": "F-Rep", + "g-rep": "G-Rep", + "i-rep": "I-Rep", + "r-rep": "R-Rep", + "x-rep": "X-Rep", + "language": "language", + "forks": "Forks", + "backup": "Backup", + "rez point": "Rez Point", + "rp spent": "RP Spent", + "public roll ?": "Public roll ?", + "Play the muse of another player ?": "Play the muse of another player ?", + "yes": "Yes", + "no": "No", + "fray vs ranged": "Fray vs Ranged", + "fray vs melee": "Fray vs Melee", + "modifiers": "Modifiers", + "roll": "Roll", + "score": "Score", + "single shot": "Single Shot", + "semi-automatic": "Semi-Automatic", + "burst fire": "Burst Fire", + "burst fire +10": "Burst Fire (+10 to Hit)", + "burst fire +1D10": "Burst Fire (+1D10 DV)", + "burst fire 2 targets": "Burst Fire (2 Targets)", + "full automatic": "Full Automatic", + "full automatic +30": "Full Automatic (+30 to Hit)", + "full automatic +2D10": "Full Automatic (+2D10 DV)", + "full automatic 3 targets": "Full Automatic (3 Targets)", + "full automatic suppressive fire": "Full Automatic (Suppressive Fire)", + "bonus hit": "Bonus Hit", + "bonus dv": "Bonus DV", + "superior result": "Superior Result", + "superior result damage": "Superior Result (Damage)", + "micro ex": "Micro, ...", + "emp gas ex": "EMP, Gas, ...", + "Situational Awareness ?": "Situational Awareness ?", + "No distracted modifier": "No distracted modifier" +} \ No newline at end of file diff --git a/Eclipse Phase V2/translations/hu.json b/Eclipse Phase V2/translations/hu.json new file mode 100644 index 0000000000..e11e63dcde --- /dev/null +++ b/Eclipse Phase V2/translations/hu.json @@ -0,0 +1,195 @@ +{ + "identity": "Identity", + "name": "Name", + "gender identity": "Gender Identity", + "actual age": "Actual Age", + "background": "Background", + "career": "Career", + "faction": "Faction", + "motivation": "Motivation", + "aptitudes": "Aptitudes", + "aptitude short": "Apt", + "ego": "Ego", + "mental disorder": "Mental Disorder", + "muse": "Muse", + "muse-incarnate": "Muse Incarnate", + "morph": "Morph", + "history": "History", + "gear": "Gear", + "equipped": "Equipped", + "combat": "Combat", + "firing modes": "Firing Modes :", + "interests": "Interests", + "cognition": "Cognition", + "cognition short": "COG", + "intuition": "Intuition", + "intuition short": "INT", + "reflexes": "Reflexes", + "reflexes short": "REF", + "savvy": "Savvy", + "savvy short": "SAV", + "somatics": "Somatics", + "somatics short": "SOM", + "willpower": "Willpower", + "willpower short": "WIL", + "bonus check": "Bonus Check", + "mental": "Mental", + "bonus": "Bonus", + "malus": "Penalty", + "trauma treshold short": "TT", + "trauma treshold": "Trauma Treshold", + "lucidity short": "LUC", + "lucidity": "Lucidity", + "insanity rating short": "IR", + "insanity rating": "Insanity Rating", + "stress": "Stress", + "traumas": "Traumas", + "derived stats": "Derived Stats", + "initiative": "Initiative", + "total": "Total", + "temporary short": "Temp", + "skill": "Skill", + "skills": "Skills", + "active skills": "Active Skills", + "know skills": "Know Skills", + "ranks": "Ranks", + "specializations": "Specializations", + "skills-list": "athletics,deceive,exotic skill,fray,free fall,guns,hardware,infiltrate,infosec,interface,kinesics,medicine,melee,perceive,persuade,pilot,program,provoke,psi,research,survival", + "muse-skills-list": "athletics,deceive,exotic skill,fray,free fall,guns,hardware,infiltrate,infosec,interface,kinesics,medicine,melee,perceive,persuade,pilot,program,provoke,research,survival", + "athletics": "Athletics", + "deceive": "Deceive", + "exotic skill": "Exotic Skill", + "fray": "Fray", + "free fall": "Free Fall", + "guns": "Guns", + "hardware": "Hardware", + "infiltrate": "Infiltrate", + "infosec": "Infosec", + "interface": "Interface", + "kinesics": "Kinesics", + "know": "Know", + "medicine": "Medicine", + "melee": "Melee", + "perceive": "Perceive", + "persuade": "Persuade", + "pilot": "Pilot", + "program": "Program", + "provoke": "Provoke", + "psi": "Psi", + "psi skill": "Psi Skill", + "research": "Research", + "survival": "Survival", + "psi trait level": "Psi Trait Level", + "infection": "Infection", + "infection test": "Infection Test", + "sub-strain": "Sub-Strain", + "base rating": "Base Rating", + "current rating": "Current Rating", + "breaking point": "Breaking Point", + "physical damage": "Physical Damage", + "psi-chi sleights": "Psi-Chi Sleights", + "psi-gamma sleights": "Psi-Gamma Sleights", + "effect": "Effect", + "range": "Range", + "action": "Action", + "duration": "Duration", + "strain mod": "Strain Mod", + "active": "Active", + "passive": "Passive", + "self": "Self", + "touch": "Touch", + "close": "Close", + "auto": "Auto", + "quick": "Quick", + "complex": "Complex", + "task": "Task", + "constant": "Constant", + "instant": "Instant", + "sustained": "Sustained", + "action turns": "Action turns", + "minutes": "Minutes", + "hours": "Hours", + "description": "Description", + "ranged weapon": "Ranged Weapon", + "melee weapon": "Melee Weapon", + "seeker weapon and grenade": "Seeker Weapon and Grenade", + "damage value": "Damage Value", + "firing-mode": "Firing mode", + "ammo": "Ammo", + "Semi Auto / Burst Fire / Full Auto short": "SA/BF/FA", + "ammo type": "Ammo Type", + "armor used": "Armor Used", + "energy": "Energy", + "kinetic": "Kinetic", + "armor": "Armor", + "physique": "Physique", + "durability": "Durability", + "durability short": "DUR", + "wound treshold": "Wound Treshold", + "wound treshold short": "WT", + "death rating": "Death Rating", + "death rating short": "DR", + "pool": "Pool", + "insight": "Insight", + "moxie": "Moxie", + "vigor": "Vigor", + "flex": "Flex", + "current": "Current", + "bioware": "Bioware", + "cyberware": "Cyberware", + "hardware-ware": "Hardware", + "meshware": "Meshware", + "nanoware": "Nanoware", + "positive trait": "Positive Trait", + "negative trait": "Negative Trait", + "notes": "Notes", + "movement rating": "Movement Rating", + "basic perception": "Basic Perception", + "damage": "Damage", + "wounds": "Wounds", + "recharge": "Recharge", + "full": "Full", + "short recharge": "Short Recharge", + "long recharge": "Long Recharge", + "rep": "Rep", + "@-rep": "@-Rep", + "c-rep": "C-Rep", + "f-rep": "F-Rep", + "g-rep": "G-Rep", + "i-rep": "I-Rep", + "r-rep": "R-Rep", + "x-rep": "X-Rep", + "language": "language", + "forks": "Forks", + "backup": "Backup", + "rez point": "Rez Point", + "rp spent": "RP Spent", + "public roll ?": "Public roll ?", + "Play the muse of another player ?": "Play the muse of another player ?", + "yes": "Yes", + "no": "No", + "fray vs ranged": "Fray vs Ranged", + "fray vs melee": "Fray vs Melee", + "modifiers": "Modifiers", + "roll": "Roll", + "score": "Score", + "single shot": "Single Shot", + "semi-automatic": "Semi-Automatic", + "burst fire": "Burst Fire", + "burst fire +10": "Burst Fire (+10 to Hit)", + "burst fire +1D10": "Burst Fire (+1D10 DV)", + "burst fire 2 targets": "Burst Fire (2 Targets)", + "full automatic": "Full Automatic", + "full automatic +30": "Full Automatic (+30 to Hit)", + "full automatic +2D10": "Full Automatic (+2D10 DV)", + "full automatic 3 targets": "Full Automatic (3 Targets)", + "full automatic suppressive fire": "Full Automatic (Suppressive Fire)", + "bonus hit": "Bonus Hit", + "bonus dv": "Bonus DV", + "superior result": "Superior Result", + "superior result damage": "Superior Result (Damage)", + "micro ex": "Micro, ...", + "emp gas ex": "EMP, Gas, ...", + "Situational Awareness ?": "Situational Awareness ?", + "No distracted modifier": "No distracted modifier" +} \ No newline at end of file diff --git a/Electric Bastionland/translations/ca.json b/Electric Bastionland/translations/ca.json new file mode 100644 index 0000000000..c12e572407 --- /dev/null +++ b/Electric Bastionland/translations/ca.json @@ -0,0 +1,348 @@ +{ + "ability_scores": "Ability Scores", + "age": "Age", + "arm_damage": "Damage", + "arm_edit": "Edit Attack", + "arm_name": "Arm", + "arm_range": "Range", + "arm_type": "Type", + "armour": "Armour", + "armour_description": "ARMOUR subtracts its score from the result of any DAMAGE rolls against the wearer. It can never be higher than 3.", + "arms": "Arms & Explosives", + "attacks_with": "attacks with", + "bastionland_title": "electric\r\nBastionlanD", + "blast": "Blast", + "blast_description": "Affect all targets in the area, rolling separately for each.", + "bonus dice": "Bonus Dice", + "bonus": "Bonus", + "bulky": "Bulky", + "bulky_description": "Items that need two hands. Anyone carrying more than two BULKY items is reduced to 0HP.", + "character sheet": "Character Sheet", + "character_name": "Character Name", + "charisma": "CHArisma", + "charisma_description": "Charm and Confidence", + "cost": "Cost (£)", + "crisis_rare": "Crisis/Rare", + "crisis_rare_description": "Something that needs addressing immediately, usually bad.", + "currency_symbol": "£", + "current_charisma": "Current CHA", + "current_dexterity": "Current DEX", + "current_hp": "Current HP", + "current_strength": "Current STR", + "damage": "Damage", + "debtors": "The Whole Group is in Debt To...", + "deprived": "Deprived", + "deprived_description": "Someone DEPRIVED of a crucial need (e.g. food, water or warmth) cannot benefit from RESTS.", + "dexterity": "DEXterity", + "dexterity_description": "Quickness and Precision", + "dice_rolls": "Dice Rolls", + "equipment": "Equipment", + "equipment_type_barrage_artillery": "Barrage Artillery", + "equipment_type_crude_weapon": "Crude Weapon", + "equipment_type_explosive": "Explosive", + "equipment_type_field_weapon": "Field Weapon", + "equipment_type_hand_weapon": "Hand Weapon", + "equipment_type_heavy_gun": "Heavy Gun", + "equipment_type_noble_weapon": "Noble Weapon", + "equipment_type_power_weapon": "Power Weapon", + "equipment_type_prototype_weapon": "Prototype Weapon", + "equipment_type_shock_gun": "Shock Gun", + "failed_career": "Failed Career", + "failed_career_01_desc": "", + "failed_career_01_name": "Gutter Minder", + "failed_career_02_desc": "", + "failed_career_02_name": "Curiosity Compiler", + "failed_career_03_desc": "", + "failed_career_03_name": "Trench Conscript", + "failed_career_04_desc": "", + "failed_career_04_name": "Debt Squeezer", + "failed_career_05_desc": "", + "failed_career_05_name": "Dead-Shoresman", + "failed_career_06_desc": "", + "failed_career_06_name": "Criminal Bureaucrat", + "failed_career_07_desc": "", + "failed_career_07_name": "Sanctioned Executioner", + "failed_career_08_desc": "", + "failed_career_08_name": "Fringe Investigator", + "failed_career_09_desc": "", + "failed_career_09_name": "Disinherited Socialite", + "failed_career_100_desc": "", + "failed_career_100_name": "Ex-Censor", + "failed_career_10_desc": "", + "failed_career_10_name": "Verminator", + "failed_career_11_desc": "", + "failed_career_11_name": "Lost Expeditioneer", + "failed_career_12_desc": "", + "failed_career_12_name": "Wall-Born", + "failed_career_13_desc": "", + "failed_career_13_name": "Professional Gambler", + "failed_career_14_desc": "", + "failed_career_14_name": "Integrated Alien", + "failed_career_15_desc": "", + "failed_career_15_name": "Underwhaler", + "failed_career_16_desc": "", + "failed_career_16_name": "Tavelling Show-Person", + "failed_career_17_desc": "", + "failed_career_17_name": "Gang Enforcer", + "failed_career_18_desc": "", + "failed_career_18_name": "Deconstructor", + "failed_career_19a_desc": "", + "failed_career_19a_name": "Street Judge", + "failed_career_19b_desc": "", + "failed_career_19b_name": "Rook Tamer", + "failed_career_20a_desc": "", + "failed_career_20a_name": "Urchin Pack", + "failed_career_20b_desc": "", + "failed_career_20b_name": "Muddled Mixologist", + "failed_career_21_desc": "", + "failed_career_21_name": "Star Blessed", + "failed_career_22_desc": "", + "failed_career_22_name": "Un-Revolutionary", + "failed_career_23_desc": "", + "failed_career_23_name": "Human Unionist", + "failed_career_24_desc": "", + "failed_career_24_name": "Liberal Engineer", + "failed_career_25_desc": "", + "failed_career_25_name": "Masked Horrorist", + "failed_career_26_desc": "", + "failed_career_26_name": "Rollocker Club Alumni", + "failed_career_27_desc": "", + "failed_career_27_name": "Backward Legionnaire", + "failed_career_28_desc": "", + "failed_career_28_name": "Contract Castaway", + "failed_career_29a_desc": "", + "failed_career_29a_name": "Repressed Psychic", + "failed_career_29b_desc": "", + "failed_career_29b_name": "Mendicant Mycologist", + "failed_career_30a_desc": "", + "failed_career_30a_name": "Amateur Amputator", + "failed_career_30b_desc": "", + "failed_career_30b_name": "Investment Centurion", + "failed_career_31a_desc": "", + "failed_career_31a_name": "Polar Bounty Hunter", + "failed_career_31b_desc": "", + "failed_career_31b_name": "Necro-Engineer", + "failed_career_32a_desc": "", + "failed_career_32a_name": "Mockery", + "failed_career_32b_desc": "", + "failed_career_32b_name": "Alpha Tester", + "failed_career_33_desc": "", + "failed_career_33_name": "Prize Breeder", + "failed_career_34_desc": "", + "failed_career_34_name": "Failed Citizen", + "failed_career_35_desc": "", + "failed_career_35_name": "Urban Safarist", + "failed_career_36_desc": "", + "failed_career_36_name": "Lockholder", + "failed_career_37_desc": "", + "failed_career_37_name": "Repurposed Augmental", + "failed_career_38_desc": "", + "failed_career_38_name": "Noble-in-Waiting", + "failed_career_39a_desc": "", + "failed_career_39a_name": "Vault Cracker", + "failed_career_39b_desc": "", + "failed_career_39b_name": "Acupressurist of Inanimate Objects", + "failed_career_40a_desc": "", + "failed_career_40a_name": "Revolutionary Duelist", + "failed_career_40b_desc": "", + "failed_career_40b_name": "Expelled Lamplighter", + "failed_career_41_desc": "", + "failed_career_41_name": "Newspaper Intern", + "failed_career_42_desc": "", + "failed_career_42_name": "Rural Tax Collector", + "failed_career_43_desc": "", + "failed_career_43_name": "Academic Debator", + "failed_career_44_desc": "", + "failed_career_44_name": "Associated Burglar", + "failed_career_45_desc": "", + "failed_career_45_name": "Retail Therapist", + "failed_career_46_desc": "", + "failed_career_46_name": "Apprentice Sweep", + "failed_career_47_desc": "", + "failed_career_47_name": "Sky Trooper", + "failed_career_48_desc": "", + "failed_career_48_name": "Urbalist", + "failed_career_49_desc": "", + "failed_career_49_name": "Under-Laborer", + "failed_career_50_desc": "", + "failed_career_50_name": "Science Mystic", + "failed_career_51_desc": "", + "failed_career_51_name": "Front of House Host", + "failed_career_52_desc": "", + "failed_career_52_name": "Critter Catcher", + "failed_career_53_desc": "", + "failed_career_53_name": "Practising Chemist", + "failed_career_54_desc": "", + "failed_career_54_name": "Roof Crawler", + "failed_career_55_desc": "", + "failed_career_55_name": "Petty Officer", + "failed_career_56_desc": "", + "failed_career_56_name": "Bailed Prisoner", + "failed_career_57_desc": "", + "failed_career_57_name": "Street Performer", + "failed_career_58a_desc": "", + "failed_career_58a_name": "Corpse Collector", + "failed_career_58b_desc": "", + "failed_career_58b_name": "Cryptohistorian", + "failed_career_59_desc": "", + "failed_career_59_name": "Counterfeit Taxidermist", + "failed_career_60_desc": "", + "failed_career_60_name": "Pie-Smuggler", + "failed_career_61_desc": "", + "failed_career_61_name": "Council Runner", + "failed_career_62_desc": "", + "failed_career_62_name": "Life Servant", + "failed_career_63_desc": "", + "failed_career_63_name": "Amateur Dramatist", + "failed_career_64_desc": "", + "failed_career_64_name": "Wilderness Recluse", + "failed_career_65_desc": "", + "failed_career_65_name": "Squidbagger", + "failed_career_66_desc": "", + "failed_career_66_name": "Exposed Imposter", + "failed_career_67_desc": "", + "failed_career_67_name": "Critic-in-Hiding", + "failed_career_68_desc": "", + "failed_career_68_name": "Small Town Refugee", + "failed_career_69_desc": "", + "failed_career_69_name": "Paid Fighter", + "failed_career_70_desc": "", + "failed_career_70_name": "Canal Nomad", + "failed_career_71_desc": "", + "failed_career_71_name": "Living Experiment", + "failed_career_72_desc": "", + "failed_career_72_name": "Fashionista", + "failed_career_73_desc": "", + "failed_career_73_name": "Human Flotsam", + "failed_career_74_desc": "", + "failed_career_74_name": "Master Blender", + "failed_career_75_desc": "", + "failed_career_75_name": "Public Nuisance", + "failed_career_76_desc": "", + "failed_career_76_name": "Park Steward", + "failed_career_77_desc": "", + "failed_career_77_name": "Civic Butler", + "failed_career_78_desc": "", + "failed_career_78_name": "Estate Squire", + "failed_career_79_desc": "", + "failed_career_79_name": "Machine Whisperer", + "failed_career_80_desc": "", + "failed_career_80_name": "Agricultural Saboteur", + "failed_career_81_desc": "", + "failed_career_81_name": "Animal Vassal", + "failed_career_82_desc": "", + "failed_career_82_name": "Massifist of Massifcountry", + "failed_career_83_desc": "", + "failed_career_83_name": "Divine Prodigy", + "failed_career_84_desc": "", + "failed_career_84_name": "Good Dog", + "failed_career_85_desc": "", + "failed_career_85_name": "Worthless Graduate", + "failed_career_86_desc": "", + "failed_career_86_name": "Alternative Groomer", + "failed_career_87_desc": "", + "failed_career_87_name": "Avant Guardsman", + "failed_career_88_desc": "", + "failed_career_88_name": "Factory Retainer", + "failed_career_89_desc": "", + "failed_career_89_name": "Grief Diplomat", + "failed_career_90_desc": "", + "failed_career_90_name": "Lone Stargazer", + "failed_career_91_desc": "", + "failed_career_91_name": "Tunnel Stray", + "failed_career_92_desc": "", + "failed_career_92_name": "Body Jockey", + "failed_career_93_desc": "", + "failed_career_93_name": "Underground Weirdo", + "failed_career_94_desc": "", + "failed_career_94_name": "Inseparable Twins", + "failed_career_95_desc": "", + "failed_career_95_name": "Constable of Birds and Creeping Things", + "failed_career_96_desc": "", + "failed_career_96_name": "Exotic Food Supplier", + "failed_career_97_desc": "", + "failed_career_97_name": "Tactiliator/Tactiliatrix", + "failed_career_98_desc": "", + "failed_career_98_name": "Tuk-Tukker", + "failed_career_99_desc": "", + "failed_career_99_name": "Map Thief", + "failed_career_number": "#", + "hit_protection": "Hit Protection & Armour", + "hp_description": "This represents your ability to avoid being hit.", + "impaired": "Impaired", + "impaired_description": "Attacks that are IMPAIRED, such as firing through cover, or fighting in handcuffs, roll d4 DAMAGE only, and cannot receive BONUS DAMAGE.", + "injuries": "Injuries", + "inventory": "Inventory", + "inventory_type_animal": "Animal", + "inventory_type_general": "General", + "inventory_type_luxury": "Luxury", + "inventory_type_other": "Other", + "inventory_type_property": "Property", + "inventory_type_servant": "Servant", + "inventory_type_service": "Service", + "inventory_type_tool": "Tool", + "item_description": "Description", + "item_placeholder": "Description of the item", + "item_edit": "Edit Item", + "item_name": "Item", + "item_quantity": "Qty.", + "item_treasure": "Is Treasure?", + "item_type": "Type", + "lackeys": "Lackeys", + "luck": "LUCK", + "luck_description": "Sometimes you’ll need a roll to represent the element of luck and randomness in the world.", + "max_charisma": "Max CHA", + "max_dexterity": "Max DEX", + "max_hp": "Max HP", + "max_strength": "Max STR", + "melee": "Melee", + "name": "name", + "new_pounds": "New Pounds (£)", + "normal": "Normal", + "normal_description": "The outcome you would expect to be most likely, normally the least threatening.", + "notes": "Notes on a Theme", + "oddities": "Oddities", + "people_along_the_way": "Inhabitants of Bastionland", + "people_along_the_way_description": "Bastionland is nothing when it sits empty. \r\nThere are People, Mockeries, Aliens, Machines, Monstrosities, and things that sit between the boundaries.", + "people_placeholder": "Who are they?", + "people_edit": "Edit Person", + "people_name": "Their name", + "ranged": "Ranged", + "rival": "Rival Treasure Hunter", + "roll": "Roll", + "roll_critical": "Critical", + "roll_fail": "Failure", + "roll_success": "Success", + "rolls": "Rolls", + "save_charisma": "CHA Save", + "save_dexterity": "DEX Save", + "save_strength": "STR Save", + "scar_description": "If an attack takes you to exactly 0 HP, take a SCAR.", + "scar_damage_caused": "Damage Caused", + "scar_edit": "Edit Scar", + "scar_name": "Scar", + "scars": "Scars", + "shared_debt": "Shared Debt", + "shared_debt_description": "As a group, you share a debt. Debtholders pursue payment keenly.", + "special": "You are Special", + "special_from_hit_protection": "Special granted from rolled hit protection", + "special_from_loose_change": "Special granted from rolled new pounds", + "special_from_repeating": "Special...", + "stat_separator": "/", + "status_effects": "Status Effects", + "strength": "STRength", + "strength_description": "Power and Toughness", + "tag": "Tag", + "prototype_tags": "Prototype Tags", + "tags": "Tags", + "target": "Target", + "tests": "tests", + "tool": "Tool", + "treasure": "Treasure", + "treasure_hunter": "Treasure Hunter", + "wallet": "Wallet", + "wallet_description": "New Pounds (£) in loose change, enough for a sandwich of varying quality.", + "warning_uncommon": "Warning/Uncommon", + "warning_uncommon_description": "A threat or situation that has potential to get serious soon.", + "worth": "Worth (£)" +} \ No newline at end of file diff --git a/Electric Bastionland/translations/hu.json b/Electric Bastionland/translations/hu.json new file mode 100644 index 0000000000..c12e572407 --- /dev/null +++ b/Electric Bastionland/translations/hu.json @@ -0,0 +1,348 @@ +{ + "ability_scores": "Ability Scores", + "age": "Age", + "arm_damage": "Damage", + "arm_edit": "Edit Attack", + "arm_name": "Arm", + "arm_range": "Range", + "arm_type": "Type", + "armour": "Armour", + "armour_description": "ARMOUR subtracts its score from the result of any DAMAGE rolls against the wearer. It can never be higher than 3.", + "arms": "Arms & Explosives", + "attacks_with": "attacks with", + "bastionland_title": "electric\r\nBastionlanD", + "blast": "Blast", + "blast_description": "Affect all targets in the area, rolling separately for each.", + "bonus dice": "Bonus Dice", + "bonus": "Bonus", + "bulky": "Bulky", + "bulky_description": "Items that need two hands. Anyone carrying more than two BULKY items is reduced to 0HP.", + "character sheet": "Character Sheet", + "character_name": "Character Name", + "charisma": "CHArisma", + "charisma_description": "Charm and Confidence", + "cost": "Cost (£)", + "crisis_rare": "Crisis/Rare", + "crisis_rare_description": "Something that needs addressing immediately, usually bad.", + "currency_symbol": "£", + "current_charisma": "Current CHA", + "current_dexterity": "Current DEX", + "current_hp": "Current HP", + "current_strength": "Current STR", + "damage": "Damage", + "debtors": "The Whole Group is in Debt To...", + "deprived": "Deprived", + "deprived_description": "Someone DEPRIVED of a crucial need (e.g. food, water or warmth) cannot benefit from RESTS.", + "dexterity": "DEXterity", + "dexterity_description": "Quickness and Precision", + "dice_rolls": "Dice Rolls", + "equipment": "Equipment", + "equipment_type_barrage_artillery": "Barrage Artillery", + "equipment_type_crude_weapon": "Crude Weapon", + "equipment_type_explosive": "Explosive", + "equipment_type_field_weapon": "Field Weapon", + "equipment_type_hand_weapon": "Hand Weapon", + "equipment_type_heavy_gun": "Heavy Gun", + "equipment_type_noble_weapon": "Noble Weapon", + "equipment_type_power_weapon": "Power Weapon", + "equipment_type_prototype_weapon": "Prototype Weapon", + "equipment_type_shock_gun": "Shock Gun", + "failed_career": "Failed Career", + "failed_career_01_desc": "", + "failed_career_01_name": "Gutter Minder", + "failed_career_02_desc": "", + "failed_career_02_name": "Curiosity Compiler", + "failed_career_03_desc": "", + "failed_career_03_name": "Trench Conscript", + "failed_career_04_desc": "", + "failed_career_04_name": "Debt Squeezer", + "failed_career_05_desc": "", + "failed_career_05_name": "Dead-Shoresman", + "failed_career_06_desc": "", + "failed_career_06_name": "Criminal Bureaucrat", + "failed_career_07_desc": "", + "failed_career_07_name": "Sanctioned Executioner", + "failed_career_08_desc": "", + "failed_career_08_name": "Fringe Investigator", + "failed_career_09_desc": "", + "failed_career_09_name": "Disinherited Socialite", + "failed_career_100_desc": "", + "failed_career_100_name": "Ex-Censor", + "failed_career_10_desc": "", + "failed_career_10_name": "Verminator", + "failed_career_11_desc": "", + "failed_career_11_name": "Lost Expeditioneer", + "failed_career_12_desc": "", + "failed_career_12_name": "Wall-Born", + "failed_career_13_desc": "", + "failed_career_13_name": "Professional Gambler", + "failed_career_14_desc": "", + "failed_career_14_name": "Integrated Alien", + "failed_career_15_desc": "", + "failed_career_15_name": "Underwhaler", + "failed_career_16_desc": "", + "failed_career_16_name": "Tavelling Show-Person", + "failed_career_17_desc": "", + "failed_career_17_name": "Gang Enforcer", + "failed_career_18_desc": "", + "failed_career_18_name": "Deconstructor", + "failed_career_19a_desc": "", + "failed_career_19a_name": "Street Judge", + "failed_career_19b_desc": "", + "failed_career_19b_name": "Rook Tamer", + "failed_career_20a_desc": "", + "failed_career_20a_name": "Urchin Pack", + "failed_career_20b_desc": "", + "failed_career_20b_name": "Muddled Mixologist", + "failed_career_21_desc": "", + "failed_career_21_name": "Star Blessed", + "failed_career_22_desc": "", + "failed_career_22_name": "Un-Revolutionary", + "failed_career_23_desc": "", + "failed_career_23_name": "Human Unionist", + "failed_career_24_desc": "", + "failed_career_24_name": "Liberal Engineer", + "failed_career_25_desc": "", + "failed_career_25_name": "Masked Horrorist", + "failed_career_26_desc": "", + "failed_career_26_name": "Rollocker Club Alumni", + "failed_career_27_desc": "", + "failed_career_27_name": "Backward Legionnaire", + "failed_career_28_desc": "", + "failed_career_28_name": "Contract Castaway", + "failed_career_29a_desc": "", + "failed_career_29a_name": "Repressed Psychic", + "failed_career_29b_desc": "", + "failed_career_29b_name": "Mendicant Mycologist", + "failed_career_30a_desc": "", + "failed_career_30a_name": "Amateur Amputator", + "failed_career_30b_desc": "", + "failed_career_30b_name": "Investment Centurion", + "failed_career_31a_desc": "", + "failed_career_31a_name": "Polar Bounty Hunter", + "failed_career_31b_desc": "", + "failed_career_31b_name": "Necro-Engineer", + "failed_career_32a_desc": "", + "failed_career_32a_name": "Mockery", + "failed_career_32b_desc": "", + "failed_career_32b_name": "Alpha Tester", + "failed_career_33_desc": "", + "failed_career_33_name": "Prize Breeder", + "failed_career_34_desc": "", + "failed_career_34_name": "Failed Citizen", + "failed_career_35_desc": "", + "failed_career_35_name": "Urban Safarist", + "failed_career_36_desc": "", + "failed_career_36_name": "Lockholder", + "failed_career_37_desc": "", + "failed_career_37_name": "Repurposed Augmental", + "failed_career_38_desc": "", + "failed_career_38_name": "Noble-in-Waiting", + "failed_career_39a_desc": "", + "failed_career_39a_name": "Vault Cracker", + "failed_career_39b_desc": "", + "failed_career_39b_name": "Acupressurist of Inanimate Objects", + "failed_career_40a_desc": "", + "failed_career_40a_name": "Revolutionary Duelist", + "failed_career_40b_desc": "", + "failed_career_40b_name": "Expelled Lamplighter", + "failed_career_41_desc": "", + "failed_career_41_name": "Newspaper Intern", + "failed_career_42_desc": "", + "failed_career_42_name": "Rural Tax Collector", + "failed_career_43_desc": "", + "failed_career_43_name": "Academic Debator", + "failed_career_44_desc": "", + "failed_career_44_name": "Associated Burglar", + "failed_career_45_desc": "", + "failed_career_45_name": "Retail Therapist", + "failed_career_46_desc": "", + "failed_career_46_name": "Apprentice Sweep", + "failed_career_47_desc": "", + "failed_career_47_name": "Sky Trooper", + "failed_career_48_desc": "", + "failed_career_48_name": "Urbalist", + "failed_career_49_desc": "", + "failed_career_49_name": "Under-Laborer", + "failed_career_50_desc": "", + "failed_career_50_name": "Science Mystic", + "failed_career_51_desc": "", + "failed_career_51_name": "Front of House Host", + "failed_career_52_desc": "", + "failed_career_52_name": "Critter Catcher", + "failed_career_53_desc": "", + "failed_career_53_name": "Practising Chemist", + "failed_career_54_desc": "", + "failed_career_54_name": "Roof Crawler", + "failed_career_55_desc": "", + "failed_career_55_name": "Petty Officer", + "failed_career_56_desc": "", + "failed_career_56_name": "Bailed Prisoner", + "failed_career_57_desc": "", + "failed_career_57_name": "Street Performer", + "failed_career_58a_desc": "", + "failed_career_58a_name": "Corpse Collector", + "failed_career_58b_desc": "", + "failed_career_58b_name": "Cryptohistorian", + "failed_career_59_desc": "", + "failed_career_59_name": "Counterfeit Taxidermist", + "failed_career_60_desc": "", + "failed_career_60_name": "Pie-Smuggler", + "failed_career_61_desc": "", + "failed_career_61_name": "Council Runner", + "failed_career_62_desc": "", + "failed_career_62_name": "Life Servant", + "failed_career_63_desc": "", + "failed_career_63_name": "Amateur Dramatist", + "failed_career_64_desc": "", + "failed_career_64_name": "Wilderness Recluse", + "failed_career_65_desc": "", + "failed_career_65_name": "Squidbagger", + "failed_career_66_desc": "", + "failed_career_66_name": "Exposed Imposter", + "failed_career_67_desc": "", + "failed_career_67_name": "Critic-in-Hiding", + "failed_career_68_desc": "", + "failed_career_68_name": "Small Town Refugee", + "failed_career_69_desc": "", + "failed_career_69_name": "Paid Fighter", + "failed_career_70_desc": "", + "failed_career_70_name": "Canal Nomad", + "failed_career_71_desc": "", + "failed_career_71_name": "Living Experiment", + "failed_career_72_desc": "", + "failed_career_72_name": "Fashionista", + "failed_career_73_desc": "", + "failed_career_73_name": "Human Flotsam", + "failed_career_74_desc": "", + "failed_career_74_name": "Master Blender", + "failed_career_75_desc": "", + "failed_career_75_name": "Public Nuisance", + "failed_career_76_desc": "", + "failed_career_76_name": "Park Steward", + "failed_career_77_desc": "", + "failed_career_77_name": "Civic Butler", + "failed_career_78_desc": "", + "failed_career_78_name": "Estate Squire", + "failed_career_79_desc": "", + "failed_career_79_name": "Machine Whisperer", + "failed_career_80_desc": "", + "failed_career_80_name": "Agricultural Saboteur", + "failed_career_81_desc": "", + "failed_career_81_name": "Animal Vassal", + "failed_career_82_desc": "", + "failed_career_82_name": "Massifist of Massifcountry", + "failed_career_83_desc": "", + "failed_career_83_name": "Divine Prodigy", + "failed_career_84_desc": "", + "failed_career_84_name": "Good Dog", + "failed_career_85_desc": "", + "failed_career_85_name": "Worthless Graduate", + "failed_career_86_desc": "", + "failed_career_86_name": "Alternative Groomer", + "failed_career_87_desc": "", + "failed_career_87_name": "Avant Guardsman", + "failed_career_88_desc": "", + "failed_career_88_name": "Factory Retainer", + "failed_career_89_desc": "", + "failed_career_89_name": "Grief Diplomat", + "failed_career_90_desc": "", + "failed_career_90_name": "Lone Stargazer", + "failed_career_91_desc": "", + "failed_career_91_name": "Tunnel Stray", + "failed_career_92_desc": "", + "failed_career_92_name": "Body Jockey", + "failed_career_93_desc": "", + "failed_career_93_name": "Underground Weirdo", + "failed_career_94_desc": "", + "failed_career_94_name": "Inseparable Twins", + "failed_career_95_desc": "", + "failed_career_95_name": "Constable of Birds and Creeping Things", + "failed_career_96_desc": "", + "failed_career_96_name": "Exotic Food Supplier", + "failed_career_97_desc": "", + "failed_career_97_name": "Tactiliator/Tactiliatrix", + "failed_career_98_desc": "", + "failed_career_98_name": "Tuk-Tukker", + "failed_career_99_desc": "", + "failed_career_99_name": "Map Thief", + "failed_career_number": "#", + "hit_protection": "Hit Protection & Armour", + "hp_description": "This represents your ability to avoid being hit.", + "impaired": "Impaired", + "impaired_description": "Attacks that are IMPAIRED, such as firing through cover, or fighting in handcuffs, roll d4 DAMAGE only, and cannot receive BONUS DAMAGE.", + "injuries": "Injuries", + "inventory": "Inventory", + "inventory_type_animal": "Animal", + "inventory_type_general": "General", + "inventory_type_luxury": "Luxury", + "inventory_type_other": "Other", + "inventory_type_property": "Property", + "inventory_type_servant": "Servant", + "inventory_type_service": "Service", + "inventory_type_tool": "Tool", + "item_description": "Description", + "item_placeholder": "Description of the item", + "item_edit": "Edit Item", + "item_name": "Item", + "item_quantity": "Qty.", + "item_treasure": "Is Treasure?", + "item_type": "Type", + "lackeys": "Lackeys", + "luck": "LUCK", + "luck_description": "Sometimes you’ll need a roll to represent the element of luck and randomness in the world.", + "max_charisma": "Max CHA", + "max_dexterity": "Max DEX", + "max_hp": "Max HP", + "max_strength": "Max STR", + "melee": "Melee", + "name": "name", + "new_pounds": "New Pounds (£)", + "normal": "Normal", + "normal_description": "The outcome you would expect to be most likely, normally the least threatening.", + "notes": "Notes on a Theme", + "oddities": "Oddities", + "people_along_the_way": "Inhabitants of Bastionland", + "people_along_the_way_description": "Bastionland is nothing when it sits empty. \r\nThere are People, Mockeries, Aliens, Machines, Monstrosities, and things that sit between the boundaries.", + "people_placeholder": "Who are they?", + "people_edit": "Edit Person", + "people_name": "Their name", + "ranged": "Ranged", + "rival": "Rival Treasure Hunter", + "roll": "Roll", + "roll_critical": "Critical", + "roll_fail": "Failure", + "roll_success": "Success", + "rolls": "Rolls", + "save_charisma": "CHA Save", + "save_dexterity": "DEX Save", + "save_strength": "STR Save", + "scar_description": "If an attack takes you to exactly 0 HP, take a SCAR.", + "scar_damage_caused": "Damage Caused", + "scar_edit": "Edit Scar", + "scar_name": "Scar", + "scars": "Scars", + "shared_debt": "Shared Debt", + "shared_debt_description": "As a group, you share a debt. Debtholders pursue payment keenly.", + "special": "You are Special", + "special_from_hit_protection": "Special granted from rolled hit protection", + "special_from_loose_change": "Special granted from rolled new pounds", + "special_from_repeating": "Special...", + "stat_separator": "/", + "status_effects": "Status Effects", + "strength": "STRength", + "strength_description": "Power and Toughness", + "tag": "Tag", + "prototype_tags": "Prototype Tags", + "tags": "Tags", + "target": "Target", + "tests": "tests", + "tool": "Tool", + "treasure": "Treasure", + "treasure_hunter": "Treasure Hunter", + "wallet": "Wallet", + "wallet_description": "New Pounds (£) in loose change, enough for a sandwich of varying quality.", + "warning_uncommon": "Warning/Uncommon", + "warning_uncommon_description": "A threat or situation that has potential to get serious soon.", + "worth": "Worth (£)" +} \ No newline at end of file diff --git a/Elemental/translations/ca.json b/Elemental/translations/ca.json new file mode 100644 index 0000000000..726765b8b0 --- /dev/null +++ b/Elemental/translations/ca.json @@ -0,0 +1,130 @@ +{ + "name-u": "Name", + "title-u": "Title:", + "species-u": "Species:", + "total-u": "Total", + "spent-u": "Spent", + "sacrifice-u": "Sacrificed", + "reserve-u": "Reserve", + "attrskill-u": "Attributes & Skills", + "agi-u": "", + "flaws": "Flaws", + "assassination": "Assassination", + "athletics": "Athletics", + "cover": "Cover", + "driving": "Driving", + "grappling": "Grappling", + "marksmanship": "Marksmanship", + "missle_deflection": "Missle Deflection", + "multistrike": "Multistrike", + "piloting": "Piloting", + "riding": "Riding", + "sailing": "Sailing", + "sleight-of-hand": "Sleight-of-Hand", + "stealth": "Stealth", + "sworn_enemy": "Sworn Enemy*", + "team_tactics": "Team Tactics", + "unarmed_strike": "Unarmed Strike", + "weapon_mastery": "Weapon Mastery*", + "clumsiness": "Clumsiness", + "handicap": "Handicap", + "skillspec-u": "Specifics", + "tough-u": "", + "skills": "Skills", + "aquatic": "Aquatic", + "armored combat": "Armored Combat", + "charge": "Charge", + "endurance": "Endurance", + "mighty blow": "Mighty Blow", + "resistance": "Resistance*", + "second wind": "Second Wind", + "strength": "Strength", + "unlife": "Unlife", + "breathless": "Breathless", + "frailty": "Frailty", + "sunlight sensitivity": "Sunlight Sensitivity", + "vulnerability": "Vulnerability", + "weakness": "Weakness", + "aware-u": "", + "Skills": "Skills", + "appraisal": "Appraisal", + "arcane lore": "Arcane Lore", + "background": "Background*", + "computers": "Computers", + "criminology": "Criminology", + "fixing": "Fixing", + "heavy_weapon": "Heavy Weapon*", + "languages": "Languages*", + "locks_traps": "Locks & Traps", + "medicine": "Medicine", + "memory": "Memory", + "nightvision": "Nightvision", + "observation": "Observation", + "power_or_spell": "Power or Spell*", + "psychology": "Psychology", + "research": "Research", + "senses": "Senses", + "sixth sense": "Sixth Sense", + "survival": "Survival*", + "surgery": "Surgery", + "surveillance": "Surveillance", + "trivia": "Trivia", + "underworld": "Underworld", + "absent-mindedness": "Absent-Mindedness", + "blindness": "Blindness", + "deafness": "Deafness", + "will-u": "", + "animal_handling": "Animal Handling*", + "art": "Art*", + "bargaining": "Bargaining", + "battle_rage": "Battle Rage", + "command": "Command", + "focus": "Focus", + "followers": "Followers", + "impersonation": "Impersonation", + "intimidation_fear": "Intimidation/Fear", + "luck": "Luck", + "oratory": "Oratory", + "persuasion": "Persuasion", + "politics": "Politics", + "reputation": "Reputation*", + "street_smarts": "Street Smarts", + "trickery": "Trickery", + "addiction": "Addiction*", + "cowardice": "Cowardice", + "code_of_honor": "Code of Honor*", + "flashbacks": "Flashbacks", + "greed": "Greed*", + "outcast": "Outcast*", + "phobia": "Phobia*", + "unluck": "Unluck", + "unmistakable_feature": "Unmistakable Feature*", + "derstat": "Derived Statistics", + "health-u": "Health", + "move-u": "Move", + "init-u": "Init", + "spirit-u": "Spirit", + "bonus": "Bonuses & Penalties", + "arm-u": "ARM", + "injury": "Injuries", + "impair": "Impairment Level", + "atk": "Attack", + "defense": "Defense", + "damage": "Damage", + "ammo-u": "Ammo", + "rel-u": "Rel", + "rng-u": "Range", + "dam-u": "DAM", + "aoe-u": "AOE", + "wt-u": "Wt", + "notes-u": "Notes", + "crew-u": "Crew", + "agiabbr-u": "AGI", + "loc-u": "Location", + "dif-u": "DIF", + "cast-u": "Casting Time", + "dur-u": "Duration", + "meffect-u": "Description", + "sc-u": " Skill Check", + "statc-u": "Stat Check" +} diff --git a/Elemental/translations/hu.json b/Elemental/translations/hu.json new file mode 100644 index 0000000000..726765b8b0 --- /dev/null +++ b/Elemental/translations/hu.json @@ -0,0 +1,130 @@ +{ + "name-u": "Name", + "title-u": "Title:", + "species-u": "Species:", + "total-u": "Total", + "spent-u": "Spent", + "sacrifice-u": "Sacrificed", + "reserve-u": "Reserve", + "attrskill-u": "Attributes & Skills", + "agi-u": "", + "flaws": "Flaws", + "assassination": "Assassination", + "athletics": "Athletics", + "cover": "Cover", + "driving": "Driving", + "grappling": "Grappling", + "marksmanship": "Marksmanship", + "missle_deflection": "Missle Deflection", + "multistrike": "Multistrike", + "piloting": "Piloting", + "riding": "Riding", + "sailing": "Sailing", + "sleight-of-hand": "Sleight-of-Hand", + "stealth": "Stealth", + "sworn_enemy": "Sworn Enemy*", + "team_tactics": "Team Tactics", + "unarmed_strike": "Unarmed Strike", + "weapon_mastery": "Weapon Mastery*", + "clumsiness": "Clumsiness", + "handicap": "Handicap", + "skillspec-u": "Specifics", + "tough-u": "", + "skills": "Skills", + "aquatic": "Aquatic", + "armored combat": "Armored Combat", + "charge": "Charge", + "endurance": "Endurance", + "mighty blow": "Mighty Blow", + "resistance": "Resistance*", + "second wind": "Second Wind", + "strength": "Strength", + "unlife": "Unlife", + "breathless": "Breathless", + "frailty": "Frailty", + "sunlight sensitivity": "Sunlight Sensitivity", + "vulnerability": "Vulnerability", + "weakness": "Weakness", + "aware-u": "", + "Skills": "Skills", + "appraisal": "Appraisal", + "arcane lore": "Arcane Lore", + "background": "Background*", + "computers": "Computers", + "criminology": "Criminology", + "fixing": "Fixing", + "heavy_weapon": "Heavy Weapon*", + "languages": "Languages*", + "locks_traps": "Locks & Traps", + "medicine": "Medicine", + "memory": "Memory", + "nightvision": "Nightvision", + "observation": "Observation", + "power_or_spell": "Power or Spell*", + "psychology": "Psychology", + "research": "Research", + "senses": "Senses", + "sixth sense": "Sixth Sense", + "survival": "Survival*", + "surgery": "Surgery", + "surveillance": "Surveillance", + "trivia": "Trivia", + "underworld": "Underworld", + "absent-mindedness": "Absent-Mindedness", + "blindness": "Blindness", + "deafness": "Deafness", + "will-u": "", + "animal_handling": "Animal Handling*", + "art": "Art*", + "bargaining": "Bargaining", + "battle_rage": "Battle Rage", + "command": "Command", + "focus": "Focus", + "followers": "Followers", + "impersonation": "Impersonation", + "intimidation_fear": "Intimidation/Fear", + "luck": "Luck", + "oratory": "Oratory", + "persuasion": "Persuasion", + "politics": "Politics", + "reputation": "Reputation*", + "street_smarts": "Street Smarts", + "trickery": "Trickery", + "addiction": "Addiction*", + "cowardice": "Cowardice", + "code_of_honor": "Code of Honor*", + "flashbacks": "Flashbacks", + "greed": "Greed*", + "outcast": "Outcast*", + "phobia": "Phobia*", + "unluck": "Unluck", + "unmistakable_feature": "Unmistakable Feature*", + "derstat": "Derived Statistics", + "health-u": "Health", + "move-u": "Move", + "init-u": "Init", + "spirit-u": "Spirit", + "bonus": "Bonuses & Penalties", + "arm-u": "ARM", + "injury": "Injuries", + "impair": "Impairment Level", + "atk": "Attack", + "defense": "Defense", + "damage": "Damage", + "ammo-u": "Ammo", + "rel-u": "Rel", + "rng-u": "Range", + "dam-u": "DAM", + "aoe-u": "AOE", + "wt-u": "Wt", + "notes-u": "Notes", + "crew-u": "Crew", + "agiabbr-u": "AGI", + "loc-u": "Location", + "dif-u": "DIF", + "cast-u": "Casting Time", + "dur-u": "Duration", + "meffect-u": "Description", + "sc-u": " Skill Check", + "statc-u": "Stat Check" +} diff --git a/Elric/translations/ca.json b/Elric/translations/ca.json new file mode 100644 index 0000000000..9249ae95d4 --- /dev/null +++ b/Elric/translations/ca.json @@ -0,0 +1,204 @@ +{ + "h2hFumble1": "Slip or trip over rocks, etc.- lose next parry; your foe may disengage.Slip or trip over rocks, etc. lose next parry; your foe may disengage.", + "h2hFumble2": "Slip or trip on a corpse or other obstacle-lose next attack; your opponent may disengage.", + "h2hFumble3": "Slip or trip in a pool of blood or water or other hazard:- lose next parry and attack;your enemy may disengage.", + "h2hFumble4": "Sweat in eyes-parry, dodge,or move only for the next 1D3 combat rounds; your foe may disengage.", + "h2hFumble5": "Shield strap breaks-halve your shield parry percentage until repaired. lnapplicable to a demon shield.", + "h2hFumble6": "Distracted-automatic miss on your next attack, in whatever round it occurs.", + "h2hFumble7": "Drop weapon-it's at your feet and costs 5 DEX-ranks to recover. Your enemy may disengage. lgnore this fumble if you parry with a shield.", + "h2hFumble8": "Weapon knocked away-it is I D4 yards distant in a 1D8 direction. lgnore this fumble if you parry with a shield.", + "h2hFumble9": "Blow to solar plexus-you can parry but not attack or dodge for two rounds; your opponent may disengage. lgnore thisfumble if you parry with a shield.", + "h2hFumble10": "Arm cut, dislocated shoulder- you can use a weapon or use a shield (but not both) for the rest of the fight. lgnore this fumble if you parry with a shield.", + "h2hFumble11": "Smash to your face-parry and dodge only for the next round as you try to wipe blood from your eyes; enemy may disengage. lgnore result if wearing a helmet.", + "h2hFumble12": "Unexpected blow from the side or rear-you're knocked down; your foe may disengage", + "h2hFumble13": "Heavy hit to head-you lose no hit points, but your senses reel from the buffet. Halve your attack and parry skills for one full round.", + "h2hFumble14": "Helmet knocked off or heavy hit to head -if the former, you'll need 5 DEX-ranks to pick it up, and a full combat round to strap it on after disengaging. If the latter, Halve your attack and parry skills for one full round. Inapplicable to demon armor.", + "h2hFumble15": "Weapon breaks-to get another one, unsheathe one or pick one up; your opponent may disengage. Inapplicable to a demon weapon.", + "h2hFumble16": "Your shield is cloven in two - discard shield. If you were not using a shield, parrying weapon breaks. Inapplicable to a demon shield.", + "h2hFumble17": "Broken or cut - nose-bleed for 1D6+4 combat rounds; resulting deformity is permanent (lose 1 APP)", + "h2hFumble18": "Foot stepped on, ankle sprained- halve MOV for rest of the battle", + "h2hFumble19": "You lose the little finger afrom your left or right hand - uniformly lower weapon skills or shield skill by 10 percent. player's choice", + "h2hFumble20": "Weapon stuck in opponent's shield or armor-roll STR x3 or less to pull it out.", + "h2hFumble21": "Leg cut-halve Dodge skill until Physik. Heal, or Suture is successfully applied.", + "h2hFumble22": "Lose shoe or boot-you will want it if the day is very hot or very cold, or if the ground is rocky. Disengage plus successful Search to find it.", + "h2hFumble23": "Knee smashed or chopped - no Dodges, Ride. or Swim, or moves above 4. lgnore this result if you're using a large shield", + "h2hFumble24": "Bloody cut across one eye half blinds you-halves attacks and parries until Physik, Heal, or Suture is successfully appl~ed.", + "h2hFumble25": "Armor straps cut-subtract 1 from armor roll results until the armor is repaired. Inapplicable to demon armor.", + "h2hFumble26": "Portion of armor lost-uniformly reduce armor roll results by 2 for the rest of the fight. Inapplicable to demon armor.", + "h2hFumble27": "Hit friend or self, your Luck roll decides -does rolled damage with applicable damage bonus.", + "h2hFumble28": "Really bad fumble - roll two more results.", + "h2hFumble29": "Worst posrlble fumble-roll three more times.", + "msslFumble1": "Slip or trip over rocks, etc.- lose next parry; your foe may disengage.Slip or trip over rocks, etc. lose next parry; your foe may disengage.", + "msslFumble2": "Slip or trip on a corpse or other obstacle-lose next attack; your opponent may disengage.", + "msslFumble3": "Slip or trip in a pool of blood or water or other hazard:- lose next parry and attack;your enemy may disengage.", + "msslFumble4": "Sweat in eyes-parry, dodge,or move only for the next 1D3 combat rounds; your foe may disengage.", + "msslFumble5": "Shield strap breaks-halve your shield parry percentage until repaired. lnapplicable to a demon shield.", + "msslFumble6": "Distracted-automatic miss on your next attack, in whatever round it occurs.", + "MajorWound-1": "Severed leg tendons causing limping, or fused ankle bones causing limping, or back muscles or spinal nerve damage bending the torso to the left or right, or a shattered knee that cannot bend, or make up your own. Lose 1D3 DEX. The maximum MOV is now that 1D3 less. Still able to fight.", + "MajorWound-2": "Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D3 APP. Your visible and unappealing deformity cannot be disguised. Still able to fight.", + "MajorWound-3": "Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D3 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield.", + "MajorWound-4": "A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D3 CON; maximum MOV is now that 1D3 less, and Hit Points may be lower. Still able to fight.", + "MajorWound-5": "Concussion damages hearing and limits Listen and Insight to maximums of 65 percent; or cuts to the head thereafter requiring Luck rolls each time to use the skills Insight, Nature, Other Language(s), and World Lore; or blows or cuts which affect depth perception and leave missile weapon skills at maximums of 65 percent; or multiple cuts to the face and neck limit the skills of Bargain, Fast Talk, Oratory, and spoken languages to 65 percent maximum, or make up your own. Lose 1D3 INT; this loss affects the Adventurer’s ability to cast magic. Still able to fight", + "MajorWound-6": "Back muscles or spinal nerve damage bending the torso, both leg tendons causing limping, or fused ankle bones causing limping or loss of one or both arms. Lose 1D6 DEX and reduce maximum MOV by that same amount. Unable to fight.", + "MajorWound-7": "Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D6 APP. Your visible and very unappealing deformity cannot be disguised. Still able to fight", + "MajorWound-8": "Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D6 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield", + "MajorWound-9": "A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D6 CON; maximum MOV is now that 1D6 less, and Hit Points may be lower. Unable to fight", + "MajorWound-10": "Bad facial and vocal-cord injuries. Lose 1D6 APP; lower the Charisma roll respectively. Still able to fight ", + "MajorWound-11": "Broken bones and severed ganglia. Lose 1D6 DEX; from now on the Adventurer can only use shields and 1H hand-to-hand weapons. Still able to fight.", + "MajorWound-12": "Nerve damage to left or right arm. Lose 1D6 DEX; hereafter only the other arm can wield weapons or shields. Still able to fight", + "MajorWound-13": "Nerve damage to both arms. Lose 1D6 DEX; though the legs are fine, neither arm nor hand can wield anything. Unable to fight.", + "MajorWound-14": "Adventurer is mutilated by vicious wounds. Lose 1D3 points each from APP, DEX, and CON, and describe the results. Unable to fight.", + "MajorWound-15": "Adventurer was deliberately mutilated after collapsing. Remove 1D4 points each from any of four characteristics, and describe the results. Unable to fight.", + "6-hours": "/6 hours", + "%": "%", + "#": "#", + "#-STR-DEX": "# STR or DEX below minimum", + "#Spells": "# Spells", + "Ability": "Ability", + "Age": "Age", + "*": "*", + "All": "All", + "ALLEGIANCE": "ALLEGIANCE", + "Allegiance": "Allegiance", + "Ammo": "Ammo", + "APP": "APP", + "Armor": "Armor", + "Armor-Type": "Armor Type", + "Attks": "Attks", + "Background": "Background", + "Balance": "Balance", + "Barrier": "Barrier", + "Birthplace": "Birthplace", + "Bound-Demons-Elementals": "Bound Demons & Elementals", + "Breed": "Breed", + "Bronzes-on-Person": "Bronzes on Person", + "Burden": "Burden", + "B/W": "B/W", + "Chance": "Chance", + "Charisma-Roll": "Charisma Roll", + "Champion": "Champion", + "CON": "CON", + "CON-Roll": "Con Roll", + "conscious": "Conscious", + "Chaos": "Chaos", + "Combat-Rounds": "Combat Rounds", + "Cumbersome": "Cumbersome", + "Cur": "Cur.", + "Damage": "Damage", + "Dam-Bonus": "Dam.Bonus", + "Dodge": "Dodge", + "DB": "DB", + "DEX": "DEX", + "Dexterity-Roll": "Dexterity Roll", + "dmg-defelct": "Damage Deflected: ", + "Dmg-Deflect-affect": "Dmg Deflect/% affect", + "Dodge-Fumbles-Shield": "Dodge, Fumbles & Shield", + "Duration": "Duration", + "Effect": "Effect", + "Enemies": "Enemies", + "Equipment": "Equipment", + "Equipment-Carried": "Equipment Carried", + "Family": "Family", + "Family-Friends": "Family & Friends", + "Gender": "Gender", + "H-to-H-Fumbles": "H-to-H Fumbles", + "Hands": "Hands", + "Hand-To-Hand-Weapons": "Hand To Hand Weapons", + "Helmet-off": "Helmet off:", + "Helmet-on": "Helmet on:", + "Hit-points": "Hit points", + "Hit-Points-Damage": "Hit Points & Damage", + "HP": "HP", + "I?": "I?", + "Idea-Roll": "Idea Roll", + "Income": "Income", + "INT": "INT", + "Inscribed-Runes": "Inscribed Runes", + "Land": "Land", + "Length": "Length", + "Law": "Law", + "Light": "Light", + "Location": "Location", + "Location-Item": "Location / Item", + "Long": "Long", + "Looks-Atitude": "Looks,Atitude", + "Luck-Roll": "Luck Roll", + "Magic-Points": "Magic Points", + "Major-Wound": "Major Wound", + "Max": "Max.", + "Melee-Weapon": "Melee Weapon", + "Medium": "Medium", + "Missile-Fumbles": "Missile Fumbles", + "Missile-Weapon": "Missile-Weapon", + "Missile-Weapons": "Missile Weapons", + "Moderate": "Moderate", + "Modifier": "Modifier", + "Mod": "Mod.", + "MOV": "MOV", + "MP": "MP", + "MP-Cost": "MP Cost", + "MP-Storage": "MP Storage", + "Need": "Need", + "Name": "Name", + "No": "No", + "No-affect": "No affect on skill", + "Occupation": "Occupation", + "Order": "Order", + "Other-Equipment": "Othre Equipment", + "Parry": "Parry", + "per-hour": "/hour", + "POW": "POW", + "POWx4": "POWx4", + "Property": "Property", + "Range": "Range", + "Regen": "Regen.", + "Residence": "Residence", + "Rounds-to-Put-On": "Rounds to
    Put On", + "Saddle-Horse": "Saddle Horse", + "Shield": "Shield", + "Short": "Short", + "Sight": "Sight", + "SIZ": "SIZ", + "Skill": "Skill", + "Skills": "Skills", + "Skill-Halved": "Skill halved", + "Skill-Used": "Skill Used", + "Source": "Source", + "Self": "Self", + "Spells": "Spells", + "Spell-Name": "Spell Name", + "Spells-Runes": "Spells & Runes", + "Summoning-Fumble": "Summoning Fumble", + "summonFumble1": "Violent explosion in octagon deafens those nearby for 1D10 hours, and creates a powerful stench", + "summonFumble2": "Demon appears as desired, but performs the opposite to each given command.", + "summonFumble3": "Demon appears as wanted in octagon, but it is not bound by the octagon. It immediately attacks the Summoner.", + "summonFumble4": "The interior of the octagon is replaced permanently by a well filled with stars; no air escapes, but things thrown down this well fall forever, and occasionally horrible things appear up out of it.", + "summonFumble5": "An average bal'boost appears outside the octagon; it attacks until it has killed or captured someone, then returns to its home plane", + "summonFumble6": "Summoner disappears, drawn to a random continent from where he or she must get home alone. Roll 1D6: 1,2 Western continent; 3,4 Southern continent; 5,6 Northern continent. Gamemaster chooses the nation.", + "summonFumble7": "Chaotic corruption: one of the summoner's limbs is replaced with one from another mammal, a gigantic insect, an arthropod. Lose 1D10 APP as well.", + "summonFumble8": "Astral corruption: summoner's player must move 1D6 points from POW to one other summoner characteristic.", + "summonFumble9": "Mental corruption: summoner's player must move 1D6 points from INT to one other summoner characteristic.", + "summonFumble10": "Demon appears normally and behaves as expected, except that it occupies five places in memory (not one), cannot die at the summoner's behest, and cannot be dismissed.", + "summonFumble11": "Summoner and bystanders disappear, all drawn to the city of Ameeron on the other side of the Shade Gate, or as the gamemaster chooses. See Elric of Melniboné for more about Ameeron.", + "summonFumble12": "Quaolnargn (or an identical sibling, or some equivalent horror) appears.", + "summonFumble13": "Chaos Lord appears.", + "summonFumble14": "Summoner turns inside out. All skills fall to base chance. His or her disgusting body continues to function normally, though it terrifies onlookers. APP is zero.", + "Summoning-Roll": "Summoning Roll", + "STR": "STR", + "Title": "Title", + "Title-Nickname": "Title/Nickname", + "Titles-Aliases": "Titles & Aliases", + "Total": "Total", + "Touch": "Touch", + "Treasure": "Treasure", + "Type": "Type", + "Turn": "Turn", + "Turn-Order": "Turn Order", + "unconsciousnes": "Unconsciousnes", + "Use-mount-damage-bonus": " *Use mount's damage bonus", + "Wealth": "Wealth", + "Weapon": "Weapon", + "Weapons": "Weapons", + "Yes": "Yes", + "Yes*": "Yes*" +} diff --git a/Elric/translations/hu.json b/Elric/translations/hu.json new file mode 100644 index 0000000000..9249ae95d4 --- /dev/null +++ b/Elric/translations/hu.json @@ -0,0 +1,204 @@ +{ + "h2hFumble1": "Slip or trip over rocks, etc.- lose next parry; your foe may disengage.Slip or trip over rocks, etc. lose next parry; your foe may disengage.", + "h2hFumble2": "Slip or trip on a corpse or other obstacle-lose next attack; your opponent may disengage.", + "h2hFumble3": "Slip or trip in a pool of blood or water or other hazard:- lose next parry and attack;your enemy may disengage.", + "h2hFumble4": "Sweat in eyes-parry, dodge,or move only for the next 1D3 combat rounds; your foe may disengage.", + "h2hFumble5": "Shield strap breaks-halve your shield parry percentage until repaired. lnapplicable to a demon shield.", + "h2hFumble6": "Distracted-automatic miss on your next attack, in whatever round it occurs.", + "h2hFumble7": "Drop weapon-it's at your feet and costs 5 DEX-ranks to recover. Your enemy may disengage. lgnore this fumble if you parry with a shield.", + "h2hFumble8": "Weapon knocked away-it is I D4 yards distant in a 1D8 direction. lgnore this fumble if you parry with a shield.", + "h2hFumble9": "Blow to solar plexus-you can parry but not attack or dodge for two rounds; your opponent may disengage. lgnore thisfumble if you parry with a shield.", + "h2hFumble10": "Arm cut, dislocated shoulder- you can use a weapon or use a shield (but not both) for the rest of the fight. lgnore this fumble if you parry with a shield.", + "h2hFumble11": "Smash to your face-parry and dodge only for the next round as you try to wipe blood from your eyes; enemy may disengage. lgnore result if wearing a helmet.", + "h2hFumble12": "Unexpected blow from the side or rear-you're knocked down; your foe may disengage", + "h2hFumble13": "Heavy hit to head-you lose no hit points, but your senses reel from the buffet. Halve your attack and parry skills for one full round.", + "h2hFumble14": "Helmet knocked off or heavy hit to head -if the former, you'll need 5 DEX-ranks to pick it up, and a full combat round to strap it on after disengaging. If the latter, Halve your attack and parry skills for one full round. Inapplicable to demon armor.", + "h2hFumble15": "Weapon breaks-to get another one, unsheathe one or pick one up; your opponent may disengage. Inapplicable to a demon weapon.", + "h2hFumble16": "Your shield is cloven in two - discard shield. If you were not using a shield, parrying weapon breaks. Inapplicable to a demon shield.", + "h2hFumble17": "Broken or cut - nose-bleed for 1D6+4 combat rounds; resulting deformity is permanent (lose 1 APP)", + "h2hFumble18": "Foot stepped on, ankle sprained- halve MOV for rest of the battle", + "h2hFumble19": "You lose the little finger afrom your left or right hand - uniformly lower weapon skills or shield skill by 10 percent. player's choice", + "h2hFumble20": "Weapon stuck in opponent's shield or armor-roll STR x3 or less to pull it out.", + "h2hFumble21": "Leg cut-halve Dodge skill until Physik. Heal, or Suture is successfully applied.", + "h2hFumble22": "Lose shoe or boot-you will want it if the day is very hot or very cold, or if the ground is rocky. Disengage plus successful Search to find it.", + "h2hFumble23": "Knee smashed or chopped - no Dodges, Ride. or Swim, or moves above 4. lgnore this result if you're using a large shield", + "h2hFumble24": "Bloody cut across one eye half blinds you-halves attacks and parries until Physik, Heal, or Suture is successfully appl~ed.", + "h2hFumble25": "Armor straps cut-subtract 1 from armor roll results until the armor is repaired. Inapplicable to demon armor.", + "h2hFumble26": "Portion of armor lost-uniformly reduce armor roll results by 2 for the rest of the fight. Inapplicable to demon armor.", + "h2hFumble27": "Hit friend or self, your Luck roll decides -does rolled damage with applicable damage bonus.", + "h2hFumble28": "Really bad fumble - roll two more results.", + "h2hFumble29": "Worst posrlble fumble-roll three more times.", + "msslFumble1": "Slip or trip over rocks, etc.- lose next parry; your foe may disengage.Slip or trip over rocks, etc. lose next parry; your foe may disengage.", + "msslFumble2": "Slip or trip on a corpse or other obstacle-lose next attack; your opponent may disengage.", + "msslFumble3": "Slip or trip in a pool of blood or water or other hazard:- lose next parry and attack;your enemy may disengage.", + "msslFumble4": "Sweat in eyes-parry, dodge,or move only for the next 1D3 combat rounds; your foe may disengage.", + "msslFumble5": "Shield strap breaks-halve your shield parry percentage until repaired. lnapplicable to a demon shield.", + "msslFumble6": "Distracted-automatic miss on your next attack, in whatever round it occurs.", + "MajorWound-1": "Severed leg tendons causing limping, or fused ankle bones causing limping, or back muscles or spinal nerve damage bending the torso to the left or right, or a shattered knee that cannot bend, or make up your own. Lose 1D3 DEX. The maximum MOV is now that 1D3 less. Still able to fight.", + "MajorWound-2": "Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D3 APP. Your visible and unappealing deformity cannot be disguised. Still able to fight.", + "MajorWound-3": "Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D3 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield.", + "MajorWound-4": "A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D3 CON; maximum MOV is now that 1D3 less, and Hit Points may be lower. Still able to fight.", + "MajorWound-5": "Concussion damages hearing and limits Listen and Insight to maximums of 65 percent; or cuts to the head thereafter requiring Luck rolls each time to use the skills Insight, Nature, Other Language(s), and World Lore; or blows or cuts which affect depth perception and leave missile weapon skills at maximums of 65 percent; or multiple cuts to the face and neck limit the skills of Bargain, Fast Talk, Oratory, and spoken languages to 65 percent maximum, or make up your own. Lose 1D3 INT; this loss affects the Adventurer’s ability to cast magic. Still able to fight", + "MajorWound-6": "Back muscles or spinal nerve damage bending the torso, both leg tendons causing limping, or fused ankle bones causing limping or loss of one or both arms. Lose 1D6 DEX and reduce maximum MOV by that same amount. Unable to fight.", + "MajorWound-7": "Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D6 APP. Your visible and very unappealing deformity cannot be disguised. Still able to fight", + "MajorWound-8": "Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D6 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield", + "MajorWound-9": "A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D6 CON; maximum MOV is now that 1D6 less, and Hit Points may be lower. Unable to fight", + "MajorWound-10": "Bad facial and vocal-cord injuries. Lose 1D6 APP; lower the Charisma roll respectively. Still able to fight ", + "MajorWound-11": "Broken bones and severed ganglia. Lose 1D6 DEX; from now on the Adventurer can only use shields and 1H hand-to-hand weapons. Still able to fight.", + "MajorWound-12": "Nerve damage to left or right arm. Lose 1D6 DEX; hereafter only the other arm can wield weapons or shields. Still able to fight", + "MajorWound-13": "Nerve damage to both arms. Lose 1D6 DEX; though the legs are fine, neither arm nor hand can wield anything. Unable to fight.", + "MajorWound-14": "Adventurer is mutilated by vicious wounds. Lose 1D3 points each from APP, DEX, and CON, and describe the results. Unable to fight.", + "MajorWound-15": "Adventurer was deliberately mutilated after collapsing. Remove 1D4 points each from any of four characteristics, and describe the results. Unable to fight.", + "6-hours": "/6 hours", + "%": "%", + "#": "#", + "#-STR-DEX": "# STR or DEX below minimum", + "#Spells": "# Spells", + "Ability": "Ability", + "Age": "Age", + "*": "*", + "All": "All", + "ALLEGIANCE": "ALLEGIANCE", + "Allegiance": "Allegiance", + "Ammo": "Ammo", + "APP": "APP", + "Armor": "Armor", + "Armor-Type": "Armor Type", + "Attks": "Attks", + "Background": "Background", + "Balance": "Balance", + "Barrier": "Barrier", + "Birthplace": "Birthplace", + "Bound-Demons-Elementals": "Bound Demons & Elementals", + "Breed": "Breed", + "Bronzes-on-Person": "Bronzes on Person", + "Burden": "Burden", + "B/W": "B/W", + "Chance": "Chance", + "Charisma-Roll": "Charisma Roll", + "Champion": "Champion", + "CON": "CON", + "CON-Roll": "Con Roll", + "conscious": "Conscious", + "Chaos": "Chaos", + "Combat-Rounds": "Combat Rounds", + "Cumbersome": "Cumbersome", + "Cur": "Cur.", + "Damage": "Damage", + "Dam-Bonus": "Dam.Bonus", + "Dodge": "Dodge", + "DB": "DB", + "DEX": "DEX", + "Dexterity-Roll": "Dexterity Roll", + "dmg-defelct": "Damage Deflected: ", + "Dmg-Deflect-affect": "Dmg Deflect/% affect", + "Dodge-Fumbles-Shield": "Dodge, Fumbles & Shield", + "Duration": "Duration", + "Effect": "Effect", + "Enemies": "Enemies", + "Equipment": "Equipment", + "Equipment-Carried": "Equipment Carried", + "Family": "Family", + "Family-Friends": "Family & Friends", + "Gender": "Gender", + "H-to-H-Fumbles": "H-to-H Fumbles", + "Hands": "Hands", + "Hand-To-Hand-Weapons": "Hand To Hand Weapons", + "Helmet-off": "Helmet off:", + "Helmet-on": "Helmet on:", + "Hit-points": "Hit points", + "Hit-Points-Damage": "Hit Points & Damage", + "HP": "HP", + "I?": "I?", + "Idea-Roll": "Idea Roll", + "Income": "Income", + "INT": "INT", + "Inscribed-Runes": "Inscribed Runes", + "Land": "Land", + "Length": "Length", + "Law": "Law", + "Light": "Light", + "Location": "Location", + "Location-Item": "Location / Item", + "Long": "Long", + "Looks-Atitude": "Looks,Atitude", + "Luck-Roll": "Luck Roll", + "Magic-Points": "Magic Points", + "Major-Wound": "Major Wound", + "Max": "Max.", + "Melee-Weapon": "Melee Weapon", + "Medium": "Medium", + "Missile-Fumbles": "Missile Fumbles", + "Missile-Weapon": "Missile-Weapon", + "Missile-Weapons": "Missile Weapons", + "Moderate": "Moderate", + "Modifier": "Modifier", + "Mod": "Mod.", + "MOV": "MOV", + "MP": "MP", + "MP-Cost": "MP Cost", + "MP-Storage": "MP Storage", + "Need": "Need", + "Name": "Name", + "No": "No", + "No-affect": "No affect on skill", + "Occupation": "Occupation", + "Order": "Order", + "Other-Equipment": "Othre Equipment", + "Parry": "Parry", + "per-hour": "/hour", + "POW": "POW", + "POWx4": "POWx4", + "Property": "Property", + "Range": "Range", + "Regen": "Regen.", + "Residence": "Residence", + "Rounds-to-Put-On": "Rounds to
    Put On", + "Saddle-Horse": "Saddle Horse", + "Shield": "Shield", + "Short": "Short", + "Sight": "Sight", + "SIZ": "SIZ", + "Skill": "Skill", + "Skills": "Skills", + "Skill-Halved": "Skill halved", + "Skill-Used": "Skill Used", + "Source": "Source", + "Self": "Self", + "Spells": "Spells", + "Spell-Name": "Spell Name", + "Spells-Runes": "Spells & Runes", + "Summoning-Fumble": "Summoning Fumble", + "summonFumble1": "Violent explosion in octagon deafens those nearby for 1D10 hours, and creates a powerful stench", + "summonFumble2": "Demon appears as desired, but performs the opposite to each given command.", + "summonFumble3": "Demon appears as wanted in octagon, but it is not bound by the octagon. It immediately attacks the Summoner.", + "summonFumble4": "The interior of the octagon is replaced permanently by a well filled with stars; no air escapes, but things thrown down this well fall forever, and occasionally horrible things appear up out of it.", + "summonFumble5": "An average bal'boost appears outside the octagon; it attacks until it has killed or captured someone, then returns to its home plane", + "summonFumble6": "Summoner disappears, drawn to a random continent from where he or she must get home alone. Roll 1D6: 1,2 Western continent; 3,4 Southern continent; 5,6 Northern continent. Gamemaster chooses the nation.", + "summonFumble7": "Chaotic corruption: one of the summoner's limbs is replaced with one from another mammal, a gigantic insect, an arthropod. Lose 1D10 APP as well.", + "summonFumble8": "Astral corruption: summoner's player must move 1D6 points from POW to one other summoner characteristic.", + "summonFumble9": "Mental corruption: summoner's player must move 1D6 points from INT to one other summoner characteristic.", + "summonFumble10": "Demon appears normally and behaves as expected, except that it occupies five places in memory (not one), cannot die at the summoner's behest, and cannot be dismissed.", + "summonFumble11": "Summoner and bystanders disappear, all drawn to the city of Ameeron on the other side of the Shade Gate, or as the gamemaster chooses. See Elric of Melniboné for more about Ameeron.", + "summonFumble12": "Quaolnargn (or an identical sibling, or some equivalent horror) appears.", + "summonFumble13": "Chaos Lord appears.", + "summonFumble14": "Summoner turns inside out. All skills fall to base chance. His or her disgusting body continues to function normally, though it terrifies onlookers. APP is zero.", + "Summoning-Roll": "Summoning Roll", + "STR": "STR", + "Title": "Title", + "Title-Nickname": "Title/Nickname", + "Titles-Aliases": "Titles & Aliases", + "Total": "Total", + "Touch": "Touch", + "Treasure": "Treasure", + "Type": "Type", + "Turn": "Turn", + "Turn-Order": "Turn Order", + "unconsciousnes": "Unconsciousnes", + "Use-mount-damage-bonus": " *Use mount's damage bonus", + "Wealth": "Wealth", + "Weapon": "Weapon", + "Weapons": "Weapons", + "Yes": "Yes", + "Yes*": "Yes*" +} diff --git a/Empire-of-the_Petal_Throne/translations/ca.json b/Empire-of-the_Petal_Throne/translations/ca.json new file mode 100644 index 0000000000..705cf7d7d6 --- /dev/null +++ b/Empire-of-the_Petal_Throne/translations/ca.json @@ -0,0 +1,241 @@ +{ + "character-u": "Character", + "player-u": "Player", + "controller-u": "Controller", + "code-u": "Code No.", + "profession-u": "Profession", + "clan-u": "Clan", + "alignment-u": "Alignment", + "diety-u": "Diety", + "nationality-u": "Nationality", + "race-u": "Race", + "gender-u": "Gender", + "age-u": "Age", + "level-u": "Level", + "xp-u": "Experience", + "xpBonus-u": "(XP +/-", + "hits-u": "Hits", + "current-hits-u": "(current", + "ac-u": "Armour Class", + "struggle-u": "Struggle", + "movement-u": "Movement", + "weight-cap-u": "Weight Capacity", + "weight-car-u": "Weight Carried", + "saves-u": "Savings Throws", + "poison-u": "Poison", + "spells-u": "Spells", + "paralysis-u": "Paralysis/ Hypnosis", + "eyes-u": "Eyes", + "talent-u": "Talent", + "count-u": "Count", + "score-u": "Score", + "hitbonus-u": "To Hit", + "damagebonus-u": "+/- Dmg.", + "special-u": "Special", + "checks-u": "Checks", + "find_door-u": "Find Secret Doors", + "detect_traps-u": "Detect Traps", + "revivification-u": "Revivification", + "chance_spell_working-u": "Chance of Spell Working", + "chance_wrong_target-u": "Attacks/Spells Hit Wrong Target", + "strength-u": "Strength", + "intelligence-u": "Intelligence", + "constitution-u": "Constitution", + "dexterity-u": "Dexterity", + "psychicability-u": "Psychic Ability", + "spell-chance-u": "Spell +", + "comliness-u": "Comliness", + "other-bonus-u": "Other Bonus
    (non-weapon)", + "total-u": "Total", + "skills-u": "Skills", + "org-skills-u": "Original Skills", + "class-1-u": "Group I", + "class-2-u": "Group II", + "class-3-u": "Group III)", + "prof-skill-u": "Professional Skills", + "of-first-u": " of first", + "plebian-u": "Group I: Plebian", + "baker-u": "Baker", + "barber-u": "Barber", + "bootmaker-u": "Bootmaker", + "bricklayer-u": "Bricklayer", + "butcher-u": "Butcher", + "carpenter-u": "Carpenter", + "carpet-maker-u": "Carpet-Maker", + "cook-u": "Cook", + "dyer-u": "Dyer", + "farmer-u": "Farmer", + "fisherman-u": "Fisherman", + "glass-blower-u": "Glass-Blower", + "grocer-u": "Grocer", + "mason-u": "Mason", + "merchant-u": "Merchant", + "miner-u": "Miner", + "paper-ink-maker-u": "Paper-Ink-Maker", + "perfumer-u": "Perfumer", + "potter-u": "Potter", + "rope-and-net-maker-u": "Rope & Net Maker", + "sail-maker-u": "Sail Maker", + "tailor-u": "Tailor", + "tanner-u": "Tanner", + "weaver-u": "Weaver", + "wine-maker-u": "Wine-Maker", + "skilled-u": "Group II: Skilled", + "animal-trainer-u": "Animal-Trainer", + "bird-trainer-u": "Bird-Trainer", + "fletcher-u": "Fletcher", + "hunter-u": "Hunter", + "jeweler-goldsmith-u": "Jeweler-Goldsmith", + "mountaineer-u": "Mountaineer", + "sailor-u": "Sailor", + "scribe-Accountant-u": "Scribe-Accountant", + "ship-builder-u": "Ship-Builder", + "ship-captain-u": "Ship-Captain", + "slaver-u": "Slaver", + "smith-armourer-u": "Smith-Armourer", + "swimmer-diver-u": "Swimmer-Diver", + "wheelwright-u": "Wheelwright", + "noble-u": "Group III: Noble", + "alchemist-u": "Alchemist", + "artist-sculptor-u": "Artist-Sculptor", + "assassin-spy-tracker-u": "Assassin-Spy-Tracker", + "astronomer-navigator-u": "Astronomer-Navigator", + "author-u": "Author", + "botanist-u": "Botanist", + "courtesan-Don-Juan-u": "Courtesan/Don Juan", + "dancer-u": "Dancer", + "engineer-architect-u": "Engineer-Architect", + "geologist-u": "Geologist", + "interpreter-u": "Interpreter", + "mathematician-u": "Mathematician", + "musician-u": "Musician", + "orator-u": "Orator", + "physician-u": "Physician", + "poet-u": "Poet", + "scholar-u": "Scholar", + "prof-u": "Prof.:", + "professional-u": "Professional", + "professional-warrior-u": "Warrior", + "spearman-u": "Spearman", + "mace-flail-u": "Mace/Flail", + "axeman-u": "Axeman", + "swordsman-u": "Swordsman", + "slinger-u": "Slinger", + "bola-slinger-u": "Bola-Slinger", + "crossbowman-u": "Crossbowman", + "bowman-u": "Bowman", + "broadsword-dagger-u": "Broadsword & Dagger", + "sapper-u": "Sapper", + "artilleryman-u": "Artilleryman", + "strategist-u": "Strategist", + "professional-priest-u": "Priest", + "2-mod-languages-u": "Two Modern Languages", + "2-anc-languages-u": "Two Ancient Languages", + "produce-light-u": "Produce Light", + "detect-evil-good-u": "Detect Evil/Good", + "cure-light-wound-u": "Cure Light Wound", + "esp-u": "ESP", + "telepathy-u": "Telepathy", + "protection-evil-good-u": "Protection Evil/Good", + "cure-serious-wound-u": "Cure Serious Wound", + "control-person-u": "Control Person", + "remove-curse-u": "Remove Curse", + "revivify-u": "Revivify", + "professional-magicuser-u": "Magic User", + "control-self-u": "Control Self", + "illusionist-u": "Illusionist", + "clairaudience-u": "Clairaudience", + "clairvoyance-u": "Clairvoyance", + "telekinesis-u": "Telekinesis", + "astrologer-u": "Astrologer", + "medium-u": "Medium", + "nature-control-u": "Nature Control", + "necromancer-u": "Necromancer", + "control-underworld-u": "Control Underworld Cre.", + "the-grey-hand-u": "The Grey Hand", + "pre-day-u": "/ day", + "bonus-spells-u": "Bonus Spells", + "bonus-spells-groupi-u": "Group I", + "1-calm-u": "1. Calm", + "2-create-food-and-drink-u": "2. Create food and drink", + "3-creatures-u": "3. Creatures", + "4-curse/bless-u": "4. Curse/bless", + "5-disbelieve-and-dispel-u": "5. Disbelieve and dispel", + "6-dispel-evil/good-u": "6. Dispel evil/good", + "7-door-control-u": "7. Door control", + "8-fear-u": "8. Fear", + "9-heal-minor-wounds-u": "9. Heal minor wounds", + "10-levitate-u": "10. Levitate", + "11-light-u": "11. Light", + "12-locate-gold-and-gems-u": "12. Locate gold and gems", + "13-locate-objects-u": "13. Locate objects", + "14-madness-u": "14. Madness", + "15-plague-u": "15. Plague", + "16-protection-from-evil/good-u": "16. Protection from evil/good", + "17-shadows-u": "17. Shadows", + "18-seeing-other-planes-u": "18. Seeing other planes", + "bonus-spells-groupii-u": "Group II", + "1-charm-creature-u": "1. Charm creature", + "2-cold-u": "2. Cold", + "4-cure-disease-u": "4. Cure disease", + "5-dispel-magic-u": "5. Dispel magic", + "6-extra-vision-u": "6. Extra-Vision", + "7-the-hands-of-kra-the-mighty-u": "7. The Hands of Kra the Mighty", + "8-heal-serious-wounds-u": "8. Heal serious wounds", + "9-invisibility-u": "9. Invisibility", + "10-neutralize-poison-u": "10. Neutralize poison", + "11-paralysis-u": "11. Paralysis", + "12-petrefaction-u": "12. Petrefaction", + "13-sleep-u": "13. Sleep", + "14-slow/haste-u": "14. Slow/haste", + "15-transmutation-u": "15. Transmutation", + "16-the-vapour-of-death-u": "16. The Vapour of Death", + "17-withering-u": "17. Withering", + "18-zoomorphy-u": "18. Zoomorphy", + "bonus-spells-groupiii-u": "Group III", + "1-apparitions-u": "1. Apparitions", + "2-change-self-or-others-u": "2. Change self or others", + "3-control-terrain-u": "3. Control Terrain", + "4-create-one-very-powerful-creature-u": "4. Create one very powerful creature", + "5-the-demon-u": "5. The Demon", + "6-doomkill-u": "6. Doomkill", + "7-enchanted-armour-and-weapons:-u": "7. Enchanted armour and weapons:", + "8-the-energy-bolt-u": "8. The energy bolt", + "9-fly-u": "9. Fly", + "10-the-infernal-barrier-u": "10. The infernal barrier", + "11-invulnerability-u": "11. Invulnerability", + "12-mind-bar-u": "12. Mind-Bar", + "13-quest-u": "13. Quest", + "14-rase-the-dead-u": "14. Rase the dead", + "15-reincarnation-u": "15. Reincarnation", + "16-research-u": "16. Research", + "17-sending-of-evil-u": "17. Sending of evil", + "18-shield-of-defense-u": "18. Shield of defense", + "19-the-silver-halo-of-soul-stealing-u": "19. The Silver Halo of Soul Stealing", + "20-teleportation-u": "20. Teleportation", + "21-walls-u": "21. Walls", + "22-weather-control-u": "22. Weather Control", + "23-wish": "23. Wish", + "property-u": "Property", + "numberabbr-u": "No.", + "item-u": "Item", + "acbonus-u": "+/-
    AC", + "tohitbonus-u": "+/- To Hit", + "damage-u": "Damage", + "wieght-u": "Wgt. Ea.", + "wieghttotal-u": "Wgt. Tot.", + "cost-u": "Cost", + "worn-u": "Worn/ Carried", + "wieghtcap-u": "Wgt. Cap.", + "location-u": "Location", + "left-u": "Left", + "center-u": "Center", + "right-u": "Right", + "coins-u": "Coins", + "kaitar-u": "gold Kaitar", + "hlash-u": "silver Hlash", + "qirgal-u": "copper Qirgal", + "toHitAC-u": "To Hit AC", + "misc-u": "Miscellaneous", + "save-versus-poison-u": "Save versus Poison" +} diff --git a/Empire-of-the_Petal_Throne/translations/hu.json b/Empire-of-the_Petal_Throne/translations/hu.json new file mode 100644 index 0000000000..705cf7d7d6 --- /dev/null +++ b/Empire-of-the_Petal_Throne/translations/hu.json @@ -0,0 +1,241 @@ +{ + "character-u": "Character", + "player-u": "Player", + "controller-u": "Controller", + "code-u": "Code No.", + "profession-u": "Profession", + "clan-u": "Clan", + "alignment-u": "Alignment", + "diety-u": "Diety", + "nationality-u": "Nationality", + "race-u": "Race", + "gender-u": "Gender", + "age-u": "Age", + "level-u": "Level", + "xp-u": "Experience", + "xpBonus-u": "(XP +/-", + "hits-u": "Hits", + "current-hits-u": "(current", + "ac-u": "Armour Class", + "struggle-u": "Struggle", + "movement-u": "Movement", + "weight-cap-u": "Weight Capacity", + "weight-car-u": "Weight Carried", + "saves-u": "Savings Throws", + "poison-u": "Poison", + "spells-u": "Spells", + "paralysis-u": "Paralysis/ Hypnosis", + "eyes-u": "Eyes", + "talent-u": "Talent", + "count-u": "Count", + "score-u": "Score", + "hitbonus-u": "To Hit", + "damagebonus-u": "+/- Dmg.", + "special-u": "Special", + "checks-u": "Checks", + "find_door-u": "Find Secret Doors", + "detect_traps-u": "Detect Traps", + "revivification-u": "Revivification", + "chance_spell_working-u": "Chance of Spell Working", + "chance_wrong_target-u": "Attacks/Spells Hit Wrong Target", + "strength-u": "Strength", + "intelligence-u": "Intelligence", + "constitution-u": "Constitution", + "dexterity-u": "Dexterity", + "psychicability-u": "Psychic Ability", + "spell-chance-u": "Spell +", + "comliness-u": "Comliness", + "other-bonus-u": "Other Bonus
    (non-weapon)", + "total-u": "Total", + "skills-u": "Skills", + "org-skills-u": "Original Skills", + "class-1-u": "Group I", + "class-2-u": "Group II", + "class-3-u": "Group III)", + "prof-skill-u": "Professional Skills", + "of-first-u": " of first", + "plebian-u": "Group I: Plebian", + "baker-u": "Baker", + "barber-u": "Barber", + "bootmaker-u": "Bootmaker", + "bricklayer-u": "Bricklayer", + "butcher-u": "Butcher", + "carpenter-u": "Carpenter", + "carpet-maker-u": "Carpet-Maker", + "cook-u": "Cook", + "dyer-u": "Dyer", + "farmer-u": "Farmer", + "fisherman-u": "Fisherman", + "glass-blower-u": "Glass-Blower", + "grocer-u": "Grocer", + "mason-u": "Mason", + "merchant-u": "Merchant", + "miner-u": "Miner", + "paper-ink-maker-u": "Paper-Ink-Maker", + "perfumer-u": "Perfumer", + "potter-u": "Potter", + "rope-and-net-maker-u": "Rope & Net Maker", + "sail-maker-u": "Sail Maker", + "tailor-u": "Tailor", + "tanner-u": "Tanner", + "weaver-u": "Weaver", + "wine-maker-u": "Wine-Maker", + "skilled-u": "Group II: Skilled", + "animal-trainer-u": "Animal-Trainer", + "bird-trainer-u": "Bird-Trainer", + "fletcher-u": "Fletcher", + "hunter-u": "Hunter", + "jeweler-goldsmith-u": "Jeweler-Goldsmith", + "mountaineer-u": "Mountaineer", + "sailor-u": "Sailor", + "scribe-Accountant-u": "Scribe-Accountant", + "ship-builder-u": "Ship-Builder", + "ship-captain-u": "Ship-Captain", + "slaver-u": "Slaver", + "smith-armourer-u": "Smith-Armourer", + "swimmer-diver-u": "Swimmer-Diver", + "wheelwright-u": "Wheelwright", + "noble-u": "Group III: Noble", + "alchemist-u": "Alchemist", + "artist-sculptor-u": "Artist-Sculptor", + "assassin-spy-tracker-u": "Assassin-Spy-Tracker", + "astronomer-navigator-u": "Astronomer-Navigator", + "author-u": "Author", + "botanist-u": "Botanist", + "courtesan-Don-Juan-u": "Courtesan/Don Juan", + "dancer-u": "Dancer", + "engineer-architect-u": "Engineer-Architect", + "geologist-u": "Geologist", + "interpreter-u": "Interpreter", + "mathematician-u": "Mathematician", + "musician-u": "Musician", + "orator-u": "Orator", + "physician-u": "Physician", + "poet-u": "Poet", + "scholar-u": "Scholar", + "prof-u": "Prof.:", + "professional-u": "Professional", + "professional-warrior-u": "Warrior", + "spearman-u": "Spearman", + "mace-flail-u": "Mace/Flail", + "axeman-u": "Axeman", + "swordsman-u": "Swordsman", + "slinger-u": "Slinger", + "bola-slinger-u": "Bola-Slinger", + "crossbowman-u": "Crossbowman", + "bowman-u": "Bowman", + "broadsword-dagger-u": "Broadsword & Dagger", + "sapper-u": "Sapper", + "artilleryman-u": "Artilleryman", + "strategist-u": "Strategist", + "professional-priest-u": "Priest", + "2-mod-languages-u": "Two Modern Languages", + "2-anc-languages-u": "Two Ancient Languages", + "produce-light-u": "Produce Light", + "detect-evil-good-u": "Detect Evil/Good", + "cure-light-wound-u": "Cure Light Wound", + "esp-u": "ESP", + "telepathy-u": "Telepathy", + "protection-evil-good-u": "Protection Evil/Good", + "cure-serious-wound-u": "Cure Serious Wound", + "control-person-u": "Control Person", + "remove-curse-u": "Remove Curse", + "revivify-u": "Revivify", + "professional-magicuser-u": "Magic User", + "control-self-u": "Control Self", + "illusionist-u": "Illusionist", + "clairaudience-u": "Clairaudience", + "clairvoyance-u": "Clairvoyance", + "telekinesis-u": "Telekinesis", + "astrologer-u": "Astrologer", + "medium-u": "Medium", + "nature-control-u": "Nature Control", + "necromancer-u": "Necromancer", + "control-underworld-u": "Control Underworld Cre.", + "the-grey-hand-u": "The Grey Hand", + "pre-day-u": "/ day", + "bonus-spells-u": "Bonus Spells", + "bonus-spells-groupi-u": "Group I", + "1-calm-u": "1. Calm", + "2-create-food-and-drink-u": "2. Create food and drink", + "3-creatures-u": "3. Creatures", + "4-curse/bless-u": "4. Curse/bless", + "5-disbelieve-and-dispel-u": "5. Disbelieve and dispel", + "6-dispel-evil/good-u": "6. Dispel evil/good", + "7-door-control-u": "7. Door control", + "8-fear-u": "8. Fear", + "9-heal-minor-wounds-u": "9. Heal minor wounds", + "10-levitate-u": "10. Levitate", + "11-light-u": "11. Light", + "12-locate-gold-and-gems-u": "12. Locate gold and gems", + "13-locate-objects-u": "13. Locate objects", + "14-madness-u": "14. Madness", + "15-plague-u": "15. Plague", + "16-protection-from-evil/good-u": "16. Protection from evil/good", + "17-shadows-u": "17. Shadows", + "18-seeing-other-planes-u": "18. Seeing other planes", + "bonus-spells-groupii-u": "Group II", + "1-charm-creature-u": "1. Charm creature", + "2-cold-u": "2. Cold", + "4-cure-disease-u": "4. Cure disease", + "5-dispel-magic-u": "5. Dispel magic", + "6-extra-vision-u": "6. Extra-Vision", + "7-the-hands-of-kra-the-mighty-u": "7. The Hands of Kra the Mighty", + "8-heal-serious-wounds-u": "8. Heal serious wounds", + "9-invisibility-u": "9. Invisibility", + "10-neutralize-poison-u": "10. Neutralize poison", + "11-paralysis-u": "11. Paralysis", + "12-petrefaction-u": "12. Petrefaction", + "13-sleep-u": "13. Sleep", + "14-slow/haste-u": "14. Slow/haste", + "15-transmutation-u": "15. Transmutation", + "16-the-vapour-of-death-u": "16. The Vapour of Death", + "17-withering-u": "17. Withering", + "18-zoomorphy-u": "18. Zoomorphy", + "bonus-spells-groupiii-u": "Group III", + "1-apparitions-u": "1. Apparitions", + "2-change-self-or-others-u": "2. Change self or others", + "3-control-terrain-u": "3. Control Terrain", + "4-create-one-very-powerful-creature-u": "4. Create one very powerful creature", + "5-the-demon-u": "5. The Demon", + "6-doomkill-u": "6. Doomkill", + "7-enchanted-armour-and-weapons:-u": "7. Enchanted armour and weapons:", + "8-the-energy-bolt-u": "8. The energy bolt", + "9-fly-u": "9. Fly", + "10-the-infernal-barrier-u": "10. The infernal barrier", + "11-invulnerability-u": "11. Invulnerability", + "12-mind-bar-u": "12. Mind-Bar", + "13-quest-u": "13. Quest", + "14-rase-the-dead-u": "14. Rase the dead", + "15-reincarnation-u": "15. Reincarnation", + "16-research-u": "16. Research", + "17-sending-of-evil-u": "17. Sending of evil", + "18-shield-of-defense-u": "18. Shield of defense", + "19-the-silver-halo-of-soul-stealing-u": "19. The Silver Halo of Soul Stealing", + "20-teleportation-u": "20. Teleportation", + "21-walls-u": "21. Walls", + "22-weather-control-u": "22. Weather Control", + "23-wish": "23. Wish", + "property-u": "Property", + "numberabbr-u": "No.", + "item-u": "Item", + "acbonus-u": "+/-
    AC", + "tohitbonus-u": "+/- To Hit", + "damage-u": "Damage", + "wieght-u": "Wgt. Ea.", + "wieghttotal-u": "Wgt. Tot.", + "cost-u": "Cost", + "worn-u": "Worn/ Carried", + "wieghtcap-u": "Wgt. Cap.", + "location-u": "Location", + "left-u": "Left", + "center-u": "Center", + "right-u": "Right", + "coins-u": "Coins", + "kaitar-u": "gold Kaitar", + "hlash-u": "silver Hlash", + "qirgal-u": "copper Qirgal", + "toHitAC-u": "To Hit AC", + "misc-u": "Miscellaneous", + "save-versus-poison-u": "Save versus Poison" +} diff --git a/Empire_des_cerisiers/translations/ca.json b/Empire_des_cerisiers/translations/ca.json new file mode 100644 index 0000000000..9e26dfeeb6 --- /dev/null +++ b/Empire_des_cerisiers/translations/ca.json @@ -0,0 +1 @@ +{} \ No newline at end of file diff --git a/Empire_des_cerisiers/translations/hu.json b/Empire_des_cerisiers/translations/hu.json new file mode 100644 index 0000000000..9e26dfeeb6 --- /dev/null +++ b/Empire_des_cerisiers/translations/hu.json @@ -0,0 +1 @@ +{} \ No newline at end of file diff --git a/Esper_Genesis_5E/translations/ca.json b/Esper_Genesis_5E/translations/ca.json new file mode 100644 index 0000000000..d10b85bbad --- /dev/null +++ b/Esper_Genesis_5E/translations/ca.json @@ -0,0 +1,722 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "structural-integrity-u": "STRUCTURAL INTEGRITY", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "ship-si-place": "1", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "structural-integrity": "Structural Integrity", + "sensors": "Sensor Range", + "piloting-check": "Piloting Check", + "piloting": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "primes-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "prime-progression:-u": "PRIME PROGRESSION", + "prime-dice-u": "PRIME DICE", + "prime-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-primes": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Powers", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-primes": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Powers:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/hu.json b/Esper_Genesis_5E/translations/hu.json new file mode 100644 index 0000000000..d10b85bbad --- /dev/null +++ b/Esper_Genesis_5E/translations/hu.json @@ -0,0 +1,722 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "structural-integrity-u": "STRUCTURAL INTEGRITY", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "ship-si-place": "1", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "structural-integrity": "Structural Integrity", + "sensors": "Sensor Range", + "piloting-check": "Piloting Check", + "piloting": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "primes-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "prime-progression:-u": "PRIME PROGRESSION", + "prime-dice-u": "PRIME DICE", + "prime-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-primes": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Powers", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-primes": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Powers:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Exalted 3/translations/ca.json b/Exalted 3/translations/ca.json new file mode 100644 index 0000000000..1627ad8cfb --- /dev/null +++ b/Exalted 3/translations/ca.json @@ -0,0 +1,248 @@ +{ + "name": "Name", + "player": "Player", + "caste/aspect": "Caste/Aspect", + "solar-exalted": "Solar Exalted", + "dawn": "Dawn", + "zenith": "Zenith", + "twilight": "Twilight", + "night": "Night", + "eclipse": "Eclipse", + "abyssal-exalted": "Abyssal Exalted", + "dusk": "Dusk", + "midnight": "Midnight", + "daybreak": "Daybreak", + "day": "Day", + "moonshadow": "Moonshadow", + "terrestrial-exalted": "Terrestrial Exalted", + "air": "Air", + "earth": "Earth", + "fire": "Fire", + "water": "Water", + "wood": "Wood", + "lunar-exalted": "Lunar Exalted", + "full-moon": "Full Moon", + "changing-moon": "Changing Moon", + "no-moon": "No Moon", + "casteless": "Casteless", + "sidereal-exalted": "Sidereal Exalted", + "journeys": "Journeys", + "serenity": "Serenity", + "battles": "Battles", + "secrets": "Secrets", + "endings": "Endings", + "liminal-exalted": "Liminal Exalted", + "blood": "Blood", + "breath": "Breath", + "flesh": "Flesh", + "marrow": "Marrow", + "soil": "Soil", + "exigent-exalted": "Exigent Exalted", + "exigent": "Exigent", + "infernal-exalted": "Infernal Exalted", + "slayer": "Slayer", + "malefactor": "Malefactor", + "defiler": "Defiler", + "scourge": "Scourge", + "fiend": "Fiend", + "custom": "Custom", + "alchemical-exalted": "Alchemical Exalted", + "orichalcum": "Orichalcum", + "soulsteel": "Soulsteel", + "moonsilver": "Moonsilver", + "starmetal": "Starmetal", + "jade": "Jade", + "concept": "Concept", + "concept-place": "Inspirational Teacher", + "anima": "Anima", + "anima-place": "Orchid of golden fire", + "supernal-trait": "Supernal Trait", + "abilities": "Abilities", + "archery": "Archery", + "athletics": "Athletics", + "awareness": "Awareness", + "brawl": "Brawl", + "bureaucracy": "Bureaucracy", + "craft": "Craft", + "dodge": "Dodge", + "integrity": "Integrity", + "investigation": "Investigation", + "larceny": "Larceny", + "linguistics": "Linguistics", + "lore": "Lore", + "martial-arts": "Martial Arts", + "medicine": "Medicine", + "melee": "Melee", + "occult": "Occult", + "performance": "Performance", + "presence": "Presence", + "resistance": "Resistance", + "ride": "Ride", + "sail": "Sail", + "socialize": "Socialize", + "stealth": "Stealth", + "survival": "Survival", + "thrown": "Thrown", + "war": "War", + "attributes": "Attributes", + "strength": "Strength", + "dexterity": "Dexterity", + "stamina": "Stamina", + "charisma": "Charisma", + "manipulation": "Manipulation", + "appearance": "Appearance", + "perception": "Perception", + "intelligence": "Intelligence", + "wits": "Wits", + "show-crafts": "Show crafts", + "armoring": "Armoring", + "artifact": "Artifact", + "cooking": "Cooking", + "first-age-artifice": "First Age Artifice", + "gemcutting": "Gemcutting", + "geomancy": "Geomancy", + "jewelry": "Jewelry", + "tailoring": "Tailoring", + "weapon-forging": "Weapon-Forging", + "craft-place": "Fate", + "show-styles": "Show styles", + "snake-style": "Snake Style", + "tiger-style": "Tiger Style", + "single-point-shining-into-the-void-style": "Single Point Shining Into the Void Style", + "white-reaper-style": "White Reaper Style", + "ebon-shaodw-style": "Ebon Shadow Style", + "crane-style": "Crane Style", + "silver-voiced-nightingale-style": "Silver-Voiced Nightingale Style", + "righteous-devil-style": "Righteous Devil Style", + "black-claw-style": "Black Claw Style", + "dreaming-pearl-courtesan-style": "Dreaming Pearl Courtesan Style", + "steel-devil-style": "Steel Devil Style", + "martial-arts-place": "Celestial Monkey Style", + "ability-place": "Astrology", + "specialties": "Specialties", + "specialty-place": "Pirate Tactics", + "merits": "Merits", + "merits-place": "Artifact", + "willpower": "Willpower", + "essence": "Essence", + "personal": "Personal", + "peripheral": "Peripheral", + "committed": "Committed", + "limit-break": "Limit Break", + "limit-trigger": "Limit Trigger", + "limit-trigger-place": "Karal is insulted, belittled, or deliberately frustrated by another character.", + "experience-and-crafting": "Experience & Crafting", + "current-experience-points": "Current XP:", + "total-experience-points": "Total XP:", + "current-solar-experience-points": "Current SXP:", + "total-solar-experience-points": "Total SXP:", + "silver-experience-points": "Silver XP", + "gold-experience-points": "Gold XP", + "white-experience-points": "White XP", + "project-place": "Longsword", + "major": "Major", + "superior": "Superior", + "legendary": "Legendary", + "weapons-and-gear": "Weapons & Gear", + "weapon": "Weapon", + "accuracy": "Accuracy", + "damage": "Damage", + "defense": "Defense", + "overwhelming-abbreviation": "Over.", + "overwhelming": "Overwhelming", + "attunement": "Attune", + "tags": "Tags", + "weapon-place": "Khatar", + "weapon-tags-place": "Lethal, Brawl, Piercing", + "miscellaneous-items": "Miscellaneous Items", + "miscellaneous-items-place": "Fancy scarf", + "armor": "Armor", + "soak": "Soak", + "hardness": "Hardness", + "mobility-penalty": "Mobility", + "armor-place": "Chain Shirt", + "armor-tags-place": "Concealable", + "health-and-defense": "Health & Defense", + "natural-soak": "Natural Soak", + "armored-soak": "Armored Soak", + "total-soak": "Total Soak", + "parry": "Parry", + "parry-without-specialty": "Parry without specialty", + "parry-with-specialty": "Parry with specialty", + "evasion": "Evasion", + "evasion-without-specialty": "Evasion without specialty", + "evasion-with-specialty": "Evasion with specialty", + "resolve": "Resolve", + "resolve-without-specialty": "Resolve without specialty", + "resolve-with-specialty": "Resolve with specialty", + "guile": "Guile", + "guile-without-specialty": "Guile without specialty", + "guile-with-specialty": "Guile with specialty", + "health-levels": "Health Levels", + "incapacitated": "Incapacitated", + "intimacies": "Intimacies", + "intimacy": "Intimacy", + "intensity": "Intensity", + "intimacy-place": "Winter Plum (Grief)", + "minor": "Minor", + "defining": "Defining", + "charms-and-evocations": "Charms & Evocations", + "type": "Type", + "duration": "Duration", + "cost": "Cost", + "book": "Book", + "page-number": "Page #", + "effect": "Effect", + "charm-keywords-place": "Uniform, Psyche", + "charm-place": "Excellent Solar Larceny", + "simple": "Simple", + "supplemental": "Supplemental", + "reflexive": "Reflexive", + "premanent": "Permanent", + "charm-duration-place": "Instant", + "charm-cost-place": "1m/die", + "book-place": "Core", + "charm-page-number-place": "255", + "charm-effect-place": "", + "sorceries": "Sorceries", + "circle": "Circle", + "control-spell-abbreviation": "C.", + "control-spell": "Control Spell", + "spell-place": "Cirrus Skiff", + "terrestrial": "Terrestrial", + "celestial": "Celestial", + "solar": "Solar", + "spell-duration-place": "Until ended", + "spell-cost-place": "15m, 1wp", + "spell-page-place": "471", + "skill": "Skill", + "spell-keywords-place": "None", + "skill-place": "Larceny", + "spell-effect-place": "", + "version": "Version", + "more-information": "More Information", + "mote-pool-equations": "Mote Pool Equations", + "max-personal-motes": "Max Personal Motes", + "max-peripheral-motes": "Max Peripheral Motes", + "keywords": "Keywords", + "control": "Control", + "spell-desc-place": "", + "charm-desc-place": "", + "size": "Size", + "drill": "Drill", + "magnitude": "Magnitude", + "perfect-morale": "Perfect Morale", + "poor": "Poor", + "average": "Average", + "elite": "Elite", + "might": "Might", + "character-type": "Character Type", + "battle-group": "Battle Group", + "combat-movement": "Combat Movement", + "grapple": "Grapple", + "join-battle": "Join Battle", + "actions": "Actions", + "attacks": "Attacks", + "defenses": "Defenses", + "quick-character": "Quick Character" +} \ No newline at end of file diff --git a/Exalted 3/translations/hu.json b/Exalted 3/translations/hu.json new file mode 100644 index 0000000000..1627ad8cfb --- /dev/null +++ b/Exalted 3/translations/hu.json @@ -0,0 +1,248 @@ +{ + "name": "Name", + "player": "Player", + "caste/aspect": "Caste/Aspect", + "solar-exalted": "Solar Exalted", + "dawn": "Dawn", + "zenith": "Zenith", + "twilight": "Twilight", + "night": "Night", + "eclipse": "Eclipse", + "abyssal-exalted": "Abyssal Exalted", + "dusk": "Dusk", + "midnight": "Midnight", + "daybreak": "Daybreak", + "day": "Day", + "moonshadow": "Moonshadow", + "terrestrial-exalted": "Terrestrial Exalted", + "air": "Air", + "earth": "Earth", + "fire": "Fire", + "water": "Water", + "wood": "Wood", + "lunar-exalted": "Lunar Exalted", + "full-moon": "Full Moon", + "changing-moon": "Changing Moon", + "no-moon": "No Moon", + "casteless": "Casteless", + "sidereal-exalted": "Sidereal Exalted", + "journeys": "Journeys", + "serenity": "Serenity", + "battles": "Battles", + "secrets": "Secrets", + "endings": "Endings", + "liminal-exalted": "Liminal Exalted", + "blood": "Blood", + "breath": "Breath", + "flesh": "Flesh", + "marrow": "Marrow", + "soil": "Soil", + "exigent-exalted": "Exigent Exalted", + "exigent": "Exigent", + "infernal-exalted": "Infernal Exalted", + "slayer": "Slayer", + "malefactor": "Malefactor", + "defiler": "Defiler", + "scourge": "Scourge", + "fiend": "Fiend", + "custom": "Custom", + "alchemical-exalted": "Alchemical Exalted", + "orichalcum": "Orichalcum", + "soulsteel": "Soulsteel", + "moonsilver": "Moonsilver", + "starmetal": "Starmetal", + "jade": "Jade", + "concept": "Concept", + "concept-place": "Inspirational Teacher", + "anima": "Anima", + "anima-place": "Orchid of golden fire", + "supernal-trait": "Supernal Trait", + "abilities": "Abilities", + "archery": "Archery", + "athletics": "Athletics", + "awareness": "Awareness", + "brawl": "Brawl", + "bureaucracy": "Bureaucracy", + "craft": "Craft", + "dodge": "Dodge", + "integrity": "Integrity", + "investigation": "Investigation", + "larceny": "Larceny", + "linguistics": "Linguistics", + "lore": "Lore", + "martial-arts": "Martial Arts", + "medicine": "Medicine", + "melee": "Melee", + "occult": "Occult", + "performance": "Performance", + "presence": "Presence", + "resistance": "Resistance", + "ride": "Ride", + "sail": "Sail", + "socialize": "Socialize", + "stealth": "Stealth", + "survival": "Survival", + "thrown": "Thrown", + "war": "War", + "attributes": "Attributes", + "strength": "Strength", + "dexterity": "Dexterity", + "stamina": "Stamina", + "charisma": "Charisma", + "manipulation": "Manipulation", + "appearance": "Appearance", + "perception": "Perception", + "intelligence": "Intelligence", + "wits": "Wits", + "show-crafts": "Show crafts", + "armoring": "Armoring", + "artifact": "Artifact", + "cooking": "Cooking", + "first-age-artifice": "First Age Artifice", + "gemcutting": "Gemcutting", + "geomancy": "Geomancy", + "jewelry": "Jewelry", + "tailoring": "Tailoring", + "weapon-forging": "Weapon-Forging", + "craft-place": "Fate", + "show-styles": "Show styles", + "snake-style": "Snake Style", + "tiger-style": "Tiger Style", + "single-point-shining-into-the-void-style": "Single Point Shining Into the Void Style", + "white-reaper-style": "White Reaper Style", + "ebon-shaodw-style": "Ebon Shadow Style", + "crane-style": "Crane Style", + "silver-voiced-nightingale-style": "Silver-Voiced Nightingale Style", + "righteous-devil-style": "Righteous Devil Style", + "black-claw-style": "Black Claw Style", + "dreaming-pearl-courtesan-style": "Dreaming Pearl Courtesan Style", + "steel-devil-style": "Steel Devil Style", + "martial-arts-place": "Celestial Monkey Style", + "ability-place": "Astrology", + "specialties": "Specialties", + "specialty-place": "Pirate Tactics", + "merits": "Merits", + "merits-place": "Artifact", + "willpower": "Willpower", + "essence": "Essence", + "personal": "Personal", + "peripheral": "Peripheral", + "committed": "Committed", + "limit-break": "Limit Break", + "limit-trigger": "Limit Trigger", + "limit-trigger-place": "Karal is insulted, belittled, or deliberately frustrated by another character.", + "experience-and-crafting": "Experience & Crafting", + "current-experience-points": "Current XP:", + "total-experience-points": "Total XP:", + "current-solar-experience-points": "Current SXP:", + "total-solar-experience-points": "Total SXP:", + "silver-experience-points": "Silver XP", + "gold-experience-points": "Gold XP", + "white-experience-points": "White XP", + "project-place": "Longsword", + "major": "Major", + "superior": "Superior", + "legendary": "Legendary", + "weapons-and-gear": "Weapons & Gear", + "weapon": "Weapon", + "accuracy": "Accuracy", + "damage": "Damage", + "defense": "Defense", + "overwhelming-abbreviation": "Over.", + "overwhelming": "Overwhelming", + "attunement": "Attune", + "tags": "Tags", + "weapon-place": "Khatar", + "weapon-tags-place": "Lethal, Brawl, Piercing", + "miscellaneous-items": "Miscellaneous Items", + "miscellaneous-items-place": "Fancy scarf", + "armor": "Armor", + "soak": "Soak", + "hardness": "Hardness", + "mobility-penalty": "Mobility", + "armor-place": "Chain Shirt", + "armor-tags-place": "Concealable", + "health-and-defense": "Health & Defense", + "natural-soak": "Natural Soak", + "armored-soak": "Armored Soak", + "total-soak": "Total Soak", + "parry": "Parry", + "parry-without-specialty": "Parry without specialty", + "parry-with-specialty": "Parry with specialty", + "evasion": "Evasion", + "evasion-without-specialty": "Evasion without specialty", + "evasion-with-specialty": "Evasion with specialty", + "resolve": "Resolve", + "resolve-without-specialty": "Resolve without specialty", + "resolve-with-specialty": "Resolve with specialty", + "guile": "Guile", + "guile-without-specialty": "Guile without specialty", + "guile-with-specialty": "Guile with specialty", + "health-levels": "Health Levels", + "incapacitated": "Incapacitated", + "intimacies": "Intimacies", + "intimacy": "Intimacy", + "intensity": "Intensity", + "intimacy-place": "Winter Plum (Grief)", + "minor": "Minor", + "defining": "Defining", + "charms-and-evocations": "Charms & Evocations", + "type": "Type", + "duration": "Duration", + "cost": "Cost", + "book": "Book", + "page-number": "Page #", + "effect": "Effect", + "charm-keywords-place": "Uniform, Psyche", + "charm-place": "Excellent Solar Larceny", + "simple": "Simple", + "supplemental": "Supplemental", + "reflexive": "Reflexive", + "premanent": "Permanent", + "charm-duration-place": "Instant", + "charm-cost-place": "1m/die", + "book-place": "Core", + "charm-page-number-place": "255", + "charm-effect-place": "", + "sorceries": "Sorceries", + "circle": "Circle", + "control-spell-abbreviation": "C.", + "control-spell": "Control Spell", + "spell-place": "Cirrus Skiff", + "terrestrial": "Terrestrial", + "celestial": "Celestial", + "solar": "Solar", + "spell-duration-place": "Until ended", + "spell-cost-place": "15m, 1wp", + "spell-page-place": "471", + "skill": "Skill", + "spell-keywords-place": "None", + "skill-place": "Larceny", + "spell-effect-place": "", + "version": "Version", + "more-information": "More Information", + "mote-pool-equations": "Mote Pool Equations", + "max-personal-motes": "Max Personal Motes", + "max-peripheral-motes": "Max Peripheral Motes", + "keywords": "Keywords", + "control": "Control", + "spell-desc-place": "", + "charm-desc-place": "", + "size": "Size", + "drill": "Drill", + "magnitude": "Magnitude", + "perfect-morale": "Perfect Morale", + "poor": "Poor", + "average": "Average", + "elite": "Elite", + "might": "Might", + "character-type": "Character Type", + "battle-group": "Battle Group", + "combat-movement": "Combat Movement", + "grapple": "Grapple", + "join-battle": "Join Battle", + "actions": "Actions", + "attacks": "Attacks", + "defenses": "Defenses", + "quick-character": "Quick Character" +} \ No newline at end of file diff --git a/FACES (French)/translations/ca.json b/FACES (French)/translations/ca.json new file mode 100644 index 0000000000..b727d47821 --- /dev/null +++ b/FACES (French)/translations/ca.json @@ -0,0 +1,34 @@ +{ + "character": "character", + "character-notes": "character notes", + "Travers": "Travers", + "h2": "header 2", + "h3": "header 3", + "character name": "Nom du personnage", + "notes": "Notes", + "Notes": "Notes", + "npc": "npc", + "config": "config", + "pc": "PC", + "player": "player", + "player-name": "player name", + "attributes": "attributs", + "force": "force", + "agilite": "agilité", + "caractere": "caractère", + "esprit": "esprit", + "sens": "sens", + "Protection": "Protection", + "Attacks": "Attacks", + "Magic": "Magic", + "Gear": "Gear", + "Treasure": "Treasure", + "bandage": "Bandage", + "rest": "Rest", + "defyreset": "Reset", + "Melee": "Mêlée", + "Distance": "Distance", + "Description": "Description", + "Money": "Argent/Devise", + "Equipment": "Equipement" +} diff --git a/FACES (French)/translations/hu.json b/FACES (French)/translations/hu.json new file mode 100644 index 0000000000..b727d47821 --- /dev/null +++ b/FACES (French)/translations/hu.json @@ -0,0 +1,34 @@ +{ + "character": "character", + "character-notes": "character notes", + "Travers": "Travers", + "h2": "header 2", + "h3": "header 3", + "character name": "Nom du personnage", + "notes": "Notes", + "Notes": "Notes", + "npc": "npc", + "config": "config", + "pc": "PC", + "player": "player", + "player-name": "player name", + "attributes": "attributs", + "force": "force", + "agilite": "agilité", + "caractere": "caractère", + "esprit": "esprit", + "sens": "sens", + "Protection": "Protection", + "Attacks": "Attacks", + "Magic": "Magic", + "Gear": "Gear", + "Treasure": "Treasure", + "bandage": "Bandage", + "rest": "Rest", + "defyreset": "Reset", + "Melee": "Mêlée", + "Distance": "Distance", + "Description": "Description", + "Money": "Argent/Devise", + "Equipment": "Equipement" +} diff --git a/Fading Suns 2nd Edition Revised/translations/ca.json b/Fading Suns 2nd Edition Revised/translations/ca.json new file mode 100644 index 0000000000..207a8f2532 --- /dev/null +++ b/Fading Suns 2nd Edition Revised/translations/ca.json @@ -0,0 +1,186 @@ +{ + "background": "Background", + "name": "Name", + "alliance": "Alliance", + "title": "Title", + "genre": "Genre", + "race": "Race", + "homeworld": "Homeworld", + "age": "Age", + "char_height": "Height", + "char_weight": "Weight", + "hair": "Hair", + "eyes": "Eyes", + "skin": "Skin", + "description": "Description", + "benefices_and_afflictions": "Benefices & Afflictions", + "goal_bonus_penalty": "Goal bonus/penalty", + "goal_bonus_penalty_again": "Please enter the goal bonus/penalty again", + "characteristics": "Characteristics", + "blessings_and_curses": "Blessings & Curses", + "characteristic": "Characteristic", + "vitality": "Vitality", + "energy_shield_name": "Energy shield", + "energy_shield_impact": "Impact", + "energy_shield_force": "Force", + "energy_shield_charges": "Charges", + "wyrd": "Wyrd", + "initiative": "Initiative", + "stance": "Stance", + "stance_neutral": "Neutral (default)", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "tech": "Tech", + "spirit": "Spirit", + "presence": "Presence", + "will": "Will", + "faith": "Faith", + "skills": "Skills", + "skill": "Skill", + "analytical": "Analytical", + "bureaucracy": "Bureaucracy", + "investigation": "Investigation", + "observe": "Observe", + "physick": "Physick", + "warfare": "Warfare", + "combat": "Combat", + "artifact_melee": "Artifact Melee", + "archery": "Archery", + "throwing": "Throwing", + "energy_guns": "Energy Guns", + "gunnery": "Gunnery", + "artillery": "Artillery", + "fight": "Fight", + "demolitions": "Demolitions", + "melee": "Melee", + "slug_guns": "Slug Guns", + "lore": "Lore", + "beast_lore": "Beast Lore", + "faction_lore": "Faction Lore", + "phoenix_empire": "Phoenix Empire", + "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", + "jumpweb_lore": "Jumpweb Lore", + "planetary_lore": "Planetary Lore", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", + "control": "Control", + "aircraft": "Aircraft", + "beastcraft": "Beastcraft", + "landcraft": "Landcraft", + "spacecraft": "Spacecraft", + "watercraft": "Watercraft", + "ride": "Ride", + "creative": "Creative", + "arts": "Arts", + "craft": "Craft", + "disguise": "Disguise", + "gaming": "Gaming", + "performance": "Performance", + "malefaction": "Malefaction", + "lockpicking": "Lockpicking", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "streetwise": "Streetwise", + "torture": "Torture", + "physical": "Physical", + "athletics": "Athletics", + "self_control": "Self Control", + "survival": "Survival", + "vigor": "Vigor", + "sciences": "Sciences", + "applied_science": "Applied Science", + "life_science": "Life Science", + "social_science": "Social Science", + "physical_science": "Physical Science", + "terraforming": "Terraforming", + "social": "Social", + "empathy": "Empathy", + "etiquette": "Etiquette", + "influence": "Influence", + "knavery": "Knavery", + "leadership": "Leadership", + "technical": "Technical", + "spacecraft_operations": "Spacecraft Operations", + "tech_redemption": "Tech Redemption", + "think_machine": "Think Machine", + "combat_actions": "Combat actions", + "weapon_name": "Combat action", + "goal_bonus_malus": "Goal", + "damage": "Damage", + "strength_required": "Str. min", + "weapon_range": "Range", + "weapon_shots": "Shots", + "weapon_rate": "Rate", + "weapon_size": "Size", + "armor_and_shield": "Armor & Shield", + "armor": "Armor", + "tech_level": "TL", + "armor_prot_s": "Prot.", + "armor_str_malus_s": "Str.", + "armor_dex_malus_s": "Dex.", + "armor_end_malus_s": "End.", + "armor_init_malus_s": "Init.", + "armor_properties": "Properties", + "combat_styles": "Combat styles", + "combat_style": "Combat style", + "combat_action_name": "Stance/Action", + "psi": "Psi", + "stigmata": "Stigmata", + "urge": "Urge", + "psi_path": "Path", + "level_s": "Lvl.", + "power_name": "Power", + "characteristic_s": "Charac.", + "skill_s": "Skill", + "power_range": "Range", + "power_duration": "Duration", + "theurgy": "Theurgy", + "hubris": "Hubris", + "church_sect": "Sect", + "rite_level": "Level", + "rite_name": "Rite", + "rite_components_s": "Compos", + "rite_range": "Range", + "rite_duration": "Duration", + "body_modifications": "Body Modifications", + "body_modification_type": "Type", + "body_modification_incompatibility": "Incompatibility", + "possessions": "Possessions", + "cash": "Cash", + "bank": "at the bank", + "revenues": "Revenues", + "debt": "Debt", + "carried": "Carried", + "owned": "Owned", + "location": "Location", + "experience": "Experience", + "total_xp": "Total", + "unspent_xp": "Unspent", + "trait": "Trait", + "rank_from": "Before", + "rank_to": "After", + "xp_cost": "Cost", + "notes": "Notes", + "additional_vp": "additional VP", + "victory_points": "VP", + "the_end": "Fin.", + "failure": "Failure!", + "critical_failure_q": "Critical failure?", + "critical_failure": "Critical failure!", + "noncritical_failure": "Non-critical failure", + "critical_success": "Critical success!", + "success": "Success!", + "roll_again": "Reroll", + "confirm": "Confirm", + "attack_damage": "Damage", + "mitigated_damage": "Mitigated damage" +} \ No newline at end of file diff --git a/Fading Suns 2nd Edition Revised/translations/hu.json b/Fading Suns 2nd Edition Revised/translations/hu.json new file mode 100644 index 0000000000..207a8f2532 --- /dev/null +++ b/Fading Suns 2nd Edition Revised/translations/hu.json @@ -0,0 +1,186 @@ +{ + "background": "Background", + "name": "Name", + "alliance": "Alliance", + "title": "Title", + "genre": "Genre", + "race": "Race", + "homeworld": "Homeworld", + "age": "Age", + "char_height": "Height", + "char_weight": "Weight", + "hair": "Hair", + "eyes": "Eyes", + "skin": "Skin", + "description": "Description", + "benefices_and_afflictions": "Benefices & Afflictions", + "goal_bonus_penalty": "Goal bonus/penalty", + "goal_bonus_penalty_again": "Please enter the goal bonus/penalty again", + "characteristics": "Characteristics", + "blessings_and_curses": "Blessings & Curses", + "characteristic": "Characteristic", + "vitality": "Vitality", + "energy_shield_name": "Energy shield", + "energy_shield_impact": "Impact", + "energy_shield_force": "Force", + "energy_shield_charges": "Charges", + "wyrd": "Wyrd", + "initiative": "Initiative", + "stance": "Stance", + "stance_neutral": "Neutral (default)", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "tech": "Tech", + "spirit": "Spirit", + "presence": "Presence", + "will": "Will", + "faith": "Faith", + "skills": "Skills", + "skill": "Skill", + "analytical": "Analytical", + "bureaucracy": "Bureaucracy", + "investigation": "Investigation", + "observe": "Observe", + "physick": "Physick", + "warfare": "Warfare", + "combat": "Combat", + "artifact_melee": "Artifact Melee", + "archery": "Archery", + "throwing": "Throwing", + "energy_guns": "Energy Guns", + "gunnery": "Gunnery", + "artillery": "Artillery", + "fight": "Fight", + "demolitions": "Demolitions", + "melee": "Melee", + "slug_guns": "Slug Guns", + "lore": "Lore", + "beast_lore": "Beast Lore", + "faction_lore": "Faction Lore", + "phoenix_empire": "Phoenix Empire", + "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", + "jumpweb_lore": "Jumpweb Lore", + "planetary_lore": "Planetary Lore", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", + "control": "Control", + "aircraft": "Aircraft", + "beastcraft": "Beastcraft", + "landcraft": "Landcraft", + "spacecraft": "Spacecraft", + "watercraft": "Watercraft", + "ride": "Ride", + "creative": "Creative", + "arts": "Arts", + "craft": "Craft", + "disguise": "Disguise", + "gaming": "Gaming", + "performance": "Performance", + "malefaction": "Malefaction", + "lockpicking": "Lockpicking", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "streetwise": "Streetwise", + "torture": "Torture", + "physical": "Physical", + "athletics": "Athletics", + "self_control": "Self Control", + "survival": "Survival", + "vigor": "Vigor", + "sciences": "Sciences", + "applied_science": "Applied Science", + "life_science": "Life Science", + "social_science": "Social Science", + "physical_science": "Physical Science", + "terraforming": "Terraforming", + "social": "Social", + "empathy": "Empathy", + "etiquette": "Etiquette", + "influence": "Influence", + "knavery": "Knavery", + "leadership": "Leadership", + "technical": "Technical", + "spacecraft_operations": "Spacecraft Operations", + "tech_redemption": "Tech Redemption", + "think_machine": "Think Machine", + "combat_actions": "Combat actions", + "weapon_name": "Combat action", + "goal_bonus_malus": "Goal", + "damage": "Damage", + "strength_required": "Str. min", + "weapon_range": "Range", + "weapon_shots": "Shots", + "weapon_rate": "Rate", + "weapon_size": "Size", + "armor_and_shield": "Armor & Shield", + "armor": "Armor", + "tech_level": "TL", + "armor_prot_s": "Prot.", + "armor_str_malus_s": "Str.", + "armor_dex_malus_s": "Dex.", + "armor_end_malus_s": "End.", + "armor_init_malus_s": "Init.", + "armor_properties": "Properties", + "combat_styles": "Combat styles", + "combat_style": "Combat style", + "combat_action_name": "Stance/Action", + "psi": "Psi", + "stigmata": "Stigmata", + "urge": "Urge", + "psi_path": "Path", + "level_s": "Lvl.", + "power_name": "Power", + "characteristic_s": "Charac.", + "skill_s": "Skill", + "power_range": "Range", + "power_duration": "Duration", + "theurgy": "Theurgy", + "hubris": "Hubris", + "church_sect": "Sect", + "rite_level": "Level", + "rite_name": "Rite", + "rite_components_s": "Compos", + "rite_range": "Range", + "rite_duration": "Duration", + "body_modifications": "Body Modifications", + "body_modification_type": "Type", + "body_modification_incompatibility": "Incompatibility", + "possessions": "Possessions", + "cash": "Cash", + "bank": "at the bank", + "revenues": "Revenues", + "debt": "Debt", + "carried": "Carried", + "owned": "Owned", + "location": "Location", + "experience": "Experience", + "total_xp": "Total", + "unspent_xp": "Unspent", + "trait": "Trait", + "rank_from": "Before", + "rank_to": "After", + "xp_cost": "Cost", + "notes": "Notes", + "additional_vp": "additional VP", + "victory_points": "VP", + "the_end": "Fin.", + "failure": "Failure!", + "critical_failure_q": "Critical failure?", + "critical_failure": "Critical failure!", + "noncritical_failure": "Non-critical failure", + "critical_success": "Critical success!", + "success": "Success!", + "roll_again": "Reroll", + "confirm": "Confirm", + "attack_damage": "Damage", + "mitigated_damage": "Mitigated damage" +} \ No newline at end of file diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/ca.json b/Fading Suns 4th Edition - Pax Alexius/translations/ca.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/ca.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/hu.json b/Fading Suns 4th Edition - Pax Alexius/translations/hu.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/hu.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fate/translations/ca.json b/Fate/translations/ca.json new file mode 100644 index 0000000000..c013ada255 --- /dev/null +++ b/Fate/translations/ca.json @@ -0,0 +1,338 @@ +{ + "Academics": "Academics", + "add-fx": "[Add a common effect]", + "add-skills": "Load Skillset", + "all3": "All Three", + "aspect": "Aspect", + "aspects": "Aspects", + "Athletics": "Athletics", + "Awareness": "Awareness", + "below": "Below", + "beyond": "Beyond", + "box-values": "Box Values", + "breakdown": "Breakdown", + "Burdens": "Burdens", + "Burglary": "Burglary", + "Careful": "Careful", + "cats": "Secrets of Cats", + "choose-gameset": "[Choose a Gameset to Load]", + "Clever": "Clever", + "collateral-damage": "Collateral Damage", + "Computers": "Computers", + "con-val": "Consequence Value", + "condition": "Condition", + "conditions": "Conditions", + "consequence-choose": "[Choose Consequence]", + "consequence": "Consequence", + "consequences": "Consequences", + "Contacts": "Contacts", + "corruption": "Corruption", + "cost": "Cost", + "Crafts": "Crafts", + "custom-track": "Custom Track (?-?-?)", + "Deceive": "Deceive", + "del-skills": "Remove Skillset", + "desc": "Description", + "dfa": "Dresden Files Accelerated", + "display-by-list": "Compact List", + "display-by-rating": "Group By Rating", + "rating": "Rating", + "display-choose": "[Choose Display Style]", + "display-style": "Display Style", + "doomed": "Doomed (lasting)", + "drawbacks": "Drawbacks", + "Drive": "Drive", + "edit": "Edit", + "Empathy": "Empathy", + "escalating-track": "Escalating Track (1-2-3)", + "fae": "Fate Accelerated", + "fcon": "Fate Condensed", + "fcore": "Fate Core", + "Fight": "Fight", + "flags": "Flags", + "Flair": "Flair", + "Flashy": "Flashy", + "flat-track": "Flat Track (1-1-1)", + "foc": "Fate of Cthulhu", + "Focus": "Focus", + "Force": "Force", + "Forceful": "Forceful", + "fp": "Fate Points", + "Free Aspect": "Free Aspect", + "free-invokes": "Free Invokes", + "fx1": "Forced Movement (you move your target up to two zones).", + "fx1n": "Forced Movement", + "fx2": "Area Attack (attack everyone in a zone).", + "fx2n": "Area Attack", + "fx3": "Inflict Condition (you add an aspect to the target, which you can invoke once for free).", + "fx3n": "Inflict Condition", + "fx4": "Extra Movement (you can move up to two zones for free).", + "fx4n": "Extra Movement", + "fx5": "Physical Recovery (you recover from all physical stress).", + "fx5n": "Physical Recovery", + "fx6": "Mental Recovery (you recover from all mental stress).", + "fx6n": "Mental Recovery", + "fx7": "Extra Action (you can split your shifts between two different yet related actions, adding a +1 to each action).", + "fx7n": "Extra Action", + "Gadgetry": "Gadgetry", + "Guile": "Guile", + "Haste": "Haste", + "High Concept": "High Concept", + "indebted": "Indebted (sticky)", + "initialize": "Initialize", + "inperil": "In Peril (sticky)", + "Intellect": "Intellect", + "Investigate": "Investigate", + "Knowledge": "Knowledge", + "label": "Label", + "Lore": "Lore", + "makechoice": "[make your choice]", + "mental": "Mental", + "mild": "Mild", + "moderate": "Moderate", + "name": "Name", + "Naming": "Naming", + "noset": "Don't Pre-Configure", + "note": "Note", + "notes": "Notes", + "Notice": "Notice", + "Other Aspect": "Other Aspect", + "other": "Other", + "Persuade": "Persuade", + "physical": "Physical", + "Physique": "Physique", + "power": "Power", + "powers": "Powers", + "preload-for": "Preload character sheet configuration for", + "Provoke": "Provoke", + "quick-add": "Quick Add", + "Quick": "Quick", + "Rapport": "Rapport", + "rating-1": "Poor (-1)", + "rating-2": "Terrible (-2)", + "rating-3": "Catastrophic (-3)", + "rating-4": "Horrifying (-4)", + "rating-5": "Horrifying-1 (-5)", + "rating-6": "Horrifying-2 (-6)", + "rating-7": "Horrifying-3 (-7)", + "rating-8": "Horrifying-4 (-8)", + "rating-word-1": "Poor", + "rating-word-2": "Terrible", + "rating-word-3": "Catastrophic", + "rating-word-4": "Horrifying", + "rating-word-5": "Horrifying-1", + "rating-word-6": "Horrifying-2", + "rating-word-7": "Horrifying-3", + "rating-word-8": "Horrifying-4", + "rating-word0": "Mediocre", + "rating-word1": "Average", + "rating-word2": "Fair", + "rating-word3": "Good", + "rating-word4": "Great", + "rating-word5": "Superb", + "rating-word6": "Fantastic", + "rating-word7": "Epic", + "rating-word8": "Legendary", + "rating-word9": "Legendary+1", + "rating-word10": "Legendary+2", + "rating-word11": "Legendary+3", + "rating-word12": "Legendary+4", + "rating-word13": "Legendary+5", + "rating-word14": "Legendary+6", + "rating-word15": "Legendary+7", + "rating-word16": "Legendary+8", + "rating0": "Mediocre (+0)", + "rating1": "Average (+1)", + "rating2": "Fair (+2)", + "rating3": "Good (+3)", + "rating4": "Great (+4)", + "rating5": "Superb (+5)", + "rating6": "Fantastic (+6)", + "rating7": "Epic (+7)", + "rating8": "Legendary (+8)", + "rating9": "Leg.+1 (+9)", + "rating10": "Leg.+2 (+10)", + "rating11": "Leg.+3 (+11)", + "rating12": "Leg.+4 (+12)", + "rating13": "Leg.+5 (+13)", + "rating14": "Leg.+6 (+14)", + "rating15": "Leg.+7 (+15)", + "rating16": "Leg.+8 (+16)", + "recovering": "Recovering", + "refresh": "Refresh", + "Relationship": "Relationship", + "Resources": "Resources", + "roll20-issue": "Adding multiple skills at once sometimes misses a few in the list. You can fill gaps by adding the same list a second time. The process checks for and avoids duplicates. (You can also use this to merge skillsets together.)", + "Seeking": "Seeking", + "set-choose": "[Choose a Skillset]", + "severe": "Severe", + "shotc": "Shadow of the Century", + "Shaping": "Shaping", + "Shoot": "Shoot", + "situation-aspect": "Situation Aspect", + "situation-aspects": "Situation Aspects", + "skill": "Skill", + "skills": "Skills", + "Sneaky": "Sneaky", + "social": "Social", + "special-effects": "Special Effects", + "Stealth": "Stealth", + "stress": "Stress", + "stunt": "Stunt", + "stunts": "Stunts", + "Territory": "Territory", + "title": "Title", + "track-choose": "[Choose Track Style]", + "track-length": "Track Length", + "track": "Track", + "tracks": "Tracks", + "Trouble": "Trouble", + "True Name": "True Name", + "venture": "Venture City", + "Warding": "Warding", + "Will": "Will", + "preload-desc": "Choose a prebuilt set of options. Other than the first two, your choice will override the settings seen below.", + "show-aspects": "Show Aspects", + "show-conditions": "Show Conditions", + "show-consequences": "Show Consequences", + "show-corruption": "Show Corruption", + "show-fp": "Show Fate Points", + "show-notes": "Show Notes", + "show-powers": "Show Powers", + "show-refresh": "Show Refresh", + "show-skills": "Show Skills", + "show-stress": "Show Stress", + "show-stunts": "Show Stunts", + "show-situation-aspects": "Show Situation Aspects", + "custom-build": "Custom build with options below", + "custom-aspects": "Custom Aspect Labels", + "custom-aspects-desc": "Enter a list separated by commas. You must select the Custom Build option up top for this to be used.", + "custom-conditions": "Custom Conditions", + "custom-conditions-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Length\", e.g., \"Indebted:5\". You may optionally include values for each box separated by spaces after the length, e.g., \"Doomed:1 6\". You must select the Custom Build option up top for this to be used.", + "custom-consequences": "Custom Consequences", + "custom-consequences-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Value\", e.g., \"Mild:2\". You must select the Custom Build option up top for this to be used.", + "custom-skills": "Custom Skill List", + "custom-skills-desc": "Enter a list separated by commas. You must select the Custom Build option up top for this to be used.", + "custom-stress": "Custom Stress Tracks", + "custom-stress-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Default Length\", e.g., \"Social:2\". You may optionally include values for each box (including ones beyond the default length) separated by spaces after the length, e.g., \"Social:2 1 2 3 4 5 6\". You must select the Custom Build option up top for this to be used.", + "roles": "Roles", + "role": "Role", + "show-roles": "Show Roles", + "roles-enabled": "Roles enabled!", + "role-choose": "[Choose a Role to Add]", + "add-roles": "Add a Premade Role", + "skill-comma-list": "List of Skills (separated by commas)", + "brain": "Brain", + "brawler": "Brawler", + "cop": "Cop", + "detective": "Detective", + "dilettante": "Dilettante", + "face": "Face", + "hacker": "Hacker", + "inventor": "Inventor", + "leader": "Leader", + "ninja": "Ninja", + "saboteur": "Saboteur", + "soldier": "Soldier", + "spy": "Spy", + "thief": "Thief", + "warrior": "Warrior", + "wheels": "Wheels", + "Insight": "Insight", + "modes": "Modes", + "mode": "Mode", + "show-modes": "Show Modes", + "modes-enabled": "Modes enabled!", + "mode-choose": "[Choose a Mode to Add]", + "add-modes": "Add a Premade Mode", + "battle": "Battle", + "talk": "Talk", + "thievery": "Thievery", + "woodcraft": "Woodcraft", + "action": "Action", + "banter": "Banter", + "intrigue": "Intrigue", + "science": "Science", + "science-bracket": "[Science]", + "skills-listed-need": "Skills listed must also be added to your skill list. If you list a skill here before it is in your skill list, you may need to close and reopen sheet to sync.", + "Intimidation": "Intimidation", + "Melee": "Melee", + "Missile": "Missile", + "Deceit": "Deceit", + "Survival": "Survival", + "Combat": "Combat", + "Vehicles": "Vehicles", + "robo": "Atomic Robo", + "m12": "Majestic 12", + "Teslology": "Teslology", + "Transdimensional Tesliana": "Transdimensional Tesliana", + "Neuro-Electric Tesliana": "Neuro-Electric Tesliana", + "Bureaucracy": "Bureaucracy", + "adf": "Advance Defense Force", + "erd": "Enhanced Research Department", + "sdu": "Sub-Dimensional Unit", + "feb": "First Earth Battalion", + "psi": "Paranormal Sensory Initiative", + "oop": "Office of Operations and Procurement", + "Tactics": "Tactics", + "crisis": "Crisis", + "lab": "Lab", + "office": "Office", + "pr": "Public Relations", + "Fitness": "Fitness", + "Tradecraft": "Tradecraft", + "Kaiju Studies": "Kaiju Studies", + "Technology": "Technology", + "Operate": "Operate", + "Ambition": "Ambition", + "Networking": "Networking", + "Spin": "Spin", + "fst": "Fate System Toolkit", + "kaijuinc": "Kaiju Incorporated", + "Omega": "Omega", + "Interview": "Interview", + "autofocus": "Automatically Focused", + "autospecialized": "Automatically Specialized", + "extra": "Extra", + "extras": "Extras", + "show-extras": "Show Extras", + "add...": "Add...", + "permission": "Permission", + "permissions": "Permissions", + "extra-desc": "Extras are composed of a series of elements. For each extra, start by adding a title element, then add other elements as needed: permissions, costs, aspects, skills, tracks, ratings (e.g., weapon:X, armor:X), notes. Use the label field when present to insert a small header above the entry.", + "optional": "Optional", + "none": "None", + "label-icon": "Label Icon", + "plusdie": "Plus Die", + "minusdie": "Minus Die", + "blankdie": "Blank Die", + "rollable-aspects": "Rollable Aspects", + "show-rollable-aspects": "Show Rollable Aspects", + "roll-marked-aspects": "Roll Marked Aspects", + "aspect-value": "Aspect value when rolled", + "rollmod-prompt": "Roll Modifier Prompt", + "color-theme": "Color Theme", + "theme-desc": "Choose a color theme. Players can change it later own to suit their preferences. Some preloaded game settings will override this.", + "show": "Show", + "hide": "Hide", + "threerocketeers": "3 Rocketeers", + "rollable": "Rollable", + "bonus": "Bonus", + "roll": "Roll", + "tachyon-squadron": "Tachyon Squadron", + "pronouns": "Pronouns", + "swap-skills": "Swappable Skillsets", + "swap-skills-instruct": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Skill Name:Value\", e.g., \"Athletics:2, Investigation:1\". Unlisted skills will not be altered. All skills listed here must already exist in the sheet's skills.", + "load-skillset": "Load Skillset", + "grab-current-skills": "Import Current Skillset", + "ngen": "Ngen Mapu", + "Heart": "Heart", + "Humanity": "Humanity", + "Kindness": "Kindness", + "Shapeshift": "Shapeshift", + "Thieving": "Thieving", + "Wisdom": "Wisdom", + "category header optional": "Category Header (optional)", + "logo": "Logo", + "zzzz-end-of-json": "" +} \ No newline at end of file diff --git a/Fate/translations/hu.json b/Fate/translations/hu.json new file mode 100644 index 0000000000..c013ada255 --- /dev/null +++ b/Fate/translations/hu.json @@ -0,0 +1,338 @@ +{ + "Academics": "Academics", + "add-fx": "[Add a common effect]", + "add-skills": "Load Skillset", + "all3": "All Three", + "aspect": "Aspect", + "aspects": "Aspects", + "Athletics": "Athletics", + "Awareness": "Awareness", + "below": "Below", + "beyond": "Beyond", + "box-values": "Box Values", + "breakdown": "Breakdown", + "Burdens": "Burdens", + "Burglary": "Burglary", + "Careful": "Careful", + "cats": "Secrets of Cats", + "choose-gameset": "[Choose a Gameset to Load]", + "Clever": "Clever", + "collateral-damage": "Collateral Damage", + "Computers": "Computers", + "con-val": "Consequence Value", + "condition": "Condition", + "conditions": "Conditions", + "consequence-choose": "[Choose Consequence]", + "consequence": "Consequence", + "consequences": "Consequences", + "Contacts": "Contacts", + "corruption": "Corruption", + "cost": "Cost", + "Crafts": "Crafts", + "custom-track": "Custom Track (?-?-?)", + "Deceive": "Deceive", + "del-skills": "Remove Skillset", + "desc": "Description", + "dfa": "Dresden Files Accelerated", + "display-by-list": "Compact List", + "display-by-rating": "Group By Rating", + "rating": "Rating", + "display-choose": "[Choose Display Style]", + "display-style": "Display Style", + "doomed": "Doomed (lasting)", + "drawbacks": "Drawbacks", + "Drive": "Drive", + "edit": "Edit", + "Empathy": "Empathy", + "escalating-track": "Escalating Track (1-2-3)", + "fae": "Fate Accelerated", + "fcon": "Fate Condensed", + "fcore": "Fate Core", + "Fight": "Fight", + "flags": "Flags", + "Flair": "Flair", + "Flashy": "Flashy", + "flat-track": "Flat Track (1-1-1)", + "foc": "Fate of Cthulhu", + "Focus": "Focus", + "Force": "Force", + "Forceful": "Forceful", + "fp": "Fate Points", + "Free Aspect": "Free Aspect", + "free-invokes": "Free Invokes", + "fx1": "Forced Movement (you move your target up to two zones).", + "fx1n": "Forced Movement", + "fx2": "Area Attack (attack everyone in a zone).", + "fx2n": "Area Attack", + "fx3": "Inflict Condition (you add an aspect to the target, which you can invoke once for free).", + "fx3n": "Inflict Condition", + "fx4": "Extra Movement (you can move up to two zones for free).", + "fx4n": "Extra Movement", + "fx5": "Physical Recovery (you recover from all physical stress).", + "fx5n": "Physical Recovery", + "fx6": "Mental Recovery (you recover from all mental stress).", + "fx6n": "Mental Recovery", + "fx7": "Extra Action (you can split your shifts between two different yet related actions, adding a +1 to each action).", + "fx7n": "Extra Action", + "Gadgetry": "Gadgetry", + "Guile": "Guile", + "Haste": "Haste", + "High Concept": "High Concept", + "indebted": "Indebted (sticky)", + "initialize": "Initialize", + "inperil": "In Peril (sticky)", + "Intellect": "Intellect", + "Investigate": "Investigate", + "Knowledge": "Knowledge", + "label": "Label", + "Lore": "Lore", + "makechoice": "[make your choice]", + "mental": "Mental", + "mild": "Mild", + "moderate": "Moderate", + "name": "Name", + "Naming": "Naming", + "noset": "Don't Pre-Configure", + "note": "Note", + "notes": "Notes", + "Notice": "Notice", + "Other Aspect": "Other Aspect", + "other": "Other", + "Persuade": "Persuade", + "physical": "Physical", + "Physique": "Physique", + "power": "Power", + "powers": "Powers", + "preload-for": "Preload character sheet configuration for", + "Provoke": "Provoke", + "quick-add": "Quick Add", + "Quick": "Quick", + "Rapport": "Rapport", + "rating-1": "Poor (-1)", + "rating-2": "Terrible (-2)", + "rating-3": "Catastrophic (-3)", + "rating-4": "Horrifying (-4)", + "rating-5": "Horrifying-1 (-5)", + "rating-6": "Horrifying-2 (-6)", + "rating-7": "Horrifying-3 (-7)", + "rating-8": "Horrifying-4 (-8)", + "rating-word-1": "Poor", + "rating-word-2": "Terrible", + "rating-word-3": "Catastrophic", + "rating-word-4": "Horrifying", + "rating-word-5": "Horrifying-1", + "rating-word-6": "Horrifying-2", + "rating-word-7": "Horrifying-3", + "rating-word-8": "Horrifying-4", + "rating-word0": "Mediocre", + "rating-word1": "Average", + "rating-word2": "Fair", + "rating-word3": "Good", + "rating-word4": "Great", + "rating-word5": "Superb", + "rating-word6": "Fantastic", + "rating-word7": "Epic", + "rating-word8": "Legendary", + "rating-word9": "Legendary+1", + "rating-word10": "Legendary+2", + "rating-word11": "Legendary+3", + "rating-word12": "Legendary+4", + "rating-word13": "Legendary+5", + "rating-word14": "Legendary+6", + "rating-word15": "Legendary+7", + "rating-word16": "Legendary+8", + "rating0": "Mediocre (+0)", + "rating1": "Average (+1)", + "rating2": "Fair (+2)", + "rating3": "Good (+3)", + "rating4": "Great (+4)", + "rating5": "Superb (+5)", + "rating6": "Fantastic (+6)", + "rating7": "Epic (+7)", + "rating8": "Legendary (+8)", + "rating9": "Leg.+1 (+9)", + "rating10": "Leg.+2 (+10)", + "rating11": "Leg.+3 (+11)", + "rating12": "Leg.+4 (+12)", + "rating13": "Leg.+5 (+13)", + "rating14": "Leg.+6 (+14)", + "rating15": "Leg.+7 (+15)", + "rating16": "Leg.+8 (+16)", + "recovering": "Recovering", + "refresh": "Refresh", + "Relationship": "Relationship", + "Resources": "Resources", + "roll20-issue": "Adding multiple skills at once sometimes misses a few in the list. You can fill gaps by adding the same list a second time. The process checks for and avoids duplicates. (You can also use this to merge skillsets together.)", + "Seeking": "Seeking", + "set-choose": "[Choose a Skillset]", + "severe": "Severe", + "shotc": "Shadow of the Century", + "Shaping": "Shaping", + "Shoot": "Shoot", + "situation-aspect": "Situation Aspect", + "situation-aspects": "Situation Aspects", + "skill": "Skill", + "skills": "Skills", + "Sneaky": "Sneaky", + "social": "Social", + "special-effects": "Special Effects", + "Stealth": "Stealth", + "stress": "Stress", + "stunt": "Stunt", + "stunts": "Stunts", + "Territory": "Territory", + "title": "Title", + "track-choose": "[Choose Track Style]", + "track-length": "Track Length", + "track": "Track", + "tracks": "Tracks", + "Trouble": "Trouble", + "True Name": "True Name", + "venture": "Venture City", + "Warding": "Warding", + "Will": "Will", + "preload-desc": "Choose a prebuilt set of options. Other than the first two, your choice will override the settings seen below.", + "show-aspects": "Show Aspects", + "show-conditions": "Show Conditions", + "show-consequences": "Show Consequences", + "show-corruption": "Show Corruption", + "show-fp": "Show Fate Points", + "show-notes": "Show Notes", + "show-powers": "Show Powers", + "show-refresh": "Show Refresh", + "show-skills": "Show Skills", + "show-stress": "Show Stress", + "show-stunts": "Show Stunts", + "show-situation-aspects": "Show Situation Aspects", + "custom-build": "Custom build with options below", + "custom-aspects": "Custom Aspect Labels", + "custom-aspects-desc": "Enter a list separated by commas. You must select the Custom Build option up top for this to be used.", + "custom-conditions": "Custom Conditions", + "custom-conditions-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Length\", e.g., \"Indebted:5\". You may optionally include values for each box separated by spaces after the length, e.g., \"Doomed:1 6\". You must select the Custom Build option up top for this to be used.", + "custom-consequences": "Custom Consequences", + "custom-consequences-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Value\", e.g., \"Mild:2\". You must select the Custom Build option up top for this to be used.", + "custom-skills": "Custom Skill List", + "custom-skills-desc": "Enter a list separated by commas. You must select the Custom Build option up top for this to be used.", + "custom-stress": "Custom Stress Tracks", + "custom-stress-desc": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Label:Default Length\", e.g., \"Social:2\". You may optionally include values for each box (including ones beyond the default length) separated by spaces after the length, e.g., \"Social:2 1 2 3 4 5 6\". You must select the Custom Build option up top for this to be used.", + "roles": "Roles", + "role": "Role", + "show-roles": "Show Roles", + "roles-enabled": "Roles enabled!", + "role-choose": "[Choose a Role to Add]", + "add-roles": "Add a Premade Role", + "skill-comma-list": "List of Skills (separated by commas)", + "brain": "Brain", + "brawler": "Brawler", + "cop": "Cop", + "detective": "Detective", + "dilettante": "Dilettante", + "face": "Face", + "hacker": "Hacker", + "inventor": "Inventor", + "leader": "Leader", + "ninja": "Ninja", + "saboteur": "Saboteur", + "soldier": "Soldier", + "spy": "Spy", + "thief": "Thief", + "warrior": "Warrior", + "wheels": "Wheels", + "Insight": "Insight", + "modes": "Modes", + "mode": "Mode", + "show-modes": "Show Modes", + "modes-enabled": "Modes enabled!", + "mode-choose": "[Choose a Mode to Add]", + "add-modes": "Add a Premade Mode", + "battle": "Battle", + "talk": "Talk", + "thievery": "Thievery", + "woodcraft": "Woodcraft", + "action": "Action", + "banter": "Banter", + "intrigue": "Intrigue", + "science": "Science", + "science-bracket": "[Science]", + "skills-listed-need": "Skills listed must also be added to your skill list. If you list a skill here before it is in your skill list, you may need to close and reopen sheet to sync.", + "Intimidation": "Intimidation", + "Melee": "Melee", + "Missile": "Missile", + "Deceit": "Deceit", + "Survival": "Survival", + "Combat": "Combat", + "Vehicles": "Vehicles", + "robo": "Atomic Robo", + "m12": "Majestic 12", + "Teslology": "Teslology", + "Transdimensional Tesliana": "Transdimensional Tesliana", + "Neuro-Electric Tesliana": "Neuro-Electric Tesliana", + "Bureaucracy": "Bureaucracy", + "adf": "Advance Defense Force", + "erd": "Enhanced Research Department", + "sdu": "Sub-Dimensional Unit", + "feb": "First Earth Battalion", + "psi": "Paranormal Sensory Initiative", + "oop": "Office of Operations and Procurement", + "Tactics": "Tactics", + "crisis": "Crisis", + "lab": "Lab", + "office": "Office", + "pr": "Public Relations", + "Fitness": "Fitness", + "Tradecraft": "Tradecraft", + "Kaiju Studies": "Kaiju Studies", + "Technology": "Technology", + "Operate": "Operate", + "Ambition": "Ambition", + "Networking": "Networking", + "Spin": "Spin", + "fst": "Fate System Toolkit", + "kaijuinc": "Kaiju Incorporated", + "Omega": "Omega", + "Interview": "Interview", + "autofocus": "Automatically Focused", + "autospecialized": "Automatically Specialized", + "extra": "Extra", + "extras": "Extras", + "show-extras": "Show Extras", + "add...": "Add...", + "permission": "Permission", + "permissions": "Permissions", + "extra-desc": "Extras are composed of a series of elements. For each extra, start by adding a title element, then add other elements as needed: permissions, costs, aspects, skills, tracks, ratings (e.g., weapon:X, armor:X), notes. Use the label field when present to insert a small header above the entry.", + "optional": "Optional", + "none": "None", + "label-icon": "Label Icon", + "plusdie": "Plus Die", + "minusdie": "Minus Die", + "blankdie": "Blank Die", + "rollable-aspects": "Rollable Aspects", + "show-rollable-aspects": "Show Rollable Aspects", + "roll-marked-aspects": "Roll Marked Aspects", + "aspect-value": "Aspect value when rolled", + "rollmod-prompt": "Roll Modifier Prompt", + "color-theme": "Color Theme", + "theme-desc": "Choose a color theme. Players can change it later own to suit their preferences. Some preloaded game settings will override this.", + "show": "Show", + "hide": "Hide", + "threerocketeers": "3 Rocketeers", + "rollable": "Rollable", + "bonus": "Bonus", + "roll": "Roll", + "tachyon-squadron": "Tachyon Squadron", + "pronouns": "Pronouns", + "swap-skills": "Swappable Skillsets", + "swap-skills-instruct": "Enter a list separated by commas, with each entry in this format (not including the quotes): \"Skill Name:Value\", e.g., \"Athletics:2, Investigation:1\". Unlisted skills will not be altered. All skills listed here must already exist in the sheet's skills.", + "load-skillset": "Load Skillset", + "grab-current-skills": "Import Current Skillset", + "ngen": "Ngen Mapu", + "Heart": "Heart", + "Humanity": "Humanity", + "Kindness": "Kindness", + "Shapeshift": "Shapeshift", + "Thieving": "Thieving", + "Wisdom": "Wisdom", + "category header optional": "Category Header (optional)", + "logo": "Logo", + "zzzz-end-of-json": "" +} \ No newline at end of file diff --git a/Fellowship/translations/ca.json b/Fellowship/translations/ca.json new file mode 100644 index 0000000000..1a25d811bc --- /dev/null +++ b/Fellowship/translations/ca.json @@ -0,0 +1,230 @@ +{ + "hopeordespair": "Are you rolling with Hope or Despair?", + "neither": "Neither", + "hope": "Hope", + "withhope": "with Hope", + "despair": "Despair", + "withdespair": "with Despair", + "numberofbonds": "Number of Bonds?", + "rolls": "rolls", + "succeeds": "Succeeds", + "succeeds-partially": "Succeeds partially", + "misses": "Misses", + "name": "Name", + "look": "Look", + "class-archetype": "Playbook", + "dwarf": "The Dwarf", + "elf": "The Elf", + "halfling": "The Halfling", + "harbinger": "The Harbinger", + "heir": "The Heir", + "orc": "The Orc", + "squire": "The Squire", + "giant": "The Giant", + "dragon": "The Dragon", + "constructed": "The Constructed", + "spider": "The Spider", + "remnant": "The Remnant", + "pair": "The Pair", + "overlord": "The Overlord", + "ship": "The Ship", + "npc": "NPC", + "stats": "Stats", + "for-dwarf": "For The Dwarf and those that have shared a Dwarf move", + "iron": "Iron", + "for-harbinger": "For The Harbinger and those that have shared a Harbinger move", + "doom": "Doom", + "for-necrotic": "To mark necrotic damage", + "necrotic": "Necrotic", + "blood": "Blood", + "damaged": "Damaged", + "blood-desc": "Power, Loyalty, Passion", + "courage": "Courage", + "courage-desc": "Inner Strength, Tenacity", + "grace": "Grace", + "grace-desc": "Style, Skill, Agility", + "sense": "Sense", + "sense-desc": "Wits, Logic, Observation", + "wisdom": "Wisdom", + "wisdom-desc": "Knowledge, Tact, Kindness", + "iron-desc": "Survivability, Stubbornness", + "doom-desc": "Prophecy, Magic, Darkness", + "necrotic-abbreviated": "Necr", + "for-trio": "For playing The Pair as a Trio", + "Trio": "Trio", + "crew": "Crew", + "cannon": "Cannon", + "engine": "Engine", + "Captain": "Captain", + "Pilot": "Pilot", + "Gunner": "Gunner", + "Comms": "Comms", + "Engineer": "Engineer", + "npc-despair-description": "NPCs in despair cannot help or harm you", + "in-despair": "In Despair", + "improvements": "Improvements", + "level": "Level", + "show-hide-improvements": "Show/Hide Improvements", + "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated", + "increase-blood-or-wisdom-max3": "Increase your Blood or Wisdom by 1 (to a maximum of +3).", + "increase-stat-max3": "Increase one of your stats by 1 (to a maximum of +3).", + "take-dwarven-custom": "Take a Dwarven Custom.", + "take-dwarven-or-shared-custom": "Take another Dwarven Custom, or ask another player to share a Move with you.", + "take-dwarven-custom-or-gear": "Take another Dwarven Custom, or two more Dwarven Gear options. You cannot choose a Gear option you already have.", + "share-gear": "Share one of your Gear options with another player.", + "take-destiny": "You have Changed. You must be level 5 or higher to take this Advancement. When you Change, choose a Destiny you meet the requirements for and take its first Move.", + "increase-blood-or-sense-max3": "Increase your Blood or Sense by 1 (to a maximum of +3).", + "take-unknown-move": "Take a Core or Custom move from any basic playbook. You cannot take a move someone else already knows.", + "take-elven-custom": "Take an Eleven Custom.", + "share-move-3bonds": "Choose a player you have 3 Bonds with, Share a Move with them.", + "increase-grace-or-sense-max3": "Increase your Grace or Sense by 1 (to a maximum of +3).", + "take-halfling-custom": "Take a Halfling Custom.", + "take-halfling-custom-or-type": "Take another Halfling Custom or choose another Move from the list of What Is A Halfling? options.", + "get-shared-move-3bonds": "Choose a player you have 3 Bonds with. They share one of their Moves or Gear options with you.", + "powerful harbinger": "Use Powerful Harbinger Advancement", + "increase-courage-or-wisdom-max3": "Increase your Courage or Wisdom by 1 (to a maximum of +3).", + "take-harbinger-custom": "Take a Harbinger Custom.", + "take-harbinger-custom-or-gear": "Take another Harbinger Custom, or one more Harbinger Gear option.", + "take-harbinger-custom-or-get-shared-move": "Take another Harbinger Custom, or ask another player to share a Move with you)", + "increase-stat-max2": "Increase one of your stats by 1 (to a maximum of +2).", + "take-witch-custom": "Take a Witch Custom.", + "take-witch-custom-min5": "Take a Witch's Custom. must be level 5 or higher to take this Advancement.", + "take-destiny-custom-min5": "Take a Custom Move from any Destiny Playbook. You must be level 5 or higher to take this Advancement.", + "share-move2": "Choose a player. You Share a Move with them.", + "get-shared-move": "Choose a player. They Share a Move with you.", + "get-or-share-move": "Choose a player. They Share a move with you, or you Share a Move with them.", + "become-threat-to-world": "You have become a Threat to the World. You must be level 5 or higher to take this Advancement. When facing another Threat to the World, you do not need to pay a price simply to act against them.", + "increase-blood-or-grace-max3": "Increase your Blood or Grace by 1 (to a maximum of +3).", + "take-heir-custom": "Take an Heir Custom.", + "take-heir-custom-or-shared-move": "Take another Heir Custom, or have another player share a Move with you.", + "share-move1": "Share one of your Moves with another player.", + "increase-courage-or-sense-max3": "Increase your Courage or Sense by 1 (to a maximum of +3).", + "take-orc-custom": "Take an Orc Custom.", + "take-other-gear": "Choose a single option from up to two other players' Gear lists. Your choices are added to your Gear permanently.", + "take-squire-custom": "Take a Squire Custom.", + "take-squire-custom-or-share-move": "Gain another Squire Custom, or share a Move with someone.", + "get-shared-move2": "Choose a different player. They Share a Move with you.", + "take-giant-custom": "Take a Giant Custom.", + "take-giant-gear": "Take another Giant's Gear option from any list.", + "share-move-or-gear": "Choose a player. Share one of your Moves or Gear options with them.", + "share-move-or-gear2": "Choose a different player. Share one of your Moves or Gear options with them.", + "take-non-giant-destiny-custom-min5": "Take a Custom Move from any Destiny Playbook other than The Little Giant. You must be level 5 or higher to take this Advancement.", + "take-dragon-custom": "Take a Dragon Custom.", + "take-dragon-custom-or-shared-move": "Take another Dragon Custom, or ask another player to share a Move with you.", + "take-constructed-custom": "Take a Constructed Custom.", + "take-constructed-custom-or-type": "Take another Constructed Custom, or choose another Move from the What Are You Made Of? options.", + "take-constructed-custom-or-share-move": "Take another Constructed Custom, or share one of your Moves with another player.", + "get-shared-move-or-gear-3bonds": "Choose a player you have 3 Bonds with. They share one of their Moves or Gear options with you.", + "increase-grace-or-wisdom-max3": "Increase your Grace or Wisdom by 1 (to a maximum of +3).", + "take-spider-custom": "Take a Spider Custom.", + "take-spider-custom-or-type": "Take another Spider's Custom, OR choose another move from the What Is A Spider? list.", + "take-remnant-custom": "Take a Remnant Custom.", + "strengthen-curse": "Strengthen your curse. Choose another Gear option that your curse makes easy, or remove a Gear option that your curse makes difficult.", + "take-remnant-custom-or-shared-move-or-curse": "Take another Remnant Custom, ask someone to Share a Move with you, or strength your curse (as above).", + "increase-pair-stat-max2": "Increase one of the Pair's stats by +1, to a max of +2.", + "increase-pair-blood-or-courage-max2": "Increase one of the Pair's Blood or Courage by +1, to a maximum of +2.", + "take-pair-custom": "Take another Paired Custom.", + "take-pair-custom-or-shared-move": "Take another Paired Custom, or have another player Share a Move with you.", + "take-pair-type": "The Pair's relationship has evolved. Choose another option from the Who Are The Pair? Move list.", + "take-non-destiny-custom": "Take a Custom move from any non-Destiny playbook, even this one.", + "take-any-custom-together": "Take a Custom move from any playbook, even this one or a Destiny playbook. The Pair can only use that move while Working Together.", + "get-shared-move-together": "Choose a player. They Share a Move with you. The Pair can only use that move while Working Together.", + "share-move-min5": "Choose a player. You Share a Move with them. You must be level 5 or higher to take this Advancement.", + "become-paired-threat-to-world": "While Working Together, you are now a Threat to the World. You must be level 5 or higher to take this Advancement. When facing another Threat to the World, you do not need to pay a price simply to act against them.", + "increase-ship-stat-max2": "Increase one of the ship's stats by +1 (to a maximum of +2).", + "take-captain-gear-or-increase-ship-stat-max2": "The Captain chooses another piece of Gear, or increases one of the ship's stats by +1 (to a maximum of +2).", + "take-pilot-gear": "The Pilot chooses another piece of Gear.", + "take-gunner-gear": "The Gunner chooses another piece of Gear.", + "take-comms-gear": "The Comms chooses another piece of Gear.", + "take-engineer-gear": "The Engineer chooses another piece of Gear.", + "take-additional-ship": "You get another Ship. The Ship must be level 5 or higher to takethis Advancement. The new Ship starts at level 1.", + "ascended": "The Ascended", + "chosen-one": "The Chosen One", + "cyborg": "The Cyborg", + "elven-elite": "The Elven Elite", + "end-of-days": "The End of Days", + "firebrand": "The Firebrand", + "halfling-sheriff": "The Halfling Sheriff", + "knight": "The Knight", + "leader": "The Leader", + "legend": "The Legend", + "lord-of-beasts": "The Lord of Beasts", + "orc-boss": "The Orc-Boss", + "ur-dwarf": "The Ur-Dwarf", + "warlord": "The Warlord", + "witch": "The Witch", + "little-giant": "The Little Giant", + "final-form": "The Final Form", + "war-machine": "The War Machine", + "world-weaver": "The World Weaver", + "ancient-secret": "The Ancient Secret", + "take-basic-custom": "Take a Custom Move from any basic playbook.", + "take-destiny-custom": "Take a Custom Move from any other Destiny.", + "take-ascended-custom": "Take an Ascended Custom.", + "take-chosen-one-custom": "Take a Chosen One Custom.", + "take-cyborg-custom": "Take a Cyborg Custom.", + "increase-grace-max3-or-elven-elite-custom": "Increase your Grace stat to +3. If it is already +3, take an Elven Elite Custom instead.", + "take-elven-elite-custom": "Take an Elven Elite Custom.", + "increase-doom-max3-or-end-of-days-custom": "Increase your Doom stat to +3. If it is already +3, take an End of Days Custom instead.", + "take-end-of-days-custom": "Take an End of Days Custom.", + "fire-immunity": "You become immune to fire, and cannot take damage from fire, heat, or explosions.", + "take-firebrand-custom": "Take a Firebrand Custom.", + "increase-courage-max3-or-halfling-sheriff-custom": "Increase your Courage stat to +3. If it is already +3, take a Halfling Sheriff Custom instead.", + "take-halfling-sheriff-custom": "Take a Halfling Sheriff Custom.", + "increase-sense-max3-or-knight-custom": "Increase your Sense stat to +3. If it is already +3, take a Knight Custom instead.", + "take-knight-custom": "Take a Knight Custom.", + "increase-bonds-max4": "You may now have up to 4 Bonds with a single person. Immediately Forge a Bond with everyone you have at least one Bond with.", + "take-leader-custom": "Take a Leader Custom.", + "take-legend-custom": "Take a Legend Custom.", + "take-wildspeaker-or-elf-custom": "Take either the Harbinger Custom Wildspeaker or any Elf Custom.", + "take-lord-of-beasts-custom": "Take a Lord of Beasts Custom.", + "increase-blood-max3-or-orc-boss-custom": "Increase your Blood stat to +3. If it is already +3, take an Orc-Boss Custom instead.", + "take-orc-boss-custom": "Take an Orc-Boss Custom.", + "increase-iron-max3-or-ur-dwarf-custom": "Increase your Iron stat to +3. If it is already +3, take an Ur-Dwarf Custom instead.", + "take-ur-dwarf-custom": "Take an Ur-Dwarf Custom.", + "increase-wisdom-max3-or-warlord-custom": "Increase your Wisdom stat to +3. If it is already +3, take a Warlord Custom instead.", + "take-warlord-custom": "Take a Warlord Custom.", + "take-little-giant-custom": "Take a Little Giant Custom.", + "increase-blood-max3-or-final-form-custom": "Increase your Blood stat to +3. If it is already +3, take a Final Form Custom instead.", + "take-final-form-custom": "Take a Final Form Custom.", + "increase-courage-max3-or-war-machine-custom": "Increase your Courage stat to +3. If it is already +3, take a War Machine Custom instead.", + "take-war-machine-custom": "Take a War Machine Custom.", + "take-world-weaver-custom": "Take a World Weaver Custom.", + "take-ancient-secret-custom": "Take an Ancient Secret Custom.", + "what-are-you": "What Are Your People?", + "what-is-purpose": "What Is Your Purpose?", + "what-are-you-made-of": "What Are You Made of?", + "what-is-curse": "What Is Your Curse?", + "who-are-pair": "Who are the Pair?", + "what-is-ship": "What is the Ship?", + "threats": "Threats", + "core-moves": "Core Moves", + "move": "Move", + "description": "Description", + "other-moves": "Custom Moves", + "agendas": "Agendas", + "starting-agendas": "Be Brave, Take Risks\nTell Us Of Your People\nImprove The World Around You", + "bonds": "Bonds", + "personality": "Personality", + "companions": "Companions", + "companion-name": "Companion Name", + "companion-stat-desc": "Companion Stat", + "other": "Other", + "gear": "Gear", + "gear-name": "Gear Name", + "gear-tags-desc": "Gear Tags & Description", + "other-items": "Other Items", + "custom-weapons": "Orc-Made Weapons", + "webs": "Webs", + "spells": "Spells", + "camouflage": "Camouflage", + "keen-senses": "Keen Senses", + "sense-magic": "Sense Magic", + "whisper": "Whisper on the Wind", + "seance": "Séance", + "smell-danger": "Smell Danger", + "bound-by-blood": "Bound by Blood", + "blessing-strength": "Blessing of Strength", + "blessing-speed": "Blessing of Speed", + "blessing-glory": "Blessing of Glory" +} \ No newline at end of file diff --git a/Fellowship/translations/hu.json b/Fellowship/translations/hu.json new file mode 100644 index 0000000000..1a25d811bc --- /dev/null +++ b/Fellowship/translations/hu.json @@ -0,0 +1,230 @@ +{ + "hopeordespair": "Are you rolling with Hope or Despair?", + "neither": "Neither", + "hope": "Hope", + "withhope": "with Hope", + "despair": "Despair", + "withdespair": "with Despair", + "numberofbonds": "Number of Bonds?", + "rolls": "rolls", + "succeeds": "Succeeds", + "succeeds-partially": "Succeeds partially", + "misses": "Misses", + "name": "Name", + "look": "Look", + "class-archetype": "Playbook", + "dwarf": "The Dwarf", + "elf": "The Elf", + "halfling": "The Halfling", + "harbinger": "The Harbinger", + "heir": "The Heir", + "orc": "The Orc", + "squire": "The Squire", + "giant": "The Giant", + "dragon": "The Dragon", + "constructed": "The Constructed", + "spider": "The Spider", + "remnant": "The Remnant", + "pair": "The Pair", + "overlord": "The Overlord", + "ship": "The Ship", + "npc": "NPC", + "stats": "Stats", + "for-dwarf": "For The Dwarf and those that have shared a Dwarf move", + "iron": "Iron", + "for-harbinger": "For The Harbinger and those that have shared a Harbinger move", + "doom": "Doom", + "for-necrotic": "To mark necrotic damage", + "necrotic": "Necrotic", + "blood": "Blood", + "damaged": "Damaged", + "blood-desc": "Power, Loyalty, Passion", + "courage": "Courage", + "courage-desc": "Inner Strength, Tenacity", + "grace": "Grace", + "grace-desc": "Style, Skill, Agility", + "sense": "Sense", + "sense-desc": "Wits, Logic, Observation", + "wisdom": "Wisdom", + "wisdom-desc": "Knowledge, Tact, Kindness", + "iron-desc": "Survivability, Stubbornness", + "doom-desc": "Prophecy, Magic, Darkness", + "necrotic-abbreviated": "Necr", + "for-trio": "For playing The Pair as a Trio", + "Trio": "Trio", + "crew": "Crew", + "cannon": "Cannon", + "engine": "Engine", + "Captain": "Captain", + "Pilot": "Pilot", + "Gunner": "Gunner", + "Comms": "Comms", + "Engineer": "Engineer", + "npc-despair-description": "NPCs in despair cannot help or harm you", + "in-despair": "In Despair", + "improvements": "Improvements", + "level": "Level", + "show-hide-improvements": "Show/Hide Improvements", + "phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated", + "increase-blood-or-wisdom-max3": "Increase your Blood or Wisdom by 1 (to a maximum of +3).", + "increase-stat-max3": "Increase one of your stats by 1 (to a maximum of +3).", + "take-dwarven-custom": "Take a Dwarven Custom.", + "take-dwarven-or-shared-custom": "Take another Dwarven Custom, or ask another player to share a Move with you.", + "take-dwarven-custom-or-gear": "Take another Dwarven Custom, or two more Dwarven Gear options. You cannot choose a Gear option you already have.", + "share-gear": "Share one of your Gear options with another player.", + "take-destiny": "You have Changed. You must be level 5 or higher to take this Advancement. When you Change, choose a Destiny you meet the requirements for and take its first Move.", + "increase-blood-or-sense-max3": "Increase your Blood or Sense by 1 (to a maximum of +3).", + "take-unknown-move": "Take a Core or Custom move from any basic playbook. You cannot take a move someone else already knows.", + "take-elven-custom": "Take an Eleven Custom.", + "share-move-3bonds": "Choose a player you have 3 Bonds with, Share a Move with them.", + "increase-grace-or-sense-max3": "Increase your Grace or Sense by 1 (to a maximum of +3).", + "take-halfling-custom": "Take a Halfling Custom.", + "take-halfling-custom-or-type": "Take another Halfling Custom or choose another Move from the list of What Is A Halfling? options.", + "get-shared-move-3bonds": "Choose a player you have 3 Bonds with. They share one of their Moves or Gear options with you.", + "powerful harbinger": "Use Powerful Harbinger Advancement", + "increase-courage-or-wisdom-max3": "Increase your Courage or Wisdom by 1 (to a maximum of +3).", + "take-harbinger-custom": "Take a Harbinger Custom.", + "take-harbinger-custom-or-gear": "Take another Harbinger Custom, or one more Harbinger Gear option.", + "take-harbinger-custom-or-get-shared-move": "Take another Harbinger Custom, or ask another player to share a Move with you)", + "increase-stat-max2": "Increase one of your stats by 1 (to a maximum of +2).", + "take-witch-custom": "Take a Witch Custom.", + "take-witch-custom-min5": "Take a Witch's Custom. must be level 5 or higher to take this Advancement.", + "take-destiny-custom-min5": "Take a Custom Move from any Destiny Playbook. You must be level 5 or higher to take this Advancement.", + "share-move2": "Choose a player. You Share a Move with them.", + "get-shared-move": "Choose a player. They Share a Move with you.", + "get-or-share-move": "Choose a player. They Share a move with you, or you Share a Move with them.", + "become-threat-to-world": "You have become a Threat to the World. You must be level 5 or higher to take this Advancement. When facing another Threat to the World, you do not need to pay a price simply to act against them.", + "increase-blood-or-grace-max3": "Increase your Blood or Grace by 1 (to a maximum of +3).", + "take-heir-custom": "Take an Heir Custom.", + "take-heir-custom-or-shared-move": "Take another Heir Custom, or have another player share a Move with you.", + "share-move1": "Share one of your Moves with another player.", + "increase-courage-or-sense-max3": "Increase your Courage or Sense by 1 (to a maximum of +3).", + "take-orc-custom": "Take an Orc Custom.", + "take-other-gear": "Choose a single option from up to two other players' Gear lists. Your choices are added to your Gear permanently.", + "take-squire-custom": "Take a Squire Custom.", + "take-squire-custom-or-share-move": "Gain another Squire Custom, or share a Move with someone.", + "get-shared-move2": "Choose a different player. They Share a Move with you.", + "take-giant-custom": "Take a Giant Custom.", + "take-giant-gear": "Take another Giant's Gear option from any list.", + "share-move-or-gear": "Choose a player. Share one of your Moves or Gear options with them.", + "share-move-or-gear2": "Choose a different player. Share one of your Moves or Gear options with them.", + "take-non-giant-destiny-custom-min5": "Take a Custom Move from any Destiny Playbook other than The Little Giant. You must be level 5 or higher to take this Advancement.", + "take-dragon-custom": "Take a Dragon Custom.", + "take-dragon-custom-or-shared-move": "Take another Dragon Custom, or ask another player to share a Move with you.", + "take-constructed-custom": "Take a Constructed Custom.", + "take-constructed-custom-or-type": "Take another Constructed Custom, or choose another Move from the What Are You Made Of? options.", + "take-constructed-custom-or-share-move": "Take another Constructed Custom, or share one of your Moves with another player.", + "get-shared-move-or-gear-3bonds": "Choose a player you have 3 Bonds with. They share one of their Moves or Gear options with you.", + "increase-grace-or-wisdom-max3": "Increase your Grace or Wisdom by 1 (to a maximum of +3).", + "take-spider-custom": "Take a Spider Custom.", + "take-spider-custom-or-type": "Take another Spider's Custom, OR choose another move from the What Is A Spider? list.", + "take-remnant-custom": "Take a Remnant Custom.", + "strengthen-curse": "Strengthen your curse. Choose another Gear option that your curse makes easy, or remove a Gear option that your curse makes difficult.", + "take-remnant-custom-or-shared-move-or-curse": "Take another Remnant Custom, ask someone to Share a Move with you, or strength your curse (as above).", + "increase-pair-stat-max2": "Increase one of the Pair's stats by +1, to a max of +2.", + "increase-pair-blood-or-courage-max2": "Increase one of the Pair's Blood or Courage by +1, to a maximum of +2.", + "take-pair-custom": "Take another Paired Custom.", + "take-pair-custom-or-shared-move": "Take another Paired Custom, or have another player Share a Move with you.", + "take-pair-type": "The Pair's relationship has evolved. Choose another option from the Who Are The Pair? Move list.", + "take-non-destiny-custom": "Take a Custom move from any non-Destiny playbook, even this one.", + "take-any-custom-together": "Take a Custom move from any playbook, even this one or a Destiny playbook. The Pair can only use that move while Working Together.", + "get-shared-move-together": "Choose a player. They Share a Move with you. The Pair can only use that move while Working Together.", + "share-move-min5": "Choose a player. You Share a Move with them. You must be level 5 or higher to take this Advancement.", + "become-paired-threat-to-world": "While Working Together, you are now a Threat to the World. You must be level 5 or higher to take this Advancement. When facing another Threat to the World, you do not need to pay a price simply to act against them.", + "increase-ship-stat-max2": "Increase one of the ship's stats by +1 (to a maximum of +2).", + "take-captain-gear-or-increase-ship-stat-max2": "The Captain chooses another piece of Gear, or increases one of the ship's stats by +1 (to a maximum of +2).", + "take-pilot-gear": "The Pilot chooses another piece of Gear.", + "take-gunner-gear": "The Gunner chooses another piece of Gear.", + "take-comms-gear": "The Comms chooses another piece of Gear.", + "take-engineer-gear": "The Engineer chooses another piece of Gear.", + "take-additional-ship": "You get another Ship. The Ship must be level 5 or higher to takethis Advancement. The new Ship starts at level 1.", + "ascended": "The Ascended", + "chosen-one": "The Chosen One", + "cyborg": "The Cyborg", + "elven-elite": "The Elven Elite", + "end-of-days": "The End of Days", + "firebrand": "The Firebrand", + "halfling-sheriff": "The Halfling Sheriff", + "knight": "The Knight", + "leader": "The Leader", + "legend": "The Legend", + "lord-of-beasts": "The Lord of Beasts", + "orc-boss": "The Orc-Boss", + "ur-dwarf": "The Ur-Dwarf", + "warlord": "The Warlord", + "witch": "The Witch", + "little-giant": "The Little Giant", + "final-form": "The Final Form", + "war-machine": "The War Machine", + "world-weaver": "The World Weaver", + "ancient-secret": "The Ancient Secret", + "take-basic-custom": "Take a Custom Move from any basic playbook.", + "take-destiny-custom": "Take a Custom Move from any other Destiny.", + "take-ascended-custom": "Take an Ascended Custom.", + "take-chosen-one-custom": "Take a Chosen One Custom.", + "take-cyborg-custom": "Take a Cyborg Custom.", + "increase-grace-max3-or-elven-elite-custom": "Increase your Grace stat to +3. If it is already +3, take an Elven Elite Custom instead.", + "take-elven-elite-custom": "Take an Elven Elite Custom.", + "increase-doom-max3-or-end-of-days-custom": "Increase your Doom stat to +3. If it is already +3, take an End of Days Custom instead.", + "take-end-of-days-custom": "Take an End of Days Custom.", + "fire-immunity": "You become immune to fire, and cannot take damage from fire, heat, or explosions.", + "take-firebrand-custom": "Take a Firebrand Custom.", + "increase-courage-max3-or-halfling-sheriff-custom": "Increase your Courage stat to +3. If it is already +3, take a Halfling Sheriff Custom instead.", + "take-halfling-sheriff-custom": "Take a Halfling Sheriff Custom.", + "increase-sense-max3-or-knight-custom": "Increase your Sense stat to +3. If it is already +3, take a Knight Custom instead.", + "take-knight-custom": "Take a Knight Custom.", + "increase-bonds-max4": "You may now have up to 4 Bonds with a single person. Immediately Forge a Bond with everyone you have at least one Bond with.", + "take-leader-custom": "Take a Leader Custom.", + "take-legend-custom": "Take a Legend Custom.", + "take-wildspeaker-or-elf-custom": "Take either the Harbinger Custom Wildspeaker or any Elf Custom.", + "take-lord-of-beasts-custom": "Take a Lord of Beasts Custom.", + "increase-blood-max3-or-orc-boss-custom": "Increase your Blood stat to +3. If it is already +3, take an Orc-Boss Custom instead.", + "take-orc-boss-custom": "Take an Orc-Boss Custom.", + "increase-iron-max3-or-ur-dwarf-custom": "Increase your Iron stat to +3. If it is already +3, take an Ur-Dwarf Custom instead.", + "take-ur-dwarf-custom": "Take an Ur-Dwarf Custom.", + "increase-wisdom-max3-or-warlord-custom": "Increase your Wisdom stat to +3. If it is already +3, take a Warlord Custom instead.", + "take-warlord-custom": "Take a Warlord Custom.", + "take-little-giant-custom": "Take a Little Giant Custom.", + "increase-blood-max3-or-final-form-custom": "Increase your Blood stat to +3. If it is already +3, take a Final Form Custom instead.", + "take-final-form-custom": "Take a Final Form Custom.", + "increase-courage-max3-or-war-machine-custom": "Increase your Courage stat to +3. If it is already +3, take a War Machine Custom instead.", + "take-war-machine-custom": "Take a War Machine Custom.", + "take-world-weaver-custom": "Take a World Weaver Custom.", + "take-ancient-secret-custom": "Take an Ancient Secret Custom.", + "what-are-you": "What Are Your People?", + "what-is-purpose": "What Is Your Purpose?", + "what-are-you-made-of": "What Are You Made of?", + "what-is-curse": "What Is Your Curse?", + "who-are-pair": "Who are the Pair?", + "what-is-ship": "What is the Ship?", + "threats": "Threats", + "core-moves": "Core Moves", + "move": "Move", + "description": "Description", + "other-moves": "Custom Moves", + "agendas": "Agendas", + "starting-agendas": "Be Brave, Take Risks\nTell Us Of Your People\nImprove The World Around You", + "bonds": "Bonds", + "personality": "Personality", + "companions": "Companions", + "companion-name": "Companion Name", + "companion-stat-desc": "Companion Stat", + "other": "Other", + "gear": "Gear", + "gear-name": "Gear Name", + "gear-tags-desc": "Gear Tags & Description", + "other-items": "Other Items", + "custom-weapons": "Orc-Made Weapons", + "webs": "Webs", + "spells": "Spells", + "camouflage": "Camouflage", + "keen-senses": "Keen Senses", + "sense-magic": "Sense Magic", + "whisper": "Whisper on the Wind", + "seance": "Séance", + "smell-danger": "Smell Danger", + "bound-by-blood": "Bound by Blood", + "blessing-strength": "Blessing of Strength", + "blessing-speed": "Blessing of Speed", + "blessing-glory": "Blessing of Glory" +} \ No newline at end of file diff --git a/Feng-Shui-2/translations/ca.json b/Feng-Shui-2/translations/ca.json new file mode 100644 index 0000000000..9fa12ad73b --- /dev/null +++ b/Feng-Shui-2/translations/ca.json @@ -0,0 +1,48 @@ +{ + "character-name-u": "CHARACTER NAME", + "character-concept-u": "CHARACTER CONCEPT", + "melodramatic-hook-u": "MELODRAMATIC HOOK", + "schtick-u": "SCHTICKS", + "schtick-name": "Schtick Name", + "notes-u": "NOTES", + "archtype-u": "ARCHTYPE", + "juncture-u": "JUNCTURE", + "wealth-u": "WEALTH", + "main-attack-u": "MAIN ATTACK", + "main-attack": "Main Attack", + "backup-attack-u": "BACKUP ATTACK", + "backup-attack": "Backup Attack", + "defense-u": "DEFENSE", + "defense": "Defense", + "toughness-u": "TOUGHNESS", + "toughness": "Toughness", + "fortune-u": "FORTUNE", + "fortune": "Fortune", + "initiative-u": "INITIATIVE", + "melodrama-u": "MELODRAMA", + "melodrama": "Melodrama", + "will-u": "WILL", + "will": "Will", + "notice-u": "NOTICE", + "notice": "Notice", + "strength-u": "STRENGTH", + "strength": "Strength", + "speed-u": "SPEED", + "speed": "Speed", + "weapons-u": "WEAPONS", + "weapon-name": "Weapon Name", + "special": "Special", + "skills-u": "SKILLS", + "skill-name": "Skill Name", + "untrained-skill": "Untrained Skill", + "wounds-u": "WOUNDS", + "wound-points-u": "WOUND POINTS: ", + "gain-impairment": "Gain Impairment at 25 and 30 wounds.", + "marks-of-death-u": "MARKS OF DEATH: ", + "death-check": "Death Check", + "rolls": "rolls", + "untrained-skill-roll": "attemps an Untrained Skill and rolls:", + "attempts": "attempts", + "death-check-roll": "tries to stayin the fight! Death Check. Difficulty", + "roll-is": "roll is" +} \ No newline at end of file diff --git a/Feng-Shui-2/translations/hu.json b/Feng-Shui-2/translations/hu.json new file mode 100644 index 0000000000..9fa12ad73b --- /dev/null +++ b/Feng-Shui-2/translations/hu.json @@ -0,0 +1,48 @@ +{ + "character-name-u": "CHARACTER NAME", + "character-concept-u": "CHARACTER CONCEPT", + "melodramatic-hook-u": "MELODRAMATIC HOOK", + "schtick-u": "SCHTICKS", + "schtick-name": "Schtick Name", + "notes-u": "NOTES", + "archtype-u": "ARCHTYPE", + "juncture-u": "JUNCTURE", + "wealth-u": "WEALTH", + "main-attack-u": "MAIN ATTACK", + "main-attack": "Main Attack", + "backup-attack-u": "BACKUP ATTACK", + "backup-attack": "Backup Attack", + "defense-u": "DEFENSE", + "defense": "Defense", + "toughness-u": "TOUGHNESS", + "toughness": "Toughness", + "fortune-u": "FORTUNE", + "fortune": "Fortune", + "initiative-u": "INITIATIVE", + "melodrama-u": "MELODRAMA", + "melodrama": "Melodrama", + "will-u": "WILL", + "will": "Will", + "notice-u": "NOTICE", + "notice": "Notice", + "strength-u": "STRENGTH", + "strength": "Strength", + "speed-u": "SPEED", + "speed": "Speed", + "weapons-u": "WEAPONS", + "weapon-name": "Weapon Name", + "special": "Special", + "skills-u": "SKILLS", + "skill-name": "Skill Name", + "untrained-skill": "Untrained Skill", + "wounds-u": "WOUNDS", + "wound-points-u": "WOUND POINTS: ", + "gain-impairment": "Gain Impairment at 25 and 30 wounds.", + "marks-of-death-u": "MARKS OF DEATH: ", + "death-check": "Death Check", + "rolls": "rolls", + "untrained-skill-roll": "attemps an Untrained Skill and rolls:", + "attempts": "attempts", + "death-check-roll": "tries to stayin the fight! Death Check. Difficulty", + "roll-is": "roll is" +} \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/ca.json b/Five Torches Deep (FR version)/translations/ca.json new file mode 100644 index 0000000000..f00ad0f4e5 --- /dev/null +++ b/Five Torches Deep (FR version)/translations/ca.json @@ -0,0 +1,170 @@ +{ + "name": "Nom", + "level": "Niveau", + "xp": "XP", + "race": "Race", + "class": "Classe", + "warrior": "Guerrier", + "thief": "Voleur", + "zealot": "Zélote", + "mage": "Mage", + "archetype": "Archétype", + "barbarian": "Barbare", + "fighter": "Combattant", + "ranger": "Rôdeur", + "assassin": "Assassin", + "bard": "Barde", + "rogue": "Gredin", + "priest": "Prêtre", + "druid": "Druide", + "paladin": "Paladin", + "sorcerer": "Encorceleur", + "warlock": "Sorcier", + "wizard": "Magicien", + "proficiency bonus": "Bonus de maîtrise", + "str": "FOR", + "dex": "DEX", + "con": "CON", + "int": "INT", + "wis": "SAG", + "cha": "CHA", + "speed": "Vitesse", + "load": "Charge", + "ac": "CA", + "hp": "PdV", + "resilience": "Résistance", + "supply": "Ress.", + "arcane": "Arcane", + "perception": "Perception", + "divine": "Divin", + "retainers": "Suivants", + "magic items": "Objets M.", + "proficiencies": "Maîtrises", + "armor": "Armures", + "weapon": "Armes", + "weapon_name": "Nom", + "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", + "to_hit_bonus": "Bonus au toucher", + "damage": "Dégâts", + "damage_attr": "Carac.", + "description": "Description", + "strength": "Force", + "dexterity": "Dextérité", + "constitution": "Constitution", + "intelligence": "Intelligence", + "wisdom": "Sagesse", + "charisma": "Charisme", + "attack": "Attaque", + "spellbook": "Grimoire", + "spells known": "Sorts connus :", + "spellname": "Nom du sort", + "inventory": "Inventaire", + "durability": "Dur.", + "notes": "Notes", + "hd": "HD", + "brute": "Brute", + "leader": "Meneur", + "predator": "Prédateur", + "shaper": "Contrôleur", + "sniper": "Sniper", + "soldier": "Soldat", + "attack roll": "Jet d'attaque", + "hit points": "Points de vie", + "base modifier": "Modificateur de base", + "modifier": "Modificateur", + "roll": "Jet", + "techniques": "Techniques", + "ability drain": "Drain de caractéristique", + "adept": "Adepte", + "alter environment": "Altération de l'environnement", + "blast": "Décharge", + "burst": "Explosion", + "extra when": "Bonus conditionnel", + "force condition": "Infliger une condition", + "multiattack": "Multi-attaque", + "resistance or immunity": "Résistance ou immunité", + "shove": "Bouger", + "special movement": "Mouvement spécial", + "weakness": "Faiblesses", + "toutes": "toutes", + "légères, boucliers": "légères, boucliers", + "boucliers": "boucliers", + "simples": "simples", + "Coordination, tactique, volonté": "Coordination, tactique, volonté", + "Furtivité, tromperie, sens, outils": "Furtivité, tromperie, sens, outils", + "Histoire, intuition": "Histoire, intuition", + "Finesse, négociation": "Finesse, négociation", + "Intimidation, endurance, voyage": "Intimidation, endurance, voyage", + "Médecine, ingéniosité, diplomatie": "Médecine, ingéniosité, diplomatie", + "Nature, créatures, perception": "Nature, créatures, perception", + "Intimidation, intuition, traque": "Intimidation, intuition, traque", + "Représentation, inspiration, diplomatie": "Représentation, inspiration, diplomatie", + "Infiltration, athlétisme, investigation": "Infiltration, athlétisme, investigation", + "Soin, politique, magie divine": "Soin, politique, magie divine", + "Nature, créatures, magie druidique": "Nature, créatures, magie druidique", + "Instinct, endurance, athlétisme": "Instinct, endurance, athlétisme", + "Charme, volonté, magie chaotique": "Charme, volonté, magie chaotique", + "Intimidation, furtivité, magie profane": "Intimidation, furtivité, magie profane", + "Diplomatie, intuition, magie des arcanes": "Diplomatie, intuition, magie des arcanes", + "FOR/CON": "FOR/CON", + "INT/CHA": "INT/CHA", + "INT": "INT", + "SAG/INT": "SAG/INT", + "DEX/SAG": "DEX/SAG", + "FOR/DEX": "FOR/DEX", + "INT/DEX": "INT/DEX", + "CON": "CON", + "-": "-", + "CON/FOR": "CON/FOR", + "morale, tenir la ligne, résistance": "morale, tenir la ligne, résistance", + "magie, commandement, entouré de sbires": "magie, commandement, entouré de sbires", + "offensive, furtivité, patience, ruse": "offensive, furtivité, patience, ruse", + "forcer le mouvement, changer l'environnement": "forcer le mouvement, changer l'environnement", + "combat à distance, perception": "combat à distance, perception", + "combat, morale, discipline de groupe": "combat, morale, discipline de groupe", + "furtivité, finesse, perception, tactique": "furtivité, finesse, perception, tactique", + "combat, isolé, résistance": "combat, isolé, résistance", + "résistance, morale, combat direct": "résistance, morale, combat direct", + "combat en mêlée, être incapable de s'esquiver": "combat en mêlée, être incapable de s'esquiver", + "mêlée, résistance, morale": "mêlée, résistance, morale", + "magie, vitesse, l'absence de commandement, furtivité": "magie, vitesse, l'absence de commandement, furtivité", + "Les attaques réussies réduisent temporairement (de manière permanente à partir d'HD 5+) d'1d6 une caractéristique (choisissez le type à la création).": "Les attaques réussies réduisent temporairement (de manière permanente à partir d'HD 5+) d'1d6 une caractéristique (choisissez le type à la création).", + "Choisissez jusqu'à deux sorts des listes de magie des arcanes ou divine. La somme des niveaux de ces sorts ne peut excéder le HD de la créature. Les sorts peuvent être lancés une fois par rencontre.": "Choisissez jusqu'à deux sorts des listes de magie des arcanes ou divine. La somme des niveaux de ces sorts ne peut excéder le HD de la créature. Les sorts peuvent être lancés une fois par rencontre.", + "Zone de 9m/HD. La créature peut créer de nouveaux dangers ou modifier le champs de bataille (pierre, plantes, météorologie, mécanique, sens, magie).": "Zone de 9m/HD. La créature peut créer de nouveaux dangers ou modifier le champs de bataille (pierre, plantes, météorologie, mécanique, sens, magie).", + "Cône de 3m/2HD. Dégâts : 1d6/2HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.": "Cône de 3m/2HD. Dégâts : 1d6/2HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.", + "Sphère de 1m50/HD. Dégâts : 1d6/HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.": "Sphère de 1m50/HD. Dégâts : 1d6/HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.", + "Gagne un bonus lorsqu'un critère particulier est rempli (ex : plus de dégâts en forêt, bonus à la CA dans l'obscurité...).": "Gagne un bonus lorsqu'un critère particulier est rempli (ex : plus de dégâts en forêt, bonus à la CA dans l'obscurité...).", + "Les attaques réussies imposent une condition à la cible (aveuglé, assourdi, paralysé, hébété, charmé...).": "Les attaques réussies imposent une condition à la cible (aveuglé, assourdi, paralysé, hébété, charmé...).", + "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", + "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", + "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" +} \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/hu.json b/Five Torches Deep (FR version)/translations/hu.json new file mode 100644 index 0000000000..f00ad0f4e5 --- /dev/null +++ b/Five Torches Deep (FR version)/translations/hu.json @@ -0,0 +1,170 @@ +{ + "name": "Nom", + "level": "Niveau", + "xp": "XP", + "race": "Race", + "class": "Classe", + "warrior": "Guerrier", + "thief": "Voleur", + "zealot": "Zélote", + "mage": "Mage", + "archetype": "Archétype", + "barbarian": "Barbare", + "fighter": "Combattant", + "ranger": "Rôdeur", + "assassin": "Assassin", + "bard": "Barde", + "rogue": "Gredin", + "priest": "Prêtre", + "druid": "Druide", + "paladin": "Paladin", + "sorcerer": "Encorceleur", + "warlock": "Sorcier", + "wizard": "Magicien", + "proficiency bonus": "Bonus de maîtrise", + "str": "FOR", + "dex": "DEX", + "con": "CON", + "int": "INT", + "wis": "SAG", + "cha": "CHA", + "speed": "Vitesse", + "load": "Charge", + "ac": "CA", + "hp": "PdV", + "resilience": "Résistance", + "supply": "Ress.", + "arcane": "Arcane", + "perception": "Perception", + "divine": "Divin", + "retainers": "Suivants", + "magic items": "Objets M.", + "proficiencies": "Maîtrises", + "armor": "Armures", + "weapon": "Armes", + "weapon_name": "Nom", + "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", + "to_hit_bonus": "Bonus au toucher", + "damage": "Dégâts", + "damage_attr": "Carac.", + "description": "Description", + "strength": "Force", + "dexterity": "Dextérité", + "constitution": "Constitution", + "intelligence": "Intelligence", + "wisdom": "Sagesse", + "charisma": "Charisme", + "attack": "Attaque", + "spellbook": "Grimoire", + "spells known": "Sorts connus :", + "spellname": "Nom du sort", + "inventory": "Inventaire", + "durability": "Dur.", + "notes": "Notes", + "hd": "HD", + "brute": "Brute", + "leader": "Meneur", + "predator": "Prédateur", + "shaper": "Contrôleur", + "sniper": "Sniper", + "soldier": "Soldat", + "attack roll": "Jet d'attaque", + "hit points": "Points de vie", + "base modifier": "Modificateur de base", + "modifier": "Modificateur", + "roll": "Jet", + "techniques": "Techniques", + "ability drain": "Drain de caractéristique", + "adept": "Adepte", + "alter environment": "Altération de l'environnement", + "blast": "Décharge", + "burst": "Explosion", + "extra when": "Bonus conditionnel", + "force condition": "Infliger une condition", + "multiattack": "Multi-attaque", + "resistance or immunity": "Résistance ou immunité", + "shove": "Bouger", + "special movement": "Mouvement spécial", + "weakness": "Faiblesses", + "toutes": "toutes", + "légères, boucliers": "légères, boucliers", + "boucliers": "boucliers", + "simples": "simples", + "Coordination, tactique, volonté": "Coordination, tactique, volonté", + "Furtivité, tromperie, sens, outils": "Furtivité, tromperie, sens, outils", + "Histoire, intuition": "Histoire, intuition", + "Finesse, négociation": "Finesse, négociation", + "Intimidation, endurance, voyage": "Intimidation, endurance, voyage", + "Médecine, ingéniosité, diplomatie": "Médecine, ingéniosité, diplomatie", + "Nature, créatures, perception": "Nature, créatures, perception", + "Intimidation, intuition, traque": "Intimidation, intuition, traque", + "Représentation, inspiration, diplomatie": "Représentation, inspiration, diplomatie", + "Infiltration, athlétisme, investigation": "Infiltration, athlétisme, investigation", + "Soin, politique, magie divine": "Soin, politique, magie divine", + "Nature, créatures, magie druidique": "Nature, créatures, magie druidique", + "Instinct, endurance, athlétisme": "Instinct, endurance, athlétisme", + "Charme, volonté, magie chaotique": "Charme, volonté, magie chaotique", + "Intimidation, furtivité, magie profane": "Intimidation, furtivité, magie profane", + "Diplomatie, intuition, magie des arcanes": "Diplomatie, intuition, magie des arcanes", + "FOR/CON": "FOR/CON", + "INT/CHA": "INT/CHA", + "INT": "INT", + "SAG/INT": "SAG/INT", + "DEX/SAG": "DEX/SAG", + "FOR/DEX": "FOR/DEX", + "INT/DEX": "INT/DEX", + "CON": "CON", + "-": "-", + "CON/FOR": "CON/FOR", + "morale, tenir la ligne, résistance": "morale, tenir la ligne, résistance", + "magie, commandement, entouré de sbires": "magie, commandement, entouré de sbires", + "offensive, furtivité, patience, ruse": "offensive, furtivité, patience, ruse", + "forcer le mouvement, changer l'environnement": "forcer le mouvement, changer l'environnement", + "combat à distance, perception": "combat à distance, perception", + "combat, morale, discipline de groupe": "combat, morale, discipline de groupe", + "furtivité, finesse, perception, tactique": "furtivité, finesse, perception, tactique", + "combat, isolé, résistance": "combat, isolé, résistance", + "résistance, morale, combat direct": "résistance, morale, combat direct", + "combat en mêlée, être incapable de s'esquiver": "combat en mêlée, être incapable de s'esquiver", + "mêlée, résistance, morale": "mêlée, résistance, morale", + "magie, vitesse, l'absence de commandement, furtivité": "magie, vitesse, l'absence de commandement, furtivité", + "Les attaques réussies réduisent temporairement (de manière permanente à partir d'HD 5+) d'1d6 une caractéristique (choisissez le type à la création).": "Les attaques réussies réduisent temporairement (de manière permanente à partir d'HD 5+) d'1d6 une caractéristique (choisissez le type à la création).", + "Choisissez jusqu'à deux sorts des listes de magie des arcanes ou divine. La somme des niveaux de ces sorts ne peut excéder le HD de la créature. Les sorts peuvent être lancés une fois par rencontre.": "Choisissez jusqu'à deux sorts des listes de magie des arcanes ou divine. La somme des niveaux de ces sorts ne peut excéder le HD de la créature. Les sorts peuvent être lancés une fois par rencontre.", + "Zone de 9m/HD. La créature peut créer de nouveaux dangers ou modifier le champs de bataille (pierre, plantes, météorologie, mécanique, sens, magie).": "Zone de 9m/HD. La créature peut créer de nouveaux dangers ou modifier le champs de bataille (pierre, plantes, météorologie, mécanique, sens, magie).", + "Cône de 3m/2HD. Dégâts : 1d6/2HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.": "Cône de 3m/2HD. Dégâts : 1d6/2HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.", + "Sphère de 1m50/HD. Dégâts : 1d6/HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.": "Sphère de 1m50/HD. Dégâts : 1d6/HD. Les cibles doivent réussir une sauvegarde pour résister ou esquiver. 1 charge par combat/3HD.", + "Gagne un bonus lorsqu'un critère particulier est rempli (ex : plus de dégâts en forêt, bonus à la CA dans l'obscurité...).": "Gagne un bonus lorsqu'un critère particulier est rempli (ex : plus de dégâts en forêt, bonus à la CA dans l'obscurité...).", + "Les attaques réussies imposent une condition à la cible (aveuglé, assourdi, paralysé, hébété, charmé...).": "Les attaques réussies imposent une condition à la cible (aveuglé, assourdi, paralysé, hébété, charmé...).", + "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", + "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", + "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" +} \ No newline at end of file diff --git a/Forbidden_Lands/translations/ca.json b/Forbidden_Lands/translations/ca.json new file mode 100644 index 0000000000..423025409b --- /dev/null +++ b/Forbidden_Lands/translations/ca.json @@ -0,0 +1,339 @@ +{ + "adult-2": "Adult+1", + "age": "Age", + "agility": "Agility", + "agility-abbr": "Agi", + "agility-abbr-u": "AGI", + "animal-handling": "Animal Handling", + "api-dice": "api dice", + "api-dice-title": "Use API Dice Roller. (API is a Pro feature) 'Forbidden Lands Year-Zero Die Roller' script must be installed.", + "appearance-u": "APPEARANCE", + "armor": "Armor", + "armor-helmet": "ARMOR/HELMET", + "armor-rating": "Armor Rating", + "armor-rating-abbr": "AR", + "armor-rating-total": "Total GEAR dice included for armor1 + armor2 + armor3 + armor4. @{ar}", + "armor-rating-u": "ARMOR RATING", + "armor-roll": "Armor Roll", + "armor-type": "Armor Type", + "armor1-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor1_bonus}", + "armor1-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor1_bonus_max}", + "armor1-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor1_damage}", + "armor1-bonus-total": "Total GEAR and SKILL dice included for armor1. @{armor1_ar}", + "armor2-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor2_bonus}", + "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", + "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", + "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", + "arms-length-abbr": "Arm's L.", + "arrows": "Arrows", + "artifact": "Artifact Dice", + "artifact-bonus": "Artifact Bonus", + "attack": "Attack", + "attack-abbrv": "Attk", + "attr-abbr": "Attr", + "attribute-score": "Attribute Score", + "attribute-u": "ATTRIBUTES", + "bane": "Bane", + "base": "Base", + "base-attr-abbr": "Base/Attr", + "base-attribute-dice": "Base/Attribute Dice", + "base-dice": "Base Dice", + "beasts-u": "BEASTS", + "body": "Body", + "bonus": "Bonus", + "bonus-abbr": "Bon", + "bread": "Bread", + "carried": "Carried", + "carried-abbr": "Carr", + "carry": "Carry", + "character": "Character", + "clear-dice-pool": "Clear Dice Pool", + "close": "[close]", + "close-announcements": "Close Announcements", + "cloth": "Cloth", + "clothing": "Clothing", + "coins-carried": "Coins Carried", + "coins-u": "COINS", + "cold": "Cold", + "condition-cold": "When the cold is bitter and you don’t have enough shelter, you have to roll ENDURANCE regularly. @{cold}", + "condition-hungry": "You must eat a ration of food at least once every day. After a day without food, you become HUNGRY. @{hungry}", + "condition-sleepy": "You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. @{sleepy}", + "condition-thirsty": "You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. @{thirsty}", + "condition-u": "CONDITIONS", + "consumable": "Consumable", + "consumable-note": "**note:** be sure to manually reduce the consumable die on the sheet if you roll bane of 1 or 2.", + "consumable-u": "CONSUMABLES", + "copper": "Copper", + "crafting": "Crafting", + "crafting-monster": "Crafting", + "critical-injuries": "Critical Injuries", + "critical-u": "CRITICAL INJURIES", + "current": "Current", + "current-preset": "Current Preset", + "custom-roll": "Custom Roll", + "d66-roll": "D66 Roll", + "damage": "Damage", + "damage-abbr": "Dmg", + "dark-secret": "Dark Secret", + "defense-rating": "Defense Rating", + "description": "Description", + "dice-only": "Dice Only", + "dice-pool": "Dice Pool", + "dice-pool-u": "DICE POOL", + "die": "Die", + "die-10": "d10", + "die-10-u": "D10", + "die-12": "d12", + "die-12-u": "D12", + "die-6": "d6", + "die-6-u": "D6", + "die-66": "d66", + "die-66-u": "D66", + "die-8": "d8", + "die-8-u": "D8", + "distant": "Distant", + "dmg-abbr": "Dmg", + "don": "Don", + "duration": "Duration", + "effects": "Effects", + "empathy": "Empathy", + "empathy-abbr": "Emp", + "encumbrance": "Encumbrance", + "encumbrance-current-abbr": "Current Encum", + "endurance": "Endurance", + "endurance-monster": "Endurance", + "epic": "Epic", + "experience-u": "EXPERIENCE", + "extra-damage": "Toggle extra damage tracking (25-48)", + "face": "Face", + "features": "Features", + "fish": "Fish", + "flour": "Flour", + "food": "Food", + "function-u": "FUNCTIONS", + "fur": "Fur", + "gea-u": "GEAR", + "gear": "Gear", + "gear-bonus": "Gear Bonus", + "gear-dice": "Gear Dice", + "gear-notes": "Gear/Notes", + "gear-weight": "Gear Weight", + "general-abbrv": "Gen", + "glass": "Glass", + "gold": "Gold", + "grain": "Grain", + "grip": "Grip", + "healing": "Healing", + "healing-time": "Healing Time", + "heavy-abbr": "H", + "herbs": "Herbs", + "hirelings-u": "HIRELINGS", + "hungry": "Hungry", + "ingredients": "Ingredients", + "injury": "Injury", + "insight": "Insight", + "iron": "Iron", + "iron-ore": "Iron Ore", + "item": "Item", + "kin": "Kin", + "latest-announcements": "Latest Announcements", + "leather": "Leather", + "legendary": "Legendary", + "lethal": "Lethal", + "light-abbr": "L", + "location": "Location", + "logo-forbidden-lands": "FORBIDDEN LANDS", + "long": "Long", + "lore": "Lore", + "lvl-abbr": "Lvl", + "manipulation": "Manipulation", + "marksmanship": "Marksmanship", + "marksmanship-abbr": "Marks.", + "max-abbr": "Max", + "meat": "Meat", + "melee-as-distance": "Melee", + "melee-as-skill": "Melee", + "melee-monster": "Melee", + "might": "Might", + "might-monster": "Might", + "mighty": "Mighty", + "misc-abbr": "Misc", + "misc-gear-abbr": "Misc Gear", + "misc-skill-abbr": "Misc Skill", + "monster": "Monster", + "monster-attack": "Monster Attack", + "monster-attacks-u": "MONSTER ATTACKS", + "monster-name": "Monster's Name/Type", + "moun-u": "MOUNT", + "mount": "Mount", + "mounted": "Mounted", + "mounts-gear": "Mount's Gear", + "move": "Move", + "move-type": "Move Type", + "movement": "Movement", + "name": "Name", + "near": "Near", + "no": "No", + "no-damage": "No Damage", + "no-willpower": "No Willpower", + "normal-abbr": "N", + "not-applicable-abbr": "n/a", + "note-description": "Note's description", + "note-name": "Note's name", + "notes": "Notes", + "notes-text": "notes...", + "notes-u": "NOTES", + "number-abbr": "Num", + "of-arrows": "of Arrows", + "of-food": "of Food", + "of-torches": "of Torches", + "of-water": "of Water", + "old-3": "Old+2", + "old-announcements": "Old Announcements", + "older": "[older]", + "on-mount": "Gear on Mount", + "one-hand-abbr": "1H", + "other": "Other", + "out-of-arrows": "Out of Arrows", + "out-of-food": "Out of Food", + "out-of-torches": "Out of Torches", + "out-of-water": "Out of Water", + "pack-rat": "Pack Rat Talent?", + "pack-rat-title": "You can carry additional items.", + "parry": "Parry", + "pc-name": "PC's name", + "performance": "Performance", + "personal": "Personal", + "pride": "Pride", + "pride-roll": "Pride Roll", + "production-outcome": "Production/Outcome", + "profession": "Profession", + "profession-abbrv": "Prof", + "push": "Push", + "push-dice": "Push the Dice!", + "push-query": "Is the Dice Pool correct...? (hint:remove successes and bane) |Yes - Submit to Roll.,Dice Pool is correct.|No - Cancel.,Dice Pool needs to be corrected.", + "pushes-the-roll": "Pushes the Roll", + "quantity-abbr": "Qty", + "range": "Range", + "ranged": "Ranged", + "rank": "Rank", + "rank-1-pack-rat": "Rank 1 (+2)", + "rank-2-pack-rat": "Rank 2 (+5)", + "rank-3-pack-rat": "Rank 3 (+10)", + "rating": "Rating", + "rating-abbr": "Rat", + "relationship-description": "Describe the relationship.", + "relationships-u": "RELATIONSHIPS", + "reputation": "Reputation", + "reputation-bonus": "How well known are you? @{reputation}", + "reputation-roll": "Reputation Roll", + "reset-dice": "Reset dice pool.", + "roll": "Roll", + "roll-agility": "Agility Roll", + "roll-dice": "Roll the Dice!", + "roll-dice-66": "Roll d66!", + "roll-dice-api": "Roll API Dice!", + "roll-empathy": "Empathy Roll", + "roll-strength": "Strength Roll", + "roll-wits": "Wits Roll", + "salary": "Salary copper/day", + "scouting": "Scouting", + "selected": "Selected", + "settings": "Settings", + "sheet-version-announcements": "Sheet version and announcements", + "shield": "Shield", + "shield-bonus": "Record the shield's CURRENT bonus up to MAX (adjusts GEAR dice) @{shield1_bonus}", + "shield-bonus-max": "Record the shield's UNDAMAGED bonus. @{shield1_bonus_max}", + "shield-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{shield1_bonus_misc}", + "shield-bonus-total": "Total BASE, GEAR, and SKILL dice included for Parry|Shove. @{shield1_bonus_total}", + "shield-u": "SHIELD", + "short": "Short", + "shove": "Shove", + "show-hide": "show/hide", + "silver": "Silver", + "skill": "Skill", + "skill-dice": "Skill Dice", + "skill-level": "Skill Level", + "skill-u": "SKILLS", + "skills-list": "animal-handling,crafting,endurance,healing,insight,lore,manipulation,marksmanship,melee,might,move,performance,scouting,sleight-of-hand,stealth,survival", + "sleepy": "Sleepy", + "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", + "spell": "Spell", + "spell-name": "Spell's name", + "spell-u": "SPELLS", + "stealth": "Stealth", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", + "stockpile-u": "STOCKPILE", + "stone": "Stone", + "strength": "Strength", + "strength-abbr": "Str", + "strength-abbr-u": "STR", + "stronghold": "Stronghold", + "stronghold-notes-u": "STRONGHOLD NOTES", + "stronghold-u": "STRONGHOLD", + "success": "Success", + "success-1": "1 Success", + "success-2": "2 Successes", + "success-3": "3 Successes", + "success-4": "4 Successes", + "survival": "Survival", + "talent-u": "TALENTS", + "tallow": "Tallow", + "thirsty": "Thirsty", + "time-limit": "Time Limit", + "tiny-abbr": "T", + "torches": "Torches", + "total": "Total", + "total-abbr": "Tot", + "two-hand-abbr": "2H", + "type": "Type", + "type-name": "Type/Name", + "units": "Units", + "update-dice-pool": "Update the dice pool. Use the 'Roll' button to roll the dice.", + "vegetables": "Vegetables", + "version-announcements": "Sheet version and announcements", + "water": "Water", + "weapon": "Weapon", + "weapon-bonus": "Record the weapon's CURRENT bonus up to MAX (adjusts GEAR dice). @{repeating_weapons_$X_weapon_bonus}", + "weapon-bonus-max": "Record the weapon's UNDAMAGED bonus. @{repeating_weapons_$X_weapon_bonus_max}", + "weapon-bonus-misc": "Miscellaneous bonus modifier (adjusts GEAR dice). @{repeating_weapons_$X_weapon_bonus_misc}", + "weapon-bonus-total": "Total GEAR dice included with the attack. @{repeating_weapons_$X_weapon_bonus_total}", + "weapon-damage": "Damage as per weapon tables. @{repeating_weapons_$X_weapon_damage}", + "weapon-damage-misc": "Miscellaneous damage modifier. @{repeating_weapons_$X_weapon_damage_misc}", + "weapon-damage-total": "Total damage included with the attack. @{repeating_weapons_$X_weapon_damage_total}", + "weapon-skill-misc": "Miscellaneous attack modifier (adjusts SKILL dice). @{repeating_weapons_$X_weapon_skill_misc}", + "weapon-skill-total": "Total SKILL dice included with the attack. @{repeating_weapons_$X_weapon_skill_total}", + "weapon-type-base": "BASE dice as per weapon/skill type. @{repeating_weapons_$X_weapon_base_total}", + "weapon-type-skill": "SKILL dice as per weapon/skill type. @{repeating_weapons_$X_weapon_skill_value}", + "weapon-u": "WEAPONS", + "weapons": "Weapons", + "weight-abbr": "Wt", + "whisper-macro": "Whisper roll?", + "whisper-nothing": "Do not whisper rolls(default).", + "whisper-options": "Whisper Options:", + "whisper-options-api": "API Whisper Options:", + "whisper-query": "Use a query.", + "whisper-rolls": "Whisper all rolls to the GM.", + "willpower": "Willpower", + "willpower-abbr": "Will", + "willpower-spent-abbr": "WP Spent", + "willpower-total-abbr": "Total WP", + "willpower-u": "WILLPOWER", + "wits": "Wits", + "wits-abbr": "Wit", + "wood": "Wood", + "wool": "Wool", + "yes": "Yes", + "yes-1": "Yes,-1", + "young-1": "Young" +} \ No newline at end of file diff --git a/Forbidden_Lands/translations/hu.json b/Forbidden_Lands/translations/hu.json new file mode 100644 index 0000000000..423025409b --- /dev/null +++ b/Forbidden_Lands/translations/hu.json @@ -0,0 +1,339 @@ +{ + "adult-2": "Adult+1", + "age": "Age", + "agility": "Agility", + "agility-abbr": "Agi", + "agility-abbr-u": "AGI", + "animal-handling": "Animal Handling", + "api-dice": "api dice", + "api-dice-title": "Use API Dice Roller. (API is a Pro feature) 'Forbidden Lands Year-Zero Die Roller' script must be installed.", + "appearance-u": "APPEARANCE", + "armor": "Armor", + "armor-helmet": "ARMOR/HELMET", + "armor-rating": "Armor Rating", + "armor-rating-abbr": "AR", + "armor-rating-total": "Total GEAR dice included for armor1 + armor2 + armor3 + armor4. @{ar}", + "armor-rating-u": "ARMOR RATING", + "armor-roll": "Armor Roll", + "armor-type": "Armor Type", + "armor1-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor1_bonus}", + "armor1-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor1_bonus_max}", + "armor1-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor1_damage}", + "armor1-bonus-total": "Total GEAR and SKILL dice included for armor1. @{armor1_ar}", + "armor2-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor2_bonus}", + "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", + "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", + "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", + "arms-length-abbr": "Arm's L.", + "arrows": "Arrows", + "artifact": "Artifact Dice", + "artifact-bonus": "Artifact Bonus", + "attack": "Attack", + "attack-abbrv": "Attk", + "attr-abbr": "Attr", + "attribute-score": "Attribute Score", + "attribute-u": "ATTRIBUTES", + "bane": "Bane", + "base": "Base", + "base-attr-abbr": "Base/Attr", + "base-attribute-dice": "Base/Attribute Dice", + "base-dice": "Base Dice", + "beasts-u": "BEASTS", + "body": "Body", + "bonus": "Bonus", + "bonus-abbr": "Bon", + "bread": "Bread", + "carried": "Carried", + "carried-abbr": "Carr", + "carry": "Carry", + "character": "Character", + "clear-dice-pool": "Clear Dice Pool", + "close": "[close]", + "close-announcements": "Close Announcements", + "cloth": "Cloth", + "clothing": "Clothing", + "coins-carried": "Coins Carried", + "coins-u": "COINS", + "cold": "Cold", + "condition-cold": "When the cold is bitter and you don’t have enough shelter, you have to roll ENDURANCE regularly. @{cold}", + "condition-hungry": "You must eat a ration of food at least once every day. After a day without food, you become HUNGRY. @{hungry}", + "condition-sleepy": "You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. @{sleepy}", + "condition-thirsty": "You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. @{thirsty}", + "condition-u": "CONDITIONS", + "consumable": "Consumable", + "consumable-note": "**note:** be sure to manually reduce the consumable die on the sheet if you roll bane of 1 or 2.", + "consumable-u": "CONSUMABLES", + "copper": "Copper", + "crafting": "Crafting", + "crafting-monster": "Crafting", + "critical-injuries": "Critical Injuries", + "critical-u": "CRITICAL INJURIES", + "current": "Current", + "current-preset": "Current Preset", + "custom-roll": "Custom Roll", + "d66-roll": "D66 Roll", + "damage": "Damage", + "damage-abbr": "Dmg", + "dark-secret": "Dark Secret", + "defense-rating": "Defense Rating", + "description": "Description", + "dice-only": "Dice Only", + "dice-pool": "Dice Pool", + "dice-pool-u": "DICE POOL", + "die": "Die", + "die-10": "d10", + "die-10-u": "D10", + "die-12": "d12", + "die-12-u": "D12", + "die-6": "d6", + "die-6-u": "D6", + "die-66": "d66", + "die-66-u": "D66", + "die-8": "d8", + "die-8-u": "D8", + "distant": "Distant", + "dmg-abbr": "Dmg", + "don": "Don", + "duration": "Duration", + "effects": "Effects", + "empathy": "Empathy", + "empathy-abbr": "Emp", + "encumbrance": "Encumbrance", + "encumbrance-current-abbr": "Current Encum", + "endurance": "Endurance", + "endurance-monster": "Endurance", + "epic": "Epic", + "experience-u": "EXPERIENCE", + "extra-damage": "Toggle extra damage tracking (25-48)", + "face": "Face", + "features": "Features", + "fish": "Fish", + "flour": "Flour", + "food": "Food", + "function-u": "FUNCTIONS", + "fur": "Fur", + "gea-u": "GEAR", + "gear": "Gear", + "gear-bonus": "Gear Bonus", + "gear-dice": "Gear Dice", + "gear-notes": "Gear/Notes", + "gear-weight": "Gear Weight", + "general-abbrv": "Gen", + "glass": "Glass", + "gold": "Gold", + "grain": "Grain", + "grip": "Grip", + "healing": "Healing", + "healing-time": "Healing Time", + "heavy-abbr": "H", + "herbs": "Herbs", + "hirelings-u": "HIRELINGS", + "hungry": "Hungry", + "ingredients": "Ingredients", + "injury": "Injury", + "insight": "Insight", + "iron": "Iron", + "iron-ore": "Iron Ore", + "item": "Item", + "kin": "Kin", + "latest-announcements": "Latest Announcements", + "leather": "Leather", + "legendary": "Legendary", + "lethal": "Lethal", + "light-abbr": "L", + "location": "Location", + "logo-forbidden-lands": "FORBIDDEN LANDS", + "long": "Long", + "lore": "Lore", + "lvl-abbr": "Lvl", + "manipulation": "Manipulation", + "marksmanship": "Marksmanship", + "marksmanship-abbr": "Marks.", + "max-abbr": "Max", + "meat": "Meat", + "melee-as-distance": "Melee", + "melee-as-skill": "Melee", + "melee-monster": "Melee", + "might": "Might", + "might-monster": "Might", + "mighty": "Mighty", + "misc-abbr": "Misc", + "misc-gear-abbr": "Misc Gear", + "misc-skill-abbr": "Misc Skill", + "monster": "Monster", + "monster-attack": "Monster Attack", + "monster-attacks-u": "MONSTER ATTACKS", + "monster-name": "Monster's Name/Type", + "moun-u": "MOUNT", + "mount": "Mount", + "mounted": "Mounted", + "mounts-gear": "Mount's Gear", + "move": "Move", + "move-type": "Move Type", + "movement": "Movement", + "name": "Name", + "near": "Near", + "no": "No", + "no-damage": "No Damage", + "no-willpower": "No Willpower", + "normal-abbr": "N", + "not-applicable-abbr": "n/a", + "note-description": "Note's description", + "note-name": "Note's name", + "notes": "Notes", + "notes-text": "notes...", + "notes-u": "NOTES", + "number-abbr": "Num", + "of-arrows": "of Arrows", + "of-food": "of Food", + "of-torches": "of Torches", + "of-water": "of Water", + "old-3": "Old+2", + "old-announcements": "Old Announcements", + "older": "[older]", + "on-mount": "Gear on Mount", + "one-hand-abbr": "1H", + "other": "Other", + "out-of-arrows": "Out of Arrows", + "out-of-food": "Out of Food", + "out-of-torches": "Out of Torches", + "out-of-water": "Out of Water", + "pack-rat": "Pack Rat Talent?", + "pack-rat-title": "You can carry additional items.", + "parry": "Parry", + "pc-name": "PC's name", + "performance": "Performance", + "personal": "Personal", + "pride": "Pride", + "pride-roll": "Pride Roll", + "production-outcome": "Production/Outcome", + "profession": "Profession", + "profession-abbrv": "Prof", + "push": "Push", + "push-dice": "Push the Dice!", + "push-query": "Is the Dice Pool correct...? (hint:remove successes and bane) |Yes - Submit to Roll.,Dice Pool is correct.|No - Cancel.,Dice Pool needs to be corrected.", + "pushes-the-roll": "Pushes the Roll", + "quantity-abbr": "Qty", + "range": "Range", + "ranged": "Ranged", + "rank": "Rank", + "rank-1-pack-rat": "Rank 1 (+2)", + "rank-2-pack-rat": "Rank 2 (+5)", + "rank-3-pack-rat": "Rank 3 (+10)", + "rating": "Rating", + "rating-abbr": "Rat", + "relationship-description": "Describe the relationship.", + "relationships-u": "RELATIONSHIPS", + "reputation": "Reputation", + "reputation-bonus": "How well known are you? @{reputation}", + "reputation-roll": "Reputation Roll", + "reset-dice": "Reset dice pool.", + "roll": "Roll", + "roll-agility": "Agility Roll", + "roll-dice": "Roll the Dice!", + "roll-dice-66": "Roll d66!", + "roll-dice-api": "Roll API Dice!", + "roll-empathy": "Empathy Roll", + "roll-strength": "Strength Roll", + "roll-wits": "Wits Roll", + "salary": "Salary copper/day", + "scouting": "Scouting", + "selected": "Selected", + "settings": "Settings", + "sheet-version-announcements": "Sheet version and announcements", + "shield": "Shield", + "shield-bonus": "Record the shield's CURRENT bonus up to MAX (adjusts GEAR dice) @{shield1_bonus}", + "shield-bonus-max": "Record the shield's UNDAMAGED bonus. @{shield1_bonus_max}", + "shield-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{shield1_bonus_misc}", + "shield-bonus-total": "Total BASE, GEAR, and SKILL dice included for Parry|Shove. @{shield1_bonus_total}", + "shield-u": "SHIELD", + "short": "Short", + "shove": "Shove", + "show-hide": "show/hide", + "silver": "Silver", + "skill": "Skill", + "skill-dice": "Skill Dice", + "skill-level": "Skill Level", + "skill-u": "SKILLS", + "skills-list": "animal-handling,crafting,endurance,healing,insight,lore,manipulation,marksmanship,melee,might,move,performance,scouting,sleight-of-hand,stealth,survival", + "sleepy": "Sleepy", + "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", + "spell": "Spell", + "spell-name": "Spell's name", + "spell-u": "SPELLS", + "stealth": "Stealth", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", + "stockpile-u": "STOCKPILE", + "stone": "Stone", + "strength": "Strength", + "strength-abbr": "Str", + "strength-abbr-u": "STR", + "stronghold": "Stronghold", + "stronghold-notes-u": "STRONGHOLD NOTES", + "stronghold-u": "STRONGHOLD", + "success": "Success", + "success-1": "1 Success", + "success-2": "2 Successes", + "success-3": "3 Successes", + "success-4": "4 Successes", + "survival": "Survival", + "talent-u": "TALENTS", + "tallow": "Tallow", + "thirsty": "Thirsty", + "time-limit": "Time Limit", + "tiny-abbr": "T", + "torches": "Torches", + "total": "Total", + "total-abbr": "Tot", + "two-hand-abbr": "2H", + "type": "Type", + "type-name": "Type/Name", + "units": "Units", + "update-dice-pool": "Update the dice pool. Use the 'Roll' button to roll the dice.", + "vegetables": "Vegetables", + "version-announcements": "Sheet version and announcements", + "water": "Water", + "weapon": "Weapon", + "weapon-bonus": "Record the weapon's CURRENT bonus up to MAX (adjusts GEAR dice). @{repeating_weapons_$X_weapon_bonus}", + "weapon-bonus-max": "Record the weapon's UNDAMAGED bonus. @{repeating_weapons_$X_weapon_bonus_max}", + "weapon-bonus-misc": "Miscellaneous bonus modifier (adjusts GEAR dice). @{repeating_weapons_$X_weapon_bonus_misc}", + "weapon-bonus-total": "Total GEAR dice included with the attack. @{repeating_weapons_$X_weapon_bonus_total}", + "weapon-damage": "Damage as per weapon tables. @{repeating_weapons_$X_weapon_damage}", + "weapon-damage-misc": "Miscellaneous damage modifier. @{repeating_weapons_$X_weapon_damage_misc}", + "weapon-damage-total": "Total damage included with the attack. @{repeating_weapons_$X_weapon_damage_total}", + "weapon-skill-misc": "Miscellaneous attack modifier (adjusts SKILL dice). @{repeating_weapons_$X_weapon_skill_misc}", + "weapon-skill-total": "Total SKILL dice included with the attack. @{repeating_weapons_$X_weapon_skill_total}", + "weapon-type-base": "BASE dice as per weapon/skill type. @{repeating_weapons_$X_weapon_base_total}", + "weapon-type-skill": "SKILL dice as per weapon/skill type. @{repeating_weapons_$X_weapon_skill_value}", + "weapon-u": "WEAPONS", + "weapons": "Weapons", + "weight-abbr": "Wt", + "whisper-macro": "Whisper roll?", + "whisper-nothing": "Do not whisper rolls(default).", + "whisper-options": "Whisper Options:", + "whisper-options-api": "API Whisper Options:", + "whisper-query": "Use a query.", + "whisper-rolls": "Whisper all rolls to the GM.", + "willpower": "Willpower", + "willpower-abbr": "Will", + "willpower-spent-abbr": "WP Spent", + "willpower-total-abbr": "Total WP", + "willpower-u": "WILLPOWER", + "wits": "Wits", + "wits-abbr": "Wit", + "wood": "Wood", + "wool": "Wool", + "yes": "Yes", + "yes-1": "Yes,-1", + "young-1": "Young" +} \ No newline at end of file diff --git a/Fragged-Empire/translations/ca.json b/Fragged-Empire/translations/ca.json new file mode 100644 index 0000000000..fcdacd2217 --- /dev/null +++ b/Fragged-Empire/translations/ca.json @@ -0,0 +1,348 @@ +{ + "style": "Style:", + "style_character": "Character", + "style_combat": "Combat", + "style_spacecraft": "Spacecraft Sheet", + "style_notes": "Notes", + "char_name": "Character Name", + "char_race": "Races", + "char_language": "Languages", + "char_traits": "Traits", + "char_level": "Level", + "char_max_ressources": "Max Resources", + "char_max_influence": "Max Influence", + "char_current": "Current", + "char_allocated": "Allocated", + "char_ressources": "Resources", + "char_influence": "Influence", + "char_spare_time_points": "Spare Time Points", + "char_spare_time_roll": "Spare Time Roll", + "attributes": "Attributes", + "atr_current": "Cur", + "atr_max": "Max", + "atr_traits": "Traits", + "atr_strength": "Strength", + "atr_reflexes": "Reflexes", + "atr_movement": "Movement", + "atr_focus": "Focus", + "atr_intelligence": "Intelligence", + "atr_perception": "Perception", + "atr_fate": "Fate", + "char_perks": "Perks", + "char_complications": "Complications", + "ps_trained": "Trained", + "ps_everyday_skills": "Everyday Skills", + "ps_mod": "Modifier", + "ps_traits": "Traits", + "ps_tb": "TB", + "ps_ws": "WS", + "ps_dw": "DW", + "ps_wealth": "Wealth", + "ps_conversation": "Conversation", + "ps_leadership": "Leadership", + "ps_culture": "Culture", + "ps_physical": "Physical", + "ps_resolve": "Resolve", + "ps_awareness": "Awareness", + "ps_survival": "Survival", + "pro_trained": "Trained", + "pro_ps": "Professional Skills", + "pro_mod": "Modifier", + "pro_traits": "Traits", + "pro_tk": "TK", + "pro_tb": "TB", + "pro_ws": "WS", + "pro_dw": "DW", + "pro_mechanics": "Mechanics", + "pro_electronics": "Electronics", + "pro_programming": "Programming", + "pro_bio_tech": "Bio Tech", + "pro_medicine": "Medicine", + "pro_psychology": "Psychology", + "pro_astronomy": "Astronomy", + "pro_planetoids": "Planetoids", + "pcs_trained": "Trained", + "pcs_pcs": "Personal Combat Skills", + "pcs_mod": "Modifier", + "pcs_traits": "Traits x2", + "pcs_small_arms": "Small Arms", + "pcs_heavy_arms": "Heavy Arms", + "pcs_tactical": "Tactical", + "pcs_exotic": "Exotic", + "vss_trained": "Trained", + "vss_vss": "Vehicle System Skills", + "vss_mod": "Modifier", + "vss_traits": "Traits x2", + "vss_command": "Command", + "vss_engineering": "Engineering", + "vss_operations": "Operations", + "vss_gunnery": "Gunnery", + "sh_strong_hit": "Strong Hit", + "sh_requirement": "Requirement", + "sh_result": "Result", + "research": "Research", + "trade_goods": "Trade Goods", + "s2_charname": "Character Name", + "s2_race": "Races", + "s2_languages": "Languages", + "s2_attributes": "Attributes", + "s2_atr_current": "Cur", + "s2_atr_max": "Max", + "s2_atr_dmg_effects": "Damage & Effects", + "s2_atr_strength": "Strength", + "s2_atr_reflexes": "Reflexes", + "s2_atr_movement": "Movement", + "s2_atr_focus": "Focus", + "s2_atr_intelligence": "Intelligence", + "s2_atr_perception": "Perception", + "s2_atr_fate": "Fate", + "s2_endurance": "Endurance", + "s2_end_current": "Current:", + "s2_end_max": "Max:", + "s2_recovery": "Recovery", + "s2_rec_focus": "Foc +", + "s2_order": "Order", + "s2_order_intelligence": "Int +", + "s2_stealth": "Stealth", + "s2_stealth_tac_ref": "Tac + Ref +", + "s2_overburdened": "Overburdened", + "s2_outfit": "Outfit", + "s2_utility": "Utility", + "s2_weapon": "Weapons", + "s2_defence_penalty": "Defence Penalty", + "s2_defence": "Defence:", + "s2_defence_calculation": "10 + Ref + Equip +", + "s2_cover_steps": "Cover Steps: ", + "s2_def_impair": "vs Impair: ", + "s2_def_impair_calc": "Def + Str +", + "s2_def_psionic": "vs Psionic: ", + "s2_def_psionic_calc": "Def + Foc +", + "s2_def_stealth": "vs Stealth: ", + "s2_def_stealth_calc": "10 + Per +", + "s2_armour": "Armour: ", + "s2_armour_calc": "Equip +", + "s2_armour_energy": "vs Energy: ", + "s2_armour_slow": "vs Slow: ", + "s2_armour_0_endurance": "at 0 Endurance:", + "s2_gear_outfit": "Outfit", + "s2_gear_armour": "Armour", + "s2_gear_defence": "Defence", + "s2_gear_endurance": "Endurance", + "s2_gear_cover": "Cover", + "s2_gear_frt_cover": "Frt Cover", + "s2_gear_slots": "Slots", + "s2_gear_weight": "Weight", + "s2_gear_variation": "Variation", + "s2_gear_cost": "Cost", + "s2_util": "Utility", + "s2_util_armour": "Armour", + "s2_util_defence": "Defence", + "s2_util_endurance": "Endurance", + "s2_util_cover": "Cover", + "s2_util_frt_cover": "Frt Cover", + "s2_util_slots": "Slots", + "s2_util_weights": "Weight", + "s2_util_variation": "Variation", + "s2_util_cost": "Cost", + "s2_nw": "Natural Weapons", + "s2_nw_hit": "+Hit", + "s2_nw_endurance_dmg": "End Dmg", + "s2_nw_crit_dmg": "Crit Dmg", + "s2_nw_range": "Range", + "s2_nw_clips": "Clips", + "s2_nw_ammo": "Ammo", + "s2_nw_load": "Load", + "s2_nw_rof": "RoF", + "s2_nw_weight": "Weight", + "s2_nw_variation": "Variation", + "s2_nw_cost": "Cost", + "s2_weapon_hit": "Hit (+Skill)", + "s2_weapon_endurance_dmg": "End Dmg", + "s2_weapon_crit_dmg": "Crit Dmg", + "s2_weapon_range": "Range", + "s2_weapon_clips": "Clips", + "s2_weapon_ammo": "Ammo", + "s2_weapon_load": "Load", + "s2_weapon_rof": "RoF", + "s2_weapon_weight": "Weight", + "s2_weapon_variation": "Variation", + "s2_weapon_cost": "Cost", + "s2_weapon_notes": "Notes:", + "s2_weapon_used_ammo": "Used Ammunition:", + "s2_weapon_used_clips": "Used Clips:", + "s2_weapon_notes2": "Notes:", + "s2_weapon_used_ammo2": "Used Ammunition:", + "s2_weapon_used_clips2": "Used Clips:", + "s2_drones": "Drones/Companions", + "s2_drones_hit": "Hit (+Skill)", + "s2_drones_endurance_dmg": "End Dmg", + "s2_drones_crit_dmg": "Crit Dmg", + "s2_drones_range": "Range", + "s2_drones_clips": "Clips", + "s2_drones_ammo": "Ammo", + "s2_drones_load": "Load", + "s2_drones_rof": "RoF", + "s2_drones_weight": "Weight", + "s2_drones_variation": "Variation", + "s2_drones_cost": "Cost", + "s2_drones_defence": "Defence:", + "s2_drones_armour": "Armour:", + "s2_drones_movement": "Movement:", + "s2_drones_slots": "Slots:", + "s2_drones_bodies": "Bodies:", + "s2_drones_notes": "Notes:", + "s2_drones_used_ammo": "Used Ammunition:", + "s2_drones_used_clips": "Used Clips:", + "s2_drones_defence2": "Defence:", + "s2_drones_armour2": "Armour:", + "s2_drones_movement2": "Movement:", + "s2_drones_slots2": "Slots:", + "s2_drones_bodies2": "Bodies:", + "s2_drones_notes2": "Notes:", + "s2_drones_used_ammo2": "Used Ammunition:", + "s2_drones_used_clips2": "Used Clips:", + "s2_equip": "Equipment", + "s2_equip_outfit_util": "Outfit + Utility Item +", + "s2_equip_slots": "Slots", + "s2_strong_hit": "Strong Hit", + "s2_sh_requirement": "Requirement", + "s2_sh_result": "Result", + "s3_shipname": "Ship Name", + "s3_ship_build": "Build", + "s3_influence_cost": "Influence Cost", + "s3_attributes": "Attributes", + "s3_atr_current": "Cur", + "s3_atr_max": "Max", + "s3_atr_traits": "Traits", + "s3_atr_dmg_effects": "Damage & Effects", + "s3_hull": "Hull", + "s3_engines": "Engines", + "s3_crew": "Crew", + "s3_power": "Power", + "s3_cpu": "CPU", + "s3_sensors": "Sensors", + "s3_size": "Size", + "s3_velocity": "Velocity", + "s3_velocity_current": "Current:", + "s3_velocity_max": "Max:", + "s3_shield": "Shield", + "s3_shield_current": "Current:", + "s3_shield_max": "Max:", + "s3_regen": "Regen", + "s3_regen_calc": "Pow +", + "s3_boarded": "Boarded", + "s3_resupply": "Resupply", + "s3_resupply_calc": "Size x2 +", + "s3_cargo": "Cargo", + "s3_cargo_calc": "Size x4 + Hull -10 +", + "s3_secret_cargo": "Secret Cargo", + "s3_weapon_slots": "Weapon Slots", + "s3_weapon_slots_calc": "Size +", + "s3_defence": "Defence: ", + "s3_defence_calc": "12 - Size + Eng +", + "s3_def_ordinance": "vs Ordinance: ", + "s3_def_ordinance_calc": "Def +", + "s3_def_boarding": "vs Boarding: ", + "s3_def_boarding_calc": "10 + Size + Crew +", + "s3_armour": "Armour: ", + "s3_armour_boarding": "vs Boarding: ", + "s3_armour_0_shields": "at 0 Shields: ", + "s3_innate_weapons": "Innate Weapons", + "s3_iw_hit": "+Hit", + "s3_iw_shield_dmg": "Shield Dmg", + "s3_iw_crit_dmg": "Crit Dmg", + "s3_iw_range": "Range", + "s3_iw_clips": "Clips", + "s3_iw_ammo": "Ammo", + "s3_iw_load": "Load", + "s3_iw_rof": "RoF", + "s3_iw_mount": "Mount", + "s3_iw_variation": "Variation", + "s3_iw_cost": "Cost", + "s3_iw_boarding_party": "Boarding Party", + "s3_iw_boarding": "Boarding", + "s3_gunnery": "Gunnery", + "s3_gun_hit": "Hit (+Skill)", + "s3_gun_shield_dmg": "Shield Dmg", + "s3_gun_crit_dmg": "Crit Dmg", + "s3_gun_range": "Range", + "s3_gun_clips": "Clips", + "s3_gun_ammo": "Ammo", + "s3_gun_load": "Load", + "s3_gun_rof": "RoF", + "s3_gun_mount": "Mount", + "s3_gun_variation": "Variation", + "s3_gun_cost": "Cost", + "s3_gun_notes": "Notes:", + "s3_gun_used_ammo": "Used Ammunition:", + "s3_gun_used_clips": "Used Clips:", + "s3_gun_notes2": "Notes:", + "s3_gun_used_ammo2": "Used Ammunition:", + "s3_gun_used_clips2": "Used Clips:", + "s3_ordinance": "Ordinance", + "s3_ord_hit": "Hit (+Skill)", + "s3_ord_shield_dmg": "Shield Dmg", + "s3_ord_crit_dmg": "Crit Dmg", + "s3_ord_range": "Range", + "s3_ord_clips": "Clips", + "s3_ord_ammo": "Ammo", + "s3_ord_load": "Load", + "s3_ord_rof": "RoF", + "s3_ord_mount": "Mount", + "s3_ord_variation": "Variation", + "s3_ord_cost": "Cost", + "s3_ord_defence": "Defence:", + "s3_ord_armour": "Armour:", + "s3_ord_movement": "Movement:", + "s3_ord_bodies": "Bodies:", + "s3_ord_notes": "Notes:", + "s3_ord_destroyed_bodies": "Destroyed Bodies:", + "s3_ord_launched_bodies": "Launched Bodies:", + "s3_ord_defence2": "Defence:", + "s3_ord_armour2": "Armour:", + "s3_ord_movement2": "Movement:", + "s3_ord_bodies2": "Bodies:", + "s3_ord_destroyed_bodies2": "Destroyed Bodies:", + "s3_ord_launched_bodies2": "Launched Bodies:", + "s3_strong_hit": "Strong Hit", + "s3_sh_requirement": "Requirement", + "s3_sh_result": "Result", + "s3_workshops_labs_notes": "Workshops, Labs, Cargo & Notes", + "s3_perks": "Spacecraft Perks:", + "s3_perks_calc": "Size +", + "s3_perk_5_shields": "+5 Shields (Size 1-2)", + "s3_perk_ejection_seats": "Ejection Seats (Size 1-2)", + "s3_perk_1_cargo": "+1 Cargo", + "s3_perk_comm_system": "Comm System", + "s3_perk_2_resupply": "+2 Resupply", + "s3_perk_life_support": "Life Support", + "s3_perk_deep_space_sos_beacon": "Deep Space SOS Beacon", + "s3_perk_jump_drive": "Jump Drive", + "s3_perk_escape_pods": "Escape Pods (Size 3-5)", + "s3_perk_docking_clamp": "Docking Clamp (Size 2-5)", + "s3_perk_shuttle": "Shuttle (Size 4-5)", + "s3_perk_airlock": "Airlock (Size 2-5)", + "s3_perk_brig": "Brig (Size 3-5)", + "s3_perk_corridors": "Corridors (Size 3-5)", + "s3_perk_armoury": "Armoury", + "s3_perk_small_rooms": "Small Rooms (Size 3-5)", + "s3_perk_additional_rooms": "Additional Rooms (Size 3-5)", + "s3_perk_large_rooms": "Large Rooms (Size 5)", + "s4_notes": "General Notes", + "s2_nw_mind": "Mind", + "s2_nw_analytical": "Analytical", + "s2_nw_limbs": "Limbs", + "s2_nw_limbs_variation": "Melee, Impairment", + "s2_equip_gauntlet1": "Gauntlet 1", + "s2_equip_gauntlet2": "Gauntlet 2", + "s1_skill_efford_hit": "Effort", + "s1_skill_efford_req": "Primary or Vehicle System Skill", + "s1_skill_efford_res": "You may re-roll a single die", + "s2_sh1_hit": "Critical Hit", + "s2_sh1_req": "Attack, Hit, 1 per RoF, No Splash", + "s2_sh1_res": "Deal critical damage to a random attribute", + "s2_sh2_hit": "Critical Boost", + "s2_sh2_req": "Attack, Does not req. hit", + "s2_sh2_res": "+1 Crit dmg vs targets with 0 endurance", + "s2_end_mod": "+ Mod:" +} \ No newline at end of file diff --git a/Fragged-Empire/translations/hu.json b/Fragged-Empire/translations/hu.json new file mode 100644 index 0000000000..fcdacd2217 --- /dev/null +++ b/Fragged-Empire/translations/hu.json @@ -0,0 +1,348 @@ +{ + "style": "Style:", + "style_character": "Character", + "style_combat": "Combat", + "style_spacecraft": "Spacecraft Sheet", + "style_notes": "Notes", + "char_name": "Character Name", + "char_race": "Races", + "char_language": "Languages", + "char_traits": "Traits", + "char_level": "Level", + "char_max_ressources": "Max Resources", + "char_max_influence": "Max Influence", + "char_current": "Current", + "char_allocated": "Allocated", + "char_ressources": "Resources", + "char_influence": "Influence", + "char_spare_time_points": "Spare Time Points", + "char_spare_time_roll": "Spare Time Roll", + "attributes": "Attributes", + "atr_current": "Cur", + "atr_max": "Max", + "atr_traits": "Traits", + "atr_strength": "Strength", + "atr_reflexes": "Reflexes", + "atr_movement": "Movement", + "atr_focus": "Focus", + "atr_intelligence": "Intelligence", + "atr_perception": "Perception", + "atr_fate": "Fate", + "char_perks": "Perks", + "char_complications": "Complications", + "ps_trained": "Trained", + "ps_everyday_skills": "Everyday Skills", + "ps_mod": "Modifier", + "ps_traits": "Traits", + "ps_tb": "TB", + "ps_ws": "WS", + "ps_dw": "DW", + "ps_wealth": "Wealth", + "ps_conversation": "Conversation", + "ps_leadership": "Leadership", + "ps_culture": "Culture", + "ps_physical": "Physical", + "ps_resolve": "Resolve", + "ps_awareness": "Awareness", + "ps_survival": "Survival", + "pro_trained": "Trained", + "pro_ps": "Professional Skills", + "pro_mod": "Modifier", + "pro_traits": "Traits", + "pro_tk": "TK", + "pro_tb": "TB", + "pro_ws": "WS", + "pro_dw": "DW", + "pro_mechanics": "Mechanics", + "pro_electronics": "Electronics", + "pro_programming": "Programming", + "pro_bio_tech": "Bio Tech", + "pro_medicine": "Medicine", + "pro_psychology": "Psychology", + "pro_astronomy": "Astronomy", + "pro_planetoids": "Planetoids", + "pcs_trained": "Trained", + "pcs_pcs": "Personal Combat Skills", + "pcs_mod": "Modifier", + "pcs_traits": "Traits x2", + "pcs_small_arms": "Small Arms", + "pcs_heavy_arms": "Heavy Arms", + "pcs_tactical": "Tactical", + "pcs_exotic": "Exotic", + "vss_trained": "Trained", + "vss_vss": "Vehicle System Skills", + "vss_mod": "Modifier", + "vss_traits": "Traits x2", + "vss_command": "Command", + "vss_engineering": "Engineering", + "vss_operations": "Operations", + "vss_gunnery": "Gunnery", + "sh_strong_hit": "Strong Hit", + "sh_requirement": "Requirement", + "sh_result": "Result", + "research": "Research", + "trade_goods": "Trade Goods", + "s2_charname": "Character Name", + "s2_race": "Races", + "s2_languages": "Languages", + "s2_attributes": "Attributes", + "s2_atr_current": "Cur", + "s2_atr_max": "Max", + "s2_atr_dmg_effects": "Damage & Effects", + "s2_atr_strength": "Strength", + "s2_atr_reflexes": "Reflexes", + "s2_atr_movement": "Movement", + "s2_atr_focus": "Focus", + "s2_atr_intelligence": "Intelligence", + "s2_atr_perception": "Perception", + "s2_atr_fate": "Fate", + "s2_endurance": "Endurance", + "s2_end_current": "Current:", + "s2_end_max": "Max:", + "s2_recovery": "Recovery", + "s2_rec_focus": "Foc +", + "s2_order": "Order", + "s2_order_intelligence": "Int +", + "s2_stealth": "Stealth", + "s2_stealth_tac_ref": "Tac + Ref +", + "s2_overburdened": "Overburdened", + "s2_outfit": "Outfit", + "s2_utility": "Utility", + "s2_weapon": "Weapons", + "s2_defence_penalty": "Defence Penalty", + "s2_defence": "Defence:", + "s2_defence_calculation": "10 + Ref + Equip +", + "s2_cover_steps": "Cover Steps: ", + "s2_def_impair": "vs Impair: ", + "s2_def_impair_calc": "Def + Str +", + "s2_def_psionic": "vs Psionic: ", + "s2_def_psionic_calc": "Def + Foc +", + "s2_def_stealth": "vs Stealth: ", + "s2_def_stealth_calc": "10 + Per +", + "s2_armour": "Armour: ", + "s2_armour_calc": "Equip +", + "s2_armour_energy": "vs Energy: ", + "s2_armour_slow": "vs Slow: ", + "s2_armour_0_endurance": "at 0 Endurance:", + "s2_gear_outfit": "Outfit", + "s2_gear_armour": "Armour", + "s2_gear_defence": "Defence", + "s2_gear_endurance": "Endurance", + "s2_gear_cover": "Cover", + "s2_gear_frt_cover": "Frt Cover", + "s2_gear_slots": "Slots", + "s2_gear_weight": "Weight", + "s2_gear_variation": "Variation", + "s2_gear_cost": "Cost", + "s2_util": "Utility", + "s2_util_armour": "Armour", + "s2_util_defence": "Defence", + "s2_util_endurance": "Endurance", + "s2_util_cover": "Cover", + "s2_util_frt_cover": "Frt Cover", + "s2_util_slots": "Slots", + "s2_util_weights": "Weight", + "s2_util_variation": "Variation", + "s2_util_cost": "Cost", + "s2_nw": "Natural Weapons", + "s2_nw_hit": "+Hit", + "s2_nw_endurance_dmg": "End Dmg", + "s2_nw_crit_dmg": "Crit Dmg", + "s2_nw_range": "Range", + "s2_nw_clips": "Clips", + "s2_nw_ammo": "Ammo", + "s2_nw_load": "Load", + "s2_nw_rof": "RoF", + "s2_nw_weight": "Weight", + "s2_nw_variation": "Variation", + "s2_nw_cost": "Cost", + "s2_weapon_hit": "Hit (+Skill)", + "s2_weapon_endurance_dmg": "End Dmg", + "s2_weapon_crit_dmg": "Crit Dmg", + "s2_weapon_range": "Range", + "s2_weapon_clips": "Clips", + "s2_weapon_ammo": "Ammo", + "s2_weapon_load": "Load", + "s2_weapon_rof": "RoF", + "s2_weapon_weight": "Weight", + "s2_weapon_variation": "Variation", + "s2_weapon_cost": "Cost", + "s2_weapon_notes": "Notes:", + "s2_weapon_used_ammo": "Used Ammunition:", + "s2_weapon_used_clips": "Used Clips:", + "s2_weapon_notes2": "Notes:", + "s2_weapon_used_ammo2": "Used Ammunition:", + "s2_weapon_used_clips2": "Used Clips:", + "s2_drones": "Drones/Companions", + "s2_drones_hit": "Hit (+Skill)", + "s2_drones_endurance_dmg": "End Dmg", + "s2_drones_crit_dmg": "Crit Dmg", + "s2_drones_range": "Range", + "s2_drones_clips": "Clips", + "s2_drones_ammo": "Ammo", + "s2_drones_load": "Load", + "s2_drones_rof": "RoF", + "s2_drones_weight": "Weight", + "s2_drones_variation": "Variation", + "s2_drones_cost": "Cost", + "s2_drones_defence": "Defence:", + "s2_drones_armour": "Armour:", + "s2_drones_movement": "Movement:", + "s2_drones_slots": "Slots:", + "s2_drones_bodies": "Bodies:", + "s2_drones_notes": "Notes:", + "s2_drones_used_ammo": "Used Ammunition:", + "s2_drones_used_clips": "Used Clips:", + "s2_drones_defence2": "Defence:", + "s2_drones_armour2": "Armour:", + "s2_drones_movement2": "Movement:", + "s2_drones_slots2": "Slots:", + "s2_drones_bodies2": "Bodies:", + "s2_drones_notes2": "Notes:", + "s2_drones_used_ammo2": "Used Ammunition:", + "s2_drones_used_clips2": "Used Clips:", + "s2_equip": "Equipment", + "s2_equip_outfit_util": "Outfit + Utility Item +", + "s2_equip_slots": "Slots", + "s2_strong_hit": "Strong Hit", + "s2_sh_requirement": "Requirement", + "s2_sh_result": "Result", + "s3_shipname": "Ship Name", + "s3_ship_build": "Build", + "s3_influence_cost": "Influence Cost", + "s3_attributes": "Attributes", + "s3_atr_current": "Cur", + "s3_atr_max": "Max", + "s3_atr_traits": "Traits", + "s3_atr_dmg_effects": "Damage & Effects", + "s3_hull": "Hull", + "s3_engines": "Engines", + "s3_crew": "Crew", + "s3_power": "Power", + "s3_cpu": "CPU", + "s3_sensors": "Sensors", + "s3_size": "Size", + "s3_velocity": "Velocity", + "s3_velocity_current": "Current:", + "s3_velocity_max": "Max:", + "s3_shield": "Shield", + "s3_shield_current": "Current:", + "s3_shield_max": "Max:", + "s3_regen": "Regen", + "s3_regen_calc": "Pow +", + "s3_boarded": "Boarded", + "s3_resupply": "Resupply", + "s3_resupply_calc": "Size x2 +", + "s3_cargo": "Cargo", + "s3_cargo_calc": "Size x4 + Hull -10 +", + "s3_secret_cargo": "Secret Cargo", + "s3_weapon_slots": "Weapon Slots", + "s3_weapon_slots_calc": "Size +", + "s3_defence": "Defence: ", + "s3_defence_calc": "12 - Size + Eng +", + "s3_def_ordinance": "vs Ordinance: ", + "s3_def_ordinance_calc": "Def +", + "s3_def_boarding": "vs Boarding: ", + "s3_def_boarding_calc": "10 + Size + Crew +", + "s3_armour": "Armour: ", + "s3_armour_boarding": "vs Boarding: ", + "s3_armour_0_shields": "at 0 Shields: ", + "s3_innate_weapons": "Innate Weapons", + "s3_iw_hit": "+Hit", + "s3_iw_shield_dmg": "Shield Dmg", + "s3_iw_crit_dmg": "Crit Dmg", + "s3_iw_range": "Range", + "s3_iw_clips": "Clips", + "s3_iw_ammo": "Ammo", + "s3_iw_load": "Load", + "s3_iw_rof": "RoF", + "s3_iw_mount": "Mount", + "s3_iw_variation": "Variation", + "s3_iw_cost": "Cost", + "s3_iw_boarding_party": "Boarding Party", + "s3_iw_boarding": "Boarding", + "s3_gunnery": "Gunnery", + "s3_gun_hit": "Hit (+Skill)", + "s3_gun_shield_dmg": "Shield Dmg", + "s3_gun_crit_dmg": "Crit Dmg", + "s3_gun_range": "Range", + "s3_gun_clips": "Clips", + "s3_gun_ammo": "Ammo", + "s3_gun_load": "Load", + "s3_gun_rof": "RoF", + "s3_gun_mount": "Mount", + "s3_gun_variation": "Variation", + "s3_gun_cost": "Cost", + "s3_gun_notes": "Notes:", + "s3_gun_used_ammo": "Used Ammunition:", + "s3_gun_used_clips": "Used Clips:", + "s3_gun_notes2": "Notes:", + "s3_gun_used_ammo2": "Used Ammunition:", + "s3_gun_used_clips2": "Used Clips:", + "s3_ordinance": "Ordinance", + "s3_ord_hit": "Hit (+Skill)", + "s3_ord_shield_dmg": "Shield Dmg", + "s3_ord_crit_dmg": "Crit Dmg", + "s3_ord_range": "Range", + "s3_ord_clips": "Clips", + "s3_ord_ammo": "Ammo", + "s3_ord_load": "Load", + "s3_ord_rof": "RoF", + "s3_ord_mount": "Mount", + "s3_ord_variation": "Variation", + "s3_ord_cost": "Cost", + "s3_ord_defence": "Defence:", + "s3_ord_armour": "Armour:", + "s3_ord_movement": "Movement:", + "s3_ord_bodies": "Bodies:", + "s3_ord_notes": "Notes:", + "s3_ord_destroyed_bodies": "Destroyed Bodies:", + "s3_ord_launched_bodies": "Launched Bodies:", + "s3_ord_defence2": "Defence:", + "s3_ord_armour2": "Armour:", + "s3_ord_movement2": "Movement:", + "s3_ord_bodies2": "Bodies:", + "s3_ord_destroyed_bodies2": "Destroyed Bodies:", + "s3_ord_launched_bodies2": "Launched Bodies:", + "s3_strong_hit": "Strong Hit", + "s3_sh_requirement": "Requirement", + "s3_sh_result": "Result", + "s3_workshops_labs_notes": "Workshops, Labs, Cargo & Notes", + "s3_perks": "Spacecraft Perks:", + "s3_perks_calc": "Size +", + "s3_perk_5_shields": "+5 Shields (Size 1-2)", + "s3_perk_ejection_seats": "Ejection Seats (Size 1-2)", + "s3_perk_1_cargo": "+1 Cargo", + "s3_perk_comm_system": "Comm System", + "s3_perk_2_resupply": "+2 Resupply", + "s3_perk_life_support": "Life Support", + "s3_perk_deep_space_sos_beacon": "Deep Space SOS Beacon", + "s3_perk_jump_drive": "Jump Drive", + "s3_perk_escape_pods": "Escape Pods (Size 3-5)", + "s3_perk_docking_clamp": "Docking Clamp (Size 2-5)", + "s3_perk_shuttle": "Shuttle (Size 4-5)", + "s3_perk_airlock": "Airlock (Size 2-5)", + "s3_perk_brig": "Brig (Size 3-5)", + "s3_perk_corridors": "Corridors (Size 3-5)", + "s3_perk_armoury": "Armoury", + "s3_perk_small_rooms": "Small Rooms (Size 3-5)", + "s3_perk_additional_rooms": "Additional Rooms (Size 3-5)", + "s3_perk_large_rooms": "Large Rooms (Size 5)", + "s4_notes": "General Notes", + "s2_nw_mind": "Mind", + "s2_nw_analytical": "Analytical", + "s2_nw_limbs": "Limbs", + "s2_nw_limbs_variation": "Melee, Impairment", + "s2_equip_gauntlet1": "Gauntlet 1", + "s2_equip_gauntlet2": "Gauntlet 2", + "s1_skill_efford_hit": "Effort", + "s1_skill_efford_req": "Primary or Vehicle System Skill", + "s1_skill_efford_res": "You may re-roll a single die", + "s2_sh1_hit": "Critical Hit", + "s2_sh1_req": "Attack, Hit, 1 per RoF, No Splash", + "s2_sh1_res": "Deal critical damage to a random attribute", + "s2_sh2_hit": "Critical Boost", + "s2_sh2_req": "Attack, Does not req. hit", + "s2_sh2_res": "+1 Crit dmg vs targets with 0 endurance", + "s2_end_mod": "+ Mod:" +} \ No newline at end of file diff --git a/GURPS/translations/ca.json b/GURPS/translations/ca.json new file mode 100644 index 0000000000..830ad3cc91 --- /dev/null +++ b/GURPS/translations/ca.json @@ -0,0 +1,1033 @@ +{ + "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", + "sheet-chat-roll-display-option": "Chat Roll Display", + "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", + "sheet-basic-speed-button-option": "Basic Speed Button Option", + "sheet-basic-speed-button-option-desc": "Select how the basic speed button is displayed in chat window.", + "sheet-enter-unspent-points": "Enter unspent points", + "sheet-enter-unspent-points-desc": "If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.", + "sheet-use-malfunction": "Use malfunction", + "sheet-use-malfunction-desc": "If checked, rolltable will check for malfunction.", + "sheet-damage-dice-icon": "Damage Dice Icon", + "sheet-damage-dice-icon-desc": "Select icon to use for damage dice.", + "sheet-attribute-mods-option": "Attribute Modifications", + "sheet-attribute-mods-option-desc": "Select option on how to apply modifications to attributes.", + "sheet-critical-successes-option": "Critical Successes", + "sheet-critical-successes-option-desc": "Select option to determine critical success on a skill roll on rolltemplates.", + "sheet-show-minimum-damage-type-notes": "Show Minimum Damage Type Notes", + "sheet-show-minimum-damage-type-notes-desc": "If checked, minimum damage type notes will be added to the damage roll table.", + "sheet-show-damage-type-notes": "Show Damage Type Notes", + "sheet-show-damage-type-notes-desc": "If checked, damage type notes will be added to the damage roll table.", + "sheet-damage-type-note-spec": "Damage Type Note Special", + "sheet-damage-type-note-spec-desc": "Enter notes for Special damage type.", + "sheet-penalty-per-spell-on": "Penalty for each spell ON", + "sheet-penalty-per-spell-on-desc": "Enter a negative integer for the penalty.", + "sheet-penalty-per-spell-maintained": "Penalty for each spell MAINTAINED", + "sheet-penalty-per-spell-maintained-desc": "Recoil for Fragmentation Damage.", + "sheet-fragmentation-recoil": "Fragmentation Recoil", + "sheet-point-summary-layout-option": "Point Summary Layout", + "sheet-point-summary-layout-option-desc": "Select option on how to display the Point Summary Table.", + "sheet-show-old-techniques": "Show Original Techniques Table", + "sheet-show-old-techniques-desc": "If checked, original techniques table will be visible.", + "sheet-show-new-techniques": "Show Revised Techniques Table", + "sheet-show-new-techniques-desc": "If checked, revised techniques table will be visible.", + "sheet-show-raw-defense=notes": "Show Active Defense Notes", + "sheet-show-raw-defense=notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", + "sheet-style-option": "Sheet Style", + "sheet-style-desc": "Select a visual style for the character sheet.", + "roll-modifiers-heading": "Roll Modifiers", + "total-roll-modifier-label": "Total Modifier", + "max-skill-9-label": "* Max skill of 9", + "max-skill-9-tooltip": "The effective skill cannot exceed 9. Such as a wild swing or not being able to see your target.", + "shock-label": "Shock", + "custom-modifier-label": "Custom Mod", + "reason-for-mod-label": "Reason for Mod:", + "night-vision-label": "Night Vision", + "night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.", + "dark-vision-label": "Dark Vision", + "dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.", + "high-pain-threshold-label": "High Pain Thresh.", + "high-pain-threshold-tooltip": "If checked, High Pain Threshold negates all shock penalties and reduces pain penalties. See B59.", + "low-pain-threshold-label": "Low Pain Thresh.", + "low-pain-threshold-tooltip": "If checked, Low Pain Threshold doubles shock and pain penalties. See B142.", + "attack-type-label": "Attack Type", + "hit-location-type-tooltip": "Use the drop-downs to select a hit location or enter a value manually. See B552-555.
    Humanoid Low Tech, see LT100-103.
    Martial Arts, see MA137.", + "location-tooltip": "Select a location.", + "grapple-label": "Grapple", + "grapple-tooltip": "Grapple halves to-hit penalty. See B370 for more information.", + "has-shield-label": "Has Shield", + "has-shield-tooltip": "If limb is behind a sheild, double the hit location penalty. See B552.
    Can be applied to arm, leg, foot, pincer, wing, or tail.", + "chinks-in-armor-label": "Chinks in armor", + "chinks-in-armor-tooltip": "Target chinks in the armor for the hit location. See B400.
    -8 to torso, -10 to other locations. DR is halved.
    NOTE: will not be applied if grappling.", + "light-cover-label": "Light Cover: -2", + "light-cover-tooltip": "Shooting through light cover is -2 to hit. See B548", + "target-prone-label": "Target Prone: -2", + "target-prone-tooltip": "If target is crouching, kneeling, sitting, or lying down, apply -2 to hit torso, groin, or legs. See B548", + "cover-title": "Cover", + "partly-exposed-label": "Partly Exposed: -2", + "partly-exposed-tooltip": "Target or hit location is partly exposed, add an additional -2 to hit. See B548", + "intervening-figures-label": "Intervening figures: -4 each", + "intervening-figures-tooltip": "Enter the number of intervening figures between you and your target, penalty is -4 per figure. See B548", + "maneuvers-posture-title": "Maneuvers and Posture", + "maneuver-title": "Maneuver", + "handedness-title": "Handedness", + "all-out-attack-title": "All-Out Attack", + "step-attack-label": "Step/Attack: +0", + "step-attack-tooltip": "Attack, see B365.
    Movement: Step
    Active Defense: Any", + "step-feint-label": "Step/Feint: +0", + "step-feint-tooltip": "Feint. Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!
    Movement: Step
    Active Defense: Any, but if you parry with unbalanced, you may not attack.
    See B365", + "move-attack-label": "Move/Attack: -4 *", + "move-attack-tooltip": "During or after your move, make a single, poorly aimed attack – either unarmed or with a ready weapon.
    Max skill of 9.
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B365-366", + "move-wild-label": "Move/Wild: -5 *", + "move-wild-tooltip": "Move and Wild Swing! During or after your move, make a single, wild swing/thrust – either unarmed or with a ready weapon.
    Max skill of 9.
    Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Roll hit location randomly! See B388-389
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B365-366", + "move-slam-label": "Move/Slam: +0", + "move-slam-tooltip": "End your move with a slam. If using shield, add your shield's Defense Bonus to your damage roll.
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B371-372", + "flying-tackle-label": "Tackle: +4", + "flying-tackle-tooltip": "End your move with a flying tackle, get 1 yard of extra movement and you become prone. At least two legs and one free arm. Can use Jumping to hit target.
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B371-372", + "pounce-label": "Pounce: +4", + "pounce-tooltip": "As slam, get 1 yard of extra movement. Roll DX, Acrobatics, or Jumping to avoid falling prone. Must have at least four legs.
    If a mount, rider must roll Riding-4 or fall off!
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B371-372", + "none-label": "None", + "no-all-out-attack-tooltip": "No All-Out Attack, select this to clear all-out attack option.", + "all-out-attack-determined-label": "Determined: +4", + "all-out-attack-determined-tooltip": "Determined: Make a single attack at +4 to hit!
    Movement: half-move, forward only
    Defense: None. See B365", + "all-out-attack-double-label": "Double: +0", + "all-out-attack-double-tooltip": "Two attacks against a single foe! Two ready weapons or one weapon that doesn't need to be readied after an attack. Apply handedness for 2nd weapon.
    Movement: half-move, forward only
    Defense: None
    See B365", + "all-out-attack-feint-label": "Feint: +0", + "all-out-attack-feint-tooltip": "Feint and attack a single foe! Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!
    Movement: half-move, forward only
    Defense: None
    See B365", + "all-out-attack-strong-label": "Strong: +0", + "all-out-attack-strong-tooltip": "Single attack with +2 to damage or +1 damage per die for ST-based weapons!
    Movement: half-move, forward only
    Defense: None
    See B365", + "posture-label": "Posture", + "posture-tooltip": "Your posture when attack was made. See B547.", + "evaluate-label": "Evaluate", + "evaluate-tooltip": "Evaluate a visible target that you can melee attack.
    +1 to hit per turn.
    Movement: Any
    Defense: Any, doesn't spoil evaluate
    See B364-365.", + "deceptive-strike-label": "Deceptive Strike", + "deceptive-strike-tooltip": "Deceptive strike. Every -2 to hit defender is at -1 to active defenses.
    NOTE: Effective skill can't go below 10! See B369-370.", + "wild-swing-label": "Wild Swing: -5 *", + "wild-swing-tooltip": "Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Max skill of 9. Roll hit location randomly! See B388-389", + "rapid-strike-label": "Rapid Strike: -6", + "rapid-strike-tooltip": "Make two attacks at -6 each, you may attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace one of the attacks with rapid strike. See B370", + "rapid-strike-master-label": "Rapid Strike Master: -3", + "rapid-strike-master-tooltip": "Trained by a Master or Weapon Master. Make two attacks at -3 each, you may attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace one of the attacks with rapid strike. See B370 and B547", + "attack-from-above-label": "Attack from above: -2", + "attack-from-above-tooltip": "Roll contest of Stealth vs Vision (-2 if not looking up).
    If you win, target is surprised and gets No defense and may freeze.
    If you lose, target is at -2 defense.
    If target is aware they could use stop-thrust.
    You suffer falling damage, but can use skills to offset distance.
    Optional attack: do falling damage to target.
    See B400", + "height-difference-label": "Height Difference", + "height-difference-tooltip": "If you and your foe are at different levels, the vertical distance affects combat. See B402", + "improvised-weapon-label": "Improvised Weapon", + "improvised-weapon-tooltip": "Improvised weapon, See B404.", + "defense-improvised-abbreviate-weapon-label": "Improvised Wpn", + "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", + "hidden-weapon-label": "Hidden Weapon: -2", + "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", + "backstab-label": "Backstab: +4", + "backstab-tooltip": "NOTE! from Dungeon Fantasy. At start of combat, make Stealth roll. If successful, get backstab bonus. See DF Exploits 57-58", + "tactics-label": "Tactics", + "tactics-tooltip": "NOTE! from Dungeon Fantasy. A teammate spends turn to observe and advise you. If accepted, roll friends tactics.
    Success: +1 hit
    Critical Success: +2
    Fail: -1 hit
    Critical Fail: -2 hit
    See DF Exploits 57.", + "single-dual-weapon-label": "Single/Dual Weapon", + "single-dual-weapon-tooltip": "Select your hand and if you're using a dual weapon attack (see B417).
    NOTE: Don't use off-hand if you have ambidexterity.", + "off-hand-training-label": "Off-Hand training", + "abbreviated-off-hand-training-label": "Off-Hand train.", + "off-hand-training-tooltip": "Off-Hand weapon training. Negates the penalty for using an off-hand weapon.
    NOTE: A better approach is adding off-hand attacks to your combat table.
    See B232", + "dual-weapon-training-label": "Dual-Weapon training", + "dual-training-label": "Dual Training", + "dual-weapon-training-tooltip": "Dual-Weapon training. Negates the penalty for using a dual-weapon.
    NOTE: A better approach is adding dual-weapon attacks to your combat table.
    See B230", + "mounted-title": "Mounted", + "mounted-description": "When mounted, use lower value of Weapon or Riding Skill. See B397", + "skill-difference-label": "Skill Difference", + "riding-skill-difference-tooltip": "The difference between your riding skill and weapon skill.
    NOTE: You could place an attack on the melee table and use riding skill instead of melee weapon skill.", + "mount-attacked-label": "Mount attacked: -2", + "mount-attacked-tooltip": "If mount attacked on its last turn, you're at -2 to hit. See B397", + "mount-velocity-label": "Mount Velocity 7+: -1", + "mount-velocity-tooltip": "If mount's relative velocity to target is 7, apply +1 damage, -1 to hit.
    NOTE: Lances have special damage rules.
    See B397", + "ranged-move-attack-label": "Move/Attack: -2 or bulk", + "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", + "ranged-all-out-attack-determined-label": "Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Atttack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire. Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "situation-title": "Situation", + "in-close-combat-label": "Close Combat", + "in-close-combat-tooltip": "If using ranged weapon in close combat, apply a penalty equal to the weapon's bulk rating. See B391", + "damaged-weapon-label": "Damaged", + "damaged-weapon-tooltip": "Penalty to hit based on amount of damage done to weapon last turn. See B548", + "strength-difference-label": "Strength Diff", + "strength-difference-tooltip": "Strength is below that required for weapon, -1 per point of deficit. See B548", + "moving-mount-vehicle-label": "Moving Mount/Vehicle", + "moving-mount-vehicle-tooltip": "Attacking from moving mount or vehicle.
    NOTE:If not stabilized, the total of Accuracy, Aim, Bracing, and Targeting systems can't exceed vehicle's stability rating (SR). See B469 and B548", + "conditions-label": "Conditions", + "vehicle-conditions-tooltip": "What conditions is the vehicle experiencing. See B548.", + "over-under-mount-label": "Over/Under Mount: -6", + "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", + "vehicle-dodged-label": "Dodge: -2", + "air-vehicle-dodged-label": "Air Dodge: -4", + "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator. See B548", + "failed-control-roll-label": "Fail Control Roll", + "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", + "other-actions-title": "Other Actions", + "check-target-label": "Check Target: -2", + "check-target-tooltip": "Opportunity Fire, check target before shooting. See B390.", + "watch-area-label": "Opportunity, Watch Area", + "watch-area-tooltip": "Oppurtunity fire, watch hexes in an area or line of hexes in your line of sight.
    Watched area must be within your arc of vision.
    NOTE: You can Aim and Wait on a single hex! Aiming is not allowed for more more than 1 hex watched.
    See B548", + "accuracy-bonus-label": "Accuracy Bonus", + "accuracy-bonus-tooltip": "Enter Accuracy Bonus of weapon. Only apply if aimed for 1 turn OR you're a gunslinger (see B58). See B364.", + "aim-bonus-label": "Aim Bonus", + "aiming-bonus-tooltip": "After the initial aim, you can get an additional aim bonus. See B364", + "braced-label": "Braced: +1", + "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
    Firearm/crossbow must rest on a sandbag, low wall, car, etc.
    One-handed firearm is braced if using two hands.
    Two-handed is braced if you're prone and using a bipod. See B364.", + "pop-up-label": "Pop-up: -2", + "pop-up-tooltip": "Allows you to emerge from cover, move no more than one hex, make a ranged attack, and return cover.
    Possible with thrown weapon, firearm, or crossbow.
    You are susceptible to opportunity fire, only dodge is allowed. See B390.", + "targeting-systems-title": "Targeting Systems", + "targeting-systems-description": "Combined totals from all targeting systems can't exceed weapon's base Accuracy. See B364
    If an unstabilized weapon mount, max bonus can't exceed vehicle's Stability Rating. See B469.", + "laser-sight-label": "Laser: +1", + "laser-sight-tooltip": "Laser sight gives +1 to hit.
    NOTE: If target can see aiming dot, they got +1 dodge! See B412", + "scope-label": "Scope", + "scope-bonus-tooltip": "If aiming, you get an additional hit bonus up to the scope's bonus level.
    Fixed scopes, you must aim at least as many turns as the scope's bonus to get the bonus.
    See B412", + "vehicle-targeting-label": "Vehicle Targeting", + "vehicle-targeting-tooltip": "Vehicle targeting system bonus if shooter took time to aim. See B469", + "abbreviation-stability-rating-label": "SR", + "stability-rating-tooltip": "Vehicle's stability rating. Affects Targeting Systems.", + "unstabilized-label": "Unstabilized", + "unstabilized-tooltip": "The vehicle's weapon is not stabilized. The max bonus from Targeting Systems can't exceed Stability Rating of the vehicle. See B469", + "aiming-stats-label": "Aiming Stats", + "range-speed-label": "Range/Speed", + "range-speed-tooltip": "Enter the range of target and factor in relative speed if target crosses path of shooter. See B372.", + "used-to-blindness-label": "Used to blindess", + "used-to-blindness-tooltip": "If used to blindess, the max Visibility penalty is -6. See B124 and B394.", + "normal-defense-label": "Normal Defense", + "normal-defense-tooltip": "Using a normal active defense.", + "all-out-defense-increased-label": "All-Out Defense: +2", + "all-out-defense-increased-tooltip": "On your turn, you chose to do an all-out defense. Get +2 one active defense. See B366", + "all-out-defense-double-label": "All-Out Defense: Double", + "all-out-defense-double-tooltip": "Apply two different active defenses against the same attack. If you fail your defense, you may try a second, different defense against that attack. See B366", + "moved-attacked-label": "Moved and Attacked", + "moved-attacked-tooltip": "If you moved and attacked on your last turn, you can only dodge or block, parry is not allowed. See B366", + "defense-crawling-label": "Crawling/Lying: -3", + "defense-crawling-tooltip": "If you're crawling or lying down, -3 to defense. See B549", + "defense-kneeling-label": "Kneeling/Sitting: -2", + "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", + "retreating-dodge-label": "Retreat Dodge: +3", + "retreating-dodge-tooltip": "Retreating defense, move away from attacker, at least one yard or up to your step. See B377", + "retreating-block-parry-label": "Retreat Blk/Prry: +1", + "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", + "retreating-parry-label": "Retreating Parry: +3", + "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
    Move away from attacker, at least one yard or up to your step. See B377", + "acrobatic-dodge-label": "Acrobatic Dodge", + "defense-nauseated-label": "Nauseated: -1", + "defense-nauseated-tooltip": "If nauseated, you're at -1 to defend. See B428", + "acrobatic-dodge-success-tooltip": "If you made a successful acrobatic/aerobatic roll, get +2 to dodge. See B375", + "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", + "dodge-drop-label": "Dodge & Drop: +3", + "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
    Any cover you get does not count against the initial attack.
    NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", + "feverish-defense-label": "Feverish (1 FP): +2", + "feverish-defense-tooltip": "Feverish defense, spend 1 FP to increase active defense by 2. See B357", + "offhand-parry-label": "Off-Hand Parry: -2", + "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", + "number-of-parries-label": "# of Parries", + "number-of-parries-tooltip": "You can more parry more than once per turn, but each additional parry is at a -4 penalty. See B376", + "number-of-parries-master-label": "Master Parries", + "number-of-parries-master-tooltip": "If you're Trained by a Master or a Weapon Master, penalties are halved. See B376", + "attack-from-behind-label": "Back Peripheral: -2", + "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", + "runaround-attack-label": "Runaround: -2", + "runaround-attack-tooltip": "Runaround Attack! Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", + "grappled-dodge-label": "Grappled: -1 Dodge", + "grappled-dodge-tooltip": "NOTE! from Dungeon Fantasy. If grappled, you're at -1 to dodge. See DF Exploits 41", + "grappled-block-label": "Grappled: -2 Block/Parry", + "grappled-block-tooltip": "NOTE! from Dungeon Fantasy. If grappled, you're at -2 to block/parry. A grappled limb can't use block/parry. See DF Exploits 41", + "stunned-label": "Stunned: -4", + "stunned-tooltip": "If you're stunned, defend at -4. See B420", + "encumbered-label": "Encumbered", + "encumbered-tooltip": "Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549", + "skill-encumbered-tooltip": "Penalty equal to your encumbrance is applied to your skill.
    Example: Climbing, Judo, Karate, Fencing Weapons, Stealth.", + "cant-see-attacker-label": "Can't See Attacker: -4", + "cant-see-attacker-tooltip": "If you can't see the attacker you're at -4 to defend. A block or parry requires Hearing-2. See B549", + "defenders-equipment-label": "Defender's Equipment", + "attackers-equipment-label": "Attacker's Equipment", + "trident-dodge-label": "Trident: -1 Dodge", + "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", + "trident-block-label": "Trident: +1 Block/Parry", + "trident-block-tooltip": "NOTE: From Dungeon Fantasy. +1 to block or parry a trident. See DF Exploits-97", + "parrying-knife-label": "Parry with Knife: -1", + "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
    Suggestion: Add the modifier to your defense skill instead of using this checkbox.", + "parrying-kusari-label": "Parry with Kusari: -2", + "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
    Suggestion: Add the modifier to your defense skill instead of using this checkbox.", + "parrying-staff-label": "Parry with Staff: +2", + "parrying-staff-tooltip": "If parrying with a staff you get +2. See B548
    Suggestion: Add the modifier to your defense skill instead of using this checkbox.", + "defense-bonus-label": "Defense Bonus", + "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
    Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
    Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", + "unarmed-parry-label": "Unarmed Parry: -3", + "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", + "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", + "against-deceptive-attack-label": "Deceptive", + "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", + "against-dual-weapon-label": "Dual-Weapon: -1", + "against-dual-weapon-tooltip": "If both attacks hit you, you're at -1 to defend. See B548.", + "parry-flail-label": "Parry Flail: -4", + "parry-flail-tooltip": "If parrying against a flail, you're at -4 to defend. See B405.
    NOTE: You can't parry flails with a fencing weapon.", + "parry-nunchaku-label": "Parry Nunchaku: -2", + "parry-nunchaku-tooltip": "If parrying against a nunchaku, you're at -2 to defend. See B405.
    NOTE: You can't parry flails with a fencing weapon.", + "block-flail-label": "Block Flail: -2", + "block-flail-tooltip": "If blocking against a flail, you're at -2 to defend. See B405. ", + "block-nunchaku-label": "Block Nunchaku: -1", + "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", + "parry-thrown-weapon-label": "Parry thrown: -1", + "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", + "parry-thrown-small-weapon-label": "Parry thrown, sm: -2", + "parry-thrown-small-weapon-tooltip": "If the thrown weapon is 1 pound or less, parry is -2. See B549", + "feint-attack-label": "Feint Attack", + "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", + "defenders-posture-title": "Defender's Posture", + "attackers-action-title": "Attacker's Action", + "afflictions-conditions-title": "Afflictions & Conditions", + "coughing-sneezing-iq-label": "Coughing/Sneezing: -1 IQ", + "coughing-sneezing-iq-tooltip": "-1 to IQ and IQ-based skills. Can't use Stealth. See B428.", + "coughing-sneezing-dx-label": "Coughing/Sneezing: -3 DX", + "coughing-sneezing-dx-tooltip": "-3 to DX and DX-based skills. Can't use Stealth. See B428.", + "drowzy-label": "Drowzy: -2", + "drowzy-tooltip": "-2 to DX, IQ, and self-control rolls. Make a Will roll every two hours you're inactive to avoid falling asleep. See B428.", + "tipsy-label": "Tipsy: -1", + "tipsy-tooltip": "-2 to DX and IQ and -2 self-control rolls except to resist Cowardice. Reduce Shyness by one level. See B428.", + "drunk-label": "Drunk: -2", + "drunk-tooltip": "-2 to DX and IQ and -4 self-control rolls except to resist Cowardice. Reduce Shyness by two levels. See B428.", + "euphoria-label": "Euphoria: -3", + "euphoria-tooltip": "-3 to DX, IQ, and self-control rolls. See B428.", + "pain-level-label": "Pain Level", + "pain-level-tooltip": "Penalty to DX, IQ, and self-control rolls. Hight Pain Threshold halves the penalty while Low Pain Threshold doubles the penalty. See B428.", + "distraction-label": "Distraction", + "distraction-tooltip": "-1 for Bees in your face, -2 for part clothes on fire, -3 all clothes on fire, etc. See B548.", + "bad-footing-label": "Bad Footing", + "bad-footing-tooltip": "Skill penalty for bad footing. See B547-B549.", + "defense-bad-footing-tooltip": "Defensive penalty for bad footing. See B547-B549.", + "mounted-label": "Mounted", + "defense-mounted-tooltip": "If mounted, defensive penalty is equal to difference between 12 and Riding skill. See B388", + "retreating-flight-label": "Retreating Flight", + "retreating-flight-tooltip": "If flyer can hover, add +1 to defense to retreating defense if you can move 1 hex up or down. See B398", + "grappled-label": "You're grappled: -4", + "grappled-tooltip": "See Actions after being grappled for more information. See B371.", + "holding-large-shield-label": "Holding Large Shield: -2", + "holding-large-shield-tooltip": "See B547.", + "shield-close-combat-penalty-label": "Close combat with shield: -1 per DB", + "shield-close-combat-penalty-tooltip": "See Shields in Close Combat B392.", + "roll-modifier-label": "Roll modifier", + "visibility-roll-modifier-tooltip": "Combined total can't exceed -10 or -6 if used to blindness.", + "no-visiblity-condition-label": "No special effect", + "no-visiblity-condition-tooltip": "Only affected by darkness, smoke, fog, blur, or other.", + "cannot-see-anything-label": "Can't see anything: -10 *", + "cannot-see-anything-tooltip": "If used to blindess, penalty is -6. Max skill is 9. See B124 and B394.", + "cannot-see-target-label": "Can't see target: -6 *", + "cannot-see-target-tooltip": "Max Skill is 9. B394.", + "darkness-label": "Darkness", + "darkness-tooltip": "-10 is considered total darkness, no light available. See B394.", + "smoke-label": "Smoke", + "obscure-vision-tooltip": "-10 totally obscures vision. See Obscure B72.", + "know-location-label": "Know location: -4 *", + "know-location-tooltip": "If the foe is in a single smoke-filled hex or the like, no Hearing roll is required and the attack penalty is only -4. Roll for random hit location. Max Skill is 9. B394.", + "fog-label": "Fog", + "blur-label": "Blur", + "task-modifiers-title": "Task Modifiers", + "task-difficulty-label": "Task Difficulty", + "task-difficulty-tooltip": "See B345 for full description.", + "extra-time-label": "Extra Time", + "extra-time-tooltip": "Working slowly and deliberately on a noncombat task. See B346.", + "haste-label": "Haste", + "haste-tooltip": "Hurrying the noncombat task. See B346.", + "unfamiliar-culture-label": "Unfamiliar Culture: -3", + "unfamiliar-culture-tooltip": "-3 to skill with a significant cultural component; Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, etc. See B23.", + "language-modifier-label": "Language Modifier", + "language-modifier-tooltip": "Based on comprehension, use Task Difficulty for additional modifiers like bad phone connection. See B24.
    Language skills: Fast-Talk, Public Speaking, Research, Speed-Reading, teaching, and Writing.
    Artistic Skills: Poetry, Singing, etc.", + "iq-tech-level-modifier-label": "IQ Tech Level Modifier", + "iq-tech-level-modifier-tooltip": "IQ-Based skills. When you work with equipment or concepts of a TL different from your own skill, you suffer a penalty. See B168.", + "non-iq-tech-level-modifier-label": "Non IQ TL Modifier", + "non-iq-tech-level-modifier-tooltip": "Non IQ-Based skills. Flat penalty of -1 per TL difference. See B168.", + "equipment-modifiers-title": "Equipment Modifiers", + "available-equipment-label": "Available Equipment", + "available-equipment-tooltip": "Equipment modifiers for skills. See B345.", + "missing-items-label": "Missing Items", + "missing-items-tooltip": "-1 per item missing. See B346.", + "damaged-equipment-label": "Damaged Equipment", + "damaged-equipment-tooltip": "Damaged equipment modifier, such as -1 for first-aid kit salvaged from a wreck. See B346.", + "unfamiliar-equipment-label": "Unfamiliar Equipment: -2", + "unfamiliar-equipment-tooltip": "Any skill used to operate equipment like Driving/TL7 (Autommobile) takes a penalty when faced with an unfamiliar type of item. For instance, you're used to a compact car but you need to drive a van. See B169.", + "spell-modifiers-title": "Spell Modifiers", + "low-mana-label": "Low Mana: -5", + "low-mana-tooltip": "Only mages can cast spells and all spells are at -5. Critical failures have mild effects or no effect at all. See B235.", + "burn-abbreviate-hit-points-label": "Burn HP", + "burn-hit-points-tooltip": "Burn Hit Points instead of FP, but you're -1 to skill per HP. High Pain Threshold has no effect. See B237.", + "ceremonial-bonus-label": "Ceremonial", + "ceremonial-bonus-tooltip": "Ceremonial Magic involves a group of willing assistants. Receive a skill bonus based on how much extra energy you receive.
    • 20% : +1 skill
    • 40% : +2 skill
    • 60% : +3 skill
    • 100% : +4 skill
    Add another +1 per additional 100% of required energy.
    See B238.", + "spell-range-label": "Regular Spell Range", + "regular-spell-range-tooltip": "For regular and area spells apply a penalty of -1 per yard of distance. See B239.", + "cant-see-touch-label": "Can't See/Touch: -5", + "spell-cant-see-touch-tooltip": "For regular spells, if you can't see or touch your subject, you're at -5 to skill. See B239.", + "long-distance-label": "Long-Distance", + "long-distance-tooltip": "Use these modifiers for Information spells that work over long distances, such as Seek spells. Certain advantages use these ranges. If the distance falls between two values, use the higher value. See B241.", + "spells-on-label": "Spells On", + "concentration-label": "Concentration", + "natures-strength-title": "Nature's Strength", + "natures-strength-description": "From Dungeon Fantasy Spells. Page 2.", + "primeval-wilderness-label": "Primeval Wilderness", + "primeval-wilderness-tooltip": "Primeveal Wilderness for druidic spells.", + "announcements": "Announcements", + "sheet-version-title": "GURPS Character Sheet Version:", + "hide-until-next-update": "Hide until next update", + "view-all-updates": "View All Updates", + "tab-general": "General", + "tab-traits": "Traits", + "tab-bio-misc": "Bio\\Misc", + "tab-skills": "Skills", + "tab-combat": "Combat", + "tab-inventory": "Inventory", + "tab-grimoire": "Grimoire", + "tab-updates": "Updates", + "attributes-label": "Attributes", + "abbreviation-modifier-label": "MOD", + "attributes-modifier-tooltip": "A modifier that will be applied to your
    attribute. All derived attributes draw their
    base from your unmodified attributes.
    Therefore this MOD will generally only
    affect direct attribute rolls and skill rolls.", + "abbreviation-character-points-label": "Pts", + "abbreviation-strength": "ST", + "attributes-strength-tooltip": "Strength 10pts/level - Unmodified
    Cost reduced by -10% (Max -80%) per SM+1 (B15)", + "abbreviation-dexterity": "DX", + "attributes-dexterity-tooltip": "Dexterity 20pts/level - Unmodified:", + "abbreviation-intelligence": "IQ", + "attributes-intelligence-tooltip": "Intelligence 20pts/level -Unmodified:", + "will-label": "WILL", + "abbreviation-health": "HT", + "attributes-health-tooltip": "Health 10pts/level - Unmodified:", + "abbreviation-perception": "Per", + "attributes-perception-tooltip": "Perception: Based on Intelligence
    5pts/level
    Check the box to whisper perception roll to GM.
    Unmodified: ", + "attribute-vision": "Vision", + "attributes-vision-tooltip": "Visual Perception
    Based on Perception
    2pts/level
    Unmodified: ", + "attribute-hearing": "Hearing", + "attribute-hearing-tooltip": "Audio Perception
    Based on Perception
    2pts/level
    Unmodified: ", + "attribute-smell": "Smell", + "attribute-smell-tooltip": "Smell & Taste Perception (B35)
    Based on Perception
    2pts/level
    Unmodified: ", + "attribute-touch": "Touch", + "attribute-touch-tooltip": "Touch Perception
    Based on Perception
    2pts/level
    Unmodified: ", + "attribute-will": "Will", + "attribute-will-tooltip": "Willpower
    Based on Intelligence
    5pts/level
    Unmodified: ", + "attribute-fright": "Fright", + "attribute-fright-tooltip": "Fright Check (B360)
    Based on Willpower
    2pts/level
    Unmodified:
    See extensive list of Modifiers B360 & GURPS Horror p139-142.", + "abbreviation-threshold": "Thresh", + "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
    This means that a roll of 14 or more is automatically a failure.
    This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
    (Power Ups 2, p13).
    Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
    to be useful, of course!
    Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
    Confusion Check Table for failures. (Powers p85).", + "fright-check-label": "Fright Check", + "attribute-unstun": "Unstun", + "attribute-unstun-tooltip": "Recover from physical stun, based on Health.
    Roll at the end of your turn after Do Nothing
    High Pain Threshold +3 to check
    Low Pain Threshold -3 to check", + "abbreviation-knock-down": "K Down", + "attribute-knock-down-tooltip": "Knockdown & Stunning Check, based on Health.
    Roll:
    Whenever you suffer a major wound. B420
    Whenever you are struck in the head (skull, face, or eye) or
    vitals for enough injury to cause a shock penalty,
    You must make an immediate HT roll to avoid knockdown and stunning.
    >Modifiers:
    -5 for a major wound to the face or vitals (or to the groin, on a humanoid male).
    -10 for a major wound to the skull or eye.
    +3 High Pain Threshold
    -4 Low Pain Threshold", + "abbreviation-unconscious": "Unc.", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
    If HP zero or less, roll per turn to take an Active Action.
    -1 per full multiple of HP below zero.
    Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
    Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "abbreviation-death-check": "Death", + "attribute-death-check-tooltip": "Death Check, based on Health.
    On damage taken: Immediately Roll a Death Check if you are
    at-1xHP or more.
    Roll again each time you suffer injury equal to a further
    multiple of your HP. (-2xHP, -3xHP, -4xHP)
    Immediate Death at -5xHP
    Hard/Easy to Kill: Gives +/- per level to a Death Check
    Fit +1 to Death Check . Very Fit +2 to Death Check", + "speed-label": "Speed", + "attribute-speed-tooltip": "Basic Speed
    Based on Health and Dexterity
    5pts/0.25
    Unmodified: ", + "attribute-move": "Move", + "attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified:
    Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "abbreviation-enhanced": "Enhncd", + "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
    10pts per half level. Can use up|down arrow keys
    Level: ", + "attribute-dodge": "Dodge", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
    Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)", + "abbreviation-lifting-strength": "Lift ST", + "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
    Based on Strength 3pts/level
    Unmodified: ", + "attribute-lift": "Lift", + "attribute-basic-lift-tooltip": "Basic Lift Table B17, in pounds. (B15)", + "attribute-striking": "Striking", + "attribute-striking-strength-tooltip": "Striking Strength
    Based on Strength
    5pts/level
    Unmodified: ", + "attribute-thrust": "Thrust", + "attribute-thrust-damage-table": "Thrust Damage
    See B16 for the complete table.
    StrengthThrust
    11d6-6
    21d6-6
    31d6-5
    41d6-5
    51d6-4
    61d6-4
    71d6-3
    81d6-3
    91d6-2
    101d6-2
    111d6-1
    121d6-1
    131d6
    StrengthThrust
    141d6
    151d6+1
    161d6+1
    171d6+2
    181d6+2
    192d6-1
    202d6-1
    212d6
    222d6
    232d6+1
    242d6+1
    252d6+2
    262d6+2
    ", + "attribute-swing": "Swing", + "attribute-swing-damage-table": "Swing Damage
    See B16 for the complete table.
    StrengthSwing
    11d6-5
    21d6-5
    31d6-4
    41d6-4
    51d6-3
    61d6-3
    71d6-2
    81d6-2
    91d6-1
    101d6
    111d6+1
    121d6+2
    132d6-1
    StrengthSwing
    142d6
    152d6+1
    162d6+2
    173d6-1
    183d6
    193d6+1
    203d6+2
    214d6-1
    224d6
    234d6+1
    244d6+2
    255d6-1
    265d6
    ", + "stats-title": "Stats", + "value-title": "Value", + "abbreviation-maximum-hit-points": "Max HP", + "maximum-hit-poits-tooltip": "Hit Points - Based on Strength - 2pts/level
    Cost reduced by -10% per SM+1 (B15)", + "abbreviation-current-hit-points": "Current HP", + "abbreviation-hit-points": "HP", + "hit-points-label": "Hit Points", + "current-hit-points-tooltip": "Current Hit Points
    When your HP is low, you take penalties. (B419)", + "current-hit-points-reeling": "Reeling: If your HP is less than", + "current-hit-points-reeling-description": "- Halve Move and Dodge (round up) (B419)
    - These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7
    - Note: This sheet automatically calculates that for you and adjusts those values.", + "current-hit-points-collapse": "Verge of Collapse", + "current-hit-points-collaps-description": "- Roll every turn @{VS} HT or fall unconscious.
    - Your HT roll is at -1 for every 1xHP you are below 0.
    - If you do nothing, and don't defend, you don't have to roll.", + "current-hit-points-verge-of-death": "Verge of Death", + "current-hit-points-verge-of-death-description": "- Roll once @{VS} HT to stay alive.
    - If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)
    - Roll again every time you take injury that puts you below
    another multiple of your max HP.", + "current-hit-points-death": "Death", + "current-hit-points-death-description": "- You are dead.", + "current-hit-points-total-destruction": "Total Destruction", + "current-hit-points-total-destruction-description": "- Your body has been destroyed beyond recognition or resurrection.", + "hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.", + "hit-points-fatigue-quartered-move": "Move and Dodge is quartered due to hit point and fatigue loss. See B419.", + "abbreviation-maximum-fatigue-points": "Max FP", + "maximum-fatigue-points-tooltip": "Fatigue Points
    Based on Health
    3pts/level", + "abbreviation-current-fatigue-points": "Current FP", + "current-fatigue-points-tool-tip": "Current Fatigue Points
    When your FP is low you take penalties. (B426)", + "fatigue-points-tired-label": "Tired: If your FP is less than", + "fatigue-points-tired-description": "- Halve your Move, Dodge, and ST (round up) (B426)
    - These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7
    - Note: This sheet automatically calculates that for you and adjusts
    those values – This does not affect ST-based quantities,
    such as HP and damage. (B426)", + "verge-of-collapse-label": "Verge of Collapse", + "verge-of-collapse-description": "- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426)
    - Roll against Will to do anything besides rest or talk.
    - If you fail your Will roll, you fall unconscious.
    - On a critical failure, roll @{VS} HT or suffer a heart attack.", + "unconscious-label": "Unconscious: When your FP is", + "unconscious-description": "- Immediately fall unconscious
    - FP can't drop any lower, but you still lose HP.
    - You regain consciousness at 0 FP", + "abbreviation-move-strength": "MV/ST", + "half-move-strength-tooltip": "Move, Dodge, and ST are halved due to fatigue loss. See B426.
    Affects ST roll and using weapons with minimum ST.", + "half-strength-tooltip": "ST is halved due to fatigue loss. See B426.
    Affects ST roll and using weapons with minimum ST.", + "abbreviation-maximum-energy-reserve": "Max ER", + "maximum-energy-reserve-tooltip": "Energy Reserve
    See Dungeon Fantasy 3, pg39 - Introduced
    See Powers, pg119 – More detailed
    ", + "abbreviation-current-energy-reserve": "Current ER", + "current-energy-reserve-tooltip": "Current Energy Reserve
    See Dungeon Fantasy 3, pg39 - Introduced
    See Powers, pg119 – More detailed", + "custom-pools-heading": "Custom Pools", + "custom-pools-tooltip": "Add additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.
    Examples include:
    RP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.
    LFP (Long Term Fatigue Points), see After the End 1, p24.", + "custom-pool-current-points-label": "Current", + "lifting-moving-label": "Lifting & Moving", + "lifting-moving-tooltip": "For more information see B14.", + "weight-label": "Weight", + "simple-lift-label": "Simple Lift", + "simple-lift-heading-tooltip": "The weight the character can lift overhead
    with one hand in one second.", + "one-handed-lift-label": "One-Handed Lift", + "one-handed-lift-tooltip": "The weight the character can lift overhead
    with one hand in two seconds.", + "two-handed-lift-label": "Two-Handed Lift", + "two-handed-lift-tooltip": "The weight the character can lift overhead
    with both hands in four seconds.", + "shove-and-knock-over-label": "Shove & Knock Over", + "shove-and-knock-over-tooltip": "The weight of an object the character can
    shove and knock over.", + "abbreviation-running-shove-knock-over": "Running Shove & KO", + "running-shove-knock-over-tooltip": "The weight of an object the character can
    shove and knock over with a running start.", + "carry-on-back-label": "Carry On Back", + "carry-on-back-tooltip": "The weight the character can carry slung
    over his/her back.", + "shift-slightly-label": "Shift Slightly", + "shift-slightly-tooltip": "The weight of an object that the character
    can shift slightly on a floor.", + "notes-label": "Notes", + "encumbrance-label": "Encumbrance", + "load-label": "Load", + "load-tooltip": "Amount of weight you're currently carrying.", + "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
    and for HP and/or FP loss below 1/3. (B419, B426)
    STEP: The number in parentheses is the step distance.", + "abbreviation-enhanced-move-label": "ENH MOVE", + "enhanced-move-tooltip": "Enhanced ground move.
    STEP: The number in parentheses is the step distance.", + "air-label": "Air", + "air-tooltip": "Air/Flying move.
    STEP: The number in parentheses is the step distance.", + "water-label": "Water", + "water-tooltip": "Water/Swimming move.
    STEP: The number in parentheses is the step distance.", + "encumbrance-dodge-tooltip": "Note: The Dodge score automatically adjusts for Encumbrance
    and for HP and/or FP loss below 1/3. (B419, B426)", + "encumbrance-none-0-label": "None (0)", + "encumbrance-light-1-label": "Light (1)", + "encumbrance-medium-2-label": "Medium (2)", + "encumbrance-heavy-3-label": "Heavy (3)", + "encumbrance-extra-heavy-4-label": "X-Heavy (4)", + "encumbrance-maximum-load-label": "MAX Load*", + "encumbrance-maximum-load-tooltip": "Carry on Back (B353) 15xBL. Thus, you can carry
    more than you can lift by yourself . . . but
    every second that your encumbrance is over 10xBL
    (that is Extra-Heavy encumbrance), you lose 1 FP.
    ", + "current-label": "Current", + "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", + "movement-label": "Movement", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "abbreviation-start-velocity-label": "Start Vel.", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
    Important: Be sure to check your max allowed velocity based on movement type.", + "change-in-velocity-label": "Change", + "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn. See B395.
    NOTE: Max deceleration is 2 times your basic move.", + "abbreviation-final-velocity-label": "Final Vel.", + "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.
    The final velocity is how you start the turn and is used to
    calculate the deceleration penalty, turn radius, and tight turn penalty.", + "abbreviation-deceleration-penalty-label": "Decel. Pen.", + "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.
    Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
    Can safely decelerate up to base move, no roll needed.
    If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
    Apply the appropriate skill penalty from the input forms to the right.
    How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
    NOTE: make an additional roll if you're also turning.
    Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
    Driving Skill: 12, Handling: 0.
    Total Deceleration = 16 - 6 = 10.
    Can safely decelerate to 16 - 3 (base move) = 13.
    Penalty = 13 - 6 (goal speed) / 2 = -3.
    Making Driving Skill 12 - 3 to succeed.
    see B395.", + "turn-radius-label": "Turn Radius", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
    Turn Radius = (Final Velocity / Base Move Score) rounded down.
    Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
    See B394.", + "tight-turn-label": "Tight Turn", + "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.
    120° facing change instead of 60°.
    Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
    See B395.", + "movement-feats-label": "Movement Feats", + "flying-label": "Flying", + "flight-label": "Flight", + "flight-tooltip": "Check the box to add Flight (B56) to the character.
    This will update the Air movement column for the encumbrance table.
    Use the text box to enter the number of character points used for Flight", + "abbreviation-air-move-label": "Air Mv", + "air-move-tooltip": "Base Air Move = Basic Speed * 2 =
    2pts/level, you can use up and down arrows", + "enhanced-air-move-tooltip": "Enhanced Air Move
    Modifier box: steps of .5, you can use up and down arrows.
    Points box: 10 points per half-level, you can use up and down arrows.
    Each level doubles top air move. Half-level is a multiple of 1.5.
    Level: ", + "swimming-label": "Swimming", + "abbreviation-amphibious-label": "Amphib", + "amphibious-tooltip": "Amphibious: Check the box to apply Amphibious (B40) to character
    This will update the swimming movement on the encumbrance table.", + "abbreviation-water-move-label": "Wtr Mv", + "water-move-tooltip": "Basic Move =
    Formula = Basic Move / 5 or Basic Move if amphibious.
    5pts/level, you can use up and down arrows.
    NOTE: Max +2 water move if you have swimming skill.", + "enhanced-water-move-tooltip": "Enhanced Water Move
    Modifier box: steps of .5, you can use up and down arrows.
    Points box: 10 points per half-level, you can use up and down arrows.
    Each level doubles top water move. Half-level is a multiple of 1.5.
    Level: ", + "jumping-label": "Jumping", + "skill-label": "Skill", + "jump-skill-tooltip": "Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)instead of Basic Move to calculate jumping distances. B352", + "abbreviation-use-strength": "Use ST", + "jumping-use-strength-tooltip": "Check this box if using this Optional Rule B352.
    If Basic Lift () > body weight, use ST/4 instead of Move or Jump skill.", + "super-label": "Super", + "super-jump-tooltip": "Super Jump: use this if you have the Super Jump as an Advantage. B89
    1st column will show your modifier based on the entries for the 2nd and 3rd columns.
    2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value.
    3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.", + "abbreviation-encumbrance-label": "Enc", + "encumbrance-tooltip": "Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, ar any fencing Parry. See B549", + "jump-encumbrance-penalty-tooltip": "Apply encumbrance penalty. See B352
    1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.", + "abbreviation-preparation": "Prep", + "jump-preparation-tooltip": "Check this box if you took 2 consecutive Concentration maneuvers to prepare.
    Leave unchecked otherwise, in which case you will halve all jump distances. B352", + "feet-measurement-label": "feet", + "yards-measurement-label": "yards", + "standing-broad-jump-label": "Broad", + "standing-broad-jump-tooltip": "Standing Broad Jump Distance. B352
    1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down).
    2nd column shows you how many feet you may jump.
    3rd column shows you how many yards you jump.
    Formula = (2 x Stat To use) - 3 feet
    Stat to use: ", + "running-broad-jump-label": "Run", + "running-broad-jump-tooltip": "Running Broad Jump Distance, under Broad Jump description. B352
    1st column enter how may yards you ran this turn.
    2nd column shows you how many feet you may jump.
    3rd column shows you how many yard you jump.
    Formula = (2 x Stat To use) - 3 feet
    Stat to use:
    Max running broad jump distance is twice standing broad jump distance.", + "high-jump-label": "High", + "high-jump-tooltip": "High Jump Distance. B352
    1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down).
    2nd column shows you how many feet you may jump.
    3rd column shows you how many yard you jump.
    Formula = (6 x Stat To use) - 10 inches
    Stat to use: ", + "run-high-jump-label": "Run", + "running-high-jump-tooltip": "Running High Jump Distance, under High Jump. B352.
    1st column enter in your (6 x Stat To use) plus how may yards you ran this turn.
    2nd column shows how many feet you may jump straight up.
    3rd column shows how many yards you jump straight up.
    Formula = (6 x Stat To use) - 10 inches
    Stat to use:
    Max running high jump distance is twice standing high jump distance.", + "abbreviation-jump-move-label": "JMP MV", + "jump-move-tooltip": "Jump move. This is actually the ‘Super Jump’ value for that Advantage. See B89
    Greater of Broad Jump Yards / 5 OR Normal Ground Move.
    ", + "abbreviation-point-summary-label": "Point Sum", + "point-summary-tooltip": "Total: Manual input: Represents total value of the
    PC in Character Points (spent & unspent combined).
    Spent: Automatic total of Spent points:
    Attributes + Traits + Skills + Other.
    Unspent: Has the option of being Manual or
    Automatic, depending on an option selected on the
    Settings page entitled ‘Enter Unspent Points’.
    Manual Mode (Blue color): You manually enter your
    Unspent points.
    Automatic mode (Black color): It calculates the
    point total difference between Total and Spent.", + "total-label": "Total", + "point-total-tooltip": "Total: Manual input: Represents total value of the
    PC in Character Points (spent and unspent combined).", + "spent-label": "Spent", + "unspent-label": "Unspent", + "gca-format-label": "GCA Format", + "gca-format-tooltip": "GURPS Character Assistant (GCA) Format
    To change to GCS or Detailed go to options tab
    and change the radio button for Point Summary Layout", + "gcs-format-label": "GCS Format", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
    To change to GCA or Detailed go to options tab
    and change the radio button for Point Summary Layout", + "detailed-format-label": "Detailed Format", + "detailed-format-tooltip": "To change to GCA or GCS go to options tab
    and change the radio button for Point Summary Layout", + "race-label": "Race", + "race-point-summary-tooltip": "Point Summary for Racial Traits.", + "points-summary-for-attributes-tooltip": "Point Summary for:
    ST, DX, IQ, HT,
    HP, FP, Energy Reserve One, Two, and Three,
    Per, Vision, Hearing, Smell, Touch,
    Will, Fright, Unconsciousness, Death,
    Speed, Move, Lift ST, Striking ST,
    Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-advantages-label": "Adv.", + "gca-point-summary-for-advantages-tooltip": "Point Summary for:
    Languages, Tech Level, Cultural Familiarities,
    Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for:
    Languages, Tech Level, Cultural Familiarities,
    Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for:
    Languages, Tech Level, Cultural Familiarities,
    and Advantages.", + "perks-label": "Perks", + "abbreviation-disadvantages-label": "Disadv.", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "quirks-label": "Quirks", + "skills-label": "Skills", + "abbreviation-techniques-label": "Tech.", + "point-summary-techniques-tooltip": "Techniques", + "abbreviation-techniques-revised-label": "Tech. (r)", + "point-summary-for-techniques-revised-tooltip": "Techniques Revised", + "spells-label": "Spells", + "other-label": "Other", + "native-language-label": "Native Language", + "spoken-label": "Spoken", + "written-label": "Written", + "learned-language-label": "Learned Languages", + "miscellaneous-label": "Miscellaneous", + "technology-level-label": "Tech Level", + "technology-level-tooltip": "This is the technology level that your character is familiar with.
    It costs 5 points to raise this above or below the campaign's
    normal TL.
    TL0Stone Age (Prehistory and later).
    TL1Bronze Age (3500 B.C.+).
    TL2Iron Age (1200 B.C.+).
    TL3Medieval (600 A.D.+).
    TL4Age of Sail (1450+).
    TL5Industrial Revolution (1730+).
    TL6Mechanized Age (1880+).
    TL7Nuclear Age (1940+).
    TL8Digital Age (1980+).
    TL9Microtech Age (2025+?).
    TL10Robotic Age (2070+?).
    TL11Age of Exotic Matter.
    TL12+Whatever the GM likes!
    ", + "cultural-familiarities-label": "Cultural Familiarities", + "advantages-label": "Advantages", + "abbreviation-frequency-of-appearance-label": "FOA", + "frequency-of-appearance-tooltip": "Frequency of Appearance
    15 or less>
    12 or less>
    9 or less>
    6 or less>
    ", + "abbreviation-booke-reference-label": "Ref", + "book-reference-tooltip": "Reference to book and page numbers.
    Examples:
    B238 = GURPS Basic, Page 238
    PU2:126 = Power-Ups 2. Page 126
    ", + "modifier-label": "Modifier:", + "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
    Use the pencil/paper icon to select modifiers.
    NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "select-skill-modifiers-button": "Select Skill Modifiers", + "show-notes-below-label": "Show notes below in roll template", + "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)", + "abbreviation-self-control-number-label": "SCN", + "self-control-number-tooltip": "Self-control Number OR
    Frequency of Appearance
    15 or less
    12 or less
    9 or less
    6 or less
    ", + "disadvantages-label": "Disadvantages", + "racial-traits-label": "Racial Traits", + "general-information-label": "General Information", + "full-name-label": "Full name", + "nickname-label": "Nickname", + "gender-label": "Gender", + "size-modifier-label": "Size Modifier", + "size-modifier-tooltip": "This sheet does NOT auto adjust the cost values for STand Extra HP for a SM
    that is greater than 0. To do that you can use a combination of Points and
    MOD entries to get the desired value. (B15, B16, B19)", + "reach-modifier-label": "Reach Mod", + "reach-modifier-tooltip": "Reach Modifier.
    See Size Modifier and Reach, B402
    When grappling, you get +1 To Hit per size modifier difference.", + "main-hand-label": "Main Hand", + "reactions-label": "Reactions", + "physical-description-label": "Physical Description", + "age-label": "Age", + "height-label": "Height", + "weight-heading": "Weight", + "character-weight-tooltip": "Enter a Numerical Value only.
    Do not enter any type of indicator like lbs, pounds, kilos, etc.
    This is because the weight is added to your Inventory’s Grand Total
    Weight and thus needs to be numerical.", + "eyes-label": "Eyes", + "build-label": "Build", + "hair-label": "Hair", + "physical-appearance-label": "Appearance", + "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost onthe Traits tab under Advantages or Disadvantages.", + "tattoos-scars-etc-label": "Tattoos, scars, etc.", + "scars-tattooe-etc-tooltip": "Scars, tattoos, distinguishing marks or features.", + "background-information-label": "Background Information", + "birth-date-label": "Birth Date", + "birth-place-label": "Birth Place", + "status-label": "Status", + "wealth-label": "Wealth", + "income-label": "Income", + "cost-of-living": "Cost of Living", + "stash-money-location-label": "Stash", + "stash-money-location-tooltip": "Total available cash stashed in banks, vaults, mattresses, etc.", + "affiliations": "Affiliations", + "home-base-label": "Home Base", + "family-label": "Family", + "background-history-label": "Background History & Notes", + "training-label": "Training", + "training-tooltip": "Training rules can be found at ‘Improvement
    Through Study’ B292.
    Advanced rules can be found in Social
    Engineering: Back to School.", + "abbreviation-technology-level-label": "TL", + "skill-level-label": "Level", + "talent-level-label": "Talent Level:", + "formula-level-label": "Formula Level:", + "formula-label": "Formula:", + "active-defense-formula-tooltip": "Formula is based upon the active defense type.", + "formula-as-is-description": "Enter a value or use the linked item value as is.", + "formula-parry-description": "3 + (Skill or DX)/2, rounded down.", + "formula-block-description": "3 + (Shield or Cloak skill)/2, rounded down.", + "power-dodge-description": "Basic Speed + 3 + Talent/2, rounded down.", + "power-parry-description": "3 + (Innate Attack Skill + Talent)/2, rounded down.", + "power-block-physical-description": "3 + (HT + Talent)/2, rounded down.", + "power-block-mental-description": "3 + (WILL + Talent)/2, rounded down.", + "abbreviation-attribute-label": "Attr", + "abbreviation-difficulty-label": "Diff", + "skill-difficulty-tooltip": "WC = Wildcard Skill.
    PTS = 3, 6, 12, 24, 36, etc.", + "skill-modifier-tooltip": "Modifier applied to skill level.
    Can be a positive or a negative number.
    Examples include a bonus from a Talent,
    default from another Skill or Technique,
    a piece of equipment, or a Perk.", + "row-id-label": "Row ID:", + "row-id-tooltip": "The row id can be used with macros.
    NOTE: Future use for linking to techniques
    and combat skills.
    Example field name: repeating_skills_[the row id]_level
    This example would represent the skill level on that row.", + "abbrevation-miscellaneous-label": "Misc:", + "reason-for-modifier-label": "Reason for MOD (Modifier):", + "reason-for-modifiers-skills-tooltip": "Examples:
    +1 from Talent...
    +1 from Default Skill...
    +1 from Enchanted Item with...", + "custom-success-fail-notes-tooltip": "Success, critical success, fail, and critical fail
    notes will be added to roll results.
    You can add macros to these notes.
    The width of these note boxes are set to help you
    visualize what it will look like in chat.", + "success-note-label": "Success Note:", + "critical-success-note-label": "Critical Success Note:", + "fail-note-label": "Fail Note:", + "critical-fail-note-label": "Critical Fail Note:", + "techniques-legacy-label": "TECHNIQUES (LEGACY).", + "techniques-legacy-tooltip": "New Optional Feature Available.
    A revised techniques table is available by setting the options on the character sheet.
    This revised techniques is not final, we'll make adjustments based upon feedback.
    New Legacy and Revised Technique Tables. Options to show/hide the Legacy
    Techniques table and the new Revised Techniques table.
    Show both tables if you want to transfer your current techniques to the new table.
    If old technique table has no rows, then hide old table, show new table.
    ", + "parent-label": "Parent", + "abbreviation-minimum-label": "Min", + "abbreviation-maximum-label": "Max", + "cost-label": "Cost", + "techniques-revised-label": "Techniques (Revised)", + "base-level-label": "Base", + "base-skill-level-tooltip": "Base skill level of technique, usually
    based on Parent Skill.
    see Techniques B229", + "abbreviation-default-label": "DFLT", + "techniques-revised-default-tooltip": "Default modifier to apply to the base skill.
    For example, Kicking is -2 from Brawling or Karate Skill.
    Enter 0 if there is no modifier.
    see Techniques B229", + "techniques-revised-maximum-modifier-tooltip": "Maximum modifier allowed for the technique.
    This is relative to the parent skill.
    For example, Kicking cannot exceed Brawling + 0
    or Karate + 0.
    see Techniques B229", + "technique-difficulty-tooltip": "Difficulty of technique.
    Feats with severe consequences on a failure
    or allow only one attempt are Hard.
    see Techniques B229", + "row-id-repeating-tooltip": "The row id can be used with macros.
    Example field name: repeating_techniquesrevised_[the row id]_level
    This example would represent the skill level on that row.", + "link-label": "Link:", + "link-to-row-id-tooltip": "Link this row to another row item.", + "copy-paste-row-id-tooltip": "Copy/paste the Skill or Spell Row ID to link that skill to this technique.
    When the skill/spell is updated, the technique's parent name and base skill level
    will be updated.
    Once entered, this will change the Skill/Spell for this particular attack to match
    the skill/spell level of the Base Skill. Do not change this skill Level number manually.", + "name-label": "Name:", + "hit-location-label": "Hit Location", + "hit-location-tooltip": "Basic Table B552.
    Optinal: Rules
    New Hit Locations
    LT100-103, MA137", + "where-label": "Where", + "penalty-label": "Pen", + "hit-location-penalty-tooltip": "This is the Penalty
    applied to attack the
    specific location.", + "abbreviation-damage-resistance-label": "DR", + "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except
    this specific Type of attack.
    Example: Enter as 3/2cr* means DR3 vs all attacks
    except cr which uses DR2. * means it is Flexible
    armor (B379).
    High-Tech and Ultra-Tech #/# usually mean against
    these Type Attacks / All other Attack Types.
    Example: Enter as 5imp, cr /2 means DR5 vs imp and
    cr type of attacks and DR2 against all other types
    of attacks.", + "user-created-label": "User Created", + "active-defenses-label": "Active Defenses", + "activate-custom-roll-modifier-tooltip": "You can turn on the custom modifiers by going to
    Sheet Options Tab then to Skill Modifier Tools
    and checking the tools to use.", + "type-label": "Type", + "active-defense-type-tooltip": "Changing the Type will also update success/fail notes
    for that active defense.
    Parry, Block, and Block have default notes that can be
    changed on the options page.
    NOTE Changing the Type will clear any previous notes
    you entered.", + "abbreviation-information-label": "Info", + "active-defense-information-tooltip": "F: this is a fencing weapon.
    U: the weapon is unbalanced. You cannot use it to
    parry if you've already attacked with it this turn
    (and vice versa).", + "base-defense-skill-tooltip": "Base defense skill.", + "defense-modifiers-tooltip": "Modifiers to the defense skill.", + "half-dodge-tooltip": "Dodge is halved due to hit points or fatigue loss. See B418 or B426.", + "quarter-dodge-tooltip": "Dodge is quartered due to hit points and fatigue loss. See B418 or B426.", + "displayed-on-rolltemplate-tooltip": "Displayed on the rolltemplate.", + "custom-notes-label": "Custom Notes:", + "custom-notes-active-defense-tooltip": "Add custom notes for this active defense.", + "dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)", + "dodge-retreat-versus-melee-tooltip": "Against a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks.
    Optional Rules for Retreat can be found in MA123.", + "dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)", + "dodge-drop-ranged-tooltip": "Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').
    It is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377)", + "knockback-label": "Knockback save vs crushing or cutting attacks", + "knockback-tooltip": "A crushing attack can cause knockback regardless of whether it penetrates DR.
    A cutting attack can cause knockback only if it fails to penetrate DR.
    For every full ST-2 damage (BEFORE subtracting DR) target is moved yard away from attacker.
    NOTE: If target has no ST score (like a wall) or is not resisting, use HP instead.

    If knocked back, Roll against DX, Acrobatics, or Judo.
    -1 per yard of knockback AFTER the first yard.
    +4 for Perfect Balance. see B378.
    If target collides with an object, use yards knocked back to calculate Collisions and Falls (see Combat Tools).", + "knockback-calculation-description": "1 yard per points", + "knockback-hitpoints-modifier-label": "HP per yard Modifier: ", + "knockback-hitpoints-modifier-tooltip": "Modify the number of hit points required for knockback.
    For skinny, special rules, etc.", + "abbreviation-information-notes": "INFO Notes", + "fencing-unbalanced-tooltip": "If you enter F or U under the INFO column, the notes
    below will be replaced with appropriate notes.
    Any other value, and the text box will get cleared out.
    ", + "apply-combat-reflexes-label": "Apply Combat Reflexes", + "apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43)", + "defense-bonus-notes-label": "Defense Bonus (DB) Notes", + "defense-bonus-notes-tooltip": "Examples:
    +2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.
    +1 DB SHIELD SIDE (Left): from Small Shield.
    +1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.", + "melee-attacks-label": "Melee Attacks", + "damage-label": "Damage", + "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
    the damage - eg. (2) - is an armor divisor.
    Enter this number in the Damage Notes as AD(#) or as
    Armor Divisor(#).
    ex: indicates the attack causes an explosion.
    See B269. Enter in the Damage Notes
    Tip: You can enter @{thrust} or @{swing} into the damage field.
    You can do simple math with this macro.
    Example: @{thrust}+1", + "damage-type-tooltip": "
    AbbrName
    aff Affliction
    burnBurning
    cor Corrosion
    cr Crushing
    cut Cutting
    fat Fatigue
    imp Impaling
    pi- Small Piercing
    pi Piercing
    pi+ Large Piercing
    pi++Huge Piercing
    specSpecial
    tox Toxic
    ", + "reach-label": "Reach", + "melee-reach-tooltip": "The distance in yards that the weapon can reach.
    C: this weapon can be used in close combat.
    *: the weapon is awkward, and requires a Ready
    maneuver to switch between different reaches.", + "close-reach-label": "Has C Reach", + "close-reach-tooltip": "A reach C weapon increases to reach 1, but no other effects.
    See Size Modifier and Reach, B402", + "modifier-tooltip": "Enter the net value of all modifiers combined.
    Can be a positive or a negative number.
    Example: Enter 2 for Weapon’s Bond (+1) plus Magic (Accuracy: +1).
    Once entered, this will change the Skill/Spell Level for this particular
    weapon to match the Base Skill/Spell level plus this MOD (Modifier).
    Do not change this level number manually.", + "weapon-notes-label": "Weapon Notes", + "melee-weapon-notes-tooltip": "Hint: Enter inline rolls for additional results. To show the selected arrow.
    Example: Select Location: ?{Location|Head|Torso}", + "damage-notes-label": "Damage Notes", + "melee-damage-notes-tooltip": "Hint: Enter inline rolls for additional results.
    Example: Does an additional [[1d6]] fire damage.", + "ranged-attacks-label": "Ranged Attacks", + "firing-upward-tooltip": "For firing Upward or Downward - See B407.", + "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
    the damage - eg. (2) - is an armor divisor.
    Enter this number in the Damage Notes as AD(#) or as
    Armor Divisor(#).
    ex: indicates the attack causes an explosion.
    [#d]: indicates the attack causes fragmentation.
    See B269. Enter in the Damage Notes
    Tip: You can enter @{thrust} or @{swing} into the damage field.
    You can do simple math with this macro.
    Example: @{thrust}+1", + "abbreviation-accuracy-label": "Acc", + "abbreviation-range-label": "RNG", + "range-tooltip": "Range. See B269.", + "abbreviation-rate-of-fire-label": "RoF", + "rate-of-fire-tooltip": "Rate of Fire
    The maximum number of shots that can be fired in
    one turn (by a regular person).
    The minimum number of shots is 1.

    !: minimum RoF is 1/4 of the maximum, rounded up.
    mxn: fires the first number of shots, which each then
    split into the second number (eg. shotguns)
    Jet: shoots a continuous stream of fluid. See page 106.", + "shots-label": "Shots", + "shots-tooltip": "The number of shots that can be fired before the
    weapon must be reloaded.
    The parenthetical number indicates the number of 1
    second ready maneuvers required to reload the
    weapon.
    T: the weapon is thrown. To \"reload\" it, pick it up.
    i: you must load the shots individually. the listed
    time is for each shot.", + "bulk-label": "Bulk", + "bulk-tooltip": "Move and Attack: If you are making a ranged attack,
    you have a penalty of -2 or the weapon’s Bulk rating,
    whichever is worse (B365, B469, B548).
    Close Combat: If using a ranged weapon, ignore the usual
    speed/range penalty and apply the weapon’s Bulk
    statistic as a penalty to hit. B391
    It also serves as a penalty to Holdout skill when you
    attempt to conceal the weapon. B370
    ", + "abbreviation-recoil-label": "RCL", + "recoil-tooltip": "When firing at RoF 2+, every full multiple of Rcl
    by which you make your attack roll means you score
    one extra hit, to a maximum number of hits equal
    to total shots fired. See page 373.", + "malfunction-label": "Malfunction", + "malfunction-tooltip": "Malfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is
    checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.
    Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.", + "verify-label": "Verify", + "verify-malfunction-tooltip": "If Verify is checked, then roll again to verify the malfunction. see HT79", + "ranged-weapon-notes-tooltip": "Hint: Enter inline rolls for additional results. To show the selected arrow.
    Example: Arrow: ?{Arrow Type|Bodkin|Normal}", + "ranged-damage-notes-tooltip": "Hint: Enter inline rolls for additional results.
    Example: Does an additional [[1d6]] fire damage.", + "combat-tools-label": "Combat Tools", + "abbreviation-thrown-pounds-label": "Thrown (lbs)", + "thrown-strength-tooltip": "Based on Striking ST
    Note: future versions will add ability to choose ST source or enter ST.", + "thrown-modifier-tooltip": "Bonus or penalty per die
    Throwing Art at DX Level = +1 per die
    Throwing Art at DX+1 Level = +2 per die", + "thrown-super-tooltip": "Super Throw Level
    Each level of Super Throw, double range.
    Each level of Super Throw increases damage by +2 per die.", + "thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.", + "throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula", + "range-calculator-label": "Range Calculator", + "range-label": "Range", + "firing-up-down-range-tooltip": "Distance between shooter and target.
    See B372-373", + "firing-up-down-speed-tooltip": "(2 mph = 1 yard/second).
    Ignore if human like target moving 10 yards or less.
    See B372-373", + "abbreviation-size-modifier-label": "Size Mod", + "two-letter-abbreviation-size-modifier-label": "SM", + "target-size-modifier-tooltip": "Size Modifier of target. The modifier is applied AFTER location, grapple, shield, chinks in armor have been applied.", + "position-label": "Position", + "firing-up-down-position-tooltipo": "Your vertical position relative to the target.
    Ignore up/down for beam type weapons like lasers.
    See FIRING UPWARD AND DOWNWARD B407.
    Firing downward decreases distance.
    For every 2 yards above your target, subtract 1 from distance.
    Firing upward increases distance.
    Example: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards.
    For every 1 yard below> your target, add 1 to distance.
    Example: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards.
    ", + "elevation-label": "Elevation", + "abbreviation-elevation-label": "Elev", + "firing-up-down-elevation-tooltip": "The number of yards you are above or below the target.", + "ranged-elevation-label": "If you're above the target, enter a positive number of hexes.
    If you're below the target, enter a negative number of hexes.
    See B407.", + "speed-range-label": "Speed/Range", + "abbreviation-effective-label": "EFF", + "effective-speed-range-tooltip": "Effective speed/range based on range, speed, and elevation.", + "abbreviation-hit-modifier-label": "Hit Mod", + "reset-label": "Reset", + "help-label": "Help", + "apply-firing-tooltip": "Apply this modifier to the ranged Modifier box and Roll Modifiers tool.
    Important This will replace any current modifiers.", + "apply-label": "Apply", + "falling-collision-label": "Falling and Collision", + "abbreviation-yards-fallen-label": "Yds Fallen", + "gravity-label": "Gravity", + "abbreviation-atmosphere-label": "Atm.", + "atmosphere-tooltip": "Atmosphere", + "velocity-label": "Velocity", + "falling-velocity-tooltip": "If collision, use relative velocity.
    Head-on collision = Add velocity of both objects
    Rearend collision = Faster object - slower object
    Side collision = Speed of object causing collision
    ", + "abbreviation-hit-points-label": "HP", + "falling-hit-points-tooltip": "Hit Points of falling object or object initiating
    collision.
    If hitting immovable object, use HP*2
    NOTE: If collision, if the other object is moving
    it will inflict its own damage to object that initiated
    the collision.
    See B430", + "falling-label": "Falling", + "collision-label": "Collision", + "demolition-label": "Demolition", + "select-label": "Select", + "demolition-select-tooltip": "Select an explosion type to use. This will populate Type and REF fields.", + "demolition-type-tooltip": "Type
    Refer to the REF table B415.", + "abbreviation-relative-explosive-force-label": "REF", + "relative-explosive-force-tooltip": "Relative Explosive Force, equivalence in pounds of TNT.
    TNT = 1.0. See B415.", + "abbreviation-pounds-label": "lbs", + "demolition-pounds-tooltip": "Weight in pounds required by its REF.", + "demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.", + "abbreviation-multiplier-label": "Multi", + "damage-multiplier-tooltip": "Damage Multiplier:
    Enter the number to multiply 6d6 by.
    An explosion doing 6dxn damage takes (nxn)/4 pounds of TNT.
    NOTE: Anyone caught in a blast may attempt an active defense
    roll to dive for cover from the explosion’s collateral damage and
    fragmentation; see Dodge and Drop B377.", + "abbreviation-radius-label": "Rad", + "radius-collateral-damage-tooltip": "Radius of collateral damage. See B414
    For instance, if an explosion does 6dx2 damage,
    everyone within 24 yards is vulnerable.

    For fragmentation damage, the radius is
    5 x dice of fragmentation damage.", + "abbreviation-divisor-label": "Div", + "demolition-armor-devisor-tooltip": "Divisor. Amount to divide damage by based on
    distance from blast. See B414
    You can enter: 3 (default), 2, or 1.
    Default: Damage rolled / (3 x distance blast).
    Damage Modifiers Explosion, see B104.
    Exp. +100% = Damage rolled / (2 x distance from blast).
    Exp. +150% = Damage rolled / (1 x distance from blast).
    ", + "abbreviation-target-label": "TGT", + "demolition-target-tooltip": "Target's distance from center of blast.
    Damage / (3 x distance from blast). Round down.
    See B414", + "how-much-label": "How Much?", + "demolition-how-much-tooltip": "Determine how much explosive to use based on damage. TNT = 1.0
    See B415.", + "how-big-label": "How Big?", + "demolition-how-big-tooltip": "Determine how big the explosion is based on weight.
    See B415.", + "fragmentation-label": "Fragmentation", + "fragmentation-damage-tooltip": "Fragmentation damage.
    See B415.", + "fragmentation-skill-tooltip": "Base skill level for a fragmentation damage to hit a target.
    A hit is automatic if the explosive attack actually strikes the target.
    Only three modifiers apply: the range modifier for the distance from the center
    of the blast to the target, the modifier for the target’s posture (prone, etc.),
    and the target’s Size Modifier. It is possible for several fragments to hit! For
    every three points by which the attack roll succeeds, one additional fragment
    strikes the target.", + "close-range-shotgun-label": "Close Range Shotgun Damage Tool", + "abbreviation-damage-label": "DMG", + "shotgun-half-damage-tooltip": "Enter half-damage range of shotgun.", + "close-label": "Close", + "shotgun-close-range-tooltip": "Close range.", + "shotgun-new-rate-of-fire-tooltip": "New Rate of Fire", + "shotgun-new-damage-tooltip": "New Damage", + "abbreviation-damage-resistance-multiplier-label": "DR Mult.", + "shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.", + "shotgun-notes-description": "Enter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how close you need to be with the shotgun, the RoF, close range damage, and DR multiplier.For more information, see B409.", + "quick-inventory-label": "Quick Inventory", + "location-label": "Location", + "inventory-label": "Inventory", + "abbreviation-legality-class-label": "LC", + "legality-class-tooltip": "Legality Class B267.", + "on-label": "On", + "inventory-carried-tooltip": "Carried
    Is the item being carried at the moment?", + "gravity-tooltip": "Standard gravity is based on 1G, earth normal. See B350.
    If gravity is over 1G, then add your weight and encumberance then multiply by Gravity - 1. Add this value to your encumbrance.
    If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance.
    Important: For accurate results please enter your weight on the Bio\\Misc tab.
    Note: This modifier will be applied to the Total Inventory Weight which affects Encumbrance Level,
    it will not be applied to Grand Total Weight since that weight is applied to another person/transport.", + "abbreviation-gravity-label": "Grav", + "gravity-thrown-tooltip": "Gravity, affects throwing distance. See B350.", + "jump-gravity-tooltip": "Affects jumping distance. See B350.", + "inventory-totals-label": "TOTALS:", + "inventory-totals-tooltip": "Totals for all fields.", + "total-inventory-value-label": "Total Inventory Value:", + "total-inventory-value-tooltip": "Total monetary value of all items (carried or not).", + "total-inventory-weight-label": "Total Inventory Weight:", + "total-inventory-weight-tooltip": "Total weight of all items carried.
    Note: Gravity will be factored into final weight.", + "grand-total-weight-label": "Grand Total Weight:", + "grand-total-weight-tooltip": "Grand total of PC's weight: , and all items carried.
    Note:Does not include gravity modifier.", + "spells-based-on-label": "Spells Based on:", + "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", + "cencentration-penalty-label": "Concentration Penalty", + "cocentration-penalty-tooltip": "Concentration
    spell penalty
    Number of spells: .
    NOTE: Use options tab to adjust the penalty.", + "spell-label": "Spell", + "spell-tooltip": "Name of spell", + "abbreviation-level-label": "LVL", + "trait-level-tooltip": "Level of the trait.", + "spell-skill-level-tooltip": "Skill level with spell", + "spell-difficulty-tooltip": "Difficulty", + "spell-skill-level-modifier-tooltip": "Modifier applied to skill level.
    Can be a positive or a negative number.
    Examples include a bonus from a Talent,
    default from another Skill or Technique,
    a piece of equipment, or a Perk.", + "points-tooltip": "Points", + "spell-is-on-tooltip": "Enter a 1 or more to mark as ON
    skill penalty for each spell that is ON.
    See B238 or M10.
    Click one at a time, wait until each penalty is applied before clicking the next one.", + "abbreviation-concentration-label": "CT", + "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as Under Concentration.
    skill penalty for each spell.
    See B238 or M10.
    Click one at a time, wait until each penalty is applied before clicking the next one.", + "abbreviation-resisted-by-label": "RESIST", + "spell-resisted-by-tooltip": "Resisted By", + "duration-label": "Duration", + "spell-duration-tooltip": "Duration of Spell", + "spell-energy-cost-tooltip": "Energy cost for casting the spell.", + "time-label": "Time", + "spell-casting-time-tooltip": "Amount of time to cast the spell.", + "maintain-label": "Maintain", + "spell-cost-to-maintain-tooltip": "Energy cost to maintain the spell.", + "class-label": "Class", + "spell-class-tooltip": "Spell class; Area, Blocking, Information, Melee,
    Missile, Regular, Regular (Jet), Resisted, Special", + "colleges-label": "Primary College:", + "colleges-secondary-label": "Secondary College:", + "show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)", + "latest-changes-updated-label": "Latest Changes: Updated", + "critical-roll-options-label": "Critical Roll Options", + "user-rules-as-written-label": "Use rules as written", + "only-on-3-or-4-label": "Only on a 3 or 4", + "turn-off-label": "Turn Off", + "skill-modifier-options-label": "Skill Modifier Options", + "no-modifier-prompt-label": "No Modifier Prompt", + "no-modifier-prompt-tooltip": "Rolls will be made immediately with no prompt.", + "single-modifier-prompt-label": "Single Modifier Prompt", + "single-modifier-prompt-tooltip": "Ask for a bonus or penalty to be added to dice rolls.
    This will not affect damage rolls.", + "extended-modifier-prompt-label": "Extended Modifier Prompts", + "extended-modifier-prompt-tooltip": "Instead of a single modifier, rolls will ask for a series of modifiers,
    to remind you about potential bonuses/penalties.
    This will not affect damage rolls.", + "skill-modifier-tools-label": "Skill Modifier Tools", + "use-skill-modifier-tool-label": "Use Skill Modifier Tool", + "use-skill-modifier-tool-tooltip": "Displays a modifier text box, a button to open a tool to modify effective skill, and to check off Max skill of 9.", + "use-technique-modifier-tool-label": "Use Technique Modifier Tool", + "use-defense-modifier-tool-label": "Use Defense Modifier Tool", + "use-melee-modifier-tool-label": "Use Melee Attack Modifier Tool", + "use-ranged-modifier-tool-label": "Use Ranged Attack Modifier Tool", + "use-spell-modifier-tool-label": "Use Spell Modifier Tool", + "public-or-private-rolls-label": "Public or Private Rolls", + "public-rolls-label": "Public Rolls", + "public-rolls-tooltip": "All players will be able to see
    your skill level, roll and results.", + "private-skill-levels-label": "Private Skill Levels deprecated", + "private-skill-levels-tooltip": "Only the GM will be able to see
    your skill level, but all players
    will see the result.
    NOTE: This now behaves just like Private Rolls", + "private-rols-label": "Private Rolls", + "private-rolls-tooltip": "Only the GM will see your skill
    level and the result.", + "repeating-technique-tables-label": "Repeating Technique Tables", + "show-original-label": "Show Original", + "show-original-tooltip": "Show the original techniques table.", + "show-revised-label": "Show Revised", + "show-revised-tooltip": "Show the revised techniques table.", + "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant-label": "GCA", + "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "abbreviation-gurps-character-sheet-label": "GCS", + "gurps-character-sheet-tooltip": "GURPS Character Sheet.", + "detailed-label": "Detailed", + "point-summary-detailed-tooltip": "Custom view displaying each section total.
    Including the deprecated Misc. Points box.", + "enter-unspent-points-label": "Enter Unspent Points", + "enter-unspent-points-tooltip": "Check if you would like to manually track your unspent points", + "add-to-combat-tracker-label": "Add to combat tracker", + "public-speed-tracker-label": "Public Speed Tracker", + "public-speed-tracker-tooltip": "Show basic speed and add to Chat message to public.", + "private-speed-tracker-label": "Private Speed Tracker", + "private-speed-tracker-tooltip": "Show basic speed and add to Chat message to GM.", + "spell-options-label": "Spell Options (See B238, M10)", + "spell-options-table": "
    Penalty for each spell ON:
    Penalty for each spell Concentrated On:
    ", + "abbreviation-show-rules-as-written-notes-label": "Show Active Defenses RAW Notes", + "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes", + "abbreviation-show-rules-as-written-notes-tooltip": "Show Rules as Written Success/Fail notes", + "damage-dice-icon": "Damage Dice Icon", + "use-malfunction-label": "Use Malfunction", + "use-malfunction-tooltip": "If checked, roll results will check for malfunction.", + "stat-modifier-options-label": "Stat Modifier Options", + "modifiers-to-attributes-increase-all-label": "Mods to attributes increase all derived stats (including HP, FP)", + "modifiers-to-attributes-increase-most-label": "Mods to attributes increase most derived stats (not HP, FP)", + "modifiers-to-attributes-increase-none-label": "Mods to attributes do not increase derived stats", + "sheet-style-label": "Sheet Style", + "sheet-style-description": "Selects a visual style for the character sheet", + "falling-collision-damage-notes-label": "Falling & Collision Damage Notes", + "demolition-damage-notes-label": "Demolition Damage Notes", + "fragmentation-skill-notes-label": "Fragmentation Skill Notes", + "fragmentation-damage-notes-label": "Fragmentation Damage Notes", + "fragmentation-recoil-label": "Fragmentation Recoil:", + "spell-critical-success-notes-label": "Spell Critical Success Notes", + "spell-fail-notes-label": "Spell Fail Notes", + "spell-critical-failure-notes-label": "Spell Critical Failure Notes", + "minimum-damage-notes-label": "Minimum Damage Notes", + "editable-wound-modifier-notes-label": "Editable Wound Modifier Notes", + "editable-wound-modifier-notes-description": "Initial wound modifier notes based on GURPS 4th Edition - Campaigns", + "show-notes-in-roll-template-label": "Show notes in roll template", + "cutting-label": "Cutting", + "impaling-label": "Impaling", + "crushing-label": "Crushing", + "abbreviation-piercing-label": "PI", + "afflication-label": "Affliction", + "burn-label": "Burn", + "corrosion-label": "Corrosion", + "fatigue-label": "Fatigue", + "toxic-label": "Toxic", + "special-label": "Special", + "gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page", + "gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1", + "abbreviation-book-reference-label": "Ref", + "minimum-label": "Minimum", + "rolltemplate-minimum-damage-description": "Applied to Target's DR
    See B378 Damage Roll", + "roll-label": "Roll:", + "target-label": "Target", + "recoil-label": "Recoil", + "abbreviation-malfunction-label": "Malf", + "resisted-by-label": "Resisted by", + "base-label": "BASE", + "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382", + "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", + "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "maneuver-label": "Maneuver", + "all-out-attack-label": "All-Out Attack", + "alert-label": "Alert", + "rolltemplate-max-9-description": "Max effective skill is 9", + "traits-label": "Traits", + "summary-label": "Summary", + "rolltemplate-malfunction-label": "Malfunction!", + "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79.
    ", + "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
    NOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382.", + "defense-label": "Defense", + "attack-label": "Attack", + "melee-label": "Melee", + "ranged-label": "Ranged", + "tools-label": "Tools", + "hit-location-armor-title": "Hit Location & Armor Table", + "layers-label": "Layers", + "back-armor-label": "Back", + "back-armor-tooltip": "Show back armor for each layer.", + "layer-1-label": "Layer 1", + "layer-2-label": "Layer 2", + "layer-3-label": "Layer 3", + "layer-4-label": "Layer 4", + "abbreviation-penalty-label": "Pen", + "front-label": "Front", + "back-label": "Back", + "abbreviation-defense-bonus-label": "DB", + "abbreviation-crippled-label": "CRIP", + "abbreviation-disabled-label": "DIS", + "wounds-label": "Wounds", + "template-label": "Template", + "character-armor-type-tooltip": "Select the hit location template and click the Apply button.
    ALERT: This will delete the current hit locations!", + "armor-layers-tooltip": "Select the number of armor layers to display.", + "armor-penalty-tooltip": "Penalty to hit this location.
    NOTE: Size Modifier is factored in when Applying location type or changing Size Modifier.", + "armor-layor-tooltip": "Enter DR for this location.
    Pattern: [H#] BASE-DR(/SPLIT-DR)* pi, cut
    [H#] # is the hardened level of armor. This will NOT be placed on the summary tab.
    BASE-DR is the primary DR of the armor, it should always be first.
    SPLIT-DR is the armor that have different values based on damage type.
    * = flexible armor
    Example:[H1] 4/12* pi, cut
    H1 = One level hardened. Flexible armor with base DR of 4, but DR 12 against piercing and cutting.
    Damage Types: pi, burn, cor, cr, fat, toxic, cut, imp (see B379.)
    IMPORTANT: To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.
    NOTE: Only one layer per row may have split armor.", + "armor-layor1-tooltip": "Layer 1 (Inner most) is good for natural DR or concealable armor, such as cloth armor under a breastplate.", + "armor-layor2-tooltip": "Layer 2 is good for your primary armor, like helmet, leather armor, gloves, etc.", + "armor-layor3-tooltip": "Layer 3 is good for force shields, magic DR, etc.", + "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
    * = flexible armor.
    Alert: Only one layer per row may have split armor.", + "hitlocation-damage-tooltip": "Enter the amount of damage this location has taken.
    NOTE: The damage will note affect the current Hit Points.", + "hitlocation-divisor-tooltip": "Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.", + "hitlocation-disabled-tooltip": "Disabled/Crippled Threshold.
    If a single injury meets or exceeds this value, the extremity or structure is disabled.
    NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
    Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
    See B421", + "hitlocation-wounds-tooltip": "Enter individual wounds here, if limb is crippled, bleeding, etc.
    Example: -6 pi (major wound), -2 burn.", + "abbreviation-major-label": "MAJ", + "major-wounds-tooltip": "Major wound threshold. Any single injury greater than 1/2 your HP.
    If using hit location, any injury that disables a limb is a Major Wound.
    Roll HT to avoid Knockdown and Stunning or use the K Down trait on the general tab. See B420.", + "hit-location-notes-tooltip": "Enter notes and traits here.
    You could damage notes for Unliving, Homogenous, Diffuse, Unbreakable Bones, Damage Reduction see B380 and Powers 52." +} diff --git a/GURPS/translations/hu.json b/GURPS/translations/hu.json new file mode 100644 index 0000000000..830ad3cc91 --- /dev/null +++ b/GURPS/translations/hu.json @@ -0,0 +1,1033 @@ +{ + "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", + "sheet-chat-roll-display-option": "Chat Roll Display", + "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", + "sheet-basic-speed-button-option": "Basic Speed Button Option", + "sheet-basic-speed-button-option-desc": "Select how the basic speed button is displayed in chat window.", + "sheet-enter-unspent-points": "Enter unspent points", + "sheet-enter-unspent-points-desc": "If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.", + "sheet-use-malfunction": "Use malfunction", + "sheet-use-malfunction-desc": "If checked, rolltable will check for malfunction.", + "sheet-damage-dice-icon": "Damage Dice Icon", + "sheet-damage-dice-icon-desc": "Select icon to use for damage dice.", + "sheet-attribute-mods-option": "Attribute Modifications", + "sheet-attribute-mods-option-desc": "Select option on how to apply modifications to attributes.", + "sheet-critical-successes-option": "Critical Successes", + "sheet-critical-successes-option-desc": "Select option to determine critical success on a skill roll on rolltemplates.", + "sheet-show-minimum-damage-type-notes": "Show Minimum Damage Type Notes", + "sheet-show-minimum-damage-type-notes-desc": "If checked, minimum damage type notes will be added to the damage roll table.", + "sheet-show-damage-type-notes": "Show Damage Type Notes", + "sheet-show-damage-type-notes-desc": "If checked, damage type notes will be added to the damage roll table.", + "sheet-damage-type-note-spec": "Damage Type Note Special", + "sheet-damage-type-note-spec-desc": "Enter notes for Special damage type.", + "sheet-penalty-per-spell-on": "Penalty for each spell ON", + "sheet-penalty-per-spell-on-desc": "Enter a negative integer for the penalty.", + "sheet-penalty-per-spell-maintained": "Penalty for each spell MAINTAINED", + "sheet-penalty-per-spell-maintained-desc": "Recoil for Fragmentation Damage.", + "sheet-fragmentation-recoil": "Fragmentation Recoil", + "sheet-point-summary-layout-option": "Point Summary Layout", + "sheet-point-summary-layout-option-desc": "Select option on how to display the Point Summary Table.", + "sheet-show-old-techniques": "Show Original Techniques Table", + "sheet-show-old-techniques-desc": "If checked, original techniques table will be visible.", + "sheet-show-new-techniques": "Show Revised Techniques Table", + "sheet-show-new-techniques-desc": "If checked, revised techniques table will be visible.", + "sheet-show-raw-defense=notes": "Show Active Defense Notes", + "sheet-show-raw-defense=notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", + "sheet-style-option": "Sheet Style", + "sheet-style-desc": "Select a visual style for the character sheet.", + "roll-modifiers-heading": "Roll Modifiers", + "total-roll-modifier-label": "Total Modifier", + "max-skill-9-label": "* Max skill of 9", + "max-skill-9-tooltip": "The effective skill cannot exceed 9. Such as a wild swing or not being able to see your target.", + "shock-label": "Shock", + "custom-modifier-label": "Custom Mod", + "reason-for-mod-label": "Reason for Mod:", + "night-vision-label": "Night Vision", + "night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.", + "dark-vision-label": "Dark Vision", + "dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.", + "high-pain-threshold-label": "High Pain Thresh.", + "high-pain-threshold-tooltip": "If checked, High Pain Threshold negates all shock penalties and reduces pain penalties. See B59.", + "low-pain-threshold-label": "Low Pain Thresh.", + "low-pain-threshold-tooltip": "If checked, Low Pain Threshold doubles shock and pain penalties. See B142.", + "attack-type-label": "Attack Type", + "hit-location-type-tooltip": "Use the drop-downs to select a hit location or enter a value manually. See B552-555.
    Humanoid Low Tech, see LT100-103.
    Martial Arts, see MA137.", + "location-tooltip": "Select a location.", + "grapple-label": "Grapple", + "grapple-tooltip": "Grapple halves to-hit penalty. See B370 for more information.", + "has-shield-label": "Has Shield", + "has-shield-tooltip": "If limb is behind a sheild, double the hit location penalty. See B552.
    Can be applied to arm, leg, foot, pincer, wing, or tail.", + "chinks-in-armor-label": "Chinks in armor", + "chinks-in-armor-tooltip": "Target chinks in the armor for the hit location. See B400.
    -8 to torso, -10 to other locations. DR is halved.
    NOTE: will not be applied if grappling.", + "light-cover-label": "Light Cover: -2", + "light-cover-tooltip": "Shooting through light cover is -2 to hit. See B548", + "target-prone-label": "Target Prone: -2", + "target-prone-tooltip": "If target is crouching, kneeling, sitting, or lying down, apply -2 to hit torso, groin, or legs. See B548", + "cover-title": "Cover", + "partly-exposed-label": "Partly Exposed: -2", + "partly-exposed-tooltip": "Target or hit location is partly exposed, add an additional -2 to hit. See B548", + "intervening-figures-label": "Intervening figures: -4 each", + "intervening-figures-tooltip": "Enter the number of intervening figures between you and your target, penalty is -4 per figure. See B548", + "maneuvers-posture-title": "Maneuvers and Posture", + "maneuver-title": "Maneuver", + "handedness-title": "Handedness", + "all-out-attack-title": "All-Out Attack", + "step-attack-label": "Step/Attack: +0", + "step-attack-tooltip": "Attack, see B365.
    Movement: Step
    Active Defense: Any", + "step-feint-label": "Step/Feint: +0", + "step-feint-tooltip": "Feint. Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!
    Movement: Step
    Active Defense: Any, but if you parry with unbalanced, you may not attack.
    See B365", + "move-attack-label": "Move/Attack: -4 *", + "move-attack-tooltip": "During or after your move, make a single, poorly aimed attack – either unarmed or with a ready weapon.
    Max skill of 9.
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B365-366", + "move-wild-label": "Move/Wild: -5 *", + "move-wild-tooltip": "Move and Wild Swing! During or after your move, make a single, wild swing/thrust – either unarmed or with a ready weapon.
    Max skill of 9.
    Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Roll hit location randomly! See B388-389
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B365-366", + "move-slam-label": "Move/Slam: +0", + "move-slam-tooltip": "End your move with a slam. If using shield, add your shield's Defense Bonus to your damage roll.
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B371-372", + "flying-tackle-label": "Tackle: +4", + "flying-tackle-tooltip": "End your move with a flying tackle, get 1 yard of extra movement and you become prone. At least two legs and one free arm. Can use Jumping to hit target.
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B371-372", + "pounce-label": "Pounce: +4", + "pounce-tooltip": "As slam, get 1 yard of extra movement. Roll DX, Acrobatics, or Jumping to avoid falling prone. Must have at least four legs.
    If a mount, rider must roll Riding-4 or fall off!
    Movement: normal, but -2 to avoid obstacles
    Active Defense: Dodge or Block
    See B371-372", + "none-label": "None", + "no-all-out-attack-tooltip": "No All-Out Attack, select this to clear all-out attack option.", + "all-out-attack-determined-label": "Determined: +4", + "all-out-attack-determined-tooltip": "Determined: Make a single attack at +4 to hit!
    Movement: half-move, forward only
    Defense: None. See B365", + "all-out-attack-double-label": "Double: +0", + "all-out-attack-double-tooltip": "Two attacks against a single foe! Two ready weapons or one weapon that doesn't need to be readied after an attack. Apply handedness for 2nd weapon.
    Movement: half-move, forward only
    Defense: None
    See B365", + "all-out-attack-feint-label": "Feint: +0", + "all-out-attack-feint-tooltip": "Feint and attack a single foe! Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!
    Movement: half-move, forward only
    Defense: None
    See B365", + "all-out-attack-strong-label": "Strong: +0", + "all-out-attack-strong-tooltip": "Single attack with +2 to damage or +1 damage per die for ST-based weapons!
    Movement: half-move, forward only
    Defense: None
    See B365", + "posture-label": "Posture", + "posture-tooltip": "Your posture when attack was made. See B547.", + "evaluate-label": "Evaluate", + "evaluate-tooltip": "Evaluate a visible target that you can melee attack.
    +1 to hit per turn.
    Movement: Any
    Defense: Any, doesn't spoil evaluate
    See B364-365.", + "deceptive-strike-label": "Deceptive Strike", + "deceptive-strike-tooltip": "Deceptive strike. Every -2 to hit defender is at -1 to active defenses.
    NOTE: Effective skill can't go below 10! See B369-370.", + "wild-swing-label": "Wild Swing: -5 *", + "wild-swing-tooltip": "Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Max skill of 9. Roll hit location randomly! See B388-389", + "rapid-strike-label": "Rapid Strike: -6", + "rapid-strike-tooltip": "Make two attacks at -6 each, you may attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace one of the attacks with rapid strike. See B370", + "rapid-strike-master-label": "Rapid Strike Master: -3", + "rapid-strike-master-tooltip": "Trained by a Master or Weapon Master. Make two attacks at -3 each, you may attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace one of the attacks with rapid strike. See B370 and B547", + "attack-from-above-label": "Attack from above: -2", + "attack-from-above-tooltip": "Roll contest of Stealth vs Vision (-2 if not looking up).
    If you win, target is surprised and gets No defense and may freeze.
    If you lose, target is at -2 defense.
    If target is aware they could use stop-thrust.
    You suffer falling damage, but can use skills to offset distance.
    Optional attack: do falling damage to target.
    See B400", + "height-difference-label": "Height Difference", + "height-difference-tooltip": "If you and your foe are at different levels, the vertical distance affects combat. See B402", + "improvised-weapon-label": "Improvised Weapon", + "improvised-weapon-tooltip": "Improvised weapon, See B404.", + "defense-improvised-abbreviate-weapon-label": "Improvised Wpn", + "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", + "hidden-weapon-label": "Hidden Weapon: -2", + "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", + "backstab-label": "Backstab: +4", + "backstab-tooltip": "NOTE! from Dungeon Fantasy. At start of combat, make Stealth roll. If successful, get backstab bonus. See DF Exploits 57-58", + "tactics-label": "Tactics", + "tactics-tooltip": "NOTE! from Dungeon Fantasy. A teammate spends turn to observe and advise you. If accepted, roll friends tactics.
    Success: +1 hit
    Critical Success: +2
    Fail: -1 hit
    Critical Fail: -2 hit
    See DF Exploits 57.", + "single-dual-weapon-label": "Single/Dual Weapon", + "single-dual-weapon-tooltip": "Select your hand and if you're using a dual weapon attack (see B417).
    NOTE: Don't use off-hand if you have ambidexterity.", + "off-hand-training-label": "Off-Hand training", + "abbreviated-off-hand-training-label": "Off-Hand train.", + "off-hand-training-tooltip": "Off-Hand weapon training. Negates the penalty for using an off-hand weapon.
    NOTE: A better approach is adding off-hand attacks to your combat table.
    See B232", + "dual-weapon-training-label": "Dual-Weapon training", + "dual-training-label": "Dual Training", + "dual-weapon-training-tooltip": "Dual-Weapon training. Negates the penalty for using a dual-weapon.
    NOTE: A better approach is adding dual-weapon attacks to your combat table.
    See B230", + "mounted-title": "Mounted", + "mounted-description": "When mounted, use lower value of Weapon or Riding Skill. See B397", + "skill-difference-label": "Skill Difference", + "riding-skill-difference-tooltip": "The difference between your riding skill and weapon skill.
    NOTE: You could place an attack on the melee table and use riding skill instead of melee weapon skill.", + "mount-attacked-label": "Mount attacked: -2", + "mount-attacked-tooltip": "If mount attacked on its last turn, you're at -2 to hit. See B397", + "mount-velocity-label": "Mount Velocity 7+: -1", + "mount-velocity-tooltip": "If mount's relative velocity to target is 7, apply +1 damage, -1 to hit.
    NOTE: Lances have special damage rules.
    See B397", + "ranged-move-attack-label": "Move/Attack: -2 or bulk", + "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", + "ranged-all-out-attack-determined-label": "Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Atttack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire. Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "situation-title": "Situation", + "in-close-combat-label": "Close Combat", + "in-close-combat-tooltip": "If using ranged weapon in close combat, apply a penalty equal to the weapon's bulk rating. See B391", + "damaged-weapon-label": "Damaged", + "damaged-weapon-tooltip": "Penalty to hit based on amount of damage done to weapon last turn. See B548", + "strength-difference-label": "Strength Diff", + "strength-difference-tooltip": "Strength is below that required for weapon, -1 per point of deficit. See B548", + "moving-mount-vehicle-label": "Moving Mount/Vehicle", + "moving-mount-vehicle-tooltip": "Attacking from moving mount or vehicle.
    NOTE:If not stabilized, the total of Accuracy, Aim, Bracing, and Targeting systems can't exceed vehicle's stability rating (SR). See B469 and B548", + "conditions-label": "Conditions", + "vehicle-conditions-tooltip": "What conditions is the vehicle experiencing. See B548.", + "over-under-mount-label": "Over/Under Mount: -6", + "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", + "vehicle-dodged-label": "Dodge: -2", + "air-vehicle-dodged-label": "Air Dodge: -4", + "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator. See B548", + "failed-control-roll-label": "Fail Control Roll", + "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", + "other-actions-title": "Other Actions", + "check-target-label": "Check Target: -2", + "check-target-tooltip": "Opportunity Fire, check target before shooting. See B390.", + "watch-area-label": "Opportunity, Watch Area", + "watch-area-tooltip": "Oppurtunity fire, watch hexes in an area or line of hexes in your line of sight.
    Watched area must be within your arc of vision.
    NOTE: You can Aim and Wait on a single hex! Aiming is not allowed for more more than 1 hex watched.
    See B548", + "accuracy-bonus-label": "Accuracy Bonus", + "accuracy-bonus-tooltip": "Enter Accuracy Bonus of weapon. Only apply if aimed for 1 turn OR you're a gunslinger (see B58). See B364.", + "aim-bonus-label": "Aim Bonus", + "aiming-bonus-tooltip": "After the initial aim, you can get an additional aim bonus. See B364", + "braced-label": "Braced: +1", + "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
    Firearm/crossbow must rest on a sandbag, low wall, car, etc.
    One-handed firearm is braced if using two hands.
    Two-handed is braced if you're prone and using a bipod. See B364.", + "pop-up-label": "Pop-up: -2", + "pop-up-tooltip": "Allows you to emerge from cover, move no more than one hex, make a ranged attack, and return cover.
    Possible with thrown weapon, firearm, or crossbow.
    You are susceptible to opportunity fire, only dodge is allowed. See B390.", + "targeting-systems-title": "Targeting Systems", + "targeting-systems-description": "Combined totals from all targeting systems can't exceed weapon's base Accuracy. See B364
    If an unstabilized weapon mount, max bonus can't exceed vehicle's Stability Rating. See B469.", + "laser-sight-label": "Laser: +1", + "laser-sight-tooltip": "Laser sight gives +1 to hit.
    NOTE: If target can see aiming dot, they got +1 dodge! See B412", + "scope-label": "Scope", + "scope-bonus-tooltip": "If aiming, you get an additional hit bonus up to the scope's bonus level.
    Fixed scopes, you must aim at least as many turns as the scope's bonus to get the bonus.
    See B412", + "vehicle-targeting-label": "Vehicle Targeting", + "vehicle-targeting-tooltip": "Vehicle targeting system bonus if shooter took time to aim. See B469", + "abbreviation-stability-rating-label": "SR", + "stability-rating-tooltip": "Vehicle's stability rating. Affects Targeting Systems.", + "unstabilized-label": "Unstabilized", + "unstabilized-tooltip": "The vehicle's weapon is not stabilized. The max bonus from Targeting Systems can't exceed Stability Rating of the vehicle. See B469", + "aiming-stats-label": "Aiming Stats", + "range-speed-label": "Range/Speed", + "range-speed-tooltip": "Enter the range of target and factor in relative speed if target crosses path of shooter. See B372.", + "used-to-blindness-label": "Used to blindess", + "used-to-blindness-tooltip": "If used to blindess, the max Visibility penalty is -6. See B124 and B394.", + "normal-defense-label": "Normal Defense", + "normal-defense-tooltip": "Using a normal active defense.", + "all-out-defense-increased-label": "All-Out Defense: +2", + "all-out-defense-increased-tooltip": "On your turn, you chose to do an all-out defense. Get +2 one active defense. See B366", + "all-out-defense-double-label": "All-Out Defense: Double", + "all-out-defense-double-tooltip": "Apply two different active defenses against the same attack. If you fail your defense, you may try a second, different defense against that attack. See B366", + "moved-attacked-label": "Moved and Attacked", + "moved-attacked-tooltip": "If you moved and attacked on your last turn, you can only dodge or block, parry is not allowed. See B366", + "defense-crawling-label": "Crawling/Lying: -3", + "defense-crawling-tooltip": "If you're crawling or lying down, -3 to defense. See B549", + "defense-kneeling-label": "Kneeling/Sitting: -2", + "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", + "retreating-dodge-label": "Retreat Dodge: +3", + "retreating-dodge-tooltip": "Retreating defense, move away from attacker, at least one yard or up to your step. See B377", + "retreating-block-parry-label": "Retreat Blk/Prry: +1", + "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", + "retreating-parry-label": "Retreating Parry: +3", + "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
    Move away from attacker, at least one yard or up to your step. See B377", + "acrobatic-dodge-label": "Acrobatic Dodge", + "defense-nauseated-label": "Nauseated: -1", + "defense-nauseated-tooltip": "If nauseated, you're at -1 to defend. See B428", + "acrobatic-dodge-success-tooltip": "If you made a successful acrobatic/aerobatic roll, get +2 to dodge. See B375", + "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", + "dodge-drop-label": "Dodge & Drop: +3", + "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
    Any cover you get does not count against the initial attack.
    NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", + "feverish-defense-label": "Feverish (1 FP): +2", + "feverish-defense-tooltip": "Feverish defense, spend 1 FP to increase active defense by 2. See B357", + "offhand-parry-label": "Off-Hand Parry: -2", + "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", + "number-of-parries-label": "# of Parries", + "number-of-parries-tooltip": "You can more parry more than once per turn, but each additional parry is at a -4 penalty. See B376", + "number-of-parries-master-label": "Master Parries", + "number-of-parries-master-tooltip": "If you're Trained by a Master or a Weapon Master, penalties are halved. See B376", + "attack-from-behind-label": "Back Peripheral: -2", + "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", + "runaround-attack-label": "Runaround: -2", + "runaround-attack-tooltip": "Runaround Attack! Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", + "grappled-dodge-label": "Grappled: -1 Dodge", + "grappled-dodge-tooltip": "NOTE! from Dungeon Fantasy. If grappled, you're at -1 to dodge. See DF Exploits 41", + "grappled-block-label": "Grappled: -2 Block/Parry", + "grappled-block-tooltip": "NOTE! from Dungeon Fantasy. If grappled, you're at -2 to block/parry. A grappled limb can't use block/parry. See DF Exploits 41", + "stunned-label": "Stunned: -4", + "stunned-tooltip": "If you're stunned, defend at -4. See B420", + "encumbered-label": "Encumbered", + "encumbered-tooltip": "Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549", + "skill-encumbered-tooltip": "Penalty equal to your encumbrance is applied to your skill.
    Example: Climbing, Judo, Karate, Fencing Weapons, Stealth.", + "cant-see-attacker-label": "Can't See Attacker: -4", + "cant-see-attacker-tooltip": "If you can't see the attacker you're at -4 to defend. A block or parry requires Hearing-2. See B549", + "defenders-equipment-label": "Defender's Equipment", + "attackers-equipment-label": "Attacker's Equipment", + "trident-dodge-label": "Trident: -1 Dodge", + "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", + "trident-block-label": "Trident: +1 Block/Parry", + "trident-block-tooltip": "NOTE: From Dungeon Fantasy. +1 to block or parry a trident. See DF Exploits-97", + "parrying-knife-label": "Parry with Knife: -1", + "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
    Suggestion: Add the modifier to your defense skill instead of using this checkbox.", + "parrying-kusari-label": "Parry with Kusari: -2", + "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
    Suggestion: Add the modifier to your defense skill instead of using this checkbox.", + "parrying-staff-label": "Parry with Staff: +2", + "parrying-staff-tooltip": "If parrying with a staff you get +2. See B548
    Suggestion: Add the modifier to your defense skill instead of using this checkbox.", + "defense-bonus-label": "Defense Bonus", + "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
    Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
    Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", + "unarmed-parry-label": "Unarmed Parry: -3", + "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", + "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", + "against-deceptive-attack-label": "Deceptive", + "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", + "against-dual-weapon-label": "Dual-Weapon: -1", + "against-dual-weapon-tooltip": "If both attacks hit you, you're at -1 to defend. See B548.", + "parry-flail-label": "Parry Flail: -4", + "parry-flail-tooltip": "If parrying against a flail, you're at -4 to defend. See B405.
    NOTE: You can't parry flails with a fencing weapon.", + "parry-nunchaku-label": "Parry Nunchaku: -2", + "parry-nunchaku-tooltip": "If parrying against a nunchaku, you're at -2 to defend. See B405.
    NOTE: You can't parry flails with a fencing weapon.", + "block-flail-label": "Block Flail: -2", + "block-flail-tooltip": "If blocking against a flail, you're at -2 to defend. See B405. ", + "block-nunchaku-label": "Block Nunchaku: -1", + "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", + "parry-thrown-weapon-label": "Parry thrown: -1", + "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", + "parry-thrown-small-weapon-label": "Parry thrown, sm: -2", + "parry-thrown-small-weapon-tooltip": "If the thrown weapon is 1 pound or less, parry is -2. See B549", + "feint-attack-label": "Feint Attack", + "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", + "defenders-posture-title": "Defender's Posture", + "attackers-action-title": "Attacker's Action", + "afflictions-conditions-title": "Afflictions & Conditions", + "coughing-sneezing-iq-label": "Coughing/Sneezing: -1 IQ", + "coughing-sneezing-iq-tooltip": "-1 to IQ and IQ-based skills. Can't use Stealth. See B428.", + "coughing-sneezing-dx-label": "Coughing/Sneezing: -3 DX", + "coughing-sneezing-dx-tooltip": "-3 to DX and DX-based skills. Can't use Stealth. See B428.", + "drowzy-label": "Drowzy: -2", + "drowzy-tooltip": "-2 to DX, IQ, and self-control rolls. Make a Will roll every two hours you're inactive to avoid falling asleep. See B428.", + "tipsy-label": "Tipsy: -1", + "tipsy-tooltip": "-2 to DX and IQ and -2 self-control rolls except to resist Cowardice. Reduce Shyness by one level. See B428.", + "drunk-label": "Drunk: -2", + "drunk-tooltip": "-2 to DX and IQ and -4 self-control rolls except to resist Cowardice. Reduce Shyness by two levels. See B428.", + "euphoria-label": "Euphoria: -3", + "euphoria-tooltip": "-3 to DX, IQ, and self-control rolls. See B428.", + "pain-level-label": "Pain Level", + "pain-level-tooltip": "Penalty to DX, IQ, and self-control rolls. Hight Pain Threshold halves the penalty while Low Pain Threshold doubles the penalty. See B428.", + "distraction-label": "Distraction", + "distraction-tooltip": "-1 for Bees in your face, -2 for part clothes on fire, -3 all clothes on fire, etc. See B548.", + "bad-footing-label": "Bad Footing", + "bad-footing-tooltip": "Skill penalty for bad footing. See B547-B549.", + "defense-bad-footing-tooltip": "Defensive penalty for bad footing. See B547-B549.", + "mounted-label": "Mounted", + "defense-mounted-tooltip": "If mounted, defensive penalty is equal to difference between 12 and Riding skill. See B388", + "retreating-flight-label": "Retreating Flight", + "retreating-flight-tooltip": "If flyer can hover, add +1 to defense to retreating defense if you can move 1 hex up or down. See B398", + "grappled-label": "You're grappled: -4", + "grappled-tooltip": "See Actions after being grappled for more information. See B371.", + "holding-large-shield-label": "Holding Large Shield: -2", + "holding-large-shield-tooltip": "See B547.", + "shield-close-combat-penalty-label": "Close combat with shield: -1 per DB", + "shield-close-combat-penalty-tooltip": "See Shields in Close Combat B392.", + "roll-modifier-label": "Roll modifier", + "visibility-roll-modifier-tooltip": "Combined total can't exceed -10 or -6 if used to blindness.", + "no-visiblity-condition-label": "No special effect", + "no-visiblity-condition-tooltip": "Only affected by darkness, smoke, fog, blur, or other.", + "cannot-see-anything-label": "Can't see anything: -10 *", + "cannot-see-anything-tooltip": "If used to blindess, penalty is -6. Max skill is 9. See B124 and B394.", + "cannot-see-target-label": "Can't see target: -6 *", + "cannot-see-target-tooltip": "Max Skill is 9. B394.", + "darkness-label": "Darkness", + "darkness-tooltip": "-10 is considered total darkness, no light available. See B394.", + "smoke-label": "Smoke", + "obscure-vision-tooltip": "-10 totally obscures vision. See Obscure B72.", + "know-location-label": "Know location: -4 *", + "know-location-tooltip": "If the foe is in a single smoke-filled hex or the like, no Hearing roll is required and the attack penalty is only -4. Roll for random hit location. Max Skill is 9. B394.", + "fog-label": "Fog", + "blur-label": "Blur", + "task-modifiers-title": "Task Modifiers", + "task-difficulty-label": "Task Difficulty", + "task-difficulty-tooltip": "See B345 for full description.", + "extra-time-label": "Extra Time", + "extra-time-tooltip": "Working slowly and deliberately on a noncombat task. See B346.", + "haste-label": "Haste", + "haste-tooltip": "Hurrying the noncombat task. See B346.", + "unfamiliar-culture-label": "Unfamiliar Culture: -3", + "unfamiliar-culture-tooltip": "-3 to skill with a significant cultural component; Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, etc. See B23.", + "language-modifier-label": "Language Modifier", + "language-modifier-tooltip": "Based on comprehension, use Task Difficulty for additional modifiers like bad phone connection. See B24.
    Language skills: Fast-Talk, Public Speaking, Research, Speed-Reading, teaching, and Writing.
    Artistic Skills: Poetry, Singing, etc.", + "iq-tech-level-modifier-label": "IQ Tech Level Modifier", + "iq-tech-level-modifier-tooltip": "IQ-Based skills. When you work with equipment or concepts of a TL different from your own skill, you suffer a penalty. See B168.", + "non-iq-tech-level-modifier-label": "Non IQ TL Modifier", + "non-iq-tech-level-modifier-tooltip": "Non IQ-Based skills. Flat penalty of -1 per TL difference. See B168.", + "equipment-modifiers-title": "Equipment Modifiers", + "available-equipment-label": "Available Equipment", + "available-equipment-tooltip": "Equipment modifiers for skills. See B345.", + "missing-items-label": "Missing Items", + "missing-items-tooltip": "-1 per item missing. See B346.", + "damaged-equipment-label": "Damaged Equipment", + "damaged-equipment-tooltip": "Damaged equipment modifier, such as -1 for first-aid kit salvaged from a wreck. See B346.", + "unfamiliar-equipment-label": "Unfamiliar Equipment: -2", + "unfamiliar-equipment-tooltip": "Any skill used to operate equipment like Driving/TL7 (Autommobile) takes a penalty when faced with an unfamiliar type of item. For instance, you're used to a compact car but you need to drive a van. See B169.", + "spell-modifiers-title": "Spell Modifiers", + "low-mana-label": "Low Mana: -5", + "low-mana-tooltip": "Only mages can cast spells and all spells are at -5. Critical failures have mild effects or no effect at all. See B235.", + "burn-abbreviate-hit-points-label": "Burn HP", + "burn-hit-points-tooltip": "Burn Hit Points instead of FP, but you're -1 to skill per HP. High Pain Threshold has no effect. See B237.", + "ceremonial-bonus-label": "Ceremonial", + "ceremonial-bonus-tooltip": "Ceremonial Magic involves a group of willing assistants. Receive a skill bonus based on how much extra energy you receive.
    • 20% : +1 skill
    • 40% : +2 skill
    • 60% : +3 skill
    • 100% : +4 skill
    Add another +1 per additional 100% of required energy.
    See B238.", + "spell-range-label": "Regular Spell Range", + "regular-spell-range-tooltip": "For regular and area spells apply a penalty of -1 per yard of distance. See B239.", + "cant-see-touch-label": "Can't See/Touch: -5", + "spell-cant-see-touch-tooltip": "For regular spells, if you can't see or touch your subject, you're at -5 to skill. See B239.", + "long-distance-label": "Long-Distance", + "long-distance-tooltip": "Use these modifiers for Information spells that work over long distances, such as Seek spells. Certain advantages use these ranges. If the distance falls between two values, use the higher value. See B241.", + "spells-on-label": "Spells On", + "concentration-label": "Concentration", + "natures-strength-title": "Nature's Strength", + "natures-strength-description": "From Dungeon Fantasy Spells. Page 2.", + "primeval-wilderness-label": "Primeval Wilderness", + "primeval-wilderness-tooltip": "Primeveal Wilderness for druidic spells.", + "announcements": "Announcements", + "sheet-version-title": "GURPS Character Sheet Version:", + "hide-until-next-update": "Hide until next update", + "view-all-updates": "View All Updates", + "tab-general": "General", + "tab-traits": "Traits", + "tab-bio-misc": "Bio\\Misc", + "tab-skills": "Skills", + "tab-combat": "Combat", + "tab-inventory": "Inventory", + "tab-grimoire": "Grimoire", + "tab-updates": "Updates", + "attributes-label": "Attributes", + "abbreviation-modifier-label": "MOD", + "attributes-modifier-tooltip": "A modifier that will be applied to your
    attribute. All derived attributes draw their
    base from your unmodified attributes.
    Therefore this MOD will generally only
    affect direct attribute rolls and skill rolls.", + "abbreviation-character-points-label": "Pts", + "abbreviation-strength": "ST", + "attributes-strength-tooltip": "Strength 10pts/level - Unmodified
    Cost reduced by -10% (Max -80%) per SM+1 (B15)", + "abbreviation-dexterity": "DX", + "attributes-dexterity-tooltip": "Dexterity 20pts/level - Unmodified:", + "abbreviation-intelligence": "IQ", + "attributes-intelligence-tooltip": "Intelligence 20pts/level -Unmodified:", + "will-label": "WILL", + "abbreviation-health": "HT", + "attributes-health-tooltip": "Health 10pts/level - Unmodified:", + "abbreviation-perception": "Per", + "attributes-perception-tooltip": "Perception: Based on Intelligence
    5pts/level
    Check the box to whisper perception roll to GM.
    Unmodified: ", + "attribute-vision": "Vision", + "attributes-vision-tooltip": "Visual Perception
    Based on Perception
    2pts/level
    Unmodified: ", + "attribute-hearing": "Hearing", + "attribute-hearing-tooltip": "Audio Perception
    Based on Perception
    2pts/level
    Unmodified: ", + "attribute-smell": "Smell", + "attribute-smell-tooltip": "Smell & Taste Perception (B35)
    Based on Perception
    2pts/level
    Unmodified: ", + "attribute-touch": "Touch", + "attribute-touch-tooltip": "Touch Perception
    Based on Perception
    2pts/level
    Unmodified: ", + "attribute-will": "Will", + "attribute-will-tooltip": "Willpower
    Based on Intelligence
    5pts/level
    Unmodified: ", + "attribute-fright": "Fright", + "attribute-fright-tooltip": "Fright Check (B360)
    Based on Willpower
    2pts/level
    Unmodified:
    See extensive list of Modifiers B360 & GURPS Horror p139-142.", + "abbreviation-threshold": "Thresh", + "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
    This means that a roll of 14 or more is automatically a failure.
    This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
    (Power Ups 2, p13).
    Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
    to be useful, of course!
    Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
    Confusion Check Table for failures. (Powers p85).", + "fright-check-label": "Fright Check", + "attribute-unstun": "Unstun", + "attribute-unstun-tooltip": "Recover from physical stun, based on Health.
    Roll at the end of your turn after Do Nothing
    High Pain Threshold +3 to check
    Low Pain Threshold -3 to check", + "abbreviation-knock-down": "K Down", + "attribute-knock-down-tooltip": "Knockdown & Stunning Check, based on Health.
    Roll:
    Whenever you suffer a major wound. B420
    Whenever you are struck in the head (skull, face, or eye) or
    vitals for enough injury to cause a shock penalty,
    You must make an immediate HT roll to avoid knockdown and stunning.
    >Modifiers:
    -5 for a major wound to the face or vitals (or to the groin, on a humanoid male).
    -10 for a major wound to the skull or eye.
    +3 High Pain Threshold
    -4 Low Pain Threshold", + "abbreviation-unconscious": "Unc.", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
    If HP zero or less, roll per turn to take an Active Action.
    -1 per full multiple of HP below zero.
    Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
    Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "abbreviation-death-check": "Death", + "attribute-death-check-tooltip": "Death Check, based on Health.
    On damage taken: Immediately Roll a Death Check if you are
    at-1xHP or more.
    Roll again each time you suffer injury equal to a further
    multiple of your HP. (-2xHP, -3xHP, -4xHP)
    Immediate Death at -5xHP
    Hard/Easy to Kill: Gives +/- per level to a Death Check
    Fit +1 to Death Check . Very Fit +2 to Death Check", + "speed-label": "Speed", + "attribute-speed-tooltip": "Basic Speed
    Based on Health and Dexterity
    5pts/0.25
    Unmodified: ", + "attribute-move": "Move", + "attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified:
    Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "abbreviation-enhanced": "Enhncd", + "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
    10pts per half level. Can use up|down arrow keys
    Level: ", + "attribute-dodge": "Dodge", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
    Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)", + "abbreviation-lifting-strength": "Lift ST", + "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
    Based on Strength 3pts/level
    Unmodified: ", + "attribute-lift": "Lift", + "attribute-basic-lift-tooltip": "Basic Lift Table B17, in pounds. (B15)", + "attribute-striking": "Striking", + "attribute-striking-strength-tooltip": "Striking Strength
    Based on Strength
    5pts/level
    Unmodified: ", + "attribute-thrust": "Thrust", + "attribute-thrust-damage-table": "Thrust Damage
    See B16 for the complete table.
    StrengthThrust
    11d6-6
    21d6-6
    31d6-5
    41d6-5
    51d6-4
    61d6-4
    71d6-3
    81d6-3
    91d6-2
    101d6-2
    111d6-1
    121d6-1
    131d6
    StrengthThrust
    141d6
    151d6+1
    161d6+1
    171d6+2
    181d6+2
    192d6-1
    202d6-1
    212d6
    222d6
    232d6+1
    242d6+1
    252d6+2
    262d6+2
    ", + "attribute-swing": "Swing", + "attribute-swing-damage-table": "Swing Damage
    See B16 for the complete table.
    StrengthSwing
    11d6-5
    21d6-5
    31d6-4
    41d6-4
    51d6-3
    61d6-3
    71d6-2
    81d6-2
    91d6-1
    101d6
    111d6+1
    121d6+2
    132d6-1
    StrengthSwing
    142d6
    152d6+1
    162d6+2
    173d6-1
    183d6
    193d6+1
    203d6+2
    214d6-1
    224d6
    234d6+1
    244d6+2
    255d6-1
    265d6
    ", + "stats-title": "Stats", + "value-title": "Value", + "abbreviation-maximum-hit-points": "Max HP", + "maximum-hit-poits-tooltip": "Hit Points - Based on Strength - 2pts/level
    Cost reduced by -10% per SM+1 (B15)", + "abbreviation-current-hit-points": "Current HP", + "abbreviation-hit-points": "HP", + "hit-points-label": "Hit Points", + "current-hit-points-tooltip": "Current Hit Points
    When your HP is low, you take penalties. (B419)", + "current-hit-points-reeling": "Reeling: If your HP is less than", + "current-hit-points-reeling-description": "- Halve Move and Dodge (round up) (B419)
    - These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7
    - Note: This sheet automatically calculates that for you and adjusts those values.", + "current-hit-points-collapse": "Verge of Collapse", + "current-hit-points-collaps-description": "- Roll every turn @{VS} HT or fall unconscious.
    - Your HT roll is at -1 for every 1xHP you are below 0.
    - If you do nothing, and don't defend, you don't have to roll.", + "current-hit-points-verge-of-death": "Verge of Death", + "current-hit-points-verge-of-death-description": "- Roll once @{VS} HT to stay alive.
    - If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)
    - Roll again every time you take injury that puts you below
    another multiple of your max HP.", + "current-hit-points-death": "Death", + "current-hit-points-death-description": "- You are dead.", + "current-hit-points-total-destruction": "Total Destruction", + "current-hit-points-total-destruction-description": "- Your body has been destroyed beyond recognition or resurrection.", + "hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.", + "hit-points-fatigue-quartered-move": "Move and Dodge is quartered due to hit point and fatigue loss. See B419.", + "abbreviation-maximum-fatigue-points": "Max FP", + "maximum-fatigue-points-tooltip": "Fatigue Points
    Based on Health
    3pts/level", + "abbreviation-current-fatigue-points": "Current FP", + "current-fatigue-points-tool-tip": "Current Fatigue Points
    When your FP is low you take penalties. (B426)", + "fatigue-points-tired-label": "Tired: If your FP is less than", + "fatigue-points-tired-description": "- Halve your Move, Dodge, and ST (round up) (B426)
    - These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7
    - Note: This sheet automatically calculates that for you and adjusts
    those values – This does not affect ST-based quantities,
    such as HP and damage. (B426)", + "verge-of-collapse-label": "Verge of Collapse", + "verge-of-collapse-description": "- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426)
    - Roll against Will to do anything besides rest or talk.
    - If you fail your Will roll, you fall unconscious.
    - On a critical failure, roll @{VS} HT or suffer a heart attack.", + "unconscious-label": "Unconscious: When your FP is", + "unconscious-description": "- Immediately fall unconscious
    - FP can't drop any lower, but you still lose HP.
    - You regain consciousness at 0 FP", + "abbreviation-move-strength": "MV/ST", + "half-move-strength-tooltip": "Move, Dodge, and ST are halved due to fatigue loss. See B426.
    Affects ST roll and using weapons with minimum ST.", + "half-strength-tooltip": "ST is halved due to fatigue loss. See B426.
    Affects ST roll and using weapons with minimum ST.", + "abbreviation-maximum-energy-reserve": "Max ER", + "maximum-energy-reserve-tooltip": "Energy Reserve
    See Dungeon Fantasy 3, pg39 - Introduced
    See Powers, pg119 – More detailed
    ", + "abbreviation-current-energy-reserve": "Current ER", + "current-energy-reserve-tooltip": "Current Energy Reserve
    See Dungeon Fantasy 3, pg39 - Introduced
    See Powers, pg119 – More detailed", + "custom-pools-heading": "Custom Pools", + "custom-pools-tooltip": "Add additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.
    Examples include:
    RP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.
    LFP (Long Term Fatigue Points), see After the End 1, p24.", + "custom-pool-current-points-label": "Current", + "lifting-moving-label": "Lifting & Moving", + "lifting-moving-tooltip": "For more information see B14.", + "weight-label": "Weight", + "simple-lift-label": "Simple Lift", + "simple-lift-heading-tooltip": "The weight the character can lift overhead
    with one hand in one second.", + "one-handed-lift-label": "One-Handed Lift", + "one-handed-lift-tooltip": "The weight the character can lift overhead
    with one hand in two seconds.", + "two-handed-lift-label": "Two-Handed Lift", + "two-handed-lift-tooltip": "The weight the character can lift overhead
    with both hands in four seconds.", + "shove-and-knock-over-label": "Shove & Knock Over", + "shove-and-knock-over-tooltip": "The weight of an object the character can
    shove and knock over.", + "abbreviation-running-shove-knock-over": "Running Shove & KO", + "running-shove-knock-over-tooltip": "The weight of an object the character can
    shove and knock over with a running start.", + "carry-on-back-label": "Carry On Back", + "carry-on-back-tooltip": "The weight the character can carry slung
    over his/her back.", + "shift-slightly-label": "Shift Slightly", + "shift-slightly-tooltip": "The weight of an object that the character
    can shift slightly on a floor.", + "notes-label": "Notes", + "encumbrance-label": "Encumbrance", + "load-label": "Load", + "load-tooltip": "Amount of weight you're currently carrying.", + "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
    and for HP and/or FP loss below 1/3. (B419, B426)
    STEP: The number in parentheses is the step distance.", + "abbreviation-enhanced-move-label": "ENH MOVE", + "enhanced-move-tooltip": "Enhanced ground move.
    STEP: The number in parentheses is the step distance.", + "air-label": "Air", + "air-tooltip": "Air/Flying move.
    STEP: The number in parentheses is the step distance.", + "water-label": "Water", + "water-tooltip": "Water/Swimming move.
    STEP: The number in parentheses is the step distance.", + "encumbrance-dodge-tooltip": "Note: The Dodge score automatically adjusts for Encumbrance
    and for HP and/or FP loss below 1/3. (B419, B426)", + "encumbrance-none-0-label": "None (0)", + "encumbrance-light-1-label": "Light (1)", + "encumbrance-medium-2-label": "Medium (2)", + "encumbrance-heavy-3-label": "Heavy (3)", + "encumbrance-extra-heavy-4-label": "X-Heavy (4)", + "encumbrance-maximum-load-label": "MAX Load*", + "encumbrance-maximum-load-tooltip": "Carry on Back (B353) 15xBL. Thus, you can carry
    more than you can lift by yourself . . . but
    every second that your encumbrance is over 10xBL
    (that is Extra-Heavy encumbrance), you lose 1 FP.
    ", + "current-label": "Current", + "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", + "movement-label": "Movement", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "abbreviation-start-velocity-label": "Start Vel.", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
    Important: Be sure to check your max allowed velocity based on movement type.", + "change-in-velocity-label": "Change", + "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn. See B395.
    NOTE: Max deceleration is 2 times your basic move.", + "abbreviation-final-velocity-label": "Final Vel.", + "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.
    The final velocity is how you start the turn and is used to
    calculate the deceleration penalty, turn radius, and tight turn penalty.", + "abbreviation-deceleration-penalty-label": "Decel. Pen.", + "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.
    Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
    Can safely decelerate up to base move, no roll needed.
    If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
    Apply the appropriate skill penalty from the input forms to the right.
    How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
    NOTE: make an additional roll if you're also turning.
    Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
    Driving Skill: 12, Handling: 0.
    Total Deceleration = 16 - 6 = 10.
    Can safely decelerate to 16 - 3 (base move) = 13.
    Penalty = 13 - 6 (goal speed) / 2 = -3.
    Making Driving Skill 12 - 3 to succeed.
    see B395.", + "turn-radius-label": "Turn Radius", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
    Turn Radius = (Final Velocity / Base Move Score) rounded down.
    Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
    See B394.", + "tight-turn-label": "Tight Turn", + "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.
    120° facing change instead of 60°.
    Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
    See B395.", + "movement-feats-label": "Movement Feats", + "flying-label": "Flying", + "flight-label": "Flight", + "flight-tooltip": "Check the box to add Flight (B56) to the character.
    This will update the Air movement column for the encumbrance table.
    Use the text box to enter the number of character points used for Flight", + "abbreviation-air-move-label": "Air Mv", + "air-move-tooltip": "Base Air Move = Basic Speed * 2 =
    2pts/level, you can use up and down arrows", + "enhanced-air-move-tooltip": "Enhanced Air Move
    Modifier box: steps of .5, you can use up and down arrows.
    Points box: 10 points per half-level, you can use up and down arrows.
    Each level doubles top air move. Half-level is a multiple of 1.5.
    Level: ", + "swimming-label": "Swimming", + "abbreviation-amphibious-label": "Amphib", + "amphibious-tooltip": "Amphibious: Check the box to apply Amphibious (B40) to character
    This will update the swimming movement on the encumbrance table.", + "abbreviation-water-move-label": "Wtr Mv", + "water-move-tooltip": "Basic Move =
    Formula = Basic Move / 5 or Basic Move if amphibious.
    5pts/level, you can use up and down arrows.
    NOTE: Max +2 water move if you have swimming skill.", + "enhanced-water-move-tooltip": "Enhanced Water Move
    Modifier box: steps of .5, you can use up and down arrows.
    Points box: 10 points per half-level, you can use up and down arrows.
    Each level doubles top water move. Half-level is a multiple of 1.5.
    Level: ", + "jumping-label": "Jumping", + "skill-label": "Skill", + "jump-skill-tooltip": "Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)instead of Basic Move to calculate jumping distances. B352", + "abbreviation-use-strength": "Use ST", + "jumping-use-strength-tooltip": "Check this box if using this Optional Rule B352.
    If Basic Lift () > body weight, use ST/4 instead of Move or Jump skill.", + "super-label": "Super", + "super-jump-tooltip": "Super Jump: use this if you have the Super Jump as an Advantage. B89
    1st column will show your modifier based on the entries for the 2nd and 3rd columns.
    2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value.
    3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.", + "abbreviation-encumbrance-label": "Enc", + "encumbrance-tooltip": "Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, ar any fencing Parry. See B549", + "jump-encumbrance-penalty-tooltip": "Apply encumbrance penalty. See B352
    1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.", + "abbreviation-preparation": "Prep", + "jump-preparation-tooltip": "Check this box if you took 2 consecutive Concentration maneuvers to prepare.
    Leave unchecked otherwise, in which case you will halve all jump distances. B352", + "feet-measurement-label": "feet", + "yards-measurement-label": "yards", + "standing-broad-jump-label": "Broad", + "standing-broad-jump-tooltip": "Standing Broad Jump Distance. B352
    1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down).
    2nd column shows you how many feet you may jump.
    3rd column shows you how many yards you jump.
    Formula = (2 x Stat To use) - 3 feet
    Stat to use: ", + "running-broad-jump-label": "Run", + "running-broad-jump-tooltip": "Running Broad Jump Distance, under Broad Jump description. B352
    1st column enter how may yards you ran this turn.
    2nd column shows you how many feet you may jump.
    3rd column shows you how many yard you jump.
    Formula = (2 x Stat To use) - 3 feet
    Stat to use:
    Max running broad jump distance is twice standing broad jump distance.", + "high-jump-label": "High", + "high-jump-tooltip": "High Jump Distance. B352
    1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down).
    2nd column shows you how many feet you may jump.
    3rd column shows you how many yard you jump.
    Formula = (6 x Stat To use) - 10 inches
    Stat to use: ", + "run-high-jump-label": "Run", + "running-high-jump-tooltip": "Running High Jump Distance, under High Jump. B352.
    1st column enter in your (6 x Stat To use) plus how may yards you ran this turn.
    2nd column shows how many feet you may jump straight up.
    3rd column shows how many yards you jump straight up.
    Formula = (6 x Stat To use) - 10 inches
    Stat to use:
    Max running high jump distance is twice standing high jump distance.", + "abbreviation-jump-move-label": "JMP MV", + "jump-move-tooltip": "Jump move. This is actually the ‘Super Jump’ value for that Advantage. See B89
    Greater of Broad Jump Yards / 5 OR Normal Ground Move.
    ", + "abbreviation-point-summary-label": "Point Sum", + "point-summary-tooltip": "Total: Manual input: Represents total value of the
    PC in Character Points (spent & unspent combined).
    Spent: Automatic total of Spent points:
    Attributes + Traits + Skills + Other.
    Unspent: Has the option of being Manual or
    Automatic, depending on an option selected on the
    Settings page entitled ‘Enter Unspent Points’.
    Manual Mode (Blue color): You manually enter your
    Unspent points.
    Automatic mode (Black color): It calculates the
    point total difference between Total and Spent.", + "total-label": "Total", + "point-total-tooltip": "Total: Manual input: Represents total value of the
    PC in Character Points (spent and unspent combined).", + "spent-label": "Spent", + "unspent-label": "Unspent", + "gca-format-label": "GCA Format", + "gca-format-tooltip": "GURPS Character Assistant (GCA) Format
    To change to GCS or Detailed go to options tab
    and change the radio button for Point Summary Layout", + "gcs-format-label": "GCS Format", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
    To change to GCA or Detailed go to options tab
    and change the radio button for Point Summary Layout", + "detailed-format-label": "Detailed Format", + "detailed-format-tooltip": "To change to GCA or GCS go to options tab
    and change the radio button for Point Summary Layout", + "race-label": "Race", + "race-point-summary-tooltip": "Point Summary for Racial Traits.", + "points-summary-for-attributes-tooltip": "Point Summary for:
    ST, DX, IQ, HT,
    HP, FP, Energy Reserve One, Two, and Three,
    Per, Vision, Hearing, Smell, Touch,
    Will, Fright, Unconsciousness, Death,
    Speed, Move, Lift ST, Striking ST,
    Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-advantages-label": "Adv.", + "gca-point-summary-for-advantages-tooltip": "Point Summary for:
    Languages, Tech Level, Cultural Familiarities,
    Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for:
    Languages, Tech Level, Cultural Familiarities,
    Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for:
    Languages, Tech Level, Cultural Familiarities,
    and Advantages.", + "perks-label": "Perks", + "abbreviation-disadvantages-label": "Disadv.", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "quirks-label": "Quirks", + "skills-label": "Skills", + "abbreviation-techniques-label": "Tech.", + "point-summary-techniques-tooltip": "Techniques", + "abbreviation-techniques-revised-label": "Tech. (r)", + "point-summary-for-techniques-revised-tooltip": "Techniques Revised", + "spells-label": "Spells", + "other-label": "Other", + "native-language-label": "Native Language", + "spoken-label": "Spoken", + "written-label": "Written", + "learned-language-label": "Learned Languages", + "miscellaneous-label": "Miscellaneous", + "technology-level-label": "Tech Level", + "technology-level-tooltip": "This is the technology level that your character is familiar with.
    It costs 5 points to raise this above or below the campaign's
    normal TL.
    TL0Stone Age (Prehistory and later).
    TL1Bronze Age (3500 B.C.+).
    TL2Iron Age (1200 B.C.+).
    TL3Medieval (600 A.D.+).
    TL4Age of Sail (1450+).
    TL5Industrial Revolution (1730+).
    TL6Mechanized Age (1880+).
    TL7Nuclear Age (1940+).
    TL8Digital Age (1980+).
    TL9Microtech Age (2025+?).
    TL10Robotic Age (2070+?).
    TL11Age of Exotic Matter.
    TL12+Whatever the GM likes!
    ", + "cultural-familiarities-label": "Cultural Familiarities", + "advantages-label": "Advantages", + "abbreviation-frequency-of-appearance-label": "FOA", + "frequency-of-appearance-tooltip": "Frequency of Appearance
    15 or less>
    12 or less>
    9 or less>
    6 or less>
    ", + "abbreviation-booke-reference-label": "Ref", + "book-reference-tooltip": "Reference to book and page numbers.
    Examples:
    B238 = GURPS Basic, Page 238
    PU2:126 = Power-Ups 2. Page 126
    ", + "modifier-label": "Modifier:", + "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
    Use the pencil/paper icon to select modifiers.
    NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "select-skill-modifiers-button": "Select Skill Modifiers", + "show-notes-below-label": "Show notes below in roll template", + "show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)", + "abbreviation-self-control-number-label": "SCN", + "self-control-number-tooltip": "Self-control Number OR
    Frequency of Appearance
    15 or less
    12 or less
    9 or less
    6 or less
    ", + "disadvantages-label": "Disadvantages", + "racial-traits-label": "Racial Traits", + "general-information-label": "General Information", + "full-name-label": "Full name", + "nickname-label": "Nickname", + "gender-label": "Gender", + "size-modifier-label": "Size Modifier", + "size-modifier-tooltip": "This sheet does NOT auto adjust the cost values for STand Extra HP for a SM
    that is greater than 0. To do that you can use a combination of Points and
    MOD entries to get the desired value. (B15, B16, B19)", + "reach-modifier-label": "Reach Mod", + "reach-modifier-tooltip": "Reach Modifier.
    See Size Modifier and Reach, B402
    When grappling, you get +1 To Hit per size modifier difference.", + "main-hand-label": "Main Hand", + "reactions-label": "Reactions", + "physical-description-label": "Physical Description", + "age-label": "Age", + "height-label": "Height", + "weight-heading": "Weight", + "character-weight-tooltip": "Enter a Numerical Value only.
    Do not enter any type of indicator like lbs, pounds, kilos, etc.
    This is because the weight is added to your Inventory’s Grand Total
    Weight and thus needs to be numerical.", + "eyes-label": "Eyes", + "build-label": "Build", + "hair-label": "Hair", + "physical-appearance-label": "Appearance", + "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost onthe Traits tab under Advantages or Disadvantages.", + "tattoos-scars-etc-label": "Tattoos, scars, etc.", + "scars-tattooe-etc-tooltip": "Scars, tattoos, distinguishing marks or features.", + "background-information-label": "Background Information", + "birth-date-label": "Birth Date", + "birth-place-label": "Birth Place", + "status-label": "Status", + "wealth-label": "Wealth", + "income-label": "Income", + "cost-of-living": "Cost of Living", + "stash-money-location-label": "Stash", + "stash-money-location-tooltip": "Total available cash stashed in banks, vaults, mattresses, etc.", + "affiliations": "Affiliations", + "home-base-label": "Home Base", + "family-label": "Family", + "background-history-label": "Background History & Notes", + "training-label": "Training", + "training-tooltip": "Training rules can be found at ‘Improvement
    Through Study’ B292.
    Advanced rules can be found in Social
    Engineering: Back to School.", + "abbreviation-technology-level-label": "TL", + "skill-level-label": "Level", + "talent-level-label": "Talent Level:", + "formula-level-label": "Formula Level:", + "formula-label": "Formula:", + "active-defense-formula-tooltip": "Formula is based upon the active defense type.", + "formula-as-is-description": "Enter a value or use the linked item value as is.", + "formula-parry-description": "3 + (Skill or DX)/2, rounded down.", + "formula-block-description": "3 + (Shield or Cloak skill)/2, rounded down.", + "power-dodge-description": "Basic Speed + 3 + Talent/2, rounded down.", + "power-parry-description": "3 + (Innate Attack Skill + Talent)/2, rounded down.", + "power-block-physical-description": "3 + (HT + Talent)/2, rounded down.", + "power-block-mental-description": "3 + (WILL + Talent)/2, rounded down.", + "abbreviation-attribute-label": "Attr", + "abbreviation-difficulty-label": "Diff", + "skill-difficulty-tooltip": "WC = Wildcard Skill.
    PTS = 3, 6, 12, 24, 36, etc.", + "skill-modifier-tooltip": "Modifier applied to skill level.
    Can be a positive or a negative number.
    Examples include a bonus from a Talent,
    default from another Skill or Technique,
    a piece of equipment, or a Perk.", + "row-id-label": "Row ID:", + "row-id-tooltip": "The row id can be used with macros.
    NOTE: Future use for linking to techniques
    and combat skills.
    Example field name: repeating_skills_[the row id]_level
    This example would represent the skill level on that row.", + "abbrevation-miscellaneous-label": "Misc:", + "reason-for-modifier-label": "Reason for MOD (Modifier):", + "reason-for-modifiers-skills-tooltip": "Examples:
    +1 from Talent...
    +1 from Default Skill...
    +1 from Enchanted Item with...", + "custom-success-fail-notes-tooltip": "Success, critical success, fail, and critical fail
    notes will be added to roll results.
    You can add macros to these notes.
    The width of these note boxes are set to help you
    visualize what it will look like in chat.", + "success-note-label": "Success Note:", + "critical-success-note-label": "Critical Success Note:", + "fail-note-label": "Fail Note:", + "critical-fail-note-label": "Critical Fail Note:", + "techniques-legacy-label": "TECHNIQUES (LEGACY).", + "techniques-legacy-tooltip": "New Optional Feature Available.
    A revised techniques table is available by setting the options on the character sheet.
    This revised techniques is not final, we'll make adjustments based upon feedback.
    New Legacy and Revised Technique Tables. Options to show/hide the Legacy
    Techniques table and the new Revised Techniques table.
    Show both tables if you want to transfer your current techniques to the new table.
    If old technique table has no rows, then hide old table, show new table.
    ", + "parent-label": "Parent", + "abbreviation-minimum-label": "Min", + "abbreviation-maximum-label": "Max", + "cost-label": "Cost", + "techniques-revised-label": "Techniques (Revised)", + "base-level-label": "Base", + "base-skill-level-tooltip": "Base skill level of technique, usually
    based on Parent Skill.
    see Techniques B229", + "abbreviation-default-label": "DFLT", + "techniques-revised-default-tooltip": "Default modifier to apply to the base skill.
    For example, Kicking is -2 from Brawling or Karate Skill.
    Enter 0 if there is no modifier.
    see Techniques B229", + "techniques-revised-maximum-modifier-tooltip": "Maximum modifier allowed for the technique.
    This is relative to the parent skill.
    For example, Kicking cannot exceed Brawling + 0
    or Karate + 0.
    see Techniques B229", + "technique-difficulty-tooltip": "Difficulty of technique.
    Feats with severe consequences on a failure
    or allow only one attempt are Hard.
    see Techniques B229", + "row-id-repeating-tooltip": "The row id can be used with macros.
    Example field name: repeating_techniquesrevised_[the row id]_level
    This example would represent the skill level on that row.", + "link-label": "Link:", + "link-to-row-id-tooltip": "Link this row to another row item.", + "copy-paste-row-id-tooltip": "Copy/paste the Skill or Spell Row ID to link that skill to this technique.
    When the skill/spell is updated, the technique's parent name and base skill level
    will be updated.
    Once entered, this will change the Skill/Spell for this particular attack to match
    the skill/spell level of the Base Skill. Do not change this skill Level number manually.", + "name-label": "Name:", + "hit-location-label": "Hit Location", + "hit-location-tooltip": "Basic Table B552.
    Optinal: Rules
    New Hit Locations
    LT100-103, MA137", + "where-label": "Where", + "penalty-label": "Pen", + "hit-location-penalty-tooltip": "This is the Penalty
    applied to attack the
    specific location.", + "abbreviation-damage-resistance-label": "DR", + "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except
    this specific Type of attack.
    Example: Enter as 3/2cr* means DR3 vs all attacks
    except cr which uses DR2. * means it is Flexible
    armor (B379).
    High-Tech and Ultra-Tech #/# usually mean against
    these Type Attacks / All other Attack Types.
    Example: Enter as 5imp, cr /2 means DR5 vs imp and
    cr type of attacks and DR2 against all other types
    of attacks.", + "user-created-label": "User Created", + "active-defenses-label": "Active Defenses", + "activate-custom-roll-modifier-tooltip": "You can turn on the custom modifiers by going to
    Sheet Options Tab then to Skill Modifier Tools
    and checking the tools to use.", + "type-label": "Type", + "active-defense-type-tooltip": "Changing the Type will also update success/fail notes
    for that active defense.
    Parry, Block, and Block have default notes that can be
    changed on the options page.
    NOTE Changing the Type will clear any previous notes
    you entered.", + "abbreviation-information-label": "Info", + "active-defense-information-tooltip": "F: this is a fencing weapon.
    U: the weapon is unbalanced. You cannot use it to
    parry if you've already attacked with it this turn
    (and vice versa).", + "base-defense-skill-tooltip": "Base defense skill.", + "defense-modifiers-tooltip": "Modifiers to the defense skill.", + "half-dodge-tooltip": "Dodge is halved due to hit points or fatigue loss. See B418 or B426.", + "quarter-dodge-tooltip": "Dodge is quartered due to hit points and fatigue loss. See B418 or B426.", + "displayed-on-rolltemplate-tooltip": "Displayed on the rolltemplate.", + "custom-notes-label": "Custom Notes:", + "custom-notes-active-defense-tooltip": "Add custom notes for this active defense.", + "dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)", + "dodge-retreat-versus-melee-tooltip": "Against a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks.
    Optional Rules for Retreat can be found in MA123.", + "dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)", + "dodge-drop-ranged-tooltip": "Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').
    It is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377)", + "knockback-label": "Knockback save vs crushing or cutting attacks", + "knockback-tooltip": "A crushing attack can cause knockback regardless of whether it penetrates DR.
    A cutting attack can cause knockback only if it fails to penetrate DR.
    For every full ST-2 damage (BEFORE subtracting DR) target is moved yard away from attacker.
    NOTE: If target has no ST score (like a wall) or is not resisting, use HP instead.

    If knocked back, Roll against DX, Acrobatics, or Judo.
    -1 per yard of knockback AFTER the first yard.
    +4 for Perfect Balance. see B378.
    If target collides with an object, use yards knocked back to calculate Collisions and Falls (see Combat Tools).", + "knockback-calculation-description": "1 yard per points", + "knockback-hitpoints-modifier-label": "HP per yard Modifier: ", + "knockback-hitpoints-modifier-tooltip": "Modify the number of hit points required for knockback.
    For skinny, special rules, etc.", + "abbreviation-information-notes": "INFO Notes", + "fencing-unbalanced-tooltip": "If you enter F or U under the INFO column, the notes
    below will be replaced with appropriate notes.
    Any other value, and the text box will get cleared out.
    ", + "apply-combat-reflexes-label": "Apply Combat Reflexes", + "apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43)", + "defense-bonus-notes-label": "Defense Bonus (DB) Notes", + "defense-bonus-notes-tooltip": "Examples:
    +2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.
    +1 DB SHIELD SIDE (Left): from Small Shield.
    +1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.", + "melee-attacks-label": "Melee Attacks", + "damage-label": "Damage", + "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
    the damage - eg. (2) - is an armor divisor.
    Enter this number in the Damage Notes as AD(#) or as
    Armor Divisor(#).
    ex: indicates the attack causes an explosion.
    See B269. Enter in the Damage Notes
    Tip: You can enter @{thrust} or @{swing} into the damage field.
    You can do simple math with this macro.
    Example: @{thrust}+1", + "damage-type-tooltip": "
    AbbrName
    aff Affliction
    burnBurning
    cor Corrosion
    cr Crushing
    cut Cutting
    fat Fatigue
    imp Impaling
    pi- Small Piercing
    pi Piercing
    pi+ Large Piercing
    pi++Huge Piercing
    specSpecial
    tox Toxic
    ", + "reach-label": "Reach", + "melee-reach-tooltip": "The distance in yards that the weapon can reach.
    C: this weapon can be used in close combat.
    *: the weapon is awkward, and requires a Ready
    maneuver to switch between different reaches.", + "close-reach-label": "Has C Reach", + "close-reach-tooltip": "A reach C weapon increases to reach 1, but no other effects.
    See Size Modifier and Reach, B402", + "modifier-tooltip": "Enter the net value of all modifiers combined.
    Can be a positive or a negative number.
    Example: Enter 2 for Weapon’s Bond (+1) plus Magic (Accuracy: +1).
    Once entered, this will change the Skill/Spell Level for this particular
    weapon to match the Base Skill/Spell level plus this MOD (Modifier).
    Do not change this level number manually.", + "weapon-notes-label": "Weapon Notes", + "melee-weapon-notes-tooltip": "Hint: Enter inline rolls for additional results. To show the selected arrow.
    Example: Select Location: ?{Location|Head|Torso}", + "damage-notes-label": "Damage Notes", + "melee-damage-notes-tooltip": "Hint: Enter inline rolls for additional results.
    Example: Does an additional [[1d6]] fire damage.", + "ranged-attacks-label": "Ranged Attacks", + "firing-upward-tooltip": "For firing Upward or Downward - See B407.", + "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
    the damage - eg. (2) - is an armor divisor.
    Enter this number in the Damage Notes as AD(#) or as
    Armor Divisor(#).
    ex: indicates the attack causes an explosion.
    [#d]: indicates the attack causes fragmentation.
    See B269. Enter in the Damage Notes
    Tip: You can enter @{thrust} or @{swing} into the damage field.
    You can do simple math with this macro.
    Example: @{thrust}+1", + "abbreviation-accuracy-label": "Acc", + "abbreviation-range-label": "RNG", + "range-tooltip": "Range. See B269.", + "abbreviation-rate-of-fire-label": "RoF", + "rate-of-fire-tooltip": "Rate of Fire
    The maximum number of shots that can be fired in
    one turn (by a regular person).
    The minimum number of shots is 1.

    !: minimum RoF is 1/4 of the maximum, rounded up.
    mxn: fires the first number of shots, which each then
    split into the second number (eg. shotguns)
    Jet: shoots a continuous stream of fluid. See page 106.", + "shots-label": "Shots", + "shots-tooltip": "The number of shots that can be fired before the
    weapon must be reloaded.
    The parenthetical number indicates the number of 1
    second ready maneuvers required to reload the
    weapon.
    T: the weapon is thrown. To \"reload\" it, pick it up.
    i: you must load the shots individually. the listed
    time is for each shot.", + "bulk-label": "Bulk", + "bulk-tooltip": "Move and Attack: If you are making a ranged attack,
    you have a penalty of -2 or the weapon’s Bulk rating,
    whichever is worse (B365, B469, B548).
    Close Combat: If using a ranged weapon, ignore the usual
    speed/range penalty and apply the weapon’s Bulk
    statistic as a penalty to hit. B391
    It also serves as a penalty to Holdout skill when you
    attempt to conceal the weapon. B370
    ", + "abbreviation-recoil-label": "RCL", + "recoil-tooltip": "When firing at RoF 2+, every full multiple of Rcl
    by which you make your attack roll means you score
    one extra hit, to a maximum number of hits equal
    to total shots fired. See page 373.", + "malfunction-label": "Malfunction", + "malfunction-tooltip": "Malfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is
    checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.
    Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.", + "verify-label": "Verify", + "verify-malfunction-tooltip": "If Verify is checked, then roll again to verify the malfunction. see HT79", + "ranged-weapon-notes-tooltip": "Hint: Enter inline rolls for additional results. To show the selected arrow.
    Example: Arrow: ?{Arrow Type|Bodkin|Normal}", + "ranged-damage-notes-tooltip": "Hint: Enter inline rolls for additional results.
    Example: Does an additional [[1d6]] fire damage.", + "combat-tools-label": "Combat Tools", + "abbreviation-thrown-pounds-label": "Thrown (lbs)", + "thrown-strength-tooltip": "Based on Striking ST
    Note: future versions will add ability to choose ST source or enter ST.", + "thrown-modifier-tooltip": "Bonus or penalty per die
    Throwing Art at DX Level = +1 per die
    Throwing Art at DX+1 Level = +2 per die", + "thrown-super-tooltip": "Super Throw Level
    Each level of Super Throw, double range.
    Each level of Super Throw increases damage by +2 per die.", + "thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.", + "throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula", + "range-calculator-label": "Range Calculator", + "range-label": "Range", + "firing-up-down-range-tooltip": "Distance between shooter and target.
    See B372-373", + "firing-up-down-speed-tooltip": "(2 mph = 1 yard/second).
    Ignore if human like target moving 10 yards or less.
    See B372-373", + "abbreviation-size-modifier-label": "Size Mod", + "two-letter-abbreviation-size-modifier-label": "SM", + "target-size-modifier-tooltip": "Size Modifier of target. The modifier is applied AFTER location, grapple, shield, chinks in armor have been applied.", + "position-label": "Position", + "firing-up-down-position-tooltipo": "Your vertical position relative to the target.
    Ignore up/down for beam type weapons like lasers.
    See FIRING UPWARD AND DOWNWARD B407.
    Firing downward decreases distance.
    For every 2 yards above your target, subtract 1 from distance.
    Firing upward increases distance.
    Example: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards.
    For every 1 yard below> your target, add 1 to distance.
    Example: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards.
    ", + "elevation-label": "Elevation", + "abbreviation-elevation-label": "Elev", + "firing-up-down-elevation-tooltip": "The number of yards you are above or below the target.", + "ranged-elevation-label": "If you're above the target, enter a positive number of hexes.
    If you're below the target, enter a negative number of hexes.
    See B407.", + "speed-range-label": "Speed/Range", + "abbreviation-effective-label": "EFF", + "effective-speed-range-tooltip": "Effective speed/range based on range, speed, and elevation.", + "abbreviation-hit-modifier-label": "Hit Mod", + "reset-label": "Reset", + "help-label": "Help", + "apply-firing-tooltip": "Apply this modifier to the ranged Modifier box and Roll Modifiers tool.
    Important This will replace any current modifiers.", + "apply-label": "Apply", + "falling-collision-label": "Falling and Collision", + "abbreviation-yards-fallen-label": "Yds Fallen", + "gravity-label": "Gravity", + "abbreviation-atmosphere-label": "Atm.", + "atmosphere-tooltip": "Atmosphere", + "velocity-label": "Velocity", + "falling-velocity-tooltip": "If collision, use relative velocity.
    Head-on collision = Add velocity of both objects
    Rearend collision = Faster object - slower object
    Side collision = Speed of object causing collision
    ", + "abbreviation-hit-points-label": "HP", + "falling-hit-points-tooltip": "Hit Points of falling object or object initiating
    collision.
    If hitting immovable object, use HP*2
    NOTE: If collision, if the other object is moving
    it will inflict its own damage to object that initiated
    the collision.
    See B430", + "falling-label": "Falling", + "collision-label": "Collision", + "demolition-label": "Demolition", + "select-label": "Select", + "demolition-select-tooltip": "Select an explosion type to use. This will populate Type and REF fields.", + "demolition-type-tooltip": "Type
    Refer to the REF table B415.", + "abbreviation-relative-explosive-force-label": "REF", + "relative-explosive-force-tooltip": "Relative Explosive Force, equivalence in pounds of TNT.
    TNT = 1.0. See B415.", + "abbreviation-pounds-label": "lbs", + "demolition-pounds-tooltip": "Weight in pounds required by its REF.", + "demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.", + "abbreviation-multiplier-label": "Multi", + "damage-multiplier-tooltip": "Damage Multiplier:
    Enter the number to multiply 6d6 by.
    An explosion doing 6dxn damage takes (nxn)/4 pounds of TNT.
    NOTE: Anyone caught in a blast may attempt an active defense
    roll to dive for cover from the explosion’s collateral damage and
    fragmentation; see Dodge and Drop B377.", + "abbreviation-radius-label": "Rad", + "radius-collateral-damage-tooltip": "Radius of collateral damage. See B414
    For instance, if an explosion does 6dx2 damage,
    everyone within 24 yards is vulnerable.

    For fragmentation damage, the radius is
    5 x dice of fragmentation damage.", + "abbreviation-divisor-label": "Div", + "demolition-armor-devisor-tooltip": "Divisor. Amount to divide damage by based on
    distance from blast. See B414
    You can enter: 3 (default), 2, or 1.
    Default: Damage rolled / (3 x distance blast).
    Damage Modifiers Explosion, see B104.
    Exp. +100% = Damage rolled / (2 x distance from blast).
    Exp. +150% = Damage rolled / (1 x distance from blast).
    ", + "abbreviation-target-label": "TGT", + "demolition-target-tooltip": "Target's distance from center of blast.
    Damage / (3 x distance from blast). Round down.
    See B414", + "how-much-label": "How Much?", + "demolition-how-much-tooltip": "Determine how much explosive to use based on damage. TNT = 1.0
    See B415.", + "how-big-label": "How Big?", + "demolition-how-big-tooltip": "Determine how big the explosion is based on weight.
    See B415.", + "fragmentation-label": "Fragmentation", + "fragmentation-damage-tooltip": "Fragmentation damage.
    See B415.", + "fragmentation-skill-tooltip": "Base skill level for a fragmentation damage to hit a target.
    A hit is automatic if the explosive attack actually strikes the target.
    Only three modifiers apply: the range modifier for the distance from the center
    of the blast to the target, the modifier for the target’s posture (prone, etc.),
    and the target’s Size Modifier. It is possible for several fragments to hit! For
    every three points by which the attack roll succeeds, one additional fragment
    strikes the target.", + "close-range-shotgun-label": "Close Range Shotgun Damage Tool", + "abbreviation-damage-label": "DMG", + "shotgun-half-damage-tooltip": "Enter half-damage range of shotgun.", + "close-label": "Close", + "shotgun-close-range-tooltip": "Close range.", + "shotgun-new-rate-of-fire-tooltip": "New Rate of Fire", + "shotgun-new-damage-tooltip": "New Damage", + "abbreviation-damage-resistance-multiplier-label": "DR Mult.", + "shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.", + "shotgun-notes-description": "Enter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how close you need to be with the shotgun, the RoF, close range damage, and DR multiplier.For more information, see B409.", + "quick-inventory-label": "Quick Inventory", + "location-label": "Location", + "inventory-label": "Inventory", + "abbreviation-legality-class-label": "LC", + "legality-class-tooltip": "Legality Class B267.", + "on-label": "On", + "inventory-carried-tooltip": "Carried
    Is the item being carried at the moment?", + "gravity-tooltip": "Standard gravity is based on 1G, earth normal. See B350.
    If gravity is over 1G, then add your weight and encumberance then multiply by Gravity - 1. Add this value to your encumbrance.
    If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance.
    Important: For accurate results please enter your weight on the Bio\\Misc tab.
    Note: This modifier will be applied to the Total Inventory Weight which affects Encumbrance Level,
    it will not be applied to Grand Total Weight since that weight is applied to another person/transport.", + "abbreviation-gravity-label": "Grav", + "gravity-thrown-tooltip": "Gravity, affects throwing distance. See B350.", + "jump-gravity-tooltip": "Affects jumping distance. See B350.", + "inventory-totals-label": "TOTALS:", + "inventory-totals-tooltip": "Totals for all fields.", + "total-inventory-value-label": "Total Inventory Value:", + "total-inventory-value-tooltip": "Total monetary value of all items (carried or not).", + "total-inventory-weight-label": "Total Inventory Weight:", + "total-inventory-weight-tooltip": "Total weight of all items carried.
    Note: Gravity will be factored into final weight.", + "grand-total-weight-label": "Grand Total Weight:", + "grand-total-weight-tooltip": "Grand total of PC's weight: , and all items carried.
    Note:Does not include gravity modifier.", + "spells-based-on-label": "Spells Based on:", + "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", + "cencentration-penalty-label": "Concentration Penalty", + "cocentration-penalty-tooltip": "Concentration
    spell penalty
    Number of spells: .
    NOTE: Use options tab to adjust the penalty.", + "spell-label": "Spell", + "spell-tooltip": "Name of spell", + "abbreviation-level-label": "LVL", + "trait-level-tooltip": "Level of the trait.", + "spell-skill-level-tooltip": "Skill level with spell", + "spell-difficulty-tooltip": "Difficulty", + "spell-skill-level-modifier-tooltip": "Modifier applied to skill level.
    Can be a positive or a negative number.
    Examples include a bonus from a Talent,
    default from another Skill or Technique,
    a piece of equipment, or a Perk.", + "points-tooltip": "Points", + "spell-is-on-tooltip": "Enter a 1 or more to mark as ON
    skill penalty for each spell that is ON.
    See B238 or M10.
    Click one at a time, wait until each penalty is applied before clicking the next one.", + "abbreviation-concentration-label": "CT", + "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as Under Concentration.
    skill penalty for each spell.
    See B238 or M10.
    Click one at a time, wait until each penalty is applied before clicking the next one.", + "abbreviation-resisted-by-label": "RESIST", + "spell-resisted-by-tooltip": "Resisted By", + "duration-label": "Duration", + "spell-duration-tooltip": "Duration of Spell", + "spell-energy-cost-tooltip": "Energy cost for casting the spell.", + "time-label": "Time", + "spell-casting-time-tooltip": "Amount of time to cast the spell.", + "maintain-label": "Maintain", + "spell-cost-to-maintain-tooltip": "Energy cost to maintain the spell.", + "class-label": "Class", + "spell-class-tooltip": "Spell class; Area, Blocking, Information, Melee,
    Missile, Regular, Regular (Jet), Resisted, Special", + "colleges-label": "Primary College:", + "colleges-secondary-label": "Secondary College:", + "show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)", + "latest-changes-updated-label": "Latest Changes: Updated", + "critical-roll-options-label": "Critical Roll Options", + "user-rules-as-written-label": "Use rules as written", + "only-on-3-or-4-label": "Only on a 3 or 4", + "turn-off-label": "Turn Off", + "skill-modifier-options-label": "Skill Modifier Options", + "no-modifier-prompt-label": "No Modifier Prompt", + "no-modifier-prompt-tooltip": "Rolls will be made immediately with no prompt.", + "single-modifier-prompt-label": "Single Modifier Prompt", + "single-modifier-prompt-tooltip": "Ask for a bonus or penalty to be added to dice rolls.
    This will not affect damage rolls.", + "extended-modifier-prompt-label": "Extended Modifier Prompts", + "extended-modifier-prompt-tooltip": "Instead of a single modifier, rolls will ask for a series of modifiers,
    to remind you about potential bonuses/penalties.
    This will not affect damage rolls.", + "skill-modifier-tools-label": "Skill Modifier Tools", + "use-skill-modifier-tool-label": "Use Skill Modifier Tool", + "use-skill-modifier-tool-tooltip": "Displays a modifier text box, a button to open a tool to modify effective skill, and to check off Max skill of 9.", + "use-technique-modifier-tool-label": "Use Technique Modifier Tool", + "use-defense-modifier-tool-label": "Use Defense Modifier Tool", + "use-melee-modifier-tool-label": "Use Melee Attack Modifier Tool", + "use-ranged-modifier-tool-label": "Use Ranged Attack Modifier Tool", + "use-spell-modifier-tool-label": "Use Spell Modifier Tool", + "public-or-private-rolls-label": "Public or Private Rolls", + "public-rolls-label": "Public Rolls", + "public-rolls-tooltip": "All players will be able to see
    your skill level, roll and results.", + "private-skill-levels-label": "Private Skill Levels deprecated", + "private-skill-levels-tooltip": "Only the GM will be able to see
    your skill level, but all players
    will see the result.
    NOTE: This now behaves just like Private Rolls", + "private-rols-label": "Private Rolls", + "private-rolls-tooltip": "Only the GM will see your skill
    level and the result.", + "repeating-technique-tables-label": "Repeating Technique Tables", + "show-original-label": "Show Original", + "show-original-tooltip": "Show the original techniques table.", + "show-revised-label": "Show Revised", + "show-revised-tooltip": "Show the revised techniques table.", + "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant-label": "GCA", + "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "abbreviation-gurps-character-sheet-label": "GCS", + "gurps-character-sheet-tooltip": "GURPS Character Sheet.", + "detailed-label": "Detailed", + "point-summary-detailed-tooltip": "Custom view displaying each section total.
    Including the deprecated Misc. Points box.", + "enter-unspent-points-label": "Enter Unspent Points", + "enter-unspent-points-tooltip": "Check if you would like to manually track your unspent points", + "add-to-combat-tracker-label": "Add to combat tracker", + "public-speed-tracker-label": "Public Speed Tracker", + "public-speed-tracker-tooltip": "Show basic speed and add to Chat message to public.", + "private-speed-tracker-label": "Private Speed Tracker", + "private-speed-tracker-tooltip": "Show basic speed and add to Chat message to GM.", + "spell-options-label": "Spell Options (See B238, M10)", + "spell-options-table": "
    Penalty for each spell ON:
    Penalty for each spell Concentrated On:
    ", + "abbreviation-show-rules-as-written-notes-label": "Show Active Defenses RAW Notes", + "abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes", + "abbreviation-show-rules-as-written-notes-tooltip": "Show Rules as Written Success/Fail notes", + "damage-dice-icon": "Damage Dice Icon", + "use-malfunction-label": "Use Malfunction", + "use-malfunction-tooltip": "If checked, roll results will check for malfunction.", + "stat-modifier-options-label": "Stat Modifier Options", + "modifiers-to-attributes-increase-all-label": "Mods to attributes increase all derived stats (including HP, FP)", + "modifiers-to-attributes-increase-most-label": "Mods to attributes increase most derived stats (not HP, FP)", + "modifiers-to-attributes-increase-none-label": "Mods to attributes do not increase derived stats", + "sheet-style-label": "Sheet Style", + "sheet-style-description": "Selects a visual style for the character sheet", + "falling-collision-damage-notes-label": "Falling & Collision Damage Notes", + "demolition-damage-notes-label": "Demolition Damage Notes", + "fragmentation-skill-notes-label": "Fragmentation Skill Notes", + "fragmentation-damage-notes-label": "Fragmentation Damage Notes", + "fragmentation-recoil-label": "Fragmentation Recoil:", + "spell-critical-success-notes-label": "Spell Critical Success Notes", + "spell-fail-notes-label": "Spell Fail Notes", + "spell-critical-failure-notes-label": "Spell Critical Failure Notes", + "minimum-damage-notes-label": "Minimum Damage Notes", + "editable-wound-modifier-notes-label": "Editable Wound Modifier Notes", + "editable-wound-modifier-notes-description": "Initial wound modifier notes based on GURPS 4th Edition - Campaigns", + "show-notes-in-roll-template-label": "Show notes in roll template", + "cutting-label": "Cutting", + "impaling-label": "Impaling", + "crushing-label": "Crushing", + "abbreviation-piercing-label": "PI", + "afflication-label": "Affliction", + "burn-label": "Burn", + "corrosion-label": "Corrosion", + "fatigue-label": "Fatigue", + "toxic-label": "Toxic", + "special-label": "Special", + "gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page", + "gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1", + "abbreviation-book-reference-label": "Ref", + "minimum-label": "Minimum", + "rolltemplate-minimum-damage-description": "Applied to Target's DR
    See B378 Damage Roll", + "roll-label": "Roll:", + "target-label": "Target", + "recoil-label": "Recoil", + "abbreviation-malfunction-label": "Malf", + "resisted-by-label": "Resisted by", + "base-label": "BASE", + "ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382", + "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", + "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "maneuver-label": "Maneuver", + "all-out-attack-label": "All-Out Attack", + "alert-label": "Alert", + "rolltemplate-max-9-description": "Max effective skill is 9", + "traits-label": "Traits", + "summary-label": "Summary", + "rolltemplate-malfunction-label": "Malfunction!", + "rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79.
    ", + "rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
    NOTE: Malfunction has priority over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382.", + "defense-label": "Defense", + "attack-label": "Attack", + "melee-label": "Melee", + "ranged-label": "Ranged", + "tools-label": "Tools", + "hit-location-armor-title": "Hit Location & Armor Table", + "layers-label": "Layers", + "back-armor-label": "Back", + "back-armor-tooltip": "Show back armor for each layer.", + "layer-1-label": "Layer 1", + "layer-2-label": "Layer 2", + "layer-3-label": "Layer 3", + "layer-4-label": "Layer 4", + "abbreviation-penalty-label": "Pen", + "front-label": "Front", + "back-label": "Back", + "abbreviation-defense-bonus-label": "DB", + "abbreviation-crippled-label": "CRIP", + "abbreviation-disabled-label": "DIS", + "wounds-label": "Wounds", + "template-label": "Template", + "character-armor-type-tooltip": "Select the hit location template and click the Apply button.
    ALERT: This will delete the current hit locations!", + "armor-layers-tooltip": "Select the number of armor layers to display.", + "armor-penalty-tooltip": "Penalty to hit this location.
    NOTE: Size Modifier is factored in when Applying location type or changing Size Modifier.", + "armor-layor-tooltip": "Enter DR for this location.
    Pattern: [H#] BASE-DR(/SPLIT-DR)* pi, cut
    [H#] # is the hardened level of armor. This will NOT be placed on the summary tab.
    BASE-DR is the primary DR of the armor, it should always be first.
    SPLIT-DR is the armor that have different values based on damage type.
    * = flexible armor
    Example:[H1] 4/12* pi, cut
    H1 = One level hardened. Flexible armor with base DR of 4, but DR 12 against piercing and cutting.
    Damage Types: pi, burn, cor, cr, fat, toxic, cut, imp (see B379.)
    IMPORTANT: To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.
    NOTE: Only one layer per row may have split armor.", + "armor-layor1-tooltip": "Layer 1 (Inner most) is good for natural DR or concealable armor, such as cloth armor under a breastplate.", + "armor-layor2-tooltip": "Layer 2 is good for your primary armor, like helmet, leather armor, gloves, etc.", + "armor-layor3-tooltip": "Layer 3 is good for force shields, magic DR, etc.", + "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
    * = flexible armor.
    Alert: Only one layer per row may have split armor.", + "hitlocation-damage-tooltip": "Enter the amount of damage this location has taken.
    NOTE: The damage will note affect the current Hit Points.", + "hitlocation-divisor-tooltip": "Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.", + "hitlocation-disabled-tooltip": "Disabled/Crippled Threshold.
    If a single injury meets or exceeds this value, the extremity or structure is disabled.
    NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
    Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
    See B421", + "hitlocation-wounds-tooltip": "Enter individual wounds here, if limb is crippled, bleeding, etc.
    Example: -6 pi (major wound), -2 burn.", + "abbreviation-major-label": "MAJ", + "major-wounds-tooltip": "Major wound threshold. Any single injury greater than 1/2 your HP.
    If using hit location, any injury that disables a limb is a Major Wound.
    Roll HT to avoid Knockdown and Stunning or use the K Down trait on the general tab. See B420.", + "hit-location-notes-tooltip": "Enter notes and traits here.
    You could damage notes for Unliving, Homogenous, Diffuse, Unbreakable Bones, Damage Reduction see B380 and Powers 52." +} diff --git a/Genefunk 2090/translations/ca.json b/Genefunk 2090/translations/ca.json new file mode 100644 index 0000000000..174647b4ea --- /dev/null +++ b/Genefunk 2090/translations/ca.json @@ -0,0 +1,179 @@ +{ + "core": "core", + "character name": "character name", + "class and level": "class and level", + "genome": "genome", + "cadre": "cadre", + "experience points": "xp", + "backgrounds": "backgrounds", + "appearance": "appearance", + "strength abbreviation": "str", + "score": "score", + "mod": "mod", + "save": "save", + "proficiency abbreviation": "prof", + "dexterity abbreviation": "dex", + "constitution abbreviation": "con", + "intelligence abbreviation": "int", + "wisdom abbreviation": "wis", + "charisma abbreviation": "cha", + "proficiency bonus": "Proficiency Bonus", + "strength skills": "strength skills", + "expertise abbreviation": "exp", + "athletics": "athletics", + "dexterity skills": "dexterity skills", + "acrobatics": "acrobatics", + "drive": "drive", + "sleight of hand": "sleight of hand", + "stealth": "stealth", + "intelligence skills": "intelligence skills", + "bureaucracy": "bureaucracy", + "computers": "computers", + "investigation": "investigation", + "life science": "life science", + "mechanics": "mechanics", + "physical science": "physical science", + "social science": "social science", + "streetwise": "streetwise", + "insight": "insight", + "perception": "perception", + "survival": "survival", + "deception": "deception", + "intimidation": "intimidation", + "performance": "performance", + "persuasion": "persuasion", + "wisdom skills": "wisdom skills", + "charisma skills": "charisma skills", + "passive perception": "passive perception", + "passive insight": "passive insight", + "senses": "Senses", + "acute olfaction": "acute olfaction", + "darkvision": "darkvision", + "macrovision": "macrovision", + "microvision": "microvision", + "penetration": "penetration", + "spectrum": "spectrum", + "initiative": "initiative", + "damage reduction": "damage reduction", + "speed": "speed", + "armor class": "armor class", + "current hit points": "current hit points", + "hit dice": "hit dice", + "d8": "d8", + "d10": "d10", + "d12": "d12", + "death saves": "death saves", + "death save": "death save", + "Successes": "Successes", + "Failures": "Failures", + "maximum hit points": "maximum hit points", + "temporary hit points": "temp. hit points", + "resistances": "resistances", + "strength": "strength", + "dexterity": "dexterity", + "constitution": "constitution", + "intelligence": "intelligence", + "wisdom": "wisdom", + "charisma": "charisma", + "str check": "str check", + "dex check": "dex check", + "con check": "con check", + "int check": "int check", + "wis check": "wis check", + "cha check": "cha check", + "str save": "str save", + "dex save": "dex save", + "con save": "con save", + "int save": "int save", + "wis save": "wis save", + "cha save": "cha save", + "name": "name", + "attack": "attack", + "attack ability": "attack ability", + "attack bonus": "attack bonus", + "range": "range", + "save ability": "save ability", + "properties": "properties", + "description": "description", + "damage 1": "damage 1", + "damage type 1": "damage type 1", + "damage ability 1": "damage ability 1", + "critical damage 1": "critical damage 1", + "damage 2": "damage 2", + "damage type 2": "damage type 2", + "damage ability 2": "damage ability 2", + "critical damage 2": "critical damage 2", + "dc bonus": "dc bonus", + "id": "id", + "damage": "damage", + "actions": "actions", + "mosaic score": "mosaic score", + "satoshi": "satoshi", + "equipment": "equipment", + "cost": "cost", + "weight": "weight", + "quantity": "quantity", + "mods": "mods", + "source": "source", + "features & traits": "features & traits", + "dc": "dc", + "roll": "roll", + "advantage": "advantage", + "normal": "normal", + "disadvantage": "disadvantage", + "query": "query", + "hacks": "hacks", + "proficiency": "proficiency", + "attack proficiency": "attack proficiency", + "save proficiency": "save proficiency", + "save type": "save type", + "1st level": "1st level", + "2nd level": "2nd level", + "3rd level": "3rd level", + "4th level": "4th level", + "5th level": "5th level", + "1st level slots": "1st level slots", + "2nd level slots": "2nd level slots", + "3rd level slots": "3rd level slots", + "4th level slots": "4th level slots", + "5th level slots": "5th level slots", + "level": "level", + "launch time": "launch time", + "duration": "duration", + "hack type": "hack type", + "injection": "injection", + "gadget": "gadget", + "craft tech": "craft tech", + "craft explosive": "craft explosive", + "bot": "bot", + "mind": "mind", + "software": "software", + "none": "none", + "pc": "pc", + "npc": "npc", + "never": "never", + "always": "always", + "yes": "yes", + "no": "no", + "auto damage roll": "auto damage roll", + "show character name in templates": "show character name in templates", + "add initiative tiebreaker": "add initiative tiebreaker", + "whisper rolls to gm": "whisper rolls to gm", + "carrying capacity modifier": "carrying capacity modifier", + "character type": "character type", + "size": "size", + "modification": "modification", + "ac": "ac", + "hit points": "hit points", + "skill notes": "skill notes", + "languages": "languages", + "challenge": "challenge", + "hacker level": "hacker level", + "hacking ability": "hacking ability", + "hack dc": "hack dc", + "hack attack": "hack attack", + "xp": "xp", + "skills": "skills", + "current": "current", + "max": "max" +} \ No newline at end of file diff --git a/Genefunk 2090/translations/hu.json b/Genefunk 2090/translations/hu.json new file mode 100644 index 0000000000..174647b4ea --- /dev/null +++ b/Genefunk 2090/translations/hu.json @@ -0,0 +1,179 @@ +{ + "core": "core", + "character name": "character name", + "class and level": "class and level", + "genome": "genome", + "cadre": "cadre", + "experience points": "xp", + "backgrounds": "backgrounds", + "appearance": "appearance", + "strength abbreviation": "str", + "score": "score", + "mod": "mod", + "save": "save", + "proficiency abbreviation": "prof", + "dexterity abbreviation": "dex", + "constitution abbreviation": "con", + "intelligence abbreviation": "int", + "wisdom abbreviation": "wis", + "charisma abbreviation": "cha", + "proficiency bonus": "Proficiency Bonus", + "strength skills": "strength skills", + "expertise abbreviation": "exp", + "athletics": "athletics", + "dexterity skills": "dexterity skills", + "acrobatics": "acrobatics", + "drive": "drive", + "sleight of hand": "sleight of hand", + "stealth": "stealth", + "intelligence skills": "intelligence skills", + "bureaucracy": "bureaucracy", + "computers": "computers", + "investigation": "investigation", + "life science": "life science", + "mechanics": "mechanics", + "physical science": "physical science", + "social science": "social science", + "streetwise": "streetwise", + "insight": "insight", + "perception": "perception", + "survival": "survival", + "deception": "deception", + "intimidation": "intimidation", + "performance": "performance", + "persuasion": "persuasion", + "wisdom skills": "wisdom skills", + "charisma skills": "charisma skills", + "passive perception": "passive perception", + "passive insight": "passive insight", + "senses": "Senses", + "acute olfaction": "acute olfaction", + "darkvision": "darkvision", + "macrovision": "macrovision", + "microvision": "microvision", + "penetration": "penetration", + "spectrum": "spectrum", + "initiative": "initiative", + "damage reduction": "damage reduction", + "speed": "speed", + "armor class": "armor class", + "current hit points": "current hit points", + "hit dice": "hit dice", + "d8": "d8", + "d10": "d10", + "d12": "d12", + "death saves": "death saves", + "death save": "death save", + "Successes": "Successes", + "Failures": "Failures", + "maximum hit points": "maximum hit points", + "temporary hit points": "temp. hit points", + "resistances": "resistances", + "strength": "strength", + "dexterity": "dexterity", + "constitution": "constitution", + "intelligence": "intelligence", + "wisdom": "wisdom", + "charisma": "charisma", + "str check": "str check", + "dex check": "dex check", + "con check": "con check", + "int check": "int check", + "wis check": "wis check", + "cha check": "cha check", + "str save": "str save", + "dex save": "dex save", + "con save": "con save", + "int save": "int save", + "wis save": "wis save", + "cha save": "cha save", + "name": "name", + "attack": "attack", + "attack ability": "attack ability", + "attack bonus": "attack bonus", + "range": "range", + "save ability": "save ability", + "properties": "properties", + "description": "description", + "damage 1": "damage 1", + "damage type 1": "damage type 1", + "damage ability 1": "damage ability 1", + "critical damage 1": "critical damage 1", + "damage 2": "damage 2", + "damage type 2": "damage type 2", + "damage ability 2": "damage ability 2", + "critical damage 2": "critical damage 2", + "dc bonus": "dc bonus", + "id": "id", + "damage": "damage", + "actions": "actions", + "mosaic score": "mosaic score", + "satoshi": "satoshi", + "equipment": "equipment", + "cost": "cost", + "weight": "weight", + "quantity": "quantity", + "mods": "mods", + "source": "source", + "features & traits": "features & traits", + "dc": "dc", + "roll": "roll", + "advantage": "advantage", + "normal": "normal", + "disadvantage": "disadvantage", + "query": "query", + "hacks": "hacks", + "proficiency": "proficiency", + "attack proficiency": "attack proficiency", + "save proficiency": "save proficiency", + "save type": "save type", + "1st level": "1st level", + "2nd level": "2nd level", + "3rd level": "3rd level", + "4th level": "4th level", + "5th level": "5th level", + "1st level slots": "1st level slots", + "2nd level slots": "2nd level slots", + "3rd level slots": "3rd level slots", + "4th level slots": "4th level slots", + "5th level slots": "5th level slots", + "level": "level", + "launch time": "launch time", + "duration": "duration", + "hack type": "hack type", + "injection": "injection", + "gadget": "gadget", + "craft tech": "craft tech", + "craft explosive": "craft explosive", + "bot": "bot", + "mind": "mind", + "software": "software", + "none": "none", + "pc": "pc", + "npc": "npc", + "never": "never", + "always": "always", + "yes": "yes", + "no": "no", + "auto damage roll": "auto damage roll", + "show character name in templates": "show character name in templates", + "add initiative tiebreaker": "add initiative tiebreaker", + "whisper rolls to gm": "whisper rolls to gm", + "carrying capacity modifier": "carrying capacity modifier", + "character type": "character type", + "size": "size", + "modification": "modification", + "ac": "ac", + "hit points": "hit points", + "skill notes": "skill notes", + "languages": "languages", + "challenge": "challenge", + "hacker level": "hacker level", + "hacking ability": "hacking ability", + "hack dc": "hack dc", + "hack attack": "hack attack", + "xp": "xp", + "skills": "skills", + "current": "current", + "max": "max" +} \ No newline at end of file diff --git a/Genesys-RPG-ShadowOfTheBeanstalk/translations/ca.json b/Genesys-RPG-ShadowOfTheBeanstalk/translations/ca.json new file mode 100644 index 0000000000..62d4805b4f --- /dev/null +++ b/Genesys-RPG-ShadowOfTheBeanstalk/translations/ca.json @@ -0,0 +1,574 @@ +{ + "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy", + "social-skills-list": "charm,coercion,deception,leadership,negotiation", + "knowledge-skills-list": "knowledge", + "abilities": "Abilities", + "abilityname": "Ability Name", + "abilitysummary": "Ability Summary", + "active": "Active", + "actualtocomplete:": "Actual sessions to complete:", + "addcritical": "Add Critical", + "addingdice": "Adding Dice", + "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.", + "advantage": "Advantage", + "aft": "Aft", + "age:": "Age:", + "aggressor": "Aggressor", + "agility": "Agility", + "agitator": "Agitator", + "alchemy": "Alchemy", + "alchemyint": "Alchemy (Int)", + "all": "Personnage", + "arc": "Arc", + "archaeologist": "Archaeologist", + "armor": "Armor", + "assetsnresources": "Assets & Resources", + "assignedby:": "Assigned By:", + "assignment": "Assignment", + "assignmentsandtasks": "Assignments and Tasks", + "Alchemy": "Alchemy", + "astrocartography": "Astrocartography", + "Astrogation": "Astrocartography", + "astrogation": "Astrocartography", + "astrogationint": "Astrocartography (Int)", + "atarustriker": "Ataru Striker", + "Athletics": "Athletics", + "athletics": "Athletics", + "athleticsbr": "Athletics (Br)", + "attachmentname": "Attachment Name", + "attachments": "Attachments", + "attacks": "Attacks", + "availablexp": "Available XP:", + "bardottan": "Bardottan", + "basemodifiers": "Base Modifiers", + "baseofoperations": " Base of Operations  ", + "basesetting:": "Base Setting/Genre:", + "basexp:": "Base XP:", + "beast": " Riding Animal ", + "beastcriticalinjuries": "Beast Critical Injuries", + "bonus": "Bonus", + "bonusdescription": "Bonus/Description", + "bonusxpmotivation:": "Bonus XP (Motivation):", + "bonusxproleplaying:": "Bonus XP (Role Playing):", + "booknpage": "Book & Page", + "booknpage:": "Book & Page:", + "brawl": "Brawl", + "Brawl": "Brawl", + "brawlbr": "Brawl (Br)", + "brawn": "Brawn", + "build:": "Build:", + "business": "Business", + "businessname:": "Business Name:", + "campaigndetails": " Campaign Details ", + "capacity": "Capacity", + "career": "Career", + "career:": "Career:", + "cargohold": "Cargo Hold", + "cargotype": "Cargo Type", + "category:": "Category:", + "categorydesire:": "Desire:", + "categoryfear:": "Fear:", + "categorystrength:": "Strength:", + "categoryflaw:": "Flaw:", + "char": "Char", + "characinfo": " Character Info ", + "character": "Character", + "character:": "Character:", + "characterduties": "Character Duties", + "charactergroupobligations": "Character/Group Obligations", + "characteristics": "Characteristics", + "charactermoralities": "Character Moralities", + "charactermotivation": "Character Motivations", + "charactername": "Character Name", + "charactersheet": "Character Sheet", + "charm": "Charm", + "Charm": "Charm", + "charmpr": "Charm (Pr)", + "city:": "City:", + "clearpool": "Clear Pool", + "close": "Close", + "Coercion": "Coercion", + "coercion": "Coercion", + "coercionwill": "Coercion (Will)", + "combat": "  Weapons, Talents, & Powers  ", + "combatskills": "Combat Skills", + "commited": "Committed", + "companion": "Companion", + "companioninfo": " Companion Info ", + "companionsheet": "Companion Sheet", + "completed:": "Completed?:", + "computerint": "Computers (Int)", + "Computers": "Computers", + "computers": "Computers", + "condition:": "Condition:", + "conflict:": "Conflict:", + "consumables:": "Consumables:", + "continent:": "Continent:", + "contributionrank:": "Contribution Rank:", + "cool": "Cool", + "Cool": "Cool", + "coolifprepared": "Cool (if prepared):", + "coolpr": "Cool (Pr)", + "coordination": "Coordination", + "Coordination": "Coordination", + "coordinationag": "Coordination (Ag)", + "coretype:": "Core Type:", + "correllianhuman": "Corellian Human", + "cost:": "Cost:", + "credits:": "Money:", + "crew:": "Crew:", + "crewroles": "Crew Roles", + "crit": "Crit", + "critical": "Critical", + "criticalhits": " Critical Hits ", + "criticalinjuries": "Critical Injuries", + "criticalnumber:": "Critical number:", + "criticalrolloffset:": "Critical roll offset:", + "critinj": " Critical Injuries ", + "cunning": "Cunning", + "current": "Current", + "currentencumbrance": "Current Encumbrance", + "currentlocation:": "Current Location:", + "custom": "Custom", + "customskill1": "Custom Skill 1", + "customskill2": "Custom Skill 2", + "customskill3": "Custom Skill 3", + "customskill4": "Custom Skill 4", + "customskill5": "Custom Skill 5", + "customskills": "Custom Skills", + "cybernetics": "Cybernetics", + "damage": "Damage", + "dark": "GM", + "deception": "Deception", + "Deception": "Deception", + "deceptioncun": "Deception (Cun)", + "defense": "Defense", + "demolitionist": "Demolitionist", + "description": "Description", + "description:": "Description:", + "desire:": "Desire:", + "despair": "Despair", + "destination": "Destination", + "details": "Details", + "details:": "Details:", + "dice": "Dice", + "dice:": "Dice:", + "dicendesitnypool": "Dice & Story Point Pool", + "dicepool": "Dice Pool", + "diceroll": "Dice Roll", + "discipline": "Discipline", + "Discipline": "Discipline", + "disciplinewill": "Discipline (Will)", + "displayinskill": "Display in Skill", + "divine": "Divine", + "divinewill": "Divine (Will)", + "dmg": "Dmg", + "downgrade": ":Downgrade", + "dresselliannp": "Dressellian (Non-Primitive)", + "dressellianp": "Dressellian (Primitive)", + "driver": "Driver", + "driving": "Driving", + "drivingag": "Driving (Ag)", + "dropoff": "Dropoff", + "effect:": "Effect:", + "enablecombatsuggestions": "Enable Combat Suggestions?", + "enablegeneralsuggestions": "Enable General Suggestions?", + "encum": "Encum", + "encumbrance": "Encumbrance", + "encumbrancecapacity": "Encumbrance Capacity", + "engaged": "Engaged", + "entertainment": "Entertainment", + "equipment": "Equipment", + "example:": "Example: 1b 1g", + "exampletext": "b -> Blue = Boost,
    blk -> BLacK = Setback,
    g -> Green = Ability,
    y -> Yellow = Proficiency,
    p-> Purple = Difficulty,
    r -> Red = Challenge,
    s = Success, f = Failure,
    a = Advantage, t = Threat", + "expectedsessionstocomplete:": "Expected sessions to complete:", + "extreme": "Extreme", + "eyes:": "Eyes:", + "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:", + "failure": "Failure", + "farm": "Farm", + "fear:": "Fear:", + "fearcheck": "Fear Check?", + "features:": "Features:", + "flaw:": "Flaw:", + "foodstuffs": "Foodstuffs", + "forceplayerupdate": "Force Player Update", + "fore": "Fore", + "gender:": "Gender:", + "generalinfo": "General Info", + "generalinformation": " General Information ", + "generalskills": "General Skills", + "genesysrpg": "Genesys RPG System", + "gmdicepool": "GM Dice Pool", + "gmresources": "GM Resources", + "groupcontacts": "Group Contacts", + "groupcredits:": "Group Money:", + "groupdetails": "Group Details", + "groupdetailstitle": " Group Motivations ", + "groupexpenses:": "Group Expenses:", + "groupname:": "Group Name:", + "groupobligations": "Group Obligations", + "grouppossessions": "Group Possessions", + "groupresources": "Group Resources", + "groupsavings:": "Group Savings:", + "groupsheet": "Group Sheet", + "grouptasks": "Group Tasks", + "gunnery": "Gunnery", + "Gunnery": "Gunnery", + "gunneryagi": "Gunnery (Agi)", + "hackingint": "Computers - Hacking (Int)", + "Hacking": "Computers - Hacking", + "hacking": "Computers - Hacking", + "hair:": "Hair:", + "handling": "Handling", + "hardpoints": "Hard Points", + "hardpoints:": "Hard Points:", + "heal": "Heal", + "height:": "Height:", + "hermit": "Hermit", + "hide": "Hide", + "homestead": "Homestead", + "homesteadname:": "Homestead Name:", + "hook:": "Hook:", + "hp": "HP", + "hulltrauma": "Hull Trauma", + "hulltypeclass:": "Hull Type/Class:", + "hyperdriveprimclass:": "Hyperdrive Primary Class:", + "hyperdrivesecondclass:": "Hyperdrive Backup Class:", + "ifknown": "(if known)", + "illicitmaterials": "Illicit Materials", + "infiltrator": "Infiltrator", + "initiative": "Initiative", + "instructor": "Instructor", + "intellect": "Intellect", + "isitcareer": "Is it in your Career?", + "iteminventory": " Item Inventory ", + "itemss:": "Item(s):", + "keyitems:": "Key Items:", + "knowledge": "Knowledge", + "knowledgeint": "Knowledge (Int)", + "knowledgeskills": "Knowledge Skills", + "leadership": "Leadership", + "Leadership": "Leadership", + "leadershippre": "Leadership (Pr)", + "legal": "Legal?", + "light": "Players", + "location": "Location", + "location:": "Location:", + "long": "Long", + "lore": "Lore", + "Lore": "Lore", + "loreint": "Lore (Int)", + "lowtech": "Low Tech", + "magnitude:": "Magnitude:", + "major": "Major", + "makemodel": "Make / Model", + "makemodel:": "Make / Model:", + "manufacturer:": "Manufacturer:", + "max": "Max", + "maxaltitude:": "Maximum Altitude:", + "maybe": "Maybe?", + "Mechanics": "Mechanics", + "mechanics": "Mechanics", + "mechanicsint": "Mechanics (Int)", + "medecine": "Medecine", + "Medecine": "Medecine", + "medecineint": "Medicine (Int)", + "medic": "Medic", + "medium": "Medium", + "meetingcenter": "Meeting Center", + "melee": "Melee", + "Melee": "Melee", + "meleelight": "Melee - Light (Br)", + "MeleeLight": "Melee - Light (Br)", + "meleeheavy": "Melee - Heavy (Br)", + "MeleeHeavy": "Melee - Heavy (Br)", + "meleeshort": "Melee", + "meleebr": "Melee (Br)", + "meleelightbr": "Melee (Light) (Br)", + "meleeheavybr": "Melee (Heavy) (Br)", + "mercenarysoldier": "Mercenary Soldier", + "metals": "Metals", + "midtech": "Mid Tech", + "mine": "Mine", + "minerals": "Minerals", + "minion": "Minion", + "miniongroupsize:": "Minion Group Size:", + "minionrivalnemesis": "(Minion, Rival, or Nemesis)", + "minor": "Minor", + "miscinfo": "Misc Info", + "missioncontacts:": "Mission Contacts:", + "missiondetails": "Mission Details", + "missionobjectives:": "Mission Objectives:", + "missiontasknumber:": "Mission/Task Number:", + "missiontype:": "Mission Type:", + "modder": "Modder", + "moderate": "Moderate", + "modifications": "Modifications", + "modifiers": "Modifiers", + "modifiers:": "Modifiers:", + "mods": "Mods", + "money:": "Money:", + "morality": "Morality", + "morality:": "Morality:", + "moreinfo": "For more information on this version visit:", + "motivations": "Motivations", + "name": "Name", + "name:": "Name:", + "navicomputer:": "Navicomputer:", + "navigator": "Navigator", + "needhelp": "Need Help?", + "negotiation": "Negotiation", + "Negotiation": "Negotiation", + "negotiationpr": "Negotiation (Pr)", + "nemesis": "Nemesis", + "new": "New", + "no": "No", + "noinprogress": "No - In Progress", + "none": "None", + "nonostarted": "No - Not Started", + "noskill": "No Skill", + "notablefeatures": "Notable Features", + "notes": "   Notes   ", + "notes:": "Notes:", + "npc": "NPC", + "npcinfo": "NPC Info", + "npclist": "NPC List", + "npcname": "NPC Name", + "npcroll:": "NPC Roll:", + "npcs": "NPCs", + "npcsheet": "NPC Sheet", + "npctitle": " NPC ", + "npctype:": "NPC Type:", + "number": "Number", + "numberofupgrades:": "Number of Upgrades:", + "off": "Off", + "on": "On", + "operating": "Operating", + "operatingint": "Operating (Int)", + "option": "Option", + "other": "Other", + "othergear": "Other Gear", + "otherinformations": "Other Information", + "otherskills": "Other Skills", + "overview:": "Overview:", + "page:": "Page:", + "partycareerskill:": "Party Career Skill:", + "passengername": "Passenger Name", + "passengers": "Passengers", + "passive": "Passive", + "pc": "PC", + "peacekeeper": "Peace Keeper", + "perception": "Perception", + "Perception": "Perception", + "perceptioncun": "Perception (Cun)", + "performer": "Performer", + "personalarmor": "Armor", + "personalgear": "Personal Gear", + "pettycash:": "Petty Cash:", + "pickup": "Pickup", + "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)", + "Piloting": "Piloting", + "piloting": "Piloting", + "pilotingag": "Piloting (Ag)", + "planet:": "Planet:", + "planetary": " Vehicle ", + "planetaryvehiculecritical": "Vehicle Critical", + "planetaryvehiculedetails": "Vehicle Details", + "player:": "Player:", + "playergroupsheet": " Group Information ", + "playername": "Player Name:", + "port": "Port", + "positionrole:": "Position/Role:", + "powers": "Powers", + "powername": "Power Name", + "powersummary": "Power Summary", + "presence": "Presence", + "primal": "Primal", + "primalcun": "Primal (Cun)", + "qualities:": "Qualities:", + "quantity": "Quantity", + "ranch": "Ranch", + "range": "Range", + "range:": "Range:", + "ranged": "Ranged", + "rangedheavy": "Ranged - Heavy", + "rangedag": "Ranged (Ag)", + "Ranged - Heavy": "Ranged - Heavy", + "rangedheavyag": "Ranged - Heavy (Ag)", + "rangedlight": "Ranged - Light", + "Ranged - Light": "Ranged - Light", + "rangedlightag": "Ranged - Light (Ag)", + "rangeskill": "Range/Skill", + "rank": "Rank", + "rank:": "Rank:", + "rarity": "Rarity", + "rarity:": "Rarity:", + "rebelbase": "Base Info", + "rebelbasename:": "Base Name:", + "recruit": "Recruit", + "repair": "Repair", + "resilience": "Resilience", + "Resilience": "Resilience", + "resiliencebr": "Resilience (Br)", + "restricted:": "Restricted:", + "results": "Results", + "retail": "Retail", + "rewardgiven:": "Rewards Given:", + "rewards": "Rewards", + "rewardss": "Reward(s)", + "ridingag": "Riding (Ag)", + "riding": "Riding", + "Riding": "Riding", + "ridingbeastdetails": "Riding Beast Details", + "rival": "Rival", + "role": "Role", + "rollcritical": "Roll Critical", + "rolldestiny": "Roll Destiny", + "safehouse": "Safe House", + "scienceint": "Science (Int)", + "Science": "Knowledge (Science)", + "science": "Knowledge (Science)", + "sensorrange:": "Sensor Range:", + "service": "Service", + "setting": "Setting", + "setting:": "Setting:", + "settings": " Settings ", + "setting-speciesdescription:": "Description", + "setting-speciesname:": "Name", + "settinginfo": "Genre/Setting Tropes and Themes", + "settingtitle": "Setting Worksheet", + "settingtitle2": " Setting Worksheet ", + "settingtitle-setting": "Setting", + "settingtitle-faction": "Factions and Organizations", + "settingtitle-genre": "Genre/Setting Tropes and Themes", + "settingtitle-movers": "Movers and Shakers", + "settingtitle-skills": "Setting Specific Skills", + "settingtitle-species": "Major Species Types", + "setting-speciesdescription": "Description", + "settingtitle-tech": "Tech Level", + "setup:": "Setup:", + "shadow": "Shadow", + "shakers:": "Who are the major personalities in the setting, and what are their objectives?:", + "sharedresources": " Shared Resources  ", + "shipscomplement:": "Ship's Complement:", + "short": "Short", + "showskillhide": "Show Hide Skill Options", + "showsuggestionsbutton": "Show Suggestions Button", + "signatureablities": "Signature Abilities", + "silhouette": "Silhouette", + "skill": "Skill", + "skill:": "Skill:", + "skilllist": "Skill List", + "skillname": "Skill Name", + "skills": "Skills", + "skillstitle": "   Skills   ", + "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ", + "skillsuggestions": "Skill Suggestions", + "skillsuggestionsdisplay": "Skill Suggestions Display", + "skulduggery": "Skulduggery", + "Skulduggery": "Skulduggery", + "skulduggerycun": "Skulduggery (Cun)", + "soak": "Soak", + "socialskills": "Social Skills", + "societyint": "Society (Int)", + "Society": "Knowledge (Society)", + "society": "Knowledge (Society)", + "soldier": "Soldier", + "spacestation": "Space Station", + "spacevehiculedetails": "Space Vehicle Details", + "special:": "Special:", + "specialization": "Specialization", + "specializationattached": "Specialization attached?", + "species:": "Archetype/Species:", + "specificdetails": "Specific Details", + "speed": "Speed", + "spendingsuggestions": "Spending Suggestions", + "spy": "Spy", + "starboard": "Starboard", + "starfighterace": "Starfighter Ace", + "starship": " Spaceship ", + "starshipcritical": "Starship Critical", + "stats": "Stats", + "stealth": "Stealth", + "Stealth": "Stealth", + "stealthag": "Stealth (Ag)", + "storypointpool": "Story Point Pool", + "strain": "Strain", + "streetwise": "Streetwise", + "Streetwise": "Streetwise", + "streetwisecun": "Streetwise (Cun)", + "strength:": "Strength:", + "strenghdetails:": "Strength Details:", + "success": "Success", + "summary": "Summary", + "survival": "Survival", + "Survival": "Survival", + "survivalcun": "Survival (Cun)", + "survivalist": "Survivalist", + "syncpoolgm": "Sync Pool with GM", + "sysopsint": "Computers - Sysops (Int)", + "Sysops": "Computers - Sysops", + "sysops": "Computers - Sysops", + "sysstrain": "Sys Strain", + "talentsandabilities": "Talents & Abilities", + "talentsandspecialabilities": "Talents and Special Abilities", + "task:": "Task:", + "thenetint": "The Net (Int)", + "TheNet": "Knowledge (The Net)", + "thenet": "Knowledge (The Net)", + "terrain:": "Terrain:", + "threshold": "Threshold", + "tier": "Tier", + "tier:": "Tier:", + "timeshandled:": "Times Handled:", + "timeshandledstrengh:": "Times Handled (Strength):", + "timeshandledweakness:": "Times Handled (Weakness):", + "timestriggered:": "Times Triggered:", + "threat": "Threat", + "tone:": "Tone:", + "toolname": "Tool Name", + "tools": "Tools", + "totalxp": "Total XP:", + "trainingcamp": "Training Camp", + "triumph": "Triumph", + "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:", + "tropesexclude:": "What Tropes/Themes are you excluding?:", + "tropessubvert:": "What Tropes/Themes are you subverting?:", + "type": "Type", + "type:": "Type:", + "upgrade": "    Upgrade:", + "upgrades": "Upgrades", + "upgradetype:": "Upgrade Type:", + "usedarkside": "Use GM Story Point →", + "uselight": "← Use Player Story Point", + "value": "Value", + "value:": "Value:", + "vehiculesheet": "Vehicle Sheet", + "vehiculetypemodel:": "Vehicle Type/Model:", + "viewattachments": "View Attachments", + "viewupgrades": "View Upgrades", + "vigilance": "Vigilance", + "Vigilance": "Vigilance", + "vigilanceifunexpected": "Vigilance (if unexpected):", + "vigilancewill": "Vigilance (Will)", + "visitforum:": "Visit the forum:", + "visitwiki:": "Visit the wiki:", + "wanted": "Wanted?", + "weaknessdetails:": "Weakness Details:", + "weapon": "Weapon", + "weaponname": "Weapon Name", + "weapons": "Weapons", + "weapontype:": "Weapon Type:", + "whatkindofslot": "What kind of Initiative Slot?", + "whispergm": "Whisper GM", + "willpower": "Willpower", + "wounds": "Wounds", + "world:": "World:", + "xpcost": "XP Cost", + "xpcost:": "XP Cost:", + "yes": "Yes", + "yescompleted": "Yes - Completed", + "yesfailed": "Yes - Failed" +} \ No newline at end of file diff --git a/Genesys-RPG-ShadowOfTheBeanstalk/translations/hu.json b/Genesys-RPG-ShadowOfTheBeanstalk/translations/hu.json new file mode 100644 index 0000000000..62d4805b4f --- /dev/null +++ b/Genesys-RPG-ShadowOfTheBeanstalk/translations/hu.json @@ -0,0 +1,574 @@ +{ + "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy", + "social-skills-list": "charm,coercion,deception,leadership,negotiation", + "knowledge-skills-list": "knowledge", + "abilities": "Abilities", + "abilityname": "Ability Name", + "abilitysummary": "Ability Summary", + "active": "Active", + "actualtocomplete:": "Actual sessions to complete:", + "addcritical": "Add Critical", + "addingdice": "Adding Dice", + "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.", + "advantage": "Advantage", + "aft": "Aft", + "age:": "Age:", + "aggressor": "Aggressor", + "agility": "Agility", + "agitator": "Agitator", + "alchemy": "Alchemy", + "alchemyint": "Alchemy (Int)", + "all": "Personnage", + "arc": "Arc", + "archaeologist": "Archaeologist", + "armor": "Armor", + "assetsnresources": "Assets & Resources", + "assignedby:": "Assigned By:", + "assignment": "Assignment", + "assignmentsandtasks": "Assignments and Tasks", + "Alchemy": "Alchemy", + "astrocartography": "Astrocartography", + "Astrogation": "Astrocartography", + "astrogation": "Astrocartography", + "astrogationint": "Astrocartography (Int)", + "atarustriker": "Ataru Striker", + "Athletics": "Athletics", + "athletics": "Athletics", + "athleticsbr": "Athletics (Br)", + "attachmentname": "Attachment Name", + "attachments": "Attachments", + "attacks": "Attacks", + "availablexp": "Available XP:", + "bardottan": "Bardottan", + "basemodifiers": "Base Modifiers", + "baseofoperations": " Base of Operations  ", + "basesetting:": "Base Setting/Genre:", + "basexp:": "Base XP:", + "beast": " Riding Animal ", + "beastcriticalinjuries": "Beast Critical Injuries", + "bonus": "Bonus", + "bonusdescription": "Bonus/Description", + "bonusxpmotivation:": "Bonus XP (Motivation):", + "bonusxproleplaying:": "Bonus XP (Role Playing):", + "booknpage": "Book & Page", + "booknpage:": "Book & Page:", + "brawl": "Brawl", + "Brawl": "Brawl", + "brawlbr": "Brawl (Br)", + "brawn": "Brawn", + "build:": "Build:", + "business": "Business", + "businessname:": "Business Name:", + "campaigndetails": " Campaign Details ", + "capacity": "Capacity", + "career": "Career", + "career:": "Career:", + "cargohold": "Cargo Hold", + "cargotype": "Cargo Type", + "category:": "Category:", + "categorydesire:": "Desire:", + "categoryfear:": "Fear:", + "categorystrength:": "Strength:", + "categoryflaw:": "Flaw:", + "char": "Char", + "characinfo": " Character Info ", + "character": "Character", + "character:": "Character:", + "characterduties": "Character Duties", + "charactergroupobligations": "Character/Group Obligations", + "characteristics": "Characteristics", + "charactermoralities": "Character Moralities", + "charactermotivation": "Character Motivations", + "charactername": "Character Name", + "charactersheet": "Character Sheet", + "charm": "Charm", + "Charm": "Charm", + "charmpr": "Charm (Pr)", + "city:": "City:", + "clearpool": "Clear Pool", + "close": "Close", + "Coercion": "Coercion", + "coercion": "Coercion", + "coercionwill": "Coercion (Will)", + "combat": "  Weapons, Talents, & Powers  ", + "combatskills": "Combat Skills", + "commited": "Committed", + "companion": "Companion", + "companioninfo": " Companion Info ", + "companionsheet": "Companion Sheet", + "completed:": "Completed?:", + "computerint": "Computers (Int)", + "Computers": "Computers", + "computers": "Computers", + "condition:": "Condition:", + "conflict:": "Conflict:", + "consumables:": "Consumables:", + "continent:": "Continent:", + "contributionrank:": "Contribution Rank:", + "cool": "Cool", + "Cool": "Cool", + "coolifprepared": "Cool (if prepared):", + "coolpr": "Cool (Pr)", + "coordination": "Coordination", + "Coordination": "Coordination", + "coordinationag": "Coordination (Ag)", + "coretype:": "Core Type:", + "correllianhuman": "Corellian Human", + "cost:": "Cost:", + "credits:": "Money:", + "crew:": "Crew:", + "crewroles": "Crew Roles", + "crit": "Crit", + "critical": "Critical", + "criticalhits": " Critical Hits ", + "criticalinjuries": "Critical Injuries", + "criticalnumber:": "Critical number:", + "criticalrolloffset:": "Critical roll offset:", + "critinj": " Critical Injuries ", + "cunning": "Cunning", + "current": "Current", + "currentencumbrance": "Current Encumbrance", + "currentlocation:": "Current Location:", + "custom": "Custom", + "customskill1": "Custom Skill 1", + "customskill2": "Custom Skill 2", + "customskill3": "Custom Skill 3", + "customskill4": "Custom Skill 4", + "customskill5": "Custom Skill 5", + "customskills": "Custom Skills", + "cybernetics": "Cybernetics", + "damage": "Damage", + "dark": "GM", + "deception": "Deception", + "Deception": "Deception", + "deceptioncun": "Deception (Cun)", + "defense": "Defense", + "demolitionist": "Demolitionist", + "description": "Description", + "description:": "Description:", + "desire:": "Desire:", + "despair": "Despair", + "destination": "Destination", + "details": "Details", + "details:": "Details:", + "dice": "Dice", + "dice:": "Dice:", + "dicendesitnypool": "Dice & Story Point Pool", + "dicepool": "Dice Pool", + "diceroll": "Dice Roll", + "discipline": "Discipline", + "Discipline": "Discipline", + "disciplinewill": "Discipline (Will)", + "displayinskill": "Display in Skill", + "divine": "Divine", + "divinewill": "Divine (Will)", + "dmg": "Dmg", + "downgrade": ":Downgrade", + "dresselliannp": "Dressellian (Non-Primitive)", + "dressellianp": "Dressellian (Primitive)", + "driver": "Driver", + "driving": "Driving", + "drivingag": "Driving (Ag)", + "dropoff": "Dropoff", + "effect:": "Effect:", + "enablecombatsuggestions": "Enable Combat Suggestions?", + "enablegeneralsuggestions": "Enable General Suggestions?", + "encum": "Encum", + "encumbrance": "Encumbrance", + "encumbrancecapacity": "Encumbrance Capacity", + "engaged": "Engaged", + "entertainment": "Entertainment", + "equipment": "Equipment", + "example:": "Example: 1b 1g", + "exampletext": "b -> Blue = Boost,
    blk -> BLacK = Setback,
    g -> Green = Ability,
    y -> Yellow = Proficiency,
    p-> Purple = Difficulty,
    r -> Red = Challenge,
    s = Success, f = Failure,
    a = Advantage, t = Threat", + "expectedsessionstocomplete:": "Expected sessions to complete:", + "extreme": "Extreme", + "eyes:": "Eyes:", + "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:", + "failure": "Failure", + "farm": "Farm", + "fear:": "Fear:", + "fearcheck": "Fear Check?", + "features:": "Features:", + "flaw:": "Flaw:", + "foodstuffs": "Foodstuffs", + "forceplayerupdate": "Force Player Update", + "fore": "Fore", + "gender:": "Gender:", + "generalinfo": "General Info", + "generalinformation": " General Information ", + "generalskills": "General Skills", + "genesysrpg": "Genesys RPG System", + "gmdicepool": "GM Dice Pool", + "gmresources": "GM Resources", + "groupcontacts": "Group Contacts", + "groupcredits:": "Group Money:", + "groupdetails": "Group Details", + "groupdetailstitle": " Group Motivations ", + "groupexpenses:": "Group Expenses:", + "groupname:": "Group Name:", + "groupobligations": "Group Obligations", + "grouppossessions": "Group Possessions", + "groupresources": "Group Resources", + "groupsavings:": "Group Savings:", + "groupsheet": "Group Sheet", + "grouptasks": "Group Tasks", + "gunnery": "Gunnery", + "Gunnery": "Gunnery", + "gunneryagi": "Gunnery (Agi)", + "hackingint": "Computers - Hacking (Int)", + "Hacking": "Computers - Hacking", + "hacking": "Computers - Hacking", + "hair:": "Hair:", + "handling": "Handling", + "hardpoints": "Hard Points", + "hardpoints:": "Hard Points:", + "heal": "Heal", + "height:": "Height:", + "hermit": "Hermit", + "hide": "Hide", + "homestead": "Homestead", + "homesteadname:": "Homestead Name:", + "hook:": "Hook:", + "hp": "HP", + "hulltrauma": "Hull Trauma", + "hulltypeclass:": "Hull Type/Class:", + "hyperdriveprimclass:": "Hyperdrive Primary Class:", + "hyperdrivesecondclass:": "Hyperdrive Backup Class:", + "ifknown": "(if known)", + "illicitmaterials": "Illicit Materials", + "infiltrator": "Infiltrator", + "initiative": "Initiative", + "instructor": "Instructor", + "intellect": "Intellect", + "isitcareer": "Is it in your Career?", + "iteminventory": " Item Inventory ", + "itemss:": "Item(s):", + "keyitems:": "Key Items:", + "knowledge": "Knowledge", + "knowledgeint": "Knowledge (Int)", + "knowledgeskills": "Knowledge Skills", + "leadership": "Leadership", + "Leadership": "Leadership", + "leadershippre": "Leadership (Pr)", + "legal": "Legal?", + "light": "Players", + "location": "Location", + "location:": "Location:", + "long": "Long", + "lore": "Lore", + "Lore": "Lore", + "loreint": "Lore (Int)", + "lowtech": "Low Tech", + "magnitude:": "Magnitude:", + "major": "Major", + "makemodel": "Make / Model", + "makemodel:": "Make / Model:", + "manufacturer:": "Manufacturer:", + "max": "Max", + "maxaltitude:": "Maximum Altitude:", + "maybe": "Maybe?", + "Mechanics": "Mechanics", + "mechanics": "Mechanics", + "mechanicsint": "Mechanics (Int)", + "medecine": "Medecine", + "Medecine": "Medecine", + "medecineint": "Medicine (Int)", + "medic": "Medic", + "medium": "Medium", + "meetingcenter": "Meeting Center", + "melee": "Melee", + "Melee": "Melee", + "meleelight": "Melee - Light (Br)", + "MeleeLight": "Melee - Light (Br)", + "meleeheavy": "Melee - Heavy (Br)", + "MeleeHeavy": "Melee - Heavy (Br)", + "meleeshort": "Melee", + "meleebr": "Melee (Br)", + "meleelightbr": "Melee (Light) (Br)", + "meleeheavybr": "Melee (Heavy) (Br)", + "mercenarysoldier": "Mercenary Soldier", + "metals": "Metals", + "midtech": "Mid Tech", + "mine": "Mine", + "minerals": "Minerals", + "minion": "Minion", + "miniongroupsize:": "Minion Group Size:", + "minionrivalnemesis": "(Minion, Rival, or Nemesis)", + "minor": "Minor", + "miscinfo": "Misc Info", + "missioncontacts:": "Mission Contacts:", + "missiondetails": "Mission Details", + "missionobjectives:": "Mission Objectives:", + "missiontasknumber:": "Mission/Task Number:", + "missiontype:": "Mission Type:", + "modder": "Modder", + "moderate": "Moderate", + "modifications": "Modifications", + "modifiers": "Modifiers", + "modifiers:": "Modifiers:", + "mods": "Mods", + "money:": "Money:", + "morality": "Morality", + "morality:": "Morality:", + "moreinfo": "For more information on this version visit:", + "motivations": "Motivations", + "name": "Name", + "name:": "Name:", + "navicomputer:": "Navicomputer:", + "navigator": "Navigator", + "needhelp": "Need Help?", + "negotiation": "Negotiation", + "Negotiation": "Negotiation", + "negotiationpr": "Negotiation (Pr)", + "nemesis": "Nemesis", + "new": "New", + "no": "No", + "noinprogress": "No - In Progress", + "none": "None", + "nonostarted": "No - Not Started", + "noskill": "No Skill", + "notablefeatures": "Notable Features", + "notes": "   Notes   ", + "notes:": "Notes:", + "npc": "NPC", + "npcinfo": "NPC Info", + "npclist": "NPC List", + "npcname": "NPC Name", + "npcroll:": "NPC Roll:", + "npcs": "NPCs", + "npcsheet": "NPC Sheet", + "npctitle": " NPC ", + "npctype:": "NPC Type:", + "number": "Number", + "numberofupgrades:": "Number of Upgrades:", + "off": "Off", + "on": "On", + "operating": "Operating", + "operatingint": "Operating (Int)", + "option": "Option", + "other": "Other", + "othergear": "Other Gear", + "otherinformations": "Other Information", + "otherskills": "Other Skills", + "overview:": "Overview:", + "page:": "Page:", + "partycareerskill:": "Party Career Skill:", + "passengername": "Passenger Name", + "passengers": "Passengers", + "passive": "Passive", + "pc": "PC", + "peacekeeper": "Peace Keeper", + "perception": "Perception", + "Perception": "Perception", + "perceptioncun": "Perception (Cun)", + "performer": "Performer", + "personalarmor": "Armor", + "personalgear": "Personal Gear", + "pettycash:": "Petty Cash:", + "pickup": "Pickup", + "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)", + "Piloting": "Piloting", + "piloting": "Piloting", + "pilotingag": "Piloting (Ag)", + "planet:": "Planet:", + "planetary": " Vehicle ", + "planetaryvehiculecritical": "Vehicle Critical", + "planetaryvehiculedetails": "Vehicle Details", + "player:": "Player:", + "playergroupsheet": " Group Information ", + "playername": "Player Name:", + "port": "Port", + "positionrole:": "Position/Role:", + "powers": "Powers", + "powername": "Power Name", + "powersummary": "Power Summary", + "presence": "Presence", + "primal": "Primal", + "primalcun": "Primal (Cun)", + "qualities:": "Qualities:", + "quantity": "Quantity", + "ranch": "Ranch", + "range": "Range", + "range:": "Range:", + "ranged": "Ranged", + "rangedheavy": "Ranged - Heavy", + "rangedag": "Ranged (Ag)", + "Ranged - Heavy": "Ranged - Heavy", + "rangedheavyag": "Ranged - Heavy (Ag)", + "rangedlight": "Ranged - Light", + "Ranged - Light": "Ranged - Light", + "rangedlightag": "Ranged - Light (Ag)", + "rangeskill": "Range/Skill", + "rank": "Rank", + "rank:": "Rank:", + "rarity": "Rarity", + "rarity:": "Rarity:", + "rebelbase": "Base Info", + "rebelbasename:": "Base Name:", + "recruit": "Recruit", + "repair": "Repair", + "resilience": "Resilience", + "Resilience": "Resilience", + "resiliencebr": "Resilience (Br)", + "restricted:": "Restricted:", + "results": "Results", + "retail": "Retail", + "rewardgiven:": "Rewards Given:", + "rewards": "Rewards", + "rewardss": "Reward(s)", + "ridingag": "Riding (Ag)", + "riding": "Riding", + "Riding": "Riding", + "ridingbeastdetails": "Riding Beast Details", + "rival": "Rival", + "role": "Role", + "rollcritical": "Roll Critical", + "rolldestiny": "Roll Destiny", + "safehouse": "Safe House", + "scienceint": "Science (Int)", + "Science": "Knowledge (Science)", + "science": "Knowledge (Science)", + "sensorrange:": "Sensor Range:", + "service": "Service", + "setting": "Setting", + "setting:": "Setting:", + "settings": " Settings ", + "setting-speciesdescription:": "Description", + "setting-speciesname:": "Name", + "settinginfo": "Genre/Setting Tropes and Themes", + "settingtitle": "Setting Worksheet", + "settingtitle2": " Setting Worksheet ", + "settingtitle-setting": "Setting", + "settingtitle-faction": "Factions and Organizations", + "settingtitle-genre": "Genre/Setting Tropes and Themes", + "settingtitle-movers": "Movers and Shakers", + "settingtitle-skills": "Setting Specific Skills", + "settingtitle-species": "Major Species Types", + "setting-speciesdescription": "Description", + "settingtitle-tech": "Tech Level", + "setup:": "Setup:", + "shadow": "Shadow", + "shakers:": "Who are the major personalities in the setting, and what are their objectives?:", + "sharedresources": " Shared Resources  ", + "shipscomplement:": "Ship's Complement:", + "short": "Short", + "showskillhide": "Show Hide Skill Options", + "showsuggestionsbutton": "Show Suggestions Button", + "signatureablities": "Signature Abilities", + "silhouette": "Silhouette", + "skill": "Skill", + "skill:": "Skill:", + "skilllist": "Skill List", + "skillname": "Skill Name", + "skills": "Skills", + "skillstitle": "   Skills   ", + "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ", + "skillsuggestions": "Skill Suggestions", + "skillsuggestionsdisplay": "Skill Suggestions Display", + "skulduggery": "Skulduggery", + "Skulduggery": "Skulduggery", + "skulduggerycun": "Skulduggery (Cun)", + "soak": "Soak", + "socialskills": "Social Skills", + "societyint": "Society (Int)", + "Society": "Knowledge (Society)", + "society": "Knowledge (Society)", + "soldier": "Soldier", + "spacestation": "Space Station", + "spacevehiculedetails": "Space Vehicle Details", + "special:": "Special:", + "specialization": "Specialization", + "specializationattached": "Specialization attached?", + "species:": "Archetype/Species:", + "specificdetails": "Specific Details", + "speed": "Speed", + "spendingsuggestions": "Spending Suggestions", + "spy": "Spy", + "starboard": "Starboard", + "starfighterace": "Starfighter Ace", + "starship": " Spaceship ", + "starshipcritical": "Starship Critical", + "stats": "Stats", + "stealth": "Stealth", + "Stealth": "Stealth", + "stealthag": "Stealth (Ag)", + "storypointpool": "Story Point Pool", + "strain": "Strain", + "streetwise": "Streetwise", + "Streetwise": "Streetwise", + "streetwisecun": "Streetwise (Cun)", + "strength:": "Strength:", + "strenghdetails:": "Strength Details:", + "success": "Success", + "summary": "Summary", + "survival": "Survival", + "Survival": "Survival", + "survivalcun": "Survival (Cun)", + "survivalist": "Survivalist", + "syncpoolgm": "Sync Pool with GM", + "sysopsint": "Computers - Sysops (Int)", + "Sysops": "Computers - Sysops", + "sysops": "Computers - Sysops", + "sysstrain": "Sys Strain", + "talentsandabilities": "Talents & Abilities", + "talentsandspecialabilities": "Talents and Special Abilities", + "task:": "Task:", + "thenetint": "The Net (Int)", + "TheNet": "Knowledge (The Net)", + "thenet": "Knowledge (The Net)", + "terrain:": "Terrain:", + "threshold": "Threshold", + "tier": "Tier", + "tier:": "Tier:", + "timeshandled:": "Times Handled:", + "timeshandledstrengh:": "Times Handled (Strength):", + "timeshandledweakness:": "Times Handled (Weakness):", + "timestriggered:": "Times Triggered:", + "threat": "Threat", + "tone:": "Tone:", + "toolname": "Tool Name", + "tools": "Tools", + "totalxp": "Total XP:", + "trainingcamp": "Training Camp", + "triumph": "Triumph", + "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:", + "tropesexclude:": "What Tropes/Themes are you excluding?:", + "tropessubvert:": "What Tropes/Themes are you subverting?:", + "type": "Type", + "type:": "Type:", + "upgrade": "    Upgrade:", + "upgrades": "Upgrades", + "upgradetype:": "Upgrade Type:", + "usedarkside": "Use GM Story Point →", + "uselight": "← Use Player Story Point", + "value": "Value", + "value:": "Value:", + "vehiculesheet": "Vehicle Sheet", + "vehiculetypemodel:": "Vehicle Type/Model:", + "viewattachments": "View Attachments", + "viewupgrades": "View Upgrades", + "vigilance": "Vigilance", + "Vigilance": "Vigilance", + "vigilanceifunexpected": "Vigilance (if unexpected):", + "vigilancewill": "Vigilance (Will)", + "visitforum:": "Visit the forum:", + "visitwiki:": "Visit the wiki:", + "wanted": "Wanted?", + "weaknessdetails:": "Weakness Details:", + "weapon": "Weapon", + "weaponname": "Weapon Name", + "weapons": "Weapons", + "weapontype:": "Weapon Type:", + "whatkindofslot": "What kind of Initiative Slot?", + "whispergm": "Whisper GM", + "willpower": "Willpower", + "wounds": "Wounds", + "world:": "World:", + "xpcost": "XP Cost", + "xpcost:": "XP Cost:", + "yes": "Yes", + "yescompleted": "Yes - Completed", + "yesfailed": "Yes - Failed" +} \ No newline at end of file diff --git a/Genesys-RPG-nonAPI/translations/ca.json b/Genesys-RPG-nonAPI/translations/ca.json new file mode 100644 index 0000000000..a2b7f14210 --- /dev/null +++ b/Genesys-RPG-nonAPI/translations/ca.json @@ -0,0 +1,569 @@ +{ + "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "magic-skills-list": "arcane,divine,primal", + "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy", + "social-skills-list": "charm,coercion,deception,leadership,negotiation", + "knowledge-skills-list": "knowledge", + "abilities": "Abilities", + "abilityname": "Ability Name", + "abilitysummary": "Ability Summary", + "active": "Active", + "actualtocomplete:": "Actual sessions to complete:", + "addcritical": "Add Critical", + "addingdice": "Adding Dice", + "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.", + "advantage": "Advantage", + "aft": "Aft", + "age:": "Age:", + "aggressor": "Aggressor", + "agility": "Agility", + "agitator": "Agitator", + "alchemy": "Alchemy", + "alchemyint": "Alchemy (Int)", + "all": "Personnage", + "arc": "Arc", + "Arcana": "Arcana", + "arcana": "Arcana", + "arcanaint": "Arcana (Int)", + "Arcanaint": "Arcana (Int)", + "archaeologist": "Archaeologist", + "armor": "Armor", + "assetsnresources": "Assets & Resources", + "assignedby:": "Assigned By:", + "assignment": "Assignment", + "assignmentsandtasks": "Assignments and Tasks", + "Alchemy": "Alchemy", + "astrocartography": "Astrocartography", + "Astrogation": "Astrocartography", + "astrogation": "Astrocartography", + "astrogationint": "Astrocartography (Int)", + "atarustriker": "Ataru Striker", + "Athletics": "Athletics", + "athletics": "Athletics", + "athleticsbr": "Athletics (Br)", + "attachmentname": "Attachment Name", + "attachments": "Attachments", + "attacks": "Attacks", + "availablexp": "Available XP:", + "bardottan": "Bardottan", + "basemodifiers": "Base Modifiers", + "baseofoperations": " Base of Operations  ", + "basesetting:": "Base Setting/Genre:", + "basexp:": "Base XP:", + "beast": " Riding Animal ", + "beastcriticalinjuries": "Beast Critical Injuries", + "bonus": "Bonus", + "bonusdescription": "Bonus/Description", + "bonusxpmotivation:": "Bonus XP (Motivation):", + "bonusxproleplaying:": "Bonus XP (Role Playing):", + "booknpage": "Book & Page", + "booknpage:": "Book & Page:", + "brawl": "Brawl", + "Brawl": "Brawl", + "brawlbr": "Brawl (Br)", + "brawn": "Brawn", + "build:": "Build:", + "business": "Business", + "businessname:": "Business Name:", + "campaigndetails": " Campaign Details ", + "capacity": "Capacity", + "career": "Career", + "career:": "Career:", + "cargohold": "Cargo Hold", + "cargotype": "Cargo Type", + "category:": "Category:", + "categorydesire:": "Desire:", + "categoryfear:": "Fear:", + "categorystrength:": "Strength:", + "categoryflaw:": "Flaw:", + "char": "Char", + "characinfo": " Character Info ", + "character": "Character", + "character:": "Character:", + "characterduties": "Character Duties", + "charactergroupobligations": "Character/Group Obligations", + "characteristics": "Characteristics", + "charactermoralities": "Character Moralities", + "charactermotivation": "Character Motivations", + "charactername": "Character Name", + "charactersheet": "Character Sheet", + "charm": "Charm", + "Charm": "Charm", + "charmpr": "Charm (Pr)", + "city:": "City:", + "clearpool": "Clear Pool", + "close": "Close", + "Coercion": "Coercion", + "coercion": "Coercion", + "coercionwill": "Coercion (Will)", + "combat": "  Weapons, Talents, & Powers  ", + "combatskills": "Combat Skills", + "commited": "Committed", + "companion": "Companion", + "companioninfo": " Companion Info ", + "companionsheet": "Companion Sheet", + "completed:": "Completed?:", + "computerint": "Computers (Int)", + "Computers": "Computers", + "computers": "Computers", + "condition:": "Condition:", + "conflict:": "Conflict:", + "consumables:": "Consumables:", + "continent:": "Continent:", + "contributionrank:": "Contribution Rank:", + "cool": "Cool", + "Cool": "Cool", + "coolifprepared": "Cool (if prepared):", + "coolpr": "Cool (Pr)", + "coordination": "Coordination", + "Coordination": "Coordination", + "coordinationag": "Coordination (Ag)", + "coretype:": "Core Type:", + "correllianhuman": "Corellian Human", + "cost:": "Cost:", + "credits:": "Money:", + "crew:": "Crew:", + "crewroles": "Crew Roles", + "crit": "Crit", + "critical": "Critical", + "criticalhits": " Critical Hits ", + "criticalinjuries": "Critical Injuries", + "criticalnumber:": "Critical number:", + "criticalrolloffset:": "Critical roll offset:", + "critinj": " Critical Injuries ", + "cunning": "Cunning", + "current": "Current", + "currentencumbrance": "Current Encumbrance", + "currentlocation:": "Current Location:", + "custom": "Custom", + "customskill1": "Custom Skill 1", + "customskill2": "Custom Skill 2", + "customskill3": "Custom Skill 3", + "customskill4": "Custom Skill 4", + "customskill5": "Custom Skill 5", + "customskills": "Custom Skills", + "cybernetics": "Cybernetics", + "damage": "Damage", + "dark": "GM", + "deception": "Deception", + "Deception": "Deception", + "deceptioncun": "Deception (Cun)", + "defense": "Defense", + "demolitionist": "Demolitionist", + "description": "Description", + "description:": "Description:", + "desire:": "Desire:", + "despair": "Despair", + "destination": "Destination", + "details": "Details", + "details:": "Details:", + "dice": "Dice", + "dice:": "Dice:", + "dicendesitnypool": "Dice & Story Point Pool", + "dicepool": "Dice Pool", + "diceroll": "Dice Roll", + "discipline": "Discipline", + "Discipline": "Discipline", + "disciplinewill": "Discipline (Will)", + "displayinskill": "Display in Skill", + "divine": "Divine", + "divinewill": "Divine (Will)", + "dmg": "Dmg", + "downgrade": ":Downgrade", + "dresselliannp": "Dressellian (Non-Primitive)", + "dressellianp": "Dressellian (Primitive)", + "driver": "Driver", + "driving": "Driving", + "drivingag": "Driving (Ag)", + "dropoff": "Dropoff", + "effect:": "Effect:", + "enablecombatsuggestions": "Enable Combat Suggestions?", + "enablegeneralsuggestions": "Enable General Suggestions?", + "encum": "Encum", + "encumbrance": "Encumbrance", + "encumbrancecapacity": "Encumbrance Capacity", + "engaged": "Engaged", + "entertainment": "Entertainment", + "equipment": "Equipment", + "example:": "Example: 1b 1g", + "exampletext": "b -> Blue = Boost,
    blk -> BLacK = Setback,
    g -> Green = Ability,
    y -> Yellow = Proficiency,
    p-> Purple = Difficulty,
    r -> Red = Challenge,
    s = Success, f = Failure,
    a = Advantage, t = Threat", + "expectedsessionstocomplete:": "Expected sessions to complete:", + "extreme": "Extreme", + "eyes:": "Eyes:", + "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:", + "failure": "Failure", + "farm": "Farm", + "fear:": "Fear:", + "fearcheck": "Fear Check?", + "features:": "Features:", + "flaw:": "Flaw:", + "foodstuffs": "Foodstuffs", + "forceplayerupdate": "Force Player Update", + "fore": "Fore", + "gender:": "Gender:", + "generalinfo": "General Info", + "generalinformation": " General Information ", + "generalskills": "General Skills", + "genesysrpg": "Genesys RPG System", + "gmdicepool": "GM Dice Pool", + "gmresources": "GM Resources", + "groupcontacts": "Group Contacts", + "groupcredits:": "Group Money:", + "groupdetails": "Group Details", + "groupdetailstitle": " Group Motivations ", + "groupexpenses:": "Group Expenses:", + "groupname:": "Group Name:", + "groupobligations": "Group Obligations", + "grouppossessions": "Group Possessions", + "groupresources": "Group Resources", + "groupsavings:": "Group Savings:", + "groupsheet": "Group Sheet", + "grouptasks": "Group Tasks", + "gunnery": "Gunnery", + "Gunnery": "Gunnery", + "gunneryagi": "Gunnery (Agi)", + "hair:": "Hair:", + "handling": "Handling", + "hardpoints": "Hard Points", + "hardpoints:": "Hard Points:", + "heal": "Heal", + "height:": "Height:", + "hermit": "Hermit", + "hide": "Hide", + "homestead": "Homestead", + "homesteadname:": "Homestead Name:", + "hook:": "Hook:", + "hp": "HP", + "hulltrauma": "Hull Trauma", + "hulltypeclass:": "Hull Type/Class:", + "hyperdriveprimclass:": "Hyperdrive Primary Class:", + "hyperdrivesecondclass:": "Hyperdrive Backup Class:", + "ifknown": "(if known)", + "illicitmaterials": "Illicit Materials", + "infiltrator": "Infiltrator", + "initiative": "Initiative", + "instructor": "Instructor", + "intellect": "Intellect", + "isitcareer": "Is it in your Career?", + "iteminventory": " Item Inventory ", + "itemss:": "Item(s):", + "keyitems:": "Key Items:", + "knowledge": "Knowledge", + "knowledgeint": "Knowledge (Int)", + "knowledgeskills": "Knowledge Skills", + "leadership": "Leadership", + "Leadership": "Leadership", + "leadershippre": "Leadership (Pr)", + "legal": "Legal?", + "light": "Players", + "location": "Location", + "location:": "Location:", + "long": "Long", + "lore": "Lore", + "Lore": "Lore", + "loreint": "Lore (Int)", + "lowtech": "Low Tech", + "magicskills": "Magic Skills", + "magnitude:": "Magnitude:", + "major": "Major", + "makemodel": "Make / Model", + "makemodel:": "Make / Model:", + "manufacturer:": "Manufacturer:", + "max": "Max", + "maxaltitude:": "Maximum Altitude:", + "maybe": "Maybe?", + "Mechanics": "Mechanics", + "mechanics": "Mechanics", + "mechanicsint": "Mechanics (Int)", + "medecine": "Medecine", + "Medecine": "Medecine", + "medecineint": "Medicine (Int)", + "medic": "Medic", + "medium": "Medium", + "meetingcenter": "Meeting Center", + "melee": "Melee", + "Melee": "Melee", + "meleelight": "Melee - Light (Br)", + "MeleeLight": "Melee - Light (Br)", + "meleeheavy": "Melee - Heavy (Br)", + "MeleeHeavy": "Melee - Heavy (Br)", + "meleeshort": "Melee", + "meleebr": "Melee (Br)", + "meleelightbr": "Melee (Light) (Br)", + "meleeheavybr": "Melee (Heavy) (Br)", + "mercenarysoldier": "Mercenary Soldier", + "metals": "Metals", + "midtech": "Mid Tech", + "mine": "Mine", + "minerals": "Minerals", + "minion": "Minion", + "miniongroupsize:": "Minion Group Size:", + "minionrivalnemesis": "(Minion, Rival, or Nemesis)", + "minor": "Minor", + "miscinfo": "Misc Info", + "missioncontacts:": "Mission Contacts:", + "missiondetails": "Mission Details", + "missionobjectives:": "Mission Objectives:", + "missiontasknumber:": "Mission/Task Number:", + "missiontype:": "Mission Type:", + "modder": "Modder", + "moderate": "Moderate", + "modifications": "Modifications", + "modifiers": "Modifiers", + "modifiers:": "Modifiers:", + "mods": "Mods", + "money:": "Money:", + "morality": "Morality", + "morality:": "Morality:", + "moreinfo": "For more information on this version visit:", + "motivations": "Motivations", + "name": "Name", + "name:": "Name:", + "navicomputer:": "Navicomputer:", + "navigator": "Navigator", + "needhelp": "Need Help?", + "negotiation": "Negotiation", + "Negotiation": "Negotiation", + "negotiationpr": "Negotiation (Pr)", + "nemesis": "Nemesis", + "new": "New", + "no": "No", + "noinprogress": "No - In Progress", + "none": "None", + "nonostarted": "No - Not Started", + "noskill": "No Skill", + "notablefeatures": "Notable Features", + "notes": "   Notes   ", + "notes:": "Notes:", + "npc": "NPC", + "npcinfo": "NPC Info", + "npclist": "NPC List", + "npcname": "NPC Name", + "npcroll:": "NPC Roll:", + "npcs": "NPCs", + "npcsheet": "NPC Sheet", + "npctitle": " NPC ", + "npctype:": "NPC Type:", + "number": "Number", + "numberofupgrades:": "Number of Upgrades:", + "off": "Off", + "on": "On", + "operating": "Operating", + "operatingint": "Operating (Int)", + "option": "Option", + "other": "Other", + "othergear": "Other Gear", + "otherinformations": "Other Information", + "otherskills": "Other Skills", + "overview:": "Overview:", + "page:": "Page:", + "partycareerskill:": "Party Career Skill:", + "passengername": "Passenger Name", + "passengers": "Passengers", + "passive": "Passive", + "pc": "PC", + "peacekeeper": "Peace Keeper", + "perception": "Perception", + "Perception": "Perception", + "perceptioncun": "Perception (Cun)", + "performer": "Performer", + "personalarmor": "Armor", + "personalgear": "Personal Gear", + "pettycash:": "Petty Cash:", + "pickup": "Pickup", + "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)", + "Piloting": "Piloting", + "piloting": "Piloting", + "pilotingag": "Piloting (Ag)", + "planet:": "Planet:", + "planetary": " Vehicle ", + "planetaryvehiculecritical": "Vehicle Critical", + "planetaryvehiculedetails": "Vehicle Details", + "player:": "Player:", + "playergroupsheet": " Group Information ", + "playername": "Player Name:", + "port": "Port", + "positionrole:": "Position/Role:", + "powers": "Powers", + "powername": "Power Name", + "powersummary": "Power Summary", + "presence": "Presence", + "primal": "Primal", + "primalcun": "Primal (Cun)", + "qualities:": "Qualities:", + "quantity": "Quantity", + "ranch": "Ranch", + "range": "Range", + "range:": "Range:", + "ranged": "Ranged", + "rangedheavy": "Ranged - Heavy", + "rangedag": "Ranged (Ag)", + "Ranged - Heavy": "Ranged - Heavy", + "rangedheavyag": "Ranged - Heavy (Ag)", + "rangedlight": "Ranged - Light", + "Ranged - Light": "Ranged - Light", + "rangedlightag": "Ranged - Light (Ag)", + "rangeskill": "Range/Skill", + "rank": "Rank", + "rank:": "Rank:", + "rarity": "Rarity", + "rarity:": "Rarity:", + "rebelbase": "Base Info", + "rebelbasename:": "Base Name:", + "recruit": "Recruit", + "repair": "Repair", + "resilience": "Resilience", + "Resilience": "Resilience", + "resiliencebr": "Resilience (Br)", + "restricted:": "Restricted:", + "results": "Results", + "retail": "Retail", + "rewardgiven:": "Rewards Given:", + "rewards": "Rewards", + "rewardss": "Reward(s)", + "ridingag": "Riding (Ag)", + "riding": "Riding", + "Riding": "Riding", + "ridingbeastdetails": "Riding Beast Details", + "rival": "Rival", + "role": "Role", + "rollcritical": "Roll Critical", + "rolldestiny": "Roll Destiny", + "rune": "Rune", + "runeint": "Rune (Int)", + "safehouse": "Safe House", + "sensorrange:": "Sensor Range:", + "service": "Service", + "setting": "Setting", + "setting:": "Setting:", + "settings": " Settings ", + "setting-speciesdescription:": "Description", + "setting-speciesname:": "Name", + "settinginfo": "Genre/Setting Tropes and Themes", + "settingtitle": "Setting Worksheet", + "settingtitle2": " Setting Worksheet ", + "settingtitle-setting": "Setting", + "settingtitle-faction": "Factions and Organizations", + "settingtitle-genre": "Genre/Setting Tropes and Themes", + "settingtitle-movers": "Movers and Shakers", + "settingtitle-skills": "Setting Specific Skills", + "settingtitle-species": "Major Species Types", + "setting-speciesdescription": "Description", + "settingtitle-tech": "Tech Level", + "setup:": "Setup:", + "shadow": "Shadow", + "shakers:": "Who are the major personalities in the setting, and what are their objectives?:", + "sharedresources": " Shared Resources  ", + "shipscomplement:": "Ship's Complement:", + "short": "Short", + "showskillhide": "Show Hide Skill Options", + "showsuggestionsbutton": "Show Suggestions Button", + "signatureablities": "Signature Abilities", + "silhouette": "Silhouette", + "skill": "Skill", + "skill:": "Skill:", + "skilllist": "Skill List", + "skillname": "Skill Name", + "skills": "Skills", + "skillstitle": "   Skills   ", + "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ", + "skillsuggestions": "Skill Suggestions", + "skillsuggestionsdisplay": "Skill Suggestions Display", + "skulduggery": "Skulduggery", + "Skulduggery": "Skulduggery", + "skulduggerycun": "Skulduggery (Cun)", + "soak": "Soak", + "socialskills": "Social Skills", + "soldier": "Soldier", + "spacestation": "Space Station", + "spacevehiculedetails": "Space Vehicle Details", + "special:": "Special:", + "specialization": "Specialization", + "specializationattached": "Specialization attached?", + "species:": "Archetype/Species:", + "specificdetails": "Specific Details", + "speed": "Speed", + "spendingsuggestions": "Spending Suggestions", + "spy": "Spy", + "starboard": "Starboard", + "starfighterace": "Starfighter Ace", + "starship": " Spaceship ", + "starshipcritical": "Starship Critical", + "stats": "Stats", + "stealth": "Stealth", + "Stealth": "Stealth", + "stealthag": "Stealth (Ag)", + "storypointpool": "Story Point Pool", + "strain": "Strain", + "streetwise": "Streetwise", + "Streetwise": "Streetwise", + "streetwisecun": "Streetwise (Cun)", + "strength:": "Strength:", + "strenghdetails:": "Strength Details:", + "success": "Success", + "summary": "Summary", + "survival": "Survival", + "Survival": "Survival", + "survivalcun": "Survival (Cun)", + "survivalist": "Survivalist", + "syncpoolgm": "Sync Pool with GM", + "sysstrain": "Sys Strain", + "talentsandabilities": "Talents & Abilities", + "talentsandspecialabilities": "Talents and Special Abilities", + "task:": "Task:", + "terrain:": "Terrain:", + "threshold": "Threshold", + "tier": "Tier", + "tier:": "Tier:", + "timeshandled:": "Times Handled:", + "timeshandledstrengh:": "Times Handled (Strength):", + "timeshandledweakness:": "Times Handled (Weakness):", + "timestriggered:": "Times Triggered:", + "threat": "Threat", + "tone:": "Tone:", + "toolname": "Tool Name", + "tools": "Tools", + "totalxp": "Total XP:", + "trainingcamp": "Training Camp", + "triumph": "Triumph", + "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:", + "tropesexclude:": "What Tropes/Themes are you excluding?:", + "tropessubvert:": "What Tropes/Themes are you subverting?:", + "type": "Type", + "type:": "Type:", + "upgrade": "    Upgrade:", + "upgrades": "Upgrades", + "upgradetype:": "Upgrade Type:", + "usedarkside": "Use GM Story Point →", + "uselight": "← Use Player Story Point", + "value": "Value", + "value:": "Value:", + "vehiculesheet": "Vehicle Sheet", + "vehiculetypemodel:": "Vehicle Type/Model:", + "verse": "Verse", + "versepre": "Verse (Pre)", + "viewattachments": "View Attachments", + "viewupgrades": "View Upgrades", + "vigilance": "Vigilance", + "Vigilance": "Vigilance", + "vigilanceifunexpected": "Vigilance (if unexpected):", + "vigilancewill": "Vigilance (Will)", + "visitforum:": "Visit the forum:", + "visitwiki:": "Visit the wiki:", + "wanted": "Wanted?", + "weaknessdetails:": "Weakness Details:", + "weapon": "Weapon", + "weaponname": "Weapon Name", + "weapons": "Weapons", + "weapontype:": "Weapon Type:", + "whatkindofslot": "What kind of Initiative Slot?", + "whispergm": "Whisper GM", + "willpower": "Willpower", + "wounds": "Wounds", + "world:": "World:", + "xpcost": "XP Cost", + "xpcost:": "XP Cost:", + "yes": "Yes", + "yescompleted": "Yes - Completed", + "yesfailed": "Yes - Failed" +} \ No newline at end of file diff --git a/Genesys-RPG-nonAPI/translations/hu.json b/Genesys-RPG-nonAPI/translations/hu.json new file mode 100644 index 0000000000..a2b7f14210 --- /dev/null +++ b/Genesys-RPG-nonAPI/translations/hu.json @@ -0,0 +1,569 @@ +{ + "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "magic-skills-list": "arcane,divine,primal", + "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy", + "social-skills-list": "charm,coercion,deception,leadership,negotiation", + "knowledge-skills-list": "knowledge", + "abilities": "Abilities", + "abilityname": "Ability Name", + "abilitysummary": "Ability Summary", + "active": "Active", + "actualtocomplete:": "Actual sessions to complete:", + "addcritical": "Add Critical", + "addingdice": "Adding Dice", + "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.", + "advantage": "Advantage", + "aft": "Aft", + "age:": "Age:", + "aggressor": "Aggressor", + "agility": "Agility", + "agitator": "Agitator", + "alchemy": "Alchemy", + "alchemyint": "Alchemy (Int)", + "all": "Personnage", + "arc": "Arc", + "Arcana": "Arcana", + "arcana": "Arcana", + "arcanaint": "Arcana (Int)", + "Arcanaint": "Arcana (Int)", + "archaeologist": "Archaeologist", + "armor": "Armor", + "assetsnresources": "Assets & Resources", + "assignedby:": "Assigned By:", + "assignment": "Assignment", + "assignmentsandtasks": "Assignments and Tasks", + "Alchemy": "Alchemy", + "astrocartography": "Astrocartography", + "Astrogation": "Astrocartography", + "astrogation": "Astrocartography", + "astrogationint": "Astrocartography (Int)", + "atarustriker": "Ataru Striker", + "Athletics": "Athletics", + "athletics": "Athletics", + "athleticsbr": "Athletics (Br)", + "attachmentname": "Attachment Name", + "attachments": "Attachments", + "attacks": "Attacks", + "availablexp": "Available XP:", + "bardottan": "Bardottan", + "basemodifiers": "Base Modifiers", + "baseofoperations": " Base of Operations  ", + "basesetting:": "Base Setting/Genre:", + "basexp:": "Base XP:", + "beast": " Riding Animal ", + "beastcriticalinjuries": "Beast Critical Injuries", + "bonus": "Bonus", + "bonusdescription": "Bonus/Description", + "bonusxpmotivation:": "Bonus XP (Motivation):", + "bonusxproleplaying:": "Bonus XP (Role Playing):", + "booknpage": "Book & Page", + "booknpage:": "Book & Page:", + "brawl": "Brawl", + "Brawl": "Brawl", + "brawlbr": "Brawl (Br)", + "brawn": "Brawn", + "build:": "Build:", + "business": "Business", + "businessname:": "Business Name:", + "campaigndetails": " Campaign Details ", + "capacity": "Capacity", + "career": "Career", + "career:": "Career:", + "cargohold": "Cargo Hold", + "cargotype": "Cargo Type", + "category:": "Category:", + "categorydesire:": "Desire:", + "categoryfear:": "Fear:", + "categorystrength:": "Strength:", + "categoryflaw:": "Flaw:", + "char": "Char", + "characinfo": " Character Info ", + "character": "Character", + "character:": "Character:", + "characterduties": "Character Duties", + "charactergroupobligations": "Character/Group Obligations", + "characteristics": "Characteristics", + "charactermoralities": "Character Moralities", + "charactermotivation": "Character Motivations", + "charactername": "Character Name", + "charactersheet": "Character Sheet", + "charm": "Charm", + "Charm": "Charm", + "charmpr": "Charm (Pr)", + "city:": "City:", + "clearpool": "Clear Pool", + "close": "Close", + "Coercion": "Coercion", + "coercion": "Coercion", + "coercionwill": "Coercion (Will)", + "combat": "  Weapons, Talents, & Powers  ", + "combatskills": "Combat Skills", + "commited": "Committed", + "companion": "Companion", + "companioninfo": " Companion Info ", + "companionsheet": "Companion Sheet", + "completed:": "Completed?:", + "computerint": "Computers (Int)", + "Computers": "Computers", + "computers": "Computers", + "condition:": "Condition:", + "conflict:": "Conflict:", + "consumables:": "Consumables:", + "continent:": "Continent:", + "contributionrank:": "Contribution Rank:", + "cool": "Cool", + "Cool": "Cool", + "coolifprepared": "Cool (if prepared):", + "coolpr": "Cool (Pr)", + "coordination": "Coordination", + "Coordination": "Coordination", + "coordinationag": "Coordination (Ag)", + "coretype:": "Core Type:", + "correllianhuman": "Corellian Human", + "cost:": "Cost:", + "credits:": "Money:", + "crew:": "Crew:", + "crewroles": "Crew Roles", + "crit": "Crit", + "critical": "Critical", + "criticalhits": " Critical Hits ", + "criticalinjuries": "Critical Injuries", + "criticalnumber:": "Critical number:", + "criticalrolloffset:": "Critical roll offset:", + "critinj": " Critical Injuries ", + "cunning": "Cunning", + "current": "Current", + "currentencumbrance": "Current Encumbrance", + "currentlocation:": "Current Location:", + "custom": "Custom", + "customskill1": "Custom Skill 1", + "customskill2": "Custom Skill 2", + "customskill3": "Custom Skill 3", + "customskill4": "Custom Skill 4", + "customskill5": "Custom Skill 5", + "customskills": "Custom Skills", + "cybernetics": "Cybernetics", + "damage": "Damage", + "dark": "GM", + "deception": "Deception", + "Deception": "Deception", + "deceptioncun": "Deception (Cun)", + "defense": "Defense", + "demolitionist": "Demolitionist", + "description": "Description", + "description:": "Description:", + "desire:": "Desire:", + "despair": "Despair", + "destination": "Destination", + "details": "Details", + "details:": "Details:", + "dice": "Dice", + "dice:": "Dice:", + "dicendesitnypool": "Dice & Story Point Pool", + "dicepool": "Dice Pool", + "diceroll": "Dice Roll", + "discipline": "Discipline", + "Discipline": "Discipline", + "disciplinewill": "Discipline (Will)", + "displayinskill": "Display in Skill", + "divine": "Divine", + "divinewill": "Divine (Will)", + "dmg": "Dmg", + "downgrade": ":Downgrade", + "dresselliannp": "Dressellian (Non-Primitive)", + "dressellianp": "Dressellian (Primitive)", + "driver": "Driver", + "driving": "Driving", + "drivingag": "Driving (Ag)", + "dropoff": "Dropoff", + "effect:": "Effect:", + "enablecombatsuggestions": "Enable Combat Suggestions?", + "enablegeneralsuggestions": "Enable General Suggestions?", + "encum": "Encum", + "encumbrance": "Encumbrance", + "encumbrancecapacity": "Encumbrance Capacity", + "engaged": "Engaged", + "entertainment": "Entertainment", + "equipment": "Equipment", + "example:": "Example: 1b 1g", + "exampletext": "b -> Blue = Boost,
    blk -> BLacK = Setback,
    g -> Green = Ability,
    y -> Yellow = Proficiency,
    p-> Purple = Difficulty,
    r -> Red = Challenge,
    s = Success, f = Failure,
    a = Advantage, t = Threat", + "expectedsessionstocomplete:": "Expected sessions to complete:", + "extreme": "Extreme", + "eyes:": "Eyes:", + "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:", + "failure": "Failure", + "farm": "Farm", + "fear:": "Fear:", + "fearcheck": "Fear Check?", + "features:": "Features:", + "flaw:": "Flaw:", + "foodstuffs": "Foodstuffs", + "forceplayerupdate": "Force Player Update", + "fore": "Fore", + "gender:": "Gender:", + "generalinfo": "General Info", + "generalinformation": " General Information ", + "generalskills": "General Skills", + "genesysrpg": "Genesys RPG System", + "gmdicepool": "GM Dice Pool", + "gmresources": "GM Resources", + "groupcontacts": "Group Contacts", + "groupcredits:": "Group Money:", + "groupdetails": "Group Details", + "groupdetailstitle": " Group Motivations ", + "groupexpenses:": "Group Expenses:", + "groupname:": "Group Name:", + "groupobligations": "Group Obligations", + "grouppossessions": "Group Possessions", + "groupresources": "Group Resources", + "groupsavings:": "Group Savings:", + "groupsheet": "Group Sheet", + "grouptasks": "Group Tasks", + "gunnery": "Gunnery", + "Gunnery": "Gunnery", + "gunneryagi": "Gunnery (Agi)", + "hair:": "Hair:", + "handling": "Handling", + "hardpoints": "Hard Points", + "hardpoints:": "Hard Points:", + "heal": "Heal", + "height:": "Height:", + "hermit": "Hermit", + "hide": "Hide", + "homestead": "Homestead", + "homesteadname:": "Homestead Name:", + "hook:": "Hook:", + "hp": "HP", + "hulltrauma": "Hull Trauma", + "hulltypeclass:": "Hull Type/Class:", + "hyperdriveprimclass:": "Hyperdrive Primary Class:", + "hyperdrivesecondclass:": "Hyperdrive Backup Class:", + "ifknown": "(if known)", + "illicitmaterials": "Illicit Materials", + "infiltrator": "Infiltrator", + "initiative": "Initiative", + "instructor": "Instructor", + "intellect": "Intellect", + "isitcareer": "Is it in your Career?", + "iteminventory": " Item Inventory ", + "itemss:": "Item(s):", + "keyitems:": "Key Items:", + "knowledge": "Knowledge", + "knowledgeint": "Knowledge (Int)", + "knowledgeskills": "Knowledge Skills", + "leadership": "Leadership", + "Leadership": "Leadership", + "leadershippre": "Leadership (Pr)", + "legal": "Legal?", + "light": "Players", + "location": "Location", + "location:": "Location:", + "long": "Long", + "lore": "Lore", + "Lore": "Lore", + "loreint": "Lore (Int)", + "lowtech": "Low Tech", + "magicskills": "Magic Skills", + "magnitude:": "Magnitude:", + "major": "Major", + "makemodel": "Make / Model", + "makemodel:": "Make / Model:", + "manufacturer:": "Manufacturer:", + "max": "Max", + "maxaltitude:": "Maximum Altitude:", + "maybe": "Maybe?", + "Mechanics": "Mechanics", + "mechanics": "Mechanics", + "mechanicsint": "Mechanics (Int)", + "medecine": "Medecine", + "Medecine": "Medecine", + "medecineint": "Medicine (Int)", + "medic": "Medic", + "medium": "Medium", + "meetingcenter": "Meeting Center", + "melee": "Melee", + "Melee": "Melee", + "meleelight": "Melee - Light (Br)", + "MeleeLight": "Melee - Light (Br)", + "meleeheavy": "Melee - Heavy (Br)", + "MeleeHeavy": "Melee - Heavy (Br)", + "meleeshort": "Melee", + "meleebr": "Melee (Br)", + "meleelightbr": "Melee (Light) (Br)", + "meleeheavybr": "Melee (Heavy) (Br)", + "mercenarysoldier": "Mercenary Soldier", + "metals": "Metals", + "midtech": "Mid Tech", + "mine": "Mine", + "minerals": "Minerals", + "minion": "Minion", + "miniongroupsize:": "Minion Group Size:", + "minionrivalnemesis": "(Minion, Rival, or Nemesis)", + "minor": "Minor", + "miscinfo": "Misc Info", + "missioncontacts:": "Mission Contacts:", + "missiondetails": "Mission Details", + "missionobjectives:": "Mission Objectives:", + "missiontasknumber:": "Mission/Task Number:", + "missiontype:": "Mission Type:", + "modder": "Modder", + "moderate": "Moderate", + "modifications": "Modifications", + "modifiers": "Modifiers", + "modifiers:": "Modifiers:", + "mods": "Mods", + "money:": "Money:", + "morality": "Morality", + "morality:": "Morality:", + "moreinfo": "For more information on this version visit:", + "motivations": "Motivations", + "name": "Name", + "name:": "Name:", + "navicomputer:": "Navicomputer:", + "navigator": "Navigator", + "needhelp": "Need Help?", + "negotiation": "Negotiation", + "Negotiation": "Negotiation", + "negotiationpr": "Negotiation (Pr)", + "nemesis": "Nemesis", + "new": "New", + "no": "No", + "noinprogress": "No - In Progress", + "none": "None", + "nonostarted": "No - Not Started", + "noskill": "No Skill", + "notablefeatures": "Notable Features", + "notes": "   Notes   ", + "notes:": "Notes:", + "npc": "NPC", + "npcinfo": "NPC Info", + "npclist": "NPC List", + "npcname": "NPC Name", + "npcroll:": "NPC Roll:", + "npcs": "NPCs", + "npcsheet": "NPC Sheet", + "npctitle": " NPC ", + "npctype:": "NPC Type:", + "number": "Number", + "numberofupgrades:": "Number of Upgrades:", + "off": "Off", + "on": "On", + "operating": "Operating", + "operatingint": "Operating (Int)", + "option": "Option", + "other": "Other", + "othergear": "Other Gear", + "otherinformations": "Other Information", + "otherskills": "Other Skills", + "overview:": "Overview:", + "page:": "Page:", + "partycareerskill:": "Party Career Skill:", + "passengername": "Passenger Name", + "passengers": "Passengers", + "passive": "Passive", + "pc": "PC", + "peacekeeper": "Peace Keeper", + "perception": "Perception", + "Perception": "Perception", + "perceptioncun": "Perception (Cun)", + "performer": "Performer", + "personalarmor": "Armor", + "personalgear": "Personal Gear", + "pettycash:": "Petty Cash:", + "pickup": "Pickup", + "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)", + "Piloting": "Piloting", + "piloting": "Piloting", + "pilotingag": "Piloting (Ag)", + "planet:": "Planet:", + "planetary": " Vehicle ", + "planetaryvehiculecritical": "Vehicle Critical", + "planetaryvehiculedetails": "Vehicle Details", + "player:": "Player:", + "playergroupsheet": " Group Information ", + "playername": "Player Name:", + "port": "Port", + "positionrole:": "Position/Role:", + "powers": "Powers", + "powername": "Power Name", + "powersummary": "Power Summary", + "presence": "Presence", + "primal": "Primal", + "primalcun": "Primal (Cun)", + "qualities:": "Qualities:", + "quantity": "Quantity", + "ranch": "Ranch", + "range": "Range", + "range:": "Range:", + "ranged": "Ranged", + "rangedheavy": "Ranged - Heavy", + "rangedag": "Ranged (Ag)", + "Ranged - Heavy": "Ranged - Heavy", + "rangedheavyag": "Ranged - Heavy (Ag)", + "rangedlight": "Ranged - Light", + "Ranged - Light": "Ranged - Light", + "rangedlightag": "Ranged - Light (Ag)", + "rangeskill": "Range/Skill", + "rank": "Rank", + "rank:": "Rank:", + "rarity": "Rarity", + "rarity:": "Rarity:", + "rebelbase": "Base Info", + "rebelbasename:": "Base Name:", + "recruit": "Recruit", + "repair": "Repair", + "resilience": "Resilience", + "Resilience": "Resilience", + "resiliencebr": "Resilience (Br)", + "restricted:": "Restricted:", + "results": "Results", + "retail": "Retail", + "rewardgiven:": "Rewards Given:", + "rewards": "Rewards", + "rewardss": "Reward(s)", + "ridingag": "Riding (Ag)", + "riding": "Riding", + "Riding": "Riding", + "ridingbeastdetails": "Riding Beast Details", + "rival": "Rival", + "role": "Role", + "rollcritical": "Roll Critical", + "rolldestiny": "Roll Destiny", + "rune": "Rune", + "runeint": "Rune (Int)", + "safehouse": "Safe House", + "sensorrange:": "Sensor Range:", + "service": "Service", + "setting": "Setting", + "setting:": "Setting:", + "settings": " Settings ", + "setting-speciesdescription:": "Description", + "setting-speciesname:": "Name", + "settinginfo": "Genre/Setting Tropes and Themes", + "settingtitle": "Setting Worksheet", + "settingtitle2": " Setting Worksheet ", + "settingtitle-setting": "Setting", + "settingtitle-faction": "Factions and Organizations", + "settingtitle-genre": "Genre/Setting Tropes and Themes", + "settingtitle-movers": "Movers and Shakers", + "settingtitle-skills": "Setting Specific Skills", + "settingtitle-species": "Major Species Types", + "setting-speciesdescription": "Description", + "settingtitle-tech": "Tech Level", + "setup:": "Setup:", + "shadow": "Shadow", + "shakers:": "Who are the major personalities in the setting, and what are their objectives?:", + "sharedresources": " Shared Resources  ", + "shipscomplement:": "Ship's Complement:", + "short": "Short", + "showskillhide": "Show Hide Skill Options", + "showsuggestionsbutton": "Show Suggestions Button", + "signatureablities": "Signature Abilities", + "silhouette": "Silhouette", + "skill": "Skill", + "skill:": "Skill:", + "skilllist": "Skill List", + "skillname": "Skill Name", + "skills": "Skills", + "skillstitle": "   Skills   ", + "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ", + "skillsuggestions": "Skill Suggestions", + "skillsuggestionsdisplay": "Skill Suggestions Display", + "skulduggery": "Skulduggery", + "Skulduggery": "Skulduggery", + "skulduggerycun": "Skulduggery (Cun)", + "soak": "Soak", + "socialskills": "Social Skills", + "soldier": "Soldier", + "spacestation": "Space Station", + "spacevehiculedetails": "Space Vehicle Details", + "special:": "Special:", + "specialization": "Specialization", + "specializationattached": "Specialization attached?", + "species:": "Archetype/Species:", + "specificdetails": "Specific Details", + "speed": "Speed", + "spendingsuggestions": "Spending Suggestions", + "spy": "Spy", + "starboard": "Starboard", + "starfighterace": "Starfighter Ace", + "starship": " Spaceship ", + "starshipcritical": "Starship Critical", + "stats": "Stats", + "stealth": "Stealth", + "Stealth": "Stealth", + "stealthag": "Stealth (Ag)", + "storypointpool": "Story Point Pool", + "strain": "Strain", + "streetwise": "Streetwise", + "Streetwise": "Streetwise", + "streetwisecun": "Streetwise (Cun)", + "strength:": "Strength:", + "strenghdetails:": "Strength Details:", + "success": "Success", + "summary": "Summary", + "survival": "Survival", + "Survival": "Survival", + "survivalcun": "Survival (Cun)", + "survivalist": "Survivalist", + "syncpoolgm": "Sync Pool with GM", + "sysstrain": "Sys Strain", + "talentsandabilities": "Talents & Abilities", + "talentsandspecialabilities": "Talents and Special Abilities", + "task:": "Task:", + "terrain:": "Terrain:", + "threshold": "Threshold", + "tier": "Tier", + "tier:": "Tier:", + "timeshandled:": "Times Handled:", + "timeshandledstrengh:": "Times Handled (Strength):", + "timeshandledweakness:": "Times Handled (Weakness):", + "timestriggered:": "Times Triggered:", + "threat": "Threat", + "tone:": "Tone:", + "toolname": "Tool Name", + "tools": "Tools", + "totalxp": "Total XP:", + "trainingcamp": "Training Camp", + "triumph": "Triumph", + "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:", + "tropesexclude:": "What Tropes/Themes are you excluding?:", + "tropessubvert:": "What Tropes/Themes are you subverting?:", + "type": "Type", + "type:": "Type:", + "upgrade": "    Upgrade:", + "upgrades": "Upgrades", + "upgradetype:": "Upgrade Type:", + "usedarkside": "Use GM Story Point →", + "uselight": "← Use Player Story Point", + "value": "Value", + "value:": "Value:", + "vehiculesheet": "Vehicle Sheet", + "vehiculetypemodel:": "Vehicle Type/Model:", + "verse": "Verse", + "versepre": "Verse (Pre)", + "viewattachments": "View Attachments", + "viewupgrades": "View Upgrades", + "vigilance": "Vigilance", + "Vigilance": "Vigilance", + "vigilanceifunexpected": "Vigilance (if unexpected):", + "vigilancewill": "Vigilance (Will)", + "visitforum:": "Visit the forum:", + "visitwiki:": "Visit the wiki:", + "wanted": "Wanted?", + "weaknessdetails:": "Weakness Details:", + "weapon": "Weapon", + "weaponname": "Weapon Name", + "weapons": "Weapons", + "weapontype:": "Weapon Type:", + "whatkindofslot": "What kind of Initiative Slot?", + "whispergm": "Whisper GM", + "willpower": "Willpower", + "wounds": "Wounds", + "world:": "World:", + "xpcost": "XP Cost", + "xpcost:": "XP Cost:", + "yes": "Yes", + "yescompleted": "Yes - Completed", + "yesfailed": "Yes - Failed" +} \ No newline at end of file diff --git a/Genesys-RPG/translations/ca.json b/Genesys-RPG/translations/ca.json new file mode 100644 index 0000000000..013e0aca9b --- /dev/null +++ b/Genesys-RPG/translations/ca.json @@ -0,0 +1,565 @@ +{ + "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "magic-skills-list": "arcane,divine,primal", + "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy", + "social-skills-list": "charm,coercion,deception,leadership,negotiation", + "knowledge-skills-list": "knowledge", + "abilities": "Abilities", + "abilityname": "Ability Name", + "abilitysummary": "Ability Summary", + "active": "Active", + "actualtocomplete:": "Actual sessions to complete:", + "addcritical": "Add Critical", + "addingdice": "Adding Dice", + "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.", + "advantage": "Advantage", + "aft": "Aft", + "age:": "Age:", + "aggressor": "Aggressor", + "agility": "Agility", + "agitator": "Agitator", + "alchemy": "Alchemy", + "alchemyint": "Alchemy (Int)", + "all": "Personnage", + "arc": "Arc", + "Arcana": "Arcana", + "arcana": "Arcana", + "arcanaint": "Arcana (Int)", + "Arcanaint": "Arcana (Int)", + "archaeologist": "Archaeologist", + "armor": "Armor", + "assetsnresources": "Assets & Resources", + "assignedby:": "Assigned By:", + "assignment": "Assignment", + "assignmentsandtasks": "Assignments and Tasks", + "Alchemy": "Alchemy", + "astrocartography": "Astrocartography", + "Astrogation": "Astrocartography", + "astrogation": "Astrocartography", + "astrogationint": "Astrocartography (Int)", + "atarustriker": "Ataru Striker", + "Athletics": "Athletics", + "athletics": "Athletics", + "athleticsbr": "Athletics (Br)", + "attachmentname": "Attachment Name", + "attachments": "Attachments", + "attacks": "Attacks", + "availablexp": "Available XP:", + "bardottan": "Bardottan", + "basemodifiers": "Base Modifiers", + "baseofoperations": " Base of Operations  ", + "basesetting:": "Base Setting/Genre:", + "basexp:": "Base XP:", + "beast": " Riding Animal ", + "beastcriticalinjuries": "Beast Critical Injuries", + "bonus": "Bonus", + "bonusdescription": "Bonus/Description", + "bonusxpmotivation:": "Bonus XP (Motivation):", + "bonusxproleplaying:": "Bonus XP (Role Playing):", + "booknpage": "Book & Page", + "booknpage:": "Book & Page:", + "brawl": "Brawl", + "Brawl": "Brawl", + "brawlbr": "Brawl (Br)", + "brawn": "Brawn", + "build:": "Build:", + "business": "Business", + "businessname:": "Business Name:", + "campaigndetails": " Campaign Details ", + "capacity": "Capacity", + "career": "Career", + "career:": "Career:", + "cargohold": "Cargo Hold", + "cargotype": "Cargo Type", + "category:": "Category:", + "categorydesire:": "Desire:", + "categoryfear:": "Fear:", + "categorystrength:": "Strength:", + "categoryflaw:": "Flaw:", + "char": "Char", + "characinfo": " Character Info ", + "character": "Character", + "character:": "Character:", + "characterduties": "Character Duties", + "charactergroupobligations": "Character/Group Obligations", + "characteristics": "Characteristics", + "charactermoralities": "Character Moralities", + "charactermotivation": "Character Motivations", + "charactername": "Character Name", + "charactersheet": "Character Sheet", + "charm": "Charm", + "Charm": "Charm", + "charmpr": "Charm (Pr)", + "city:": "City:", + "clearpool": "Clear Pool", + "close": "Close", + "Coercion": "Coercion", + "coercion": "Coercion", + "coercionwill": "Coercion (Will)", + "combat": "  Weapons, Talents, & Powers  ", + "combatskills": "Combat Skills", + "commited": "Committed", + "companion": "Companion", + "companioninfo": " Companion Info ", + "companionsheet": "Companion Sheet", + "completed:": "Completed?:", + "computerint": "Computers (Int)", + "Computers": "Computers", + "computers": "Computers", + "condition:": "Condition:", + "conflict:": "Conflict:", + "consumables:": "Consumables:", + "continent:": "Continent:", + "contributionrank:": "Contribution Rank:", + "cool": "Cool", + "Cool": "Cool", + "coolifprepared": "Cool (if prepared):", + "coolpr": "Cool (Pr)", + "coordination": "Coordination", + "Coordination": "Coordination", + "coordinationag": "Coordination (Ag)", + "coretype:": "Core Type:", + "correllianhuman": "Corellian Human", + "cost:": "Cost:", + "credits:": "Money:", + "crew:": "Crew:", + "crewroles": "Crew Roles", + "crit": "Crit", + "critical": "Critical", + "criticalhits": " Critical Hits ", + "criticalinjuries": "Critical Injuries", + "criticalnumber:": "Critical number:", + "criticalrolloffset:": "Critical roll offset:", + "critinj": " Critical Injuries ", + "cunning": "Cunning", + "current": "Current", + "currentencumbrance": "Current Encumbrance", + "currentlocation:": "Current Location:", + "custom": "Custom", + "customskill1": "Custom Skill 1", + "customskill2": "Custom Skill 2", + "customskill3": "Custom Skill 3", + "customskill4": "Custom Skill 4", + "customskill5": "Custom Skill 5", + "customskills": "Custom Skills", + "cybernetics": "Cybernetics", + "damage": "Damage", + "dark": "GM", + "deception": "Deception", + "Deception": "Deception", + "deceptioncun": "Deception (Cun)", + "defense": "Defense", + "demolitionist": "Demolitionist", + "description": "Description", + "description:": "Description:", + "desire:": "Desire:", + "despair": "Despair", + "destination": "Destination", + "details": "Details", + "details:": "Details:", + "dice": "Dice", + "dice:": "Dice:", + "dicendesitnypool": "Dice & Story Point Pool", + "dicepool": "Dice Pool", + "diceroll": "Dice Roll", + "discipline": "Discipline", + "Discipline": "Discipline", + "disciplinewill": "Discipline (Will)", + "displayinskill": "Display in Skill", + "divine": "Divine", + "divinewill": "Divine (Will)", + "dmg": "Dmg", + "downgrade": ":Downgrade", + "dresselliannp": "Dressellian (Non-Primitive)", + "dressellianp": "Dressellian (Primitive)", + "driver": "Driver", + "driving": "Driving", + "drivingag": "Driving (Ag)", + "dropoff": "Dropoff", + "effect:": "Effect:", + "enablecombatsuggestions": "Enable Combat Suggestions?", + "enablegeneralsuggestions": "Enable General Suggestions?", + "encum": "Encum", + "encumbrance": "Encumbrance", + "encumbrancecapacity": "Encumbrance Capacity", + "engaged": "Engaged", + "entertainment": "Entertainment", + "equipment": "Equipment", + "example:": "Example: 1b 1g", + "exampletext": "b -> Blue = Boost,
    blk -> BLacK = Setback,
    g -> Green = Ability,
    y -> Yellow = Proficiency,
    p-> Purple = Difficulty,
    r -> Red = Challenge,
    s = Success, f = Failure,
    a = Advantage, t = Threat", + "expectedsessionstocomplete:": "Expected sessions to complete:", + "extreme": "Extreme", + "eyes:": "Eyes:", + "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:", + "failure": "Failure", + "farm": "Farm", + "fear:": "Fear:", + "fearcheck": "Fear Check?", + "features:": "Features:", + "flaw:": "Flaw:", + "foodstuffs": "Foodstuffs", + "forceplayerupdate": "Force Player Update", + "fore": "Fore", + "gender:": "Gender:", + "generalinfo": "General Info", + "generalinformation": " General Information ", + "generalskills": "General Skills", + "genesysrpg": "Genesys RPG System", + "gmdicepool": "GM Dice Pool", + "gmresources": "GM Resources", + "groupcontacts": "Group Contacts", + "groupcredits:": "Group Money:", + "groupdetails": "Group Details", + "groupdetailstitle": " Group Motivations ", + "groupexpenses:": "Group Expenses:", + "groupname:": "Group Name:", + "groupobligations": "Group Obligations", + "grouppossessions": "Group Possessions", + "groupresources": "Group Resources", + "groupsavings:": "Group Savings:", + "groupsheet": "Group Sheet", + "grouptasks": "Group Tasks", + "gunnery": "Gunnery", + "Gunnery": "Gunnery", + "gunneryagi": "Gunnery (Agi)", + "hair:": "Hair:", + "handling": "Handling", + "hardpoints": "Hard Points", + "hardpoints:": "Hard Points:", + "heal": "Heal", + "height:": "Height:", + "hermit": "Hermit", + "hide": "Hide", + "homestead": "Homestead", + "homesteadname:": "Homestead Name:", + "hook:": "Hook:", + "hp": "HP", + "hulltrauma": "Hull Trauma", + "hulltypeclass:": "Hull Type/Class:", + "hyperdriveprimclass:": "Hyperdrive Primary Class:", + "hyperdrivesecondclass:": "Hyperdrive Backup Class:", + "ifknown": "(if known)", + "illicitmaterials": "Illicit Materials", + "infiltrator": "Infiltrator", + "initiative": "Initiative", + "instructor": "Instructor", + "intellect": "Intellect", + "isitcareer": "Is it in your Career?", + "iteminventory": " Item Inventory ", + "itemss:": "Item(s):", + "keyitems:": "Key Items:", + "knowledge": "Knowledge", + "knowledgeint": "Knowledge (Int)", + "knowledgeskills": "Knowledge Skills", + "leadership": "Leadership", + "Leadership": "Leadership", + "leadershippre": "Leadership (Pr)", + "legal": "Legal?", + "light": "Players", + "location": "Location", + "location:": "Location:", + "long": "Long", + "lore": "Lore", + "Lore": "Lore", + "loreint": "Lore (Int)", + "lowtech": "Low Tech", + "magicskills": "Magic Skills", + "magnitude:": "Magnitude:", + "major": "Major", + "makemodel": "Make / Model", + "makemodel:": "Make / Model:", + "manufacturer:": "Manufacturer:", + "max": "Max", + "maxaltitude:": "Maximum Altitude:", + "maybe": "Maybe?", + "Mechanics": "Mechanics", + "mechanics": "Mechanics", + "mechanicsint": "Mechanics (Int)", + "medecine": "Medecine", + "Medecine": "Medecine", + "medecineint": "Medicine (Int)", + "medic": "Medic", + "medium": "Medium", + "meetingcenter": "Meeting Center", + "melee": "Melee", + "Melee": "Melee", + "meleelight": "Melee - Light (Br)", + "MeleeLight": "Melee - Light (Br)", + "meleeheavy": "Melee - Heavy (Br)", + "MeleeHeavy": "Melee - Heavy (Br)", + "meleeshort": "Melee", + "meleebr": "Melee (Br)", + "meleelightbr": "Melee (Light) (Br)", + "meleeheavybr": "Melee (Heavy) (Br)", + "mercenarysoldier": "Mercenary Soldier", + "metals": "Metals", + "midtech": "Mid Tech", + "mine": "Mine", + "minerals": "Minerals", + "minion": "Minion", + "miniongroupsize:": "Minion Group Size:", + "minionrivalnemesis": "(Minion, Rival, or Nemesis)", + "minor": "Minor", + "miscinfo": "Misc Info", + "missioncontacts:": "Mission Contacts:", + "missiondetails": "Mission Details", + "missionobjectives:": "Mission Objectives:", + "missiontasknumber:": "Mission/Task Number:", + "missiontype:": "Mission Type:", + "modder": "Modder", + "moderate": "Moderate", + "modifications": "Modifications", + "modifiers": "Modifiers", + "modifiers:": "Modifiers:", + "mods": "Mods", + "money:": "Money:", + "morality": "Morality", + "morality:": "Morality:", + "moreinfo": "For more information on this version visit:", + "motivations": "Motivations", + "name": "Name", + "name:": "Name:", + "navicomputer:": "Navicomputer:", + "navigator": "Navigator", + "needhelp": "Need Help?", + "negotiation": "Negotiation", + "Negotiation": "Negotiation", + "negotiationpr": "Negotiation (Pr)", + "nemesis": "Nemesis", + "new": "New", + "no": "No", + "noinprogress": "No - In Progress", + "none": "None", + "nonostarted": "No - Not Started", + "noskill": "No Skill", + "notablefeatures": "Notable Features", + "notes": "   Notes   ", + "notes:": "Notes:", + "npc": "NPC", + "npcinfo": "NPC Info", + "npclist": "NPC List", + "npcname": "NPC Name", + "npcroll:": "NPC Roll:", + "npcs": "NPCs", + "npcsheet": "NPC Sheet", + "npctitle": " NPC ", + "npctype:": "NPC Type:", + "number": "Number", + "numberofupgrades:": "Number of Upgrades:", + "off": "Off", + "on": "On", + "operating": "Operating", + "operatingint": "Operating (Int)", + "option": "Option", + "other": "Other", + "othergear": "Other Gear", + "otherinformations": "Other Information", + "otherskills": "Other Skills", + "overview:": "Overview:", + "page:": "Page:", + "partycareerskill:": "Party Career Skill:", + "passengername": "Passenger Name", + "passengers": "Passengers", + "passive": "Passive", + "pc": "PC", + "peacekeeper": "Peace Keeper", + "perception": "Perception", + "Perception": "Perception", + "perceptioncun": "Perception (Cun)", + "performer": "Performer", + "personalarmor": "Armor", + "personalgear": "Personal Gear", + "pettycash:": "Petty Cash:", + "pickup": "Pickup", + "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)", + "Piloting": "Piloting", + "piloting": "Piloting", + "pilotingag": "Piloting (Ag)", + "planet:": "Planet:", + "planetary": " Vehicle ", + "planetaryvehiculecritical": "Vehicle Critical", + "planetaryvehiculedetails": "Vehicle Details", + "player:": "Player:", + "playergroupsheet": " Group Information ", + "playername": "Player Name:", + "port": "Port", + "positionrole:": "Position/Role:", + "powers": "Powers", + "powername": "Power Name", + "powersummary": "Power Summary", + "presence": "Presence", + "primal": "Primal", + "primalcun": "Primal (Cun)", + "qualities:": "Qualities:", + "quantity": "Quantity", + "ranch": "Ranch", + "range": "Range", + "range:": "Range:", + "ranged": "Ranged", + "rangedheavy": "Ranged - Heavy", + "rangedag": "Ranged (Ag)", + "Ranged - Heavy": "Ranged - Heavy", + "rangedheavyag": "Ranged - Heavy (Ag)", + "rangedlight": "Ranged - Light", + "Ranged - Light": "Ranged - Light", + "rangedlightag": "Ranged - Light (Ag)", + "rangeskill": "Range/Skill", + "rank": "Rank", + "rank:": "Rank:", + "rarity": "Rarity", + "rarity:": "Rarity:", + "rebelbase": "Base Info", + "rebelbasename:": "Base Name:", + "recruit": "Recruit", + "repair": "Repair", + "resilience": "Resilience", + "Resilience": "Resilience", + "resiliencebr": "Resilience (Br)", + "restricted:": "Restricted:", + "results": "Results", + "retail": "Retail", + "rewardgiven:": "Rewards Given:", + "rewards": "Rewards", + "rewardss": "Reward(s)", + "ridingag": "Riding (Ag)", + "riding": "Riding", + "Riding": "Riding", + "ridingbeastdetails": "Riding Beast Details", + "rival": "Rival", + "role": "Role", + "rollcritical": "Roll Critical", + "rolldestiny": "Roll Destiny", + "safehouse": "Safe House", + "sensorrange:": "Sensor Range:", + "service": "Service", + "setting": "Setting", + "setting:": "Setting:", + "settings": " Settings ", + "setting-speciesdescription:": "Description", + "setting-speciesname:": "Name", + "settinginfo": "Genre/Setting Tropes and Themes", + "settingtitle": "Setting Worksheet", + "settingtitle2": " Setting Worksheet ", + "settingtitle-setting": "Setting", + "settingtitle-faction": "Factions and Organizations", + "settingtitle-genre": "Genre/Setting Tropes and Themes", + "settingtitle-movers": "Movers and Shakers", + "settingtitle-skills": "Setting Specific Skills", + "settingtitle-species": "Major Species Types", + "setting-speciesdescription": "Description", + "settingtitle-tech": "Tech Level", + "setup:": "Setup:", + "shadow": "Shadow", + "shakers:": "Who are the major personalities in the setting, and what are their objectives?:", + "sharedresources": " Shared Resources  ", + "shipscomplement:": "Ship's Complement:", + "short": "Short", + "showskillhide": "Show Hide Skill Options", + "showsuggestionsbutton": "Show Suggestions Button", + "signatureablities": "Signature Abilities", + "silhouette": "Silhouette", + "skill": "Skill", + "skill:": "Skill:", + "skilllist": "Skill List", + "skillname": "Skill Name", + "skills": "Skills", + "skillstitle": "   Skills   ", + "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ", + "skillsuggestions": "Skill Suggestions", + "skillsuggestionsdisplay": "Skill Suggestions Display", + "skulduggery": "Skulduggery", + "Skulduggery": "Skulduggery", + "skulduggerycun": "Skulduggery (Cun)", + "soak": "Soak", + "socialskills": "Social Skills", + "soldier": "Soldier", + "spacestation": "Space Station", + "spacevehiculedetails": "Space Vehicle Details", + "special:": "Special:", + "specialization": "Specialization", + "specializationattached": "Specialization attached?", + "species:": "Archetype/Species:", + "specificdetails": "Specific Details", + "speed": "Speed", + "spendingsuggestions": "Spending Suggestions", + "spy": "Spy", + "starboard": "Starboard", + "starfighterace": "Starfighter Ace", + "starship": " Spaceship ", + "starshipcritical": "Starship Critical", + "stats": "Stats", + "stealth": "Stealth", + "Stealth": "Stealth", + "stealthag": "Stealth (Ag)", + "storypointpool": "Story Point Pool", + "strain": "Strain", + "streetwise": "Streetwise", + "Streetwise": "Streetwise", + "streetwisecun": "Streetwise (Cun)", + "strength:": "Strength:", + "strenghdetails:": "Strength Details:", + "success": "Success", + "summary": "Summary", + "survival": "Survival", + "Survival": "Survival", + "survivalcun": "Survival (Cun)", + "survivalist": "Survivalist", + "syncpoolgm": "Sync Pool with GM", + "sysstrain": "Sys Strain", + "talentsandabilities": "Talents & Abilities", + "talentsandspecialabilities": "Talents and Special Abilities", + "task:": "Task:", + "terrain:": "Terrain:", + "threshold": "Threshold", + "tier": "Tier", + "tier:": "Tier:", + "timeshandled:": "Times Handled:", + "timeshandledstrengh:": "Times Handled (Strength):", + "timeshandledweakness:": "Times Handled (Weakness):", + "timestriggered:": "Times Triggered:", + "threat": "Threat", + "tone:": "Tone:", + "toolname": "Tool Name", + "tools": "Tools", + "totalxp": "Total XP:", + "trainingcamp": "Training Camp", + "triumph": "Triumph", + "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:", + "tropesexclude:": "What Tropes/Themes are you excluding?:", + "tropessubvert:": "What Tropes/Themes are you subverting?:", + "type": "Type", + "type:": "Type:", + "upgrade": "    Upgrade:", + "upgrades": "Upgrades", + "upgradetype:": "Upgrade Type:", + "usedarkside": "Use GM Story Point →", + "uselight": "← Use Player Story Point", + "value": "Value", + "value:": "Value:", + "vehiculesheet": "Vehicle Sheet", + "vehiculetypemodel:": "Vehicle Type/Model:", + "viewattachments": "View Attachments", + "viewupgrades": "View Upgrades", + "vigilance": "Vigilance", + "Vigilance": "Vigilance", + "vigilanceifunexpected": "Vigilance (if unexpected):", + "vigilancewill": "Vigilance (Will)", + "visitforum:": "Visit the forum:", + "visitwiki:": "Visit the wiki:", + "wanted": "Wanted?", + "weaknessdetails:": "Weakness Details:", + "weapon": "Weapon", + "weaponname": "Weapon Name", + "weapons": "Weapons", + "weapontype:": "Weapon Type:", + "whatkindofslot": "What kind of Initiative Slot?", + "whispergm": "Whisper GM", + "willpower": "Willpower", + "wounds": "Wounds", + "world:": "World:", + "xpcost": "XP Cost", + "xpcost:": "XP Cost:", + "yes": "Yes", + "yescompleted": "Yes - Completed", + "yesfailed": "Yes - Failed" +} \ No newline at end of file diff --git a/Genesys-RPG/translations/hu.json b/Genesys-RPG/translations/hu.json new file mode 100644 index 0000000000..013e0aca9b --- /dev/null +++ b/Genesys-RPG/translations/hu.json @@ -0,0 +1,565 @@ +{ + "general-skills-list": "alchemy,astrocartography,athletics,computers,cool,coordination,discipline,driving,mechanics,medicine,operating,perception,piloting,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "magic-skills-list": "arcane,divine,primal", + "combat-skills-list": "brawl,gunnery,melee,meleelight,meleeheavy,ranged,rangedlight,rangedheavy", + "social-skills-list": "charm,coercion,deception,leadership,negotiation", + "knowledge-skills-list": "knowledge", + "abilities": "Abilities", + "abilityname": "Ability Name", + "abilitysummary": "Ability Summary", + "active": "Active", + "actualtocomplete:": "Actual sessions to complete:", + "addcritical": "Add Critical", + "addingdice": "Adding Dice", + "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.", + "advantage": "Advantage", + "aft": "Aft", + "age:": "Age:", + "aggressor": "Aggressor", + "agility": "Agility", + "agitator": "Agitator", + "alchemy": "Alchemy", + "alchemyint": "Alchemy (Int)", + "all": "Personnage", + "arc": "Arc", + "Arcana": "Arcana", + "arcana": "Arcana", + "arcanaint": "Arcana (Int)", + "Arcanaint": "Arcana (Int)", + "archaeologist": "Archaeologist", + "armor": "Armor", + "assetsnresources": "Assets & Resources", + "assignedby:": "Assigned By:", + "assignment": "Assignment", + "assignmentsandtasks": "Assignments and Tasks", + "Alchemy": "Alchemy", + "astrocartography": "Astrocartography", + "Astrogation": "Astrocartography", + "astrogation": "Astrocartography", + "astrogationint": "Astrocartography (Int)", + "atarustriker": "Ataru Striker", + "Athletics": "Athletics", + "athletics": "Athletics", + "athleticsbr": "Athletics (Br)", + "attachmentname": "Attachment Name", + "attachments": "Attachments", + "attacks": "Attacks", + "availablexp": "Available XP:", + "bardottan": "Bardottan", + "basemodifiers": "Base Modifiers", + "baseofoperations": " Base of Operations  ", + "basesetting:": "Base Setting/Genre:", + "basexp:": "Base XP:", + "beast": " Riding Animal ", + "beastcriticalinjuries": "Beast Critical Injuries", + "bonus": "Bonus", + "bonusdescription": "Bonus/Description", + "bonusxpmotivation:": "Bonus XP (Motivation):", + "bonusxproleplaying:": "Bonus XP (Role Playing):", + "booknpage": "Book & Page", + "booknpage:": "Book & Page:", + "brawl": "Brawl", + "Brawl": "Brawl", + "brawlbr": "Brawl (Br)", + "brawn": "Brawn", + "build:": "Build:", + "business": "Business", + "businessname:": "Business Name:", + "campaigndetails": " Campaign Details ", + "capacity": "Capacity", + "career": "Career", + "career:": "Career:", + "cargohold": "Cargo Hold", + "cargotype": "Cargo Type", + "category:": "Category:", + "categorydesire:": "Desire:", + "categoryfear:": "Fear:", + "categorystrength:": "Strength:", + "categoryflaw:": "Flaw:", + "char": "Char", + "characinfo": " Character Info ", + "character": "Character", + "character:": "Character:", + "characterduties": "Character Duties", + "charactergroupobligations": "Character/Group Obligations", + "characteristics": "Characteristics", + "charactermoralities": "Character Moralities", + "charactermotivation": "Character Motivations", + "charactername": "Character Name", + "charactersheet": "Character Sheet", + "charm": "Charm", + "Charm": "Charm", + "charmpr": "Charm (Pr)", + "city:": "City:", + "clearpool": "Clear Pool", + "close": "Close", + "Coercion": "Coercion", + "coercion": "Coercion", + "coercionwill": "Coercion (Will)", + "combat": "  Weapons, Talents, & Powers  ", + "combatskills": "Combat Skills", + "commited": "Committed", + "companion": "Companion", + "companioninfo": " Companion Info ", + "companionsheet": "Companion Sheet", + "completed:": "Completed?:", + "computerint": "Computers (Int)", + "Computers": "Computers", + "computers": "Computers", + "condition:": "Condition:", + "conflict:": "Conflict:", + "consumables:": "Consumables:", + "continent:": "Continent:", + "contributionrank:": "Contribution Rank:", + "cool": "Cool", + "Cool": "Cool", + "coolifprepared": "Cool (if prepared):", + "coolpr": "Cool (Pr)", + "coordination": "Coordination", + "Coordination": "Coordination", + "coordinationag": "Coordination (Ag)", + "coretype:": "Core Type:", + "correllianhuman": "Corellian Human", + "cost:": "Cost:", + "credits:": "Money:", + "crew:": "Crew:", + "crewroles": "Crew Roles", + "crit": "Crit", + "critical": "Critical", + "criticalhits": " Critical Hits ", + "criticalinjuries": "Critical Injuries", + "criticalnumber:": "Critical number:", + "criticalrolloffset:": "Critical roll offset:", + "critinj": " Critical Injuries ", + "cunning": "Cunning", + "current": "Current", + "currentencumbrance": "Current Encumbrance", + "currentlocation:": "Current Location:", + "custom": "Custom", + "customskill1": "Custom Skill 1", + "customskill2": "Custom Skill 2", + "customskill3": "Custom Skill 3", + "customskill4": "Custom Skill 4", + "customskill5": "Custom Skill 5", + "customskills": "Custom Skills", + "cybernetics": "Cybernetics", + "damage": "Damage", + "dark": "GM", + "deception": "Deception", + "Deception": "Deception", + "deceptioncun": "Deception (Cun)", + "defense": "Defense", + "demolitionist": "Demolitionist", + "description": "Description", + "description:": "Description:", + "desire:": "Desire:", + "despair": "Despair", + "destination": "Destination", + "details": "Details", + "details:": "Details:", + "dice": "Dice", + "dice:": "Dice:", + "dicendesitnypool": "Dice & Story Point Pool", + "dicepool": "Dice Pool", + "diceroll": "Dice Roll", + "discipline": "Discipline", + "Discipline": "Discipline", + "disciplinewill": "Discipline (Will)", + "displayinskill": "Display in Skill", + "divine": "Divine", + "divinewill": "Divine (Will)", + "dmg": "Dmg", + "downgrade": ":Downgrade", + "dresselliannp": "Dressellian (Non-Primitive)", + "dressellianp": "Dressellian (Primitive)", + "driver": "Driver", + "driving": "Driving", + "drivingag": "Driving (Ag)", + "dropoff": "Dropoff", + "effect:": "Effect:", + "enablecombatsuggestions": "Enable Combat Suggestions?", + "enablegeneralsuggestions": "Enable General Suggestions?", + "encum": "Encum", + "encumbrance": "Encumbrance", + "encumbrancecapacity": "Encumbrance Capacity", + "engaged": "Engaged", + "entertainment": "Entertainment", + "equipment": "Equipment", + "example:": "Example: 1b 1g", + "exampletext": "b -> Blue = Boost,
    blk -> BLacK = Setback,
    g -> Green = Ability,
    y -> Yellow = Proficiency,
    p-> Purple = Difficulty,
    r -> Red = Challenge,
    s = Success, f = Failure,
    a = Advantage, t = Threat", + "expectedsessionstocomplete:": "Expected sessions to complete:", + "extreme": "Extreme", + "eyes:": "Eyes:", + "factions:": "What are the major factions and organizations in the setting, and what are their objectives?:", + "failure": "Failure", + "farm": "Farm", + "fear:": "Fear:", + "fearcheck": "Fear Check?", + "features:": "Features:", + "flaw:": "Flaw:", + "foodstuffs": "Foodstuffs", + "forceplayerupdate": "Force Player Update", + "fore": "Fore", + "gender:": "Gender:", + "generalinfo": "General Info", + "generalinformation": " General Information ", + "generalskills": "General Skills", + "genesysrpg": "Genesys RPG System", + "gmdicepool": "GM Dice Pool", + "gmresources": "GM Resources", + "groupcontacts": "Group Contacts", + "groupcredits:": "Group Money:", + "groupdetails": "Group Details", + "groupdetailstitle": " Group Motivations ", + "groupexpenses:": "Group Expenses:", + "groupname:": "Group Name:", + "groupobligations": "Group Obligations", + "grouppossessions": "Group Possessions", + "groupresources": "Group Resources", + "groupsavings:": "Group Savings:", + "groupsheet": "Group Sheet", + "grouptasks": "Group Tasks", + "gunnery": "Gunnery", + "Gunnery": "Gunnery", + "gunneryagi": "Gunnery (Agi)", + "hair:": "Hair:", + "handling": "Handling", + "hardpoints": "Hard Points", + "hardpoints:": "Hard Points:", + "heal": "Heal", + "height:": "Height:", + "hermit": "Hermit", + "hide": "Hide", + "homestead": "Homestead", + "homesteadname:": "Homestead Name:", + "hook:": "Hook:", + "hp": "HP", + "hulltrauma": "Hull Trauma", + "hulltypeclass:": "Hull Type/Class:", + "hyperdriveprimclass:": "Hyperdrive Primary Class:", + "hyperdrivesecondclass:": "Hyperdrive Backup Class:", + "ifknown": "(if known)", + "illicitmaterials": "Illicit Materials", + "infiltrator": "Infiltrator", + "initiative": "Initiative", + "instructor": "Instructor", + "intellect": "Intellect", + "isitcareer": "Is it in your Career?", + "iteminventory": " Item Inventory ", + "itemss:": "Item(s):", + "keyitems:": "Key Items:", + "knowledge": "Knowledge", + "knowledgeint": "Knowledge (Int)", + "knowledgeskills": "Knowledge Skills", + "leadership": "Leadership", + "Leadership": "Leadership", + "leadershippre": "Leadership (Pr)", + "legal": "Legal?", + "light": "Players", + "location": "Location", + "location:": "Location:", + "long": "Long", + "lore": "Lore", + "Lore": "Lore", + "loreint": "Lore (Int)", + "lowtech": "Low Tech", + "magicskills": "Magic Skills", + "magnitude:": "Magnitude:", + "major": "Major", + "makemodel": "Make / Model", + "makemodel:": "Make / Model:", + "manufacturer:": "Manufacturer:", + "max": "Max", + "maxaltitude:": "Maximum Altitude:", + "maybe": "Maybe?", + "Mechanics": "Mechanics", + "mechanics": "Mechanics", + "mechanicsint": "Mechanics (Int)", + "medecine": "Medecine", + "Medecine": "Medecine", + "medecineint": "Medicine (Int)", + "medic": "Medic", + "medium": "Medium", + "meetingcenter": "Meeting Center", + "melee": "Melee", + "Melee": "Melee", + "meleelight": "Melee - Light (Br)", + "MeleeLight": "Melee - Light (Br)", + "meleeheavy": "Melee - Heavy (Br)", + "MeleeHeavy": "Melee - Heavy (Br)", + "meleeshort": "Melee", + "meleebr": "Melee (Br)", + "meleelightbr": "Melee (Light) (Br)", + "meleeheavybr": "Melee (Heavy) (Br)", + "mercenarysoldier": "Mercenary Soldier", + "metals": "Metals", + "midtech": "Mid Tech", + "mine": "Mine", + "minerals": "Minerals", + "minion": "Minion", + "miniongroupsize:": "Minion Group Size:", + "minionrivalnemesis": "(Minion, Rival, or Nemesis)", + "minor": "Minor", + "miscinfo": "Misc Info", + "missioncontacts:": "Mission Contacts:", + "missiondetails": "Mission Details", + "missionobjectives:": "Mission Objectives:", + "missiontasknumber:": "Mission/Task Number:", + "missiontype:": "Mission Type:", + "modder": "Modder", + "moderate": "Moderate", + "modifications": "Modifications", + "modifiers": "Modifiers", + "modifiers:": "Modifiers:", + "mods": "Mods", + "money:": "Money:", + "morality": "Morality", + "morality:": "Morality:", + "moreinfo": "For more information on this version visit:", + "motivations": "Motivations", + "name": "Name", + "name:": "Name:", + "navicomputer:": "Navicomputer:", + "navigator": "Navigator", + "needhelp": "Need Help?", + "negotiation": "Negotiation", + "Negotiation": "Negotiation", + "negotiationpr": "Negotiation (Pr)", + "nemesis": "Nemesis", + "new": "New", + "no": "No", + "noinprogress": "No - In Progress", + "none": "None", + "nonostarted": "No - Not Started", + "noskill": "No Skill", + "notablefeatures": "Notable Features", + "notes": "   Notes   ", + "notes:": "Notes:", + "npc": "NPC", + "npcinfo": "NPC Info", + "npclist": "NPC List", + "npcname": "NPC Name", + "npcroll:": "NPC Roll:", + "npcs": "NPCs", + "npcsheet": "NPC Sheet", + "npctitle": " NPC ", + "npctype:": "NPC Type:", + "number": "Number", + "numberofupgrades:": "Number of Upgrades:", + "off": "Off", + "on": "On", + "operating": "Operating", + "operatingint": "Operating (Int)", + "option": "Option", + "other": "Other", + "othergear": "Other Gear", + "otherinformations": "Other Information", + "otherskills": "Other Skills", + "overview:": "Overview:", + "page:": "Page:", + "partycareerskill:": "Party Career Skill:", + "passengername": "Passenger Name", + "passengers": "Passengers", + "passive": "Passive", + "pc": "PC", + "peacekeeper": "Peace Keeper", + "perception": "Perception", + "Perception": "Perception", + "perceptioncun": "Perception (Cun)", + "performer": "Performer", + "personalarmor": "Armor", + "personalgear": "Personal Gear", + "pettycash:": "Petty Cash:", + "pickup": "Pickup", + "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)", + "Piloting": "Piloting", + "piloting": "Piloting", + "pilotingag": "Piloting (Ag)", + "planet:": "Planet:", + "planetary": " Vehicle ", + "planetaryvehiculecritical": "Vehicle Critical", + "planetaryvehiculedetails": "Vehicle Details", + "player:": "Player:", + "playergroupsheet": " Group Information ", + "playername": "Player Name:", + "port": "Port", + "positionrole:": "Position/Role:", + "powers": "Powers", + "powername": "Power Name", + "powersummary": "Power Summary", + "presence": "Presence", + "primal": "Primal", + "primalcun": "Primal (Cun)", + "qualities:": "Qualities:", + "quantity": "Quantity", + "ranch": "Ranch", + "range": "Range", + "range:": "Range:", + "ranged": "Ranged", + "rangedheavy": "Ranged - Heavy", + "rangedag": "Ranged (Ag)", + "Ranged - Heavy": "Ranged - Heavy", + "rangedheavyag": "Ranged - Heavy (Ag)", + "rangedlight": "Ranged - Light", + "Ranged - Light": "Ranged - Light", + "rangedlightag": "Ranged - Light (Ag)", + "rangeskill": "Range/Skill", + "rank": "Rank", + "rank:": "Rank:", + "rarity": "Rarity", + "rarity:": "Rarity:", + "rebelbase": "Base Info", + "rebelbasename:": "Base Name:", + "recruit": "Recruit", + "repair": "Repair", + "resilience": "Resilience", + "Resilience": "Resilience", + "resiliencebr": "Resilience (Br)", + "restricted:": "Restricted:", + "results": "Results", + "retail": "Retail", + "rewardgiven:": "Rewards Given:", + "rewards": "Rewards", + "rewardss": "Reward(s)", + "ridingag": "Riding (Ag)", + "riding": "Riding", + "Riding": "Riding", + "ridingbeastdetails": "Riding Beast Details", + "rival": "Rival", + "role": "Role", + "rollcritical": "Roll Critical", + "rolldestiny": "Roll Destiny", + "safehouse": "Safe House", + "sensorrange:": "Sensor Range:", + "service": "Service", + "setting": "Setting", + "setting:": "Setting:", + "settings": " Settings ", + "setting-speciesdescription:": "Description", + "setting-speciesname:": "Name", + "settinginfo": "Genre/Setting Tropes and Themes", + "settingtitle": "Setting Worksheet", + "settingtitle2": " Setting Worksheet ", + "settingtitle-setting": "Setting", + "settingtitle-faction": "Factions and Organizations", + "settingtitle-genre": "Genre/Setting Tropes and Themes", + "settingtitle-movers": "Movers and Shakers", + "settingtitle-skills": "Setting Specific Skills", + "settingtitle-species": "Major Species Types", + "setting-speciesdescription": "Description", + "settingtitle-tech": "Tech Level", + "setup:": "Setup:", + "shadow": "Shadow", + "shakers:": "Who are the major personalities in the setting, and what are their objectives?:", + "sharedresources": " Shared Resources  ", + "shipscomplement:": "Ship's Complement:", + "short": "Short", + "showskillhide": "Show Hide Skill Options", + "showsuggestionsbutton": "Show Suggestions Button", + "signatureablities": "Signature Abilities", + "silhouette": "Silhouette", + "skill": "Skill", + "skill:": "Skill:", + "skilllist": "Skill List", + "skillname": "Skill Name", + "skills": "Skills", + "skillstitle": "   Skills   ", + "skillstalentsweaponspowers": " Weapons, Skills, Talents & Powers ", + "skillsuggestions": "Skill Suggestions", + "skillsuggestionsdisplay": "Skill Suggestions Display", + "skulduggery": "Skulduggery", + "Skulduggery": "Skulduggery", + "skulduggerycun": "Skulduggery (Cun)", + "soak": "Soak", + "socialskills": "Social Skills", + "soldier": "Soldier", + "spacestation": "Space Station", + "spacevehiculedetails": "Space Vehicle Details", + "special:": "Special:", + "specialization": "Specialization", + "specializationattached": "Specialization attached?", + "species:": "Archetype/Species:", + "specificdetails": "Specific Details", + "speed": "Speed", + "spendingsuggestions": "Spending Suggestions", + "spy": "Spy", + "starboard": "Starboard", + "starfighterace": "Starfighter Ace", + "starship": " Spaceship ", + "starshipcritical": "Starship Critical", + "stats": "Stats", + "stealth": "Stealth", + "Stealth": "Stealth", + "stealthag": "Stealth (Ag)", + "storypointpool": "Story Point Pool", + "strain": "Strain", + "streetwise": "Streetwise", + "Streetwise": "Streetwise", + "streetwisecun": "Streetwise (Cun)", + "strength:": "Strength:", + "strenghdetails:": "Strength Details:", + "success": "Success", + "summary": "Summary", + "survival": "Survival", + "Survival": "Survival", + "survivalcun": "Survival (Cun)", + "survivalist": "Survivalist", + "syncpoolgm": "Sync Pool with GM", + "sysstrain": "Sys Strain", + "talentsandabilities": "Talents & Abilities", + "talentsandspecialabilities": "Talents and Special Abilities", + "task:": "Task:", + "terrain:": "Terrain:", + "threshold": "Threshold", + "tier": "Tier", + "tier:": "Tier:", + "timeshandled:": "Times Handled:", + "timeshandledstrengh:": "Times Handled (Strength):", + "timeshandledweakness:": "Times Handled (Weakness):", + "timestriggered:": "Times Triggered:", + "threat": "Threat", + "tone:": "Tone:", + "toolname": "Tool Name", + "tools": "Tools", + "totalxp": "Total XP:", + "trainingcamp": "Training Camp", + "triumph": "Triumph", + "tropesadd:": "What Tropes/Themes about Technology, Human Nature, Morality, or Reality are you including?:", + "tropesexclude:": "What Tropes/Themes are you excluding?:", + "tropessubvert:": "What Tropes/Themes are you subverting?:", + "type": "Type", + "type:": "Type:", + "upgrade": "    Upgrade:", + "upgrades": "Upgrades", + "upgradetype:": "Upgrade Type:", + "usedarkside": "Use GM Story Point →", + "uselight": "← Use Player Story Point", + "value": "Value", + "value:": "Value:", + "vehiculesheet": "Vehicle Sheet", + "vehiculetypemodel:": "Vehicle Type/Model:", + "viewattachments": "View Attachments", + "viewupgrades": "View Upgrades", + "vigilance": "Vigilance", + "Vigilance": "Vigilance", + "vigilanceifunexpected": "Vigilance (if unexpected):", + "vigilancewill": "Vigilance (Will)", + "visitforum:": "Visit the forum:", + "visitwiki:": "Visit the wiki:", + "wanted": "Wanted?", + "weaknessdetails:": "Weakness Details:", + "weapon": "Weapon", + "weaponname": "Weapon Name", + "weapons": "Weapons", + "weapontype:": "Weapon Type:", + "whatkindofslot": "What kind of Initiative Slot?", + "whispergm": "Whisper GM", + "willpower": "Willpower", + "wounds": "Wounds", + "world:": "World:", + "xpcost": "XP Cost", + "xpcost:": "XP Cost:", + "yes": "Yes", + "yescompleted": "Yes - Completed", + "yesfailed": "Yes - Failed" +} \ No newline at end of file diff --git a/Glaive/translations/ca.json b/Glaive/translations/ca.json new file mode 100644 index 0000000000..fe25516a98 --- /dev/null +++ b/Glaive/translations/ca.json @@ -0,0 +1,24 @@ +{ + "name": "Name", + "alignment": "Alignment", + "level": "Level", + "xp": "XP", + "bonusesdefenses": "Ability Bonuses & Defenses", + "strength": "Strength", + "dexterity": "Dexterity", + "constitution": "Constitution", + "intelligence": "Intelligence", + "wisdom": "Wisdom", + "charisma": "Charisma", + "initiative": "Initiative", + "hp": "HP", + "ac": "AC", + "loot": "Loot", + "inventory": "Inventory", + "itemslots": "Total Item Slots", + "damageusage": "Damage/Usage", + "ancestrytalents": "Ancestry / Talents", + "traits": "Traits", + "notes": "Notes", + "checkresult": "Check Result" +} diff --git a/Glaive/translations/hu.json b/Glaive/translations/hu.json new file mode 100644 index 0000000000..fe25516a98 --- /dev/null +++ b/Glaive/translations/hu.json @@ -0,0 +1,24 @@ +{ + "name": "Name", + "alignment": "Alignment", + "level": "Level", + "xp": "XP", + "bonusesdefenses": "Ability Bonuses & Defenses", + "strength": "Strength", + "dexterity": "Dexterity", + "constitution": "Constitution", + "intelligence": "Intelligence", + "wisdom": "Wisdom", + "charisma": "Charisma", + "initiative": "Initiative", + "hp": "HP", + "ac": "AC", + "loot": "Loot", + "inventory": "Inventory", + "itemslots": "Total Item Slots", + "damageusage": "Damage/Usage", + "ancestrytalents": "Ancestry / Talents", + "traits": "Traits", + "notes": "Notes", + "checkresult": "Check Result" +} diff --git a/GoddessSaveTheQueen/translations/ca.json b/GoddessSaveTheQueen/translations/ca.json new file mode 100644 index 0000000000..6e82296353 --- /dev/null +++ b/GoddessSaveTheQueen/translations/ca.json @@ -0,0 +1,98 @@ +{ + "form-title": "Cadastro de agente de campo", + "codename": "Codinome", + "age": "Idade", + "specialty": "Especialidade", + "origin": "Colônia de Origem", + "curriculum": "Currículo", + "profile": "Perfil", + "journal": "Diário", + "configuration": "Configuração", + "begin-session-button-title": "Prepara a ficha para a nova sessão, limpando todas as caixas de seleção da pilha de dados, incluindo as caixas de Destinos de Heróina", + "begin-session": "Iniciar\n Sessão", + "reset-button-title": "Limpa a pilha de dados para nova rolagem, desmarcando todas as caixas da ficha, com execeção das caixas de Ímpeto e de Destinos de Heróina.", + "clearpool": "Limpar\n Pilha", + "help": "Marque as caixas da Ação, abilidade da Nacionalidade, abilidades da Especialidade e dos Pertences para montar a pilha de dados.", + "base-dice": "Base", + "action": "Ação", + "nationality": "Nacionalidade", + "belongings": "Pertences", + "destinies": "Destinos", + "impetus": "Ímpeto", + "total": "Total", + "be-a-hero": "Ser Heróina", + "character-in-danger": "Houver outra personagem em perigo", + "in-disadvantage": "Se estiver em desvantagem evidente", + "acting-alone": "Se estiver agindo sozinha", + "be-relentless": "Ser Implacável", + "act-impulsively": "Agir impulsivamente", + "is-in-danger": "Estiver em grande perigo", + "ignoring-help": "Se estiver ignorando um pedido de ajuda", + "be-safe": "Estar Segura", + "stay-hidden": "Manter-se oculta na cena", + "against-resistance": "Não agir diretamente contra uma\n Resistência", + "familiar-place": "Agindo em um lugar familiar", + "heroine-destinies": "Destinos de Heroína", + "name": "Nome", + "label": "Rótulo", + "level": "Nível", + "karmas": "Karmas", + "objective": "Objetivo", + "belief": "Crença", + "commitment": "Compromisso", + "independence-points": "Pontos de Independência", + "determined": "Determinada", + "tired": "Cansada", + "weak": "Fraca", + "shaken": "Abalada", + "trauma": "Trauma", + "traumas": "Traumas", + "first-trauma": "1º Trauma", + "second-trauma": "2º Trauma", + "third-trauma": "3º Trauma", + "fourth-trauma": "4º Trauma", + "notes": "Anotações", + "copyright": "Goddess Save The Queen é um jogo escrito por Carol Neves e Julio Matos.", + "scholar": "Estudiosa", + "engineering": "Engenharia", + "scholarship": "Estudiosa", + "infiltration": "Infiltração", + "military": "Militar", + "piloting": "Pilotagem", + "engineering_ability1": "Quando estiver consertando ou criando um artefato ou ferramenta mecânica", + "engineering_ability2": "Se estiver avaliando ou interagindo com um mecanismo", + "engineering_ability3": "Quando pressionada a agir de forma rápida", + "engineering_ability4": "Quando puder se expressar através de desenhos e fórmulas", + "engineering_ability5": "Se teve tempo para se preparar antes da situação", + "scholarship_ability1": "Quando lidar com resquícios de civilizações perdidas", + "scholarship_ability2": "Se estiver debatendo uma tese", + "scholarship_ability3": "Se algo totalmente desconhecido e antinatural estiver na Cena", + "scholarship_ability4": "Ao lidar com linguagens atuais ou esquecidas", + "scholarship_ability5": "Quando procura por coisas escondidas", + "infiltration_ability1": "Se estiver tentando passar despercebida na Cena", + "infiltration_ability2": "Se estiver promovendo uma farsa", + "infiltration_ability3": "Quando estiver tentando invadir ou escapar de um local protegido", + "infiltration_ability4": "Falar com alguém que nunca conheceu antes", + "infiltration_ability5": "Quando estiver perseguindo ou fugindo de alguém", + "military_ability1": "Quando estiver sob fogo cruzado", + "military_ability2": "Ao usar qualquer tipo de equipamento bélico na Cena", + "military_ability3": "Se estiver em uma situação de risco de falha definitiva da missão", + "military_ability4": "Quando estiver resistindo a um interrogatório", + "military_ability5": "Se estiver ferida fisicamente", + "piloting_ability1": "Se estiver pilotando qualquer tipo de veículo mecanizado", + "piloting_ability2": "Quando estiver se locomovendo em altíssima velocidade", + "piloting_ability3": "Quando lida com contatos do submundo", + "piloting_ability4": "Quando estiver auxiliando diretamente uma aliada", + "piloting_ability5": "Estiver lidando com uma situação “Tudo ou Nada”", + "military_destiny1": "Subjugar um inimigo quando você está em evidente desvantagem.", + "military_destiny2": "Provocar inimigos perigosos com uma bravata.", + "engineering_destiny1": "Resolver um problema tendo uma epifania do tipo “Esperem, tive uma ideia!”.", + "engineering_destiny2": "Explicar um plano complexo usando uma metáfora mecânica.", + "infiltration_destiny1": "Usar uma frase de efeito ao encontrar um inimigo recorrente.", + "infiltration_destiny2": "Enganar um grupo grande de pessoas com um truque.", + "piloting_destiny1": "Ser dada como morta ao desaparecer em alguma proeza e retornar triunfante.", + "piloting_destiny2": "Tratar um veículo como se fosse uma pessoa.", + "scholarship_destiny1": "Descrever algo desconhecido com um tom professoral.", + "scholarship_destiny2": "Apresentar a resposta para um problema citando um livro ou um cientista.", + "custom": "Personalizada" +} diff --git a/GoddessSaveTheQueen/translations/hu.json b/GoddessSaveTheQueen/translations/hu.json new file mode 100644 index 0000000000..6e82296353 --- /dev/null +++ b/GoddessSaveTheQueen/translations/hu.json @@ -0,0 +1,98 @@ +{ + "form-title": "Cadastro de agente de campo", + "codename": "Codinome", + "age": "Idade", + "specialty": "Especialidade", + "origin": "Colônia de Origem", + "curriculum": "Currículo", + "profile": "Perfil", + "journal": "Diário", + "configuration": "Configuração", + "begin-session-button-title": "Prepara a ficha para a nova sessão, limpando todas as caixas de seleção da pilha de dados, incluindo as caixas de Destinos de Heróina", + "begin-session": "Iniciar\n Sessão", + "reset-button-title": "Limpa a pilha de dados para nova rolagem, desmarcando todas as caixas da ficha, com execeção das caixas de Ímpeto e de Destinos de Heróina.", + "clearpool": "Limpar\n Pilha", + "help": "Marque as caixas da Ação, abilidade da Nacionalidade, abilidades da Especialidade e dos Pertences para montar a pilha de dados.", + "base-dice": "Base", + "action": "Ação", + "nationality": "Nacionalidade", + "belongings": "Pertences", + "destinies": "Destinos", + "impetus": "Ímpeto", + "total": "Total", + "be-a-hero": "Ser Heróina", + "character-in-danger": "Houver outra personagem em perigo", + "in-disadvantage": "Se estiver em desvantagem evidente", + "acting-alone": "Se estiver agindo sozinha", + "be-relentless": "Ser Implacável", + "act-impulsively": "Agir impulsivamente", + "is-in-danger": "Estiver em grande perigo", + "ignoring-help": "Se estiver ignorando um pedido de ajuda", + "be-safe": "Estar Segura", + "stay-hidden": "Manter-se oculta na cena", + "against-resistance": "Não agir diretamente contra uma\n Resistência", + "familiar-place": "Agindo em um lugar familiar", + "heroine-destinies": "Destinos de Heroína", + "name": "Nome", + "label": "Rótulo", + "level": "Nível", + "karmas": "Karmas", + "objective": "Objetivo", + "belief": "Crença", + "commitment": "Compromisso", + "independence-points": "Pontos de Independência", + "determined": "Determinada", + "tired": "Cansada", + "weak": "Fraca", + "shaken": "Abalada", + "trauma": "Trauma", + "traumas": "Traumas", + "first-trauma": "1º Trauma", + "second-trauma": "2º Trauma", + "third-trauma": "3º Trauma", + "fourth-trauma": "4º Trauma", + "notes": "Anotações", + "copyright": "Goddess Save The Queen é um jogo escrito por Carol Neves e Julio Matos.", + "scholar": "Estudiosa", + "engineering": "Engenharia", + "scholarship": "Estudiosa", + "infiltration": "Infiltração", + "military": "Militar", + "piloting": "Pilotagem", + "engineering_ability1": "Quando estiver consertando ou criando um artefato ou ferramenta mecânica", + "engineering_ability2": "Se estiver avaliando ou interagindo com um mecanismo", + "engineering_ability3": "Quando pressionada a agir de forma rápida", + "engineering_ability4": "Quando puder se expressar através de desenhos e fórmulas", + "engineering_ability5": "Se teve tempo para se preparar antes da situação", + "scholarship_ability1": "Quando lidar com resquícios de civilizações perdidas", + "scholarship_ability2": "Se estiver debatendo uma tese", + "scholarship_ability3": "Se algo totalmente desconhecido e antinatural estiver na Cena", + "scholarship_ability4": "Ao lidar com linguagens atuais ou esquecidas", + "scholarship_ability5": "Quando procura por coisas escondidas", + "infiltration_ability1": "Se estiver tentando passar despercebida na Cena", + "infiltration_ability2": "Se estiver promovendo uma farsa", + "infiltration_ability3": "Quando estiver tentando invadir ou escapar de um local protegido", + "infiltration_ability4": "Falar com alguém que nunca conheceu antes", + "infiltration_ability5": "Quando estiver perseguindo ou fugindo de alguém", + "military_ability1": "Quando estiver sob fogo cruzado", + "military_ability2": "Ao usar qualquer tipo de equipamento bélico na Cena", + "military_ability3": "Se estiver em uma situação de risco de falha definitiva da missão", + "military_ability4": "Quando estiver resistindo a um interrogatório", + "military_ability5": "Se estiver ferida fisicamente", + "piloting_ability1": "Se estiver pilotando qualquer tipo de veículo mecanizado", + "piloting_ability2": "Quando estiver se locomovendo em altíssima velocidade", + "piloting_ability3": "Quando lida com contatos do submundo", + "piloting_ability4": "Quando estiver auxiliando diretamente uma aliada", + "piloting_ability5": "Estiver lidando com uma situação “Tudo ou Nada”", + "military_destiny1": "Subjugar um inimigo quando você está em evidente desvantagem.", + "military_destiny2": "Provocar inimigos perigosos com uma bravata.", + "engineering_destiny1": "Resolver um problema tendo uma epifania do tipo “Esperem, tive uma ideia!”.", + "engineering_destiny2": "Explicar um plano complexo usando uma metáfora mecânica.", + "infiltration_destiny1": "Usar uma frase de efeito ao encontrar um inimigo recorrente.", + "infiltration_destiny2": "Enganar um grupo grande de pessoas com um truque.", + "piloting_destiny1": "Ser dada como morta ao desaparecer em alguma proeza e retornar triunfante.", + "piloting_destiny2": "Tratar um veículo como se fosse uma pessoa.", + "scholarship_destiny1": "Descrever algo desconhecido com um tom professoral.", + "scholarship_destiny2": "Apresentar a resposta para um problema citando um livro ou um cientista.", + "custom": "Personalizada" +} diff --git a/Godlike/translations/ca.json b/Godlike/translations/ca.json new file mode 100644 index 0000000000..aca7db54d9 --- /dev/null +++ b/Godlike/translations/ca.json @@ -0,0 +1,24 @@ +{ + "name_alias": "Name/Alias", + "nation_ethnicity": "Nation/Ethnicity", + "sex": "Sex", + "height": "Height", + "weight": "Weight", + "age": "Age", + "date_of_birth": "Date of Birth", + "date_of_manifestation": "Date of Manifestation", + "education": "Education", + "profession": "Profession", + "wounds": "Wounds", + "personal_data": "Personal Data", + "brains": "Brains", + "command": "Command", + "cool": "Cool", + "body": "Body", + "coordination": "Coordination", + "sense": "Sense", + "base_will": "Base Will", + "armor": "Armor", + "notes": "Notes", + "equipment": "Equipment" +} \ No newline at end of file diff --git a/Godlike/translations/hu.json b/Godlike/translations/hu.json new file mode 100644 index 0000000000..aca7db54d9 --- /dev/null +++ b/Godlike/translations/hu.json @@ -0,0 +1,24 @@ +{ + "name_alias": "Name/Alias", + "nation_ethnicity": "Nation/Ethnicity", + "sex": "Sex", + "height": "Height", + "weight": "Weight", + "age": "Age", + "date_of_birth": "Date of Birth", + "date_of_manifestation": "Date of Manifestation", + "education": "Education", + "profession": "Profession", + "wounds": "Wounds", + "personal_data": "Personal Data", + "brains": "Brains", + "command": "Command", + "cool": "Cool", + "body": "Body", + "coordination": "Coordination", + "sense": "Sense", + "base_will": "Base Will", + "armor": "Armor", + "notes": "Notes", + "equipment": "Equipment" +} \ No newline at end of file diff --git a/Golden Sky Stories/translations/ca.json b/Golden Sky Stories/translations/ca.json new file mode 100644 index 0000000000..b1366be9c6 --- /dev/null +++ b/Golden Sky Stories/translations/ca.json @@ -0,0 +1,26 @@ +{ + "name": "Name", + "form": "True Form", + "age": "Age", + "gender": "Gender", + "humanform": "Human Form", + "powers": "Powers", + "attributes": "Attributes", + "henge": "Henge", + "animal": "Animal", + "adult": "Adult", + "child": "Child", + "weakness": "Weakness", + "additionalpower": "Additional Power", + "dreams": "Dreams", + "contents": "Contents", + "connections": "Connections", + "partner": "Partner", + "you": "You", + "town": "Town", + "wonder": "Wonder", + "add": "Add", + "feelings": "Feelings", + "memories": "Memories", + "credits": "Golden Sky Stories is © 2006 by Ryo Kamiya and Tsugihago Honpo. English tranlation is © 2013 by Ewen Cluney and is published by Starline Publishing." +} diff --git a/Golden Sky Stories/translations/hu.json b/Golden Sky Stories/translations/hu.json new file mode 100644 index 0000000000..b1366be9c6 --- /dev/null +++ b/Golden Sky Stories/translations/hu.json @@ -0,0 +1,26 @@ +{ + "name": "Name", + "form": "True Form", + "age": "Age", + "gender": "Gender", + "humanform": "Human Form", + "powers": "Powers", + "attributes": "Attributes", + "henge": "Henge", + "animal": "Animal", + "adult": "Adult", + "child": "Child", + "weakness": "Weakness", + "additionalpower": "Additional Power", + "dreams": "Dreams", + "contents": "Contents", + "connections": "Connections", + "partner": "Partner", + "you": "You", + "town": "Town", + "wonder": "Wonder", + "add": "Add", + "feelings": "Feelings", + "memories": "Memories", + "credits": "Golden Sky Stories is © 2006 by Ryo Kamiya and Tsugihago Honpo. English tranlation is © 2013 by Ewen Cluney and is published by Starline Publishing." +} diff --git a/Hawkmoon/translations/ca.json b/Hawkmoon/translations/ca.json new file mode 100644 index 0000000000..e8dafdacdb --- /dev/null +++ b/Hawkmoon/translations/ca.json @@ -0,0 +1,321 @@ +{ + "APP": "APP", + "CON": "CON", + "DEX": "DEX", + "HGT": "TAI", + "INT": "INT", + "MOV": "DEP", + "POW": "POU", + "STR": "FOR", + "abilities": "Caractéristiques :", + "ability": "Caracteristique", + "absorption-abbrv": "Absorp.", + "affect": "% Affect", + "age": "Age", + "age-title": "Age du personnage", + "alliance": "Alliance", + "ammo-ab": "Mun.", + "ancient-world": "Monde Ancien", + "app-title": "Apparence du personnage", + "appearance-ab": "Apparence", + "armor": "Armure", + "armor-load-title": "Encombrement de l'armure", + "armor-name-place": "Nom de l'armure", + "armor-round-title": "Round nécessaire pour revêtir l'armure", + "armor-shield": "Armure, Bouclier", + "armor-shield-exp": "Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name": "Macro Armure", + "armorMacroFormula-place": "Ex: [[2d10+6]]", + "armorMacroFormula-title": "Macro dédiée à l'armure", + "art": "Art", + "attack": "", + "autonomy": "Autonomie", + "bargain": "Marchander", + "base": "Base", + "basic-medicine": "Medecine Rudiment.", + "birthplace": "Lieu de Naissance", + "birthplace-place": "Lieu de naissance du personnage", + "cha-title": "Charisme du personnage (APP x5)", + "character-abilities-desc": "Caractéristiques", + "character-abilities-desc-exp": "Développer les Caractéristiques", + "character-desc": "Description du Personnage", + "character-desc-exp": "Développer la Description du Personnage", + "character-name": "Nom du Personnage", + "character-name-place": "Nom du personnage", + "character-stats-desc": "Statistiques du Personnage", + "character-stats-desc-exp": "Développer les Statistiques du Personnage", + "charisma": "Charisme", + "climb": "Grimper", + "con-title": "Constitution du personnage", + "conceal-object": "Dissimuler Obj.", + "constitution-ab": "Constitution", + "copper": "Cuivre", + "copper-title": "Cuivre (Ecu)", + "cost": "Coût", + "counter": "Pare", + "craft": "Artisanat", + "critical": "Critique !", + "currency-desc": "Monnaies", + "currency-desc-exp": "Développer les Monnaies", + "current": "Actuel", + "damage": "Dgt.", + "damage+push": "Dgt.+Rep.", + "damage-mod": "Mod. Dégâts", + "damages": "Dégâts", + "defects": "Défauts", + "deformity": "Malformation", + "denomination": "Noms, Titres & Surnoms", + "denomination-place": "Noms, Titres et Surnoms du Personnage", + "description": "Description", + "dex-title": "Dextérité du personnage", + "dext-title": "Dextérité du personnage (DEX x5)", + "dexterity": "Dextérité", + "dexterity-ab": "Dextérité", + "direction": "Orientation", + "disguise": "Déguisement", + "dodge": "Esquive", + "effects": "Effets", + "eloquence": "Eloquence", + "enemies": "Ennemis", + "enemies-place": "Ennemis du Personnage", + "equipment-description-place": "Description de l'équipement", + "equipment-maximum-title": "Maximum", + "equipment-name-place": "Nom de l'équipement", + "equipment-number-title": "Nombre", + "equipment-value-title": "Valeur de l'équipement", + "equipmentMacroFormula-place": "Ex: [[2d10+6]]", + "equipmentMacroFormula-title": "Macro dédiée à l'Equipement", + "equipments": "Equipements", + "equipments-exp": "Développer les compétences", + "europe": "Europe", + "evaluate": "Evaluer", + "fail": "Echec", + "family-friend": "Famille & Amis", + "family-friend-place": "Famille et Amis du Personnage", + "female": "Feminin", + "field": "Discipline", + "flaw": "Tare", + "footer-created-by": "Créé par", + "footer-inspired": "(fortement inspiré de la fiche Pathfinder)", + "footer-last-update": "Dernière MAJ", + "foreign-language": "Langue Etrang.", + "free-int": "INT Libre", + "full-abbrv": "E", + "gender": "Sexe", + "gold": "Or", + "gold-title": "Or (Couronne)", + "half-abbrv": "D", + "hand": "Main", + "height-ab": "Taille", + "helmet": "Heaume", + "helmet-absorption-title": "Absorption du heaume", + "helmet-affect-title": "% Affect du heaume", + "hgt-title": "Taille du personnage", + "hide": "Se Cacher", + "hp": "PV", + "hp-max-title": "Points de vie max du personnage", + "hp-title": "Points de vie du personnage", + "hypnosis": "Hypnose", + "idea": "Idée", + "idea-title": "Idée du personnage (INT x5)", + "impale": "Empale", + "init-percent-abbrv": "% Init.", + "init-trap": "Amorcer Piège", + "int-title": "Intelligence du personnage", + "intelligence-ab": "Intelligence", + "iron": "Fer", + "iron-title": "Fer", + "job": "Métier", + "job-place": "Métier du personnage", + "jump": "Sauter", + "large-abbrv": "G", + "length": "Longueur", + "listen": "Ecouter", + "load": "Enc.", + "location": "Lieu de résidence", + "location-place": "Lieu de résidence du personnage", + "look": "Allure, Attitude, Mutations, Tares & Malformations Apparentes", + "look-place": "Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", + "luck": "Chance", + "luck-title": "Chance du personnage (POU x5)", + "macro": "Macro", + "male": "Masculin", + "max": "Max", + "melee-weapon-damage-place": "ex: 1d6+2", + "melee-weapon-hand-title": "Tenue en Main de l'arme", + "melee-weapon-length-title": "Longueur de l'arme", + "melee-weapon-name-place": "Nom de l'arme", + "melee-weapon-percent-title": "Niveau l'arme", + "melee-weapon-structure-title": "Structure de l'arme", + "melee-weapons": "Armes de contact", + "meleeWeapons-exp": "Développer les armes de contact", + "memorized-magic": "Magie Mémorisée", + "memorized-magic-description-place": "Description de la magie mémorisée", + "memorized-magic-exp": "Développer la Magie Mémorisée", + "memorized-magic-name-place": "Nom de la magie mémorisée", + "million-spheres": "Million de Sphères", + "minimize-cmd": "Minimize Row", + "misc": "Divers", + "misc-title": "Divers", + "mod-damage-title": "Modificateur de dégâts du personnage", + "mother-tongue": "Langue Matern.", + "mount": "Monture", + "mount-abilities-desc": "Caractéristiques", + "mount-abilities-desc-exp": "Développer les Caractéristiques", + "mount-armor-title": "Armure de la monture", + "mount-con-title": "Constitution de la monture", + "mount-desc": "Description de la monture", + "mount-dex-title": "Dextérité de la monture", + "mount-hgt-title": "Taille de la monture", + "mount-hp-max-title": "Points de vie max de la monture", + "mount-hp-title": "Points de vie de la monture", + "mount-int-title": "Intelligence de la monture", + "mount-mod-damage-title": "Modificateur de dégâts de la monture", + "mount-mov-title": "Déplacement de la monture", + "mount-name": "Nom", + "mount-name-place": "Nom de la monture", + "mount-pow-title": "Pouvoir de la monture", + "mount-skill-name-place": "Nom de la compétence", + "mount-skill-value-title": "Valeur de la compétence", + "mount-str-title": "Force de la monture", + "mount-type": "Espèce/Type", + "mount-type-place": "Espèce/Type de la monture", + "mov-title": "Déplacement du personnage", + "mp": "PM", + "mp-max-title": "Points de magie max du personnage", + "mp-title": "Points de magie du personnage", + "mutation": "Mutation", + "mutations-flaws-deformity": "Mutations, Tares, Malformations", + "mutations-flaws-deformity-description-place": "Description de la mutation, tare ou malformation", + "mutations-flaws-deformity-exp": "Développer les Mutations, Tares, Malformations", + "mutations-flaws-deformity-name-place": "Nom de la mutation, tare ou malformation", + "name": "Nom", + "natural-world": "Monde Naturel", + "negative": "Négatif", + "no": "Non", + "note-title-place": "Titre de la note", + "notes": "Notes", + "number-abbrv": "Nb.", + "pa": "PA", + "page-character": "Personnage", + "page-config": "Configuration", + "page-mount": "Monture", + "page-notes": "Notes", + "page-skills": "Compétences", + "page-technology-magic": "Technologie & Magie", + "page-weapons-equipments": "Armes & Equipement", + "pds": "Pds", + "percent-abbrv": "%", + "perspicacity": "Sagacité", + "pick": "Crocheter", + "player-name": "Nom du Joueur", + "player-name-place": "Nom du joueur", + "positive": "Positif", + "potions": "Potions", + "pow-title": "Pouvoir du personnage", + "power-ab": "Pouvoir", + "power-source": "Source d'énergie", + "prerequisite": "Pré-Requis", + "public": "Pour Tous", + "push": "Rep.", + "range": "Portée", + "ranged-weapon-ammo-title": "Munition de l'arme", + "ranged-weapon-autonomy-title": "Autonomie de l'arme", + "ranged-weapon-damage-place": "ex: 1d6+2", + "ranged-weapon-name-place": "Nom de l'arme", + "ranged-weapon-pa-title": "PA de l'arme", + "ranged-weapon-pds-title": "Pds de l'arme", + "ranged-weapon-percent-title": "Niveau l'arme", + "ranged-weapon-range-title": "Portée de l'arme", + "ranged-weapon-round-title": "Rounds utilisés par l'arme", + "ranged-weapons": "Armes à distance", + "rangedWeapons-exp": "Développer les armes à distance", + "repair-design": "Reparer/Concev.", + "result": "Résultat", + "riding": "Equitation", + "rolls-results": "Résultat des jets", + "round": "Att./Round", + "rounds": "Rounds", + "sailing": "Navigation", + "scientific-documents": "Documents Scientifiques", + "scientific-documents-description-place": "Description du Document Scientifique", + "scientific-documents-exp": "Développer les Documents Scientifiques", + "scientific-documents-name-place": "Nom du Document Scientifique", + "scientific-expertise": "Expertise Scientifique", + "scientific-expertise-cost-place": "Coût de cette expertise", + "scientific-expertise-exp": "Développer l'Expertise Scientifique", + "scientific-expertise-field-place": "Discipline de l'Expertise Scientifique", + "scientific-expertise-name-place": "Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place": "Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place": "Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title": "Macro dédiée à l'Expertise Scientifique", + "scribe": "Scribe", + "search": "Chercher", + "secret-knowledge": "Secret & Savoir", + "shield": "Bouclier", + "shield-check-title": "Utilisation du bouclier", + "shield-damage-push-title": "Dégâts infliger par le bouclier + Repousser", + "shield-damage-title": "Dégâts infliger par le bouclier", + "shield-f-title": "Bouclier Entier", + "shield-h-title": "Demi Bouclier", + "shield-init-percent-title": "Pourcentage Initiale du bouclier", + "shield-l-title": "Grand Bouclier", + "shield-pds-title": "Pds du bouclier", + "shield-percent-title": "Pourcentage du bouclier", + "shield-push-title": "Repousser avec le bouclier", + "shield-s-title": "Petit Bouclier", + "shield-structure-title": "Structure du Bouclier", + "shieldMacroFormula-bt-name": "Macro Bouclier", + "shieldMacroFormula-place": "Ex: [[2d10+6]]", + "shieldMacroFormula-title": "Macro dédiée au Bouclier", + "showsect-cmd": "Cliquer pour développer", + "silver": "Argent", + "silver-title": "Argent (Souverain)", + "skill": "Compétence", + "skills": "Compétences", + "small-abbrv": "P", + "smell-taste": "Sentir/Gouter", + "special-art-place": "Art spécifique", + "special-craft-title": "Artisanat spécifique", + "special-foreign-language-title": "Langue Etrangère", + "special-riding-title": "Animal monté", + "special-steer-title": "Véhicule piloté", + "special-terra-incognita-title": "Terra Incognita", + "spiel": "Baratin", + "stealth": "Depl. Silencieux", + "steer": "Piloter", + "str-title": "Force du personnage", + "strength-ab": "Force", + "structure": "Structure", + "success": "Réussite", + "swim": "Natation", + "tech-item-autonomy-place": "Autonomie", + "tech-item-defects-place": "Défauts", + "tech-item-description-place": "Description de l'objet", + "tech-item-effects-place": "Effects", + "tech-item-name-place": "Nom de l'objet", + "tech-item-power-source-place": "Source d'Energie", + "tech-item-secret-knowledge-place": "Secret et Savoir", + "tech-item-secret-knowledge-title": "Secrets Technologiques et Savoirs Scientifiques employés", + "tech-item-skill-place": "Compétence de Réalisation", + "tech-items": "Objets Technologiques", + "tech-items-exp": "Développer les équipements", + "technological-knwoledge": "Maitrise Techno.", + "terra-incognita": "Terra Incognita", + "throw": "Lancer", + "track": "Pister", + "type": "Type", + "upgrade-skill-title": "Augmentez cette compétence à la montée de niveau", + "use": "Utilisé", + "value": "Valeur", + "weapon": "Arme", + "weapon-damage": "Dégâts", + "weapon-damage-mod": "Mod. Dégâts", + "weapons": "Armes", + "weapons-exp": "Développer les armes", + "whisper-to-gm": "Pour le MJ", + "without-helmet": "Sans Heaume", + "without-helmet-absorption-title": "Absorption sans heaume", + "without-helmet-affect-title": "% Affect sans heaume", + "yes": "Oui" +} diff --git a/Hawkmoon/translations/hu.json b/Hawkmoon/translations/hu.json new file mode 100644 index 0000000000..e8dafdacdb --- /dev/null +++ b/Hawkmoon/translations/hu.json @@ -0,0 +1,321 @@ +{ + "APP": "APP", + "CON": "CON", + "DEX": "DEX", + "HGT": "TAI", + "INT": "INT", + "MOV": "DEP", + "POW": "POU", + "STR": "FOR", + "abilities": "Caractéristiques :", + "ability": "Caracteristique", + "absorption-abbrv": "Absorp.", + "affect": "% Affect", + "age": "Age", + "age-title": "Age du personnage", + "alliance": "Alliance", + "ammo-ab": "Mun.", + "ancient-world": "Monde Ancien", + "app-title": "Apparence du personnage", + "appearance-ab": "Apparence", + "armor": "Armure", + "armor-load-title": "Encombrement de l'armure", + "armor-name-place": "Nom de l'armure", + "armor-round-title": "Round nécessaire pour revêtir l'armure", + "armor-shield": "Armure, Bouclier", + "armor-shield-exp": "Développer de l'Armure ou du Bouclier", + "armorMacroFormula-bt-name": "Macro Armure", + "armorMacroFormula-place": "Ex: [[2d10+6]]", + "armorMacroFormula-title": "Macro dédiée à l'armure", + "art": "Art", + "attack": "", + "autonomy": "Autonomie", + "bargain": "Marchander", + "base": "Base", + "basic-medicine": "Medecine Rudiment.", + "birthplace": "Lieu de Naissance", + "birthplace-place": "Lieu de naissance du personnage", + "cha-title": "Charisme du personnage (APP x5)", + "character-abilities-desc": "Caractéristiques", + "character-abilities-desc-exp": "Développer les Caractéristiques", + "character-desc": "Description du Personnage", + "character-desc-exp": "Développer la Description du Personnage", + "character-name": "Nom du Personnage", + "character-name-place": "Nom du personnage", + "character-stats-desc": "Statistiques du Personnage", + "character-stats-desc-exp": "Développer les Statistiques du Personnage", + "charisma": "Charisme", + "climb": "Grimper", + "con-title": "Constitution du personnage", + "conceal-object": "Dissimuler Obj.", + "constitution-ab": "Constitution", + "copper": "Cuivre", + "copper-title": "Cuivre (Ecu)", + "cost": "Coût", + "counter": "Pare", + "craft": "Artisanat", + "critical": "Critique !", + "currency-desc": "Monnaies", + "currency-desc-exp": "Développer les Monnaies", + "current": "Actuel", + "damage": "Dgt.", + "damage+push": "Dgt.+Rep.", + "damage-mod": "Mod. Dégâts", + "damages": "Dégâts", + "defects": "Défauts", + "deformity": "Malformation", + "denomination": "Noms, Titres & Surnoms", + "denomination-place": "Noms, Titres et Surnoms du Personnage", + "description": "Description", + "dex-title": "Dextérité du personnage", + "dext-title": "Dextérité du personnage (DEX x5)", + "dexterity": "Dextérité", + "dexterity-ab": "Dextérité", + "direction": "Orientation", + "disguise": "Déguisement", + "dodge": "Esquive", + "effects": "Effets", + "eloquence": "Eloquence", + "enemies": "Ennemis", + "enemies-place": "Ennemis du Personnage", + "equipment-description-place": "Description de l'équipement", + "equipment-maximum-title": "Maximum", + "equipment-name-place": "Nom de l'équipement", + "equipment-number-title": "Nombre", + "equipment-value-title": "Valeur de l'équipement", + "equipmentMacroFormula-place": "Ex: [[2d10+6]]", + "equipmentMacroFormula-title": "Macro dédiée à l'Equipement", + "equipments": "Equipements", + "equipments-exp": "Développer les compétences", + "europe": "Europe", + "evaluate": "Evaluer", + "fail": "Echec", + "family-friend": "Famille & Amis", + "family-friend-place": "Famille et Amis du Personnage", + "female": "Feminin", + "field": "Discipline", + "flaw": "Tare", + "footer-created-by": "Créé par", + "footer-inspired": "(fortement inspiré de la fiche Pathfinder)", + "footer-last-update": "Dernière MAJ", + "foreign-language": "Langue Etrang.", + "free-int": "INT Libre", + "full-abbrv": "E", + "gender": "Sexe", + "gold": "Or", + "gold-title": "Or (Couronne)", + "half-abbrv": "D", + "hand": "Main", + "height-ab": "Taille", + "helmet": "Heaume", + "helmet-absorption-title": "Absorption du heaume", + "helmet-affect-title": "% Affect du heaume", + "hgt-title": "Taille du personnage", + "hide": "Se Cacher", + "hp": "PV", + "hp-max-title": "Points de vie max du personnage", + "hp-title": "Points de vie du personnage", + "hypnosis": "Hypnose", + "idea": "Idée", + "idea-title": "Idée du personnage (INT x5)", + "impale": "Empale", + "init-percent-abbrv": "% Init.", + "init-trap": "Amorcer Piège", + "int-title": "Intelligence du personnage", + "intelligence-ab": "Intelligence", + "iron": "Fer", + "iron-title": "Fer", + "job": "Métier", + "job-place": "Métier du personnage", + "jump": "Sauter", + "large-abbrv": "G", + "length": "Longueur", + "listen": "Ecouter", + "load": "Enc.", + "location": "Lieu de résidence", + "location-place": "Lieu de résidence du personnage", + "look": "Allure, Attitude, Mutations, Tares & Malformations Apparentes", + "look-place": "Allure, Attitude, Mutations, Tares et Malformations Apparentes du Personnage", + "luck": "Chance", + "luck-title": "Chance du personnage (POU x5)", + "macro": "Macro", + "male": "Masculin", + "max": "Max", + "melee-weapon-damage-place": "ex: 1d6+2", + "melee-weapon-hand-title": "Tenue en Main de l'arme", + "melee-weapon-length-title": "Longueur de l'arme", + "melee-weapon-name-place": "Nom de l'arme", + "melee-weapon-percent-title": "Niveau l'arme", + "melee-weapon-structure-title": "Structure de l'arme", + "melee-weapons": "Armes de contact", + "meleeWeapons-exp": "Développer les armes de contact", + "memorized-magic": "Magie Mémorisée", + "memorized-magic-description-place": "Description de la magie mémorisée", + "memorized-magic-exp": "Développer la Magie Mémorisée", + "memorized-magic-name-place": "Nom de la magie mémorisée", + "million-spheres": "Million de Sphères", + "minimize-cmd": "Minimize Row", + "misc": "Divers", + "misc-title": "Divers", + "mod-damage-title": "Modificateur de dégâts du personnage", + "mother-tongue": "Langue Matern.", + "mount": "Monture", + "mount-abilities-desc": "Caractéristiques", + "mount-abilities-desc-exp": "Développer les Caractéristiques", + "mount-armor-title": "Armure de la monture", + "mount-con-title": "Constitution de la monture", + "mount-desc": "Description de la monture", + "mount-dex-title": "Dextérité de la monture", + "mount-hgt-title": "Taille de la monture", + "mount-hp-max-title": "Points de vie max de la monture", + "mount-hp-title": "Points de vie de la monture", + "mount-int-title": "Intelligence de la monture", + "mount-mod-damage-title": "Modificateur de dégâts de la monture", + "mount-mov-title": "Déplacement de la monture", + "mount-name": "Nom", + "mount-name-place": "Nom de la monture", + "mount-pow-title": "Pouvoir de la monture", + "mount-skill-name-place": "Nom de la compétence", + "mount-skill-value-title": "Valeur de la compétence", + "mount-str-title": "Force de la monture", + "mount-type": "Espèce/Type", + "mount-type-place": "Espèce/Type de la monture", + "mov-title": "Déplacement du personnage", + "mp": "PM", + "mp-max-title": "Points de magie max du personnage", + "mp-title": "Points de magie du personnage", + "mutation": "Mutation", + "mutations-flaws-deformity": "Mutations, Tares, Malformations", + "mutations-flaws-deformity-description-place": "Description de la mutation, tare ou malformation", + "mutations-flaws-deformity-exp": "Développer les Mutations, Tares, Malformations", + "mutations-flaws-deformity-name-place": "Nom de la mutation, tare ou malformation", + "name": "Nom", + "natural-world": "Monde Naturel", + "negative": "Négatif", + "no": "Non", + "note-title-place": "Titre de la note", + "notes": "Notes", + "number-abbrv": "Nb.", + "pa": "PA", + "page-character": "Personnage", + "page-config": "Configuration", + "page-mount": "Monture", + "page-notes": "Notes", + "page-skills": "Compétences", + "page-technology-magic": "Technologie & Magie", + "page-weapons-equipments": "Armes & Equipement", + "pds": "Pds", + "percent-abbrv": "%", + "perspicacity": "Sagacité", + "pick": "Crocheter", + "player-name": "Nom du Joueur", + "player-name-place": "Nom du joueur", + "positive": "Positif", + "potions": "Potions", + "pow-title": "Pouvoir du personnage", + "power-ab": "Pouvoir", + "power-source": "Source d'énergie", + "prerequisite": "Pré-Requis", + "public": "Pour Tous", + "push": "Rep.", + "range": "Portée", + "ranged-weapon-ammo-title": "Munition de l'arme", + "ranged-weapon-autonomy-title": "Autonomie de l'arme", + "ranged-weapon-damage-place": "ex: 1d6+2", + "ranged-weapon-name-place": "Nom de l'arme", + "ranged-weapon-pa-title": "PA de l'arme", + "ranged-weapon-pds-title": "Pds de l'arme", + "ranged-weapon-percent-title": "Niveau l'arme", + "ranged-weapon-range-title": "Portée de l'arme", + "ranged-weapon-round-title": "Rounds utilisés par l'arme", + "ranged-weapons": "Armes à distance", + "rangedWeapons-exp": "Développer les armes à distance", + "repair-design": "Reparer/Concev.", + "result": "Résultat", + "riding": "Equitation", + "rolls-results": "Résultat des jets", + "round": "Att./Round", + "rounds": "Rounds", + "sailing": "Navigation", + "scientific-documents": "Documents Scientifiques", + "scientific-documents-description-place": "Description du Document Scientifique", + "scientific-documents-exp": "Développer les Documents Scientifiques", + "scientific-documents-name-place": "Nom du Document Scientifique", + "scientific-expertise": "Expertise Scientifique", + "scientific-expertise-cost-place": "Coût de cette expertise", + "scientific-expertise-exp": "Développer l'Expertise Scientifique", + "scientific-expertise-field-place": "Discipline de l'Expertise Scientifique", + "scientific-expertise-name-place": "Nom de l'Expertise Scientifique", + "scientific-expertise-prerequisite-place": "Pré-requis pour avoir cette expertise", + "scientificExpertiseMacroFormula-place": "Ex: [[2d10+6]]", + "scientificExpertiseMacroFormula-title": "Macro dédiée à l'Expertise Scientifique", + "scribe": "Scribe", + "search": "Chercher", + "secret-knowledge": "Secret & Savoir", + "shield": "Bouclier", + "shield-check-title": "Utilisation du bouclier", + "shield-damage-push-title": "Dégâts infliger par le bouclier + Repousser", + "shield-damage-title": "Dégâts infliger par le bouclier", + "shield-f-title": "Bouclier Entier", + "shield-h-title": "Demi Bouclier", + "shield-init-percent-title": "Pourcentage Initiale du bouclier", + "shield-l-title": "Grand Bouclier", + "shield-pds-title": "Pds du bouclier", + "shield-percent-title": "Pourcentage du bouclier", + "shield-push-title": "Repousser avec le bouclier", + "shield-s-title": "Petit Bouclier", + "shield-structure-title": "Structure du Bouclier", + "shieldMacroFormula-bt-name": "Macro Bouclier", + "shieldMacroFormula-place": "Ex: [[2d10+6]]", + "shieldMacroFormula-title": "Macro dédiée au Bouclier", + "showsect-cmd": "Cliquer pour développer", + "silver": "Argent", + "silver-title": "Argent (Souverain)", + "skill": "Compétence", + "skills": "Compétences", + "small-abbrv": "P", + "smell-taste": "Sentir/Gouter", + "special-art-place": "Art spécifique", + "special-craft-title": "Artisanat spécifique", + "special-foreign-language-title": "Langue Etrangère", + "special-riding-title": "Animal monté", + "special-steer-title": "Véhicule piloté", + "special-terra-incognita-title": "Terra Incognita", + "spiel": "Baratin", + "stealth": "Depl. Silencieux", + "steer": "Piloter", + "str-title": "Force du personnage", + "strength-ab": "Force", + "structure": "Structure", + "success": "Réussite", + "swim": "Natation", + "tech-item-autonomy-place": "Autonomie", + "tech-item-defects-place": "Défauts", + "tech-item-description-place": "Description de l'objet", + "tech-item-effects-place": "Effects", + "tech-item-name-place": "Nom de l'objet", + "tech-item-power-source-place": "Source d'Energie", + "tech-item-secret-knowledge-place": "Secret et Savoir", + "tech-item-secret-knowledge-title": "Secrets Technologiques et Savoirs Scientifiques employés", + "tech-item-skill-place": "Compétence de Réalisation", + "tech-items": "Objets Technologiques", + "tech-items-exp": "Développer les équipements", + "technological-knwoledge": "Maitrise Techno.", + "terra-incognita": "Terra Incognita", + "throw": "Lancer", + "track": "Pister", + "type": "Type", + "upgrade-skill-title": "Augmentez cette compétence à la montée de niveau", + "use": "Utilisé", + "value": "Valeur", + "weapon": "Arme", + "weapon-damage": "Dégâts", + "weapon-damage-mod": "Mod. Dégâts", + "weapons": "Armes", + "weapons-exp": "Développer les armes", + "whisper-to-gm": "Pour le MJ", + "without-helmet": "Sans Heaume", + "without-helmet-absorption-title": "Absorption sans heaume", + "without-helmet-affect-title": "% Affect sans heaume", + "yes": "Oui" +} diff --git a/Hawkmoon_mongoose/translations/ca.json b/Hawkmoon_mongoose/translations/ca.json new file mode 100644 index 0000000000..562deb4443 --- /dev/null +++ b/Hawkmoon_mongoose/translations/ca.json @@ -0,0 +1,318 @@ +{ + "CHA": "CHA", + "CON": "CON", + "DEX": "DEX", + "INT": "INT", + "POW": "POW", + "SIZ": "SIZ", + "STR": "STR", + "abdomen": "Abdomen", + "abdomen-armor-point-max-title": "Abdomen Max Armor Points", + "abdomen-armor-point-title": "Abdomen Armor Points", + "abdomen-hit-point-max-title": "Abdomen Max Hit Points", + "abdomen-hit-point-title": "Abdomen Hit Points", + "ability": "Ability", + "ability-effect-place": "Ability Effect", + "ability-name-place": "Ability Name", + "acrobatics": "Acrobatics", + "acrobatics-title": "Armor Penalty included - @{acrobatics}", + "advanced-skill-characteristics-1-title": "First Characteristics for Advanced Skill", + "advanced-skill-characteristics-2-title": "First Characteristics for Advanced Skill", + "advanced-skill-mod": "Mod.", + "advanced-skill-name": "Skill Name", + "advanced-skill-name-place": "Advanced Skill Name", + "advanced-skill-score": "Score", + "advanced-skill-score-base": "Base", + "advanced-skill-score-title": "Armor Penalty included if DEX is involved - @{advancedSkill}", + "advanced-skills": "Advanced Skills", + "ap": "AP", + "armor-ap": "AP", + "armor-ap_max": "AP Max", + "armor-armor-points-title": "Armor Armor Points", + "armor-enc-title": "Armor Encumbrance", + "armor-hp": "HP", + "armor-hp-max": "HP Max", + "armor-location-place": "Armor Location(s)", + "armor-name-place": "Armor Name", + "armor-notes-place": "Armor Notes", + "armor-penalty-title": "Armor Skill Penalty", + "armors": "Armors", + "athletics": "Athletics", + "athletics-title": "Armor Penalty included - @{athletics}", + "attack": "", + "automatic": "Automatic", + "base-score": "Base Score", + "basic-close-combat": "Basic Close Combat", + "basic-close-combat-title": "Armor Penalty included - @{basic-close-combat}", + "basic-ranged": "Basic Ranged", + "basic-ranged-title": "Armor Penalty included - @{basic-ranged}", + "basic-skills": "Basic Skills", + "basic-skills-list": "acrobatics-cat,athletics-cat,boating-cat,dodge-cat,driving-cat,evaluate-cat,first-aid-cat,influence-cat,lore-animal-cat,lore-plant-cat,lore-world-cat,perception-cat,persistence-cat,resilience-cat,riding-cat,sing-cat,sleight-cat,stealth-cat,throwing-cat,unarmed-cat", + "boating": "Boating", + "ca": "CA", + "casting-time": "Casting Time", + "character-attributes-desc": "Character Attributes", + "character-characteristics-desc": "Characteristics", + "character-desc": "Character Description", + "character-name": "Character Name", + "character-name-place": "Character Name", + "characteristic-s": "Characteristic(s)", + "characteristics-1": "Ch. 1", + "characteristics-2": "Ch. 2", + "chest": "Chest", + "chest-armor-point-max-title": "chest Max Armor Points", + "chest-armor-point-title": "chest Armor Points", + "chest-hit-point-max-title": "chest Max Hit Points", + "chest-hit-point-title": "chest Hit Points", + "close-combat-weapon-ap-max-title": "Weapon Max Armor Points", + "close-combat-weapon-ap-title": "Weapon Armor Points", + "close-combat-weapon-damage-place": "ex: 1d6+2", + "close-combat-weapon-enc-title": "Weapon Encumbrance", + "close-combat-weapon-hp-max-title": "Weapon Max Hit Points", + "close-combat-weapon-hp-title": "Weapon Hit Points", + "close-combat-weapon-impale-title": "Impale the opponent on critical ?", + "close-combat-weapon-name-place": "Weapon Name", + "close-combat-weapon-notes-place": "Special Notes", + "close-combat-weapon-skill-place": "Weapon Skill Name (Put the exact name of the skill)", + "close-combat-weapon-skill-score-title": "Weapon Skill Score", + "combat-action-title": "Combat Actions - @{ca}", + "copper": "Copper", + "copper-title": "Copper (Penny)", + "cost": "Cost", + "critical": "Critical !", + "cultural-background": "Cultural Background", + "cultural-background-place": "Character Cultural Background", + "currencies-desc": "Currencies", + "current": "Current", + "current-fatigue": "Current Fatigue:", + "current-fatigue-place": "Character Current Fatigue", + "current-score": "Current Score", + "damage": "Damage", + "damage-modifier-title": "Damage Modifier - @{dmg-mod}", + "damages": "Damages", + "dice": "Dice", + "dm": "Dmg Mod.", + "dodge": "Dodge", + "dodge-title": "Armor Penalty included - @{dodge}", + "driving": "Driving", + "effect": "Effect", + "encumbrance": "ENC", + "equipments": "Equipments", + "evaluate": "Evaluate", + "fail": "Fail", + "fate-point": "Fate Points:", + "fate-point-title": "Current Fate Points - @{fate-points}", + "fate-point-used-title": "Total Fate Points - @{fate-points-total}", + "favoured-close-combat-weapons": "Favoured Close Combat Weapons", + "favoured-ranged-weapons": "Favoured Ranged Weapons", + "first-aid": "First Aid", + "focus-point-max-title": "Max Focus Points - @{focus-points_max}", + "focus-point-title": "Focus Points - @{focus-points}", + "focus-points": "Focus Points:", + "footer-created-by": "Created By", + "footer-inspired": "(highly inspired by the Pathfinder Sheet)", + "footer-last-update": "Last Update", + "full_damage_mod": "+ DM", + "fumble": "Fumble !", + "gold": "Gold", + "gold-title": "Gold (Pundstarleen)", + "half_damage_mod": "+ 1/2 DM", + "head": "Head", + "head-armor-point-max-title": "Head Max Armor Points", + "head-armor-point-title": "Head Armor Points", + "head-hit-point-max-title": "Head Max Hit Points", + "head-hit-point-title": "Head Hit Points", + "hit-location": "Hit Location", + "hit-location-ap-max-title": "Location Max Armor Points", + "hit-location-ap-title": "Location Armor Points", + "hit-location-dice-value-title": "Dice Value (ex: 3-5)", + "hit-location-hp-max-title": "Location Max Hit Points", + "hit-location-hp-title": "Location Hit Points", + "hit-location-name-place": "Name (ex: chest)", + "hit-locations": "Hit Locations", + "hp": "HP", + "impale": "Impale", + "impaled": "Impaled !", + "improvement-rolls": "Improvement Rolls:", + "improvement-rolls-title": "Current Character Improvement Rolls", + "influence": "Influence", + "item": "Item", + "item-ap-max-title": "Item Max Armor Points", + "item-ap-title": "Item Armor Points", + "item-cost-title": "Item Cost (in Silver Coin)", + "item-enc-title": "Item Encumbrance", + "item-hp-max-title": "Item Max Hit Points", + "item-hp-title": "Item Hit Points", + "item-name-place": "Item Name", + "item-notes-place": "Special Notes", + "item-number-title": "Number of items", + "left-arm": "Left Arm", + "left-arm-armor-point-max-title": "Left Arm Max Armor Points", + "left-arm-armor-point-title": "Left Arm Armor Points", + "left-arm-hit-point-max-title": "Left Arm Max Hit Points", + "left-arm-hit-point-title": "Left Arm Hit Points", + "left-leg": "Left Leg", + "left-leg-armor-point-max-title": "Left Leg Max Armor Points", + "left-leg-armor-point-title": "Left Leg Armor Points", + "left-leg-hit-point-max-title": "Left Leg Max Hit Points", + "left-leg-hit-point-title": "Left Leg Hit Points", + "legendary-abilities": "Legendary Abilities", + "load": "Load", + "location": "Location", + "locations": "Locations", + "lore-animal": "Lore (Animal)", + "lore-plant": "Lore (Plant)", + "lore-world": "Lore (World)", + "max": "Max", + "max_damages": "Max Damages !", + "minimize-cmd": "Minimize Row", + "misc": "Miscellaneous", + "mod-score": "Mod Score", + "mount-close-combat-weapon-ap-max-title": "Weapon Max Armor Points", + "mount-close-combat-weapon-ap-title": "Weapon Armor Points", + "mount-close-combat-weapon-damage-place": "ex: 1d6+2", + "mount-close-combat-weapon-enc-title": "Weapon Encumbrance", + "mount-close-combat-weapon-hp-max-title": "Weapon Max Hit Points", + "mount-close-combat-weapon-hp-title": "Weapon Hit Points", + "mount-close-combat-weapon-name-place": "Weapon Name", + "mount-close-combat-weapon-notes-place": "Special Notes", + "mount-close-combat-weapon-skill-score-title": "Weapon Skill Score", + "mount-close-combat-weapons": "Mount Close Combat Weapons", + "mount-combat-action-title": "Mount Combat Actions - @{mount-ca}", + "mount-current-fatigue-place": "Mount Current Fatigue", + "mount-desc": "Mount Description", + "mount-movement-title": "Mount Movement - @{mount-mov}", + "mount-name": "Mount Name", + "mount-name-place": "Mount Name", + "mount-notes-place": "Mount Notes", + "mount-ranged-combat-weapon-ap-max-title": "Weapon Max Armor Points", + "mount-ranged-combat-weapon-ap-title": "Weapon Armor Points", + "mount-ranged-combat-weapon-hp-max-title": "Weapon Max Hit Points", + "mount-ranged-combat-weapon-hp-title": "Weapon Hit Points", + "mount-ranged-combat-weapon-notes-place": "Special Notes", + "mount-ranged-weapon-damage-place": "ex: 1d6+2", + "mount-ranged-weapon-enc-title": "Weapon Encumbrance", + "mount-ranged-weapon-load-title": "Weapon Load", + "mount-ranged-weapon-name-place": "Weapon Name", + "mount-ranged-weapon-range-title": "Weapon Range", + "mount-ranged-weapon-skill-score-title": "Weapon Skill Score", + "mount-ranged-weapons": "Mount Ranged Weapons", + "mount-skill-characteristics-1-title": "First Characteristics for Mount Skill", + "mount-skill-characteristics-2-title": "First Characteristics for Mount Skill", + "mount-skill-mod": "Mod.", + "mount-skill-name": "Skill Name", + "mount-skill-name-place": "Mount Skill Name", + "mount-skill-score": "Score", + "mount-skill-score-base": "Base", + "mount-sr-initiative-title": "Launch Initiative (select your token before)", + "mount-strike-rank-title": "Mount Strike Rank - @{mount-sr}", + "mount-total-enc-title": "Mount Total Encumbrance", + "mount-type": "Mount Type", + "mount-type-place": "Mount Type", + "mov": "MOV", + "movement-title": "Movement - @{mov}", + "name": "Nom", + "no": "No", + "note-title-place": "Note Title", + "notes": "Notes", + "number": "Nb.", + "page-character": "Character", + "page-config": "Configuration", + "page-mount": "Mount", + "page-notes": "Notes", + "page-skills": "Skills", + "page-spells-traits": "Spells & Traits", + "page-weapons-equipments": "Weapons & Equipments", + "penalty": "Penalty", + "perception": "Perception", + "persistence": "Persistence", + "player-name": "Player Name", + "player-name-place": "Player Name", + "profession": "Profession", + "profession-place": "Character Profession", + "public": "Public", + "range": "Range", + "ranged-combat-weapon-ap-max-title": "Weapon Max Armor Points", + "ranged-combat-weapon-ap-title": "Weapon Armor Points", + "ranged-combat-weapon-hp-max-title": "Weapon Max Hit Points", + "ranged-combat-weapon-hp-title": "Weapon Hit Points", + "ranged-combat-weapon-notes-place": "Special Notes", + "ranged-weapon-damage-place": "ex: 1d6+2", + "ranged-weapon-enc-title": "Weapon Encumbrance", + "ranged-weapon-impale-title": "Impale the opponent on critical ?", + "ranged-weapon-load-title": "Weapon Load", + "ranged-weapon-name-place": "Weapon Name", + "ranged-weapon-range-title": "Weapon Range", + "ranged-weapon-skill-place": "Weapon Skill Name (Put the exact name of the skill)", + "ranged-weapon-skill-score-title": "Weapon Skill Score", + "regional-background": "Regional Background", + "regional-background-place": "Character Regional Background", + "rep": "REP", + "reputation-title": "Reputation - @{rep}", + "requirements": "Requirements", + "resilience": "Resilience", + "result": "Result", + "riding": "Riding", + "riding-title": "Armor Penalty included - @{riding}", + "right-arm": "Right Arm", + "right-arm-armor-point-max-title": "Right Arm Max Armor Points", + "right-arm-armor-point-title": "Right Arm Armor Points", + "right-arm-hit-point-max-title": "Right Arm Max Hit Points", + "right-arm-hit-point-title": "Right Arm Hit Points", + "right-leg": "Right Leg", + "right-leg-armor-point-max-title": "Right Leg Max Armor Points", + "right-leg-armor-point-title": "Right Leg Armor Points", + "right-leg-hit-point-max-title": "Right Leg Max Hit Points", + "right-leg-hit-point-title": "Right Leg Hit Points", + "rolls-results": "Rolls Results", + "rules": "Rules", + "score": "Score", + "silver": "Silver", + "silver-title": "Silver (Euo)", + "sing": "Sing", + "skill": "Skill", + "skills": "Skills", + "sleight": "Sleight", + "sleight-title": "Armor Penalty included - @{sleight}", + "spell": "Spell", + "spell-casting-time-place": "Spell Casting Time", + "spell-effect-place": "Spell Effect", + "spell-name-place": "Spell Name", + "spell-requirements-place": "Spell Requirements", + "spell-traits-place": "Spell Traits", + "spells": "Spells", + "sr-initiative-title": "Launch Initiative (select your token before)", + "stealth": "Stealth", + "stealth-title": "Armor Penalty included - @{stealth}", + "strike-rank": "SR", + "strike-rank-title": "Strike Rank - @{sr}", + "success": "Success", + "throwing": "Throwing", + "throwing-title": "Armor Penalty included - @{throwing}", + "title": "Title", + "total": "Total", + "total-enc": "Total Enc:", + "total-enc-max-title": "Character Total Max Encumbrance (STR+SIZ * 2)", + "total-enc-overload-title": "Encumbrance Overload (STR+SIZ) without malus", + "total-enc-title": "Character Total Encumbrance", + "trait": "Trait", + "trait-effect-place": "Trait Effect", + "trait-name-place": "Trait Name", + "traits": "Traits", + "unarmed": "Unarmed", + "use-armor-penalty": "Use Armor Penalty?", + "value": "Value", + "weapon": "Weapon", + "weapon-skill-characteristics-1-title": "First Characteristics for Weapon Skill", + "weapon-skill-characteristics-2-title": "Second Characteristics for Weapon Skill", + "weapon-skill-mod": "Mod.", + "weapon-skill-name": "Skill Name", + "weapon-skill-name-place": "Weapon Skill Name", + "weapon-skill-score": "Score", + "weapon-skill-score-base": "Base", + "weapon-skill-score-title": "Armor Penalty included if DEX is involved - @{weaponSkill}", + "weapon-skills": "Weapon Skills", + "weapon-skills-list": "basic-close-combat-cat,basic-ranged-cat", + "whisper-to-gm": "Whisper to GM", + "yes": "Yes" +} diff --git a/Hawkmoon_mongoose/translations/hu.json b/Hawkmoon_mongoose/translations/hu.json new file mode 100644 index 0000000000..562deb4443 --- /dev/null +++ b/Hawkmoon_mongoose/translations/hu.json @@ -0,0 +1,318 @@ +{ + "CHA": "CHA", + "CON": "CON", + "DEX": "DEX", + "INT": "INT", + "POW": "POW", + "SIZ": "SIZ", + "STR": "STR", + "abdomen": "Abdomen", + "abdomen-armor-point-max-title": "Abdomen Max Armor Points", + "abdomen-armor-point-title": "Abdomen Armor Points", + "abdomen-hit-point-max-title": "Abdomen Max Hit Points", + "abdomen-hit-point-title": "Abdomen Hit Points", + "ability": "Ability", + "ability-effect-place": "Ability Effect", + "ability-name-place": "Ability Name", + "acrobatics": "Acrobatics", + "acrobatics-title": "Armor Penalty included - @{acrobatics}", + "advanced-skill-characteristics-1-title": "First Characteristics for Advanced Skill", + "advanced-skill-characteristics-2-title": "First Characteristics for Advanced Skill", + "advanced-skill-mod": "Mod.", + "advanced-skill-name": "Skill Name", + "advanced-skill-name-place": "Advanced Skill Name", + "advanced-skill-score": "Score", + "advanced-skill-score-base": "Base", + "advanced-skill-score-title": "Armor Penalty included if DEX is involved - @{advancedSkill}", + "advanced-skills": "Advanced Skills", + "ap": "AP", + "armor-ap": "AP", + "armor-ap_max": "AP Max", + "armor-armor-points-title": "Armor Armor Points", + "armor-enc-title": "Armor Encumbrance", + "armor-hp": "HP", + "armor-hp-max": "HP Max", + "armor-location-place": "Armor Location(s)", + "armor-name-place": "Armor Name", + "armor-notes-place": "Armor Notes", + "armor-penalty-title": "Armor Skill Penalty", + "armors": "Armors", + "athletics": "Athletics", + "athletics-title": "Armor Penalty included - @{athletics}", + "attack": "", + "automatic": "Automatic", + "base-score": "Base Score", + "basic-close-combat": "Basic Close Combat", + "basic-close-combat-title": "Armor Penalty included - @{basic-close-combat}", + "basic-ranged": "Basic Ranged", + "basic-ranged-title": "Armor Penalty included - @{basic-ranged}", + "basic-skills": "Basic Skills", + "basic-skills-list": "acrobatics-cat,athletics-cat,boating-cat,dodge-cat,driving-cat,evaluate-cat,first-aid-cat,influence-cat,lore-animal-cat,lore-plant-cat,lore-world-cat,perception-cat,persistence-cat,resilience-cat,riding-cat,sing-cat,sleight-cat,stealth-cat,throwing-cat,unarmed-cat", + "boating": "Boating", + "ca": "CA", + "casting-time": "Casting Time", + "character-attributes-desc": "Character Attributes", + "character-characteristics-desc": "Characteristics", + "character-desc": "Character Description", + "character-name": "Character Name", + "character-name-place": "Character Name", + "characteristic-s": "Characteristic(s)", + "characteristics-1": "Ch. 1", + "characteristics-2": "Ch. 2", + "chest": "Chest", + "chest-armor-point-max-title": "chest Max Armor Points", + "chest-armor-point-title": "chest Armor Points", + "chest-hit-point-max-title": "chest Max Hit Points", + "chest-hit-point-title": "chest Hit Points", + "close-combat-weapon-ap-max-title": "Weapon Max Armor Points", + "close-combat-weapon-ap-title": "Weapon Armor Points", + "close-combat-weapon-damage-place": "ex: 1d6+2", + "close-combat-weapon-enc-title": "Weapon Encumbrance", + "close-combat-weapon-hp-max-title": "Weapon Max Hit Points", + "close-combat-weapon-hp-title": "Weapon Hit Points", + "close-combat-weapon-impale-title": "Impale the opponent on critical ?", + "close-combat-weapon-name-place": "Weapon Name", + "close-combat-weapon-notes-place": "Special Notes", + "close-combat-weapon-skill-place": "Weapon Skill Name (Put the exact name of the skill)", + "close-combat-weapon-skill-score-title": "Weapon Skill Score", + "combat-action-title": "Combat Actions - @{ca}", + "copper": "Copper", + "copper-title": "Copper (Penny)", + "cost": "Cost", + "critical": "Critical !", + "cultural-background": "Cultural Background", + "cultural-background-place": "Character Cultural Background", + "currencies-desc": "Currencies", + "current": "Current", + "current-fatigue": "Current Fatigue:", + "current-fatigue-place": "Character Current Fatigue", + "current-score": "Current Score", + "damage": "Damage", + "damage-modifier-title": "Damage Modifier - @{dmg-mod}", + "damages": "Damages", + "dice": "Dice", + "dm": "Dmg Mod.", + "dodge": "Dodge", + "dodge-title": "Armor Penalty included - @{dodge}", + "driving": "Driving", + "effect": "Effect", + "encumbrance": "ENC", + "equipments": "Equipments", + "evaluate": "Evaluate", + "fail": "Fail", + "fate-point": "Fate Points:", + "fate-point-title": "Current Fate Points - @{fate-points}", + "fate-point-used-title": "Total Fate Points - @{fate-points-total}", + "favoured-close-combat-weapons": "Favoured Close Combat Weapons", + "favoured-ranged-weapons": "Favoured Ranged Weapons", + "first-aid": "First Aid", + "focus-point-max-title": "Max Focus Points - @{focus-points_max}", + "focus-point-title": "Focus Points - @{focus-points}", + "focus-points": "Focus Points:", + "footer-created-by": "Created By", + "footer-inspired": "(highly inspired by the Pathfinder Sheet)", + "footer-last-update": "Last Update", + "full_damage_mod": "+ DM", + "fumble": "Fumble !", + "gold": "Gold", + "gold-title": "Gold (Pundstarleen)", + "half_damage_mod": "+ 1/2 DM", + "head": "Head", + "head-armor-point-max-title": "Head Max Armor Points", + "head-armor-point-title": "Head Armor Points", + "head-hit-point-max-title": "Head Max Hit Points", + "head-hit-point-title": "Head Hit Points", + "hit-location": "Hit Location", + "hit-location-ap-max-title": "Location Max Armor Points", + "hit-location-ap-title": "Location Armor Points", + "hit-location-dice-value-title": "Dice Value (ex: 3-5)", + "hit-location-hp-max-title": "Location Max Hit Points", + "hit-location-hp-title": "Location Hit Points", + "hit-location-name-place": "Name (ex: chest)", + "hit-locations": "Hit Locations", + "hp": "HP", + "impale": "Impale", + "impaled": "Impaled !", + "improvement-rolls": "Improvement Rolls:", + "improvement-rolls-title": "Current Character Improvement Rolls", + "influence": "Influence", + "item": "Item", + "item-ap-max-title": "Item Max Armor Points", + "item-ap-title": "Item Armor Points", + "item-cost-title": "Item Cost (in Silver Coin)", + "item-enc-title": "Item Encumbrance", + "item-hp-max-title": "Item Max Hit Points", + "item-hp-title": "Item Hit Points", + "item-name-place": "Item Name", + "item-notes-place": "Special Notes", + "item-number-title": "Number of items", + "left-arm": "Left Arm", + "left-arm-armor-point-max-title": "Left Arm Max Armor Points", + "left-arm-armor-point-title": "Left Arm Armor Points", + "left-arm-hit-point-max-title": "Left Arm Max Hit Points", + "left-arm-hit-point-title": "Left Arm Hit Points", + "left-leg": "Left Leg", + "left-leg-armor-point-max-title": "Left Leg Max Armor Points", + "left-leg-armor-point-title": "Left Leg Armor Points", + "left-leg-hit-point-max-title": "Left Leg Max Hit Points", + "left-leg-hit-point-title": "Left Leg Hit Points", + "legendary-abilities": "Legendary Abilities", + "load": "Load", + "location": "Location", + "locations": "Locations", + "lore-animal": "Lore (Animal)", + "lore-plant": "Lore (Plant)", + "lore-world": "Lore (World)", + "max": "Max", + "max_damages": "Max Damages !", + "minimize-cmd": "Minimize Row", + "misc": "Miscellaneous", + "mod-score": "Mod Score", + "mount-close-combat-weapon-ap-max-title": "Weapon Max Armor Points", + "mount-close-combat-weapon-ap-title": "Weapon Armor Points", + "mount-close-combat-weapon-damage-place": "ex: 1d6+2", + "mount-close-combat-weapon-enc-title": "Weapon Encumbrance", + "mount-close-combat-weapon-hp-max-title": "Weapon Max Hit Points", + "mount-close-combat-weapon-hp-title": "Weapon Hit Points", + "mount-close-combat-weapon-name-place": "Weapon Name", + "mount-close-combat-weapon-notes-place": "Special Notes", + "mount-close-combat-weapon-skill-score-title": "Weapon Skill Score", + "mount-close-combat-weapons": "Mount Close Combat Weapons", + "mount-combat-action-title": "Mount Combat Actions - @{mount-ca}", + "mount-current-fatigue-place": "Mount Current Fatigue", + "mount-desc": "Mount Description", + "mount-movement-title": "Mount Movement - @{mount-mov}", + "mount-name": "Mount Name", + "mount-name-place": "Mount Name", + "mount-notes-place": "Mount Notes", + "mount-ranged-combat-weapon-ap-max-title": "Weapon Max Armor Points", + "mount-ranged-combat-weapon-ap-title": "Weapon Armor Points", + "mount-ranged-combat-weapon-hp-max-title": "Weapon Max Hit Points", + "mount-ranged-combat-weapon-hp-title": "Weapon Hit Points", + "mount-ranged-combat-weapon-notes-place": "Special Notes", + "mount-ranged-weapon-damage-place": "ex: 1d6+2", + "mount-ranged-weapon-enc-title": "Weapon Encumbrance", + "mount-ranged-weapon-load-title": "Weapon Load", + "mount-ranged-weapon-name-place": "Weapon Name", + "mount-ranged-weapon-range-title": "Weapon Range", + "mount-ranged-weapon-skill-score-title": "Weapon Skill Score", + "mount-ranged-weapons": "Mount Ranged Weapons", + "mount-skill-characteristics-1-title": "First Characteristics for Mount Skill", + "mount-skill-characteristics-2-title": "First Characteristics for Mount Skill", + "mount-skill-mod": "Mod.", + "mount-skill-name": "Skill Name", + "mount-skill-name-place": "Mount Skill Name", + "mount-skill-score": "Score", + "mount-skill-score-base": "Base", + "mount-sr-initiative-title": "Launch Initiative (select your token before)", + "mount-strike-rank-title": "Mount Strike Rank - @{mount-sr}", + "mount-total-enc-title": "Mount Total Encumbrance", + "mount-type": "Mount Type", + "mount-type-place": "Mount Type", + "mov": "MOV", + "movement-title": "Movement - @{mov}", + "name": "Nom", + "no": "No", + "note-title-place": "Note Title", + "notes": "Notes", + "number": "Nb.", + "page-character": "Character", + "page-config": "Configuration", + "page-mount": "Mount", + "page-notes": "Notes", + "page-skills": "Skills", + "page-spells-traits": "Spells & Traits", + "page-weapons-equipments": "Weapons & Equipments", + "penalty": "Penalty", + "perception": "Perception", + "persistence": "Persistence", + "player-name": "Player Name", + "player-name-place": "Player Name", + "profession": "Profession", + "profession-place": "Character Profession", + "public": "Public", + "range": "Range", + "ranged-combat-weapon-ap-max-title": "Weapon Max Armor Points", + "ranged-combat-weapon-ap-title": "Weapon Armor Points", + "ranged-combat-weapon-hp-max-title": "Weapon Max Hit Points", + "ranged-combat-weapon-hp-title": "Weapon Hit Points", + "ranged-combat-weapon-notes-place": "Special Notes", + "ranged-weapon-damage-place": "ex: 1d6+2", + "ranged-weapon-enc-title": "Weapon Encumbrance", + "ranged-weapon-impale-title": "Impale the opponent on critical ?", + "ranged-weapon-load-title": "Weapon Load", + "ranged-weapon-name-place": "Weapon Name", + "ranged-weapon-range-title": "Weapon Range", + "ranged-weapon-skill-place": "Weapon Skill Name (Put the exact name of the skill)", + "ranged-weapon-skill-score-title": "Weapon Skill Score", + "regional-background": "Regional Background", + "regional-background-place": "Character Regional Background", + "rep": "REP", + "reputation-title": "Reputation - @{rep}", + "requirements": "Requirements", + "resilience": "Resilience", + "result": "Result", + "riding": "Riding", + "riding-title": "Armor Penalty included - @{riding}", + "right-arm": "Right Arm", + "right-arm-armor-point-max-title": "Right Arm Max Armor Points", + "right-arm-armor-point-title": "Right Arm Armor Points", + "right-arm-hit-point-max-title": "Right Arm Max Hit Points", + "right-arm-hit-point-title": "Right Arm Hit Points", + "right-leg": "Right Leg", + "right-leg-armor-point-max-title": "Right Leg Max Armor Points", + "right-leg-armor-point-title": "Right Leg Armor Points", + "right-leg-hit-point-max-title": "Right Leg Max Hit Points", + "right-leg-hit-point-title": "Right Leg Hit Points", + "rolls-results": "Rolls Results", + "rules": "Rules", + "score": "Score", + "silver": "Silver", + "silver-title": "Silver (Euo)", + "sing": "Sing", + "skill": "Skill", + "skills": "Skills", + "sleight": "Sleight", + "sleight-title": "Armor Penalty included - @{sleight}", + "spell": "Spell", + "spell-casting-time-place": "Spell Casting Time", + "spell-effect-place": "Spell Effect", + "spell-name-place": "Spell Name", + "spell-requirements-place": "Spell Requirements", + "spell-traits-place": "Spell Traits", + "spells": "Spells", + "sr-initiative-title": "Launch Initiative (select your token before)", + "stealth": "Stealth", + "stealth-title": "Armor Penalty included - @{stealth}", + "strike-rank": "SR", + "strike-rank-title": "Strike Rank - @{sr}", + "success": "Success", + "throwing": "Throwing", + "throwing-title": "Armor Penalty included - @{throwing}", + "title": "Title", + "total": "Total", + "total-enc": "Total Enc:", + "total-enc-max-title": "Character Total Max Encumbrance (STR+SIZ * 2)", + "total-enc-overload-title": "Encumbrance Overload (STR+SIZ) without malus", + "total-enc-title": "Character Total Encumbrance", + "trait": "Trait", + "trait-effect-place": "Trait Effect", + "trait-name-place": "Trait Name", + "traits": "Traits", + "unarmed": "Unarmed", + "use-armor-penalty": "Use Armor Penalty?", + "value": "Value", + "weapon": "Weapon", + "weapon-skill-characteristics-1-title": "First Characteristics for Weapon Skill", + "weapon-skill-characteristics-2-title": "Second Characteristics for Weapon Skill", + "weapon-skill-mod": "Mod.", + "weapon-skill-name": "Skill Name", + "weapon-skill-name-place": "Weapon Skill Name", + "weapon-skill-score": "Score", + "weapon-skill-score-base": "Base", + "weapon-skill-score-title": "Armor Penalty included if DEX is involved - @{weaponSkill}", + "weapon-skills": "Weapon Skills", + "weapon-skills-list": "basic-close-combat-cat,basic-ranged-cat", + "whisper-to-gm": "Whisper to GM", + "yes": "Yes" +} diff --git a/HeXXen1733/translations/ca.json b/HeXXen1733/translations/ca.json new file mode 100644 index 0000000000..0967ef424b --- /dev/null +++ b/HeXXen1733/translations/ca.json @@ -0,0 +1 @@ +{} diff --git a/HeXXen1733/translations/hu.json b/HeXXen1733/translations/hu.json new file mode 100644 index 0000000000..0967ef424b --- /dev/null +++ b/HeXXen1733/translations/hu.json @@ -0,0 +1 @@ +{} diff --git a/Heart-the-City-Beneath-mk2/translations/ca.json b/Heart-the-City-Beneath-mk2/translations/ca.json new file mode 100644 index 0000000000..23f4b8eb14 --- /dev/null +++ b/Heart-the-City-Beneath-mk2/translations/ca.json @@ -0,0 +1,73 @@ +{ + "abilities-label": "Abilities", + "ability_name": "Ability name", + "active-beats-label": "Active Beats", + "all-stress-label": "All Stress", + "ancestry-label": "Ancestry", + "blood-label": "Blood", + "build-pool-label": "Build dice pool: 1D + Skill + Domain + Mastery + Knack", + "calling-label": "Calling", + "class-label": "Class", + "clear-label": "Clear", + "clearstress-label": "Clear Stress", + "compel": "Compel", + "critical-failure-msg": "Critical failure (take double stress)", + "critical-label": "Critical", + "critical-success-msg": "Critical success (increase outgoing stress die size)", + "cursed": "Cursed", + "dangerous": "Dangerous", + "dangerous-pool-label": "drop 2 highest results, use third-highest result", + "delve": "Delve", + "description-label": "Domains/Tags", + "desolate": "Desolate", + "die-label": "Die", + "difficulty": "Difficulty", + "discern": "Discern", + "domains-label": "Domains", + "echo-label": "Echo", + "endure": "Endure", + "equipment-label": "Equipment", + "evade": "Evade", + "failure-msg": "Failure (take stress)", + "fallout-label": "Fallout", + "fallout-test-label": "Fallout Test", + "fallout_name": "Fallout name", + "fortune-label": "Fortune", + "haven": "Haven", + "hunt": "Hunt", + "kill": "Kill", + "knacks-label": "Knacks", + "major-label": "Major", + "mastery?": "Mastery?", + "mend": "Mend", + "mind-label": "Mind", + "minor-label": "Minor", + "name-label": "Name", + "no-fallout": "No fallout", + "none": "None", + "notes-label": "Notes", + "occult": "Occult", + "protection-label": "Protection", + "religion": "Religion", + "resources-label": "Resources", + "risky": "Risky", + "risky-pool-label": "drop highest result, use second-highest result", + "roll-label": "Roll", + "skills-label": "Skills", + "success-at-a-cost-msg": "Success at a cost (take stress)", + "success-msg": "Success (take no stress)", + "sneak": "Sneak", + "standard": "Standard", + "standard-pool-label": "use highest result", + "stress-label": "Stress", + "supplies-label": "Supplies", + "take-major-fallout": "Take major fallout", + "take-minor-fallout": "Take minor fallout", + "technology": "Technology", + "total-label": "Total", + "warren": "Warren", + "wild": "Wild", + "zenith-label": "Zenith", + "zero-dice-label": "only succeed on a 10.", + "zero-effective-dice": "Zero effective dice" +} \ No newline at end of file diff --git a/Heart-the-City-Beneath-mk2/translations/hu.json b/Heart-the-City-Beneath-mk2/translations/hu.json new file mode 100644 index 0000000000..23f4b8eb14 --- /dev/null +++ b/Heart-the-City-Beneath-mk2/translations/hu.json @@ -0,0 +1,73 @@ +{ + "abilities-label": "Abilities", + "ability_name": "Ability name", + "active-beats-label": "Active Beats", + "all-stress-label": "All Stress", + "ancestry-label": "Ancestry", + "blood-label": "Blood", + "build-pool-label": "Build dice pool: 1D + Skill + Domain + Mastery + Knack", + "calling-label": "Calling", + "class-label": "Class", + "clear-label": "Clear", + "clearstress-label": "Clear Stress", + "compel": "Compel", + "critical-failure-msg": "Critical failure (take double stress)", + "critical-label": "Critical", + "critical-success-msg": "Critical success (increase outgoing stress die size)", + "cursed": "Cursed", + "dangerous": "Dangerous", + "dangerous-pool-label": "drop 2 highest results, use third-highest result", + "delve": "Delve", + "description-label": "Domains/Tags", + "desolate": "Desolate", + "die-label": "Die", + "difficulty": "Difficulty", + "discern": "Discern", + "domains-label": "Domains", + "echo-label": "Echo", + "endure": "Endure", + "equipment-label": "Equipment", + "evade": "Evade", + "failure-msg": "Failure (take stress)", + "fallout-label": "Fallout", + "fallout-test-label": "Fallout Test", + "fallout_name": "Fallout name", + "fortune-label": "Fortune", + "haven": "Haven", + "hunt": "Hunt", + "kill": "Kill", + "knacks-label": "Knacks", + "major-label": "Major", + "mastery?": "Mastery?", + "mend": "Mend", + "mind-label": "Mind", + "minor-label": "Minor", + "name-label": "Name", + "no-fallout": "No fallout", + "none": "None", + "notes-label": "Notes", + "occult": "Occult", + "protection-label": "Protection", + "religion": "Religion", + "resources-label": "Resources", + "risky": "Risky", + "risky-pool-label": "drop highest result, use second-highest result", + "roll-label": "Roll", + "skills-label": "Skills", + "success-at-a-cost-msg": "Success at a cost (take stress)", + "success-msg": "Success (take no stress)", + "sneak": "Sneak", + "standard": "Standard", + "standard-pool-label": "use highest result", + "stress-label": "Stress", + "supplies-label": "Supplies", + "take-major-fallout": "Take major fallout", + "take-minor-fallout": "Take minor fallout", + "technology": "Technology", + "total-label": "Total", + "warren": "Warren", + "wild": "Wild", + "zenith-label": "Zenith", + "zero-dice-label": "only succeed on a 10.", + "zero-effective-dice": "Zero effective dice" +} \ No newline at end of file diff --git a/Hellywood/translations/ca.json b/Hellywood/translations/ca.json new file mode 100644 index 0000000000..9301b17b43 --- /dev/null +++ b/Hellywood/translations/ca.json @@ -0,0 +1,76 @@ +{ + "character-u": "Character", + "character_name": "Name", + "nature-u": "Nature", + "advantage-u": "Advantage", + "disadvantage-u": "Disadvantage", + "jokers-titre-u": "Jokers", + "russian-roulette-u": "Russian Roulette", + "roll_roulette-title": "Russian Roulette", + "fbp-u": "F.B.P.", + "fbp-title": "F*ck*n' b*st*rd points", + "fbp-text-u": "Allows rerolling but be careful when it backfires.", + "attributes-titre-u": "Attributes", + "damage-u": "Damage", + "shotgun": "Shotgun", + "score-u": "Score", + "muscle-u": "Muscle", + "pool-u": "Pool", + "mojo-u": "Mojo", + "toughness-u": "Toughness", + "guts-u": "Guts", + "dexterity-u": "Dexterity", + "physical-damage-u": "Physical Damage", + "mental-damage-u": "Mental Damage", + "social-damage-u": "Social Damage", + "brains-u": "Brains", + "mug-u": "Mug", + "chutzpah-u": "Chutzpah", + "cool-u": "Cool", + "skill-level-amateur-u": "Amateur", + "skill-level-profesional-u": "Professional", + "skill-level-expert-u": "Expert", + "skill-level-virtuoso-u": "Virtuoso", + "skills-titre-u": "Skills", + "administrator": "Administrator", + "level-professional": "Pro", + "level-expert": "Exp", + "level-vituoso": "Vir", + "bum": "Bum", + "artist": "Artist", + "athlete": "Athlete", + "brawler": "Brawler", + "safecracker": "Safecracker", + "driver": "Driver", + "actor": "Actor", + "merchant": "Merchant", + "demonist": "Demonist", + "diplomat": "Diplomat", + "investigator": "Investigator", + "entertainer": "Entertainer", + "gambler": "Gambler", + "mechanic": "Mechanic", + "pilot": "Pilot", + "psychologist": "Psychologist", + "scientist": "Scientist", + "seducer": "Seducer", + "technician": "Technician", + "marksman": "Marksman", + "doc": "Doc", + "bouncer": "Bouncer", + "thief": "Thief", + "description-u": "Description", + "equipment-u": "Equipment", + "equipement-p": "Equipment", + "past-u": "Past", + "past-p": "Past", + "consequences-u": "Consequences", + "flashback-u": "Flashback", + "consequence-p": "consequence", + "notes-u": "Observations & Notes", + "roulette-text-t": "Survives if the number that comes up is not ticked.", + "neutral-t": "Neutral", + "base-t": "Base", + "success-t": "Success", + "failure-t": "Failure" +} \ No newline at end of file diff --git a/Hellywood/translations/hu.json b/Hellywood/translations/hu.json new file mode 100644 index 0000000000..9301b17b43 --- /dev/null +++ b/Hellywood/translations/hu.json @@ -0,0 +1,76 @@ +{ + "character-u": "Character", + "character_name": "Name", + "nature-u": "Nature", + "advantage-u": "Advantage", + "disadvantage-u": "Disadvantage", + "jokers-titre-u": "Jokers", + "russian-roulette-u": "Russian Roulette", + "roll_roulette-title": "Russian Roulette", + "fbp-u": "F.B.P.", + "fbp-title": "F*ck*n' b*st*rd points", + "fbp-text-u": "Allows rerolling but be careful when it backfires.", + "attributes-titre-u": "Attributes", + "damage-u": "Damage", + "shotgun": "Shotgun", + "score-u": "Score", + "muscle-u": "Muscle", + "pool-u": "Pool", + "mojo-u": "Mojo", + "toughness-u": "Toughness", + "guts-u": "Guts", + "dexterity-u": "Dexterity", + "physical-damage-u": "Physical Damage", + "mental-damage-u": "Mental Damage", + "social-damage-u": "Social Damage", + "brains-u": "Brains", + "mug-u": "Mug", + "chutzpah-u": "Chutzpah", + "cool-u": "Cool", + "skill-level-amateur-u": "Amateur", + "skill-level-profesional-u": "Professional", + "skill-level-expert-u": "Expert", + "skill-level-virtuoso-u": "Virtuoso", + "skills-titre-u": "Skills", + "administrator": "Administrator", + "level-professional": "Pro", + "level-expert": "Exp", + "level-vituoso": "Vir", + "bum": "Bum", + "artist": "Artist", + "athlete": "Athlete", + "brawler": "Brawler", + "safecracker": "Safecracker", + "driver": "Driver", + "actor": "Actor", + "merchant": "Merchant", + "demonist": "Demonist", + "diplomat": "Diplomat", + "investigator": "Investigator", + "entertainer": "Entertainer", + "gambler": "Gambler", + "mechanic": "Mechanic", + "pilot": "Pilot", + "psychologist": "Psychologist", + "scientist": "Scientist", + "seducer": "Seducer", + "technician": "Technician", + "marksman": "Marksman", + "doc": "Doc", + "bouncer": "Bouncer", + "thief": "Thief", + "description-u": "Description", + "equipment-u": "Equipment", + "equipement-p": "Equipment", + "past-u": "Past", + "past-p": "Past", + "consequences-u": "Consequences", + "flashback-u": "Flashback", + "consequence-p": "consequence", + "notes-u": "Observations & Notes", + "roulette-text-t": "Survives if the number that comes up is not ticked.", + "neutral-t": "Neutral", + "base-t": "Base", + "success-t": "Success", + "failure-t": "Failure" +} \ No newline at end of file diff --git a/HeroesOfElectrum/translations/ca.json b/HeroesOfElectrum/translations/ca.json new file mode 100644 index 0000000000..f1f67c04d5 --- /dev/null +++ b/HeroesOfElectrum/translations/ca.json @@ -0,0 +1,36 @@ +{ + "game-title": "Heróis de Electrum", + "game-subtitle": "Com grandes poderes, vêm grandes responsabilidades", + "name": "Nome", + "codename": "Codinome", + "origin": "Origem", + "objective": "Objetivo", + "weakness": "Fraqueza", + "attributes": "Atributos", + "power": "Poder", + "influence": "Influência", + "accuracy": "Precisão", + "defense": "Defesa", + "reason": "Razão", + "powers": "Poderes", + "conditions": "Condições", + "stunned": "Atordoado", + "shaken": "Abalado", + "hurt": "Machucado", + "injured": "Ferido", + "defeated": "Derrotado", + "notes": "Anotações", + "copyright": "Heróis de Electrum é um jogo escrito por Gilberto “Joka” Olimpio no selo Mundos\n Colidem.", + "advantagedisadvantage": "Possui vantagem ou desvantagem?", + "no": "Não", + "advantage": "Vantagem", + "disadvantage": "Desvantagem", + "result": "Resultado", + "success": "Sucesso!", + "fail": "Falha!", + "critic": "Sucesso Crítico!", + "fumble": "Falha Crítica!", + "check": "Teste", + "heroesof": "Heróis de", + "electrum": "Electrum" +} diff --git a/HeroesOfElectrum/translations/hu.json b/HeroesOfElectrum/translations/hu.json new file mode 100644 index 0000000000..f1f67c04d5 --- /dev/null +++ b/HeroesOfElectrum/translations/hu.json @@ -0,0 +1,36 @@ +{ + "game-title": "Heróis de Electrum", + "game-subtitle": "Com grandes poderes, vêm grandes responsabilidades", + "name": "Nome", + "codename": "Codinome", + "origin": "Origem", + "objective": "Objetivo", + "weakness": "Fraqueza", + "attributes": "Atributos", + "power": "Poder", + "influence": "Influência", + "accuracy": "Precisão", + "defense": "Defesa", + "reason": "Razão", + "powers": "Poderes", + "conditions": "Condições", + "stunned": "Atordoado", + "shaken": "Abalado", + "hurt": "Machucado", + "injured": "Ferido", + "defeated": "Derrotado", + "notes": "Anotações", + "copyright": "Heróis de Electrum é um jogo escrito por Gilberto “Joka” Olimpio no selo Mundos\n Colidem.", + "advantagedisadvantage": "Possui vantagem ou desvantagem?", + "no": "Não", + "advantage": "Vantagem", + "disadvantage": "Desvantagem", + "result": "Resultado", + "success": "Sucesso!", + "fail": "Falha!", + "critic": "Sucesso Crítico!", + "fumble": "Falha Crítica!", + "check": "Teste", + "heroesof": "Heróis de", + "electrum": "Electrum" +} diff --git a/Hitos/translations/ca.json b/Hitos/translations/ca.json new file mode 100644 index 0000000000..c1d0b190c9 --- /dev/null +++ b/Hitos/translations/ca.json @@ -0,0 +1,80 @@ +{ + "personaje-u": "PERSONAJE", + "pnj-u": "PNJ", + "vehículo-u": "VEHÍCULO", + "organización-u": "ORGANIZACIÓN", + "nombre": "Nombre", + "concepto": "Concepto", + "drama": "Drama", + "Cita": "Cita", + "hitos-y-complicaciones-u": "HITOS Y COMPLICACIONES", + "Hito": "Hito", + "Complicacion": "Complicacion", + "Valor-extra": "Valor extra", + "salud-u": "SALUD", + "aguante-u": "AGUANTE", + "entereza-u": "ENTEREZA", + "puntos-u": "PUNTOS RR      ", + "salud-mental-u": "SALUD MENTAL", + "consolidado": "Consolidado", + "Estado-Fisico": "Estado Fisico", + "Estado-Mental": "Estado Mental", + "secuelas-y-trastornos-u": "SECUELAS Y TRASTORNOS", + "Secuela": "Secuela", + "degeneracion-u": "DEGENERACIÓN", + "Estado-Actual": "Estado Actual", + "combate-u": "COMBATE", + "iniciativa-u": "INICIATIVA", + "ataque-u": "ATAQUE", + "defensa-u": "DEFENSA", + "daño-cac-u": "DAÑO CaC", + "daño-dis-u": "DAÑO DIS", + "desprevenido-u": "DESPREVENIDO", + "arma-u": "ARMA", + "daño-u": "DAÑO", + "protección-u": "PROTECCIÓN", + "rd-u": "RD", + "caracteristicas-u": "CARACTERISTICAS", + "fortaleza-u": "FORTALEZA", + "voluntad-u": "VOLUNTAD", + "reflejos-u": "REFLEJOS", + "intelecto-u": "INTELECTO", + "habilidades-u": "HABILIDADES", + "forma-física-u": "FORMA FÍSICA", + "percepción-u": "PERCEPCIÓN", + "subterfugio-u": "SUBTERFUGIO", + "comunicación-u": "COMUNICACIÓN", + "cultura-u": "CULTURA", + "profesión-u": "PROFESIÓN", + "psiquico-u": "PSIQUICO", + "ocultismo-u": "OCULTISMO", + "brujería-u": "BRUJERÍA", + "arcanas-u": "ARCANAS", + "otras-u": "OTRAS", + "poderes-especialidades-notas-u": "PODERES, ESPECIALIDADES & NOTAS", + "descripción": "Descripción", + "puntos-rr-u": "PUNTOS RR", + "atributos-u": "ATRIBUTOS", + "estructura-u": "ESTRUCTURA", + "tamaño-u": "TAMAÑO", + "maniobrabi-u": "MANIOBRABI.", + "tecnología-u": "TECNOLOGÍA", + "hitos-u": "HITOS", + "hito": "Hito", + "tripulantes-u": "TRIPULANTES", + "especial-u": "ESPECIAL", + "motivación": "Motivación", + "recursos-u": "RECURSOS", + "influencia-u": "INFLUENCIA", + "poder-u": "PODER", + "notas-u": "NOTAS", + "sano-u": "SANO", + "herido-u": "HERIDO", + "incapacit-short-u": "INCAPACIT.", + "moribundo-u": "MORIBUNDO", + "cuerdo-u": "CUERDO", + "alterado-u": "ALTERADO", + "trastorn-short-u": "TRASTORN.", + "eloquecido-u": "ELOQUECIDO", + "elige-caracteristica": "Elige Caracteristica" +} \ No newline at end of file diff --git a/Hitos/translations/hu.json b/Hitos/translations/hu.json new file mode 100644 index 0000000000..c1d0b190c9 --- /dev/null +++ b/Hitos/translations/hu.json @@ -0,0 +1,80 @@ +{ + "personaje-u": "PERSONAJE", + "pnj-u": "PNJ", + "vehículo-u": "VEHÍCULO", + "organización-u": "ORGANIZACIÓN", + "nombre": "Nombre", + "concepto": "Concepto", + "drama": "Drama", + "Cita": "Cita", + "hitos-y-complicaciones-u": "HITOS Y COMPLICACIONES", + "Hito": "Hito", + "Complicacion": "Complicacion", + "Valor-extra": "Valor extra", + "salud-u": "SALUD", + "aguante-u": "AGUANTE", + "entereza-u": "ENTEREZA", + "puntos-u": "PUNTOS RR      ", + "salud-mental-u": "SALUD MENTAL", + "consolidado": "Consolidado", + "Estado-Fisico": "Estado Fisico", + "Estado-Mental": "Estado Mental", + "secuelas-y-trastornos-u": "SECUELAS Y TRASTORNOS", + "Secuela": "Secuela", + "degeneracion-u": "DEGENERACIÓN", + "Estado-Actual": "Estado Actual", + "combate-u": "COMBATE", + "iniciativa-u": "INICIATIVA", + "ataque-u": "ATAQUE", + "defensa-u": "DEFENSA", + "daño-cac-u": "DAÑO CaC", + "daño-dis-u": "DAÑO DIS", + "desprevenido-u": "DESPREVENIDO", + "arma-u": "ARMA", + "daño-u": "DAÑO", + "protección-u": "PROTECCIÓN", + "rd-u": "RD", + "caracteristicas-u": "CARACTERISTICAS", + "fortaleza-u": "FORTALEZA", + "voluntad-u": "VOLUNTAD", + "reflejos-u": "REFLEJOS", + "intelecto-u": "INTELECTO", + "habilidades-u": "HABILIDADES", + "forma-física-u": "FORMA FÍSICA", + "percepción-u": "PERCEPCIÓN", + "subterfugio-u": "SUBTERFUGIO", + "comunicación-u": "COMUNICACIÓN", + "cultura-u": "CULTURA", + "profesión-u": "PROFESIÓN", + "psiquico-u": "PSIQUICO", + "ocultismo-u": "OCULTISMO", + "brujería-u": "BRUJERÍA", + "arcanas-u": "ARCANAS", + "otras-u": "OTRAS", + "poderes-especialidades-notas-u": "PODERES, ESPECIALIDADES & NOTAS", + "descripción": "Descripción", + "puntos-rr-u": "PUNTOS RR", + "atributos-u": "ATRIBUTOS", + "estructura-u": "ESTRUCTURA", + "tamaño-u": "TAMAÑO", + "maniobrabi-u": "MANIOBRABI.", + "tecnología-u": "TECNOLOGÍA", + "hitos-u": "HITOS", + "hito": "Hito", + "tripulantes-u": "TRIPULANTES", + "especial-u": "ESPECIAL", + "motivación": "Motivación", + "recursos-u": "RECURSOS", + "influencia-u": "INFLUENCIA", + "poder-u": "PODER", + "notas-u": "NOTAS", + "sano-u": "SANO", + "herido-u": "HERIDO", + "incapacit-short-u": "INCAPACIT.", + "moribundo-u": "MORIBUNDO", + "cuerdo-u": "CUERDO", + "alterado-u": "ALTERADO", + "trastorn-short-u": "TRASTORN.", + "eloquecido-u": "ELOQUECIDO", + "elige-caracteristica": "Elige Caracteristica" +} \ No newline at end of file diff --git a/HollowEarthExpedition/translations/ca.json b/HollowEarthExpedition/translations/ca.json new file mode 100644 index 0000000000..56d7748e76 --- /dev/null +++ b/HollowEarthExpedition/translations/ca.json @@ -0,0 +1,56 @@ +{ + "Ammo": "Ammo", + "Archetype": "Archetype", + "Attack": "Attack", + "Avg-p": "(Avg)", + "Base": "Base", + "Body": "Body", + "Cap": "Cap", + "Charisma": "Charisma", + "Current": "Current", + "Defense": "Defense", + "Dexterity": "Dexterity", + "Dmg": "Dmg", + "Encumbrance": "Encumbrance", + "Equipment": "Equipment", + "Flaws": "Flaws", + "Health": "Health", + "Heavy": "Heavy", + "Initiative": "Initiative", + "Intelligence": "Intelligence", + "Languages": "Languages", + "lbs": "lbs", + "Levels": "Levels", + "Light": "Light", + "Maximum": "Maximum", + "Medium": "Medium", + "Mod": "Mod", + "Modifier": "Modifier", + "Money": "Money", + "More-details": "More details", + "Motivation": "Motivation", + "Move": "Move", + "Notes": "Notes", + "On": "On", + "Perception": "Perception", + "Primary-Attributes": "Primary Attributes", + "Prompt": "Prompt", + "Rate": "Rate", + "Rating": "Rating", + "Resources": "Resources", + "Rng": "Rng", + "Secondary-Attributes": "Secondary Attributes", + "Size": "Size", + "Skills": "Skills", + "Spd": "Spd", + "star-specialized-skill": "* specialized skill", + "Strength": "Strength", + "Stun": "Stun", + "Style": "Style", + "Talents": "Talents", + "Total-Carried": "Total Carried", + "Weapons": "Weapons", + "Weight": "Weight", + "Willpower": "Willpower", + "Wounds": "Wounds" +} \ No newline at end of file diff --git a/HollowEarthExpedition/translations/hu.json b/HollowEarthExpedition/translations/hu.json new file mode 100644 index 0000000000..56d7748e76 --- /dev/null +++ b/HollowEarthExpedition/translations/hu.json @@ -0,0 +1,56 @@ +{ + "Ammo": "Ammo", + "Archetype": "Archetype", + "Attack": "Attack", + "Avg-p": "(Avg)", + "Base": "Base", + "Body": "Body", + "Cap": "Cap", + "Charisma": "Charisma", + "Current": "Current", + "Defense": "Defense", + "Dexterity": "Dexterity", + "Dmg": "Dmg", + "Encumbrance": "Encumbrance", + "Equipment": "Equipment", + "Flaws": "Flaws", + "Health": "Health", + "Heavy": "Heavy", + "Initiative": "Initiative", + "Intelligence": "Intelligence", + "Languages": "Languages", + "lbs": "lbs", + "Levels": "Levels", + "Light": "Light", + "Maximum": "Maximum", + "Medium": "Medium", + "Mod": "Mod", + "Modifier": "Modifier", + "Money": "Money", + "More-details": "More details", + "Motivation": "Motivation", + "Move": "Move", + "Notes": "Notes", + "On": "On", + "Perception": "Perception", + "Primary-Attributes": "Primary Attributes", + "Prompt": "Prompt", + "Rate": "Rate", + "Rating": "Rating", + "Resources": "Resources", + "Rng": "Rng", + "Secondary-Attributes": "Secondary Attributes", + "Size": "Size", + "Skills": "Skills", + "Spd": "Spd", + "star-specialized-skill": "* specialized skill", + "Strength": "Strength", + "Stun": "Stun", + "Style": "Style", + "Talents": "Talents", + "Total-Carried": "Total Carried", + "Weapons": "Weapons", + "Weight": "Weight", + "Willpower": "Willpower", + "Wounds": "Wounds" +} \ No newline at end of file diff --git a/Infected!/translations/ca.json b/Infected!/translations/ca.json new file mode 100644 index 0000000000..d70bde845f --- /dev/null +++ b/Infected!/translations/ca.json @@ -0,0 +1,127 @@ +{ + "Language": "Language", + "CharacterName": "Character Name", + "PlayerName": "Player Name", + "Disposition": "Disposition", + "Campaign": "Campaign", + "Attributes": "Attributes", + "Attribute": "Attribute", + "physical": "physical", + "Brawn": "Brawn", + "BrawnRoll": "Brawn Roll", + "Dexterity": "Dexterity", + "DexterityRoll": "Dexterity Roll", + "social": "social", + "Presence": "Presence", + "PresenceRoll": "Presence Roll", + "Tact": "Tact", + "TactRoll": "Tact Roll", + "mental": "mental", + "Awareness": "Awareness", + "AwarenessRoll": "Awareness Roll", + "Intelligence": "Intelligence", + "IntelligenceRoll": "Intelligence Roll", + "spiritual": "spiritual", + "Permanent": "Permanent", + "Temporary": "Temporary", + "Resolve": "Resolve", + "ResolveRoll": "Resolve Roll", + "Luck": "Luck", + "LuckRoll": "Luck Roll", + "Dexterity+Awareness": "Dexterity + Awareness", + "BaseInitiative": "Base Initiative", + "VitalStatistics": "Vital Statistics", + "Morality": "Morality", + "MoralityRoll": "Morality Roll", + "BaseHealth": "Base Health", + "Brawn+Luck": "Brawn + Luck", + "ExtraHealth": "Extra Health", + "Health": "Health", + "TotalHealth": "Total Health", + "Battered": "Battered", + "Current": "Current", + "Injured": "Injured", + "Wounded": "Wounded", + "DamagePenalty": "Damage Penalty", + "Skills": "Skills", + "Skill": "Skill", + "AnimalHandling": "Animal Handling", + "Athletics": "Athletics", + "Command": "Command", + "Construction": "Construction", + "Deception": "Deception", + "Deduction": "Deduction", + "Diplomacy": "Diplomacy", + "Dodge": "Dodge", + "Domestic": "Domestic", + "HandToHand": "Hand to Hand", + "Intimidation": "Intimidation", + "Knowledge": "Knowledge", + "Medical": "Medical", + "Melee": "Melee", + "Military": "Military", + "Observation": "Observation", + "Perform": "Perform", + "Pilot": "Pilot", + "Ranged": "Ranged", + "Rogue": "Rogue", + "Stealth": "Stealth", + "Wilderness": "Wilderness", + "AnimalHandlingRoll": "Animal Handling Roll", + "AthleticsRoll": "Athletics Roll", + "CommandRoll": "Command Roll", + "ConstructionRoll": "Construction Roll", + "DeceptionRoll": "Deception Roll", + "DeductionRoll": "Deduction Roll", + "DiplomacyRoll": "Diplomacy Roll", + "DodgeRoll": "Dodge Roll", + "DomesticRoll": "Domestic Roll", + "HandToHandRoll": "Hand to Hand Roll", + "IntimidationRoll": "Intimidation Roll", + "KnowledgeRoll": "Knowledge Roll", + "LanguageRoll": "Language Roll", + "MedicalRoll": "Medical Roll", + "MeleeRoll": "Melee Roll", + "MilitaryRoll": "Military Roll", + "ObservationRoll": "Observation Roll", + "PerformRoll": "Perform Roll", + "PilotRoll": "Pilot Roll", + "RangedRoll": "Ranged Roll", + "RogueRoll": "Rogue Roll", + "StealthRoll": "Stealth Roll", + "WildernessRoll": "Wilderness Roll", + "Circumstances": "Circumstances", + "Advantages+Disadvantages": "Advantages & Disadvantages", + "Experience": "Experience", + "Unused": "Unused", + "Total": "Total", + "RangedWeapon": "Ranged Weapon", + "InitMod": "Init Mod", + "StrikeMod": "Strike Mod", + "Damage": "Damage", + "Range": "Range", + "Magazine": "Magazine", + "HR": "HR", + "Notes": "Notes", + "Armour": "Armour", + "Torso": "Torso", + "Head": "Head", + "Other": "Other", + "MovementPenalty": "Movement Penalty", + "AwarenessPenalty": "Awareness Penalty", + "MeleeWeapon": "Melee Weapon", + "ParryMod": "Parry Mod", + "Equipment": "Equipment", + "Value": "Value", + "Rolled": "Rolled", + "Success": "Success", + "Failure": "Failure", + "Bonus": "Bonus", + "Effect": "Effect", + "current": "current", + "max": "max", + "strike": "strike", + "initiative": "initiative", + "InitiativeRoll": "Roll for initiative", + "BaseValue": "Base Value" +} \ No newline at end of file diff --git a/Infected!/translations/hu.json b/Infected!/translations/hu.json new file mode 100644 index 0000000000..d70bde845f --- /dev/null +++ b/Infected!/translations/hu.json @@ -0,0 +1,127 @@ +{ + "Language": "Language", + "CharacterName": "Character Name", + "PlayerName": "Player Name", + "Disposition": "Disposition", + "Campaign": "Campaign", + "Attributes": "Attributes", + "Attribute": "Attribute", + "physical": "physical", + "Brawn": "Brawn", + "BrawnRoll": "Brawn Roll", + "Dexterity": "Dexterity", + "DexterityRoll": "Dexterity Roll", + "social": "social", + "Presence": "Presence", + "PresenceRoll": "Presence Roll", + "Tact": "Tact", + "TactRoll": "Tact Roll", + "mental": "mental", + "Awareness": "Awareness", + "AwarenessRoll": "Awareness Roll", + "Intelligence": "Intelligence", + "IntelligenceRoll": "Intelligence Roll", + "spiritual": "spiritual", + "Permanent": "Permanent", + "Temporary": "Temporary", + "Resolve": "Resolve", + "ResolveRoll": "Resolve Roll", + "Luck": "Luck", + "LuckRoll": "Luck Roll", + "Dexterity+Awareness": "Dexterity + Awareness", + "BaseInitiative": "Base Initiative", + "VitalStatistics": "Vital Statistics", + "Morality": "Morality", + "MoralityRoll": "Morality Roll", + "BaseHealth": "Base Health", + "Brawn+Luck": "Brawn + Luck", + "ExtraHealth": "Extra Health", + "Health": "Health", + "TotalHealth": "Total Health", + "Battered": "Battered", + "Current": "Current", + "Injured": "Injured", + "Wounded": "Wounded", + "DamagePenalty": "Damage Penalty", + "Skills": "Skills", + "Skill": "Skill", + "AnimalHandling": "Animal Handling", + "Athletics": "Athletics", + "Command": "Command", + "Construction": "Construction", + "Deception": "Deception", + "Deduction": "Deduction", + "Diplomacy": "Diplomacy", + "Dodge": "Dodge", + "Domestic": "Domestic", + "HandToHand": "Hand to Hand", + "Intimidation": "Intimidation", + "Knowledge": "Knowledge", + "Medical": "Medical", + "Melee": "Melee", + "Military": "Military", + "Observation": "Observation", + "Perform": "Perform", + "Pilot": "Pilot", + "Ranged": "Ranged", + "Rogue": "Rogue", + "Stealth": "Stealth", + "Wilderness": "Wilderness", + "AnimalHandlingRoll": "Animal Handling Roll", + "AthleticsRoll": "Athletics Roll", + "CommandRoll": "Command Roll", + "ConstructionRoll": "Construction Roll", + "DeceptionRoll": "Deception Roll", + "DeductionRoll": "Deduction Roll", + "DiplomacyRoll": "Diplomacy Roll", + "DodgeRoll": "Dodge Roll", + "DomesticRoll": "Domestic Roll", + "HandToHandRoll": "Hand to Hand Roll", + "IntimidationRoll": "Intimidation Roll", + "KnowledgeRoll": "Knowledge Roll", + "LanguageRoll": "Language Roll", + "MedicalRoll": "Medical Roll", + "MeleeRoll": "Melee Roll", + "MilitaryRoll": "Military Roll", + "ObservationRoll": "Observation Roll", + "PerformRoll": "Perform Roll", + "PilotRoll": "Pilot Roll", + "RangedRoll": "Ranged Roll", + "RogueRoll": "Rogue Roll", + "StealthRoll": "Stealth Roll", + "WildernessRoll": "Wilderness Roll", + "Circumstances": "Circumstances", + "Advantages+Disadvantages": "Advantages & Disadvantages", + "Experience": "Experience", + "Unused": "Unused", + "Total": "Total", + "RangedWeapon": "Ranged Weapon", + "InitMod": "Init Mod", + "StrikeMod": "Strike Mod", + "Damage": "Damage", + "Range": "Range", + "Magazine": "Magazine", + "HR": "HR", + "Notes": "Notes", + "Armour": "Armour", + "Torso": "Torso", + "Head": "Head", + "Other": "Other", + "MovementPenalty": "Movement Penalty", + "AwarenessPenalty": "Awareness Penalty", + "MeleeWeapon": "Melee Weapon", + "ParryMod": "Parry Mod", + "Equipment": "Equipment", + "Value": "Value", + "Rolled": "Rolled", + "Success": "Success", + "Failure": "Failure", + "Bonus": "Bonus", + "Effect": "Effect", + "current": "current", + "max": "max", + "strike": "strike", + "initiative": "initiative", + "InitiativeRoll": "Roll for initiative", + "BaseValue": "Base Value" +} \ No newline at end of file diff --git a/Inspectress-Inc/translations/ca.json b/Inspectress-Inc/translations/ca.json new file mode 100644 index 0000000000..2a0a3e95ce --- /dev/null +++ b/Inspectress-Inc/translations/ca.json @@ -0,0 +1,26 @@ +{ + "nombre": "Full Name:", + "alias": "Aliases:", + "puesto": "Position:", + "descripcion": "Description:", + "transfondo": "Background:", + "talentos": "Talents:", + "cerebro": "ACADEMICS", + "cuerpo": "ATHLETICS", + "tecnologia": "TECNOLOGY", + "labia": "CONTACT", + "estres": "CURRENT STRESS", + "alarde": "CURRENT COOL", + "caracteristicas": "Characteristics", + "explicacion_normal": "Normal Agents - Distribute 9 dice between your character's four skills. Skills can range from 1 to 4", + "explicacion_preternatural": "Weird Agents - Distribute 10 dice between your character's four skills. Skills can range from 0 to 10. Leftover dice are put in Cool", + "titulo-tabla": "Skill Roll Chart", + "resultado": "Result", + "descripcion2": "Description", + "resultado6": "Amazing! Describe the result and gain 2 Franchise Dice.", + "resultado5": "Good. Describe the result and gain 1 Franchise Dice.", + "resultado4": "Fair. Describe the mostly positive result of your action but you must include negative of humorous effect.", + "resultado3": "Not Great. The GM decides your fate but you may be given a chance to suggest a single positive (albeit minor) effect.", + "resultado2": "Bad. The GM decides your fate or you may suggest something suitably negative.", + "resultado1": "Terrible! The GM gets to hose you with a truly dire situation resulting from your incompetence." +} \ No newline at end of file diff --git a/Inspectress-Inc/translations/hu.json b/Inspectress-Inc/translations/hu.json new file mode 100644 index 0000000000..2a0a3e95ce --- /dev/null +++ b/Inspectress-Inc/translations/hu.json @@ -0,0 +1,26 @@ +{ + "nombre": "Full Name:", + "alias": "Aliases:", + "puesto": "Position:", + "descripcion": "Description:", + "transfondo": "Background:", + "talentos": "Talents:", + "cerebro": "ACADEMICS", + "cuerpo": "ATHLETICS", + "tecnologia": "TECNOLOGY", + "labia": "CONTACT", + "estres": "CURRENT STRESS", + "alarde": "CURRENT COOL", + "caracteristicas": "Characteristics", + "explicacion_normal": "Normal Agents - Distribute 9 dice between your character's four skills. Skills can range from 1 to 4", + "explicacion_preternatural": "Weird Agents - Distribute 10 dice between your character's four skills. Skills can range from 0 to 10. Leftover dice are put in Cool", + "titulo-tabla": "Skill Roll Chart", + "resultado": "Result", + "descripcion2": "Description", + "resultado6": "Amazing! Describe the result and gain 2 Franchise Dice.", + "resultado5": "Good. Describe the result and gain 1 Franchise Dice.", + "resultado4": "Fair. Describe the mostly positive result of your action but you must include negative of humorous effect.", + "resultado3": "Not Great. The GM decides your fate but you may be given a chance to suggest a single positive (albeit minor) effect.", + "resultado2": "Bad. The GM decides your fate or you may suggest something suitably negative.", + "resultado1": "Terrible! The GM gets to hose you with a truly dire situation resulting from your incompetence." +} \ No newline at end of file diff --git a/Into The Dark/translations/ca.json b/Into The Dark/translations/ca.json new file mode 100644 index 0000000000..8302925d6b --- /dev/null +++ b/Into The Dark/translations/ca.json @@ -0,0 +1,22 @@ +{ + "name": "NAME", + "origin": "ORIGIN", + "training": "TRAINING", + "attr-body": "BODY", + "attr-determination": "DETERMINATION", + "attr-memory": "MEMORY", + "attr-technology": "TECHNOLOGY", + "attr-violence": "VIOLENCE", + "protection": "PROTECTION", + "wounds": "WOUNDS", + "stress": "STRESS", + "shell": "SHELL", + "specializations-and-talens": "SPECIALIZATIONS AND TALENTS", + "weapons-and-gear": "WEAPONS AND GEAR", + "experience": "EXPERIENCE", + "experience-rule": "Every 3PX, choose one option and check it.", + "plus-one-to-attr": "+1 to one attribute", + "new-specialization": "A new specialization", + "new-talent": "A new talent", + "modifier": "Modifier" +} \ No newline at end of file diff --git a/Into The Dark/translations/hu.json b/Into The Dark/translations/hu.json new file mode 100644 index 0000000000..8302925d6b --- /dev/null +++ b/Into The Dark/translations/hu.json @@ -0,0 +1,22 @@ +{ + "name": "NAME", + "origin": "ORIGIN", + "training": "TRAINING", + "attr-body": "BODY", + "attr-determination": "DETERMINATION", + "attr-memory": "MEMORY", + "attr-technology": "TECHNOLOGY", + "attr-violence": "VIOLENCE", + "protection": "PROTECTION", + "wounds": "WOUNDS", + "stress": "STRESS", + "shell": "SHELL", + "specializations-and-talens": "SPECIALIZATIONS AND TALENTS", + "weapons-and-gear": "WEAPONS AND GEAR", + "experience": "EXPERIENCE", + "experience-rule": "Every 3PX, choose one option and check it.", + "plus-one-to-attr": "+1 to one attribute", + "new-specialization": "A new specialization", + "new-talent": "A new talent", + "modifier": "Modifier" +} \ No newline at end of file diff --git a/Into the Odd/translations/ca.json b/Into the Odd/translations/ca.json new file mode 100644 index 0000000000..0383532b49 --- /dev/null +++ b/Into the Odd/translations/ca.json @@ -0,0 +1,11 @@ +{ + "hit-points-u": "Hit Points", + "dexterity-u": "Dexterity", + "strength-u": "Strength", + "willpower-u": "Willpower", + "weapon-u": "Weapon", + "damage-u": "Dmg.", + "item-u": "Item", + "quantity-u": "Qty.", + "arcana-followers-notes-u": "Arcana, Followers, Notes" +} diff --git a/Into the Odd/translations/hu.json b/Into the Odd/translations/hu.json new file mode 100644 index 0000000000..0383532b49 --- /dev/null +++ b/Into the Odd/translations/hu.json @@ -0,0 +1,11 @@ +{ + "hit-points-u": "Hit Points", + "dexterity-u": "Dexterity", + "strength-u": "Strength", + "willpower-u": "Willpower", + "weapon-u": "Weapon", + "damage-u": "Dmg.", + "item-u": "Item", + "quantity-u": "Qty.", + "arcana-followers-notes-u": "Arcana, Followers, Notes" +} diff --git a/ItrasBy/translations/ca.json b/ItrasBy/translations/ca.json new file mode 100644 index 0000000000..3b522624c3 --- /dev/null +++ b/ItrasBy/translations/ca.json @@ -0,0 +1,15 @@ +{ + "nom :": "Nom :", + "concept :": "Concept :", + "apparence :": "Apparence :", + "âge :": "Âge :", + "yeux :": "Yeux :", + "cheveux :": "Cheveux :", + "personnage": "Personnage", + "historique": "Historique", + "personnalités": "Personnalités", + "qualités dramatiques": "Qualités Dramatiques", + "aimants à intrigues": "Aimants à Intrigues", + "personnages secondaires": "Personnages Secondaires", + "notes": "Notes" +} \ No newline at end of file diff --git a/ItrasBy/translations/hu.json b/ItrasBy/translations/hu.json new file mode 100644 index 0000000000..3b522624c3 --- /dev/null +++ b/ItrasBy/translations/hu.json @@ -0,0 +1,15 @@ +{ + "nom :": "Nom :", + "concept :": "Concept :", + "apparence :": "Apparence :", + "âge :": "Âge :", + "yeux :": "Yeux :", + "cheveux :": "Cheveux :", + "personnage": "Personnage", + "historique": "Historique", + "personnalités": "Personnalités", + "qualités dramatiques": "Qualités Dramatiques", + "aimants à intrigues": "Aimants à Intrigues", + "personnages secondaires": "Personnages Secondaires", + "notes": "Notes" +} \ No newline at end of file diff --git a/Karyu Densetsu/translations/ca.json b/Karyu Densetsu/translations/ca.json new file mode 100644 index 0000000000..acb6ca8717 --- /dev/null +++ b/Karyu Densetsu/translations/ca.json @@ -0,0 +1,82 @@ +{ + "name": "Nome", + "concept": "Conceito", + "aura": "Aura", + "sync": "Sincronização", + "karma": "Karma", + "nagen": "Nagen", + "profile": "Perfil", + "techniques": "Técnicas", + "equipments": "Equipamentos", + "injuries": "Feridas", + "vigorformula": "Aura + Força + Vontade", + "vigor_bar": "Barra de Vigor", + "max": "Máx", + "current": "Atual", + "mod": "Mod", + "attributes": "Atributos", + "agility": "Agilidade", + "strength": "Força", + "instinct": "Instinto", + "presence": "Presença", + "reason": "Razão", + "will": "Vontade", + "occupations": "Ocupações", + "artist": "Artista", + "athlete": "Atleta", + "scientist": "Cientista", + "diplomat": "Diplomata", + "engineer": "Engenheiro", + "medic": "Médico", + "mystic": "Místico", + "pilot": "Piloto", + "cheater": "Trapaceiro", + "watchful": "Vigilante", + "trumps": "Trunfos", + "trump1": "Trunfo 1", + "trump1-description": "Descrição do Trunfo", + "trump2": "Trunfo 2", + "trump2-description": "Descrição do Trunfo", + "fighting_style": "Estilo de Luta", + "style_name": "Nome do Estilo", + "grappling": "Agarrão", + "blow": "Golpe", + "combo": "Combo", + "projectile": "Projétil", + "block": "Bloqueio", + "evasion": "Evasão", + "threshold": "Limiar", + "canalizingformula": "Aura + 2", + "canalizing": "Canalização", + "defenseformula": "Aura + Agilidade + Razão ou Instinto (o que for maior) + Evasão", + "defense": "Defesa", + "protectionformula": "Aura + Força + Bloqueio", + "protection": "Proteção", + "paths": "Caminhos", + "pathname": "Nome do caminho", + "pathevent": "Evento do caminho", + "turnaround": "Reviravolta", + "bonds": "Laços", + "bond": "Laço", + "notes": "Anotações", + "technique_name": "Nome da Técnica", + "type": "Tipo", + "grapple": "Agarrão", + "element": "Elemento", + "water": "Água", + "air": "Ar", + "fire": "Fogo", + "earth": "Terra", + "ether": "Éter", + "damage": "Dano", + "ougi": "Ougi", + "ougi_effect": "Efeito do Ougi", + "upgrades": "Upgrades", + "upgrades_list": "Lista de upgrades", + "description": "Descrição", + "equipment": "Equipamento", + "copyright": "Karyu Densetsu é um jogo escrito por Nina Bichara e Thiago Rosa.", + "advantagedisadvantage": "Vantagem/Desvantagem", + "syncdice": "Dados de Sincronização", + "techoccupation": "Técnica ou Ocupação" +} diff --git a/Karyu Densetsu/translations/hu.json b/Karyu Densetsu/translations/hu.json new file mode 100644 index 0000000000..acb6ca8717 --- /dev/null +++ b/Karyu Densetsu/translations/hu.json @@ -0,0 +1,82 @@ +{ + "name": "Nome", + "concept": "Conceito", + "aura": "Aura", + "sync": "Sincronização", + "karma": "Karma", + "nagen": "Nagen", + "profile": "Perfil", + "techniques": "Técnicas", + "equipments": "Equipamentos", + "injuries": "Feridas", + "vigorformula": "Aura + Força + Vontade", + "vigor_bar": "Barra de Vigor", + "max": "Máx", + "current": "Atual", + "mod": "Mod", + "attributes": "Atributos", + "agility": "Agilidade", + "strength": "Força", + "instinct": "Instinto", + "presence": "Presença", + "reason": "Razão", + "will": "Vontade", + "occupations": "Ocupações", + "artist": "Artista", + "athlete": "Atleta", + "scientist": "Cientista", + "diplomat": "Diplomata", + "engineer": "Engenheiro", + "medic": "Médico", + "mystic": "Místico", + "pilot": "Piloto", + "cheater": "Trapaceiro", + "watchful": "Vigilante", + "trumps": "Trunfos", + "trump1": "Trunfo 1", + "trump1-description": "Descrição do Trunfo", + "trump2": "Trunfo 2", + "trump2-description": "Descrição do Trunfo", + "fighting_style": "Estilo de Luta", + "style_name": "Nome do Estilo", + "grappling": "Agarrão", + "blow": "Golpe", + "combo": "Combo", + "projectile": "Projétil", + "block": "Bloqueio", + "evasion": "Evasão", + "threshold": "Limiar", + "canalizingformula": "Aura + 2", + "canalizing": "Canalização", + "defenseformula": "Aura + Agilidade + Razão ou Instinto (o que for maior) + Evasão", + "defense": "Defesa", + "protectionformula": "Aura + Força + Bloqueio", + "protection": "Proteção", + "paths": "Caminhos", + "pathname": "Nome do caminho", + "pathevent": "Evento do caminho", + "turnaround": "Reviravolta", + "bonds": "Laços", + "bond": "Laço", + "notes": "Anotações", + "technique_name": "Nome da Técnica", + "type": "Tipo", + "grapple": "Agarrão", + "element": "Elemento", + "water": "Água", + "air": "Ar", + "fire": "Fogo", + "earth": "Terra", + "ether": "Éter", + "damage": "Dano", + "ougi": "Ougi", + "ougi_effect": "Efeito do Ougi", + "upgrades": "Upgrades", + "upgrades_list": "Lista de upgrades", + "description": "Descrição", + "equipment": "Equipamento", + "copyright": "Karyu Densetsu é um jogo escrito por Nina Bichara e Thiago Rosa.", + "advantagedisadvantage": "Vantagem/Desvantagem", + "syncdice": "Dados de Sincronização", + "techoccupation": "Técnica ou Ocupação" +} diff --git a/Kids on Bikes Official/translations/ca.json b/Kids on Bikes Official/translations/ca.json new file mode 100644 index 0000000000..027d8500fb --- /dev/null +++ b/Kids on Bikes Official/translations/ca.json @@ -0,0 +1,72 @@ +{ + "Name": "Name", + "Age": "Age", + "Fear": "Fear", + "Motivation": "Motivation", + "Fight": "Fight", + "Flight": "Flight", + "Brains": "Brains", + "Brawn": "Brawn", + "Charm": "Charm", + "Grit": "Grit", + "COOL UNDER PRESSURE": "COOL UNDER PRESSURE", + "EASY GOING": "EASY GOING", + "GROSS": "GROSS", + "HEROIC": "HEROIC", + "INTUITIVE": "INTUITIVE", + "LOYAL": "LOYAL", + "LUCKY": "LUCKY", + "PREPARED": "PREPARED", + "PROTECTIVE": "PROTECTIVE", + "QUICK HEALING": "QUICK HEALING", + "REBELLIOUS": "REBELLIOUS", + "TOUGH": "TOUGH", + "TREASURE HUNTER": "TREASURE HUNTER", + "UNASSUMING": "UNASSUMING", + "WEALTHY": "WEALTHY", + "SKILLED AT:": "SKILLED AT:", + "SKILLED AT DESCRIPTION": "SKILLED AT DESCRIPTION", + "ABSENT MINDED": "ABSENT MINDED", + "BLUNT": "BLUNT", + "BOASTFUL": "BOASTFUL", + "CLUMSY": "CLUMSY", + "CONCEITED": "CONCEITED", + "COWARDLY": "COWARDLY", + "DECEITFUL": "DECEITFUL", + "DEMANDING": "DEMANDING", + "DISLOYAL": "DISLOYAL", + "DISOBEDIENT": "DISOBEDIENT", + "DOGMATIC": "DOGMATIC", + "ENVIOUS": "ENVIOUS", + "FLIPPANT": "FLIPPANT", + "GLOOMY": "GLOOMY", + "GREEDY": "GREEDY", + "HOT-TEMPERED": "HOT-TEMPERED", + "IGNORANT": "IGNORANT", + "INCONSIDERATE": "INCONSIDERATE", + "INSECURE": "INSECURE", + "IRRATIONAL": "IRRATIONAL", + "NEUROTIC": "NEUROTIC", + "OBNOXIOUS": "OBNOXIOUS", + "PARANOID": "PARANOID", + "PATRONIZING": "PATRONIZING", + "PERVERSE": "PERVERSE", + "PETTY": "PETTY", + "PICKY": "PICKY", + "PREJUDICE": "PREJUDICE", + "PRIM": "PRIM", + "RECKLESS": "RECKLESS", + "RESENTFUL": "RESENTFUL", + "RESTLESS": "RESTLESS", + "RUDE": "RUDE", + "SECRETIVE": "SECRETIVE", + "SELF-CENTERED": "SELF-CENTERED", + "SELF-PITYING": "SELF-PITYING", + "SLOVENLY": "SLOVENLY", + "SUPERSTITIOUS": "SUPERSTITIOUS", + "VAIN": "VAIN", + "VINDICTIVE": "VINDICTIVE", + "Powers": "Powers", + "Backpack": "Backpack", + "Notes": "Notes" +} \ No newline at end of file diff --git a/Kids on Bikes Official/translations/hu.json b/Kids on Bikes Official/translations/hu.json new file mode 100644 index 0000000000..027d8500fb --- /dev/null +++ b/Kids on Bikes Official/translations/hu.json @@ -0,0 +1,72 @@ +{ + "Name": "Name", + "Age": "Age", + "Fear": "Fear", + "Motivation": "Motivation", + "Fight": "Fight", + "Flight": "Flight", + "Brains": "Brains", + "Brawn": "Brawn", + "Charm": "Charm", + "Grit": "Grit", + "COOL UNDER PRESSURE": "COOL UNDER PRESSURE", + "EASY GOING": "EASY GOING", + "GROSS": "GROSS", + "HEROIC": "HEROIC", + "INTUITIVE": "INTUITIVE", + "LOYAL": "LOYAL", + "LUCKY": "LUCKY", + "PREPARED": "PREPARED", + "PROTECTIVE": "PROTECTIVE", + "QUICK HEALING": "QUICK HEALING", + "REBELLIOUS": "REBELLIOUS", + "TOUGH": "TOUGH", + "TREASURE HUNTER": "TREASURE HUNTER", + "UNASSUMING": "UNASSUMING", + "WEALTHY": "WEALTHY", + "SKILLED AT:": "SKILLED AT:", + "SKILLED AT DESCRIPTION": "SKILLED AT DESCRIPTION", + "ABSENT MINDED": "ABSENT MINDED", + "BLUNT": "BLUNT", + "BOASTFUL": "BOASTFUL", + "CLUMSY": "CLUMSY", + "CONCEITED": "CONCEITED", + "COWARDLY": "COWARDLY", + "DECEITFUL": "DECEITFUL", + "DEMANDING": "DEMANDING", + "DISLOYAL": "DISLOYAL", + "DISOBEDIENT": "DISOBEDIENT", + "DOGMATIC": "DOGMATIC", + "ENVIOUS": "ENVIOUS", + "FLIPPANT": "FLIPPANT", + "GLOOMY": "GLOOMY", + "GREEDY": "GREEDY", + "HOT-TEMPERED": "HOT-TEMPERED", + "IGNORANT": "IGNORANT", + "INCONSIDERATE": "INCONSIDERATE", + "INSECURE": "INSECURE", + "IRRATIONAL": "IRRATIONAL", + "NEUROTIC": "NEUROTIC", + "OBNOXIOUS": "OBNOXIOUS", + "PARANOID": "PARANOID", + "PATRONIZING": "PATRONIZING", + "PERVERSE": "PERVERSE", + "PETTY": "PETTY", + "PICKY": "PICKY", + "PREJUDICE": "PREJUDICE", + "PRIM": "PRIM", + "RECKLESS": "RECKLESS", + "RESENTFUL": "RESENTFUL", + "RESTLESS": "RESTLESS", + "RUDE": "RUDE", + "SECRETIVE": "SECRETIVE", + "SELF-CENTERED": "SELF-CENTERED", + "SELF-PITYING": "SELF-PITYING", + "SLOVENLY": "SLOVENLY", + "SUPERSTITIOUS": "SUPERSTITIOUS", + "VAIN": "VAIN", + "VINDICTIVE": "VINDICTIVE", + "Powers": "Powers", + "Backpack": "Backpack", + "Notes": "Notes" +} \ No newline at end of file diff --git a/Kids on Brooms Official/translations/ca.json b/Kids on Brooms Official/translations/ca.json new file mode 100644 index 0000000000..8ada32a69d --- /dev/null +++ b/Kids on Brooms Official/translations/ca.json @@ -0,0 +1,48 @@ +{ + "Trope": "Trope", + "Character Name": "Character Name", + "Age": "Age", + "Pronouns": "Pronouns", + "Fear": "Fear", + "Motivation": "Motivation", + "Description": "Description", + "Grade": "Grade", + "Underclass": "Underclass", + "Upperclass": "Upperclass", + "Faculty": "Faculty", + "Your Broom": "Your Broom", + "Look": "Look", + "Mechanical Benefit": "Mechanical Benefit", + "Your Wand": "Your Wand", + "Wood": "Wood", + "Core": "Core", + "Animal Familiar": "Animal Familiar", + "Schoolbag": "Schoolbag", + "Strengths": "Strengths", + "You start with your 'grade Strength' and two more.": "You start with your 'grade Strength' and two more.", + "Strength Name": "Strength Name", + "Strength Effects": "Strength Effects", + "Flaws": "Flaws", + "Flaw Name": "Flaw Name", + "Flaw Effects": "Flaw Effects", + "d4": "d4", + "d6": "d6", + "d8": "d8", + "d10": "d10", + "d12": "d12", + "d20": "d20", + "Adversity Tokens": "Adversity Tokens", + "Begin the game with 3 adversity tokens. Add 1 each time you fail a roll.": "Begin the game with 3 adversity tokens. Add 1 each time you fail a roll.", + "Trope Questions": "Trope Questions", + "Share these answers with the GM.": "Share these answers with the GM.", + "Fight": "Fight", + "Flight": "Flight", + "Brains": "Brains", + "Brawn": "Brawn", + "Charm": "Charm", + "Grit": "Grit", + "Stats": "Stats", + "Stat": "Stat", + "Magic": "Magic", + "Name": "Name" +} \ No newline at end of file diff --git a/Kids on Brooms Official/translations/hu.json b/Kids on Brooms Official/translations/hu.json new file mode 100644 index 0000000000..8ada32a69d --- /dev/null +++ b/Kids on Brooms Official/translations/hu.json @@ -0,0 +1,48 @@ +{ + "Trope": "Trope", + "Character Name": "Character Name", + "Age": "Age", + "Pronouns": "Pronouns", + "Fear": "Fear", + "Motivation": "Motivation", + "Description": "Description", + "Grade": "Grade", + "Underclass": "Underclass", + "Upperclass": "Upperclass", + "Faculty": "Faculty", + "Your Broom": "Your Broom", + "Look": "Look", + "Mechanical Benefit": "Mechanical Benefit", + "Your Wand": "Your Wand", + "Wood": "Wood", + "Core": "Core", + "Animal Familiar": "Animal Familiar", + "Schoolbag": "Schoolbag", + "Strengths": "Strengths", + "You start with your 'grade Strength' and two more.": "You start with your 'grade Strength' and two more.", + "Strength Name": "Strength Name", + "Strength Effects": "Strength Effects", + "Flaws": "Flaws", + "Flaw Name": "Flaw Name", + "Flaw Effects": "Flaw Effects", + "d4": "d4", + "d6": "d6", + "d8": "d8", + "d10": "d10", + "d12": "d12", + "d20": "d20", + "Adversity Tokens": "Adversity Tokens", + "Begin the game with 3 adversity tokens. Add 1 each time you fail a roll.": "Begin the game with 3 adversity tokens. Add 1 each time you fail a roll.", + "Trope Questions": "Trope Questions", + "Share these answers with the GM.": "Share these answers with the GM.", + "Fight": "Fight", + "Flight": "Flight", + "Brains": "Brains", + "Brawn": "Brawn", + "Charm": "Charm", + "Grit": "Grit", + "Stats": "Stats", + "Stat": "Stat", + "Magic": "Magic", + "Name": "Name" +} \ No newline at end of file diff --git a/Knight/translations/ca.json b/Knight/translations/ca.json new file mode 100644 index 0000000000..5af9367fed --- /dev/null +++ b/Knight/translations/ca.json @@ -0,0 +1,1187 @@ +{ + "": "", + "0": "Standard", + "fiche-a-afficher": "Fiche à afficher :", + "pj": "PJ", + "pnj": "PNJ", + "creature": "Créature", + "bande": "Bande", + "jets-sont": "Les jets sont :", + "public": "Public", + "prive": "Privé", + "afficher-lors-d'un-jet": "Afficher lors d'un jet :", + "ajouter-pistolet-service": "Ajouter l'arme de section (Pistolet de Service)", + "ajouter-marteau-epieu": "Ajouter l'arme de section (Marteau-Épieu)", + "utiliser-regles-ia": "Utiliser les règles des IA.", + "inclure-onglet-incarner-ia": "Inclure un onglet pour incarner l'IA d'un autre joueur.", + "utiliser-cartes-destin": "Utiliser les cartes du destin.", + "utiliser-capacites-heroiques": "Utiliser les capacités héroïques.", + "afficher-onglet-gestion-art": "Afficher un onglet pour la gestion de l'Art.", + "inclure-onglet-gerer-vehicule": "Inclure un onglet pour gérer le véhicule.", + "utiliser-regles-egide": "Utiliser les règles de l'égide.", + "acces-armures-legende": "Accès aux méta-armures de légende.", + "acces-mecha-armures": "Accès aux mécha-armures.", + "utiliser-regles-resilience": "Utiliser les règles de la Résilience.", + "afficher-onglet-modules": "Afficher l'onglet des Modules.", + "inclure-capacites-fan-made": "Inclure les capacités du Codex Fan Made.", + "defense": "Défense", + "base": "Base", + "modif": "Modif", + "total": "Total", + "reaction": "Réaction", + "initiative": "Initiative", + "fiche-vehicule": "Fiche Véhicule", + "fiche-pj": "Fiche PJ", + "fiche-pnj": "Fiche PNJ", + "fiche-creature": "Fiche Créature", + "fiche-bande": "Fiche Bande", + "dossier": "Dossier", + "armure": "Armure", + "capacite": "Capacité", + "capacites": "Capacités", + "combat": "Combat", + "module": "Module", + "overdrive": "Overdrive", + "ia": "IA", + "ia-incarnee": "IA Incarnée", + "historique": "Historique", + "art": "Art", + "heroisme": "Héroïsme", + "vehicule": "Véhicule", + "equipage": "Equipage", + "carte-d'identite": "Carte d'identité", + "nom": "Nom", + "surnom": "Surnom", + "age": "Âge", + "archetype": "Archetype", + "archetype/metier": "Archetype/Métier", + "haut-fait": "Haut-Fait", + "meta-armure": "Méta-armure", + "meta-armure-legende": "Méta-armure de légende", + "selectionner": "Sélectionner", + "mode": "Mode", + "sans": "Sans", + "guardian": "Guardian", + "barbarian": "Barbarian", + "bard": "Bard", + "berserk": "Berserk", + "druid": "Druid", + "monk": "Monk", + "necromancer": "Necromancer", + "paladin": "Paladin", + "priest": "Priest", + "psion": "Psion", + "ranger": "Ranger", + "rogue": "Rogue", + "shaman": "Shaman", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "warmaster": "Warmaster", + "warrior": "Warrior", + "wizard": "Wizard", + "section-d'origine": "Section d'origine", + "blason": "Blason", + "motivation-majeure": "Motivation Majeure", + "motivations-mineures": "Motivations Mineures", + "espoir-sacrifie": "Espoir sacrifié", + "espoir-sacrifie-donne": "Espoir sacrifié/donné", + "sacrifice-points-espoir": "Sacrifice de points d'espoir", + "points-espoir-vs-humain": "Points d'espoir récupérés contre les humains", + "points-espoir-vs-anatheme": "Points d'espoir récupérés contre l'anathème", + "bonus-jets-allies": "Bonus aux jets alliés", + "bonus-egide": "Bonus à l'égide", + "bonus-egide-short": "Bonus Égide", + "bonus-degats": "Bonus aux dégâts", + "bonus-violence": "Bonus à la violence", + "degats-subis-par-tour": "Dégâts subis/tour", + "reussites-automatiques": "réussites automatiques", + "type": "Type", + "colosse-recrue": "Colosse (Recrue)", + "colosse-initie": "Colosse (Initié)", + "colosse-heros": "Colosse (Héros)", + "patron-recrue": "Patron (Recrue)", + "patron-initie": "Patron (Initié)", + "patron-heros": "Patron (Héros)", + "tactique": "Tactique", + "jet": "Jet", + "bonus/malus-jets": "Bonus/Malus aux Jets", + "deplacement": "Déplacement", + "force": "Force", + "endurance": "Endurance", + "hargne": "Hargne", + "instinct": "Instinct", + "tir": "Tir", + "savoir": "Savoir", + "technique": "Technique", + "aura": "Aura", + "parole": "Parole", + "sang-froid": "Sang-Froid", + "discretion": "Discrétion", + "perception": "Perception", + "dexterite": "Dextérité", + "chair": "Chair", + "bête": "Bête", + "machine": "Machine", + "dame": "Dame", + "masque": "Masque", + "tout-restaurer": "Tout Restaurer", + "actuel": "Actuel", + "maximum": "Maximum", + "energie": "Énergie", + "champ-de-force": "Champ de force", + "flux": "Flux", + "physique-et-mental": "Physique et Mental", + "sante": "Santé", + "espoir": "Espoir", + "egide": "Egide", + "protection-energie-sante": "Protections, Énergie et Santé", + "protection-sante": "Protections et Santé", + "protection-cohension": "Protections et Cohésion", + "bouclier": "Bouclier", + "cohesion": "Cohésion", + "debordement": "Débordement", + "score": "Score", + "tour-actuel": "Tour Actuel", + "od": "OD", + "resilience": "Résilience", + "calculer": "Calculer", + "calculer-resilience": "Calculer la résilience", + "aspects-exceptionnels": "Aspects Exceptionnels", + "mineur-(0)": "Mineur (0)", + "mineur-(1)": "Mineur (1)", + "mineur-(2)": "Mineur (2)", + "mineur-(3)": "Mineur (3)", + "mineur-(4)": "Mineur (4)", + "mineur-(5)": "Mineur (5)", + "mineur-(6)": "Mineur (6)", + "mineur-(7)": "Mineur (7)", + "mineur-(8)": "Mineur (8)", + "mineur-(9)": "Mineur (9)", + "mineur-(10)": "Mineur (10)", + "mineur-(11)": "Mineur (11)", + "mineur-(12)": "Mineur (12)", + "mineur-(13)": "Mineur (13)", + "mineur-(14)": "Mineur (14)", + "mineur-(15)": "Mineur (15)", + "mineur-(16)": "Mineur (16)", + "mineur-(17)": "Mineur (17)", + "mineur-(18)": "Mineur (18)", + "mineur-(19)": "Mineur (19)", + "mineur-(20)": "Mineur (20)", + "majeur-(0)": "Majeur (0)", + "majeur-(1)": "Majeur (1)", + "majeur-(2)": "Majeur (2)", + "majeur-(3)": "Majeur (3)", + "majeur-(4)": "Majeur (4)", + "majeur-(5)": "Majeur (5)", + "majeur-(6)": "Majeur (6)", + "majeur-(7)": "Majeur (7)", + "majeur-(8)": "Majeur (8)", + "majeur-(9)": "Majeur (9)", + "majeur-(10)": "Majeur (10)", + "majeur-(11)": "Majeur (11)", + "majeur-(12)": "Majeur (12)", + "majeur-(13)": "Majeur (13)", + "majeur-(14)": "Majeur (14)", + "majeur-(15)": "Majeur (15)", + "majeur-(16)": "Majeur (16)", + "majeur-(17)": "Majeur (17)", + "majeur-(18)": "Majeur (18)", + "majeur-(19)": "Majeur (19)", + "majeur-(20)": "Majeur (20)", + "bete": "Bête", + "points-faibles": "Points Faibles", + "sorcerer-ponctionner-l'energie": "Ponctionner l'énergie", + "evolution": "Évolution", + "150-PG": "150 PG", + "barbariane-150PG-description": "Limite de taille à 8 mètres.", + "200-PG": "200 PG", + "barbariane-200PG-description": "Pas de malus de défense.", + "250-PG": "250 PG", + "350-PG": "350 PG", + "500-PG": "500 PG", + "barbariane-250PG-description": "Limite de taille à 10 mètres.", + "bard-150PG-description": "Portée Moyenne / Peut affecter jusqu'à 4 alliés.", + "bard-200PG-description": "Le mode changeling coûte 2PE de moins.", + "bard-250PG-description": "Peut faire exploser son apparence ou ses faux-êtres lors de la désactivation.", + "berserk-250PG-description": "Tant qu’il porte la méta-armure, le personnage augmente désormais son total de points d’espoir de 25.

    Il reçoit un effet supplémentaire de son choix du mode Illumination.", + "berserk-350PG-description-1": "Les effets Beacon, Blaze et Torch augmentent en efficacité :", + "berserk-350PG-description-2": "Le chevalier reçoit un effet supplémentaire de son choix du mode Illumination.", + "berserk-350PG-titre-blaze": "Blaze :", + "berserk-350PG-description-blaze": "Provoque désormais 4D6 (12) points de dégâts et de violence.", + "berserk-350PG-titre-beacon": "Beacon :", + "berserk-350PG-description-beacon": "Octroie désormais un bonus de 4 réussites automatiques.", + "berserk-350PG-titre-torch": "Torch :", + "berserk-350PG-description-torch": "Offre désormais une égide de 4 ou un bonus d’égide de 4.", + "berserk-500PG-description": "Désormais, toutes les pertes d’espoir du personnage (en dehors des pertes causées par les capacités de la méta-armure) sont réduites de 3 (minimum 1). L’effet est cumulable avec d’autres avantages ou effets.

    Le chevalier reçoit un effet supplémentaire de son choix du mode Illumination.", + "gloire-totale": "Gloire Totale", + "niveau-du-lion": "Niveau du Lion", + "niveau-du-wolf": "Niveau du Wolf", + "niveau-du-crow": "Niveau du Crow", + "monk-150PG-description": "+2D6 en dégâts et violence pour le mode Céa.", + "monk-200PG-description": "Le mode Zen peut être activé pour récupérer les points d'espoirs perdus lors de n'importe quel combat ayant eu lieu durant la mission en cours.", + "Vague-d'énergie-:": "Vague d'énergie :", + "monk-vague-d'energie-250PG-description": "+2 en Parasitage / Salve d'énergie : +3 en Dispersion", + "Rayon-d'énergie-:": "Rayon d'énergie :", + "monk-bonus-maintien": "Bonus de maintien", + "monk-rayon-d'energie-250PG-description": "Perce Armure devient Ignore Armure", + "paladin-150PG-description": "Peut sloter une arme de tir à une main, ou à deux mains (sans l'attribut lourd) sur chacun de ses bras (une par bras maximum), et continuer à porter des armes dans ses mains. Les armes slotées sont considérées être en main. Le chevalier peut donc passer d'une arme à l'autre lors de ses différents tours.", + "paladin-200PG-description": "+2 pour le CdF du Shrine. Peut l'activer durant 6 tour / une minute pour 5PE et à portée moyenne pour 10PE.", + "paladin-250PG-description": "L'effet 'lente et lourde' est annulé.", + "priest-150PG-description": "Les créations du mode NanoC durent 1h. 2PE/heure supplémentaire.", + "priest-200PG-description": "1D6+6 supplémentaire à toutes les réparations (mode Mechanic).", + "priest-250PG-description": "Permet la création au choix : moto steed, stalion, maraudeur II, ou vector léger, pour 9PE et une durée de 1h (mode NanoC, au contact).", + "psion-150PG-description": "Le Mode Puppet Master fonctionne contre les salopards sur un test base Aura et pour 2 de flux. Chaque cible supplémentaire coûte 2 de flux et prolonger l'ordre coûte 1 de flux. Flux non dépensés en cas d'échec. Un type d'ennemi par utilisation.", + "psion-200PG-description": "Le Mode Discord fonctionne contre les salopards sur un test base Aura. Flux non dépensés en cas d'échec. Malus passe à 3 Dès pour les actions / 2 pour la réaction / 2 pour la défense.", + "psion-250PG-description": "Le Mode Puppet Master fonctionne contre les bandes sur un test base Aura. Flux non dépensés en cas d'échec. Le score de débordement actuel est infligé à tous les autres ennemis présents dans la scène. Un type d'ennemi par utilisation.", + "50-PG": "50 PG", + "ranger-50PG-1-description": "Peut ajouter un ou plusieurs effets pour 6PE : anti-Anathème / Démoralisant / Pénétrant 10 / Ignore Armure / En Chaîne / Fureur", + "ranger-50PG-2-description": "Augmentation des dégâts à 5D / Augmentation de la violence à 3D / Maximum de dégâts et violence à 9D", + "ranger-50PG-3-description": "Le longbow perd l'effet lourd et gagne l'effet deux mains.", + "100-PG": "100 PG", + "ranger-100PG-description": "Les effets coûtent 2PE de moins (sauf augmentation dégât / violence), minimum 1.", + "rogue-150PG-description": "Possibilité de dépenser 2PE pour que le mode Ghost dure 6 tours en phase de conflit et 6PE pour qu'il dure 15 minutes en dehors des conflits.", + "rogue-200PG-description": "Seul les ennemis possédant un aspect Machine exceptionnelle majeure peuvent détecteur la présence du chevalier en mode Ghost. Il bénéficie, comme précédemment, de 3 réussites automatiques pour passer inaperçu.", + "rogue-250PG-description": "Le mode Ghost ne se désactive pas lors des attaques du chevalier en cas de dépense de 3PE.", + "shaman-150PG-description": "Trois totems maximum peuvent maintenant être matérialisés en même temps.", + "shaman-200PG-description": "Désormais, le mode Ascension peut être activé même quand le chevalier est hors de sa méta-armure. Dans ce cas, l’IA de la méta-armure prend l’apparence du chevalier en combinaison Guardian ou en méta-armure, au choix du chevalier.", + "shaman-250PG-description": "Les totems peuvent maintenant agir de manière indépendante (toujours en suivant les ordres du chevalier) et sans limite de portée. Ils sont bien plus finement matérialisés et ressemblent trait pour trait à la méta-armure du chevalier. Ils peuvent aussi être matérialisés pour une scène entière ou une phase de conflit entière pour un coût total de 10 PE.", + "sorcerer-vol-en-nuee": "Vol en nuée : ", + "sorcerer-150PG-vol-en-nuee-description": " Module de vol passe niveau 2.", + "sorcerer-phase": "Phase : ", + "sorcerer-150PG-phase-description": "Module de phase passe niveau 2.", + "sorcerer-etirement": "Étirement : ", + "sorcerer-150PG-etirement-description": "La portée passe à moyenne.", + "sorcerer-corps-de-métal": "Corps de métal : ", + "sorcerer-150PG-corps-de-metal-description": "Bonus de CdF passe à 4.", + "sorcerer-corps-fluide": "Corps fluide : ", + "sorcerer-150PG-corps-fluide-description": "Bonus de défense / réaction passe à 3.", + "sorcerer-polymorphie-de-guerre": "Polymorphie de guerre : ", + "sorcerer-150PG-polymorphie-de-guerre-description": "Les modules passent au niveau 2. Effets et bonus à choisir.", + "sorcerer-250PG-description": "En activant le mode Morph, le chevalier obtient les effets des 6 capacités en même temps.", + "berserk-mode-illumination": "Mode Illumination", + "berserk-selection-effets": "Sélection des Effets", + "berserk-illumination-blaze": "Blaze", + "berserk-illumination-candle": "Candle", + "berserk-illumination-beacon": "Beacon", + "berserk-illumination-torch": "Torch", + "berserk-illumination-projector": "Projector", + "berserk-illumination-lighthouse": "Lighthouse", + "berserk-illumination-lantern": "Lantern", + "berserk-mode-rage": "Mode Rage", + "berserk-bonus-rage": "Bonus Rage", + "berserk-nourri-rage": "Nourri par la rage", + "berserk-rage-colere": "Colère - Niveau 1", + "berserk-rage-rage": "Rage - Niveau 2", + "berserk-rage-fureur": "Fureur - Niveau 3", + "total-actuel": "Total actuel", + "shaman-impregnation": "Imprégnation", + "shaman-mode-totem": "Mode Totem", + "shaman-mode-ascension": "Mode Ascension", + "shaman-nombre-totem": "Nombre de totems", + "shaman-caracteristique-totem-1": "Caractéristique du Totem 1", + "shaman-caracteristique-totem-2": "Caractéristique du Totem 2", + "shaman-caracteristique-totem-3": "Caractéristique du Totem 3", + "shaman-totem-1": "Totem 1", + "shaman-totem-2": "Totem 2", + "shaman-totem-3": "Totem 3", + "shaman-od-totem-1": "OD Totem 1", + "shaman-od-totem-2": "OD Totem 2", + "shaman-od-totem-3": "OD Totem 3", + "warlock-mode-forward": "Mode Forward", + "warlock-mode-record": "Mode Record", + "warlock-mode-record-success": "Succès enregistrés", + "warlock-mode-record-dmg": "Dégâts enregistrés", + "warlock-mode-record-violence": "Violence enregistrée", + "warlock-mode-rewind": "Mode Rewind", + "warlock-contrecoups": "Contrecoups", + "contrecoups-dechirure": "Déchirure", + "contrecoups-dechirure-description": "Le corps du personnage est déchiré dans le temps. Il reçoit une blessure grave au hasard qui s’applique automatiquement.", + "contrecoups-disparition": "Disparition", + "contrecoups-disparition-description": "Dans un flash, le personnage disparaît de la scène et n’en revient qu’à la fin.", + "contrecoups-incident": "Incident", + "contrecoups-incident-description-1": "Le personnage subit ", + "contrecoups-incident-description-2": " points de dégâts directement sur la santé. La capacité Rewind ne peut pas annuler ces dégâts.", + "contrecoups-siphon": "Siphon", + "contrecoups-siphon-description-1": "L’énergie du personnage est instantanément baissée de ", + "contrecoups-siphon-description-2": " points.", + "contrecoups-sursaut": "Sursaut", + "contrecoups-sursaut-description-1": "Pendant ", + "contrecoups-sursaut-description-2": " tours, la méta-armure saute constamment dans le temps. Il doit retirer 2 réussites à chacun de ses tests.", + "contrecoups-fragmentation": "Fragmentation", + "contrecoups-fragmentation-description-1": "Le personnage subit des dégâts sur sa psyché et oublie qui il est pendant ", + "contrecoups-fragmentation-description-2": " tours. Au MJ et PJ d’improviser.", + "contrecoups-desorientation": "Désorientation", + "contrecoups-desorientation-description-1": "Le chevalier est mentalement désorienté. Il subit une perte de ", + "contrecoups-desorientation-description-2": " points d’espoir.", + "contrecoups-defaillance": "Défaillance", + "contrecoups-defaillance-description-1": "Le CdF de la méta-armure tombe à 0 durant ", + "contrecoups-defaillance-description-2": " tours.", + "contrecoups-desagregation": "Désagrégation", + "contrecoups-desagregation-description-1": "La méta-armure du personnage subit ", + "contrecoups-desagregation-description-2": " points de dégâts sans CdF. La capacité Rewind ne peut les annuler.", + "warlock-150PG-description": "Désormais, les coûts en PE des modes Rewind et Record sont diminués de 3.", + "warlock-200PG-description": "Désormais, le mode Rewind peut être activé juste après (pas avant, ni pendant) une action d’un autre PJ ou d’un PNJ, même si le chevalier devrait être incapable d’effectuer une action ou s’il a par exemple été tué. Les effets infligés par des PNJ et qui devraient persister, comme domination, contrôle et isolement, sont ignorés par le PJ.
    Attention : Le chevalier doit toujours attendre 6 secondes avant de réactiver le mode Rewind et ne pourra le réactiver qu’une fois le tour de jeu complet passé.", + "warlock-250PG-description": "L’armure est mieux stabilisée en termes temporels. Dé- sormais, le personnage peut relancer son jet sur le tableau des paradoxes temporels et choisir entre les deux résultats.", + "warmaster-150PG-description": "+10 PE sur le total.", + "warmaster-200PG-description": "Le personnage peut bénéficier dorénavant de toutes les impulsions.", + "warmaster-250PG-description": "Le mode Falcon ne coûte que 3PE et ne nécessite aucune action. +10 PE sur le total.", + "warrior-150PG-description": "Activer un type ne coûte plus d'action.", + "warrior-200PG-description": "Le chevalier possède tous les types.", + "warrior-250PG-description": "Les types offrent désormais 2 OD au lieu d'1.", + "wizard-150PG-description": "Le mode Boréalis fonctionne maintenant à portée moyenne.", + "wizard-200PG-description": "Les dépenses en PE des modes Boréalis et Oriflamme sont réduit de 3 (min. 1).", + "wizard-250PG-description": "Le mode Oriflamme fonctionne maintenant à portée moyenne.", + "style-de-combat": "Style de Combat", + "standard": "Standard", + "couvert": "À Couvert", + "agressif": "Agressif", + "akimbo": "Akimbo", + "ambidextre": "Ambidextre", + "defensif": "Défensif", + "pilonnage": "Pilonnage", + "puissant": "Puissant", + "suppression": "Suppression", + "precis": "Précis", + "style-precis": "Style précis", + "mineur": "Mineur", + "aspect-exceptionnel-chair-mineur": "Le PNJ soustrait toujours son score de l’aspect exceptionnel Chair aux dégâts qu’il reçoit.", + "majeur": "Majeur", + "aspect-exceptionnel-chair-majeur": "Le PNJ ignore purement les effets barrage X, choc X et meurtrier des armes.", + "aspect-exceptionnel-bete-mineur": "(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect exceptionnel Bête.", + "aspect-exceptionnel-bete-majeur": "(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect Bête (en plus du score de l’aspect exceptionnel).", + "aspect-exceptionnel-machine-mineur": "(Déjà inclus) Le PNJ ajoute son score de Machine exceptionnelle à son score de réaction.", + "aspect-exceptionnel-machine-majeur": "Le PNJ est insensible aux capacités d’armure qui jouent sur les sens telles que le mode Ghost ou le mode Changeling. L’invisibilité comme les illusions ou les leurres n’ont pas d’effet sur lui.", + "aspect-exceptionnel-dame-mineur": "Le PNJ, s’il est accompagné d’autres PNJ de la même faction que lui, peut toujours décider de reporter les dégâts qu’il subit sur des alliés proches, à portée courte. Cela représente le fait que des PNJ alliés s’interposent pour sauvegarder sa vie.", + "aspect-exceptionnel-dame-majeur": "Un PJ qui souhaite attaquer ce PNJ doit réussir un test base Hargne dont la difficulté est égale au score de la Dame exceptionnelle du PNJ. S’il ne réussit pas ce test, il est subjugué par le PNJ et ne se résout pas à l’attaquer.", + "aspect-exceptionnel-masque-mineur": "(Déjà inclus) Le PNJ ajoute son score de Masque exceptionnel à son score de défense.", + "aspect-exceptionnel-masque-majeur": "(Déjà inclus) Le PNJ agit toujours, peu importe son nombre d’actions, comme s’il avait un score d’initiative de 30. Le MJ ne lance pas les dés.", + "mode-goliath": "Mode Goliath", + "taille-bonus": "Taille Bonus", + "bonus": "Bonus", + "degats-contact": "Dégâts (contact)", + "degats-violence-contact": "Dégâts / Violence (contact)", + "malus": "Malus", + "apparence": "Apparence", + "faux-êtres": "Faux-Êtres", + "effet-des-armes": "Effet des armes", + "anti-anatheme": "Anti-Anathème", + "anti-anatheme-description": "L’arme ignore purement et simplement la valeur de bouclier et de Chair exceptionnelle (qu’elle soit majeure ou mineure) de la créature de l’Anathème prise pour cible. Les PA, puis la santé de la cible sont directement touchés. Lorsqu’une arme de ce type touche une bande de créatures de l’Anathème, ses scores de bouclier et de Chair exceptionnelle sont ignorés.", + "anti-vehicule": "Anti-Véhicule", + "anti-vehicule-description": "Les armes possédant cet effet sont conçues pour détruire les véhicules, les blindés et abattre les ennemis de type colosse. Lorsque l’arme tire sur un véhicule ou un colosse, elle inflige ses dégâts normaux et n’a pas besoin d’infliger des tranches de 10 points de dégâts pour en infliger 1 à ces énormes ennemis.", + "artillerie": "Artillerie", + "artillerie-description": "Si la cible a préalablement été désignée, l’arme peut tirer sans les malus de portée et sans ligne de vue (il faut quand même une ligne de tir direct). La cible ne bénéficie d’aucun bonus de couvert. Attention, il faut que la munition puisse atteindre la cible d’une manière ou d’une autre et qu’un test de tir soit effectué. Une cible préalablement désignée est toujours atteignable, quelle que soit la distance et le « couvert », sans avoir besoin de ligne de tir dégagée.", + "assassin": "Assassin", + "assassin-description": "Ajoute XD6 aux dégâts lors des attaques surprises.", + "assistance-attaque": "Assistance à l'attaque", + "assistance-attaque-description": "Lorsqu’un jet pour toucher est effectué avec cette arme, chaque réussite excédentaire au-dessus du score de réaction (dans le cas d’un tir) ou de défense (dans le cas d’une attaque au contact) de la cible permet de lui infliger 1 point de dégât (ou de violence dans le cas d’une bande) supplémentaire.", + "barrage": "Barrage", + "barrage-description": "Au lieu de faire une attaque, le chevalier peut décider, au prix de son action de combat, de diminuer la défense et la réaction de la bande ou du PNJ ciblé d’un nombre de points égal à X jusqu’au début de son prochain tour, permettant ainsi à ses alliés de toucher plus facilement. L’effet s’applique automatiquement. Aucun autre effet, et aucun dégât de l’arme ne s’applique. Plusieurs effets barrage peuvent s’appliquer sur une même cible et se cumulent. Mais attention, l’effet barrage infligé par l’arme d’un PJ prend fin au début de son tour de jeu suivant (dès ce que c’est à lui de jouer de nouveau).", + "cadence": "Cadence", + "cadence-description": "L’arme est très rapide et peut cibler X adversaires par action de combat au lieu d’un seul. Une attaqu doit être réalisée pour chacune des cibles, avec 3 dés d malus. Chacune des cibles ne peut être distante de plus d 2 mètres.", + "chargeur": "Chargeur", + "chargeur-description": "L’arme ou le module dispose d’un nombre d’utilisations indiqué par X. Une fois utilisé autant de fois que X, on estime qu’il n’a plus de munitions et ne peut donc plus faire feu. L’arme ou le module doit être rechargé (gratuitement) à Camelot entre deux missions.", + "choc": "Choc", + "choc-description": "Si le jet pour toucher avec l’arme est supérieur au score de l’aspect Chair (divisé par 2 pour un PNJ) de la cible, celle-ci perd ses X prochaines actions. Cet effet ne fonctionne pas contre les bandes. Attention, l’effet ne peut pas se cumuler alors que la cible est déjà sous l’effet choc.\n\nDans certaines circonstances, l’effet choc peut être considéré comme automatique et ne prend donc pas en compte le score de l’aspect Chair. Lorsque l’effet choc est censé s’appliquer automatiquement, il faut tout de même que le personnage touche sa cible. En revanche, son résultat n’a pas besoin d’égaler l’aspect Chair divisé par deux de la cible pour que l’effet fonctionne. En fonction des circonstances, le MJ peut décider qu’un personnage sous l’effet choc subit un malus de 2 à sa réaction et à sa défense. L’effet ne se cumule pas avec parasitage X.", + "defense-reaction": "Défense X / Réaction X", + "defense-reaction-description": "L’utilisateur bénéficie d’un bonus en défense ou en réaction, X représentant cette valeur, tant qu’il utilise cette arme ou module. Les bonus reçus peuvent se cumuler tant que le personnage peut bénéficier de l’effet.", + "degats-continus": "Dégâts Continus", + "degats-continus-description": "L’arme inflige X points de dégâts à chaque tour durant 1D6 tours. Les dégâts sont subis par la cible à chacun de ses tours de jeu et ignorent les éventuels scores de CdF ou de bouclier. Au regard de la technologie utilisée, l’effet ne peut se stopper que si la cible reçoit les soins appropriés ou s’il se termine de lui-même. Typiquement, cet effet se retrouve sur les armes causant des brûlures. Cet effet ne peut être cumulé sur une même créature tant que l’effet est déjà présent au moins une fois.", + "demoralisant": "Démoralisant", + "demoralisant-description": "Avec une attaque réussie, l’arme enlève 2 points au score de débordement que les bandes composées d’humains infligent, avant calcul des dégâts effectifs.\n\nLes dégâts effectifs du tour sont donc égaux débordement moins 2 multiplié par le nombre de tours écoulés à ce tour.\n\nAutrement dit, démoralisant réduit le débordement pour le tour en cours, et uniquement le tour en cours. Précision : Si l’effet démoralisant est appliqué plusieurs fois, cela se cumule en ajoutant un tour de durée (et non pas en sous-trayant des points supplémentaires au débordement de la bande ciblée).", + "designation": "Désignation", + "designation-description": "L’arme peut désigner une cible (une seule cible, pas une bande) une fois par tour. Son utilisateur et ses alliés reçoivent un bonus de 1 réussite automatique pour toucher la cible et ignorent toujours les éventuels échecs critiques qu’ils pourraient subir lorsqu’ils tentent de la toucher. Désigner une cible ne coûte pas d’action. Il n’y a aucun test à effectuer pour désigner une cible et la portée de la désignation est celle de l’arme utilisée. La cible demeure désignée durant toute la scène ou toute la phase de conflit.\n\nUne fois désignée, l’armure va suivre les mouvements et les bruits de la cible et représenter sa position, ce qui permet au chevalier de lui tirer dessus avec une arme disposant de l’effet artillerie notamment, ou d’utiliser automatiquement tout effet venant de ses éventuelles visions alternatives.\n\nL’effet permet par exemple, couplé avec un module de type vision prédatrice, de voir la cible à travers les murs, silhouettée sur la visière à Réalité Augmentée de la méta-armure. Tant que la signature de la cible reste visible par la méta-armure, la cible reste désignée. Attention : L’effet ne peut être cumulé sur une même cible.", + "destructeur": "Destructeur", + "destructeur-description": "Lorsque les dégâts impactent les points d’armure de la cible, si elle a des PA, on ajoute 2D6 au total de dégâts. Si un seul point de dégâts passe le bouclier et le CdF de la cible, l’effet est appliqué.", + "deux-mains": "Deux Mains", + "deux-mains-description": "Cet effet signifie simplement que le chevalier doit utiliser ses deux mains pour frapper ou tirer avec l’arme. Utiliser à une main une arme possédant cet effet est impossible, l’arme étant trop lourde ou possédant trop de recul pour toucher efficacement.", + "dispersion": "Dispersion", + "dispersion-description": "L’arme peut toucher plusieurs ennemis et ses dégâts peuvent donc s’appliquer à plusieurs du moment que ces ennemis sont à moins de deux mètres les uns des autres. X représente le nombre d’ennemis que l’arme peut toucher dans une même action. Un seul jet d’attaque est à effectuer contre un seul ennemi. Les autres ennemis proches subissent automatiquement les dégâts et les autres effets que dispersion, à condition que le résultat du test d’attaque dépasse leur score d’opposition. Typiquement, les lance-flammes ou les armes explosives infligent cet effet. Cet effet n’affecte pas les bandes contre lesquelles seule la violence peut s’appliquer.\n\nAttention : Si l’effet est utilisé contre des ennemis au contact avec un autre PJ, ce dernier subit aussi les dégâts de la dispersion.", + "en-chaine": "En Chaîne", + "en-chaine-description": "Lorsque le PJ utilisant cette arme réussit à éliminer (pas forcément à tuer, neutraliser suffit) un hostile ou un salopard, il peut effectuer au prix de 3 PE, au même tour et à la même initiative, une autre attaque sur un autre hostile ou un autre salopard qui se trouve à portée de son arme (un test pour toucher est de nouveau nécessaire). Si cette deuxième attaque élimine la cible, l’effet peut s’appliquer une nouvelle fois et ainsi de suite. Le coût en énergie intervient en plus de l’éventuel coût en énergie de l’arme. Chaque nouvelle attaque doit donner lieu à une dépense d’énergie en conséquence.\n\nDans le cas où plusieurs ennemis sont éliminés en même temps, l’effet en chaîne ne s’applique qu’une seule fois.", + "esperance": "Espérance", + "esperance-description": "Contre des désespérés, l’équipement est extrêmement puissant. S’il le veut, un PJ peut décider d’échanger les dégâts qu’il devrait infliger contre l’application de l’effet espérance. L’arme, plutôt que d’infliger des dégâts, traverse alors le corps du désespéré, arrachant une partie de son désespoir.\n\nS’il le fait, chaque PNJ désespéré touché par l’attaque peut effectuer un test de Bête difficulté ardu (5) (ou Hargne combo Sang-Froid dans le cas d’un PJ) pour combattre le désespoir. Chaque attaque supplémentaire infligée par l’équipement à un même désespéré et appliquant l’effet espérance fait baisser le niveau de difficulté du test de 1. Si le désespéré réussit son test, alors il a réussi à vaincre le désespoir et n’est plus un ennemi. Il peut se joindre aux chevaliers ou rester terrorisé par ce qu’il a commis ou par ce qui lui est arrivé (au choix du MJ).\n\nContre une bande de désespérés, on considère que l’équipement fait simplement baisser sa cohésion. Cependant, si le personnage utilisant un équipement avec l’effet espérance a infligé assez de violence à une bande pour qu’elle tombe à 0 point de cohésion, les désespérés qui la composent reprennent espoir et retrouvent simplement leurs esprits. Ils se souviendront tout de même des actes qu’ils ont commis.\n\nContre les autres types d’ennemis, les équipements possédant l’effet espérance infligent des dégâts et de la violence de manière normale.", + "fureur": "Fureur", + "fureur-description": "Lorsque l’arme est utilisée contre une bande avec un score d’aspect Chair de 10 ou plus, la violence de l’arme est augmentée de 4D6.", + "ignore-armure": "Ignore Armure", + "ignore-armure-description": "L’arme ignore purement et simplement la valeur de points d’armure d’un adversaire. La santé de la cible est directement touchée si les dégâts passent le CdF ou le bouclier.", + "ignore-champ-de-force": "Ignore Champ de Force", + "ignore-champ-de-force-description": "L’arme ignore purement et simplement le champ de force d’un adversaire. Les PS de la cible sont directement touchés si les dégâts passent les PA ou le bouclier.", + "jumele-akimbo": "Jumelé (Akimbo)", + "od-combat3-jumele-akimbo": "OD Combat 3 (Jumelé Akimbo)", + "od-tir3-jumele-akimbo": "OD Tir 3 (Jumelé Akimbo)", + "jumele-akimbo-description": "Lorsqu’on utilise deux exemplaires de cette arme en style akimbo, le malus est diminué de 2 (soit 1 dé de malus au lieu de 3).", + "jumele-ambidextrie": "Jumelé (Ambidextrie)", + "od-combat4-jumele-ambidextrie": "OD Combat 4 (Jumelé Ambidextrie)", + "od-tir4-jumele-ambidextrie": "OD Tir 4 (Jumelé Ambidextrie)", + "jumele-ambidextrie-description": "Lorsqu’on utilise deux armes disposant de cet effet en style ambidextre, le malus est diminué de 2 (soit 1 dé de malus au lieu de 3).", + "leste": "Lesté", + "leste-description": "Lorsque l’arme est utilisée, son utilisateur ajoute le score de la caractéristique Force multipliée par deux (ou Chair complet pour un PNJ) lorsqu’il détermine les dégâts plutôt que sa Force seule (ou Chair divisé par 2). Seuls les PJ ayant un score de Force égal ou supérieur à 4 ou possédant un overdrive de Force peuvent utiliser une arme avec un tel effet.", + "lourd": "Lourd", + "lourd-description": "Pour utiliser cette arme, vous devez dépenser une (et une seule) action de déplacement et une (et une seule) action de combat. Les actions supplémentaires acquises ne sont pas touchées par cet effet.", + "lumiere": "Lumière", + "lumiere-description": "Lorsque l’arme frappe une créature de l’Anathème ou une bande de l’Anathème, ses scores de défense et de réaction sont réduits d’une certaine valeur jusqu’à la fin du prochain tour du PJ qui a infligé l’effet lumière. X représente cette valeur. Cet effet ne peut pas se cumuler sur une même cible.", + "meurtrier": "Meurtrier", + "meurtrier-description": "Lorsque les dégâts impactent la santé de la cible, on ajoute 2D6 au total des dégâts. Si un seul point de dégâts passe l’armure, le bouclier et le CdF de la cible, l’effet meurtrier est appliqué.", + "obliteration": "Oblitération", + "obliteration-description": "Ces équipements particulièrement puissants infligent des dégâts considérables aux cibles les moins résistantes. Contre un ennemi de type hostile, ils infligent toujours le résultat maximal des dés de dégâts, comme si chacun des dés avait fait 6. Les dés ne sont simplement pas lancés. Si l’arme possède l’effet dispersion, chaque cible hostile touchée subit le maximum de dégâts.", + "orfevrerie": "Orfèvrerie", + "orfevrerie-description": "Lorsque l’arme est utilisée, son utilisateur ajoute sa caractéristique Dextérité (+ 1 point de dégâts par overdrive) (ou Masque divisé par 2, arrondi à l’entier supérieur, pour un PNJ) lorsqu’il détermine les dégâts en plus d’autres caractéristiques déjà incluses.", + "parasitage": "Parasitage", + "parasitage-description": "Cet effet s’applique uniquement aux méta-armures, exosquelettes, robots, véhicules, créatures de la Machine et tous les ennemis possédant la capacité sensibilité IEM. La cible touchée par une attaque avec parasitage X perd automatiquement ses X prochaines actions.\nAttention : l’effet ne peut pas se cumuler alors que la cible est déjà sous l’effet parasitage X et ne se cumule pas avec l’effet choc X.", + "penetrant": "Pénétrant", + "penetrant-description": "L’arme ignore une certaine valeur de champ de force, X représentant cette valeur. Si la valeur est égale ou supérieure au champ de force de l’ennemi, celui-ci est tout simplement ignoré et les points d’armure (ou les points de santé si la cible n’a pas de PA) sont directement touchés. Cet effet ne fonctionne pas contre le score de bouclier d’une cible.", + "perce-armure": "Perce Armure", + "perce-armure-description": "L’arme ignore une certaine valeur d’armure, X représentant cette valeur. Si la valeur est égale ou supérieure aux points d’armure de l’ennemi, le total de PA est simplement ignoré et la santé est directement touchée.", + "precision": "Précision", + "precision-description": "Lorsque l’arme est utilisée, son utilisateur ajoute sa caractéristique Tir (+ 1 point de dégâts par overdrive) (ou Machine divisé par 2, arrondi à l’entier supérieur, pour u PNJ) lorsqu’il détermine les dégâts.", + "silencieux": "Silencieux", + "silencieux-description": "Le personnage ne peut être repéré par un autre personnage parce qu’il utilise son arme. Lorsque cet effet est utilisé pendant une attaque surprise, une invisibilité, un mode Ghost ou un mode Changeling, le score de la caractéristique Discrétion (plus les éventuels OD) du PJ est ajouté aux dégâts. Dans le cas des PNJ, c’est la moitié du score de Masque (plus le score de Masque exceptionnel éventuel) qui est ajouté aux dégâts. Cet effet peut s’ajouter à ceux du mode Ghost et du niveau 2 de l’overdrive de Discrétion.", + "soumission": "Soumission", + "soumission-description": "Après avoir touché sa cible avec un effet soumission, l’attaquant peut soumettre sa cible physiquement et l’empêcher de se déplacer ou d’attaquer qui que ce soit d’autre que l’attaquant, et ce au contact. Pour se libérer de l’effet soumission, la cible touchée doit, à son tour, réussir un test de base Déplacement ou Combat (aspect Chair ou Bête) dont la difficulté est définie par le nombre de réussites de l’attaquant. Si la cible n’a pas pu se libérer à son tour, l’attaquant peut maintenir la soumission sans relancer les dés et infliger des dégâts normalement, ou relancer un test d’attaque afin de renforcer sa prise. Si le jet est à nouveau réussi, les dégâts sont infligés sans prendre en considération tout éventuel champ de force ou bouclier (pour les créatures de l’Anathème). L’effet soumission ne peut impacter les colosses.", + "tenebricide": "Ténébricide", + "tenebricide-description": "L’équipement a été pensé pour anéantir les créatures de l’Anathème et uniquement celles-ci. Contre des ennemis humains (de n’importe quel type), il n’inflige que la moitié de ses dés de dégâts et de ses dés de violence.", + "tir-rafale": "Tir en rafale", + "tir-rafale-description": "Lors du calcul des dégâts, il est possible, une fois par attaque, d’annuler tous les résultats et de relancer les dés. Le nouveau résultat remplace le premier et doit être conservé. Il n’est pas possible de prendre la moyenne de dégâts en utilisant cet effet.", + "tir-securite": "Tir en sécurité", + "tir-securite-description": "Grâce à une caméra sur le bout du canon ou à un canon déformable, le porteur de l’arme peut tirer tout en bénéficiant des bonus du style à couvert sans subir de malus au tir.", + "ultraviolence": "Ultraviolence", + "ultraviolence-description": "Lorsque l’arme est utilisée contre une bande avec un score d’aspect Chair de moins de 10, la violence de l’arme est augmentée de 2D6.", + "amelioration-structurelle-des-armes": "Amélioration (structurelle) des armes", + "agressive": "Agressive", + "agressive-description": "Lorsque le personnage se bat en style agressif avec l’arme, celle-ci voit ses dégâts augmenter de 1D6 (3).", + "assassine": "Assassine", + "assassine-description": "Désormais, l’arme possède l’effet silencieux.", + "allegee": "Allégée", + "allegee-description": "Spécial : Une arme avec l’amélioration allégée ne peut recevoir l’amélioration massive.\n\nL’arme perd 1D6 (3) aux dégâts qu’elle infligeait à l’origine. En contrepartie, elle perd l’effet deux mains et peut donc être manipulée à une main.", + "meutrier": "Meutrier", + "meutrier-description": "L’arme gagne l’effet meurtrier.", + "canon-raccourci": "Canon raccourci", + "canon-raccourci-description": "À portée courte ou inférieure, l’arme possède l’effet dispersion 3. En revanche, à portée moyenne ou supérieure, la difficulté des tirs est augmentée de 3 (comme si la réaction des ennemis était augmentée de 3 points).", + "chambre-double": "Chambre double", + "chambre-double-description": "L’arme gagne à chaque tour l’effet cadence 2.", + "chargeur-balles-grappes": "Chargeur et balles grappes", + "chargeur-balles-grappes-description": "L’arme voit sa violence augmenter de 1D6, en revanche, ses dégâts diminuent de 1D6. Ne peut être posé sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.", + "chargeur-munitions-explosives": "Chargeur et munitions explosives", + "chargeur-munitions-explosives-description": "L’arme voit ses dégâts augmenter de 1D6, en revanche, sa violence diminue de 1D6. Ne peut être posé sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.", + "connectee": "Connectée", + "connectee-description": "L’arme possède désormais l’effet assistance à l’attaque.", + "electrifiee": "Électrifiée", + "electrifiee-description": "L’arme gagne l’effet choc 1.", + "grenades-intelligentes-avancees": "Grenades intelligentes avancées", + "grenades-intelligentes-avancees-description": "Les dégâts et la violence des grenades intelligentes sont augmentés de 2D6 (sauf pour les grenades flashbang et IEM qui ne font pas de dégâts). Ne peut être ajouté qu'aux grenades. Ne peut être pris qu'une fois.", + "indestructible": "Indestructible", + "indestructible-description": "L’arme est indestructible. Elle ne peut pas être brisée, broyée, cassée, démantelée, brûlée, etc.", + "interface-guidage": "Interface de guidage", + "interface-guidage-description": "L’arme gagne l’effet tir en sécurité. Ne convient qu'aux armes tirant des balles, des grenades, des missiles ou des roquettes.", + "jumelage": "Jumelage", + "jumelage-description": "Les armes gagnent l’effet jumelage (akimbo) ou jumelage (ambidextrie) selon qu’elles sont identiques ou différentes.", + "jumelle": "Jumelle", + "jumelle-description": "Arme de contact à une main uniquement. Lorsque l’arme est utilisée de concert avec sa jumelle, les deux armes gagnent l’effet jumelé (akimbo).", + "lumineuse": "Lumineuse", + "lumineuse-description": "Arme ne possédant pas l'effet lumière X ou silencieux. Désormais l’arme possède l’effet lumière 2.", + "lunette-intelligente": "Lunette intelligente", + "lunette-intelligente-description": "Les armes à deux mains ou lourdes voient leur portée augmenter d’un niveau, sans malus. Ne peut être appliqué aux armes de type lance-flammes.", + "munitions-hyper-velocite": "Munitions à Hyper Vélocité", + "munitions-hyper-velocite-description": "L’armure bénéficie de l’effet assistance à l’attaque. Cependant, ce nouveau système est lourd et pèse sur l’arme. Les armes à une main sont ainsi considérées comme des armes à deux mains et les armes à deux mains comme des armes lourdes (cela ne veut pas dire que vous pouvez y ajouter plus d’améliorations, simplement que vous en subissez les malus). Ne peut être appliqué sur les armes lourdes ou de type laser.", + "massive": "Massive", + "massive-description": "Spécial : Une arme avec l’amélioration massive ne peut recevoir l’amélioration allégée.\n\nDésormais, l’arme possède l’effet lesté. En revanche, lorsqu’il a l’arme en main, le chevalier voit sa défense diminuer de 1 point", + "munitions-drones": "Munitions drones", + "munitions-drones-description": "L’amélioration confère un bonus de 3 réussites automatiques au tir contre une cible. Ne peut être appliqué sur des armes de type lance-flammes.", + "munitions-iem": "Munitions IEM", + "munitions-iem-description": "L’arme gagne l’effet parasitage 2, mais perd 1D6 de dégâts et de violence. Ne peut être appliqué sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.", + "munitions-non-letales": "Munitions non létales", + "munitions-non-letales-description": "Les tirs de l’arme ne peuvent pas tuer la cible. Ne peut être appliqué sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.", + "munitions-subsoniques": "Munitions subsoniques", + "munitions-subsoniques-description": "L’arme possède l’effet silencieux. Ne peut être appliqué sur des armes de type lance-flammes, laser ou lance-grenade.", + "pointeur-laser": "Pointeur laser", + "pointeur-laser-description": "L’arme procure une réussite automatique au tireur. Ne peut être appliqué sur des armes de type lance-flammes.", + "protection-d'arme": "Protection d'arme", + "protection-d'arme-description": "La réaction du tireur est augmentée de 2. L'arme doit être à Deux Mains ou Lourde.", + "protectrice": "Protectrice", + "protectrice-description": "Si le personnage se bat en style défensif, le malus n’est que de 1D lorsqu’il attaque avec l’arme. Attention, s’il porte plusieurs attaques avec des armes différentes, toutes doivent posséder l’amélioration protectrice pour que le bonus soit effectif.", + "revetement-omega": "Revêtement Omega", + "revetement-omega-description": "L’arme gagne l’effet assassin 2.", + "sournoise": "Sournoise", + "sournoise-description": "L’arme gagne l’effet orfèvrerie.", + "structure-element-alpha": "Structure en Element Alpha", + "structure-element-alpha-description": "L’arme est indestructible. Elle ne peut pas être brisée, broyée, cassée, démantelée, brûlée, etc.", + "sur-mesure": "Sur Mesure", + "sur-mesure-description": "Spécial : Si cette arme est perdue ou détruite, alors le chevalier perd la moitié du coût de l’arme (plus les coûts des éventuelles améliorations) sur son total de PG (ce qui peut lui faire perdre une évolution de méta-armure par exemple). Ses PG actuels ne sont pas modifiés.\n\nDésormais, lorsqu’il touche une cible avec cette arme, le personnage ajoute son score dans la caractéristique Combat (OD inclus) aux dégâts qu’il lui inflige", + "systeme-refroidissement": "Système de refroidissement", + "systeme-refroidissement-description": "L’arme concernée gagne l’effet tir en rafale et barrage 1. Une arme légère gagne l’effet deux mains, une arme à deux mains gagne l’effet lourd. N'est disponible que pour les armes de type balles, fléchettes, lasers et soniques.", + "bonus/malus-aux-jets-des-compagnons": "Bonus/Malus aux Jets des Compagnons", + "panneau-d'information": "Panneau d'Information", + "druid-mod-companions": "Mod Companions", + "10-PE": "10 PE", + "20-PE": "20 PE", + "30-PE": "30 PE", + "40-PE": "40 PE", + "50-PE": "50 PE", + "aucun": "Aucun", + "druid-companion-lion": "Lion", + "druid-companion-wolf": "Wolf", + "druid-companion-crow": "Crow", + "mode-zen": "Mode Zen", + "espoir-potentiellement-recuperable": "Espoir potentiellement récupérable :", + "total-hargne-sang-froid": "Total Hargne + Sang-Froid", + "total-od-hargne-sang-froid": "Total OD Hargne + Sang-Froid", + "mode-cea": "Mode Céa", + "vague-d'energie": "Vague d'énergie", + "degats": "Dégâts", + "violence": "Violence", + "portee": "Portée", + "salve-d'energie": "Salve d'énergie", + "rayon-d'energie": "Rayon d'énergie", + "maintenu-sur-un-ennemi-pendant-tour": "Maintenu sur un ennemi pendant (en tour) :", + "champ-de-force-shrine": "Champ de Force Shrine", + "activer": "Activer", + "bonus-cdf": "Bonus de CdF", + "force-requise": "Force Requise", + "chair-requise": "Chair Requise", + "mode-watchtower": "Mode Watchtower", + "active": "Activé", + "reaction-actuelle": "Réaction actuelle", + "mode-puppet-master": "Mode Puppet Master", + "ordre-donne": "Ordre Donné", + "mode-discord": "Mode Discord", + "malus-action": "Malus Actions", + "malus-reaction": "Malus Réaction", + "malus-defense": "Malus Défense", + "mode-windtalker": "Mode Windtalker", + "actions-creatures": "Actions des Créatures", + "vision": "Vision", + "portee-contact": "Contact", + "portee-courte": "Courte", + "portee-moyenne": "Moyenne", + "portee-longue": "Longue", + "portee-lointaine": "Lointaine", + "portee-0-2": "0 à 2m", + "portee-2-15": "2 à 15m", + "portee-15-50": "15 à 50m", + "portee-0-50": "0 à 50m", + "portee-51-300": "51 à 300m", + "portee-50-300": "50 à 300m", + "portee-+300": "+ de 300m", + "portee-301-1000": "301m à 1km", + "portee-1100-3000": "1,1 à 3km", + "portee-3100-6000": "3,1 à 6km", + "mode-ghost": "Mode Ghost", + "mode-morph": "Mode Morph", + "mode-morph-etirement": "Étirement", + "mode-morph-etirement-immobilisation": "Immobilisation", + "mode-morph-vol-en-nuee": "Vol en Nuée", + "mode-morph-phase": "Phase", + "mode-morph-corps-en-metal": "Corps de Métal", + "mode-morph-corps-fluide": "Corps Fluide", + "mode-morph-polymorphie-de-guerre": "Polymorphie de Guerre", + "mode-morph-polymorphie-de-guerre-module-genere": "Module Généré", + "mode-morph-polymorphie-de-guerre-module-genere-effets-choisis": "Effets Choisis", + "mode-falcon": "Mode Falcon", + "mode-falcon-faiblesses-detectees": "Faiblesses détectées", + "mode-warlord": "Mode Warlord", + "warlord": "Warlord", + "warlord-choix-impulsion": "Choix des Impulsions", + "warlord-action": "Action", + "warlord-esquive": "Esquive", + "warlord-force": "Force", + "warlord-guerre": "Guerre", + "warlord-energie": "Energie", + "personnel": "Personnel", + "warlord-impulsion-d'action": "Impulsion d'Action", + "warlord-impulsion-d'esquive": "Impulsion d'Esquive", + "warlord-impulsion-de-force": "Impulsion de Force", + "warlord-impulsion-de-guerre": "Impulsion de Guerre", + "warlord-impulsion-d'energie": "Impulsion d'Energie", + "warrior-types": "Les «Types»", + "warrior-selection-types": "Sélection des Types", + "warrior-bouton-type-soldier": "Soldier", + "warrior-bouton-type-hunter": "Hunter", + "warrior-bouton-type-scholar": "Scholar", + "warrior-bouton-type-herald": "Herald", + "warrior-bouton-type-scout": "Scout", + "warrior-type-soldier": "Type Soldier", + "warrior-type-hunter": "Type Hunter", + "warrior-type-scholar": "Type Scholar", + "warrior-type-herald": "Type Herald", + "warrior-type-scout": "Type Scout", + "mode-borealis": "Mode Boréalis", + "attaque": "Attaque", + "wizard-mode-oriflamme": "Mode Oriflamme", + "capacites-fan-made": "Capacités Fan Made", + "capacite-fan-made-Attaque-dans-les-ombres": "Attaque dans les Ombres", + "capacites-speciales": "Capacités spéciales", + "capacites-speciales-phase-2": "Phase 2", + "notes": "Notes", + "aspects": "Aspects", + "valeurs-derivees": "Valeurs Dérivées", + "arme": "Arme", + "armes": "Armes", + "modules": "Modules", + "evolutions": "Evolutions", + "aspect": "Aspect", + "special": "Spécial", + "effets": "Effets", + "ameliorations-d'armes": "Améliorations d'armes", + "tenebricite": "Ténébricité", + "balles-grappes": "Balles grappes", + "canon-long": "Canon Long", + "munitions-h-velocite": "Munitions à H. Vélocité", + "munitions-explosives": "Munitions Explosives", + "munitions-n-letales": "Munitions N. Létales", + "structure-alpha": "Structure Alpha", + "systeme-refroid": "Système de Refroid.", + "slots-du-lion": "Slots du Lion", + "tete": "Tête", + "slots-restants/slots-maximum": "Slots restants / Slots maximum", + "torse": "Torse", + "bras-gauche": "Bras Gauche", + "bras-droit": "Bras Droit", + "jambe-gauche": "Jambe Gauche", + "jambe-droite": "Jambe Droite", + "activation": "Activation", + "depenser-pe-module": "Dépenser les PE du module", + "depenser-pe-capacite": "Dépenser les PE de la capacité", + "point-d'energie-short": "PE", + "duree": "Durée", + "slots": "Slots", + "configuration": "Configuration", + "druid-wolf-labor": "Labor", + "druid-wolf-medik": "Medik", + "druid-wolf-tech": "Tech", + "druid-wolf-fighter": "Fighter", + "druid-wolf-recon": "Recon", + "point-energie-short": "PE", + "druid-3-companions-restants": "3 Companions Restants", + "druid-2-companions-restants": "2 Companions Restants", + "druid-1-companions-restants": "1 Companions Restant", + "druid-companion-labor-description-niveau-1": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 1 dé par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.", + "druid-companion-labor-description-niveau-2": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 2 dé par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.", + "druid-companion-labor-description-niveau-3": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 3 dés par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.", + "druid-companion-medik-description-niveau-1": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 1 dé supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.", + "druid-companion-medik-description-niveau-2": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 2 dés supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.", + "druid-companion-medik-description-niveau-3": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 3 dés supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.", + "druid-companion-tech-description-niveau-1": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 1 dé supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.", + "druid-companion-tech-description-niveau-2": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 2 dés supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.", + "druid-companion-tech-description-niveau-3": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 3 dés supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.", + "druid-companion-fighter-description-niveau-1": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 1 dé supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.", + "druid-companion-fighter-description-niveau-2": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 2 dés supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.", + "druid-companion-fighter-description-niveau-3": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 3 dés supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.", + "druid-companion-recon-description-niveau-1": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 1 dé supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).", + "druid-companion-recon-description-niveau-2": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 2 dés supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).", + "druid-companion-recon-description-niveau-3": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 3 dés supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).", + "druid-companion-labor": "Labor", + "druid-companion-niveau-1": "Niveau 1", + "druid-companion-niveau-2": "Niveau 2", + "druid-companion-niveau-3": "Niveau 3", + "tours-de-combat": "Tours de combat", + "specificites": "Spécificités", + "druid-companion-crow-specificite": "La bande est équipée d'un module de vol niveau 3 constamment activé qui ne coûte aucune énergie.
    Les points de dégâts qui lui sont infligés lui font perdre de la cohésion.", + "ranger-fusil-longbow": "Fusil Longbow", + "ranger-effets-2PE": "Effets à 2PE", + "ranger-effets-1PE": "Effets à 1PE", + "ranger-effets-3PE": "Effets à 3PE", + "ranger-effets-6PE": "Effets à 6PE", + "ranger-effets-4PE": "Effets à 4PE", + "nods": "Nods", + "nods-soin": "Soin", + "nods-armure": "Armure", + "nods-energie": "Energie", + "nod-soin": "Nod de soin", + "nod-d'armure": "Nod d'armure", + "nod-d'energie": "Nod d'énergie", + "recuperation": "Récuperation", + "armes-contact": "Armes de Contact", + "armes-distance": "Armes à Distance", + "armes-improvisees": "Armes Improvisées", + "autres-armes": "Autres Armes", + "protections": "Protections", + "munitions-hyper-velocite-short": "Munitions à H. Vélocité", + "druid-companions-restants": "1 Companions Restant", + "ameliorations-structurelles": "Améliorations Structurelles", + "ameliorations-d'ornement": "Améliorations d'Ornement", + "barbelee": "Barbelée", + "soeur": "Soeur", + "soeur-description": "Lorsque l’arme est utilisée avec une autre arme à une main en style ambidextrie, elle gagne l’effet jumelé (ambidextrie). Le malus n’est diminué que sur l’attaque effectuée avec l’arme possédant l’amélioration et uniquement celle-ci.", + "arabesques-iridescentes": "Arabesques iridescentes", + "arabesques-iridescentes-description": "Condition : L’arme a porté le coup fatal à un patron de l’Anathème.\n\nEffet : L’arme possède désormais l’effet lumière 1 ou octroie un bonus de 1 à l’effet lumière X.", + "arme-azurine": "Arme azurine", + "arme-azurine-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Dame.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Dame.", + "arme-rouge-sang": "Arme rouge sang", + "arme-rouge-sang-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Chair.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Chair.", + "armure-gravee": "Armure gravée", + "armure-gravee-description": "Condition : L’arme a porté le coup fatal ou a mis hors combat un patron alors que le chevalier était à 10 points de santé ou moins.\n\nEffet : Lorsque le chevalier l’a en main, l’arme lui procure désormais un bonus de 2 au champ de force de sa méta-armure et de sa combinaison Guardian.", + "blason-chevalier": "Blason du chevalier", + "blason-chevalier-description": "Condition : L’arme a permis au chevalier d’accomplir une de ses motivations mineures au moins cinq fois.\n\nEffet : Désormais, lorsque le chevalier accomplit la motivation mineure liée à son blason et que l’arme l’a aidé pour cela, il gagne un point d’espoir supplémentaire à ajouter à sa valeur actuelle.", + "bouclier-grave": "Bouclier gravé", + "bouclier-grave-description": "Condition : L’arme a permis de protéger un allié ou un innocent d’une attaque.\n\nEffet : L’arme procure l’effet défense 1 ou octroie un bonus de 1 à l’effet défense X.", + "chene-sculpte": "Chêne sculpté", + "chene-sculpte-description": "Condition : L’arme a porté le coup fatal à un colosse de l’Anathème.\n\nEffet : L’arme reçoit un bonus de 2D6 (6) points de dégâts lorsqu’elle cible un colosse de l’Anathème.", + "chromee": "Chromée", + "chromee-lignes-lumineuses-colorees-description": "Conditions : En une phase de conflit, le chevalier a porté le coup fatal ou mis hors combat au moins 6 hostiles ou salopards. L’arme ne possède pas l’effet dispersion X.\n\nEffet : L’arme possède désormais l’effet cadence 2.", + "code-knight-grave": "Code du knight gravé", + "code-knight-grave-description": "Conditions : L’arme a permis au personnage d’accomplir sa motivation majeure ou a aidé un allié à accomplir la sienne. Un chevalier de la Table Ronde accepte que le code soit gravé sur l’arme.\n\nEffet : Lorsque le chevalier a l’arme en main, ses pertes d’espoir sont réduites de 1 point. Ce bonus peut se cumuler avec d’autres réductions.", + "crane-rieur-grave": "Crâne rieur gravé", + "crane-rieur-grave-description": "Conditions : L’arme a porté le coup fatal ou mis hors combat au moins vingt hostiles. L’arme ne possède pas l’effet oblitération.\n\nEffet : L’arme possède désormais l’effet oblitération.", + "faucheuse-gravee": "Faucheuse gravée", + "faucheuse-gravee-description": "Condition : L’arme a porté le coup fatal ou mis hors combat un salopard.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) à ses dégâts.", + "faucon-plumes": "Faucon et plumes", + "faucon-plumes-luminescentes-description": "Conditions : L’arme a porté le coup fatal à une incarnation d’un des Seigneurs de l’Anathème. L’arme ne possède pas l’effet anti-Anathème.\n\nEffet : L’arme possède désormais l’effet anti-Anathème.", + "flammes-stylisees": "Flammes stylisées", + "flammes-stylisees-description": "Condition : L’arme a porté le coup fatal ou mis hors combat une bande.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) à sa violence.", + "griffures-gravees": "Griffures gravées", + "griffures-gravees-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Bête.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Bête.", + "masque-brise-sculpte": "Masque brisé sculpté", + "masque-brise-sculpte-description": "Condition : L’arme a porté le coup fatal à un patron serviteur du Masque.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature du Masque.", + "rouages-casses": "Rouages cassés", + "rouages-casses-graves-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Machine.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Machine.", + "sillons": "Sillons", + "sillons-formant-lignes-fleches-description": "Condition : L’arme a porté le coup fatal ou a mis hors combat un patron (hors patron de l’Anathème).\n\nEffet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.", + "munitions-non-letales-short": "Munitions N. Létales", + "pointeur-d'arme": "Protection d'Arme", + "structure-element-alpha-short": "Structure Alpha", + "systeme-refroidissement-short": "Système de Refroid.", + "utilisation-armes-improvisees": "Utilisation de l'arme improvisée", + "contact": "Contact", + "lancer": "Lancer", + "od-requis": "OD Requis", + "utilisations": "Utilisations", + "arme-improvisee-od1-exemple1": "Lampadaire, panneau, petit arbre, cadavre, etc.", + "arme-improvisee-od1-exemple2": "Citerne d'essence, transformateur électrique, etc.", + "arme-improvisee-od1-exemple3": "Moto, petit véhicule, etc.", + "arme-improvisee-od2-exemple1": "Arbre, poteau en béton, etc.", + "arme-improvisee-od2-exemple2": "Petit château d'eau, cuve industrielle pleine, etc.", + "arme-improvisee-od2-exemple3": "Voiture, véhicule de taille moyenne, etc.", + "arme-improvisee-od3-exemple1": "Charpente métallique, gros arbre, etc.", + "arme-improvisee-od3-exemple2": "Façade de maison, morceau de route, rails, etc.", + "arme-improvisee-od3-exemple3": "Camionnette, gros 4x4, etc.", + "arme-improvisee-od4-exemple1": "Façade de petit immeuble, remorque de camion, etc.", + "arme-improvisee-od4-exemple2": "Camion, petit véhicule de chantier, etc.", + "arme-improvisee-od5-exemple1": "Façade d'immeuble, grue, container plein, etc.", + "arme-improvisee-od5-exemple2": "Yacht de 20 mètres, blindé, mécha-armure, etc.", + "overdrives": "Overdrives", + "grenades": "Grenades", + "grenade-shrapnel": "Shrapnel", + "grenade-shrapnel-description": "Ultraviolence / Meurtrier / Dispersion 6", + "grenade-flashbang": "Flashbang", + "grenade-flashbang-description": "Choc 1 / Barrage 2 / Lumière 2 / Dispersion 6 / Aucun dégâts-violence", + "grenade-anti-blindage": "Anti-Blindage", + "grenade-anti-blindage-description": "Destructeur / Perce Armure 20 / Pénétrant 6 / Dispersion 6", + "grenade-iem": "IEM", + "grenade-iem-description": "Parasitage 2 / Dispersion 6 / Aucun dégâts-violence", + "grenade-explosive": "Explosive", + "grenade-explosive-description": "Anti-véhicule / Dispersion 3 / Choc 1", + "equipe": "Equipé", + "anatheme": "Anathème", + "anatheme-description": "Le PNJ peut décider d’infliger ses dégâts sur les points d’espoir plutôt que sur les points de santé. Le CdF fonctionne, mais pas les points d’armure. Si le PNJ est tué, les PJ ayant subi cet effet récupèrent 1D6 points d’espoir par tranche complète de 6 points d’espoir perdus.", + "assassin-x": "Assassin X", + "barrage-x": "Barrage X", + "cadence-x": "Cadence X", + "chargeur-x": "Chargeur X", + "choc-x": "Choc X", + "defense-x-reaction-x": "Défense X / Réaction X", + "degats-continus-x": "Dégâts Continus X", + "dispersion-x": "Dispersion X", + "lumiere-x": "Lumière X", + "parasitage-x": "Parasitage X", + "penetrant-x": "Pénétrant X", + "perce-armure-x": "Perce Armure X", + "amelioration-d'ornement-des-armes": "Amélioration d'ornement des armes", + "slots-de-l'armure": "Slots de l'Armure", + "slots-restants/maximum": "Slots restants / Slots maximum", + "identite": "Identité", + "ia-code-fabrication": "Code de Fabrication", + "ia-atout": "Atout", + "ia-handicap": "Handicap", + "ia-caractere": "Caractère", + "ia-proprietaire": "Propriétaire", + "afficher": "Afficher", + "od-deplacement-titre": "Calculateur de trajectoire et servomoteurs améliorés", + "od1-deplacement-description": "Le héros peut parcourir en une action de déplacement une distance égale ou inférieure à portée courte. En cas d’utilisation du module de course avec cet overdrive, l’action de déplacement citée plus haut est gratuite et ne compte pas comme une action de déplacement. Une seule peut être effectuée par tour.", + "od2-deplacement-description": "Le personnage devient extrêmement agile, même si son armure semble ne pas pouvoir le permettre. Lorsqu’il effectue une action de déplacement, les obstacles de sa taille ne le gênent pas (muret, couvert, camionnette, portail, etc.). Il peut les passer sans effectuer de test. Attention, cela ne veut pas dire qu’il est silencieux.", + "od3-deplacement-description": "Le héros peut parcourir en une action de déplacement une distance égale ou inférieure à portée moyenne. En cas d’utilisation du module de course avec cet overdrive, cette action est gratuite et ne compte pas comme une action de déplacement. Une seule peut être effectuée par tour.", + "od4-deplacement-description": "Le personnage devient aussi agile qu’un félin, même si son armure semble ne pas pouvoir le permettre. Lorsqu’il effectue une action de déplacement, les obstacles dont la taille est égale ou inférieure à 5 mètres ne le gênent pas (mur, fenêtre du premier étage, remorque de camion, etc.). Il peut les passer sans effectuer de test.", + "od5-deplacement-description": "En méta-armure, le personnage est si agile qu’il ne subit les dégâts et malus de chute que depuis des hauteurs égales à 50 mètres et plus. En dessous, il sait se réceptionner sans dégâts.", + "od-force-titre": "Fibres musculaires et endosquelette augmenté", + "od1-force-description": "Le personnage peut soulever 500 kg, il ajoute 3 points à ses dégâts au contact.", + "od2-force-description": "Le personnage peut soulever 2 tonnes, il ajoute désormais 6 points à ses dégâts au contact.", + "od3-force-description": "Le personnage peut soulever 10 tonnes, il ajoute désormais 9 points à ses dégâts au contact.", + "od4-force-description": "Le personnage peut soulever 30 tonnes, il ajoute désormais 12 points à ses dégâts au contact.", + "od5-force-description": "Le personnage peut soulever 80 tonnes, il ajoute désormais 15 points à ses dégâts au contact.", + "od-endurance-titre": "Compensateur de dégâts", + "od2-endurance-description": "Le personnage ne subit plus l’effet choc 1.", + "od3-endurance-description": "Tant qu’il porte sa méta-armure, le personnage gagne 6 points de santé.", + "od4-endurance-description": "Le personnage ne subit plus les effets choc 2 et inférieurs.", + "od5-endurance-description": "Le personnage soustrait toujours son score d’Endurance (sans les overdrives) au score de débordement des bandes. Ainsi, si une bande provoque un malus de débordement de 8 et que le héros a un score d’Endurance de 4, il ne se voit infliger que 4 points de dégâts (8 – 4 = 4). Lorsque le malus s’accumule, le personnage soustrait son Endurance à chaque addition du malus. Ainsi, si la bande doit infliger 16 points de dégâts après 2 tours de phase de conflit (8 au premier tour plus 8 au second), le héros soustrait son Endurance à chaque fois, c’est-à-dire 4 dans l’exemple, et ne se voit infliger ainsi que 8 points de dégâts.", + "od-hargne-titre": "Booster d’adrénaline", + "od3-hargne-description": "Le personnage ne meurt pas lorsqu’il tombe à 0 point de santé. En lieu et place, il combat la mort et reste vivant, mais subit tout de même une blessure grave. Si un ennemi réussit de nouveau une attaque sur le personnage ou si le personnage subit de nouveau des dégâts sur sa santé (peu importe les dégâts subis), il tombe à l’agonie et subit les effets habituels.", + "od4-hargne-description": "Le personnage est un roc. Lorsqu’il tombe à 0 point de santé, il peut agir normalement. Il ne subit pas de blessure grave. À chaque nouveau dégât sur sa santé, au début de son tour de jeu, le héros doit réussir un test base Harne dont la difficulté est la somme des dégâts qu’il a subis sur sa santé lors du dernier tour multipliée par deux. S’il rate, il tombe à l’agonie et subit les effets habituels. S’il réussit, il continue à combattre malgré les blessures. Quoi qu’il arrive, pour chaque tranche de 5 points de santé perdus après avoir atteint 0 point de santé, le personnage subit une blessure grave.", + "od5-hargne-description": "Le personnage ignore purement et simplement la capacité Anathème.", + "od-combat-titre": "IA de close combat", + "od2-combat-description": "Lorsqu’il entre dans une phase de conflit dans laquelle il combat et tant qu’il se bat au corps à corps, le personnage gagne un bonus de 2 en réaction. Cela représente le fait qu’il se sert de son ou ses ennemis pour se protéger des tirs.", + "od3-combat-description": "Le personnage peut utiliser le style akimbo avec les armes de contact, en ayant seulement un malus de 1 dé à ses jets d’attaque.", + "od4-combat-description": "Le personnage peut utiliser le style ambidextre avec les armes de contact, en ayant seulement un malus de 1 dé à ses jets d’attaque.", + "od5-combat-description": "Lorsqu’une bande est présente dans un combat contre un hostile, un salopard, un patron ou un colosse, le personnage peut décider, avec une seule et même attaque de combat par tour, d’infliger la violence de ses armes à la bande et les dégâts de son attaque à l’ennemi visé. L’attaque doit toucher l’ennemi ciblé, la violence sur la bande n’étant qu’un effet bonus.", + "od-instinct-titre": "Activateur cérébral", + "od2-instinct-description": "Au début d’une phase de conflit, le personnage teste toujours deux fois son initiative et choisit le meilleur score.", + "od3-instinct-description": "Pour chaque overdrive d’Instinct, le personnage ajoute désormais 3 points à son score d’initiative.", + "od4-instinct-description": "Lorsqu’il est attaqué par surprise, le personnage conserve toujours ses scores de défense et de réaction normaux ainsi que son CdF.", + "od5-instinct-description": "Le personnage ressent lorsque des ennemis invisibles sont présents dans le lieu où il se trouve. Il ne peut jamais être pris en embuscade. Ses alliés profitent de cette capacité.", + "od-tir-titre": "Assistance au tir", + "od2-tir-description": "Le personnage ignore le premier malus de portée. S’il veut tirer à portée moyenne avec une arme à portée courte, il ne reçoit pas de malus. Cependant, s’il veut tirer à portée longue avec une arme à portée courte, il reçoit le malus précisé par les règles, et aTiri de suite. Seul le premier malus est annulé.", + "od3-tir-description": "Le personnage peut utiliser le style akimbo avec les armes à distance en ayant seulement un malus de 1 dé à ses jets d’attaque.", + "od4-tir-description": "Le personnage peut utiliser le style ambidextre avec les armes à distance en ayant seulement un malus de 1 dé à ses jets d’attaque.", + "od5-tir-description": "Lorsqu’une bande est présente dans une phase de conflit contre un hostile, un salopard, un patron ou un colosse, le personnage peut décider, avec une seule et même attaque de Tir par tour, d’infliger la violence de ses armes à la bande et les dégâts de son attaque à l’ennemi visé. L’attaque doit toucher l’ennemi ciblé, la violence sur la bande n’étant qu’un effet bonus.", + "od-savoir-titre": "IA évoluée", + "od1-savoir-description": "Le personnage a instantanément accès aux banques d’information standard et aux encyclopédies sur la RA. Les informations lui sont transmises via son IA.", + "od2-savoir-description": "Grâce à l’IA, le personnage peut obtenir des informations en temps réel sur une situation proche (à moins de 2 kilomètres). L’IA se connecte aux flux d’informations, aux caméras locales, aux satellites, etc. Pour que ce bonus fonctionne, il faut que le personnage interroge l’IA. Le MJ doit répondre aux questions de manière honnête, mais n’est pas obligé de tout révéler.", + "od3-savoir-description": "Désormais, lorsque le personnage soigne un être vivant, il lui rend 1D6 points de santé supplémentaire (maximum une fois par scène). L’IA l’assiste et le guide lors des soins qu’il procure, même lors des opérations de chirurgie.", + "od4-savoir-description": "Le personnage a maintenant accès à toutes les bases de données du Knight et des immortels grâce à son IA. Il connaît la fiche d’identité et l’histoire de chaque personne répertoriée en quelques secondes seulement. Pour que ce bonus fonctionne, il faut que le personnage interroge l’IA. Au MJ d’improviser et de donner ces informations de manière honnête.", + "od5-savoir-description": "L’IA, très évoluée, empêche le personnage de s’enfoncer dans des situations dangereuses ou grotesques. Par des conseils ou un léger pilotage automatique de quelques millièmes de seconde, elle permet au héros d’éviter les catastrophes. Dès à présent, le personnage ignore purement et simplement les échecs critiques sur n’importe quel test.", + "od-technique-titre": "Système d’ingénierie intégré (gant outil, bras articulé, etc.)", + "od1-technique-description": "Le personnage peut se connecter, s’il est à portée de contact, à n’importe quel appareil technologique, n’importe quelle machine, etc., pour peu qu’il n’y ait pas de pare-feu. En se connectant, le personnage peut récupérer des données, mais aussi voir l’état de la machine, etc.", + "od2-technique-description": "Le héros peut effectuer un test base Technique pour connaître le fonctionnement, réparer, hacker, modifier, bricoler ou démonter n’importe quel objet technologique ou machine, même ceux qu’il ne connaît pas et dont il n’a jamais entendu parler. La difficulté du test dépend de la complexité de l’objet, elle est donc à la discrétion du MJ.", + "od3-technique-description": "Le personnage peut se connecter à n’importe quel objet technologique ou machine à portée lointaine grâce au wifi. Il peut en outre passer directement les pare-feu les plus simples, sans effectuer de test, toujours à la discrétion du MJ.", + "od4-technique-description": "Lorsqu’il répare un objet, une machine ou une armure, plutôt que de lancer des dés pour connaître les points que l’objet récupère, le héros peut décider de lui rendre directement 12 PA.", + "od5-technique-description": "Le personnage peut bidouiller instinctivement des virus, des programmes de contrôle ou encore des routines qu’il peut inclure à distance dans une machine ou un objet technologique. La puissance du programme est égale à un test base Technique lors de sa création. Cette puissance doit être opposée à une difficulté pouvant représenter un pare-feu ou encore la distance entre le héros et la machine. Le personnage peut faire fonctionner en simultanée un nombre de programmes égal à son score de Technique sans les overdrives. Il ne peut lancer qu’un programme par tour de jeu et, en phase de conflit, cela lui coûte son action de déplacement. Enfin, lors de la création d’un programme, le héros doit discuter de ses effets avec le MJ. Les effets doivent rester simples (activer et commander un véhicule à distance, récupérer des données après un compte à rebours, détruire des données via un virus, etc.).", + "od-aura-titre": "Régulateur de phéromone", + "od2-aura-description": "Le personnage, lorsqu’il Combat des humains, est toujours attaqué en dernier par les hostiles ou les salopards.", + "od3-aura-description": "Lorsqu’il rencontre des humains, qu’il aide ou non, le personnage peut décider de s’en faire des contacts qui deviendront ses amis ou ses amants. Par scénario, le héros peut ainsi se créer deux contacts qu’il pourra joindre via le RA, qui pourront l’aider et même l’assister dans des situations variées, voire l’accompagner comme des pages. Attention, seuls les PNJ avec un score de Dame ou de Machine divisé par 2 inférieur au score d’Aura du héros peuvent devenir des contacts.", + "od4-aura-description": "Le personnage, par un simple test base Aur opposé au score de Machine divisé par 2 le plus haut parmi les PNJ, peut attirer toute l’attention sur lui, permettant ainsi de créer des diversions, de préparer un discours, etc. Il attire généralement l’attention pendant un tour de jeu Aurplet (10 secondes). En Aurbat, cette capacité peut fonctionner, mais est soumise à un test base Aur dont la difficulté est à la discrétion du MJ.", + "od5-aura-description": "Le personnage en impose tellement qu’il peut ajouter son score d’Aur à son total de défense.", + "od-parole-titre": "Modulateur de voix", + "od1-parole-description": "Lorsqu’un allié vient de tomber à 0 point de vie (il y a moins d’une minute), le héros peut décider de lui parler et de l’encourager à rester en vie. Tant que le héros lui parle, l’allié conserve un dernier souffle de vie et ne mourra pas, même s’il a subi la mort sur son tirage de blessure grave (dans ce cas, il doit effectuer un nouveau jet jusqu’à ce qu’il obtienne autre chose que la mort). Le héros ne peut rien faire d’autre qu’être au chevet de l’allié (un seul allié). Ce bonus ne modifie pas les autres effets des blessures et ceux des soins prodigués par les autorités Parpétentes.", + "od2-parole-description": "Par ses paroles, le personnage peut faire regagner 1D6 points d’espoir à un autre héros. Il doit déclamer un discours plein d’espoir. Il ne peut utiliser ce bonus qu’une fois par héros lors d’un scénario.", + "od3-parole-description": "Le personnage est capable d’imiter la voix de n’importe quelle personne qu’il a déjà entendue parler sans effectuer de jet base Parole ou Discrétion.", + "od4-parole-description": "En modulant sa voix et en se concentrant sur un être humain (pas une créature ou un robot), le personnage est capable de l’hypnotiser tant qu’il parle, sur un jet base Parole opposé à son score de Machine divisé par 2. Si le test réussit, tant que le héros parle (au prix d’une action de Parbat lors d’une phase de conflit), la personne visée ne peut plus agir et est en pleine hypnose. Avec un test réussi base Parole contre le score de Machine divisé par 2 de la personne visée, le héros peut lui faire acParplir des actions simples (qui n’attentent à la vie de personne) tant qu’il reste concentré et tant qu’il parle. Les PNJ disposant d’un aspect Bête exceptionnelle, Machine exceptionnelle, Dame exceptionnelle ou Masque exceptionnel sont immunisés à cet effet.", + "od5-parole-description": "Par ses paroles, le personnage peut faire regagner 2D6 points d’espoir à un allié. Il doit déclamer un discours plein d’espoir. Il ne peut utiliser ce bonus qu’une fois par allié lors d’un scénario. Cette capacité remplace celle du niveau 3.", + "od-sang-froid-titre": "Diffuseur d’endorphine", + "od2-sang-froid-description": "Très calme grâce à sa méta-armure, le personnage ignore toujours les malus de difficulté dus à une situation stressante que le MJ pourrait lui infliger.", + "od3-sang-froid-description": "Le personnage peut relancer (une seule fois par test) un jet d’espoir raté (Hargne combo SangFroid). Il doit conserver le second résultat s’il choisi de relancer son jet.", + "od4-sang-froid-description": "Le personnage ignore la capacité peur.", + "od5-sang-froid-description": "Le personnage est immunisé à la capacité domination.", + "od-discretion-titre": "Atténuateur de bruit et camouflage intelligent", + "od2-discretion-description": "Désormais, lorsqu’il attaque un ennemi qui ne le voit pas, le personnage ajoute son score de Discrétion (sans les overdrives) aux dégâts infligés. Ce bonus peut être cumulé avec d’autres modules ou effets.", + "od3-discretion-description": "Le personnage ne peut jamais être repéré à cause de ses bruits de pas. S’il doit parcourir une distance courte ou moyenne alors qu’il a peu de chance d’être repéré, il ne fait pas de test et réussit automatiquement.", + "od4-discretion-description": "Lorsqu’il reste immobile pour se cacher, le personnage se fond dans le décor. Les ennemis ayant un score de Machine inférieur à 10 ne le voient simplement pas. Pour les autres, il doit tout de même effectuer un test.", + "od5-discretion-description": "Désormais, lorsqu’il attaque un ennemi qui ne le voit pas, le personnage ajoute son score de Discrétion (avec les overdrives) aux dégâts infligés. Ce bonus peut être cumulé avec d’autres modules ou effets. En outre, il peut toujours décider de Dismencer une phase de conflit en embuscade.", + "od-dexterite-titre": "Système d’aide à la coordination", + "od3-dexterite-description": "Le personnage ne peut jamais être désarmé à cause d’une attaque ou d’une défense ratée en phase de conflit, même en cas d’échec critique. En outre, il ne peut pas tomber ou être renversé à cause d’un malus d’environnement (pluie, boue, givre, etc.).", + "od4-dexterite-description": "Le personnage ignore l’effet lourd des armes. En outre, lors d’un test base Dexbat ou Tir, il peut toujours décider de remplacer ces caractéristiques par la Dextérité.", + "od5-dexterite-description": "Le personnage peut parer les projectiles et les tirs avec ses armes. Dès à présent, il peut utiliser son score de défense au lieu de son score de réaction pour éviter (parer dans ce cas) les tirs et les choses qui lui sont lancées.", + "od-perception-titre": "Afficheur tête haute et sens augmentés", + "od1-perception-description": "Le personnage dispose d’un zoom x400. Il peut ainsi zoomer sur des détails situés à portée lointaine.", + "od2-perception-description": "Le personnage dispose maintenant d’un zoom audio lui permettant d’entendre des conversations situées à portée lointaine.", + "od3-perception-description": "Désormais, le personnage possède un zoom olfactif, lui permettant de sentir des odeurs à portée lointaine, mais aussi de les identifier via la base de données. De plus, le héros dispose d’un « zoom » pour son sens du toucher. Il peut ainsi repérer des aspérités minuscules en touchant une surface ou encore ressentir les vibrations. Ces zooms nécessitent d’être activés volontairement via une pensée.", + "od4-perception-description": "L’afficheur tête haute affiche maintenant une série d’informations sur tout objet, personne ou bâtiment sur lequel le personnage se concentre. Voici la liste des informations disponibles pour les objets, machines : nom, poids, taille, diamètre, dangerosité, carburant ou munitions utilisés, concepteur, date de fabrication, détails supplémentaires si répertoriés.
    Pour les bâtiments : nom, date de création, créateur, taille, nombre de pièces, état du bâtiment, appartenance actuelle, détails supplémentaires si répertoriés.
    Pour les personnes : poids, taille, âge, nom, niveau de menace si répertoriés, origines, détails supplémentaires si répertoriés. Si le personnage appartient à une arche, ses relations, sa profession et son casier judiciaire sont disponibles.", + "od5-perception-description": "Désormais, le personnage dispose d’un sonar constamment actif. Il repère les êtres vivants situés à portée moyenne autour de lui (qu’ils soient situés plus haut ou plus bas) malgré les obstacles (murs, sol, plafond…). Lorsqu’il est attaqué par surprise, dans le dos ou par un ennemi invisible, le personnage conserve toujours ses scores de défense et de réaction normaux.", + "experience": "Expérience", + "utilise": "Utilisé", + "avantages": "Avantages", + "langues": "Langues", + "gloire": "Gloire", + "inconvenient": "Inconvénients", + "blessures-graves": "Blessures Graves", + "blessures-mort": "Mort", + "blessures-mort-description": "Le personnage est mort.", + "blessures-organes-internes": "Organes internes touchés", + "blessures-organes-internes-touches-description": "Le personnage reçoit un malus de 1 à toutes ses caractéristiques.", + "blessures-cerveau-touche": "Cerveau touché", + "blessures-cerveau-touche-description": "Le personnage reçoit un malus de 1 à ses caractéristiques liées aux aspects Bête, Machine, Dame et Masque et perd une action de son choix par tour en phase de conflit.", + "blessures-colonne-vertebrale-touchee": "Colonne vertébrale touchée", + "blessures-colonne-vertebrale-touchee-description": "Le personnage reçoit un malus de 2 à toutes ses caractéristiques liées aux aspects Chair, Bête et Masque.", + "blessures-hemorragie-interne": "Hémorragie interne", + "blessures-hemorragie-interne-description": "Le personnage est mort s’il ne récupère pas 1 point de santé dans la minute qui vient.", + "blessures-poumons-perfores": "Poumons perforés", + "blessures-poumons-perfores-description": "Le personnage reçoit un malus de 2 à ses caractéristiques Endurance et Déplacement.", + "blessures-crane-brise": "Crâne brisé", + "blessures-crane-brise-description": "Le personnage perd 1 point dans toutes ses caractéristiques liées aux aspects Machine, Dame et Masque.", + "blessures-yeux-detruits": "Yeux détruits", + "blessures-yeux-detruits-description": "Le personnage perd l’usage de ses yeux. Il ne peut plus voir et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.", + "blessures-dos-brise": "Dos brisé", + "blessures-dos-brise-description": "Le personnage perd 1 point dans toutes ses caractéristiques liées aux aspects Chair et Bête.", + "blessures-main-brise": "Main brisée", + "blessures-main-brise-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Combat, Technique, Tir et Dextérité.", + "blessures-oreille-eclatee": "Oreille éclatée", + "blessures-oreille-eclatee-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Perception, Déplacement et Instinct.", + "blessures-cotes-brisees": "Côtes brisées", + "blessures-cotes-brisees-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Endurance et Combat.", + "blessures-colonne-vertebrale-brisee": "Colonne vertébrale brisée", + "blessures-colonne-vertebrale-brisee-description": "Le personnage perd tout simplement l’usage de ses deux jambes. Tous les tests concernés sont impossibles à réussir.", + "blessures-machoire-langue-dents-detruites": "Mâchoire, langue et dents détruites", + "blessures-machoire-langue-dents-detruites-description": "Le personnage reçoit un malus de 3 à ses caractéristiques liées à l’aspect Dame. De plus, il ne peut plus parler.", + "blessures-pied-brise": "Pied brisé", + "blessures-pied-brise-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Combat, Déplacement, Discrétion et Force.", + "blessures-dos-touche": "Dos touché", + "blessures-dos-touche-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Force et Déplacement.", + "blessures-tempe-touchee": "Tempe touchée", + "blessures-tempe-touchee-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Hargne et Sang-Froid.", + "blessures-blessure-mineure": "Blessure mineure", + "blessures-blessure-mineure-description": "Le personnage subit un malus dans une caractéristique à la discrétion du MJ. Rien de grave.", + "blessures-bras-mutile": "Bras mutilé", + "blessures-bras-mutile-description": "Le personnage ne peut plus utiliser d’arme lourde ou à deux mains et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.", + "blessures-jambe-mutilee": "Jambe mutilée", + "blessures-jambe-mutilee-description": "Le personnage ne peut plus marcher, ni courir ou sauter et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.", + "blessures-traumatisme-cranien": "Traumatisme crânien", + "blessures-traumatisme-cranien-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Savoir, Technique et Instinct.", + "blessures-borgne": "Borgne", + "blessures-borgne-description": "Le personnage perd un œil et reçoit un malus de 1 à ses caractéristiques Tir et Perception.", + "blessures-rien": "Rien !", + "blessures-rien-description": "Le personnage est juste à l’agonie et ne reçoit aucune blessure supplémentaire.", + "traumas": "Traumas", + "traumas-insignifiants": "Traumas insignifiants", + "traumas-legers": "Traumas légers", + "traumas-graves": "Traumas graves", + "traumas-lourds": "Traumas Lourds", + "traumas-anxiete": "Anxiété", + "traumas-anxiete-description": "Le personnage est de plus en plus anxieux et s’inquiète de presque tout. Sa confiance est diminuée. Lorsque le PJ prend un risque ou fait face à une situation dangereuse, le MJ peut augmenter la difficulté de ses actions de 1 niveau.", + "traumas-tic": "Tic", + "traumas-tic-description": "Le PJ, dans une situation définie par le MJ, développe un type de mouvement compulsif gênant lors de ses interactions sociales. La difficulté des interactions sociales du personnage peut être augmentée de 1 niveau, au choix du MJ.", + "traumas-perte-confiance": "Perte de confiance", + "traumas-perte-confiance-description": "Le personnage perd un peu de confiance en lui. Pour symbolise cela, une fois par mission, le MJ peut refuser que le PJ récupère des points d’espoir en accomplissant une motivation mineure.", + "traumas-peur-monstre": "Peur du monstre", + "traumas-peur-monstre-description": "Le MJ choisit une créature de l’Anathème que le PJ pourra rencontrer à l’avenir et qu’il a déjà rencontrée au moins une fois. Le personnage a peur de ce monstre. Pour symboliser cela, la créature de l’Anathème bénéficie d’un bonus de 3 en défense et de 3 en réaction.", + "traumas-rituel": "Rituel", + "traumas-rituel-description": "Le MJ et le PJ définissent ensemble un rituel court que le personnage se sent obligé d’accomplir lors d’une situation précise. Par exemple, il peut s’agir de vérifier les systèmes de sa méta-armure avant d’engager un combat, de nettoyer ses armes dès que la situation se calme ou encore de toujours contrôler le nombre de nods et de grenades de ses alliés.", + "traumas-collection": "Collection", + "traumas-collection-description": "Le PJ se sent désormais obligé de collectionner des choses en rapport avec la cause de son trauma. Par exemple, s’il a subi un trauma à cause d’un type de créature, il en collectionne par exemple le crâne ou les dents. S’il a subi un trauma à cause de la perte d’alliés ou d’innocents, il conserve des photos d’eux ou des noms dans un carnet. Cette collection doit être morbide ou inquiétante pour les alliés du PJ.", + "traumas-faiblesse": "Faiblesse", + "traumas-faiblesse-description": "L’esprit du personnage s’étiole doucement et amenuise ses forces. Le PJ choisit une de ses caractéristiques les plus hautes, il doit retirer 1 point à celle-ci.", + "traumas-somatisation": "Somatisation", + "traumas-somatisation-description": "Le trauma du personnage influe sur son physique. Le PJ choisit une des caractéristiques de son aspect Chair, il doit retirer 1 point à celle-ci.", + "traumas-distanciation": "Distanciation", + "traumas-distanciation-description": "Le trauma du personnage influe sur son instinct et sa colère. Le PJ choisit une des caractéristiques de son aspect Bête, il doit retirer 1 point à celle-ci.", + "traumas-reveries": "Rêveries", + "traumas-reveries-description": "Le trauma du personnage amenuise sa concentration. Le PJ choisit une des caractéristiques de son aspect Machine, il doit retirer 1 point à celle-ci.", + "traumas-hypersensibilite": "Hypersensibilité", + "traumas-hypersensibilite-description": "Le trauma du personnage diminue sa faculté à ne pas perdre la face. Le PJ choisit une des caractéristiques de son aspect Dame, il doit retirer 1 point à celle-ci.", + "traumas-trouble-sensitif": "Trouble sensitif", + "traumas-trouble-sensitif-description": "Le trauma du personnage touche ses sens. Le PJ choisit une des caractéristiques de son aspect Masque, il doit retirer 1 point à celle-ci.", + "traumas-dissociation": "Dissociation", + "traumas-dissociation-description": "La personnalité du personnage semble parfois changer brutalement. Une fois par partie, le MJ peut imposer une attitude ou un choix au personnage. Ce comportement ou ce choix sont importants pour lui.", + "traumas-depression": "Dépression", + "traumas-depression-description": "Le personnage entre dans une grave dépression après les événements. Pour symboliser cela, toutes ses récupérations d’espoir sont minorées de 1.", + "traumas-paranoia": "Paranoïa", + "traumas-paranoia-description": "Le trauma du PJ développe en lui un sentiment de paranoïa. Il est la cible de quelque chose, tous s’unissent contre lui. Le PJ ne donne plus sa confiance et ne peut jamais participer à une entraide ou en bénéficier.", + "traumas-trouble-memoriel": "Trouble mémoriel", + "traumas-trouble-memoriel-description": "Le personnage perd le nom et le visage de plusieurs personnes de son entourage, allant jusqu’à oublier leur nom et leur rôle dans sa vie. Le personnage perd 3 contacts au choix du MJ. Il ne se souvient plus d’eux.", + "traumas-addiction": "Addiction", + "traumas-addiction-description": "Le personnage développe une addiction à une substance lui permettant d’apaiser son esprit et d’oublier sa douleur psychique. La substance (alcool, drogue) provoque chez le personnage un état spécifique (à définir avec le MJ) qui lui donne un malus de 3 dés lors d’une situation de type combat, enquête, interaction sociale ou encore poursuite. Les effets persistent une journée. Tant que le personnage n’a pas recours à la substance, il ne peut pas regagner de points d’espoir et subit une sensation de manque.", + "traumas-hallucinations": "Hallucinations", + "traumas-hallucinations-description": "Le personnage se met à avoir régulièrement des hallucinations, voyant des choses ou des personnes absentes, entendant des voix ou des musiques irréelles. Une fois par partie, le MJ peut prendre le personnage à part et lui décrire l’hallucination qu’il subit. Celle-ci peut survenir n’importe quand et durer jusqu’à une scène entière.", + "traumas-anatheme": "Anathème", + "traumas-anatheme-description": "Quelque chose est entré dans l’esprit du personnage et ébranle peu à peu ses plus hautes compétences. Le personnage perd 2 points dans sa caractéristique la plus haute.", + "traumas-abattement": "Abattement", + "traumas-abattement-description": "La force physique du personnage est brisée par son trauma, comme si son corps subissait à la place de son esprit. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Chair.", + "traumas-decouragement": "Découragement", + "traumas-decouragement-description": "Le chevalier ne trouve plus le courage de se battre, sa motivation disparaît doucement au profit d’une résignation qui ne lui ressemble pas. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Bête.", + "traumas-oubli": "Découragement", + "traumas-oubli-description": "Suite au trauma, le personnage oublie des pans entiers de sa culture et de ses connaissances académiques. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Machine.", + "traumas-phobie-sociale": "Phobie sociale", + "traumas-phobie-sociale-description": "Le personnage se met à craindre le regard et le jugement des autres. Il doit faire des efforts titanesques pour s’adresser à autrui. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Dame.", + "traumas-perte-controle": "Perte de contrôle", + "traumas-perte-controle-description": "Les sens du personnage et son corps semblent de moins en moins lui obéir. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Masque.", + "domaine-artistique": "Domaine Artistique", + "art-effet-pratique": "Effet de pratique", + "art-qualite": "Qualité", + "art-bonus": "Bonus", + "art-qualite-apprenti": "Apprenti", + "art-qualite-apprenti-score": "(3 à 5)", + "art-qualite-initie": "Initié", + "art-qualite-initie-score": "(6 à 8)", + "art-qualite-maitre": "Maître", + "art-qualite-maitre-score": "(9+)", + "art-effet-d'oeuvre": "Effet d'Oeuvre", + "oeuvres-arts-en-creation": "Oeuvres d'arts en créations", + "art-duree": "Durée", + "art-oeuvre": "Oeuvre", + "oeuvres-d'arts-crees": "Oeuvres d'arts créées", + "cartes-destins": "Cartes du Destin", + "capacites-heroiques": "Capacités héroïques", + "aucune": "Aucune", + "action-deplacement": "Action de déplacement", + "action-combat": "Action de combat", + "vehicule-manoeuvrabilite": "Manoeuvrabilité", + "vehicule-vitesse": "Vitesse", + "vehicule-equipage": "Equipage", + "pilotage": "Pilotage", + "des": "Dés", + "protection-energie": "Protections et Énergie", + "vehicule-poste": "Poste", + "succes": "Succès", + "mode-ghost-active": "Mode Ghost : Activé", + "taille-mode-goliath": "Taille du mode Goliath", + "bonus-goliath": "Bonus Goliath", + "effet": "Effet", + "resultat": "Résultat", + "style": "Style", + "bonus-divers": "Bonus Divers", + "effets-de-l'arme": "Effets de l'Arme", + "depense-d'energie": "Dépense d'énergie", + "ameliorations-de-l'arme": "Améliorations de l'Arme", + "bonus-od-force": "Bonus OD Force", + "bonus-od-discretion": "Bonus OD Discrétion", + "cadence-cibles-multiples-3": "(Cibles multiples, -3)", + "canon-long-portee-moyenne": "Canon Long (Portée Moyenne)", + "canon-long-details": "Canon Long (Portée Courte : +3 Difficulté)", + "chambre-double-cadence-2-cibles-multiples": "ChambreDouble (Cadence 2) (Cibles multiples, -3)", + "interface-de-guidage-tir-securite": "Interface de Guidage (Tir en Sécurité)", + "lunette-intelligente-details": "Lunette Intelligente (+1 Portée)", + "munitions-hyper-velocite-details": "Munitions à Hyper Velocite (Assistance à l'Attaque)", + "munitions-iem-parasitage": "Munitions IEM (Parasitage 2)", + "munitions-subsoniques-details": "Munitions Subsoniques (Silencieux)", + "protection-d'arme-details": "Protection d'Arme (Reaction +2)", + "systeme-refroidissement-details": "Système de Refroidissement (Tir en Rafale + Barrage 1)", + "canon-raccourci-details": "Canon Raccourci (Portée Courte : Dispersion 3 / Sinon : +3 Difficulté)", + "rouages-casses-graves": "Rouages Cassés Gravés", + "sillons-formant-des-lignes-et-des-fleches": "Sillons Formant des Lignes et des Flèches", + "assassine-details": "Assassine (Silencieux)", + "barbelee-details": "Barbelée (Meutrier)", + "connectee-details": "Connectée (Assistance à l'attaque)", + "electrifiee-details": "Électrifiée (Choc 1)", + "indestructible-details": "Indestructible", + "jumelle-details": "Jumelle (Jumelé Akimbo)", + "lumineuse-details": "Lumineuse (Lumière 2)", + "massive-details": "Massive (Défense -1)", + "protectrice-details": "Protectrice (Défensif)", + "soeur-details": "Soeur (Jumelé Ambidextrie)", + "sournoise-details": "Sournoise (Orfevrerie)", + "arabesques-iridescentes-details": "Arabesques Iridescentes (Lumière +1)", + "armure-gravee-details": "Armure Gravée (CdF +2)", + "bouclier-grave-details": "Bouclier Gravé (Défense +1)", + "code-knight-grave-details": "Code du Knight Gravé (-1 Perte d'Espoir)", + "crane-rieur-grave-details": "Crâne Rieur Gravé (Oblitération)", + "chrome-avec-lignes-lumineuses-avec-malus-details": "Chromes avec Lignes Lumineuses et Colorées (Cadence 2, Cibles multiples, -3)", + "faucon-plumes-luminescentes-details": "Faucon et Plumes Luminescentes (Anti-Anathème)", + "cadence-une-cible-aucun-malus": "(Une cible, aucun malus)", + "chambre-double-cadence-2-une-cible": "Chambre Double (Cadence 2) (Une cible, aucun malus)", + "aspect-mineur": "Aspect Mineur", + "aspect-mineur-bete-contact": "Aspect Mineur (Bête/Contact)", + "munitions-iem-details": "Munitions IEM (Parasitage 2)", + "aspect-exceptionnel": "Aspect Exceptionnel", + "malus/bonus": "Malus/Bonus", + "chrome-avec-lignes-lumineuses-sans-malus-details": "Chromes avec Lignes Lumineuses et Colorées (Cadence 2, Une cible, aucun malus)", + "bonus-bete-mineur": "Bonus Bête Mineur", + "bonus-bete-majeur": "Bonus Bête Majeur", + "barbarian-mode-goliath": "Mode Goliath", + "bard-apparence": "Apparence", + "bard-faux-êtres": "Faux-Êtres", + "bard-desactivation-explosive": "Désactivation explosive", + "degats/violence": "Dégâts / Violence", + "monk-mode-cea": "Mode Céa", + "monk-vague-d'energie": "Vague d'énergie", + "monk-salve-d'energie": "Salve d'énergie", + "monk-rayon-d'energie": "Rayon d'énergie", + "paladin-champ-de-force-shrine": "Champ de Force Shrine", + "paladin-mode-watchtower": "Mode Watchtower", + "paladin-lente-et-lourde": "Lente et Lourde", + "paladin-lente-et-lourde-description": "La méta-armure ne peut pas utiliser de module de course, de déplacement ou de saut. En outre, il peut être risqué de passer sur certains types de sols, trop fragiles. La difficulté des tests base Discrétion et Déplacement avec la méta-armure Paladin est toujours augmentée d'un niveau.", + "priest-mode-mechanic": "Mode Mechanic", + "distance-portee-longue": "Distance (Portée Longue)", + "priest-mode-nanoc": "Mode NanoC", + "priest-creations": "Créations", + "psion-mode-puppet-master": "Mode Puppet Master", + "psion-ordre-donne": "Ordre Donné", + "psion-mode-discord": "Mode Discord", + "psion-mode-windtalker": "Mode Windtalker", + "ranger-vision": "Vision", + "wizard-mode-borealis": "Mode Boréalis", + "sur-vehicule": "Sur Véhicule", + "bonus-style-couvert": "+2 en réaction\n-3D en attaques", + "bonus-style-agressif": "+3D en attaque\n-2 en réaction et en défense", + "bonus-style-akimbo": "Armes identiques\nDés de dégâts x2\n-3D en attaque", + "bonus-style-ambidextre": "Deux attaques\n-3D en attaque", + "bonus-style-defensif": "+2 en défense\n-3D en attaque", + "bonus-style-precis": "Arme de contact avec l'effet deux mains\n+1 Caractéristique parmi Dextérité, Savoir, Instinct ou Sang-Froid (sans OD)\nUtilise action de combat + déplacement (Nécessite arme à deux mains)", + "bonus-style-pilonnage": "Arme de tir avec l'effet deux mains\n+1D de Dégâts ou de Violence par tir successif sur la même cible (au-delà de 1), maximum 6\n-2 dés en attaques", + "bonus-style-puissant": "Arme de contact avec l'effet lourd\nPermet de sacrifier 1D en attaque contre un bonus de 1D en dégâts ou violence (maximum 6)\n-2 en réaction et en défense", + "bonus-style-suppression": "Arme de tir avec l'effet lourd\nPermet de sacrifier 2D de dégâts pour diminuer de 1D de dégâts les dégâts adverse lors du prochain tour, maximum 6D sacrifiés.\nPermet de sacrifier 2D de violence pour diminuer le débordement d'une bande pour le tour en cours de 1, maximum 8D sacrifiés", + "tour": "Tour", + "tours": "Tours", + "distance": "Distance", + "attaque-depuis-les-ombres": "Attaque depuis les ombres", + "wizard-affecte-uniquement-anatheme": "Affecte uniquement les créatures de l'Anathème", + "bonus-warrior": "Bonus Warrior", + "+1 Caractéristique": "+1 Caractéristique", + "+2 Caractéristique": "+2 Caractéristiques", + "bonus-en": "Bonus en", + "style-suppression-malus-inflige-degats": "Style Suppression : Malus infligé aux Hostiles, Salopards et Patrons ciblé(s) en dégâts", + "style-suppression-malus-inflige-violence": "Style Suppression : Malus infligé à la bande, au débordement", + "malus-aux-degats": "Malus aux dégâts", + "malus-a-la-violence": "Malus à la violence", + "pilotage-de": "Pilotage de", + "choc-automatique-si-chair": "Choc automatique si chair", + "grenade-avancee": "Grenade avancée", + "mecha-armure": "Mécha-Armure", + "mecha-armures": "Mécha-Armures", + "puissance": "Puissance", + "senseurs": "Senseurs", + "systemes": "Systèmes", + "autoreparation": "Autoréparation", + "test-autoreparation": "Test d'Autoréparation", + "autre": "Autre", + "archangel": "Archangel", + "nephilim": "Nephilim", + "demon": "Demon", + "blindage": "Blindage", + "blindage-repare": "Blindage réparé", + "noyau": "Noyau", + "noyaux": "Noyaux", + "noyaux-d-energie": "Noyaux d'énergie", + "gabriel": "Gabriel", + "raphael": "Raphaël", + "og": "OG", + "anak": "Anak", + "djinn": "Djinn", + "asura": "Asura", + "briser-resilience": "Briser la résilience", + "souffle-demoniaque": "Souffle démoniaque", + "boucliers-amrita": "Boucliers Amrita", + "offering": "Offering", + "curse": "Curse", + "depense-noyaux-energie": "Dépense de noyaux d'énergie", + "pod-miracle": "Pod Miracle", + "resistance-pod": "Résistance du Pod", + "drones-evacuation": "Drones d'évacuation", + "zone-entiere": "Zone entière", + "pod-invulnerabilite": "Pod d'Invulnérabilité", + "degats-violence-requis": "Dégâts/Violence requis", + "chair-bete-requis": "Chair/Bête requis", + "invulnerabilite": "Invulnérabilité", + "station-defense-automatisee": "Station de défense automatisée", + "sans-limite": "Sans limite", + "pod-missile": "Pod missile", + "pod-roquette": "Pod roquette", + "missile-jericho": "Missile Jericho", + "mode-siege-tower": "Mode Siège Tower", + "module-wraith": "Module Wraith", + "type-jet": "Type de jet", + "nanobrume": "Nanobrume", + "poings-soniques": "Poings soniques", + "poings-soniques-effets": "Après une attaque contre une cible unique (et après avoir appliqué les dégâts), le Demon peut toujours appliquer la violence des poings soniques à une bande située à portée contact ou courte courte.", + "choc-soniques": "Choc sonique", + "vol-mark-iv": "Vol Mark IV", + "saut-mark-iv": "Saut Mark IV", + "module-emblem": "Module Emblem", + "hauteur": "Hauteur", + "vague-soin": "Vague de soin", + "drones-airain": "Drones d'Airain", + "module-inferno": "Module Inferno", + "canon-metatron": "Canon Métatron", + "canon-magma": "Canon Magma", + "lames-cinetiques-geantes": "Lames cinétiques géantes", + "lames-cinetiques-geantes-effets": "Spécial – Le Demon peut dépenser 1 noyau d’énergie pour obtenir l’effet pénétrant 10. Il peut aussi en dépenser 2 pour obtenir l’effet ignore CdF.", + "canon-noe": "Canon Noé", + "mitrailleuse-surtur": "Mitrailleuse Surtur", + "tourelles-lasers-automatisees": "Tourelles lasers automatisées", + "degats-si-surprise": "Dégâts (Si surprise)", + "duree-en-tours": "Durée (en tours)", + "noyau-x-depense-s": "Noyau(x) dépensé(s)", + "si-bonus-degats-violence": "Si bonus Dégâts/Violence", + "si-malus-degats-violence": "Si malus Dégâts/Violence", + "si-baisse-resilience": "Si baisse résilience", + "si-choc": "Si choc", + "capacite-ultime": "Capacité ultime", + "capacite-passive": "Passive", + "capacite-active": "Active" +} diff --git a/Knight/translations/fr.json b/Knight/translations/fr.json index de347a95fa..f3aeffdc70 100644 --- a/Knight/translations/fr.json +++ b/Knight/translations/fr.json @@ -1,6 +1,6 @@ { "": "", - "0": "Standard", + "0": "Standard\n", "fiche-a-afficher": "Fiche à afficher :", "pj": "PJ", "pnj": "PNJ", @@ -82,7 +82,7 @@ "section-d'origine": "Section d'origine", "blason": "Blason", "motivation-majeure": "Motivation Majeure", - "motivations-mineures": "Motivations Mineures", + "motivations-mineures": "Motivation Majeure", "espoir-sacrifie": "Espoir sacrifié", "espoir-sacrifie-donne": "Espoir sacrifié/donné", "sacrifice-points-espoir": "Sacrifice de points d'espoir", @@ -100,7 +100,7 @@ "colosse-initie": "Colosse (Initié)", "colosse-heros": "Colosse (Héros)", "patron-recrue": "Patron (Recrue)", - "patron-initie": "Patron (Initié)", + "patron-initie": "Patron (Recrue)", "patron-heros": "Patron (Héros)", "tactique": "Tactique", "jet": "Jet", @@ -250,7 +250,7 @@ "sorcerer-150PG-vol-en-nuee-description": " Module de vol passe niveau 2.", "sorcerer-phase": "Phase : ", "sorcerer-150PG-phase-description": "Module de phase passe niveau 2.", - "sorcerer-etirement": "Étirement : ", + "sorcerer-etirement": "Module de phase passe niveau 2.", "sorcerer-150PG-etirement-description": "La portée passe à moyenne.", "sorcerer-corps-de-métal": "Corps de métal : ", "sorcerer-150PG-corps-de-metal-description": "Bonus de CdF passe à 4.", diff --git a/Knight/translations/hu.json b/Knight/translations/hu.json new file mode 100644 index 0000000000..5af9367fed --- /dev/null +++ b/Knight/translations/hu.json @@ -0,0 +1,1187 @@ +{ + "": "", + "0": "Standard", + "fiche-a-afficher": "Fiche à afficher :", + "pj": "PJ", + "pnj": "PNJ", + "creature": "Créature", + "bande": "Bande", + "jets-sont": "Les jets sont :", + "public": "Public", + "prive": "Privé", + "afficher-lors-d'un-jet": "Afficher lors d'un jet :", + "ajouter-pistolet-service": "Ajouter l'arme de section (Pistolet de Service)", + "ajouter-marteau-epieu": "Ajouter l'arme de section (Marteau-Épieu)", + "utiliser-regles-ia": "Utiliser les règles des IA.", + "inclure-onglet-incarner-ia": "Inclure un onglet pour incarner l'IA d'un autre joueur.", + "utiliser-cartes-destin": "Utiliser les cartes du destin.", + "utiliser-capacites-heroiques": "Utiliser les capacités héroïques.", + "afficher-onglet-gestion-art": "Afficher un onglet pour la gestion de l'Art.", + "inclure-onglet-gerer-vehicule": "Inclure un onglet pour gérer le véhicule.", + "utiliser-regles-egide": "Utiliser les règles de l'égide.", + "acces-armures-legende": "Accès aux méta-armures de légende.", + "acces-mecha-armures": "Accès aux mécha-armures.", + "utiliser-regles-resilience": "Utiliser les règles de la Résilience.", + "afficher-onglet-modules": "Afficher l'onglet des Modules.", + "inclure-capacites-fan-made": "Inclure les capacités du Codex Fan Made.", + "defense": "Défense", + "base": "Base", + "modif": "Modif", + "total": "Total", + "reaction": "Réaction", + "initiative": "Initiative", + "fiche-vehicule": "Fiche Véhicule", + "fiche-pj": "Fiche PJ", + "fiche-pnj": "Fiche PNJ", + "fiche-creature": "Fiche Créature", + "fiche-bande": "Fiche Bande", + "dossier": "Dossier", + "armure": "Armure", + "capacite": "Capacité", + "capacites": "Capacités", + "combat": "Combat", + "module": "Module", + "overdrive": "Overdrive", + "ia": "IA", + "ia-incarnee": "IA Incarnée", + "historique": "Historique", + "art": "Art", + "heroisme": "Héroïsme", + "vehicule": "Véhicule", + "equipage": "Equipage", + "carte-d'identite": "Carte d'identité", + "nom": "Nom", + "surnom": "Surnom", + "age": "Âge", + "archetype": "Archetype", + "archetype/metier": "Archetype/Métier", + "haut-fait": "Haut-Fait", + "meta-armure": "Méta-armure", + "meta-armure-legende": "Méta-armure de légende", + "selectionner": "Sélectionner", + "mode": "Mode", + "sans": "Sans", + "guardian": "Guardian", + "barbarian": "Barbarian", + "bard": "Bard", + "berserk": "Berserk", + "druid": "Druid", + "monk": "Monk", + "necromancer": "Necromancer", + "paladin": "Paladin", + "priest": "Priest", + "psion": "Psion", + "ranger": "Ranger", + "rogue": "Rogue", + "shaman": "Shaman", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "warmaster": "Warmaster", + "warrior": "Warrior", + "wizard": "Wizard", + "section-d'origine": "Section d'origine", + "blason": "Blason", + "motivation-majeure": "Motivation Majeure", + "motivations-mineures": "Motivations Mineures", + "espoir-sacrifie": "Espoir sacrifié", + "espoir-sacrifie-donne": "Espoir sacrifié/donné", + "sacrifice-points-espoir": "Sacrifice de points d'espoir", + "points-espoir-vs-humain": "Points d'espoir récupérés contre les humains", + "points-espoir-vs-anatheme": "Points d'espoir récupérés contre l'anathème", + "bonus-jets-allies": "Bonus aux jets alliés", + "bonus-egide": "Bonus à l'égide", + "bonus-egide-short": "Bonus Égide", + "bonus-degats": "Bonus aux dégâts", + "bonus-violence": "Bonus à la violence", + "degats-subis-par-tour": "Dégâts subis/tour", + "reussites-automatiques": "réussites automatiques", + "type": "Type", + "colosse-recrue": "Colosse (Recrue)", + "colosse-initie": "Colosse (Initié)", + "colosse-heros": "Colosse (Héros)", + "patron-recrue": "Patron (Recrue)", + "patron-initie": "Patron (Initié)", + "patron-heros": "Patron (Héros)", + "tactique": "Tactique", + "jet": "Jet", + "bonus/malus-jets": "Bonus/Malus aux Jets", + "deplacement": "Déplacement", + "force": "Force", + "endurance": "Endurance", + "hargne": "Hargne", + "instinct": "Instinct", + "tir": "Tir", + "savoir": "Savoir", + "technique": "Technique", + "aura": "Aura", + "parole": "Parole", + "sang-froid": "Sang-Froid", + "discretion": "Discrétion", + "perception": "Perception", + "dexterite": "Dextérité", + "chair": "Chair", + "bête": "Bête", + "machine": "Machine", + "dame": "Dame", + "masque": "Masque", + "tout-restaurer": "Tout Restaurer", + "actuel": "Actuel", + "maximum": "Maximum", + "energie": "Énergie", + "champ-de-force": "Champ de force", + "flux": "Flux", + "physique-et-mental": "Physique et Mental", + "sante": "Santé", + "espoir": "Espoir", + "egide": "Egide", + "protection-energie-sante": "Protections, Énergie et Santé", + "protection-sante": "Protections et Santé", + "protection-cohension": "Protections et Cohésion", + "bouclier": "Bouclier", + "cohesion": "Cohésion", + "debordement": "Débordement", + "score": "Score", + "tour-actuel": "Tour Actuel", + "od": "OD", + "resilience": "Résilience", + "calculer": "Calculer", + "calculer-resilience": "Calculer la résilience", + "aspects-exceptionnels": "Aspects Exceptionnels", + "mineur-(0)": "Mineur (0)", + "mineur-(1)": "Mineur (1)", + "mineur-(2)": "Mineur (2)", + "mineur-(3)": "Mineur (3)", + "mineur-(4)": "Mineur (4)", + "mineur-(5)": "Mineur (5)", + "mineur-(6)": "Mineur (6)", + "mineur-(7)": "Mineur (7)", + "mineur-(8)": "Mineur (8)", + "mineur-(9)": "Mineur (9)", + "mineur-(10)": "Mineur (10)", + "mineur-(11)": "Mineur (11)", + "mineur-(12)": "Mineur (12)", + "mineur-(13)": "Mineur (13)", + "mineur-(14)": "Mineur (14)", + "mineur-(15)": "Mineur (15)", + "mineur-(16)": "Mineur (16)", + "mineur-(17)": "Mineur (17)", + "mineur-(18)": "Mineur (18)", + "mineur-(19)": "Mineur (19)", + "mineur-(20)": "Mineur (20)", + "majeur-(0)": "Majeur (0)", + "majeur-(1)": "Majeur (1)", + "majeur-(2)": "Majeur (2)", + "majeur-(3)": "Majeur (3)", + "majeur-(4)": "Majeur (4)", + "majeur-(5)": "Majeur (5)", + "majeur-(6)": "Majeur (6)", + "majeur-(7)": "Majeur (7)", + "majeur-(8)": "Majeur (8)", + "majeur-(9)": "Majeur (9)", + "majeur-(10)": "Majeur (10)", + "majeur-(11)": "Majeur (11)", + "majeur-(12)": "Majeur (12)", + "majeur-(13)": "Majeur (13)", + "majeur-(14)": "Majeur (14)", + "majeur-(15)": "Majeur (15)", + "majeur-(16)": "Majeur (16)", + "majeur-(17)": "Majeur (17)", + "majeur-(18)": "Majeur (18)", + "majeur-(19)": "Majeur (19)", + "majeur-(20)": "Majeur (20)", + "bete": "Bête", + "points-faibles": "Points Faibles", + "sorcerer-ponctionner-l'energie": "Ponctionner l'énergie", + "evolution": "Évolution", + "150-PG": "150 PG", + "barbariane-150PG-description": "Limite de taille à 8 mètres.", + "200-PG": "200 PG", + "barbariane-200PG-description": "Pas de malus de défense.", + "250-PG": "250 PG", + "350-PG": "350 PG", + "500-PG": "500 PG", + "barbariane-250PG-description": "Limite de taille à 10 mètres.", + "bard-150PG-description": "Portée Moyenne / Peut affecter jusqu'à 4 alliés.", + "bard-200PG-description": "Le mode changeling coûte 2PE de moins.", + "bard-250PG-description": "Peut faire exploser son apparence ou ses faux-êtres lors de la désactivation.", + "berserk-250PG-description": "Tant qu’il porte la méta-armure, le personnage augmente désormais son total de points d’espoir de 25.

    Il reçoit un effet supplémentaire de son choix du mode Illumination.", + "berserk-350PG-description-1": "Les effets Beacon, Blaze et Torch augmentent en efficacité :", + "berserk-350PG-description-2": "Le chevalier reçoit un effet supplémentaire de son choix du mode Illumination.", + "berserk-350PG-titre-blaze": "Blaze :", + "berserk-350PG-description-blaze": "Provoque désormais 4D6 (12) points de dégâts et de violence.", + "berserk-350PG-titre-beacon": "Beacon :", + "berserk-350PG-description-beacon": "Octroie désormais un bonus de 4 réussites automatiques.", + "berserk-350PG-titre-torch": "Torch :", + "berserk-350PG-description-torch": "Offre désormais une égide de 4 ou un bonus d’égide de 4.", + "berserk-500PG-description": "Désormais, toutes les pertes d’espoir du personnage (en dehors des pertes causées par les capacités de la méta-armure) sont réduites de 3 (minimum 1). L’effet est cumulable avec d’autres avantages ou effets.

    Le chevalier reçoit un effet supplémentaire de son choix du mode Illumination.", + "gloire-totale": "Gloire Totale", + "niveau-du-lion": "Niveau du Lion", + "niveau-du-wolf": "Niveau du Wolf", + "niveau-du-crow": "Niveau du Crow", + "monk-150PG-description": "+2D6 en dégâts et violence pour le mode Céa.", + "monk-200PG-description": "Le mode Zen peut être activé pour récupérer les points d'espoirs perdus lors de n'importe quel combat ayant eu lieu durant la mission en cours.", + "Vague-d'énergie-:": "Vague d'énergie :", + "monk-vague-d'energie-250PG-description": "+2 en Parasitage / Salve d'énergie : +3 en Dispersion", + "Rayon-d'énergie-:": "Rayon d'énergie :", + "monk-bonus-maintien": "Bonus de maintien", + "monk-rayon-d'energie-250PG-description": "Perce Armure devient Ignore Armure", + "paladin-150PG-description": "Peut sloter une arme de tir à une main, ou à deux mains (sans l'attribut lourd) sur chacun de ses bras (une par bras maximum), et continuer à porter des armes dans ses mains. Les armes slotées sont considérées être en main. Le chevalier peut donc passer d'une arme à l'autre lors de ses différents tours.", + "paladin-200PG-description": "+2 pour le CdF du Shrine. Peut l'activer durant 6 tour / une minute pour 5PE et à portée moyenne pour 10PE.", + "paladin-250PG-description": "L'effet 'lente et lourde' est annulé.", + "priest-150PG-description": "Les créations du mode NanoC durent 1h. 2PE/heure supplémentaire.", + "priest-200PG-description": "1D6+6 supplémentaire à toutes les réparations (mode Mechanic).", + "priest-250PG-description": "Permet la création au choix : moto steed, stalion, maraudeur II, ou vector léger, pour 9PE et une durée de 1h (mode NanoC, au contact).", + "psion-150PG-description": "Le Mode Puppet Master fonctionne contre les salopards sur un test base Aura et pour 2 de flux. Chaque cible supplémentaire coûte 2 de flux et prolonger l'ordre coûte 1 de flux. Flux non dépensés en cas d'échec. Un type d'ennemi par utilisation.", + "psion-200PG-description": "Le Mode Discord fonctionne contre les salopards sur un test base Aura. Flux non dépensés en cas d'échec. Malus passe à 3 Dès pour les actions / 2 pour la réaction / 2 pour la défense.", + "psion-250PG-description": "Le Mode Puppet Master fonctionne contre les bandes sur un test base Aura. Flux non dépensés en cas d'échec. Le score de débordement actuel est infligé à tous les autres ennemis présents dans la scène. Un type d'ennemi par utilisation.", + "50-PG": "50 PG", + "ranger-50PG-1-description": "Peut ajouter un ou plusieurs effets pour 6PE : anti-Anathème / Démoralisant / Pénétrant 10 / Ignore Armure / En Chaîne / Fureur", + "ranger-50PG-2-description": "Augmentation des dégâts à 5D / Augmentation de la violence à 3D / Maximum de dégâts et violence à 9D", + "ranger-50PG-3-description": "Le longbow perd l'effet lourd et gagne l'effet deux mains.", + "100-PG": "100 PG", + "ranger-100PG-description": "Les effets coûtent 2PE de moins (sauf augmentation dégât / violence), minimum 1.", + "rogue-150PG-description": "Possibilité de dépenser 2PE pour que le mode Ghost dure 6 tours en phase de conflit et 6PE pour qu'il dure 15 minutes en dehors des conflits.", + "rogue-200PG-description": "Seul les ennemis possédant un aspect Machine exceptionnelle majeure peuvent détecteur la présence du chevalier en mode Ghost. Il bénéficie, comme précédemment, de 3 réussites automatiques pour passer inaperçu.", + "rogue-250PG-description": "Le mode Ghost ne se désactive pas lors des attaques du chevalier en cas de dépense de 3PE.", + "shaman-150PG-description": "Trois totems maximum peuvent maintenant être matérialisés en même temps.", + "shaman-200PG-description": "Désormais, le mode Ascension peut être activé même quand le chevalier est hors de sa méta-armure. Dans ce cas, l’IA de la méta-armure prend l’apparence du chevalier en combinaison Guardian ou en méta-armure, au choix du chevalier.", + "shaman-250PG-description": "Les totems peuvent maintenant agir de manière indépendante (toujours en suivant les ordres du chevalier) et sans limite de portée. Ils sont bien plus finement matérialisés et ressemblent trait pour trait à la méta-armure du chevalier. Ils peuvent aussi être matérialisés pour une scène entière ou une phase de conflit entière pour un coût total de 10 PE.", + "sorcerer-vol-en-nuee": "Vol en nuée : ", + "sorcerer-150PG-vol-en-nuee-description": " Module de vol passe niveau 2.", + "sorcerer-phase": "Phase : ", + "sorcerer-150PG-phase-description": "Module de phase passe niveau 2.", + "sorcerer-etirement": "Étirement : ", + "sorcerer-150PG-etirement-description": "La portée passe à moyenne.", + "sorcerer-corps-de-métal": "Corps de métal : ", + "sorcerer-150PG-corps-de-metal-description": "Bonus de CdF passe à 4.", + "sorcerer-corps-fluide": "Corps fluide : ", + "sorcerer-150PG-corps-fluide-description": "Bonus de défense / réaction passe à 3.", + "sorcerer-polymorphie-de-guerre": "Polymorphie de guerre : ", + "sorcerer-150PG-polymorphie-de-guerre-description": "Les modules passent au niveau 2. Effets et bonus à choisir.", + "sorcerer-250PG-description": "En activant le mode Morph, le chevalier obtient les effets des 6 capacités en même temps.", + "berserk-mode-illumination": "Mode Illumination", + "berserk-selection-effets": "Sélection des Effets", + "berserk-illumination-blaze": "Blaze", + "berserk-illumination-candle": "Candle", + "berserk-illumination-beacon": "Beacon", + "berserk-illumination-torch": "Torch", + "berserk-illumination-projector": "Projector", + "berserk-illumination-lighthouse": "Lighthouse", + "berserk-illumination-lantern": "Lantern", + "berserk-mode-rage": "Mode Rage", + "berserk-bonus-rage": "Bonus Rage", + "berserk-nourri-rage": "Nourri par la rage", + "berserk-rage-colere": "Colère - Niveau 1", + "berserk-rage-rage": "Rage - Niveau 2", + "berserk-rage-fureur": "Fureur - Niveau 3", + "total-actuel": "Total actuel", + "shaman-impregnation": "Imprégnation", + "shaman-mode-totem": "Mode Totem", + "shaman-mode-ascension": "Mode Ascension", + "shaman-nombre-totem": "Nombre de totems", + "shaman-caracteristique-totem-1": "Caractéristique du Totem 1", + "shaman-caracteristique-totem-2": "Caractéristique du Totem 2", + "shaman-caracteristique-totem-3": "Caractéristique du Totem 3", + "shaman-totem-1": "Totem 1", + "shaman-totem-2": "Totem 2", + "shaman-totem-3": "Totem 3", + "shaman-od-totem-1": "OD Totem 1", + "shaman-od-totem-2": "OD Totem 2", + "shaman-od-totem-3": "OD Totem 3", + "warlock-mode-forward": "Mode Forward", + "warlock-mode-record": "Mode Record", + "warlock-mode-record-success": "Succès enregistrés", + "warlock-mode-record-dmg": "Dégâts enregistrés", + "warlock-mode-record-violence": "Violence enregistrée", + "warlock-mode-rewind": "Mode Rewind", + "warlock-contrecoups": "Contrecoups", + "contrecoups-dechirure": "Déchirure", + "contrecoups-dechirure-description": "Le corps du personnage est déchiré dans le temps. Il reçoit une blessure grave au hasard qui s’applique automatiquement.", + "contrecoups-disparition": "Disparition", + "contrecoups-disparition-description": "Dans un flash, le personnage disparaît de la scène et n’en revient qu’à la fin.", + "contrecoups-incident": "Incident", + "contrecoups-incident-description-1": "Le personnage subit ", + "contrecoups-incident-description-2": " points de dégâts directement sur la santé. La capacité Rewind ne peut pas annuler ces dégâts.", + "contrecoups-siphon": "Siphon", + "contrecoups-siphon-description-1": "L’énergie du personnage est instantanément baissée de ", + "contrecoups-siphon-description-2": " points.", + "contrecoups-sursaut": "Sursaut", + "contrecoups-sursaut-description-1": "Pendant ", + "contrecoups-sursaut-description-2": " tours, la méta-armure saute constamment dans le temps. Il doit retirer 2 réussites à chacun de ses tests.", + "contrecoups-fragmentation": "Fragmentation", + "contrecoups-fragmentation-description-1": "Le personnage subit des dégâts sur sa psyché et oublie qui il est pendant ", + "contrecoups-fragmentation-description-2": " tours. Au MJ et PJ d’improviser.", + "contrecoups-desorientation": "Désorientation", + "contrecoups-desorientation-description-1": "Le chevalier est mentalement désorienté. Il subit une perte de ", + "contrecoups-desorientation-description-2": " points d’espoir.", + "contrecoups-defaillance": "Défaillance", + "contrecoups-defaillance-description-1": "Le CdF de la méta-armure tombe à 0 durant ", + "contrecoups-defaillance-description-2": " tours.", + "contrecoups-desagregation": "Désagrégation", + "contrecoups-desagregation-description-1": "La méta-armure du personnage subit ", + "contrecoups-desagregation-description-2": " points de dégâts sans CdF. La capacité Rewind ne peut les annuler.", + "warlock-150PG-description": "Désormais, les coûts en PE des modes Rewind et Record sont diminués de 3.", + "warlock-200PG-description": "Désormais, le mode Rewind peut être activé juste après (pas avant, ni pendant) une action d’un autre PJ ou d’un PNJ, même si le chevalier devrait être incapable d’effectuer une action ou s’il a par exemple été tué. Les effets infligés par des PNJ et qui devraient persister, comme domination, contrôle et isolement, sont ignorés par le PJ.
    Attention : Le chevalier doit toujours attendre 6 secondes avant de réactiver le mode Rewind et ne pourra le réactiver qu’une fois le tour de jeu complet passé.", + "warlock-250PG-description": "L’armure est mieux stabilisée en termes temporels. Dé- sormais, le personnage peut relancer son jet sur le tableau des paradoxes temporels et choisir entre les deux résultats.", + "warmaster-150PG-description": "+10 PE sur le total.", + "warmaster-200PG-description": "Le personnage peut bénéficier dorénavant de toutes les impulsions.", + "warmaster-250PG-description": "Le mode Falcon ne coûte que 3PE et ne nécessite aucune action. +10 PE sur le total.", + "warrior-150PG-description": "Activer un type ne coûte plus d'action.", + "warrior-200PG-description": "Le chevalier possède tous les types.", + "warrior-250PG-description": "Les types offrent désormais 2 OD au lieu d'1.", + "wizard-150PG-description": "Le mode Boréalis fonctionne maintenant à portée moyenne.", + "wizard-200PG-description": "Les dépenses en PE des modes Boréalis et Oriflamme sont réduit de 3 (min. 1).", + "wizard-250PG-description": "Le mode Oriflamme fonctionne maintenant à portée moyenne.", + "style-de-combat": "Style de Combat", + "standard": "Standard", + "couvert": "À Couvert", + "agressif": "Agressif", + "akimbo": "Akimbo", + "ambidextre": "Ambidextre", + "defensif": "Défensif", + "pilonnage": "Pilonnage", + "puissant": "Puissant", + "suppression": "Suppression", + "precis": "Précis", + "style-precis": "Style précis", + "mineur": "Mineur", + "aspect-exceptionnel-chair-mineur": "Le PNJ soustrait toujours son score de l’aspect exceptionnel Chair aux dégâts qu’il reçoit.", + "majeur": "Majeur", + "aspect-exceptionnel-chair-majeur": "Le PNJ ignore purement les effets barrage X, choc X et meurtrier des armes.", + "aspect-exceptionnel-bete-mineur": "(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect exceptionnel Bête.", + "aspect-exceptionnel-bete-majeur": "(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect Bête (en plus du score de l’aspect exceptionnel).", + "aspect-exceptionnel-machine-mineur": "(Déjà inclus) Le PNJ ajoute son score de Machine exceptionnelle à son score de réaction.", + "aspect-exceptionnel-machine-majeur": "Le PNJ est insensible aux capacités d’armure qui jouent sur les sens telles que le mode Ghost ou le mode Changeling. L’invisibilité comme les illusions ou les leurres n’ont pas d’effet sur lui.", + "aspect-exceptionnel-dame-mineur": "Le PNJ, s’il est accompagné d’autres PNJ de la même faction que lui, peut toujours décider de reporter les dégâts qu’il subit sur des alliés proches, à portée courte. Cela représente le fait que des PNJ alliés s’interposent pour sauvegarder sa vie.", + "aspect-exceptionnel-dame-majeur": "Un PJ qui souhaite attaquer ce PNJ doit réussir un test base Hargne dont la difficulté est égale au score de la Dame exceptionnelle du PNJ. S’il ne réussit pas ce test, il est subjugué par le PNJ et ne se résout pas à l’attaquer.", + "aspect-exceptionnel-masque-mineur": "(Déjà inclus) Le PNJ ajoute son score de Masque exceptionnel à son score de défense.", + "aspect-exceptionnel-masque-majeur": "(Déjà inclus) Le PNJ agit toujours, peu importe son nombre d’actions, comme s’il avait un score d’initiative de 30. Le MJ ne lance pas les dés.", + "mode-goliath": "Mode Goliath", + "taille-bonus": "Taille Bonus", + "bonus": "Bonus", + "degats-contact": "Dégâts (contact)", + "degats-violence-contact": "Dégâts / Violence (contact)", + "malus": "Malus", + "apparence": "Apparence", + "faux-êtres": "Faux-Êtres", + "effet-des-armes": "Effet des armes", + "anti-anatheme": "Anti-Anathème", + "anti-anatheme-description": "L’arme ignore purement et simplement la valeur de bouclier et de Chair exceptionnelle (qu’elle soit majeure ou mineure) de la créature de l’Anathème prise pour cible. Les PA, puis la santé de la cible sont directement touchés. Lorsqu’une arme de ce type touche une bande de créatures de l’Anathème, ses scores de bouclier et de Chair exceptionnelle sont ignorés.", + "anti-vehicule": "Anti-Véhicule", + "anti-vehicule-description": "Les armes possédant cet effet sont conçues pour détruire les véhicules, les blindés et abattre les ennemis de type colosse. Lorsque l’arme tire sur un véhicule ou un colosse, elle inflige ses dégâts normaux et n’a pas besoin d’infliger des tranches de 10 points de dégâts pour en infliger 1 à ces énormes ennemis.", + "artillerie": "Artillerie", + "artillerie-description": "Si la cible a préalablement été désignée, l’arme peut tirer sans les malus de portée et sans ligne de vue (il faut quand même une ligne de tir direct). La cible ne bénéficie d’aucun bonus de couvert. Attention, il faut que la munition puisse atteindre la cible d’une manière ou d’une autre et qu’un test de tir soit effectué. Une cible préalablement désignée est toujours atteignable, quelle que soit la distance et le « couvert », sans avoir besoin de ligne de tir dégagée.", + "assassin": "Assassin", + "assassin-description": "Ajoute XD6 aux dégâts lors des attaques surprises.", + "assistance-attaque": "Assistance à l'attaque", + "assistance-attaque-description": "Lorsqu’un jet pour toucher est effectué avec cette arme, chaque réussite excédentaire au-dessus du score de réaction (dans le cas d’un tir) ou de défense (dans le cas d’une attaque au contact) de la cible permet de lui infliger 1 point de dégât (ou de violence dans le cas d’une bande) supplémentaire.", + "barrage": "Barrage", + "barrage-description": "Au lieu de faire une attaque, le chevalier peut décider, au prix de son action de combat, de diminuer la défense et la réaction de la bande ou du PNJ ciblé d’un nombre de points égal à X jusqu’au début de son prochain tour, permettant ainsi à ses alliés de toucher plus facilement. L’effet s’applique automatiquement. Aucun autre effet, et aucun dégât de l’arme ne s’applique. Plusieurs effets barrage peuvent s’appliquer sur une même cible et se cumulent. Mais attention, l’effet barrage infligé par l’arme d’un PJ prend fin au début de son tour de jeu suivant (dès ce que c’est à lui de jouer de nouveau).", + "cadence": "Cadence", + "cadence-description": "L’arme est très rapide et peut cibler X adversaires par action de combat au lieu d’un seul. Une attaqu doit être réalisée pour chacune des cibles, avec 3 dés d malus. Chacune des cibles ne peut être distante de plus d 2 mètres.", + "chargeur": "Chargeur", + "chargeur-description": "L’arme ou le module dispose d’un nombre d’utilisations indiqué par X. Une fois utilisé autant de fois que X, on estime qu’il n’a plus de munitions et ne peut donc plus faire feu. L’arme ou le module doit être rechargé (gratuitement) à Camelot entre deux missions.", + "choc": "Choc", + "choc-description": "Si le jet pour toucher avec l’arme est supérieur au score de l’aspect Chair (divisé par 2 pour un PNJ) de la cible, celle-ci perd ses X prochaines actions. Cet effet ne fonctionne pas contre les bandes. Attention, l’effet ne peut pas se cumuler alors que la cible est déjà sous l’effet choc.\n\nDans certaines circonstances, l’effet choc peut être considéré comme automatique et ne prend donc pas en compte le score de l’aspect Chair. Lorsque l’effet choc est censé s’appliquer automatiquement, il faut tout de même que le personnage touche sa cible. En revanche, son résultat n’a pas besoin d’égaler l’aspect Chair divisé par deux de la cible pour que l’effet fonctionne. En fonction des circonstances, le MJ peut décider qu’un personnage sous l’effet choc subit un malus de 2 à sa réaction et à sa défense. L’effet ne se cumule pas avec parasitage X.", + "defense-reaction": "Défense X / Réaction X", + "defense-reaction-description": "L’utilisateur bénéficie d’un bonus en défense ou en réaction, X représentant cette valeur, tant qu’il utilise cette arme ou module. Les bonus reçus peuvent se cumuler tant que le personnage peut bénéficier de l’effet.", + "degats-continus": "Dégâts Continus", + "degats-continus-description": "L’arme inflige X points de dégâts à chaque tour durant 1D6 tours. Les dégâts sont subis par la cible à chacun de ses tours de jeu et ignorent les éventuels scores de CdF ou de bouclier. Au regard de la technologie utilisée, l’effet ne peut se stopper que si la cible reçoit les soins appropriés ou s’il se termine de lui-même. Typiquement, cet effet se retrouve sur les armes causant des brûlures. Cet effet ne peut être cumulé sur une même créature tant que l’effet est déjà présent au moins une fois.", + "demoralisant": "Démoralisant", + "demoralisant-description": "Avec une attaque réussie, l’arme enlève 2 points au score de débordement que les bandes composées d’humains infligent, avant calcul des dégâts effectifs.\n\nLes dégâts effectifs du tour sont donc égaux débordement moins 2 multiplié par le nombre de tours écoulés à ce tour.\n\nAutrement dit, démoralisant réduit le débordement pour le tour en cours, et uniquement le tour en cours. Précision : Si l’effet démoralisant est appliqué plusieurs fois, cela se cumule en ajoutant un tour de durée (et non pas en sous-trayant des points supplémentaires au débordement de la bande ciblée).", + "designation": "Désignation", + "designation-description": "L’arme peut désigner une cible (une seule cible, pas une bande) une fois par tour. Son utilisateur et ses alliés reçoivent un bonus de 1 réussite automatique pour toucher la cible et ignorent toujours les éventuels échecs critiques qu’ils pourraient subir lorsqu’ils tentent de la toucher. Désigner une cible ne coûte pas d’action. Il n’y a aucun test à effectuer pour désigner une cible et la portée de la désignation est celle de l’arme utilisée. La cible demeure désignée durant toute la scène ou toute la phase de conflit.\n\nUne fois désignée, l’armure va suivre les mouvements et les bruits de la cible et représenter sa position, ce qui permet au chevalier de lui tirer dessus avec une arme disposant de l’effet artillerie notamment, ou d’utiliser automatiquement tout effet venant de ses éventuelles visions alternatives.\n\nL’effet permet par exemple, couplé avec un module de type vision prédatrice, de voir la cible à travers les murs, silhouettée sur la visière à Réalité Augmentée de la méta-armure. Tant que la signature de la cible reste visible par la méta-armure, la cible reste désignée. Attention : L’effet ne peut être cumulé sur une même cible.", + "destructeur": "Destructeur", + "destructeur-description": "Lorsque les dégâts impactent les points d’armure de la cible, si elle a des PA, on ajoute 2D6 au total de dégâts. Si un seul point de dégâts passe le bouclier et le CdF de la cible, l’effet est appliqué.", + "deux-mains": "Deux Mains", + "deux-mains-description": "Cet effet signifie simplement que le chevalier doit utiliser ses deux mains pour frapper ou tirer avec l’arme. Utiliser à une main une arme possédant cet effet est impossible, l’arme étant trop lourde ou possédant trop de recul pour toucher efficacement.", + "dispersion": "Dispersion", + "dispersion-description": "L’arme peut toucher plusieurs ennemis et ses dégâts peuvent donc s’appliquer à plusieurs du moment que ces ennemis sont à moins de deux mètres les uns des autres. X représente le nombre d’ennemis que l’arme peut toucher dans une même action. Un seul jet d’attaque est à effectuer contre un seul ennemi. Les autres ennemis proches subissent automatiquement les dégâts et les autres effets que dispersion, à condition que le résultat du test d’attaque dépasse leur score d’opposition. Typiquement, les lance-flammes ou les armes explosives infligent cet effet. Cet effet n’affecte pas les bandes contre lesquelles seule la violence peut s’appliquer.\n\nAttention : Si l’effet est utilisé contre des ennemis au contact avec un autre PJ, ce dernier subit aussi les dégâts de la dispersion.", + "en-chaine": "En Chaîne", + "en-chaine-description": "Lorsque le PJ utilisant cette arme réussit à éliminer (pas forcément à tuer, neutraliser suffit) un hostile ou un salopard, il peut effectuer au prix de 3 PE, au même tour et à la même initiative, une autre attaque sur un autre hostile ou un autre salopard qui se trouve à portée de son arme (un test pour toucher est de nouveau nécessaire). Si cette deuxième attaque élimine la cible, l’effet peut s’appliquer une nouvelle fois et ainsi de suite. Le coût en énergie intervient en plus de l’éventuel coût en énergie de l’arme. Chaque nouvelle attaque doit donner lieu à une dépense d’énergie en conséquence.\n\nDans le cas où plusieurs ennemis sont éliminés en même temps, l’effet en chaîne ne s’applique qu’une seule fois.", + "esperance": "Espérance", + "esperance-description": "Contre des désespérés, l’équipement est extrêmement puissant. S’il le veut, un PJ peut décider d’échanger les dégâts qu’il devrait infliger contre l’application de l’effet espérance. L’arme, plutôt que d’infliger des dégâts, traverse alors le corps du désespéré, arrachant une partie de son désespoir.\n\nS’il le fait, chaque PNJ désespéré touché par l’attaque peut effectuer un test de Bête difficulté ardu (5) (ou Hargne combo Sang-Froid dans le cas d’un PJ) pour combattre le désespoir. Chaque attaque supplémentaire infligée par l’équipement à un même désespéré et appliquant l’effet espérance fait baisser le niveau de difficulté du test de 1. Si le désespéré réussit son test, alors il a réussi à vaincre le désespoir et n’est plus un ennemi. Il peut se joindre aux chevaliers ou rester terrorisé par ce qu’il a commis ou par ce qui lui est arrivé (au choix du MJ).\n\nContre une bande de désespérés, on considère que l’équipement fait simplement baisser sa cohésion. Cependant, si le personnage utilisant un équipement avec l’effet espérance a infligé assez de violence à une bande pour qu’elle tombe à 0 point de cohésion, les désespérés qui la composent reprennent espoir et retrouvent simplement leurs esprits. Ils se souviendront tout de même des actes qu’ils ont commis.\n\nContre les autres types d’ennemis, les équipements possédant l’effet espérance infligent des dégâts et de la violence de manière normale.", + "fureur": "Fureur", + "fureur-description": "Lorsque l’arme est utilisée contre une bande avec un score d’aspect Chair de 10 ou plus, la violence de l’arme est augmentée de 4D6.", + "ignore-armure": "Ignore Armure", + "ignore-armure-description": "L’arme ignore purement et simplement la valeur de points d’armure d’un adversaire. La santé de la cible est directement touchée si les dégâts passent le CdF ou le bouclier.", + "ignore-champ-de-force": "Ignore Champ de Force", + "ignore-champ-de-force-description": "L’arme ignore purement et simplement le champ de force d’un adversaire. Les PS de la cible sont directement touchés si les dégâts passent les PA ou le bouclier.", + "jumele-akimbo": "Jumelé (Akimbo)", + "od-combat3-jumele-akimbo": "OD Combat 3 (Jumelé Akimbo)", + "od-tir3-jumele-akimbo": "OD Tir 3 (Jumelé Akimbo)", + "jumele-akimbo-description": "Lorsqu’on utilise deux exemplaires de cette arme en style akimbo, le malus est diminué de 2 (soit 1 dé de malus au lieu de 3).", + "jumele-ambidextrie": "Jumelé (Ambidextrie)", + "od-combat4-jumele-ambidextrie": "OD Combat 4 (Jumelé Ambidextrie)", + "od-tir4-jumele-ambidextrie": "OD Tir 4 (Jumelé Ambidextrie)", + "jumele-ambidextrie-description": "Lorsqu’on utilise deux armes disposant de cet effet en style ambidextre, le malus est diminué de 2 (soit 1 dé de malus au lieu de 3).", + "leste": "Lesté", + "leste-description": "Lorsque l’arme est utilisée, son utilisateur ajoute le score de la caractéristique Force multipliée par deux (ou Chair complet pour un PNJ) lorsqu’il détermine les dégâts plutôt que sa Force seule (ou Chair divisé par 2). Seuls les PJ ayant un score de Force égal ou supérieur à 4 ou possédant un overdrive de Force peuvent utiliser une arme avec un tel effet.", + "lourd": "Lourd", + "lourd-description": "Pour utiliser cette arme, vous devez dépenser une (et une seule) action de déplacement et une (et une seule) action de combat. Les actions supplémentaires acquises ne sont pas touchées par cet effet.", + "lumiere": "Lumière", + "lumiere-description": "Lorsque l’arme frappe une créature de l’Anathème ou une bande de l’Anathème, ses scores de défense et de réaction sont réduits d’une certaine valeur jusqu’à la fin du prochain tour du PJ qui a infligé l’effet lumière. X représente cette valeur. Cet effet ne peut pas se cumuler sur une même cible.", + "meurtrier": "Meurtrier", + "meurtrier-description": "Lorsque les dégâts impactent la santé de la cible, on ajoute 2D6 au total des dégâts. Si un seul point de dégâts passe l’armure, le bouclier et le CdF de la cible, l’effet meurtrier est appliqué.", + "obliteration": "Oblitération", + "obliteration-description": "Ces équipements particulièrement puissants infligent des dégâts considérables aux cibles les moins résistantes. Contre un ennemi de type hostile, ils infligent toujours le résultat maximal des dés de dégâts, comme si chacun des dés avait fait 6. Les dés ne sont simplement pas lancés. Si l’arme possède l’effet dispersion, chaque cible hostile touchée subit le maximum de dégâts.", + "orfevrerie": "Orfèvrerie", + "orfevrerie-description": "Lorsque l’arme est utilisée, son utilisateur ajoute sa caractéristique Dextérité (+ 1 point de dégâts par overdrive) (ou Masque divisé par 2, arrondi à l’entier supérieur, pour un PNJ) lorsqu’il détermine les dégâts en plus d’autres caractéristiques déjà incluses.", + "parasitage": "Parasitage", + "parasitage-description": "Cet effet s’applique uniquement aux méta-armures, exosquelettes, robots, véhicules, créatures de la Machine et tous les ennemis possédant la capacité sensibilité IEM. La cible touchée par une attaque avec parasitage X perd automatiquement ses X prochaines actions.\nAttention : l’effet ne peut pas se cumuler alors que la cible est déjà sous l’effet parasitage X et ne se cumule pas avec l’effet choc X.", + "penetrant": "Pénétrant", + "penetrant-description": "L’arme ignore une certaine valeur de champ de force, X représentant cette valeur. Si la valeur est égale ou supérieure au champ de force de l’ennemi, celui-ci est tout simplement ignoré et les points d’armure (ou les points de santé si la cible n’a pas de PA) sont directement touchés. Cet effet ne fonctionne pas contre le score de bouclier d’une cible.", + "perce-armure": "Perce Armure", + "perce-armure-description": "L’arme ignore une certaine valeur d’armure, X représentant cette valeur. Si la valeur est égale ou supérieure aux points d’armure de l’ennemi, le total de PA est simplement ignoré et la santé est directement touchée.", + "precision": "Précision", + "precision-description": "Lorsque l’arme est utilisée, son utilisateur ajoute sa caractéristique Tir (+ 1 point de dégâts par overdrive) (ou Machine divisé par 2, arrondi à l’entier supérieur, pour u PNJ) lorsqu’il détermine les dégâts.", + "silencieux": "Silencieux", + "silencieux-description": "Le personnage ne peut être repéré par un autre personnage parce qu’il utilise son arme. Lorsque cet effet est utilisé pendant une attaque surprise, une invisibilité, un mode Ghost ou un mode Changeling, le score de la caractéristique Discrétion (plus les éventuels OD) du PJ est ajouté aux dégâts. Dans le cas des PNJ, c’est la moitié du score de Masque (plus le score de Masque exceptionnel éventuel) qui est ajouté aux dégâts. Cet effet peut s’ajouter à ceux du mode Ghost et du niveau 2 de l’overdrive de Discrétion.", + "soumission": "Soumission", + "soumission-description": "Après avoir touché sa cible avec un effet soumission, l’attaquant peut soumettre sa cible physiquement et l’empêcher de se déplacer ou d’attaquer qui que ce soit d’autre que l’attaquant, et ce au contact. Pour se libérer de l’effet soumission, la cible touchée doit, à son tour, réussir un test de base Déplacement ou Combat (aspect Chair ou Bête) dont la difficulté est définie par le nombre de réussites de l’attaquant. Si la cible n’a pas pu se libérer à son tour, l’attaquant peut maintenir la soumission sans relancer les dés et infliger des dégâts normalement, ou relancer un test d’attaque afin de renforcer sa prise. Si le jet est à nouveau réussi, les dégâts sont infligés sans prendre en considération tout éventuel champ de force ou bouclier (pour les créatures de l’Anathème). L’effet soumission ne peut impacter les colosses.", + "tenebricide": "Ténébricide", + "tenebricide-description": "L’équipement a été pensé pour anéantir les créatures de l’Anathème et uniquement celles-ci. Contre des ennemis humains (de n’importe quel type), il n’inflige que la moitié de ses dés de dégâts et de ses dés de violence.", + "tir-rafale": "Tir en rafale", + "tir-rafale-description": "Lors du calcul des dégâts, il est possible, une fois par attaque, d’annuler tous les résultats et de relancer les dés. Le nouveau résultat remplace le premier et doit être conservé. Il n’est pas possible de prendre la moyenne de dégâts en utilisant cet effet.", + "tir-securite": "Tir en sécurité", + "tir-securite-description": "Grâce à une caméra sur le bout du canon ou à un canon déformable, le porteur de l’arme peut tirer tout en bénéficiant des bonus du style à couvert sans subir de malus au tir.", + "ultraviolence": "Ultraviolence", + "ultraviolence-description": "Lorsque l’arme est utilisée contre une bande avec un score d’aspect Chair de moins de 10, la violence de l’arme est augmentée de 2D6.", + "amelioration-structurelle-des-armes": "Amélioration (structurelle) des armes", + "agressive": "Agressive", + "agressive-description": "Lorsque le personnage se bat en style agressif avec l’arme, celle-ci voit ses dégâts augmenter de 1D6 (3).", + "assassine": "Assassine", + "assassine-description": "Désormais, l’arme possède l’effet silencieux.", + "allegee": "Allégée", + "allegee-description": "Spécial : Une arme avec l’amélioration allégée ne peut recevoir l’amélioration massive.\n\nL’arme perd 1D6 (3) aux dégâts qu’elle infligeait à l’origine. En contrepartie, elle perd l’effet deux mains et peut donc être manipulée à une main.", + "meutrier": "Meutrier", + "meutrier-description": "L’arme gagne l’effet meurtrier.", + "canon-raccourci": "Canon raccourci", + "canon-raccourci-description": "À portée courte ou inférieure, l’arme possède l’effet dispersion 3. En revanche, à portée moyenne ou supérieure, la difficulté des tirs est augmentée de 3 (comme si la réaction des ennemis était augmentée de 3 points).", + "chambre-double": "Chambre double", + "chambre-double-description": "L’arme gagne à chaque tour l’effet cadence 2.", + "chargeur-balles-grappes": "Chargeur et balles grappes", + "chargeur-balles-grappes-description": "L’arme voit sa violence augmenter de 1D6, en revanche, ses dégâts diminuent de 1D6. Ne peut être posé sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.", + "chargeur-munitions-explosives": "Chargeur et munitions explosives", + "chargeur-munitions-explosives-description": "L’arme voit ses dégâts augmenter de 1D6, en revanche, sa violence diminue de 1D6. Ne peut être posé sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.", + "connectee": "Connectée", + "connectee-description": "L’arme possède désormais l’effet assistance à l’attaque.", + "electrifiee": "Électrifiée", + "electrifiee-description": "L’arme gagne l’effet choc 1.", + "grenades-intelligentes-avancees": "Grenades intelligentes avancées", + "grenades-intelligentes-avancees-description": "Les dégâts et la violence des grenades intelligentes sont augmentés de 2D6 (sauf pour les grenades flashbang et IEM qui ne font pas de dégâts). Ne peut être ajouté qu'aux grenades. Ne peut être pris qu'une fois.", + "indestructible": "Indestructible", + "indestructible-description": "L’arme est indestructible. Elle ne peut pas être brisée, broyée, cassée, démantelée, brûlée, etc.", + "interface-guidage": "Interface de guidage", + "interface-guidage-description": "L’arme gagne l’effet tir en sécurité. Ne convient qu'aux armes tirant des balles, des grenades, des missiles ou des roquettes.", + "jumelage": "Jumelage", + "jumelage-description": "Les armes gagnent l’effet jumelage (akimbo) ou jumelage (ambidextrie) selon qu’elles sont identiques ou différentes.", + "jumelle": "Jumelle", + "jumelle-description": "Arme de contact à une main uniquement. Lorsque l’arme est utilisée de concert avec sa jumelle, les deux armes gagnent l’effet jumelé (akimbo).", + "lumineuse": "Lumineuse", + "lumineuse-description": "Arme ne possédant pas l'effet lumière X ou silencieux. Désormais l’arme possède l’effet lumière 2.", + "lunette-intelligente": "Lunette intelligente", + "lunette-intelligente-description": "Les armes à deux mains ou lourdes voient leur portée augmenter d’un niveau, sans malus. Ne peut être appliqué aux armes de type lance-flammes.", + "munitions-hyper-velocite": "Munitions à Hyper Vélocité", + "munitions-hyper-velocite-description": "L’armure bénéficie de l’effet assistance à l’attaque. Cependant, ce nouveau système est lourd et pèse sur l’arme. Les armes à une main sont ainsi considérées comme des armes à deux mains et les armes à deux mains comme des armes lourdes (cela ne veut pas dire que vous pouvez y ajouter plus d’améliorations, simplement que vous en subissez les malus). Ne peut être appliqué sur les armes lourdes ou de type laser.", + "massive": "Massive", + "massive-description": "Spécial : Une arme avec l’amélioration massive ne peut recevoir l’amélioration allégée.\n\nDésormais, l’arme possède l’effet lesté. En revanche, lorsqu’il a l’arme en main, le chevalier voit sa défense diminuer de 1 point", + "munitions-drones": "Munitions drones", + "munitions-drones-description": "L’amélioration confère un bonus de 3 réussites automatiques au tir contre une cible. Ne peut être appliqué sur des armes de type lance-flammes.", + "munitions-iem": "Munitions IEM", + "munitions-iem-description": "L’arme gagne l’effet parasitage 2, mais perd 1D6 de dégâts et de violence. Ne peut être appliqué sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.", + "munitions-non-letales": "Munitions non létales", + "munitions-non-letales-description": "Les tirs de l’arme ne peuvent pas tuer la cible. Ne peut être appliqué sur des armes de type lance-flammes, laser, arbalète ou lance-grenade.", + "munitions-subsoniques": "Munitions subsoniques", + "munitions-subsoniques-description": "L’arme possède l’effet silencieux. Ne peut être appliqué sur des armes de type lance-flammes, laser ou lance-grenade.", + "pointeur-laser": "Pointeur laser", + "pointeur-laser-description": "L’arme procure une réussite automatique au tireur. Ne peut être appliqué sur des armes de type lance-flammes.", + "protection-d'arme": "Protection d'arme", + "protection-d'arme-description": "La réaction du tireur est augmentée de 2. L'arme doit être à Deux Mains ou Lourde.", + "protectrice": "Protectrice", + "protectrice-description": "Si le personnage se bat en style défensif, le malus n’est que de 1D lorsqu’il attaque avec l’arme. Attention, s’il porte plusieurs attaques avec des armes différentes, toutes doivent posséder l’amélioration protectrice pour que le bonus soit effectif.", + "revetement-omega": "Revêtement Omega", + "revetement-omega-description": "L’arme gagne l’effet assassin 2.", + "sournoise": "Sournoise", + "sournoise-description": "L’arme gagne l’effet orfèvrerie.", + "structure-element-alpha": "Structure en Element Alpha", + "structure-element-alpha-description": "L’arme est indestructible. Elle ne peut pas être brisée, broyée, cassée, démantelée, brûlée, etc.", + "sur-mesure": "Sur Mesure", + "sur-mesure-description": "Spécial : Si cette arme est perdue ou détruite, alors le chevalier perd la moitié du coût de l’arme (plus les coûts des éventuelles améliorations) sur son total de PG (ce qui peut lui faire perdre une évolution de méta-armure par exemple). Ses PG actuels ne sont pas modifiés.\n\nDésormais, lorsqu’il touche une cible avec cette arme, le personnage ajoute son score dans la caractéristique Combat (OD inclus) aux dégâts qu’il lui inflige", + "systeme-refroidissement": "Système de refroidissement", + "systeme-refroidissement-description": "L’arme concernée gagne l’effet tir en rafale et barrage 1. Une arme légère gagne l’effet deux mains, une arme à deux mains gagne l’effet lourd. N'est disponible que pour les armes de type balles, fléchettes, lasers et soniques.", + "bonus/malus-aux-jets-des-compagnons": "Bonus/Malus aux Jets des Compagnons", + "panneau-d'information": "Panneau d'Information", + "druid-mod-companions": "Mod Companions", + "10-PE": "10 PE", + "20-PE": "20 PE", + "30-PE": "30 PE", + "40-PE": "40 PE", + "50-PE": "50 PE", + "aucun": "Aucun", + "druid-companion-lion": "Lion", + "druid-companion-wolf": "Wolf", + "druid-companion-crow": "Crow", + "mode-zen": "Mode Zen", + "espoir-potentiellement-recuperable": "Espoir potentiellement récupérable :", + "total-hargne-sang-froid": "Total Hargne + Sang-Froid", + "total-od-hargne-sang-froid": "Total OD Hargne + Sang-Froid", + "mode-cea": "Mode Céa", + "vague-d'energie": "Vague d'énergie", + "degats": "Dégâts", + "violence": "Violence", + "portee": "Portée", + "salve-d'energie": "Salve d'énergie", + "rayon-d'energie": "Rayon d'énergie", + "maintenu-sur-un-ennemi-pendant-tour": "Maintenu sur un ennemi pendant (en tour) :", + "champ-de-force-shrine": "Champ de Force Shrine", + "activer": "Activer", + "bonus-cdf": "Bonus de CdF", + "force-requise": "Force Requise", + "chair-requise": "Chair Requise", + "mode-watchtower": "Mode Watchtower", + "active": "Activé", + "reaction-actuelle": "Réaction actuelle", + "mode-puppet-master": "Mode Puppet Master", + "ordre-donne": "Ordre Donné", + "mode-discord": "Mode Discord", + "malus-action": "Malus Actions", + "malus-reaction": "Malus Réaction", + "malus-defense": "Malus Défense", + "mode-windtalker": "Mode Windtalker", + "actions-creatures": "Actions des Créatures", + "vision": "Vision", + "portee-contact": "Contact", + "portee-courte": "Courte", + "portee-moyenne": "Moyenne", + "portee-longue": "Longue", + "portee-lointaine": "Lointaine", + "portee-0-2": "0 à 2m", + "portee-2-15": "2 à 15m", + "portee-15-50": "15 à 50m", + "portee-0-50": "0 à 50m", + "portee-51-300": "51 à 300m", + "portee-50-300": "50 à 300m", + "portee-+300": "+ de 300m", + "portee-301-1000": "301m à 1km", + "portee-1100-3000": "1,1 à 3km", + "portee-3100-6000": "3,1 à 6km", + "mode-ghost": "Mode Ghost", + "mode-morph": "Mode Morph", + "mode-morph-etirement": "Étirement", + "mode-morph-etirement-immobilisation": "Immobilisation", + "mode-morph-vol-en-nuee": "Vol en Nuée", + "mode-morph-phase": "Phase", + "mode-morph-corps-en-metal": "Corps de Métal", + "mode-morph-corps-fluide": "Corps Fluide", + "mode-morph-polymorphie-de-guerre": "Polymorphie de Guerre", + "mode-morph-polymorphie-de-guerre-module-genere": "Module Généré", + "mode-morph-polymorphie-de-guerre-module-genere-effets-choisis": "Effets Choisis", + "mode-falcon": "Mode Falcon", + "mode-falcon-faiblesses-detectees": "Faiblesses détectées", + "mode-warlord": "Mode Warlord", + "warlord": "Warlord", + "warlord-choix-impulsion": "Choix des Impulsions", + "warlord-action": "Action", + "warlord-esquive": "Esquive", + "warlord-force": "Force", + "warlord-guerre": "Guerre", + "warlord-energie": "Energie", + "personnel": "Personnel", + "warlord-impulsion-d'action": "Impulsion d'Action", + "warlord-impulsion-d'esquive": "Impulsion d'Esquive", + "warlord-impulsion-de-force": "Impulsion de Force", + "warlord-impulsion-de-guerre": "Impulsion de Guerre", + "warlord-impulsion-d'energie": "Impulsion d'Energie", + "warrior-types": "Les «Types»", + "warrior-selection-types": "Sélection des Types", + "warrior-bouton-type-soldier": "Soldier", + "warrior-bouton-type-hunter": "Hunter", + "warrior-bouton-type-scholar": "Scholar", + "warrior-bouton-type-herald": "Herald", + "warrior-bouton-type-scout": "Scout", + "warrior-type-soldier": "Type Soldier", + "warrior-type-hunter": "Type Hunter", + "warrior-type-scholar": "Type Scholar", + "warrior-type-herald": "Type Herald", + "warrior-type-scout": "Type Scout", + "mode-borealis": "Mode Boréalis", + "attaque": "Attaque", + "wizard-mode-oriflamme": "Mode Oriflamme", + "capacites-fan-made": "Capacités Fan Made", + "capacite-fan-made-Attaque-dans-les-ombres": "Attaque dans les Ombres", + "capacites-speciales": "Capacités spéciales", + "capacites-speciales-phase-2": "Phase 2", + "notes": "Notes", + "aspects": "Aspects", + "valeurs-derivees": "Valeurs Dérivées", + "arme": "Arme", + "armes": "Armes", + "modules": "Modules", + "evolutions": "Evolutions", + "aspect": "Aspect", + "special": "Spécial", + "effets": "Effets", + "ameliorations-d'armes": "Améliorations d'armes", + "tenebricite": "Ténébricité", + "balles-grappes": "Balles grappes", + "canon-long": "Canon Long", + "munitions-h-velocite": "Munitions à H. Vélocité", + "munitions-explosives": "Munitions Explosives", + "munitions-n-letales": "Munitions N. Létales", + "structure-alpha": "Structure Alpha", + "systeme-refroid": "Système de Refroid.", + "slots-du-lion": "Slots du Lion", + "tete": "Tête", + "slots-restants/slots-maximum": "Slots restants / Slots maximum", + "torse": "Torse", + "bras-gauche": "Bras Gauche", + "bras-droit": "Bras Droit", + "jambe-gauche": "Jambe Gauche", + "jambe-droite": "Jambe Droite", + "activation": "Activation", + "depenser-pe-module": "Dépenser les PE du module", + "depenser-pe-capacite": "Dépenser les PE de la capacité", + "point-d'energie-short": "PE", + "duree": "Durée", + "slots": "Slots", + "configuration": "Configuration", + "druid-wolf-labor": "Labor", + "druid-wolf-medik": "Medik", + "druid-wolf-tech": "Tech", + "druid-wolf-fighter": "Fighter", + "druid-wolf-recon": "Recon", + "point-energie-short": "PE", + "druid-3-companions-restants": "3 Companions Restants", + "druid-2-companions-restants": "2 Companions Restants", + "druid-1-companions-restants": "1 Companions Restant", + "druid-companion-labor-description-niveau-1": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 1 dé par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.", + "druid-companion-labor-description-niveau-2": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 2 dé par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.", + "druid-companion-labor-description-niveau-3": "Les actions du chevalier visant à porter de lourdes charges, à déplacer ou lever des poids reçoivent 3 dés par compagnon effectuant l’action de support. Chaque compagnon peut porter à lui seul 150 kg et peut donc transporter des choses pour le chevalier.", + "druid-companion-medik-description-niveau-1": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 1 dé supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.", + "druid-companion-medik-description-niveau-2": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 2 dés supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.", + "druid-companion-medik-description-niveau-3": "Les actions du chevalier visant à soigner, à faire des recherches biologiques ou à reconnaitre un élément médical ou biologique reçoivent 3 dés supplémentaire par compagnon effectuant un support. Si le chevalier soigne un allié, celui-ci récupère 2 PS supplémentaires par compagnon effectuant un support.", + "druid-companion-tech-description-niveau-1": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 1 dé supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.", + "druid-companion-tech-description-niveau-2": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 2 dés supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.", + "druid-companion-tech-description-niveau-3": "Les actions du chevalier visant à réparer un objet, un véhicule, un compagnon ou une méta-armure, à analyser un élément informatique ou électronique reçoivent 3 dés supplémentaire par compagnon effectuant un support. Le chevalier peut effectuer les réparations ou les analyses directement depuis un compagnon. Si le chevalier tente de réparer quelque chose (méta-armure, compagnon, véhicule) à l’aide de ses compagnons, les PA que la cible récupère sont augmentés de 3 par compagnon effectuant l’action de support.", + "druid-companion-fighter-description-niveau-1": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 1 dé supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.", + "druid-companion-fighter-description-niveau-2": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 2 dés supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.", + "druid-companion-fighter-description-niveau-3": "Les actions de combat du chevalier contre un ennemi désigné aux compagnons reçoivent 3 dés supplémentaire par compagnon effectuant un support. La cible du chevalier doit être à portée courte et doit pouvoir être attaquée au contact. Si ces deux conditions sont respectées, la cible reçoit automatiquement l’effet barrage 1 par compagnon (3 compagnons supportant le chevalier infligent ainsi l’effet barrage 3). De plus, les compagnons infligent à la cible 1D6 points de dégâts ou de violence chacun (sans bonus) sans devoir effectuer de jet de dés pour toucher. On considère cependant que lorsqu’ils effectuent cette action de support, leur défense tombe à 0. Une seule cible à la fois peut subir cette action de support.", + "druid-companion-recon-description-niveau-1": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 1 dé supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).", + "druid-companion-recon-description-niveau-2": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 2 dés supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).", + "druid-companion-recon-description-niveau-3": "Toutes les actions d’observation, de vigilance ou de fouille menées par le chevalier reçoivent 3 dés supplémentaire par compagnon effectuant le support. Le chevalier peut observer, entendre, sentir et toucher directement depuis un des compagnons (au choix).", + "druid-companion-labor": "Labor", + "druid-companion-niveau-1": "Niveau 1", + "druid-companion-niveau-2": "Niveau 2", + "druid-companion-niveau-3": "Niveau 3", + "tours-de-combat": "Tours de combat", + "specificites": "Spécificités", + "druid-companion-crow-specificite": "La bande est équipée d'un module de vol niveau 3 constamment activé qui ne coûte aucune énergie.
    Les points de dégâts qui lui sont infligés lui font perdre de la cohésion.", + "ranger-fusil-longbow": "Fusil Longbow", + "ranger-effets-2PE": "Effets à 2PE", + "ranger-effets-1PE": "Effets à 1PE", + "ranger-effets-3PE": "Effets à 3PE", + "ranger-effets-6PE": "Effets à 6PE", + "ranger-effets-4PE": "Effets à 4PE", + "nods": "Nods", + "nods-soin": "Soin", + "nods-armure": "Armure", + "nods-energie": "Energie", + "nod-soin": "Nod de soin", + "nod-d'armure": "Nod d'armure", + "nod-d'energie": "Nod d'énergie", + "recuperation": "Récuperation", + "armes-contact": "Armes de Contact", + "armes-distance": "Armes à Distance", + "armes-improvisees": "Armes Improvisées", + "autres-armes": "Autres Armes", + "protections": "Protections", + "munitions-hyper-velocite-short": "Munitions à H. Vélocité", + "druid-companions-restants": "1 Companions Restant", + "ameliorations-structurelles": "Améliorations Structurelles", + "ameliorations-d'ornement": "Améliorations d'Ornement", + "barbelee": "Barbelée", + "soeur": "Soeur", + "soeur-description": "Lorsque l’arme est utilisée avec une autre arme à une main en style ambidextrie, elle gagne l’effet jumelé (ambidextrie). Le malus n’est diminué que sur l’attaque effectuée avec l’arme possédant l’amélioration et uniquement celle-ci.", + "arabesques-iridescentes": "Arabesques iridescentes", + "arabesques-iridescentes-description": "Condition : L’arme a porté le coup fatal à un patron de l’Anathème.\n\nEffet : L’arme possède désormais l’effet lumière 1 ou octroie un bonus de 1 à l’effet lumière X.", + "arme-azurine": "Arme azurine", + "arme-azurine-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Dame.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Dame.", + "arme-rouge-sang": "Arme rouge sang", + "arme-rouge-sang-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Chair.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Chair.", + "armure-gravee": "Armure gravée", + "armure-gravee-description": "Condition : L’arme a porté le coup fatal ou a mis hors combat un patron alors que le chevalier était à 10 points de santé ou moins.\n\nEffet : Lorsque le chevalier l’a en main, l’arme lui procure désormais un bonus de 2 au champ de force de sa méta-armure et de sa combinaison Guardian.", + "blason-chevalier": "Blason du chevalier", + "blason-chevalier-description": "Condition : L’arme a permis au chevalier d’accomplir une de ses motivations mineures au moins cinq fois.\n\nEffet : Désormais, lorsque le chevalier accomplit la motivation mineure liée à son blason et que l’arme l’a aidé pour cela, il gagne un point d’espoir supplémentaire à ajouter à sa valeur actuelle.", + "bouclier-grave": "Bouclier gravé", + "bouclier-grave-description": "Condition : L’arme a permis de protéger un allié ou un innocent d’une attaque.\n\nEffet : L’arme procure l’effet défense 1 ou octroie un bonus de 1 à l’effet défense X.", + "chene-sculpte": "Chêne sculpté", + "chene-sculpte-description": "Condition : L’arme a porté le coup fatal à un colosse de l’Anathème.\n\nEffet : L’arme reçoit un bonus de 2D6 (6) points de dégâts lorsqu’elle cible un colosse de l’Anathème.", + "chromee": "Chromée", + "chromee-lignes-lumineuses-colorees-description": "Conditions : En une phase de conflit, le chevalier a porté le coup fatal ou mis hors combat au moins 6 hostiles ou salopards. L’arme ne possède pas l’effet dispersion X.\n\nEffet : L’arme possède désormais l’effet cadence 2.", + "code-knight-grave": "Code du knight gravé", + "code-knight-grave-description": "Conditions : L’arme a permis au personnage d’accomplir sa motivation majeure ou a aidé un allié à accomplir la sienne. Un chevalier de la Table Ronde accepte que le code soit gravé sur l’arme.\n\nEffet : Lorsque le chevalier a l’arme en main, ses pertes d’espoir sont réduites de 1 point. Ce bonus peut se cumuler avec d’autres réductions.", + "crane-rieur-grave": "Crâne rieur gravé", + "crane-rieur-grave-description": "Conditions : L’arme a porté le coup fatal ou mis hors combat au moins vingt hostiles. L’arme ne possède pas l’effet oblitération.\n\nEffet : L’arme possède désormais l’effet oblitération.", + "faucheuse-gravee": "Faucheuse gravée", + "faucheuse-gravee-description": "Condition : L’arme a porté le coup fatal ou mis hors combat un salopard.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) à ses dégâts.", + "faucon-plumes": "Faucon et plumes", + "faucon-plumes-luminescentes-description": "Conditions : L’arme a porté le coup fatal à une incarnation d’un des Seigneurs de l’Anathème. L’arme ne possède pas l’effet anti-Anathème.\n\nEffet : L’arme possède désormais l’effet anti-Anathème.", + "flammes-stylisees": "Flammes stylisées", + "flammes-stylisees-description": "Condition : L’arme a porté le coup fatal ou mis hors combat une bande.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) à sa violence.", + "griffures-gravees": "Griffures gravées", + "griffures-gravees-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Bête.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Bête.", + "masque-brise-sculpte": "Masque brisé sculpté", + "masque-brise-sculpte-description": "Condition : L’arme a porté le coup fatal à un patron serviteur du Masque.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature du Masque.", + "rouages-casses": "Rouages cassés", + "rouages-casses-graves-description": "Condition : L’arme a porté le coup fatal à un patron serviteur de la Machine.\n\nEffet : L’arme reçoit un bonus de 1D6 (3) points de dégâts et 1D6 (3) points de violence lorsqu’elle cible une créature de la Machine.", + "sillons": "Sillons", + "sillons-formant-lignes-fleches-description": "Condition : L’arme a porté le coup fatal ou a mis hors combat un patron (hors patron de l’Anathème).\n\nEffet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.", + "munitions-non-letales-short": "Munitions N. Létales", + "pointeur-d'arme": "Protection d'Arme", + "structure-element-alpha-short": "Structure Alpha", + "systeme-refroidissement-short": "Système de Refroid.", + "utilisation-armes-improvisees": "Utilisation de l'arme improvisée", + "contact": "Contact", + "lancer": "Lancer", + "od-requis": "OD Requis", + "utilisations": "Utilisations", + "arme-improvisee-od1-exemple1": "Lampadaire, panneau, petit arbre, cadavre, etc.", + "arme-improvisee-od1-exemple2": "Citerne d'essence, transformateur électrique, etc.", + "arme-improvisee-od1-exemple3": "Moto, petit véhicule, etc.", + "arme-improvisee-od2-exemple1": "Arbre, poteau en béton, etc.", + "arme-improvisee-od2-exemple2": "Petit château d'eau, cuve industrielle pleine, etc.", + "arme-improvisee-od2-exemple3": "Voiture, véhicule de taille moyenne, etc.", + "arme-improvisee-od3-exemple1": "Charpente métallique, gros arbre, etc.", + "arme-improvisee-od3-exemple2": "Façade de maison, morceau de route, rails, etc.", + "arme-improvisee-od3-exemple3": "Camionnette, gros 4x4, etc.", + "arme-improvisee-od4-exemple1": "Façade de petit immeuble, remorque de camion, etc.", + "arme-improvisee-od4-exemple2": "Camion, petit véhicule de chantier, etc.", + "arme-improvisee-od5-exemple1": "Façade d'immeuble, grue, container plein, etc.", + "arme-improvisee-od5-exemple2": "Yacht de 20 mètres, blindé, mécha-armure, etc.", + "overdrives": "Overdrives", + "grenades": "Grenades", + "grenade-shrapnel": "Shrapnel", + "grenade-shrapnel-description": "Ultraviolence / Meurtrier / Dispersion 6", + "grenade-flashbang": "Flashbang", + "grenade-flashbang-description": "Choc 1 / Barrage 2 / Lumière 2 / Dispersion 6 / Aucun dégâts-violence", + "grenade-anti-blindage": "Anti-Blindage", + "grenade-anti-blindage-description": "Destructeur / Perce Armure 20 / Pénétrant 6 / Dispersion 6", + "grenade-iem": "IEM", + "grenade-iem-description": "Parasitage 2 / Dispersion 6 / Aucun dégâts-violence", + "grenade-explosive": "Explosive", + "grenade-explosive-description": "Anti-véhicule / Dispersion 3 / Choc 1", + "equipe": "Equipé", + "anatheme": "Anathème", + "anatheme-description": "Le PNJ peut décider d’infliger ses dégâts sur les points d’espoir plutôt que sur les points de santé. Le CdF fonctionne, mais pas les points d’armure. Si le PNJ est tué, les PJ ayant subi cet effet récupèrent 1D6 points d’espoir par tranche complète de 6 points d’espoir perdus.", + "assassin-x": "Assassin X", + "barrage-x": "Barrage X", + "cadence-x": "Cadence X", + "chargeur-x": "Chargeur X", + "choc-x": "Choc X", + "defense-x-reaction-x": "Défense X / Réaction X", + "degats-continus-x": "Dégâts Continus X", + "dispersion-x": "Dispersion X", + "lumiere-x": "Lumière X", + "parasitage-x": "Parasitage X", + "penetrant-x": "Pénétrant X", + "perce-armure-x": "Perce Armure X", + "amelioration-d'ornement-des-armes": "Amélioration d'ornement des armes", + "slots-de-l'armure": "Slots de l'Armure", + "slots-restants/maximum": "Slots restants / Slots maximum", + "identite": "Identité", + "ia-code-fabrication": "Code de Fabrication", + "ia-atout": "Atout", + "ia-handicap": "Handicap", + "ia-caractere": "Caractère", + "ia-proprietaire": "Propriétaire", + "afficher": "Afficher", + "od-deplacement-titre": "Calculateur de trajectoire et servomoteurs améliorés", + "od1-deplacement-description": "Le héros peut parcourir en une action de déplacement une distance égale ou inférieure à portée courte. En cas d’utilisation du module de course avec cet overdrive, l’action de déplacement citée plus haut est gratuite et ne compte pas comme une action de déplacement. Une seule peut être effectuée par tour.", + "od2-deplacement-description": "Le personnage devient extrêmement agile, même si son armure semble ne pas pouvoir le permettre. Lorsqu’il effectue une action de déplacement, les obstacles de sa taille ne le gênent pas (muret, couvert, camionnette, portail, etc.). Il peut les passer sans effectuer de test. Attention, cela ne veut pas dire qu’il est silencieux.", + "od3-deplacement-description": "Le héros peut parcourir en une action de déplacement une distance égale ou inférieure à portée moyenne. En cas d’utilisation du module de course avec cet overdrive, cette action est gratuite et ne compte pas comme une action de déplacement. Une seule peut être effectuée par tour.", + "od4-deplacement-description": "Le personnage devient aussi agile qu’un félin, même si son armure semble ne pas pouvoir le permettre. Lorsqu’il effectue une action de déplacement, les obstacles dont la taille est égale ou inférieure à 5 mètres ne le gênent pas (mur, fenêtre du premier étage, remorque de camion, etc.). Il peut les passer sans effectuer de test.", + "od5-deplacement-description": "En méta-armure, le personnage est si agile qu’il ne subit les dégâts et malus de chute que depuis des hauteurs égales à 50 mètres et plus. En dessous, il sait se réceptionner sans dégâts.", + "od-force-titre": "Fibres musculaires et endosquelette augmenté", + "od1-force-description": "Le personnage peut soulever 500 kg, il ajoute 3 points à ses dégâts au contact.", + "od2-force-description": "Le personnage peut soulever 2 tonnes, il ajoute désormais 6 points à ses dégâts au contact.", + "od3-force-description": "Le personnage peut soulever 10 tonnes, il ajoute désormais 9 points à ses dégâts au contact.", + "od4-force-description": "Le personnage peut soulever 30 tonnes, il ajoute désormais 12 points à ses dégâts au contact.", + "od5-force-description": "Le personnage peut soulever 80 tonnes, il ajoute désormais 15 points à ses dégâts au contact.", + "od-endurance-titre": "Compensateur de dégâts", + "od2-endurance-description": "Le personnage ne subit plus l’effet choc 1.", + "od3-endurance-description": "Tant qu’il porte sa méta-armure, le personnage gagne 6 points de santé.", + "od4-endurance-description": "Le personnage ne subit plus les effets choc 2 et inférieurs.", + "od5-endurance-description": "Le personnage soustrait toujours son score d’Endurance (sans les overdrives) au score de débordement des bandes. Ainsi, si une bande provoque un malus de débordement de 8 et que le héros a un score d’Endurance de 4, il ne se voit infliger que 4 points de dégâts (8 – 4 = 4). Lorsque le malus s’accumule, le personnage soustrait son Endurance à chaque addition du malus. Ainsi, si la bande doit infliger 16 points de dégâts après 2 tours de phase de conflit (8 au premier tour plus 8 au second), le héros soustrait son Endurance à chaque fois, c’est-à-dire 4 dans l’exemple, et ne se voit infliger ainsi que 8 points de dégâts.", + "od-hargne-titre": "Booster d’adrénaline", + "od3-hargne-description": "Le personnage ne meurt pas lorsqu’il tombe à 0 point de santé. En lieu et place, il combat la mort et reste vivant, mais subit tout de même une blessure grave. Si un ennemi réussit de nouveau une attaque sur le personnage ou si le personnage subit de nouveau des dégâts sur sa santé (peu importe les dégâts subis), il tombe à l’agonie et subit les effets habituels.", + "od4-hargne-description": "Le personnage est un roc. Lorsqu’il tombe à 0 point de santé, il peut agir normalement. Il ne subit pas de blessure grave. À chaque nouveau dégât sur sa santé, au début de son tour de jeu, le héros doit réussir un test base Harne dont la difficulté est la somme des dégâts qu’il a subis sur sa santé lors du dernier tour multipliée par deux. S’il rate, il tombe à l’agonie et subit les effets habituels. S’il réussit, il continue à combattre malgré les blessures. Quoi qu’il arrive, pour chaque tranche de 5 points de santé perdus après avoir atteint 0 point de santé, le personnage subit une blessure grave.", + "od5-hargne-description": "Le personnage ignore purement et simplement la capacité Anathème.", + "od-combat-titre": "IA de close combat", + "od2-combat-description": "Lorsqu’il entre dans une phase de conflit dans laquelle il combat et tant qu’il se bat au corps à corps, le personnage gagne un bonus de 2 en réaction. Cela représente le fait qu’il se sert de son ou ses ennemis pour se protéger des tirs.", + "od3-combat-description": "Le personnage peut utiliser le style akimbo avec les armes de contact, en ayant seulement un malus de 1 dé à ses jets d’attaque.", + "od4-combat-description": "Le personnage peut utiliser le style ambidextre avec les armes de contact, en ayant seulement un malus de 1 dé à ses jets d’attaque.", + "od5-combat-description": "Lorsqu’une bande est présente dans un combat contre un hostile, un salopard, un patron ou un colosse, le personnage peut décider, avec une seule et même attaque de combat par tour, d’infliger la violence de ses armes à la bande et les dégâts de son attaque à l’ennemi visé. L’attaque doit toucher l’ennemi ciblé, la violence sur la bande n’étant qu’un effet bonus.", + "od-instinct-titre": "Activateur cérébral", + "od2-instinct-description": "Au début d’une phase de conflit, le personnage teste toujours deux fois son initiative et choisit le meilleur score.", + "od3-instinct-description": "Pour chaque overdrive d’Instinct, le personnage ajoute désormais 3 points à son score d’initiative.", + "od4-instinct-description": "Lorsqu’il est attaqué par surprise, le personnage conserve toujours ses scores de défense et de réaction normaux ainsi que son CdF.", + "od5-instinct-description": "Le personnage ressent lorsque des ennemis invisibles sont présents dans le lieu où il se trouve. Il ne peut jamais être pris en embuscade. Ses alliés profitent de cette capacité.", + "od-tir-titre": "Assistance au tir", + "od2-tir-description": "Le personnage ignore le premier malus de portée. S’il veut tirer à portée moyenne avec une arme à portée courte, il ne reçoit pas de malus. Cependant, s’il veut tirer à portée longue avec une arme à portée courte, il reçoit le malus précisé par les règles, et aTiri de suite. Seul le premier malus est annulé.", + "od3-tir-description": "Le personnage peut utiliser le style akimbo avec les armes à distance en ayant seulement un malus de 1 dé à ses jets d’attaque.", + "od4-tir-description": "Le personnage peut utiliser le style ambidextre avec les armes à distance en ayant seulement un malus de 1 dé à ses jets d’attaque.", + "od5-tir-description": "Lorsqu’une bande est présente dans une phase de conflit contre un hostile, un salopard, un patron ou un colosse, le personnage peut décider, avec une seule et même attaque de Tir par tour, d’infliger la violence de ses armes à la bande et les dégâts de son attaque à l’ennemi visé. L’attaque doit toucher l’ennemi ciblé, la violence sur la bande n’étant qu’un effet bonus.", + "od-savoir-titre": "IA évoluée", + "od1-savoir-description": "Le personnage a instantanément accès aux banques d’information standard et aux encyclopédies sur la RA. Les informations lui sont transmises via son IA.", + "od2-savoir-description": "Grâce à l’IA, le personnage peut obtenir des informations en temps réel sur une situation proche (à moins de 2 kilomètres). L’IA se connecte aux flux d’informations, aux caméras locales, aux satellites, etc. Pour que ce bonus fonctionne, il faut que le personnage interroge l’IA. Le MJ doit répondre aux questions de manière honnête, mais n’est pas obligé de tout révéler.", + "od3-savoir-description": "Désormais, lorsque le personnage soigne un être vivant, il lui rend 1D6 points de santé supplémentaire (maximum une fois par scène). L’IA l’assiste et le guide lors des soins qu’il procure, même lors des opérations de chirurgie.", + "od4-savoir-description": "Le personnage a maintenant accès à toutes les bases de données du Knight et des immortels grâce à son IA. Il connaît la fiche d’identité et l’histoire de chaque personne répertoriée en quelques secondes seulement. Pour que ce bonus fonctionne, il faut que le personnage interroge l’IA. Au MJ d’improviser et de donner ces informations de manière honnête.", + "od5-savoir-description": "L’IA, très évoluée, empêche le personnage de s’enfoncer dans des situations dangereuses ou grotesques. Par des conseils ou un léger pilotage automatique de quelques millièmes de seconde, elle permet au héros d’éviter les catastrophes. Dès à présent, le personnage ignore purement et simplement les échecs critiques sur n’importe quel test.", + "od-technique-titre": "Système d’ingénierie intégré (gant outil, bras articulé, etc.)", + "od1-technique-description": "Le personnage peut se connecter, s’il est à portée de contact, à n’importe quel appareil technologique, n’importe quelle machine, etc., pour peu qu’il n’y ait pas de pare-feu. En se connectant, le personnage peut récupérer des données, mais aussi voir l’état de la machine, etc.", + "od2-technique-description": "Le héros peut effectuer un test base Technique pour connaître le fonctionnement, réparer, hacker, modifier, bricoler ou démonter n’importe quel objet technologique ou machine, même ceux qu’il ne connaît pas et dont il n’a jamais entendu parler. La difficulté du test dépend de la complexité de l’objet, elle est donc à la discrétion du MJ.", + "od3-technique-description": "Le personnage peut se connecter à n’importe quel objet technologique ou machine à portée lointaine grâce au wifi. Il peut en outre passer directement les pare-feu les plus simples, sans effectuer de test, toujours à la discrétion du MJ.", + "od4-technique-description": "Lorsqu’il répare un objet, une machine ou une armure, plutôt que de lancer des dés pour connaître les points que l’objet récupère, le héros peut décider de lui rendre directement 12 PA.", + "od5-technique-description": "Le personnage peut bidouiller instinctivement des virus, des programmes de contrôle ou encore des routines qu’il peut inclure à distance dans une machine ou un objet technologique. La puissance du programme est égale à un test base Technique lors de sa création. Cette puissance doit être opposée à une difficulté pouvant représenter un pare-feu ou encore la distance entre le héros et la machine. Le personnage peut faire fonctionner en simultanée un nombre de programmes égal à son score de Technique sans les overdrives. Il ne peut lancer qu’un programme par tour de jeu et, en phase de conflit, cela lui coûte son action de déplacement. Enfin, lors de la création d’un programme, le héros doit discuter de ses effets avec le MJ. Les effets doivent rester simples (activer et commander un véhicule à distance, récupérer des données après un compte à rebours, détruire des données via un virus, etc.).", + "od-aura-titre": "Régulateur de phéromone", + "od2-aura-description": "Le personnage, lorsqu’il Combat des humains, est toujours attaqué en dernier par les hostiles ou les salopards.", + "od3-aura-description": "Lorsqu’il rencontre des humains, qu’il aide ou non, le personnage peut décider de s’en faire des contacts qui deviendront ses amis ou ses amants. Par scénario, le héros peut ainsi se créer deux contacts qu’il pourra joindre via le RA, qui pourront l’aider et même l’assister dans des situations variées, voire l’accompagner comme des pages. Attention, seuls les PNJ avec un score de Dame ou de Machine divisé par 2 inférieur au score d’Aura du héros peuvent devenir des contacts.", + "od4-aura-description": "Le personnage, par un simple test base Aur opposé au score de Machine divisé par 2 le plus haut parmi les PNJ, peut attirer toute l’attention sur lui, permettant ainsi de créer des diversions, de préparer un discours, etc. Il attire généralement l’attention pendant un tour de jeu Aurplet (10 secondes). En Aurbat, cette capacité peut fonctionner, mais est soumise à un test base Aur dont la difficulté est à la discrétion du MJ.", + "od5-aura-description": "Le personnage en impose tellement qu’il peut ajouter son score d’Aur à son total de défense.", + "od-parole-titre": "Modulateur de voix", + "od1-parole-description": "Lorsqu’un allié vient de tomber à 0 point de vie (il y a moins d’une minute), le héros peut décider de lui parler et de l’encourager à rester en vie. Tant que le héros lui parle, l’allié conserve un dernier souffle de vie et ne mourra pas, même s’il a subi la mort sur son tirage de blessure grave (dans ce cas, il doit effectuer un nouveau jet jusqu’à ce qu’il obtienne autre chose que la mort). Le héros ne peut rien faire d’autre qu’être au chevet de l’allié (un seul allié). Ce bonus ne modifie pas les autres effets des blessures et ceux des soins prodigués par les autorités Parpétentes.", + "od2-parole-description": "Par ses paroles, le personnage peut faire regagner 1D6 points d’espoir à un autre héros. Il doit déclamer un discours plein d’espoir. Il ne peut utiliser ce bonus qu’une fois par héros lors d’un scénario.", + "od3-parole-description": "Le personnage est capable d’imiter la voix de n’importe quelle personne qu’il a déjà entendue parler sans effectuer de jet base Parole ou Discrétion.", + "od4-parole-description": "En modulant sa voix et en se concentrant sur un être humain (pas une créature ou un robot), le personnage est capable de l’hypnotiser tant qu’il parle, sur un jet base Parole opposé à son score de Machine divisé par 2. Si le test réussit, tant que le héros parle (au prix d’une action de Parbat lors d’une phase de conflit), la personne visée ne peut plus agir et est en pleine hypnose. Avec un test réussi base Parole contre le score de Machine divisé par 2 de la personne visée, le héros peut lui faire acParplir des actions simples (qui n’attentent à la vie de personne) tant qu’il reste concentré et tant qu’il parle. Les PNJ disposant d’un aspect Bête exceptionnelle, Machine exceptionnelle, Dame exceptionnelle ou Masque exceptionnel sont immunisés à cet effet.", + "od5-parole-description": "Par ses paroles, le personnage peut faire regagner 2D6 points d’espoir à un allié. Il doit déclamer un discours plein d’espoir. Il ne peut utiliser ce bonus qu’une fois par allié lors d’un scénario. Cette capacité remplace celle du niveau 3.", + "od-sang-froid-titre": "Diffuseur d’endorphine", + "od2-sang-froid-description": "Très calme grâce à sa méta-armure, le personnage ignore toujours les malus de difficulté dus à une situation stressante que le MJ pourrait lui infliger.", + "od3-sang-froid-description": "Le personnage peut relancer (une seule fois par test) un jet d’espoir raté (Hargne combo SangFroid). Il doit conserver le second résultat s’il choisi de relancer son jet.", + "od4-sang-froid-description": "Le personnage ignore la capacité peur.", + "od5-sang-froid-description": "Le personnage est immunisé à la capacité domination.", + "od-discretion-titre": "Atténuateur de bruit et camouflage intelligent", + "od2-discretion-description": "Désormais, lorsqu’il attaque un ennemi qui ne le voit pas, le personnage ajoute son score de Discrétion (sans les overdrives) aux dégâts infligés. Ce bonus peut être cumulé avec d’autres modules ou effets.", + "od3-discretion-description": "Le personnage ne peut jamais être repéré à cause de ses bruits de pas. S’il doit parcourir une distance courte ou moyenne alors qu’il a peu de chance d’être repéré, il ne fait pas de test et réussit automatiquement.", + "od4-discretion-description": "Lorsqu’il reste immobile pour se cacher, le personnage se fond dans le décor. Les ennemis ayant un score de Machine inférieur à 10 ne le voient simplement pas. Pour les autres, il doit tout de même effectuer un test.", + "od5-discretion-description": "Désormais, lorsqu’il attaque un ennemi qui ne le voit pas, le personnage ajoute son score de Discrétion (avec les overdrives) aux dégâts infligés. Ce bonus peut être cumulé avec d’autres modules ou effets. En outre, il peut toujours décider de Dismencer une phase de conflit en embuscade.", + "od-dexterite-titre": "Système d’aide à la coordination", + "od3-dexterite-description": "Le personnage ne peut jamais être désarmé à cause d’une attaque ou d’une défense ratée en phase de conflit, même en cas d’échec critique. En outre, il ne peut pas tomber ou être renversé à cause d’un malus d’environnement (pluie, boue, givre, etc.).", + "od4-dexterite-description": "Le personnage ignore l’effet lourd des armes. En outre, lors d’un test base Dexbat ou Tir, il peut toujours décider de remplacer ces caractéristiques par la Dextérité.", + "od5-dexterite-description": "Le personnage peut parer les projectiles et les tirs avec ses armes. Dès à présent, il peut utiliser son score de défense au lieu de son score de réaction pour éviter (parer dans ce cas) les tirs et les choses qui lui sont lancées.", + "od-perception-titre": "Afficheur tête haute et sens augmentés", + "od1-perception-description": "Le personnage dispose d’un zoom x400. Il peut ainsi zoomer sur des détails situés à portée lointaine.", + "od2-perception-description": "Le personnage dispose maintenant d’un zoom audio lui permettant d’entendre des conversations situées à portée lointaine.", + "od3-perception-description": "Désormais, le personnage possède un zoom olfactif, lui permettant de sentir des odeurs à portée lointaine, mais aussi de les identifier via la base de données. De plus, le héros dispose d’un « zoom » pour son sens du toucher. Il peut ainsi repérer des aspérités minuscules en touchant une surface ou encore ressentir les vibrations. Ces zooms nécessitent d’être activés volontairement via une pensée.", + "od4-perception-description": "L’afficheur tête haute affiche maintenant une série d’informations sur tout objet, personne ou bâtiment sur lequel le personnage se concentre. Voici la liste des informations disponibles pour les objets, machines : nom, poids, taille, diamètre, dangerosité, carburant ou munitions utilisés, concepteur, date de fabrication, détails supplémentaires si répertoriés.
    Pour les bâtiments : nom, date de création, créateur, taille, nombre de pièces, état du bâtiment, appartenance actuelle, détails supplémentaires si répertoriés.
    Pour les personnes : poids, taille, âge, nom, niveau de menace si répertoriés, origines, détails supplémentaires si répertoriés. Si le personnage appartient à une arche, ses relations, sa profession et son casier judiciaire sont disponibles.", + "od5-perception-description": "Désormais, le personnage dispose d’un sonar constamment actif. Il repère les êtres vivants situés à portée moyenne autour de lui (qu’ils soient situés plus haut ou plus bas) malgré les obstacles (murs, sol, plafond…). Lorsqu’il est attaqué par surprise, dans le dos ou par un ennemi invisible, le personnage conserve toujours ses scores de défense et de réaction normaux.", + "experience": "Expérience", + "utilise": "Utilisé", + "avantages": "Avantages", + "langues": "Langues", + "gloire": "Gloire", + "inconvenient": "Inconvénients", + "blessures-graves": "Blessures Graves", + "blessures-mort": "Mort", + "blessures-mort-description": "Le personnage est mort.", + "blessures-organes-internes": "Organes internes touchés", + "blessures-organes-internes-touches-description": "Le personnage reçoit un malus de 1 à toutes ses caractéristiques.", + "blessures-cerveau-touche": "Cerveau touché", + "blessures-cerveau-touche-description": "Le personnage reçoit un malus de 1 à ses caractéristiques liées aux aspects Bête, Machine, Dame et Masque et perd une action de son choix par tour en phase de conflit.", + "blessures-colonne-vertebrale-touchee": "Colonne vertébrale touchée", + "blessures-colonne-vertebrale-touchee-description": "Le personnage reçoit un malus de 2 à toutes ses caractéristiques liées aux aspects Chair, Bête et Masque.", + "blessures-hemorragie-interne": "Hémorragie interne", + "blessures-hemorragie-interne-description": "Le personnage est mort s’il ne récupère pas 1 point de santé dans la minute qui vient.", + "blessures-poumons-perfores": "Poumons perforés", + "blessures-poumons-perfores-description": "Le personnage reçoit un malus de 2 à ses caractéristiques Endurance et Déplacement.", + "blessures-crane-brise": "Crâne brisé", + "blessures-crane-brise-description": "Le personnage perd 1 point dans toutes ses caractéristiques liées aux aspects Machine, Dame et Masque.", + "blessures-yeux-detruits": "Yeux détruits", + "blessures-yeux-detruits-description": "Le personnage perd l’usage de ses yeux. Il ne peut plus voir et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.", + "blessures-dos-brise": "Dos brisé", + "blessures-dos-brise-description": "Le personnage perd 1 point dans toutes ses caractéristiques liées aux aspects Chair et Bête.", + "blessures-main-brise": "Main brisée", + "blessures-main-brise-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Combat, Technique, Tir et Dextérité.", + "blessures-oreille-eclatee": "Oreille éclatée", + "blessures-oreille-eclatee-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Perception, Déplacement et Instinct.", + "blessures-cotes-brisees": "Côtes brisées", + "blessures-cotes-brisees-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Endurance et Combat.", + "blessures-colonne-vertebrale-brisee": "Colonne vertébrale brisée", + "blessures-colonne-vertebrale-brisee-description": "Le personnage perd tout simplement l’usage de ses deux jambes. Tous les tests concernés sont impossibles à réussir.", + "blessures-machoire-langue-dents-detruites": "Mâchoire, langue et dents détruites", + "blessures-machoire-langue-dents-detruites-description": "Le personnage reçoit un malus de 3 à ses caractéristiques liées à l’aspect Dame. De plus, il ne peut plus parler.", + "blessures-pied-brise": "Pied brisé", + "blessures-pied-brise-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Combat, Déplacement, Discrétion et Force.", + "blessures-dos-touche": "Dos touché", + "blessures-dos-touche-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Force et Déplacement.", + "blessures-tempe-touchee": "Tempe touchée", + "blessures-tempe-touchee-description": "Le personnage reçoit un malus de 1 dans ses caractéristiques Hargne et Sang-Froid.", + "blessures-blessure-mineure": "Blessure mineure", + "blessures-blessure-mineure-description": "Le personnage subit un malus dans une caractéristique à la discrétion du MJ. Rien de grave.", + "blessures-bras-mutile": "Bras mutilé", + "blessures-bras-mutile-description": "Le personnage ne peut plus utiliser d’arme lourde ou à deux mains et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.", + "blessures-jambe-mutilee": "Jambe mutilée", + "blessures-jambe-mutilee-description": "Le personnage ne peut plus marcher, ni courir ou sauter et doit s’adapter à son handicap. Le MJ doit augmenter la difficulté des tests concernés.", + "blessures-traumatisme-cranien": "Traumatisme crânien", + "blessures-traumatisme-cranien-description": "Le personnage reçoit un malus de 1 à ses caractéristiques Savoir, Technique et Instinct.", + "blessures-borgne": "Borgne", + "blessures-borgne-description": "Le personnage perd un œil et reçoit un malus de 1 à ses caractéristiques Tir et Perception.", + "blessures-rien": "Rien !", + "blessures-rien-description": "Le personnage est juste à l’agonie et ne reçoit aucune blessure supplémentaire.", + "traumas": "Traumas", + "traumas-insignifiants": "Traumas insignifiants", + "traumas-legers": "Traumas légers", + "traumas-graves": "Traumas graves", + "traumas-lourds": "Traumas Lourds", + "traumas-anxiete": "Anxiété", + "traumas-anxiete-description": "Le personnage est de plus en plus anxieux et s’inquiète de presque tout. Sa confiance est diminuée. Lorsque le PJ prend un risque ou fait face à une situation dangereuse, le MJ peut augmenter la difficulté de ses actions de 1 niveau.", + "traumas-tic": "Tic", + "traumas-tic-description": "Le PJ, dans une situation définie par le MJ, développe un type de mouvement compulsif gênant lors de ses interactions sociales. La difficulté des interactions sociales du personnage peut être augmentée de 1 niveau, au choix du MJ.", + "traumas-perte-confiance": "Perte de confiance", + "traumas-perte-confiance-description": "Le personnage perd un peu de confiance en lui. Pour symbolise cela, une fois par mission, le MJ peut refuser que le PJ récupère des points d’espoir en accomplissant une motivation mineure.", + "traumas-peur-monstre": "Peur du monstre", + "traumas-peur-monstre-description": "Le MJ choisit une créature de l’Anathème que le PJ pourra rencontrer à l’avenir et qu’il a déjà rencontrée au moins une fois. Le personnage a peur de ce monstre. Pour symboliser cela, la créature de l’Anathème bénéficie d’un bonus de 3 en défense et de 3 en réaction.", + "traumas-rituel": "Rituel", + "traumas-rituel-description": "Le MJ et le PJ définissent ensemble un rituel court que le personnage se sent obligé d’accomplir lors d’une situation précise. Par exemple, il peut s’agir de vérifier les systèmes de sa méta-armure avant d’engager un combat, de nettoyer ses armes dès que la situation se calme ou encore de toujours contrôler le nombre de nods et de grenades de ses alliés.", + "traumas-collection": "Collection", + "traumas-collection-description": "Le PJ se sent désormais obligé de collectionner des choses en rapport avec la cause de son trauma. Par exemple, s’il a subi un trauma à cause d’un type de créature, il en collectionne par exemple le crâne ou les dents. S’il a subi un trauma à cause de la perte d’alliés ou d’innocents, il conserve des photos d’eux ou des noms dans un carnet. Cette collection doit être morbide ou inquiétante pour les alliés du PJ.", + "traumas-faiblesse": "Faiblesse", + "traumas-faiblesse-description": "L’esprit du personnage s’étiole doucement et amenuise ses forces. Le PJ choisit une de ses caractéristiques les plus hautes, il doit retirer 1 point à celle-ci.", + "traumas-somatisation": "Somatisation", + "traumas-somatisation-description": "Le trauma du personnage influe sur son physique. Le PJ choisit une des caractéristiques de son aspect Chair, il doit retirer 1 point à celle-ci.", + "traumas-distanciation": "Distanciation", + "traumas-distanciation-description": "Le trauma du personnage influe sur son instinct et sa colère. Le PJ choisit une des caractéristiques de son aspect Bête, il doit retirer 1 point à celle-ci.", + "traumas-reveries": "Rêveries", + "traumas-reveries-description": "Le trauma du personnage amenuise sa concentration. Le PJ choisit une des caractéristiques de son aspect Machine, il doit retirer 1 point à celle-ci.", + "traumas-hypersensibilite": "Hypersensibilité", + "traumas-hypersensibilite-description": "Le trauma du personnage diminue sa faculté à ne pas perdre la face. Le PJ choisit une des caractéristiques de son aspect Dame, il doit retirer 1 point à celle-ci.", + "traumas-trouble-sensitif": "Trouble sensitif", + "traumas-trouble-sensitif-description": "Le trauma du personnage touche ses sens. Le PJ choisit une des caractéristiques de son aspect Masque, il doit retirer 1 point à celle-ci.", + "traumas-dissociation": "Dissociation", + "traumas-dissociation-description": "La personnalité du personnage semble parfois changer brutalement. Une fois par partie, le MJ peut imposer une attitude ou un choix au personnage. Ce comportement ou ce choix sont importants pour lui.", + "traumas-depression": "Dépression", + "traumas-depression-description": "Le personnage entre dans une grave dépression après les événements. Pour symboliser cela, toutes ses récupérations d’espoir sont minorées de 1.", + "traumas-paranoia": "Paranoïa", + "traumas-paranoia-description": "Le trauma du PJ développe en lui un sentiment de paranoïa. Il est la cible de quelque chose, tous s’unissent contre lui. Le PJ ne donne plus sa confiance et ne peut jamais participer à une entraide ou en bénéficier.", + "traumas-trouble-memoriel": "Trouble mémoriel", + "traumas-trouble-memoriel-description": "Le personnage perd le nom et le visage de plusieurs personnes de son entourage, allant jusqu’à oublier leur nom et leur rôle dans sa vie. Le personnage perd 3 contacts au choix du MJ. Il ne se souvient plus d’eux.", + "traumas-addiction": "Addiction", + "traumas-addiction-description": "Le personnage développe une addiction à une substance lui permettant d’apaiser son esprit et d’oublier sa douleur psychique. La substance (alcool, drogue) provoque chez le personnage un état spécifique (à définir avec le MJ) qui lui donne un malus de 3 dés lors d’une situation de type combat, enquête, interaction sociale ou encore poursuite. Les effets persistent une journée. Tant que le personnage n’a pas recours à la substance, il ne peut pas regagner de points d’espoir et subit une sensation de manque.", + "traumas-hallucinations": "Hallucinations", + "traumas-hallucinations-description": "Le personnage se met à avoir régulièrement des hallucinations, voyant des choses ou des personnes absentes, entendant des voix ou des musiques irréelles. Une fois par partie, le MJ peut prendre le personnage à part et lui décrire l’hallucination qu’il subit. Celle-ci peut survenir n’importe quand et durer jusqu’à une scène entière.", + "traumas-anatheme": "Anathème", + "traumas-anatheme-description": "Quelque chose est entré dans l’esprit du personnage et ébranle peu à peu ses plus hautes compétences. Le personnage perd 2 points dans sa caractéristique la plus haute.", + "traumas-abattement": "Abattement", + "traumas-abattement-description": "La force physique du personnage est brisée par son trauma, comme si son corps subissait à la place de son esprit. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Chair.", + "traumas-decouragement": "Découragement", + "traumas-decouragement-description": "Le chevalier ne trouve plus le courage de se battre, sa motivation disparaît doucement au profit d’une résignation qui ne lui ressemble pas. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Bête.", + "traumas-oubli": "Découragement", + "traumas-oubli-description": "Suite au trauma, le personnage oublie des pans entiers de sa culture et de ses connaissances académiques. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Machine.", + "traumas-phobie-sociale": "Phobie sociale", + "traumas-phobie-sociale-description": "Le personnage se met à craindre le regard et le jugement des autres. Il doit faire des efforts titanesques pour s’adresser à autrui. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Dame.", + "traumas-perte-controle": "Perte de contrôle", + "traumas-perte-controle-description": "Les sens du personnage et son corps semblent de moins en moins lui obéir. Le personnage retire 1 point dans deux de ses caractéristiques sous l’aspect Masque.", + "domaine-artistique": "Domaine Artistique", + "art-effet-pratique": "Effet de pratique", + "art-qualite": "Qualité", + "art-bonus": "Bonus", + "art-qualite-apprenti": "Apprenti", + "art-qualite-apprenti-score": "(3 à 5)", + "art-qualite-initie": "Initié", + "art-qualite-initie-score": "(6 à 8)", + "art-qualite-maitre": "Maître", + "art-qualite-maitre-score": "(9+)", + "art-effet-d'oeuvre": "Effet d'Oeuvre", + "oeuvres-arts-en-creation": "Oeuvres d'arts en créations", + "art-duree": "Durée", + "art-oeuvre": "Oeuvre", + "oeuvres-d'arts-crees": "Oeuvres d'arts créées", + "cartes-destins": "Cartes du Destin", + "capacites-heroiques": "Capacités héroïques", + "aucune": "Aucune", + "action-deplacement": "Action de déplacement", + "action-combat": "Action de combat", + "vehicule-manoeuvrabilite": "Manoeuvrabilité", + "vehicule-vitesse": "Vitesse", + "vehicule-equipage": "Equipage", + "pilotage": "Pilotage", + "des": "Dés", + "protection-energie": "Protections et Énergie", + "vehicule-poste": "Poste", + "succes": "Succès", + "mode-ghost-active": "Mode Ghost : Activé", + "taille-mode-goliath": "Taille du mode Goliath", + "bonus-goliath": "Bonus Goliath", + "effet": "Effet", + "resultat": "Résultat", + "style": "Style", + "bonus-divers": "Bonus Divers", + "effets-de-l'arme": "Effets de l'Arme", + "depense-d'energie": "Dépense d'énergie", + "ameliorations-de-l'arme": "Améliorations de l'Arme", + "bonus-od-force": "Bonus OD Force", + "bonus-od-discretion": "Bonus OD Discrétion", + "cadence-cibles-multiples-3": "(Cibles multiples, -3)", + "canon-long-portee-moyenne": "Canon Long (Portée Moyenne)", + "canon-long-details": "Canon Long (Portée Courte : +3 Difficulté)", + "chambre-double-cadence-2-cibles-multiples": "ChambreDouble (Cadence 2) (Cibles multiples, -3)", + "interface-de-guidage-tir-securite": "Interface de Guidage (Tir en Sécurité)", + "lunette-intelligente-details": "Lunette Intelligente (+1 Portée)", + "munitions-hyper-velocite-details": "Munitions à Hyper Velocite (Assistance à l'Attaque)", + "munitions-iem-parasitage": "Munitions IEM (Parasitage 2)", + "munitions-subsoniques-details": "Munitions Subsoniques (Silencieux)", + "protection-d'arme-details": "Protection d'Arme (Reaction +2)", + "systeme-refroidissement-details": "Système de Refroidissement (Tir en Rafale + Barrage 1)", + "canon-raccourci-details": "Canon Raccourci (Portée Courte : Dispersion 3 / Sinon : +3 Difficulté)", + "rouages-casses-graves": "Rouages Cassés Gravés", + "sillons-formant-des-lignes-et-des-fleches": "Sillons Formant des Lignes et des Flèches", + "assassine-details": "Assassine (Silencieux)", + "barbelee-details": "Barbelée (Meutrier)", + "connectee-details": "Connectée (Assistance à l'attaque)", + "electrifiee-details": "Électrifiée (Choc 1)", + "indestructible-details": "Indestructible", + "jumelle-details": "Jumelle (Jumelé Akimbo)", + "lumineuse-details": "Lumineuse (Lumière 2)", + "massive-details": "Massive (Défense -1)", + "protectrice-details": "Protectrice (Défensif)", + "soeur-details": "Soeur (Jumelé Ambidextrie)", + "sournoise-details": "Sournoise (Orfevrerie)", + "arabesques-iridescentes-details": "Arabesques Iridescentes (Lumière +1)", + "armure-gravee-details": "Armure Gravée (CdF +2)", + "bouclier-grave-details": "Bouclier Gravé (Défense +1)", + "code-knight-grave-details": "Code du Knight Gravé (-1 Perte d'Espoir)", + "crane-rieur-grave-details": "Crâne Rieur Gravé (Oblitération)", + "chrome-avec-lignes-lumineuses-avec-malus-details": "Chromes avec Lignes Lumineuses et Colorées (Cadence 2, Cibles multiples, -3)", + "faucon-plumes-luminescentes-details": "Faucon et Plumes Luminescentes (Anti-Anathème)", + "cadence-une-cible-aucun-malus": "(Une cible, aucun malus)", + "chambre-double-cadence-2-une-cible": "Chambre Double (Cadence 2) (Une cible, aucun malus)", + "aspect-mineur": "Aspect Mineur", + "aspect-mineur-bete-contact": "Aspect Mineur (Bête/Contact)", + "munitions-iem-details": "Munitions IEM (Parasitage 2)", + "aspect-exceptionnel": "Aspect Exceptionnel", + "malus/bonus": "Malus/Bonus", + "chrome-avec-lignes-lumineuses-sans-malus-details": "Chromes avec Lignes Lumineuses et Colorées (Cadence 2, Une cible, aucun malus)", + "bonus-bete-mineur": "Bonus Bête Mineur", + "bonus-bete-majeur": "Bonus Bête Majeur", + "barbarian-mode-goliath": "Mode Goliath", + "bard-apparence": "Apparence", + "bard-faux-êtres": "Faux-Êtres", + "bard-desactivation-explosive": "Désactivation explosive", + "degats/violence": "Dégâts / Violence", + "monk-mode-cea": "Mode Céa", + "monk-vague-d'energie": "Vague d'énergie", + "monk-salve-d'energie": "Salve d'énergie", + "monk-rayon-d'energie": "Rayon d'énergie", + "paladin-champ-de-force-shrine": "Champ de Force Shrine", + "paladin-mode-watchtower": "Mode Watchtower", + "paladin-lente-et-lourde": "Lente et Lourde", + "paladin-lente-et-lourde-description": "La méta-armure ne peut pas utiliser de module de course, de déplacement ou de saut. En outre, il peut être risqué de passer sur certains types de sols, trop fragiles. La difficulté des tests base Discrétion et Déplacement avec la méta-armure Paladin est toujours augmentée d'un niveau.", + "priest-mode-mechanic": "Mode Mechanic", + "distance-portee-longue": "Distance (Portée Longue)", + "priest-mode-nanoc": "Mode NanoC", + "priest-creations": "Créations", + "psion-mode-puppet-master": "Mode Puppet Master", + "psion-ordre-donne": "Ordre Donné", + "psion-mode-discord": "Mode Discord", + "psion-mode-windtalker": "Mode Windtalker", + "ranger-vision": "Vision", + "wizard-mode-borealis": "Mode Boréalis", + "sur-vehicule": "Sur Véhicule", + "bonus-style-couvert": "+2 en réaction\n-3D en attaques", + "bonus-style-agressif": "+3D en attaque\n-2 en réaction et en défense", + "bonus-style-akimbo": "Armes identiques\nDés de dégâts x2\n-3D en attaque", + "bonus-style-ambidextre": "Deux attaques\n-3D en attaque", + "bonus-style-defensif": "+2 en défense\n-3D en attaque", + "bonus-style-precis": "Arme de contact avec l'effet deux mains\n+1 Caractéristique parmi Dextérité, Savoir, Instinct ou Sang-Froid (sans OD)\nUtilise action de combat + déplacement (Nécessite arme à deux mains)", + "bonus-style-pilonnage": "Arme de tir avec l'effet deux mains\n+1D de Dégâts ou de Violence par tir successif sur la même cible (au-delà de 1), maximum 6\n-2 dés en attaques", + "bonus-style-puissant": "Arme de contact avec l'effet lourd\nPermet de sacrifier 1D en attaque contre un bonus de 1D en dégâts ou violence (maximum 6)\n-2 en réaction et en défense", + "bonus-style-suppression": "Arme de tir avec l'effet lourd\nPermet de sacrifier 2D de dégâts pour diminuer de 1D de dégâts les dégâts adverse lors du prochain tour, maximum 6D sacrifiés.\nPermet de sacrifier 2D de violence pour diminuer le débordement d'une bande pour le tour en cours de 1, maximum 8D sacrifiés", + "tour": "Tour", + "tours": "Tours", + "distance": "Distance", + "attaque-depuis-les-ombres": "Attaque depuis les ombres", + "wizard-affecte-uniquement-anatheme": "Affecte uniquement les créatures de l'Anathème", + "bonus-warrior": "Bonus Warrior", + "+1 Caractéristique": "+1 Caractéristique", + "+2 Caractéristique": "+2 Caractéristiques", + "bonus-en": "Bonus en", + "style-suppression-malus-inflige-degats": "Style Suppression : Malus infligé aux Hostiles, Salopards et Patrons ciblé(s) en dégâts", + "style-suppression-malus-inflige-violence": "Style Suppression : Malus infligé à la bande, au débordement", + "malus-aux-degats": "Malus aux dégâts", + "malus-a-la-violence": "Malus à la violence", + "pilotage-de": "Pilotage de", + "choc-automatique-si-chair": "Choc automatique si chair", + "grenade-avancee": "Grenade avancée", + "mecha-armure": "Mécha-Armure", + "mecha-armures": "Mécha-Armures", + "puissance": "Puissance", + "senseurs": "Senseurs", + "systemes": "Systèmes", + "autoreparation": "Autoréparation", + "test-autoreparation": "Test d'Autoréparation", + "autre": "Autre", + "archangel": "Archangel", + "nephilim": "Nephilim", + "demon": "Demon", + "blindage": "Blindage", + "blindage-repare": "Blindage réparé", + "noyau": "Noyau", + "noyaux": "Noyaux", + "noyaux-d-energie": "Noyaux d'énergie", + "gabriel": "Gabriel", + "raphael": "Raphaël", + "og": "OG", + "anak": "Anak", + "djinn": "Djinn", + "asura": "Asura", + "briser-resilience": "Briser la résilience", + "souffle-demoniaque": "Souffle démoniaque", + "boucliers-amrita": "Boucliers Amrita", + "offering": "Offering", + "curse": "Curse", + "depense-noyaux-energie": "Dépense de noyaux d'énergie", + "pod-miracle": "Pod Miracle", + "resistance-pod": "Résistance du Pod", + "drones-evacuation": "Drones d'évacuation", + "zone-entiere": "Zone entière", + "pod-invulnerabilite": "Pod d'Invulnérabilité", + "degats-violence-requis": "Dégâts/Violence requis", + "chair-bete-requis": "Chair/Bête requis", + "invulnerabilite": "Invulnérabilité", + "station-defense-automatisee": "Station de défense automatisée", + "sans-limite": "Sans limite", + "pod-missile": "Pod missile", + "pod-roquette": "Pod roquette", + "missile-jericho": "Missile Jericho", + "mode-siege-tower": "Mode Siège Tower", + "module-wraith": "Module Wraith", + "type-jet": "Type de jet", + "nanobrume": "Nanobrume", + "poings-soniques": "Poings soniques", + "poings-soniques-effets": "Après une attaque contre une cible unique (et après avoir appliqué les dégâts), le Demon peut toujours appliquer la violence des poings soniques à une bande située à portée contact ou courte courte.", + "choc-soniques": "Choc sonique", + "vol-mark-iv": "Vol Mark IV", + "saut-mark-iv": "Saut Mark IV", + "module-emblem": "Module Emblem", + "hauteur": "Hauteur", + "vague-soin": "Vague de soin", + "drones-airain": "Drones d'Airain", + "module-inferno": "Module Inferno", + "canon-metatron": "Canon Métatron", + "canon-magma": "Canon Magma", + "lames-cinetiques-geantes": "Lames cinétiques géantes", + "lames-cinetiques-geantes-effets": "Spécial – Le Demon peut dépenser 1 noyau d’énergie pour obtenir l’effet pénétrant 10. Il peut aussi en dépenser 2 pour obtenir l’effet ignore CdF.", + "canon-noe": "Canon Noé", + "mitrailleuse-surtur": "Mitrailleuse Surtur", + "tourelles-lasers-automatisees": "Tourelles lasers automatisées", + "degats-si-surprise": "Dégâts (Si surprise)", + "duree-en-tours": "Durée (en tours)", + "noyau-x-depense-s": "Noyau(x) dépensé(s)", + "si-bonus-degats-violence": "Si bonus Dégâts/Violence", + "si-malus-degats-violence": "Si malus Dégâts/Violence", + "si-baisse-resilience": "Si baisse résilience", + "si-choc": "Si choc", + "capacite-ultime": "Capacité ultime", + "capacite-passive": "Passive", + "capacite-active": "Active" +} diff --git a/L5R 5th Edition Unofficial/translations/ca.json b/L5R 5th Edition Unofficial/translations/ca.json new file mode 100644 index 0000000000..20a527c1d4 --- /dev/null +++ b/L5R 5th Edition Unofficial/translations/ca.json @@ -0,0 +1,281 @@ +{ + "character-name-u": "Character Name", + "player-name-u": "Player Name", + "clan-u": "Clan", + "family-u": "Family", + "school-u": "School", + "school-rank-u": "School Rank", + "roles-u": "Roles", + "honour-u": "Honour", + "glory-u": "Glory", + "status-u": "Status", + "advantages-disadvantages-u": "Advantages and Disadvantages", + "skills-u": "Skills", + "techniques-u": "Techniques", + "equipment-u": "Equipment", + "endurance-u": "Endurance", + "fatigue-u": "Fatigue", + "composure-u": "Composure", + "strife-u": "Strife", + "focus-u": "Focus", + "vigilance-u": "Vigilance", + "void-points-u": "Void Points", + "air-u": "Air", + "earth-u": "Earth", + "fire-u": "Fire", + "water-u": "Water", + "void-u": "Void", + "current-u": "Current", + "max-u": "Max", + "ninjo-u": "Ninjo", + "giri-u": "Giri", + "distinctions-u": "Distinctions", + "adversities-u": "Adversities", + "passions-u": "Passions", + "anxieties-u": "Anxieties", + "personality-habits-quirks-u": "Personality, Habits & Quirks", + "stances-u": "Stances", + "stances-text-u": "(Stances can only be applied during conflicts)", + "air-stance-u": "AIR STANCE", + "earth-stance-u": "EARTH STANCE", + "fire-stance-u": "FIRE STANCE", + "water-stance-u": "WATER STANCE", + "void-stance-u": "VOID STANCE", + "air-stance-text-u": "+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).", + "earth-stance-text-u": "Others cannot spend opportunity to inflict critical strikes or conditions on you.", + "fire-stance-text-u": "If you succeed, +1 bonus success per strife-symbol.", + "water-stance-text-u": "Perform a second action on your turn that does not require a check or share a type with your first action.", + "void-stance-text-u": "You do not receive strife from strife-symbols on checks", + "name-u": "Name", + "rank-u": "Rank", + "bonus-u": "Bonus", + "artisan-u": "Artisan", + "aesthetics-u": "Aesthetics", + "composition-u": "Composition", + "design-u": "Design", + "smithing-u": "Smithing", + "refine-u": "Refine", + "restore-u": "Restore", + "invent-u": "Invent", + "adapt-u": "Adapt", + "attune-u": "Attune", + "social-u": "Social", + "command-u": "Command", + "courtesy-u": "Courtesy", + "games-u": "Games", + "performance-u": "Performance", + "trick-u": "Trick", + "reason-u": "Reason", + "incite-u": "Incite", + "charm-u": "Charm", + "enlighten-u": "Enlighten", + "trade-u": "Trade", + "commerce-u": "Commerce", + "labor-u": "Labor", + "seafaring-u": "Seafaring", + "skulduggery-u": "Skulduggery", + "survival-u": "Survival", + "con-u": "Con", + "produce-u": "Produce", + "innovate-u": "Innovate", + "exchange-u": "Exchange", + "subsist-u": "Subsist", + "martial-u": "Martial", + "fitness-u": "Fitness", + "ma-melee-u": "Martial Arts [Melee]", + "ma-ranged-u": "Martial Arts [Ranged]", + "ma-unarmed-u": "Martial Arts [Unarmed]", + "meditation-u": "Meditation", + "tactics-u": "Tactics", + "feint-u": "Feint", + "withstand-u": "Withstand", + "overwhelm-u": "Overwhelm", + "shift-u": "Shift", + "sacrifice-u": "Sacrifice", + "scholar-u": "Scholar", + "culture-u": "Culture", + "government-u": "Government", + "medicine-u": "Medicine", + "sentiment-u": "Sentiment", + "theology-u": "Theology", + "analyze-u": "Analyze", + "recall-u": "Recall", + "theorize-u": "Theorize", + "survey-u": "Survey", + "sense-u": "Sense", + "explosive-success-u": "Explosive Success", + "opportunity-u": "Opportunity", + "success-u": "Success", + "total-xp-u": "Total XP", + "spent-xp-u": "Spent XP", + "saved-xp-u": "Saved XP", + "advancement-u": "Advancement", + "skill-u": "Skill", + "ring-u": "Ring", + "technique-u": "Technique", + "exp-cost-u": "Exp Cost", + "skill-cost-u": "2 x New Level", + "ring-cost-u": "3 x New Level", + "technique-cost-u": "3 (unless specified)", + "restrictions-u": "Restrictions", + "skill-restricitons-u": "Maximum value 5", + "ring-restricitons-u": "Max = Void + lowest ring", + "technique-restricitons-u": "Observe School and technique restriction", + "rank-1-u": "Rank 1", + "rank-2-u": "Rank 2", + "rank-3-u": "Rank 3", + "rank-4-u": "Rank 4", + "rank-5-u": "Rank 5", + "rank-6-u": "Rank 6", + "exp-spent-rank-1-u": "EXP Spent on Rank 1 Teachings", + "exp-spent-rank-2-u": "EXP Spent on Rank 2 Teachings", + "exp-spent-rank-3-u": "EXP Spent on Rank 3 Teachings", + "exp-spent-rank-4-u": "EXP Spent on Rank 4 Teachings", + "exp-spent-rank-5-u": "EXP Spent on Rank 5 Teachings", + "exp-spent-outside-school-u": "½ EXP Spent outside of School Teachings", + "total-exp-spent-rank-1-u": "Total EXP Spent at Rank 1 (20)", + "total-exp-spent-rank-2-u": "Total EXP Spent at Rank 2 (24)", + "total-exp-spent-rank-3-u": "Total EXP Spent at Rank 3 (32)", + "total-exp-spent-rank-4-u": "Total EXP Spent at Rank 4 (44)", + "total-exp-spent-rank-5-u": "Total EXP Spent at Rank 5 (60)", + "mastery-ability-u": "Mastery Ability", + "title-mastery-ability-u": "Title Mastery Ability", + "extracurricular-advances-u": "Extracurricular Advances", + "title-advances-u": "Title Advances", + "total-exp-spent-title-u": "Total EXP Spent on Title", + "exp-spent-u": "Exp Spent", + "techniques-actions-u": "Techniques (New Actions)", + "name:-u": "Name:", + "page-number-u": "Page:", + "effects-u": "Effects", + "effects-box-u": "Effects of technique", + "new-opportunity-u": "New Opportunities", + "new-opportunity-box-u": "Add new opportunities", + "techniques-opportunities-u": "Techniques (New Opportunities)", + "activation-u": "Activation (Action/Check)", + "check-u": "Activation (Check)", + "weapons-u": "Weapons", + "damage-deadliness-u": "Damage/Deadliness", + "range-u": "Range", + "qualities-u": "Qualities", + "armor-u": "Armor", + "protection-type-resistance-u": "Protection Type (Resistance)", + "equipment-relationships-notes-u": "Equipment, Relationships & Notes", + "roll-ring-dice-u": "Roll Ring Dice", + "roll-skill-dice-u": "Roll Skill Dice", + "ring-dice-u": "Ring Dice", + "skill-dice-u": "Skill Dice", + "roll-explosive-dice-u": "To roll explosive die, click 'Roll Ring/Skill Dice' button on your sheet", + "keep-up-to-u": "Keep up to", + "activation:-u": "Activation:", + "check:-u": "Check:", + "effects:-u": "Effects:", + "opportunities:-u": "Opportunities:", + "dice-u": "dice", + "print-technique-u": "Print technique in chat", + "part-1-u": "PART I: CORE IDENTITY (CLAN & FAMILY)", + "part-2-u": "PART II: ROLE & SCHOOL", + "part-3-u": "PART III: HONOR & GLORY", + "part-4-u": "PART IV: STRENGTHS & WEAKNESSES", + "part-5-u": "PART V: PERSONALITY & BEHAVIOR", + "part-6-u": "PART VI: ANCESTRY & FAMILY", + "part-7-u": "PART VII: DEATH", + "part-8-u": "PART VIII: GENERATE CHARACTER", + "question-1-u": "What clan does your character belong to? (p. 41)", + "question-2-u": "What family does your character belong to? (p. 49)", + "question-3-u": "What is your character’s school, and what roles does that school fall into? (p. 56)", + "question-4-u": "How does your character stand out within their school? (p. 88)", + "question-5-u": "Who is your lord and what is your character’s duty to them? (Select Giri) (p. 88)", + "question-6-u": "What does your character long for, and how might this impede their duty? (Select Ninjō) (p. 90)", + "question-7-u": "What is your character’s relationship with their clan? (p. 91)", + "question-8-u": "What does your character think of Bushidō? (p. 91)", + "question-9-u": "What is your character’s greatest accomplishment so far? (p. 92)", + "question-10-u": "What holds your character back the most in life? (p. 92)", + "question-11-u": "What activity most makes your character feel at peace? (p. 92)", + "question-12-u": "What concern, fear, or foible troubles your character the most? (p. 93)", + "question-13-u": "Who has your character learned the most from during their life? (p. 93)", + "question-14-u": "What do people notice first upon encountering your character? (p. 93)", + "question-15-u": "How does your character react to stressful situations? (p. 94)", + "question-16-u": "What are your character’s preexisting relationships with other clans, families, organizations, and traditions? (p. 94)", + "question-17-u": "How would your character’s parents describe them? (p. 95)", + "question-18-u": "Who was your character named to honour? (p. 95)", + "question-19-u": "What is your character’s personal name? (p. 95)", + "question-20-u": "How should your character die? (p. 95)", + "ring-increase-u": "Ring increase", + "choose-one-u": "Choose one", + "skill-increase-u": "Skill increase", + "starting-wealth-u": "Starting Wealth:", + "technique-types-available-u": "Technique types available", + "kata-u": "KATA", + "kiho-u": "KIHŌ", + "invocations-u": "INVOCATIONS", + "rituals-u": "RITUALS", + "shui-u": "SHŪJI", + "maho-u": "MAHŌ", + "ninjutsu-u": "NINJUTSU", + "starting-techniques-u": "Starting techniques", + "school-ability-u": "School ability", + "starting-outfit-u": "Starting outfit", + "capital-or-u": "OR", + "glory-increase-u": "Glory increase", + "honour-increase-u": "Honour increase", + "distinction-u": "Distinction", + "passion-u": "Passion", + "anxiety-u": "Anxiety", + "adversity-u": "Adversity", + "disadvantage-u": "Disadvantage", + "advantage-u": "Advantage", + "personal-accoutrement-u": "Personal accoutrement", + "item-rarity-lower-u": "Item (Rarity 7 or lower)", + "d10-result-u": "D10 result", + "20-qs-u": "20 Questions", + "twenty-questions-u": "Twenty Questions", + "20-qs-description-u": "You can use this to keep your notes of the twenty questions. The questions are found in the Core Rulebook with more detailed information (L5R RPG Core Rulebook, Chapter 2: Creating a Character p. 41–95)", + "20-qs-auto-generated-text-u": "At the end of this sheet there is a generate button that will fill in fields on the sheet. This will overwrite any earlier inputs, so use with care.", + "20-qs-generate-u": "Click to generate your character. Will overwrite earlier inputs in the sheet", + "generate-character-u": "Generate character", + "yes-u": "Yes", + "are-you-sure-u": "Are you sure?", + "damage-u": "Damage", + "deadliness-u": "Deadliness", + "grips-u": "Grips", + "damage:-u": "Damage:", + "deadliness:-u": "Deadliness:", + "range:-u": "Range:", + "grips:-u": "Grips:", + "qualities:-u": "Qualities:", + "approach-u": "Approach", + "none-u": "None", + "this-is-how-you-should-die-u": "This is how you should die", + "koku-u": "Koku", + "bu-u": "Bu", + "zeni-u": "Zeni", + "wealth-u": "Wealth", + "wealth-conversion-koku-rice-u": "1 Koku = 1 year of rice", + "wealth-conversion-koku-bu-u": "1 Koku = 5 Bu", + "wealth-conversion-bu-zeni-u": "1 Bu = 10 Zeni", + "relationships-u": "Relationships", + "notes-u": "Notes", + "character-description-u": "Character description", + "demeanor-ambitious-u": "Ambitious - Fire +2, Water -2", + "demeanor-assertive-u": "Assertive - Earth +2, Air -2", + "demeanor-covetous-u": "Covetous - Earth +2, Water -2", + "demeanor-curious-u": "Curious - Void +2, Air -2", + "demeanor-detached-u": "Detached - Fire +1, Earth -1", + "demeanor-fanatical-u": "Fanatical - Earth +2, Air -1", + "demeanor-gruff-u": "Gruff - Air +2, Earth -2", + "demeanor-inquisitive-u": "Inquisitive - Earth +2, Air -2", + "demeanor-intimidating-u": "Intimidating - Fire +1, Air -1", + "demeanor-scheming-u": "Scheming - Fire +2, Water -1", + "demeanor-shrewd-u": "Shrewd - Air +2, Fire -2", + "demeanor-skittish-u": "Skittish - Fire +2, Earth -2", + "demeanor-territorial-u": "Territorial - Fire +2, Air -2", + "demeanor-custom-u": "Custom demeanor", + "choose-demeanor-u": "Choose demeanor", + "dice-rolling-u": "Dice rolling", + "action-parentheses-u": "(Action)", + "opportunity-parentheses-u": "(Opportunity)", + "activation-box-u": "Requirement for activation", + "type:-u": "Type:", + "print-u": "Print" +} \ No newline at end of file diff --git a/L5R 5th Edition Unofficial/translations/hu.json b/L5R 5th Edition Unofficial/translations/hu.json new file mode 100644 index 0000000000..20a527c1d4 --- /dev/null +++ b/L5R 5th Edition Unofficial/translations/hu.json @@ -0,0 +1,281 @@ +{ + "character-name-u": "Character Name", + "player-name-u": "Player Name", + "clan-u": "Clan", + "family-u": "Family", + "school-u": "School", + "school-rank-u": "School Rank", + "roles-u": "Roles", + "honour-u": "Honour", + "glory-u": "Glory", + "status-u": "Status", + "advantages-disadvantages-u": "Advantages and Disadvantages", + "skills-u": "Skills", + "techniques-u": "Techniques", + "equipment-u": "Equipment", + "endurance-u": "Endurance", + "fatigue-u": "Fatigue", + "composure-u": "Composure", + "strife-u": "Strife", + "focus-u": "Focus", + "vigilance-u": "Vigilance", + "void-points-u": "Void Points", + "air-u": "Air", + "earth-u": "Earth", + "fire-u": "Fire", + "water-u": "Water", + "void-u": "Void", + "current-u": "Current", + "max-u": "Max", + "ninjo-u": "Ninjo", + "giri-u": "Giri", + "distinctions-u": "Distinctions", + "adversities-u": "Adversities", + "passions-u": "Passions", + "anxieties-u": "Anxieties", + "personality-habits-quirks-u": "Personality, Habits & Quirks", + "stances-u": "Stances", + "stances-text-u": "(Stances can only be applied during conflicts)", + "air-stance-u": "AIR STANCE", + "earth-stance-u": "EARTH STANCE", + "fire-stance-u": "FIRE STANCE", + "water-stance-u": "WATER STANCE", + "void-stance-u": "VOID STANCE", + "air-stance-text-u": "+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).", + "earth-stance-text-u": "Others cannot spend opportunity to inflict critical strikes or conditions on you.", + "fire-stance-text-u": "If you succeed, +1 bonus success per strife-symbol.", + "water-stance-text-u": "Perform a second action on your turn that does not require a check or share a type with your first action.", + "void-stance-text-u": "You do not receive strife from strife-symbols on checks", + "name-u": "Name", + "rank-u": "Rank", + "bonus-u": "Bonus", + "artisan-u": "Artisan", + "aesthetics-u": "Aesthetics", + "composition-u": "Composition", + "design-u": "Design", + "smithing-u": "Smithing", + "refine-u": "Refine", + "restore-u": "Restore", + "invent-u": "Invent", + "adapt-u": "Adapt", + "attune-u": "Attune", + "social-u": "Social", + "command-u": "Command", + "courtesy-u": "Courtesy", + "games-u": "Games", + "performance-u": "Performance", + "trick-u": "Trick", + "reason-u": "Reason", + "incite-u": "Incite", + "charm-u": "Charm", + "enlighten-u": "Enlighten", + "trade-u": "Trade", + "commerce-u": "Commerce", + "labor-u": "Labor", + "seafaring-u": "Seafaring", + "skulduggery-u": "Skulduggery", + "survival-u": "Survival", + "con-u": "Con", + "produce-u": "Produce", + "innovate-u": "Innovate", + "exchange-u": "Exchange", + "subsist-u": "Subsist", + "martial-u": "Martial", + "fitness-u": "Fitness", + "ma-melee-u": "Martial Arts [Melee]", + "ma-ranged-u": "Martial Arts [Ranged]", + "ma-unarmed-u": "Martial Arts [Unarmed]", + "meditation-u": "Meditation", + "tactics-u": "Tactics", + "feint-u": "Feint", + "withstand-u": "Withstand", + "overwhelm-u": "Overwhelm", + "shift-u": "Shift", + "sacrifice-u": "Sacrifice", + "scholar-u": "Scholar", + "culture-u": "Culture", + "government-u": "Government", + "medicine-u": "Medicine", + "sentiment-u": "Sentiment", + "theology-u": "Theology", + "analyze-u": "Analyze", + "recall-u": "Recall", + "theorize-u": "Theorize", + "survey-u": "Survey", + "sense-u": "Sense", + "explosive-success-u": "Explosive Success", + "opportunity-u": "Opportunity", + "success-u": "Success", + "total-xp-u": "Total XP", + "spent-xp-u": "Spent XP", + "saved-xp-u": "Saved XP", + "advancement-u": "Advancement", + "skill-u": "Skill", + "ring-u": "Ring", + "technique-u": "Technique", + "exp-cost-u": "Exp Cost", + "skill-cost-u": "2 x New Level", + "ring-cost-u": "3 x New Level", + "technique-cost-u": "3 (unless specified)", + "restrictions-u": "Restrictions", + "skill-restricitons-u": "Maximum value 5", + "ring-restricitons-u": "Max = Void + lowest ring", + "technique-restricitons-u": "Observe School and technique restriction", + "rank-1-u": "Rank 1", + "rank-2-u": "Rank 2", + "rank-3-u": "Rank 3", + "rank-4-u": "Rank 4", + "rank-5-u": "Rank 5", + "rank-6-u": "Rank 6", + "exp-spent-rank-1-u": "EXP Spent on Rank 1 Teachings", + "exp-spent-rank-2-u": "EXP Spent on Rank 2 Teachings", + "exp-spent-rank-3-u": "EXP Spent on Rank 3 Teachings", + "exp-spent-rank-4-u": "EXP Spent on Rank 4 Teachings", + "exp-spent-rank-5-u": "EXP Spent on Rank 5 Teachings", + "exp-spent-outside-school-u": "½ EXP Spent outside of School Teachings", + "total-exp-spent-rank-1-u": "Total EXP Spent at Rank 1 (20)", + "total-exp-spent-rank-2-u": "Total EXP Spent at Rank 2 (24)", + "total-exp-spent-rank-3-u": "Total EXP Spent at Rank 3 (32)", + "total-exp-spent-rank-4-u": "Total EXP Spent at Rank 4 (44)", + "total-exp-spent-rank-5-u": "Total EXP Spent at Rank 5 (60)", + "mastery-ability-u": "Mastery Ability", + "title-mastery-ability-u": "Title Mastery Ability", + "extracurricular-advances-u": "Extracurricular Advances", + "title-advances-u": "Title Advances", + "total-exp-spent-title-u": "Total EXP Spent on Title", + "exp-spent-u": "Exp Spent", + "techniques-actions-u": "Techniques (New Actions)", + "name:-u": "Name:", + "page-number-u": "Page:", + "effects-u": "Effects", + "effects-box-u": "Effects of technique", + "new-opportunity-u": "New Opportunities", + "new-opportunity-box-u": "Add new opportunities", + "techniques-opportunities-u": "Techniques (New Opportunities)", + "activation-u": "Activation (Action/Check)", + "check-u": "Activation (Check)", + "weapons-u": "Weapons", + "damage-deadliness-u": "Damage/Deadliness", + "range-u": "Range", + "qualities-u": "Qualities", + "armor-u": "Armor", + "protection-type-resistance-u": "Protection Type (Resistance)", + "equipment-relationships-notes-u": "Equipment, Relationships & Notes", + "roll-ring-dice-u": "Roll Ring Dice", + "roll-skill-dice-u": "Roll Skill Dice", + "ring-dice-u": "Ring Dice", + "skill-dice-u": "Skill Dice", + "roll-explosive-dice-u": "To roll explosive die, click 'Roll Ring/Skill Dice' button on your sheet", + "keep-up-to-u": "Keep up to", + "activation:-u": "Activation:", + "check:-u": "Check:", + "effects:-u": "Effects:", + "opportunities:-u": "Opportunities:", + "dice-u": "dice", + "print-technique-u": "Print technique in chat", + "part-1-u": "PART I: CORE IDENTITY (CLAN & FAMILY)", + "part-2-u": "PART II: ROLE & SCHOOL", + "part-3-u": "PART III: HONOR & GLORY", + "part-4-u": "PART IV: STRENGTHS & WEAKNESSES", + "part-5-u": "PART V: PERSONALITY & BEHAVIOR", + "part-6-u": "PART VI: ANCESTRY & FAMILY", + "part-7-u": "PART VII: DEATH", + "part-8-u": "PART VIII: GENERATE CHARACTER", + "question-1-u": "What clan does your character belong to? (p. 41)", + "question-2-u": "What family does your character belong to? (p. 49)", + "question-3-u": "What is your character’s school, and what roles does that school fall into? (p. 56)", + "question-4-u": "How does your character stand out within their school? (p. 88)", + "question-5-u": "Who is your lord and what is your character’s duty to them? (Select Giri) (p. 88)", + "question-6-u": "What does your character long for, and how might this impede their duty? (Select Ninjō) (p. 90)", + "question-7-u": "What is your character’s relationship with their clan? (p. 91)", + "question-8-u": "What does your character think of Bushidō? (p. 91)", + "question-9-u": "What is your character’s greatest accomplishment so far? (p. 92)", + "question-10-u": "What holds your character back the most in life? (p. 92)", + "question-11-u": "What activity most makes your character feel at peace? (p. 92)", + "question-12-u": "What concern, fear, or foible troubles your character the most? (p. 93)", + "question-13-u": "Who has your character learned the most from during their life? (p. 93)", + "question-14-u": "What do people notice first upon encountering your character? (p. 93)", + "question-15-u": "How does your character react to stressful situations? (p. 94)", + "question-16-u": "What are your character’s preexisting relationships with other clans, families, organizations, and traditions? (p. 94)", + "question-17-u": "How would your character’s parents describe them? (p. 95)", + "question-18-u": "Who was your character named to honour? (p. 95)", + "question-19-u": "What is your character’s personal name? (p. 95)", + "question-20-u": "How should your character die? (p. 95)", + "ring-increase-u": "Ring increase", + "choose-one-u": "Choose one", + "skill-increase-u": "Skill increase", + "starting-wealth-u": "Starting Wealth:", + "technique-types-available-u": "Technique types available", + "kata-u": "KATA", + "kiho-u": "KIHŌ", + "invocations-u": "INVOCATIONS", + "rituals-u": "RITUALS", + "shui-u": "SHŪJI", + "maho-u": "MAHŌ", + "ninjutsu-u": "NINJUTSU", + "starting-techniques-u": "Starting techniques", + "school-ability-u": "School ability", + "starting-outfit-u": "Starting outfit", + "capital-or-u": "OR", + "glory-increase-u": "Glory increase", + "honour-increase-u": "Honour increase", + "distinction-u": "Distinction", + "passion-u": "Passion", + "anxiety-u": "Anxiety", + "adversity-u": "Adversity", + "disadvantage-u": "Disadvantage", + "advantage-u": "Advantage", + "personal-accoutrement-u": "Personal accoutrement", + "item-rarity-lower-u": "Item (Rarity 7 or lower)", + "d10-result-u": "D10 result", + "20-qs-u": "20 Questions", + "twenty-questions-u": "Twenty Questions", + "20-qs-description-u": "You can use this to keep your notes of the twenty questions. The questions are found in the Core Rulebook with more detailed information (L5R RPG Core Rulebook, Chapter 2: Creating a Character p. 41–95)", + "20-qs-auto-generated-text-u": "At the end of this sheet there is a generate button that will fill in fields on the sheet. This will overwrite any earlier inputs, so use with care.", + "20-qs-generate-u": "Click to generate your character. Will overwrite earlier inputs in the sheet", + "generate-character-u": "Generate character", + "yes-u": "Yes", + "are-you-sure-u": "Are you sure?", + "damage-u": "Damage", + "deadliness-u": "Deadliness", + "grips-u": "Grips", + "damage:-u": "Damage:", + "deadliness:-u": "Deadliness:", + "range:-u": "Range:", + "grips:-u": "Grips:", + "qualities:-u": "Qualities:", + "approach-u": "Approach", + "none-u": "None", + "this-is-how-you-should-die-u": "This is how you should die", + "koku-u": "Koku", + "bu-u": "Bu", + "zeni-u": "Zeni", + "wealth-u": "Wealth", + "wealth-conversion-koku-rice-u": "1 Koku = 1 year of rice", + "wealth-conversion-koku-bu-u": "1 Koku = 5 Bu", + "wealth-conversion-bu-zeni-u": "1 Bu = 10 Zeni", + "relationships-u": "Relationships", + "notes-u": "Notes", + "character-description-u": "Character description", + "demeanor-ambitious-u": "Ambitious - Fire +2, Water -2", + "demeanor-assertive-u": "Assertive - Earth +2, Air -2", + "demeanor-covetous-u": "Covetous - Earth +2, Water -2", + "demeanor-curious-u": "Curious - Void +2, Air -2", + "demeanor-detached-u": "Detached - Fire +1, Earth -1", + "demeanor-fanatical-u": "Fanatical - Earth +2, Air -1", + "demeanor-gruff-u": "Gruff - Air +2, Earth -2", + "demeanor-inquisitive-u": "Inquisitive - Earth +2, Air -2", + "demeanor-intimidating-u": "Intimidating - Fire +1, Air -1", + "demeanor-scheming-u": "Scheming - Fire +2, Water -1", + "demeanor-shrewd-u": "Shrewd - Air +2, Fire -2", + "demeanor-skittish-u": "Skittish - Fire +2, Earth -2", + "demeanor-territorial-u": "Territorial - Fire +2, Air -2", + "demeanor-custom-u": "Custom demeanor", + "choose-demeanor-u": "Choose demeanor", + "dice-rolling-u": "Dice rolling", + "action-parentheses-u": "(Action)", + "opportunity-parentheses-u": "(Opportunity)", + "activation-box-u": "Requirement for activation", + "type:-u": "Type:", + "print-u": "Print" +} \ No newline at end of file diff --git a/L5R Fantasy Flight Games/translations/ca.json b/L5R Fantasy Flight Games/translations/ca.json new file mode 100644 index 0000000000..fe3e4caea6 --- /dev/null +++ b/L5R Fantasy Flight Games/translations/ca.json @@ -0,0 +1,270 @@ +{ + "character-name-u": "Character Name:", + "clan-u": "Clan:", + "family-u": "Family", + "school-u": "School", + "rank-u": "Rank", + "player-u": "Player Name:", + "techtypes-u": "Technique Types Available:", + "narrative-u": "Narrative Mode", + "conflict-u": "Conflict Mode", + "advance-u": "Advancement", + "campaign-u": "Campaign Sheet", + "20questions-u": "20 Questions", + "npcs-u": "NPC Sheet", + "air-u": "Air", + "earth-u": "Earth", + "fire-u": "Fire", + "water-u": "Water", + "void-u": "Void", + "skill-name-u": "Skill Name", + "roll-u": "+Skill", + "keep-u": "+Ring", + "ring-u": "Ring:", + "skill-u": "Skill:", + "modifiers-u": "Modifiers:", + "modifiers-nocolon-u": "Modifiers", + "approach-u": "Approach", + "aesthetics-u": "Aesthetics", + "composition-u": "Composition", + "design-u": "Design", + "smithing-u": "Smithing", + "artisan-skills-u": "Artisan Skills", + "martial-skills-u": "Martial Skills", + "fitness-u": "Fitness", + "martial_arts_melee-u": "M.A. [Melee]", + "martial_arts_ranged-u": "M.A. [Ranged]", + "martial_arts_unarmed-u": "M.A. [Unarmed]", + "meditation-u": "Meditation", + "tactics-u": "Tactics", + "social-skills-u": "Social Skills", + "command-u": "Command", + "courtesy-u": "Courtesy", + "games-u": "Games", + "performance-u": "Performance", + "scholar-skills-u": "Scholar Skills", + "culture-u": "Culture", + "government-u": "Government", + "sentiment-u": "Sentiment", + "theology-u": "Theology", + "medicine-u": "Medicine", + "trade-skills-u": "Trade Skills", + "survival-u": "Survival", + "commerce-u": "Commerce", + "labor-u": "Labor", + "seafaring-u": "Seafaring", + "skulduggery-u": "Skulduggery", + "honor-u": "Honor", + "glory-u": "Glory", + "status-u": "Status", + "ninjo-u": "Ninjō", + "ninjo-colon-u": "Ninjō:", + "giri-u": "Giri", + "giri-colon-u": "Giri:", + "titles-u": "Titles", + "roller-u": "Roller", + "symbolkey-u": "Symbol Key", + "success-u": "Success", + "explosivesuccess-u": "Explosive Success", + "opportunity-u": "Opportunities", + "strife-u": "Strife", + "socialstatus-u": "Social Status", + "advantagesanddisadvantages-u": "Advantages and Disadvantages", + "distinctions-u": "DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.", + "adversities-u": "ADVERSITIES: Reroll two dice containing success or explosive success symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.", + "passions-u": "PASSIONS: After performing a check related to your passion, remove 3 strife.", + "anxieties-u": "ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).", + "personalunmasking-u": "Personal Unmasking", + "othercharacters-u": "Other Characters, their standing, and notes.", + "experience-u": "Experience", + "total-xp-u": "Total XP", + "saved-xp-u": "Saved XP", + "spent-xp-u": "Spent XP", + "air-stance-u": "AIR STANCE: +1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).", + "earth-stance-u": "EARTH STANCE: Others cannot spend Opportunity to inflict critical strikes or conditions on you.", + "fire-stance-u": "FIRE STANCE: If you succeed, +1 bonus success per Strife symbol.", + "water-stance-u": "WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your first action.", + "void-stance-u": "VOID STANCE: You do not gain Strife from strife results on checks.", + "advantages-u": "Advantages", + "disadvantages-u": "Disadvantages", + "school-ability-u": "School Ability", + "derivative-attributes-u": "Derivative Attributes", + "endurance-u": "Endurance", + "fatigue-u": "Fatigue", + "composure-u": "Composure", + "focus-u": "Focus", + "vigilance-u": "Vigilance", + "void-points-u": "Void Points", + "max-void-u": "Max Void", + "current-u": "Cur Void", + "conditions-u": "Conditions", + "weapons-u": "Weapons", + "armor-u": "Armor", + "name-u": "Name", + "damage-u": "Damage", + "deadliness-u": "Deadliness", + "range-u": "Range", + "protection-type-u": "Protection Type (Resistance)", + "physical-resistance-u": "Phy Resistance", + "supernatural-resistance-u": "Sup Resistance", + "qualities-u": "Qualities", + "notes-gear-u": "Notes and Gear Inventory", + "techniques-u": "Techniques", + "activation-u": "Activation", + "effects-u": "Effects", + "p-u": "p# ", + "narrative-mode-u": "Narrative Mode", + "rings-skills-u": "Rings, Skills, and Information", + "conflict-mode-u": "Conflict Mode", + "armaments-u": "Armaments", + "minion-u": "(Minion)", + "adversary-u": "(Adversary)", + "details-u": "Details", + "conflict-rank-u": "Conflict Rank:", + "combat-u": "Combat ", + "intrigue-u": "Intrigue ", + "skills-u": "Skills:", + "advantages-colon-u": "Advantages:", + "disadvantages-colon-u": "Disadvatages:", + "demeanor-u": "Demeanor:", + "typical-unmasking-u": "Typical Unmasking:", + "honor-colon-u": "Honor:", + "glory-colon-u": "Glory:", + "status-colon-u": "Status:", + "abilities-colon-u": "Abilities: ", + "gear-equiped-u": "Gear (equipped):", + "gear-other-u": "Gear (other):", + "artisan-u": "Artisan ", + "martial-u": "Martial ", + "social-u": "Social ", + "scholar-u": "Scholar ", + "trade-u": "Trade ", + "kata-u": "Kata:", + "kiho-u": "Kihō:", + "invocations-u": "Invocations:", + "rituals-u": "Rituals:", + "shuji-u": "Shūji:", + "20-questions-worksheet-u": "Twenty Questions Worksheet", + "20hello-u": "You can use this sheet to fill in your answers to the Game of Twenty Questions, and to take notes for later!", + "question1-u": "1). What clan does your character belong to?", + "question2-u": "2). What family does your character belong to?", + "question3-u": "3). What is your character’s school and role?", + "question4-u": "4). How does your character stand out within their school?", + "question5-u": "5). What is your character’s duty to their lord?", + "question6-u": "6). What does your character long for?", + "question7-u": "7). What is your character’s opinion of their clan?", + "question8-u": "8). What does your character think of Bushidō?", + "question9-u": "9). What is your character’s greatest accomplishment so far?", + "question10-u": "10). What holds your characters back the most in life?", + "question11-u": "11). What makes your character feel at peace?", + "question12-u": "12). What concern, fear, or foible troubles your character the most?", + "question13-u": "13). Who has your character learned the most from during their life?", + "question14-u": "14). What details do others find most striking about your character?", + "question15-u": "15). How does your character respond to stressful situations?", + "question16-u": "16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?", + "question17-u": "17). How would your character’s parents describe them?", + "question18-u": "18). Who was your character named to honor?", + "question19-u": "19). What is your character’s personal name?", + "question20-u": "20). How should your character die?", + "part-i-u": "Part I: Core Identity (Clan & Family)", + "part-ii-u": "Part II: Role & School", + "part-iii-u": "Part III: Honor & Glory", + "part-iv-u": "Part IV: Strengths & Weaknesses", + "part-v-u": "Part V: Personality & Behavior", + "part-vi-u": "Part VI: Ancestry & Family", + "part-vii-u": "Part VII: Death", + "ring-increase-u": "Ring Increase (1)", + "ring-increase2-u": "Ring Increase (2)", + "skill-increases0-u": "Skill Increase (0–1)", + "skill-increases1-u": "Skill Increases (1)", + "skill-increases2-u": "Skill Increases (2)", + "skill-increases3-u": "Skill Increases (3-5)", + "techniques-available-u": "Techniques Available", + "starting-equipment-u": "Starting Equipment", + "starting-techniques-u": "Starting Techniques (2–5)", + "glory-increase-u": "Glory Increase", + "honor-increase-u": "Honor Increase", + "distinction1-u": "Distinction (1)", + "adversity1-u": "Adversity (1)", + "anxiety1-u": "Anxiety (1)", + "passion1-u": "Passion (1)", + "advantage1-u": "Advantage (1)", + "disadvantage1-u": "Disadvantage (1)", + "or-u": "OR", + "notes-u": "Notes", + "samurai-heritage-u": "Samurai Heritage (Result)", + "name-colon-u": "Name:", + "damage-colon-u": "Damage: ", + "deadliness-colon-u": "Deadliness: ", + "approach-colon-u": "Approach:", + "effects-colon-u": "Effects:", + "immediate-effects-colon-u": "Immediate Effects:", + "kiho-effect-colon-u": "Kihō Effect:", + "silhouette-u": "Silhouette ", + "artisan-tooltip-u": "

    Artisan Approaches

    Refine (Air)

    Restore(Earth)

    Invent (Fire)

    Adapt (Water)

    Attune (Void)", + "martial-tooltip-u": "

    Martial Approaches

    Feint (Air)

    Withstand (Earth)

    Overwhelm (Fire)

    Shift (Water)

    Sacrifice (Void)", + "social-tooltip-u": "

    Social Approaches

    Trick (Air)

    Reason (Earth)

    Incite (Fire)

    Charm (Water)

    Enlighten (Void)", + "scholar-tooltip-u": "

    Scholar Approaches

    Analyze (Air)

    Recall (Earth)

    Theorize (Fire)

    Survey (Water)

    Sense (Void)", + "trade-tooltip-u": "

    Trade Approaches

    Con (Air)

    Produce (Earth)

    Innovate (Fire)

    Exchange (Water)

    Subsist (Void)", + "roll-emote-u": "@{name} rolls a skill! (Keep up to @{ringdie} dice, minimum of 5.)", + "army-u": "Armies", + "strength-u": "Strength:", + "discipline-u": "Discipline:", + "counter-up-u": "Up", + "counter-down-u": "Dwn", + "activation-colon-u": "Activation:", + "session-notes-u": "Session Notes", + "session#-u": "Session #", + "character-ninjo-u": "Character (Ninjō)", + "character-giri-u": "Character (Giri)", + "rank1-u": "Rank 1", + "xp-rank1-u": "XP spent at Rank 1 / Total:", + "rank2-u": "Rank 2", + "xp-rank2-u": "XP spent at Rank 2 / Total:", + "rank3-u": "Rank 3", + "xp-rank3-u": "XP spent at Rank 3 / Total:", + "rank4-u": "Rank 4", + "xp-rank4-u": "XP spent at Rank 4 / Total:", + "rank5-u": "Rank 5", + "xp-rank5-u": "XP spent at Rank 5 / Total:", + "xp-invested-u": "XP Invested", + "skill-group-u": "Skill Group", + "skill-nocolon-u": "Skill", + "technique-category-u": "Technique Category", + "technique-u": "Technique", + "rings-u": "Rings", + "completed-u": "Completed", + "school-mastery-u": "School Mastery Ability", + "unlocked-u": "Unlocked", + "purchase-u": "Purchase", + "cost-u": "Cost", + "school-rank-u": "School Rank?", + "title-name-u": "Title Name", + "xp-title-u": "XP spent in Title / Total:", + "title-mastery-u": "Title Mastery Ability", + "xp-and-advancement-u": "XP and Advancement", + "distinctive-equipment-u": "Piece of Distinctive Equipment", + "additional-item-u": "Additional Item", + "casualties-u": "Casualties:", + "panic-u": "Panic:", + "skill-emote1-u": "rolls", + "skill-emote2-u": "using the", + "skill-emote3-u": "approach! (Keep up to", + "skill-emote4-u": "rolls a skill! (Keep up to", + "skill-emote5-u": ", minimum of 1.)", + "skill-emote6-u": "attacks with their", + "skill-emote7-u": "kata using the", + "skill-emote8-u": "kihō using the", + "skill-emote9-u": "casts their", + "skill-emote10-u": "invocation using the", + "skill-emote11-u": "stance! (Keep up to", + "skill-emote12-u": "ritual using the", + "skill-emote13-u": "shūji using the", + "skill-emote14-u": "applies their", + "ninjo-giri-u": "Ninjō and Giri Notes", + "out-of-rank-u": "Out of Rank", + "defense-check-u": "Defense Check", + "fitness-defense-u": "Fitness (Defense)", + "ninjutsu-u": "Ninjutsu", + "maho-u": "Mahō" +} diff --git a/L5R Fantasy Flight Games/translations/hu.json b/L5R Fantasy Flight Games/translations/hu.json new file mode 100644 index 0000000000..fe3e4caea6 --- /dev/null +++ b/L5R Fantasy Flight Games/translations/hu.json @@ -0,0 +1,270 @@ +{ + "character-name-u": "Character Name:", + "clan-u": "Clan:", + "family-u": "Family", + "school-u": "School", + "rank-u": "Rank", + "player-u": "Player Name:", + "techtypes-u": "Technique Types Available:", + "narrative-u": "Narrative Mode", + "conflict-u": "Conflict Mode", + "advance-u": "Advancement", + "campaign-u": "Campaign Sheet", + "20questions-u": "20 Questions", + "npcs-u": "NPC Sheet", + "air-u": "Air", + "earth-u": "Earth", + "fire-u": "Fire", + "water-u": "Water", + "void-u": "Void", + "skill-name-u": "Skill Name", + "roll-u": "+Skill", + "keep-u": "+Ring", + "ring-u": "Ring:", + "skill-u": "Skill:", + "modifiers-u": "Modifiers:", + "modifiers-nocolon-u": "Modifiers", + "approach-u": "Approach", + "aesthetics-u": "Aesthetics", + "composition-u": "Composition", + "design-u": "Design", + "smithing-u": "Smithing", + "artisan-skills-u": "Artisan Skills", + "martial-skills-u": "Martial Skills", + "fitness-u": "Fitness", + "martial_arts_melee-u": "M.A. [Melee]", + "martial_arts_ranged-u": "M.A. [Ranged]", + "martial_arts_unarmed-u": "M.A. [Unarmed]", + "meditation-u": "Meditation", + "tactics-u": "Tactics", + "social-skills-u": "Social Skills", + "command-u": "Command", + "courtesy-u": "Courtesy", + "games-u": "Games", + "performance-u": "Performance", + "scholar-skills-u": "Scholar Skills", + "culture-u": "Culture", + "government-u": "Government", + "sentiment-u": "Sentiment", + "theology-u": "Theology", + "medicine-u": "Medicine", + "trade-skills-u": "Trade Skills", + "survival-u": "Survival", + "commerce-u": "Commerce", + "labor-u": "Labor", + "seafaring-u": "Seafaring", + "skulduggery-u": "Skulduggery", + "honor-u": "Honor", + "glory-u": "Glory", + "status-u": "Status", + "ninjo-u": "Ninjō", + "ninjo-colon-u": "Ninjō:", + "giri-u": "Giri", + "giri-colon-u": "Giri:", + "titles-u": "Titles", + "roller-u": "Roller", + "symbolkey-u": "Symbol Key", + "success-u": "Success", + "explosivesuccess-u": "Explosive Success", + "opportunity-u": "Opportunities", + "strife-u": "Strife", + "socialstatus-u": "Social Status", + "advantagesanddisadvantages-u": "Advantages and Disadvantages", + "distinctions-u": "DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.", + "adversities-u": "ADVERSITIES: Reroll two dice containing success or explosive success symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.", + "passions-u": "PASSIONS: After performing a check related to your passion, remove 3 strife.", + "anxieties-u": "ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).", + "personalunmasking-u": "Personal Unmasking", + "othercharacters-u": "Other Characters, their standing, and notes.", + "experience-u": "Experience", + "total-xp-u": "Total XP", + "saved-xp-u": "Saved XP", + "spent-xp-u": "Spent XP", + "air-stance-u": "AIR STANCE: +1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).", + "earth-stance-u": "EARTH STANCE: Others cannot spend Opportunity to inflict critical strikes or conditions on you.", + "fire-stance-u": "FIRE STANCE: If you succeed, +1 bonus success per Strife symbol.", + "water-stance-u": "WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your first action.", + "void-stance-u": "VOID STANCE: You do not gain Strife from strife results on checks.", + "advantages-u": "Advantages", + "disadvantages-u": "Disadvantages", + "school-ability-u": "School Ability", + "derivative-attributes-u": "Derivative Attributes", + "endurance-u": "Endurance", + "fatigue-u": "Fatigue", + "composure-u": "Composure", + "focus-u": "Focus", + "vigilance-u": "Vigilance", + "void-points-u": "Void Points", + "max-void-u": "Max Void", + "current-u": "Cur Void", + "conditions-u": "Conditions", + "weapons-u": "Weapons", + "armor-u": "Armor", + "name-u": "Name", + "damage-u": "Damage", + "deadliness-u": "Deadliness", + "range-u": "Range", + "protection-type-u": "Protection Type (Resistance)", + "physical-resistance-u": "Phy Resistance", + "supernatural-resistance-u": "Sup Resistance", + "qualities-u": "Qualities", + "notes-gear-u": "Notes and Gear Inventory", + "techniques-u": "Techniques", + "activation-u": "Activation", + "effects-u": "Effects", + "p-u": "p# ", + "narrative-mode-u": "Narrative Mode", + "rings-skills-u": "Rings, Skills, and Information", + "conflict-mode-u": "Conflict Mode", + "armaments-u": "Armaments", + "minion-u": "(Minion)", + "adversary-u": "(Adversary)", + "details-u": "Details", + "conflict-rank-u": "Conflict Rank:", + "combat-u": "Combat ", + "intrigue-u": "Intrigue ", + "skills-u": "Skills:", + "advantages-colon-u": "Advantages:", + "disadvantages-colon-u": "Disadvatages:", + "demeanor-u": "Demeanor:", + "typical-unmasking-u": "Typical Unmasking:", + "honor-colon-u": "Honor:", + "glory-colon-u": "Glory:", + "status-colon-u": "Status:", + "abilities-colon-u": "Abilities: ", + "gear-equiped-u": "Gear (equipped):", + "gear-other-u": "Gear (other):", + "artisan-u": "Artisan ", + "martial-u": "Martial ", + "social-u": "Social ", + "scholar-u": "Scholar ", + "trade-u": "Trade ", + "kata-u": "Kata:", + "kiho-u": "Kihō:", + "invocations-u": "Invocations:", + "rituals-u": "Rituals:", + "shuji-u": "Shūji:", + "20-questions-worksheet-u": "Twenty Questions Worksheet", + "20hello-u": "You can use this sheet to fill in your answers to the Game of Twenty Questions, and to take notes for later!", + "question1-u": "1). What clan does your character belong to?", + "question2-u": "2). What family does your character belong to?", + "question3-u": "3). What is your character’s school and role?", + "question4-u": "4). How does your character stand out within their school?", + "question5-u": "5). What is your character’s duty to their lord?", + "question6-u": "6). What does your character long for?", + "question7-u": "7). What is your character’s opinion of their clan?", + "question8-u": "8). What does your character think of Bushidō?", + "question9-u": "9). What is your character’s greatest accomplishment so far?", + "question10-u": "10). What holds your characters back the most in life?", + "question11-u": "11). What makes your character feel at peace?", + "question12-u": "12). What concern, fear, or foible troubles your character the most?", + "question13-u": "13). Who has your character learned the most from during their life?", + "question14-u": "14). What details do others find most striking about your character?", + "question15-u": "15). How does your character respond to stressful situations?", + "question16-u": "16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?", + "question17-u": "17). How would your character’s parents describe them?", + "question18-u": "18). Who was your character named to honor?", + "question19-u": "19). What is your character’s personal name?", + "question20-u": "20). How should your character die?", + "part-i-u": "Part I: Core Identity (Clan & Family)", + "part-ii-u": "Part II: Role & School", + "part-iii-u": "Part III: Honor & Glory", + "part-iv-u": "Part IV: Strengths & Weaknesses", + "part-v-u": "Part V: Personality & Behavior", + "part-vi-u": "Part VI: Ancestry & Family", + "part-vii-u": "Part VII: Death", + "ring-increase-u": "Ring Increase (1)", + "ring-increase2-u": "Ring Increase (2)", + "skill-increases0-u": "Skill Increase (0–1)", + "skill-increases1-u": "Skill Increases (1)", + "skill-increases2-u": "Skill Increases (2)", + "skill-increases3-u": "Skill Increases (3-5)", + "techniques-available-u": "Techniques Available", + "starting-equipment-u": "Starting Equipment", + "starting-techniques-u": "Starting Techniques (2–5)", + "glory-increase-u": "Glory Increase", + "honor-increase-u": "Honor Increase", + "distinction1-u": "Distinction (1)", + "adversity1-u": "Adversity (1)", + "anxiety1-u": "Anxiety (1)", + "passion1-u": "Passion (1)", + "advantage1-u": "Advantage (1)", + "disadvantage1-u": "Disadvantage (1)", + "or-u": "OR", + "notes-u": "Notes", + "samurai-heritage-u": "Samurai Heritage (Result)", + "name-colon-u": "Name:", + "damage-colon-u": "Damage: ", + "deadliness-colon-u": "Deadliness: ", + "approach-colon-u": "Approach:", + "effects-colon-u": "Effects:", + "immediate-effects-colon-u": "Immediate Effects:", + "kiho-effect-colon-u": "Kihō Effect:", + "silhouette-u": "Silhouette ", + "artisan-tooltip-u": "

    Artisan Approaches

    Refine (Air)

    Restore(Earth)

    Invent (Fire)

    Adapt (Water)

    Attune (Void)", + "martial-tooltip-u": "

    Martial Approaches

    Feint (Air)

    Withstand (Earth)

    Overwhelm (Fire)

    Shift (Water)

    Sacrifice (Void)", + "social-tooltip-u": "

    Social Approaches

    Trick (Air)

    Reason (Earth)

    Incite (Fire)

    Charm (Water)

    Enlighten (Void)", + "scholar-tooltip-u": "

    Scholar Approaches

    Analyze (Air)

    Recall (Earth)

    Theorize (Fire)

    Survey (Water)

    Sense (Void)", + "trade-tooltip-u": "

    Trade Approaches

    Con (Air)

    Produce (Earth)

    Innovate (Fire)

    Exchange (Water)

    Subsist (Void)", + "roll-emote-u": "@{name} rolls a skill! (Keep up to @{ringdie} dice, minimum of 5.)", + "army-u": "Armies", + "strength-u": "Strength:", + "discipline-u": "Discipline:", + "counter-up-u": "Up", + "counter-down-u": "Dwn", + "activation-colon-u": "Activation:", + "session-notes-u": "Session Notes", + "session#-u": "Session #", + "character-ninjo-u": "Character (Ninjō)", + "character-giri-u": "Character (Giri)", + "rank1-u": "Rank 1", + "xp-rank1-u": "XP spent at Rank 1 / Total:", + "rank2-u": "Rank 2", + "xp-rank2-u": "XP spent at Rank 2 / Total:", + "rank3-u": "Rank 3", + "xp-rank3-u": "XP spent at Rank 3 / Total:", + "rank4-u": "Rank 4", + "xp-rank4-u": "XP spent at Rank 4 / Total:", + "rank5-u": "Rank 5", + "xp-rank5-u": "XP spent at Rank 5 / Total:", + "xp-invested-u": "XP Invested", + "skill-group-u": "Skill Group", + "skill-nocolon-u": "Skill", + "technique-category-u": "Technique Category", + "technique-u": "Technique", + "rings-u": "Rings", + "completed-u": "Completed", + "school-mastery-u": "School Mastery Ability", + "unlocked-u": "Unlocked", + "purchase-u": "Purchase", + "cost-u": "Cost", + "school-rank-u": "School Rank?", + "title-name-u": "Title Name", + "xp-title-u": "XP spent in Title / Total:", + "title-mastery-u": "Title Mastery Ability", + "xp-and-advancement-u": "XP and Advancement", + "distinctive-equipment-u": "Piece of Distinctive Equipment", + "additional-item-u": "Additional Item", + "casualties-u": "Casualties:", + "panic-u": "Panic:", + "skill-emote1-u": "rolls", + "skill-emote2-u": "using the", + "skill-emote3-u": "approach! (Keep up to", + "skill-emote4-u": "rolls a skill! (Keep up to", + "skill-emote5-u": ", minimum of 1.)", + "skill-emote6-u": "attacks with their", + "skill-emote7-u": "kata using the", + "skill-emote8-u": "kihō using the", + "skill-emote9-u": "casts their", + "skill-emote10-u": "invocation using the", + "skill-emote11-u": "stance! (Keep up to", + "skill-emote12-u": "ritual using the", + "skill-emote13-u": "shūji using the", + "skill-emote14-u": "applies their", + "ninjo-giri-u": "Ninjō and Giri Notes", + "out-of-rank-u": "Out of Rank", + "defense-check-u": "Defense Check", + "fitness-defense-u": "Fitness (Defense)", + "ninjutsu-u": "Ninjutsu", + "maho-u": "Mahō" +} diff --git a/L5R/translations/ca.json b/L5R/translations/ca.json new file mode 100644 index 0000000000..28cc838ffc --- /dev/null +++ b/L5R/translations/ca.json @@ -0,0 +1,203 @@ +{ + "name-u": "Name:", + "clan-u": "Clan:", + "crab-u": "Crab", + "crane-u": "Crane", + "dragon-u": "Dragon", + "lion-u": "Lion", + "mantis-u": "Mantis", + "phoenix-u": "Phoenix", + "scorpion-u": "Scorpion", + "spider-u": "Spider", + "unicorn-u": "Unicorn", + "ronin-u": "Ronin", + "misc-u": "Misc", + "family-u": "Family", + "school-u": "School", + "rank-u": "Rank", + "experience-u": "Experience", + "insight-u": "Insight", + "courtier-bonus-u": "Courtier Bonus", + "0-to-insight-u": "0 to Insight", + "+3-to-insight-u": "+3 to Insight", + "+10-to-insight-u": "+10 to Insight", + "etiquette-bonus-u": "Etiquette Bonus", + "traits-u": "", + "skills-u": "Skills", + "weapons-u": "Weapons", + "spells-u": "Spells", + "air-u": "Air", + "reflexes-u": "Reflexes", + "awareness-u": "Awareness", + "earth-u": "Earth", + "stamina-u": "Stamina", + "willpower-u": "Willpower", + "fire-u": "Fire", + "agility-u": "Agility", + "intelligence-u": "Intelligence", + "water-u": "Water", + "strength-u": "Strength", + "perception-u": "Perception", + "void-u": "Void", + "void-spent-u": "Void Spent", + "sex-u": "Sex:", + "age-u": "Age:", + "height-u": "Height:", + "weight-u": "Weight:", + "hair-u": "Hair:", + "eyes-u": "Eyes:", + "father-u": "Father:", + "mother-u": "Mother:", + "honor-u": "Honor", + "glory-u": "Glory", + "status-u": "Status", + "taint-u": "Taint", + "wounds-u": "Wounds", + "lethality-u": "Lethality", + "earth-x2-u": "Earth x2", + "earth-x3-u": "Earth x3", + "earth-x4-u": "Earth x4", + "earth-x5-u": "Earth x5", + "wound-level-u": "Wound Level", + "total-u": "Total", + "healthy-u": "Healthy", + "nicked-u": "Nicked", + "grazed-u": "Grazed", + "hurt-u": "Hurt", + "injured-u": "Injured", + "crippled-u": "Crippled", + "down-u": "Down", + "out-u": "Out", + "initiative-u": "Initiative", + "armor-TN-u": "Armor TN", + "armor-u": "Armor", + "unmodified-u": "Unmodified", + "base-TN-u": "Base TN", + "quality-u": "Quality", + "modifiers-u": "Modifiers", + "armor-+-u": "Armor +", + "reduction-u": "Reduction", + "current-TN-u": "Current TN", + "notes-u": "Notes", + "school-techniques-u": "School Techniques", + "avantages-u": "Advantages", + "disadvantages-u": "Disadvantages", + "background-u": "Background", + "high-skills-u": "High Skills", + "sentence-ute-u": "U = Untrained Roll | T = Trained Roll | E = Emphasis Roll", + "skill-name-u": "Skill Name", + "trait-u": "Trait", + "roll-u": "+Roll", + "keep-u": "+Keep", + "emphases-u": "Emphases", + "U-u": "U", + "T-u": "T", + "E-u": "E", + "sub-type-u": "Sub-Type", + "acting-u": "Acting", + "artisant-u": "Artisan", + "calligraphy-u": "Calligraphy", + "courtier-u": "Courtier", + "divination-u": "Divination", + "etiquette-u": "Etiquette", + "games-u": "Games", + "investigation-u": "Investigation", + "lore-u": "Lore", + "medicine-u": "Medicine", + "meditation-u": "Meditation", + "perform-u": "Perform", + "sincerity-u": "Sincerity", + "spellcraft-u": "Spellcraft", + "tea-ceremony-u": "Tea Ceremony", + "bugei-skills-u": "Bugei Skills", + "+roll-u": "+Roll", + "+keep-u": "+Keep", + "athletics-u": "Athletics", + "battle-u": "Battle", + "defense-u": "Defense", + "horsemanship-u": "Horsemanship", + "hunting-u": "Hunting", + "iaijutsu-u": "Iaijutsu", + "jiujutsu-u": "Jiujutsu", + "chain-weapons-u": "Chain Weapons", + "heavy-weapons-u": "Heavy Weapons", + "kenjutsu-u": "Kenjutsu", + "knives-u": "Knives", + "kyujutsu-u": "Kyujutsu", + "ninjutsu-u": "Ninjutsu", + "polearms-u": "Polearms", + "spears-u": "Spears", + "staves-u": "Staves", + "war-fan-u": "War Fan", + "merchant-skills-u": "Merchant Skills", + "animal-handling-u": "Animal Handling", + "commerce-u": "Commerce", + "craft-u": "Craft", + "engineering-u": "Engineering", + "sailing-u": "Sailing", + "low-skills-u": "Low Skills", + "forgery-u": "Forgery", + "intimidation-u": "Intimidation", + "sleight-of-hand-u": "Sleight of Hand", + "stealth-u": "Stealth", + "temptation-u": "Temptation", + "melee-weapons-u": "Melee Weapons", + "weapon-u": "Weapon", + "skill-u": "Skill", + "attack-bonus-roll-u": "Attack Bonus Roll", + "attack-bonus-keep-u": "Attack Bonus Keep", + "weapon-damage-roll-u": "Weapon Damage Roll", + "weapon-damage-keep-u": "Weapon Damage Keep", + "damage-u": "Damage", + "bows-u": "Bows", + "bow-u": "Bow", + "bow-roll-bonus-u": "Bow Roll Bonus", + "bow-keep-bonus-u": "Bow Keep Bonus", + "arrow-damage-roll-u": "Arrow Damage Roll", + "arrow-damage-keep-u": "Arrow Damage Keep", + "shugenja-school-rank-u": "Shugenja School Rank:", + "element-u": "Element", + "spells-used-u": "Spells Used", + "max-spell-slots-u": "Max Spell Slots", + "affinity/deficiency-u": "Affinity/Deficiency", + "none-u": "None", + "affinity-u": "Affinity", + "daffinity-u": "Double Affinity", + "deficiency-u": "Deficiency", + "bonus-u": "Bonus", + "ring-u": "Ring:", + "level-u": "Level:", + "range-u": "Range:", + "aoe-u": "AoE:", + "duration-u": "Duration:", + "raises-u": "Raises:", + "cast-u": "Cast", + "sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.", + "school-u?": "School?", + "attack-bonus-added-u": "Flat Attack Bonus", + "weapon-damage-bonus-u": "Flat Damage Bonus", + "simple-u": "Simple Action?", + "bow-bonus-added-u": "Flat Bow Bonus", + "total-experience-u": "Total Experience", + "available-experience-u": "Available Experience", + "calculate-rank-u": "Calulate Rank", + "additional-ranks-u": "Additional Ranks", + "type-u": "Type", + "roll-keep-bonus-u": "Roll/Keep Bonus", + "additional-+-u": "Additional +", + "bonus-wounds-u": "+Wounds / Level", + "penalty-u": "Penalty", + "equipment-u": "Equipment and Money", + "allies-enemies-u": "Allies and Enemies", + "description-u": "Description", + "universal-u": "Universal", + "void-bonus-u": "Void/Bonus", + "spell-bonus-roll-u": "Bonus Roll:", + "spell-bonus-keep-u": "Bonus Keep:", + "spell-bonus-added-u": "Flat Bonus:", + "keyword-u": "Keyword:", + "information-u": "Information", + "damage-roll-u": "Damage Roll:", + "damage-keep-u": "Damage Keep:", + "vitals-u": "Vitals" +} diff --git a/L5R/translations/hu.json b/L5R/translations/hu.json new file mode 100644 index 0000000000..28cc838ffc --- /dev/null +++ b/L5R/translations/hu.json @@ -0,0 +1,203 @@ +{ + "name-u": "Name:", + "clan-u": "Clan:", + "crab-u": "Crab", + "crane-u": "Crane", + "dragon-u": "Dragon", + "lion-u": "Lion", + "mantis-u": "Mantis", + "phoenix-u": "Phoenix", + "scorpion-u": "Scorpion", + "spider-u": "Spider", + "unicorn-u": "Unicorn", + "ronin-u": "Ronin", + "misc-u": "Misc", + "family-u": "Family", + "school-u": "School", + "rank-u": "Rank", + "experience-u": "Experience", + "insight-u": "Insight", + "courtier-bonus-u": "Courtier Bonus", + "0-to-insight-u": "0 to Insight", + "+3-to-insight-u": "+3 to Insight", + "+10-to-insight-u": "+10 to Insight", + "etiquette-bonus-u": "Etiquette Bonus", + "traits-u": "", + "skills-u": "Skills", + "weapons-u": "Weapons", + "spells-u": "Spells", + "air-u": "Air", + "reflexes-u": "Reflexes", + "awareness-u": "Awareness", + "earth-u": "Earth", + "stamina-u": "Stamina", + "willpower-u": "Willpower", + "fire-u": "Fire", + "agility-u": "Agility", + "intelligence-u": "Intelligence", + "water-u": "Water", + "strength-u": "Strength", + "perception-u": "Perception", + "void-u": "Void", + "void-spent-u": "Void Spent", + "sex-u": "Sex:", + "age-u": "Age:", + "height-u": "Height:", + "weight-u": "Weight:", + "hair-u": "Hair:", + "eyes-u": "Eyes:", + "father-u": "Father:", + "mother-u": "Mother:", + "honor-u": "Honor", + "glory-u": "Glory", + "status-u": "Status", + "taint-u": "Taint", + "wounds-u": "Wounds", + "lethality-u": "Lethality", + "earth-x2-u": "Earth x2", + "earth-x3-u": "Earth x3", + "earth-x4-u": "Earth x4", + "earth-x5-u": "Earth x5", + "wound-level-u": "Wound Level", + "total-u": "Total", + "healthy-u": "Healthy", + "nicked-u": "Nicked", + "grazed-u": "Grazed", + "hurt-u": "Hurt", + "injured-u": "Injured", + "crippled-u": "Crippled", + "down-u": "Down", + "out-u": "Out", + "initiative-u": "Initiative", + "armor-TN-u": "Armor TN", + "armor-u": "Armor", + "unmodified-u": "Unmodified", + "base-TN-u": "Base TN", + "quality-u": "Quality", + "modifiers-u": "Modifiers", + "armor-+-u": "Armor +", + "reduction-u": "Reduction", + "current-TN-u": "Current TN", + "notes-u": "Notes", + "school-techniques-u": "School Techniques", + "avantages-u": "Advantages", + "disadvantages-u": "Disadvantages", + "background-u": "Background", + "high-skills-u": "High Skills", + "sentence-ute-u": "U = Untrained Roll | T = Trained Roll | E = Emphasis Roll", + "skill-name-u": "Skill Name", + "trait-u": "Trait", + "roll-u": "+Roll", + "keep-u": "+Keep", + "emphases-u": "Emphases", + "U-u": "U", + "T-u": "T", + "E-u": "E", + "sub-type-u": "Sub-Type", + "acting-u": "Acting", + "artisant-u": "Artisan", + "calligraphy-u": "Calligraphy", + "courtier-u": "Courtier", + "divination-u": "Divination", + "etiquette-u": "Etiquette", + "games-u": "Games", + "investigation-u": "Investigation", + "lore-u": "Lore", + "medicine-u": "Medicine", + "meditation-u": "Meditation", + "perform-u": "Perform", + "sincerity-u": "Sincerity", + "spellcraft-u": "Spellcraft", + "tea-ceremony-u": "Tea Ceremony", + "bugei-skills-u": "Bugei Skills", + "+roll-u": "+Roll", + "+keep-u": "+Keep", + "athletics-u": "Athletics", + "battle-u": "Battle", + "defense-u": "Defense", + "horsemanship-u": "Horsemanship", + "hunting-u": "Hunting", + "iaijutsu-u": "Iaijutsu", + "jiujutsu-u": "Jiujutsu", + "chain-weapons-u": "Chain Weapons", + "heavy-weapons-u": "Heavy Weapons", + "kenjutsu-u": "Kenjutsu", + "knives-u": "Knives", + "kyujutsu-u": "Kyujutsu", + "ninjutsu-u": "Ninjutsu", + "polearms-u": "Polearms", + "spears-u": "Spears", + "staves-u": "Staves", + "war-fan-u": "War Fan", + "merchant-skills-u": "Merchant Skills", + "animal-handling-u": "Animal Handling", + "commerce-u": "Commerce", + "craft-u": "Craft", + "engineering-u": "Engineering", + "sailing-u": "Sailing", + "low-skills-u": "Low Skills", + "forgery-u": "Forgery", + "intimidation-u": "Intimidation", + "sleight-of-hand-u": "Sleight of Hand", + "stealth-u": "Stealth", + "temptation-u": "Temptation", + "melee-weapons-u": "Melee Weapons", + "weapon-u": "Weapon", + "skill-u": "Skill", + "attack-bonus-roll-u": "Attack Bonus Roll", + "attack-bonus-keep-u": "Attack Bonus Keep", + "weapon-damage-roll-u": "Weapon Damage Roll", + "weapon-damage-keep-u": "Weapon Damage Keep", + "damage-u": "Damage", + "bows-u": "Bows", + "bow-u": "Bow", + "bow-roll-bonus-u": "Bow Roll Bonus", + "bow-keep-bonus-u": "Bow Keep Bonus", + "arrow-damage-roll-u": "Arrow Damage Roll", + "arrow-damage-keep-u": "Arrow Damage Keep", + "shugenja-school-rank-u": "Shugenja School Rank:", + "element-u": "Element", + "spells-used-u": "Spells Used", + "max-spell-slots-u": "Max Spell Slots", + "affinity/deficiency-u": "Affinity/Deficiency", + "none-u": "None", + "affinity-u": "Affinity", + "daffinity-u": "Double Affinity", + "deficiency-u": "Deficiency", + "bonus-u": "Bonus", + "ring-u": "Ring:", + "level-u": "Level:", + "range-u": "Range:", + "aoe-u": "AoE:", + "duration-u": "Duration:", + "raises-u": "Raises:", + "cast-u": "Cast", + "sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.", + "school-u?": "School?", + "attack-bonus-added-u": "Flat Attack Bonus", + "weapon-damage-bonus-u": "Flat Damage Bonus", + "simple-u": "Simple Action?", + "bow-bonus-added-u": "Flat Bow Bonus", + "total-experience-u": "Total Experience", + "available-experience-u": "Available Experience", + "calculate-rank-u": "Calulate Rank", + "additional-ranks-u": "Additional Ranks", + "type-u": "Type", + "roll-keep-bonus-u": "Roll/Keep Bonus", + "additional-+-u": "Additional +", + "bonus-wounds-u": "+Wounds / Level", + "penalty-u": "Penalty", + "equipment-u": "Equipment and Money", + "allies-enemies-u": "Allies and Enemies", + "description-u": "Description", + "universal-u": "Universal", + "void-bonus-u": "Void/Bonus", + "spell-bonus-roll-u": "Bonus Roll:", + "spell-bonus-keep-u": "Bonus Keep:", + "spell-bonus-added-u": "Flat Bonus:", + "keyword-u": "Keyword:", + "information-u": "Information", + "damage-roll-u": "Damage Roll:", + "damage-keep-u": "Damage Keep:", + "vitals-u": "Vitals" +} diff --git a/Legend-of-the-Elements/translations/ca.json b/Legend-of-the-Elements/translations/ca.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/ca.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/hu.json b/Legend-of-the-Elements/translations/hu.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/hu.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Lex Arcana/translations/ca.json b/Lex Arcana/translations/ca.json new file mode 100644 index 0000000000..d8ddd13a9e --- /dev/null +++ b/Lex Arcana/translations/ca.json @@ -0,0 +1,60 @@ +{ + "character": "Custos", + "notes": "Notae", + "creation": "Creazione", + "name": "Nome", + "province": "Provincia", + "languages": "Linguaggi", + "age": "Età", + "gender": "Sesso", + "office": "Qualifica", + "level": "Grado", + "hit-points": "punti vita", + "encumbrance": "ingombro", + "combat-skill": "Abilità di combattimento", + "multipliers": "Moltiplicatori", + "16-or-more": "16 o più", + "weapon": "arma", + "damage": "danno", + "abbreviated-encumbrance": "ing", + "abbreviated-expertus": "exp", + "shield": "scudo", + "parry": "parata", + "armor": "armatura", + "protection": "protezione", + "total-encumbrance": "ingombro totale", + "curriculum": "Curriculum", + "category": "Categoria", + "multiplier": "Moltiplicatore", + "points": "Punti", + "de-bello": "De Bello", + "experience": "Exp", + "de-corpore": "De corpore", + "de-magia": "De magia", + "de-natura": "De natura", + "de-scientia": "De scientia", + "de-societate": "De societate", + "mos-arcanorum": "Mos arcanorum", + "pax-deorum": "Pax deorum", + "current": "corrente", + "max": "max", + "divine-protection": "Nume tutelare", + "divine-invocations": "Invocazioni", + "benefits": "Benefici", + "indigitamenta": "Indigitamenta", + "equipment": "Equipaggiamento", + "coordination": "Coordinatio", + "vigor": "Vigor", + "authority": "Auctoritas", + "intellect": "Ingenium", + "reason": "Ratio", + "sensibility": "Sensibilitas", + "combat": "De bello", + "physical": "De corpore", + "magic": "De magia", + "nature": "De natura", + "knowledge": "De scientia", + "social": "De societate", + "pietas": "Pietas", + "heal": "Cura" +} \ No newline at end of file diff --git a/Lex Arcana/translations/hu.json b/Lex Arcana/translations/hu.json new file mode 100644 index 0000000000..d8ddd13a9e --- /dev/null +++ b/Lex Arcana/translations/hu.json @@ -0,0 +1,60 @@ +{ + "character": "Custos", + "notes": "Notae", + "creation": "Creazione", + "name": "Nome", + "province": "Provincia", + "languages": "Linguaggi", + "age": "Età", + "gender": "Sesso", + "office": "Qualifica", + "level": "Grado", + "hit-points": "punti vita", + "encumbrance": "ingombro", + "combat-skill": "Abilità di combattimento", + "multipliers": "Moltiplicatori", + "16-or-more": "16 o più", + "weapon": "arma", + "damage": "danno", + "abbreviated-encumbrance": "ing", + "abbreviated-expertus": "exp", + "shield": "scudo", + "parry": "parata", + "armor": "armatura", + "protection": "protezione", + "total-encumbrance": "ingombro totale", + "curriculum": "Curriculum", + "category": "Categoria", + "multiplier": "Moltiplicatore", + "points": "Punti", + "de-bello": "De Bello", + "experience": "Exp", + "de-corpore": "De corpore", + "de-magia": "De magia", + "de-natura": "De natura", + "de-scientia": "De scientia", + "de-societate": "De societate", + "mos-arcanorum": "Mos arcanorum", + "pax-deorum": "Pax deorum", + "current": "corrente", + "max": "max", + "divine-protection": "Nume tutelare", + "divine-invocations": "Invocazioni", + "benefits": "Benefici", + "indigitamenta": "Indigitamenta", + "equipment": "Equipaggiamento", + "coordination": "Coordinatio", + "vigor": "Vigor", + "authority": "Auctoritas", + "intellect": "Ingenium", + "reason": "Ratio", + "sensibility": "Sensibilitas", + "combat": "De bello", + "physical": "De corpore", + "magic": "De magia", + "nature": "De natura", + "knowledge": "De scientia", + "social": "De societate", + "pietas": "Pietas", + "heal": "Cura" +} \ No newline at end of file diff --git a/Lotfp/translations/ca.json b/Lotfp/translations/ca.json new file mode 100644 index 0000000000..0c2175ffcd --- /dev/null +++ b/Lotfp/translations/ca.json @@ -0,0 +1,89 @@ +{ + "ab": "AB", + "abilities": "Abilities", + "ability_check": "Ability Check", + "age": "Age", + "all": "all", + "architecture": "Architecture", + "attack_roll": "Attack Roll", + "attacks_with": "attacks with", + "base_ab": "Base
    AB", + "bonus": "Bonus", + "breath_weapon": "Breath Weapon", + "breath_weapon_desc": "Area
    Effects", + "bushcraft": "Bushcraft", + "casts": "casts", + "charisma": "Charisma", + "charisma_effects": "Retainer Recruitment, Loyalty", + "class": "Class", + "class/level": "Class/Level", + "cleric": "Cleric", + "climb": "Climb", + "constitution": "Constitution", + "constitution_effects": "Hit Points,
    Daily Travel Distance", + "current_hp": "Current
    HP", + "current_xp": "Current XP", + "damage": "Damage", + "description": "Description", + "dexterity": "Dexterity", + "dexterity_effects": "AC, Ranged AB, Initiative", + "duration": "Duration", + "encumb": "Encumb.", + "equipment": "Equipment", + "failure": "Failure", + "filter": "Filter:", + "hp": "HP", + "intelligence": "Intelligence", + "intelligence_effects": "Saves vs Magic Effects, Languages", + "l_range": "L Range", + "languages": "Languages", + "level": "Level", + "m_range": "M Range", + "magic": "Magic", + "magic_desc": "Spells or Innate Abilities", + "magic_user": "Magic-User", + "magical_device": "Magical Device", + "magical_device_desc": "Spell-Like Effects from Items", + "max_hp": "Max
    HP", + "melee": "Mêlée", + "melee_ab": "Mêlée
    AB", + "melee_ac": "Mêlée
    AC", + "name": "Name", + "num_prepared": "# prepared: ", + "paralyze": "Paralyze", + "paralyze_desc": "Mobility Hazards (Petrification, Hold, Etc.)", + "poison": "Poison", + "poison_desc": "Instant Death/KO Situations", + "position": "Position", + "range": "Range", + "ranged": "Ranged", + "ranged_ab": "Ranged
    AB", + "ranged_ac": "Ranged
    AC", + "retainers": "Retainers", + "roll": "Roll", + "s_range": "S Range", + "saving_throw": "Saving Throw", + "saving_throws": "Saving Throws", + "search": "Search", + "sex": "Sex", + "share": "Share", + "skill_check": "Skill Check", + "skills": "Skills", + "sleight_of_hand": "Sleight of Hand", + "sneak_attack": "Sneak Attack", + "spells": "Spells", + "stealth": "Stealth", + "strength": "Strength", + "strength_effects": "Mêlée AB,
    Open Doors", + "success": "Success", + "surprise_ac": "Surpr.
    AC", + "tinker": "Tinker", + "total": "Total", + "type": "Type", + "w_shield_ac": "W.Shield
    AC", + "wage": "Wage", + "weapons": "Weapons", + "wisdom": "Wisdom", + "wisdom_effects": "Saves vs Non-Magic Effects", + "xp_for_next_level": "XP for next Level" +} \ No newline at end of file diff --git a/Lotfp/translations/hu.json b/Lotfp/translations/hu.json new file mode 100644 index 0000000000..0c2175ffcd --- /dev/null +++ b/Lotfp/translations/hu.json @@ -0,0 +1,89 @@ +{ + "ab": "AB", + "abilities": "Abilities", + "ability_check": "Ability Check", + "age": "Age", + "all": "all", + "architecture": "Architecture", + "attack_roll": "Attack Roll", + "attacks_with": "attacks with", + "base_ab": "Base
    AB", + "bonus": "Bonus", + "breath_weapon": "Breath Weapon", + "breath_weapon_desc": "Area
    Effects", + "bushcraft": "Bushcraft", + "casts": "casts", + "charisma": "Charisma", + "charisma_effects": "Retainer Recruitment, Loyalty", + "class": "Class", + "class/level": "Class/Level", + "cleric": "Cleric", + "climb": "Climb", + "constitution": "Constitution", + "constitution_effects": "Hit Points,
    Daily Travel Distance", + "current_hp": "Current
    HP", + "current_xp": "Current XP", + "damage": "Damage", + "description": "Description", + "dexterity": "Dexterity", + "dexterity_effects": "AC, Ranged AB, Initiative", + "duration": "Duration", + "encumb": "Encumb.", + "equipment": "Equipment", + "failure": "Failure", + "filter": "Filter:", + "hp": "HP", + "intelligence": "Intelligence", + "intelligence_effects": "Saves vs Magic Effects, Languages", + "l_range": "L Range", + "languages": "Languages", + "level": "Level", + "m_range": "M Range", + "magic": "Magic", + "magic_desc": "Spells or Innate Abilities", + "magic_user": "Magic-User", + "magical_device": "Magical Device", + "magical_device_desc": "Spell-Like Effects from Items", + "max_hp": "Max
    HP", + "melee": "Mêlée", + "melee_ab": "Mêlée
    AB", + "melee_ac": "Mêlée
    AC", + "name": "Name", + "num_prepared": "# prepared: ", + "paralyze": "Paralyze", + "paralyze_desc": "Mobility Hazards (Petrification, Hold, Etc.)", + "poison": "Poison", + "poison_desc": "Instant Death/KO Situations", + "position": "Position", + "range": "Range", + "ranged": "Ranged", + "ranged_ab": "Ranged
    AB", + "ranged_ac": "Ranged
    AC", + "retainers": "Retainers", + "roll": "Roll", + "s_range": "S Range", + "saving_throw": "Saving Throw", + "saving_throws": "Saving Throws", + "search": "Search", + "sex": "Sex", + "share": "Share", + "skill_check": "Skill Check", + "skills": "Skills", + "sleight_of_hand": "Sleight of Hand", + "sneak_attack": "Sneak Attack", + "spells": "Spells", + "stealth": "Stealth", + "strength": "Strength", + "strength_effects": "Mêlée AB,
    Open Doors", + "success": "Success", + "surprise_ac": "Surpr.
    AC", + "tinker": "Tinker", + "total": "Total", + "type": "Type", + "w_shield_ac": "W.Shield
    AC", + "wage": "Wage", + "weapons": "Weapons", + "wisdom": "Wisdom", + "wisdom_effects": "Saves vs Non-Magic Effects", + "xp_for_next_level": "XP for next Level" +} \ No newline at end of file diff --git a/M-Space/translations/ca.json b/M-Space/translations/ca.json new file mode 100644 index 0000000000..7640848f87 --- /dev/null +++ b/M-Space/translations/ca.json @@ -0,0 +1,810 @@ +{ + "setting-order": "default,atvw,classic_fantasy,luther_arkwright,mspace,monster_island,mythic_britain,mythic_constantinople,mythic_rome,thennla", + "vehicle-type-order": "default,mythras,mspace,ships", + "devotional-pool-type-order": "default,cult_rank,pow", + "ship-hull-order": "utility,galley,transport", + "hit-location-order": "custom,rabble,simple,spacer,arachnid,biped,centaurid,decapoda,decapodiform,dorsal_finned_aquatic,draconic,insect,octopodiform,pachyderm,quadruped,serpentine,tailed_arachnid,tailed_biped,tailed_quadruped,winged_biped,winged_insect,winged_quadruped", + "attribute-order": "action_points,conflict_pool,spirit_damage,damage_mod,exp_mod,healing_rate,initiative,intensity,luck_points,magic_points,move_rate,power_points,prana_points,tenacity", + "combat-skill-order": "binding,brawn,evade,endurance,willpower", + "mook-combat-skill-order": "binding,brawn,evade,endurance,unarmed,willpower", + "standard-skill-order": "athletics,boating,brawn,conceal,customs,dance,deceit,drive,endurance,evade,first_aid,home_parallel,influence,insight,locale,native_tongue,perception,ride,sing,status,stealth,superstition,swim,unarmed,willpower", + "sphere-order": "matter,mind,sense", + "roman-magic-order": "cursing,divination,necromancy,pharmacy,shape_shifting,theology", + "arcane-caster-order": "bard,magic-user", + "divine-caster-order": "bard,cleric,druid,paladin,ranger", + "resist-order": "blank,brawn,endurance,evade,willpower,special", + "settings-u": "Settings", + "sheet-version-u": "Sheet Version", + "setting-u": "Setting", + "default-u": "Default", + "luther-arkwright-u": "Luther Arkwright", + "mythic-britain-u": "Mythic Britain", + "sheet-type-u": "Sheet Type", + "battle-unit-u": "Battle Unit", + "npc-u": "NPC", + "pc-u": "PC", + "ship-u": "Ship", + "core-u": "Core", + "magic-u": "Magic", + "equipment-u": "Equipment", + "notes-u": "Notes", + "name-u": "Name", + "species-u": "Species", + "traits-abilities-gifts-u": "Traits / Abilities / Gifts", + "rank-u": "Rank", + "experience-rolls-u": "Exp Rolls", + "age-u": "Age", + "gender-u": "Gender", + "frame-u": "Frame", + "weight-u": "Weight", + "height-u": "Height", + "handedness-u": "Handedness", + "homeland-u": "Homeland", + "culture-u": "Culture", + "social-class-u": "Social Class", + "career-u": "Career", + "characteristics-u": "Characteristics", + "temp-u": "Temp", + "total-u": "Total", + "str-u": "STR", + "con-u": "CON", + "siz-u": "SIZ", + "dex-u": "DEX", + "int-u": "INT", + "ins-u": "INS", + "pow-u": "POW", + "cha-u": "CHA", + "base-u": "Base", + "training-u": "Training", + "ageing-u": "Ageing", + "other-u": "Other", + "attributes-u": "Attributes", + "attribute-u": "Attribute", + "damage-modifier-u": "Damage Mod", + "experience-modifier-u": "Exp Modifier", + "healing-rate-u": "Healing Rate", + "luck-points-u": "Luck Points", + "magic-points-u": "Magic Points", + "move-rate-u": "Move Rate", + "initiative-bonus-u": "Init. Bonus", + "tenacity-u": "Tenacity", + "temp-damage-modifier-clarification-u": "Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u": "Prana Points", + "action-points-u": "Action Points", + "plus-one-ap-u": "+1 AP", + "swiftness-gift-u": "Swiftness Gift", + "fatigue-u": "Fatigue", + "mighty-gift-u": "Mighty Gift", + "use-str-siz-pow-u": "Use STR+SIZ+POW", + "steps-u": "steps", + "healthy-gift-u": "Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u": "Add rank to luck", + "armor-u": "Armor", + "dependencies-u": "Dependencies", + "hit-locations-u": "Hit Locations", + "use-con-siz-pow-for-hp-u": "Use CON+SIZ+POW for HP", + "ap-u": "AP", + "hp-u": "HP", + "location-u": "Location", + "block-u": "Block?", + "encumbrance-u": "Encumbrance", + "right-leg-u": "Right Leg", + "left-leg-u": "Left Leg", + "abdomen-u": "Abdomen", + "chest-u": "Chest", + "right-arm-u": "Right Arm", + "left-arm-u": "Left Arm", + "head-u": "Head", + "armor-equipped-u": "Armor Equipped", + "armor-type-u": "Armor Type", + "armor-enc-u": "Armor ENC", + "armor-ap-u": "Armor AP", + "other-ap-u": "Other AP", + "other-hp-u": "Other HP", + "base-hp-u": "Base HP", + "initiative-u": "Initiative", + "alacrity-gift-u": "Alacrity Gift (roll 1d6+6)", + "movement-u": "Movement", + "walk-u": "Walk", + "run-u": "Run", + "sprint-u": "Sprint", + "jump-u": "Jump", + "horizontal-short-u": "Horiz.", + "vertical-short-u": "Vert.", + "horizontal-u": "Horizontal", + "vertical-u": "Vertical", + "swim-u": "Swim", + "climb-u": "Climb", + "rough-u": "Rough", + "steep-u": "Steep", + "sheer-u": "Sheer", + "movement-one-clarification-u": "Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u": "These jump values assume a 5m run-up.", + "movement-three-clarification-u": "Critical success on Swim roll grants +1 movement.", + "current-u": "Current", + "carrying-load-u": "Carrying Load", + "dex-and-str-skills-u": "DEX & STR Skills", + "move-penalty-u": "Move Penalty", + "avg-species-siz-u": "Average Species SIZ", + "encumbrance-from-armor-u": "Encumbrance from Armor", + "effective-encumbrance-from-armor-u": "Effective Encumbrance from Armor", + "encumbrance-from-shields-u": "Encumbrance from Shields", + "encumbrance-from-melee-weapons-u": "Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u": "Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u": "Encumbrance from Firearms", + "encumbrance-from-loadout-u": "Encumbrance from Loadout", + "encumbrance-from-pack-u": "Encumbrance from Pack", + "encumbrance-from-currency-u": "Encumbrance from Currency", + "burdened-u": "Burdened", + "overloaded-u": "Overloaded", + "max-u": "Max", + "current-level-u": "Current Level", + "recovery-in-u": "Recovery In", + "recovery-u": "Recovery", + "fresh-u": "9 - Fresh", + "winded-u": "8 - Winded", + "tired-u": "7 - Tired", + "wearied-u": "6 - Wearied", + "exhausted-u": "5 - Exhausted", + "debilitated-u": "4 - Debilitated", + "incapacitated-u": "3 - Incapacitated", + "semi-conscious-u": "2 - Semi-Conscious", + "comatose-u": "1 - Comatose", + "dead-u": "0 - Dead", + "standard-u": "Standard", + "hard-u": "Hard", + "formidable-u": "Formidable", + "herculean-u": "Herculean", + "hopeless-u": "Hopeless", + "no-action-allowed-u": "No Action Allowed", + "combat-styles-u": "Combat Styles", + "combat-skills-u": "Combat Skills", + "combat-style-u": "Combat Style", + "versus101plus-u": "vs101+", + "traits-u": "Traits", + "weapons-u": "Weapons", + "hours-u": "Hours", + "characteristic-short-u": "Char", + "base-value-u": "Base Value", + "training-and-experience-u": "Training & Experience", + "standard-skills-u": "Standard Skills", + "skill-u": "Skill", + "skill-grade-u": "Skill Grade", + "shield-u": "Shield", + "damage-mod-short-u": "DM", + "damage-u": "Damage", + "combat-effects-u": "Combat Effects", + "max-hp-u": "Max HP", + "size-u": "Size", + "reach-u": "Reach", + "enc-u": "ENC", + "force-u": "Force", + "range-u": "Range", + "load-u": "Load", + "impale-size-short-u": "IS", + "display-u": "Display", + "shields-u": "Shields", + "melee-weapons-u": "Melee Weapons", + "melee-weapon-u": "Melee Weapon", + "ranged-weapons-u": "Ranged Weapons", + "ranged-weapon-u": "Ranged Weapon", + "firearms-u": "Firearms", + "firearm-u": "Firearm", + "fire-rate-u": "Fire Rate", + "ammo-u": "Ammo", + "money-and-wealth-u": "Money & Wealth", + "income-u": "Income", + "day-u": "Day", + "month-u": "Month", + "season-u": "Season", + "year-u": "Year", + "currency-u": "Currency", + "value-u": "Value", + "quantity-short-u": "Quantity", + "item-u": "Item", + "centimetres-short-u": "cm", + "kilograms-short-u": "kg", + "armor-penalty-u": "Armor Penalty", + "base-move-u": "Base Move", + "greater-than-u": "greater than", + "athletics-u": "Athletics", + "very-easy-u": "Very Easy", + "easy-u": "Easy", + "one-grade-harder-u": "1 grade harder", + "two-grades-harder-u": "2 grades harder", + "impossible-u": "Impossible", + "passions-u": "Passions", + "and-dependencies-u": "& Dependencies", + "score-u": "Score", + "dependency-u": "Dependency", + "passion-u": "Passion", + "professional-skills-u": "Professional Skills", + "language-u": "Language", + "resistance-u": "Resistance", + "brawn-u": "Brawn", + "endurance-u": "Endurance", + "evade-u": "Evade", + "willpower-u": "Willpower", + "boating-u": "Boating", + "conceal-u": "Conceal", + "customs-u": "Customs", + "dance-u": "Dance", + "deceit-u": "Deceit", + "drive-u": "Drive", + "first-aid-u": "First Aid", + "influence-u": "Influence", + "insight-u": "Insight", + "locale-u": "Locale", + "perception-u": "Perception", + "ride-u": "Ride", + "sing-u": "Sing", + "stealth-u": "Stealth", + "superstition-u": "Superstition", + "home-parallel-u": "Home Parallel", + "unarmed-u": "Unarmed", + "native-tongue-u": "Native Tongue", + "medium-u": "Medium", + "strenuous-u": "Strenuous", + "halved-u": "Halved", + "normal-u": "Normal", + "all-u": "All", + "equipment-and-wealth-u": "Equipment", + "due-to-fatigue-u": "due to fatigue", + "due-to-enc-u": "due to ENC", + "reduced-u": "reduced", + "cults-brotherhoods-and-orders-u": "Cults, Brotherhoods and Orders", + "contacts-u": "Contacts", + "family-u": "Family", + "community-u": "Community", + "theism-u": "Theism", + "sorcery-u": "Sorcery", + "mysticism-u": "Mysticism", + "animism-u": "Animism", + "folk-magic-u": "Folk Magic", + "spell-u": "Spell", + "description-u": "Description", + "macro-u": "Macro", + "learned-u": "Learned", + "follower-u": "Follower", + "spirit-worshipper-u": "Spirit Worshipper", + "shaman-u": "Shaman", + "high-shaman-u": "High Shaman", + "spirit-lord-u": "Spirit Lord", + "type-u": "Type", + "fetish-spirit-u": "Fetish / Spirit", + "max-number-of-spirits-u": "Max # of Spirits", + "max-pow-of-spirits-u": "Max POW of Spirits", + "spirit-ap-u": "Spirit AP", + "spirit-initiative-bonus-short-u": "Spirit IB", + "spirit-damage-u": "Spirit Damage", + "trance-u": "Trance", + "binding-u": "Binding", + "allies-u": "Allies", + "enemies-u": "Enemies", + "meditation-u": "Meditation", + "path-u": "Path", + "paths-u": "Paths", + "practiced-talent-u": "Practiced Talent", + "max-cumulative-intensity-u": "Max Cumulative Intensity", + "max-practiced-talents-u": "Max Practiced Talents", + "max-intensity-u": "Max Intensity", + "path-talents-u": "Path Talents", + "shaping-u": "Shaping", + "invocation-u": "Invocation", + "invocations-u": "Invocations", + "invocation-spells-u": "Invocation Spells", + "max-shaping-points-u": "Max Shaping Points", + "max-memorized-spells-u": "Max Memorized Spells", + "memorized-u": "Memorized", + "intensity-u": "Intensity", + "magnitude-u": "Magnitude", + "devotional-pool-u": "Devotional Pool", + "exhort-u": "Exhort", + "devotion-u": "Devotion", + "devotions-u": "Devotions", + "lay-member-u": "Lay Member", + "initiate-u": "Initiate", + "acolyte-u": "Acolyte", + "priest-u": "Priest", + "high-priest-u": "High Priest", + "concentration-u": "Concentration", + "resist-u": "Resist", + "devotion-miracles-u": "Devotion Miracles", + "cost-u": "Cost", + "time-u": "Time", + "area-u": "Area", + "duration-u": "Duration", + "metres-u": "Metres", + "decametres-u": "Decametres", + "kilometres-u": "Kilometres", + "instant-u": "Instant", + "minutes-u": "Minutes", + "days-u": "Days", + "months-u": "Months", + "miracle-u": "Miracle", + "encumbered-u": "Encumbered", + "fumbled-u": "Fumbled", + "trained-u": "Trained", + "increased-for-xp-u": "Increased for XP", + "yes-u": "Yes", + "no-u": "No", + "special-u": "Special", + "touch-u": "Touch", + "miracle-rank-u": "Miracle Rank", + "ranged-u": "Ranged", + "invoke-trait-u": "Invoke Trait", + "enhance-attribute-u": "Enhance Attribute", + "augment-skill-u": "Augment Skill", + "targets-u": "Targets", + "impale-size-u": "Impale Size", + "effects-u": "Effects", + "whisper-rolls-to-gm-u": "Whisper Rolls to GM", + "magic-skills-u": "Magic Skills", + "other-skills-u": "Other Skills", + "spectral-combat-u": "Spectral Combat", + "spirit-abilities-u": "Spirit Abilities", + "spirits-have-tenacity-u": "Spirits Have Tenacity", + "spells-u": "Spells", + "miracles-u": "Miracles", + "show-name-in-roll-templates-u": "Show Name in Roll Templates", + "rolled-u": "Rolled", + "roll-initiative-u": "Roll Initiative", + "components-u": "Components", + "disabled-u": "Disabled", + "enabled-u": "Enabled", + "ablation-points-u": "Ablation Points", + "focus-points-u": "Focus Points", + "fortune-points-u": "Fortune Points", + "precision-points-u": "Precision Points", + "swiftness-points-u": "Swiftness Points", + "ablation-u": "Ablation", + "focus-u": "Focus", + "fortune-u": "Fortune", + "precision-u": "Precision", + "swiftness-u": "Swiftness", + "use-setting-default-u": "Use Setting Default", + "background-u": "Background", + "display-campaign-settings-u": "Display Campaign Settings", + "hit-u": "Hit", + "status-u": "Status", + "monster-island-u": "Monster Island", + "initiative-roll-u": "Initiative Roll", + "running-jump-u": "Running Jump", + "standing-jump-u": "Standing Jump", + "paralell-designator-u": "Paralell Designator", + "paralell-type-development-u": "Paralell Type/Development", + "apply-dependencies-penalty-u": "Apply Dependencies Penalty", + "rites-u": "Rites", + "thennla-u": "Thennla", + "classic-fantasy-u": "Classic Fantasy", + "race-u": "Race", + "class-u": "Class", + "arcane-magic-u": "Arcane Magic", + "divine-magic-u": "Divine Magic", + "arcane-casting-u": "Arcane Casting", + "arcane-knowledge-u": "Arcane Knowledge", + "casting-class-u": "Casting Class", + "magic-user-u": "Magic-User", + "bard-u": "Bard", + "disbelieve-u": "Disbelieve", + "known-u": "Known", + "cantrips-u": "Cantrips", + "school-u": "School", + "reversible-u": "Reversible", + "actions-u": "Actions", + "xp-u": "XP", + "mp-u": "MP", + "cost-reduction-u": "Cost Reduction", + "apply-penalty-u": "Apply Penalty", + "piety-u": "Piety", + "channel-u": "Channel", + "arcane-magic-enabled-u": "Arcane Magic Enabled", + "divine-magic-enabled-u": "Divine Magic Enabled", + "name-display-description-u": "Show character name in the roll template. Useful if you need to hide a characters true identity.", + "roll-display-description-u": "Rolls are only shown to the GM and the player making the roll.", + "setting-description-u": "Sets the default sheet options and mechanics to match the rules as presented in the setting's source book. Individual options may be overridden below.", + "luck-points-rank-description-u": "Add the character's Rank to their total Luck Points.", + "tenacity-enabled-description-u": "Tenacity is a character attribute.", + "firearms-enabled-description-u": "Firearms exist in the game setting.", + "boating-standard-description-u": "Boating is listed as a standard skill.", + "status-standard-description-u": "Status is listed as a standard skill.", + "superstition-standard-description-u": "Superstition is listed as a standard skill.", + "dependencies-enabled-description-u": "Enable the Dependencies mechanics.", + "arcane-magic-enabled-description-u": "Enables the Arcane Magic section of the sheet.", + "divine-magic-enabled-description-u": "Enables the Divine Magic section of the sheet.", + "folk-magic-enabled-description-u": "Enables the Folk Magic section of the sheet.", + "animism-enabled-description-u": "Enables the Animism section of the sheet.", + "spirits-have-tenacity-description-u": "Spirits have Tenacity as an attribute.", + "mysticism-enabled-description-u": "Enables the Mysticism section of the sheet.", + "sorcery-enabled-description-u": "Enables the Sorcery section of the sheet.", + "theism-enabled-description-u": "Enables the Theism section of the sheet.", + "conditions-u": "Conditions", + "psionics-u": "Psionics", + "discipline-u": "Discipline", + "discipline-talents-u": "Discipline Talents", + "max-active-talents-u": "Max Active Talents", + "humanoid-u": "Humanoid", + "custom-u": "Custom", + "health-and-armor-u": "Health & Armor", + "personal-u": "Personal", + "short-u": "Short", + "long-u": "Long", + "multiversal-u": "Multiversal", + "self-u": "Self", + "line-of-sight-u": "Line of Sight", + "same-paralell-u": "Same Paralell", + "any-paralell-u": "Any Paralell", + "instantaneous-u": "Instantaneous", + "talent-u": "Talent", + "lasting-u": "Lasting", + "mythras-psionics-enabled-u": "Mythras Psioics Enabled", + "default-hit-location-table-u": "Default Hit Location Table", + "default-hit-location-table-for-npcsu": "Default Hit Location Table for NPCs", + "hit-locations-description-u": "Set default hit location table for new characters.", + "npc-hit-locations-description-u": "Set default hit location table for new NPCs.", + "roman-magic-u": "Roman Magic", + "cursing-u": "Cursing", + "curse-u": "Curse", + "prediction-u": "Prediction", + "divination-u": "Divination", + "affects-u": "Afects", + "impact-u": "Impact", + "individual-u": "Individual", + "group-u": "Group", + "city-u": "City", + "necromancy-u": "Necromancy", + "minor-u": "Minor", + "life-altering-u": "Life Altering", + "death-u": "Death", + "question-dead-u": "Question Dead", + "summon-lemur-u": "Summon Lemur", + "pharmacy-u": "Pharmacy", + "concocte-potion-u": "Concocte Potion", + "small-animal-u": "Small Animal", + "medium-animal-u": "Medium Animal", + "large-animal-u": "Large Animal", + "shape-shifting-u": "Shape Shifting", + "create-salve-skins-u": "Create Salve/Skins", + "change-time-u": "Change Time", + "theology-u": "Theology", + "mythic-rome-u": "Mythic Rome", + "power-u": "Power", + "sphere-u": "Sphere", + "arc-u": "Arc", + "first-u": "First", + "second-u": "Second", + "third-u": "Third", + "ms-psionics-enabled-u": "M-Space Psionics Enabled", + "roman-magic-enabled-u": "Roman Magic Enabled", + "none-u": "None", + "simplified-combat-enabled-u": "Use the optional simplified combat rules from M-Space.", + "system-u": "System", + "hit-points-u": "Hit Points", + "wounds-u": "Wounds", + "conflict-pool-u": "Conflict Pool", + "extended-conflict-resolution-enabled-u": "Extended Conflict Resolution Enabled", + "home-world-u": "Home World", + "m-space-u": "M-Space", + "power-points-u": "Power Points", + "show-reduced-description-u": "Display a result for high skills reduced down to 100 in the roll templates.", + "extended-conflict-enabled-description-u": "Use the extended conflict resolution system from M-Space.", + "roman-magic-enabled-description-u": "Enables the Roman magic section of the sheet for magic as used in Mythic Roman.", + "ms-psionics-enabled-description-u": "Enables the Psionics section of the sheet per M-Space rules.", + "mythras-psionics-enabled-description-u": "Enables the Psionics section of the sheet per Mythras rules.", + "rolls-show-101-reduced-u": "Rolls Show 101+ Reduced", + "circles-u": "Circles", + "npc-weapon-size-note-u": "Force for ranged weapons", + "weapon-u": "Weapon", + "skills-u": "Skills", + "block-description-u": "Location passively blocked", + "cult-u": "Cult", + "circle-u": "Circle", + "rabble-underling-u": "Rabble/Underling", + "unit-name-u": "Unit Name", + "unit-type-u": "Unit Type", + "commander-u": "Commander", + "formation-u": "Formation", + "default-sheet-type-u": "Default Sheet Type", + "type-description-u": "Set default sheet type. Good to change this to NPC once all your PCs are made.", + "encounter-generator-json-u": "Encounter Generator JSON", + "json-importer-u": "JSON Importer", + "spirit-init-u": "Spirit Init", + "sheet-u": "Sheet", + "instructions-u": "Instructions", + "json-step-one-u": "Visit the Enouncter Generator at http://skoll.xyz/mythras_eg/", + "json-step-two-u": "Find your desired enemy and click to visit the template page.", + "json-step-three-u": "Note the number at the end of the URL.", + "json-step-four-u": "Go to this url but replace #### with the number noted in step three: http://skoll.xyz/mythras_eg/generate_enemies_json/?id=####", + "json-step-five-u": "Paste the contents of the page into the textarea above.", + "json-step-six-u": "Go back to the Sheet tab to enjoy your imported character.", + "json-note-one-u": "Once you have generated JSON for one enemy you may simply refresh the page to generate a new one.", + "unit-traits-u": "Unit Traits", + "multiplier-u": "Multiplier", + "strength-u": "Strength", + "frontage-u": "Frontage", + "depth-u": "Depth", + "command-u": "Command", + "competency-u": "Competency", + "morale-u": "Morale", + "armor-points-u": "Armor Points", + "repair-mod-u": "Repair Mod", + "speed-u": "Speed", + "seaworthiness-u": "Seaworthiness", + "penalty-short-u": "Pen", + "condition-u": "Condition", + "ship-shape-u": "Ship Shape", + "seaworthy-u": "Seaworthy", + "battered-u": "Battered", + "swamped-u": "Swamped", + "sinking-u": "Sinking", + "crew-u": "Crew", + "capacity-u": "Capacity", + "dimensions-u": "Dimensions", + "hull-type-u": "Hull Type", + "utility-u": "Utility", + "galley-u": "Galley", + "transport-u": "Transport", + "small-u": "Small", + "large-u": "Large", + "huge-u": "Huge", + "colossal-u": "Colossal", + "enormous-u": "Enormous", + "beyond-colossal-u": "Beyond Colossal", + "captain-u": "Captain", + "ship-name-u": "Ship Name", + "armament-u": "Armament", + "beyond-enormous-u": "Beyond Enormous", + "due-to-ship-condition-u": "due to ship condition", + "skill-modifier-u": "Skill Modifier", + "temp-armor-all-u": "Temp Armor (All)", + "temp-hp-all-u": "Temp HP (All)", + "build-u": "Build", + "npc-view-u": "NPC View", + "help-macros-u": "Help/Macros", + "json-note-four-u": "After import some fields may require additional work for full functionality. For example, misc skills the importer couldn't identify, will be recorded as professional skills. These may need to be re-located if they are not, in fact, professional skills. In addition, professional skills will be logged with no base value. All points will be allocated to experience. You may wish to set the base characteristics to ensure characteristic modifiers work on these skills. If so, remember to deduct the new base value from the experience field. Spells and other magic powers will also require further configuration so their roll button will present accurate information. As a general rule, anything with it's details section open, after import, could be further configured. This additional work is at the GMs discretion and is likely not needed for most NPCs.", + "spirit-values-u": "Spirit Values", + "affiliations-u": "Affiliations", + "affiliation-u": "Affiliation", + "mythic-constantinople-u": "Mythic Constantinople", + "affiliations-enabled-u": "Affiliations Enabled", + "affiliations-enabled-description-u": "Use affiliations from Mythic Constantinople.", + "max-devotional-pool-based-on-u": "Max Devotional Pool Based On", + "max-devotional-pool-based-on-description-u": "Max devotional pool calculated per Cult Rank or POW.", + "vehicle-u": "Vehicle", + "stats-u": "Stats", + "systems-u": "Systems", + "terrestrial-u": "Terrestrial", + "spaceship-u": "Spaceship", + "roll-u": "Roll", + "hits-u": "Hits", + "hull-u": "Hull", + "structure-u": "Structure", + "rate-u": "Rate", + "ponderous-u": "Ponderous", + "sluggish-u": "Sluggish", + "slow-u": "Slow", + "mediocre-u": "Mediocre", + "gentle-u": "Gentle", + "moderate-u": "Moderate", + "rapid-u": "Rapid", + "fast-u": "Fast", + "fleet-u": "Fleet", + "cargo-compartment-u": "Cargo Compartment", + "communications-u": "Communications", + "controls-u": "Controls", + "repulsorlift-u": "Repulsorlift", + "passengers-u": "Passengers", + "power-core-u": "Power Core", + "sensors-u": "Sensors", + "avionics-u": "Avionics", + "hold-u": "Hold", + "hangar-bay-u": "Hangar Bay", + "hyperdrive-u": "Hyperdrive", + "reactor-core-u": "Reactor Core", + "sublight-drive-u": "Sublight Drive", + "ships-and-shield-walls-u": "Ships and Shield Walls", + "ground-u": "Ground", + "liquid-u": "Liquid", + "flight-u": "Flight", + "space-u": "Space", + "regular-u": "Regular", + "terrain-u": "Terrain", + "walker-u": "Walker", + "burrower-u": "Burrower", + "surface-motor-u": "Surface, Motor", + "surface-sail-u": "Surface, Sail", + "sub-u": "Sub", + "wings-u": "Wings", + "anti-grav-u": "Anti-grav", + "rotor-blades-u": "Rotor Blades", + "hover-craft-u": "Hover Craft", + "gas-bag-u": "Gas Bag", + "handling-u": "Handling", + "hyperspace-u": "Hyperspace", + "app-u": "App", + "apps-u": "Apps", + "module-u": "Module", + "modules-u": "Modules", + "equip-pack-u": "Equip Pack", + "loadout-u": "Loadout", + "pack-u": "Pack", + "mount-vehicle-u": "Mount/Vehicle", + "camp-u": "Camp", + "homebase-u": "Homebase", + "streamlined-u": "Streamled", + "attributes-and-modules-u": "Attributes & Modules", + "engines-u": "Engines", + "maneuvering-u": "Maneuvering", + "total-modules-u": "Total Modules", + "cockpit-u": "Cockpit", + "bridge-u": "Bridge", + "sickbay-u": "Sickbay", + "crew-quarters-u": "Crew Quarters", + "passenger-quarters-u": "Passenger Quarters", + "cargo-hold-u": "Cargo Hold", + "lab-u": "Lab", + "open-space-u": "Open Space", + "hanger-bay-u": "Hanger Bay", + "self-repair-u": "Self-Repair", + "escape-pod-u": "Escape Pod", + "tractor-beam-u": "Tractor Beam", + "extra-sensors-u": "Extra Sensors", + "robot-arm-u": "Robot Arm", + "rescue-utilities-u": "Rescue Utilities", + "airlock-u": "Airlock", + "storage-u": "Storage", + "environment-u": "Environment", + "lift-gas-u": "Lift Gas", + "visual-size-sails-up-u": "Visual Size (Sails Up)", + "size-rating-u": "Size Rating", + "solar-system-u": "Solar System", + "worlds-u": "Worlds", + "sub-sector-u": "Sub Sector", + "hex-u": "Hex", + "star-type-u": "Star Type", + "planets-u": "Planets", + "habitable-u": "Habitable", + "starports-u": "Starports", + "astroid-belt-u": "Astroid Belt", + "after-the-vampire-wars-u": "After the Vampire Wars", + "mythras-u": "Mythras", + "vehicle-type-option-description-u": "Type of vehicle mechanics to use.", + "stash-u": "Stash", + "import-from-encounter-generator-u": "Import from Encounter Generator", + "rear-right-leg-u": "Rear Right Leg", + "rear-left-leg-u": "Rear Left Leg", + "mid-right-leg-u": "Mid Right Leg", + "mid-left-leg-u": "Mid Left Leg", + "fore-right-leg-u": "Fore Right Leg", + "fore-left-leg-u": "Fore Left Leg", + "front-right-leg-u": "Front Right Leg", + "front-left-leg-u": "Front Left Leg", + "cephalothorax-u": "Cephalothorax", + "hindquarters-u": "Hindquarters", + "forequarters-u": "Forequarters", + "body-u": "Body", + "tail-u": "Tail", + "right-wing-u": "Right Wing", + "left-wing-u": "Left Wing", + "thorax-u": "Thorax", + "dorsal-fin-u": "Dorsal Fin", + "right-fin-u": "Right Fin", + "left-fin-u": "Left Fin", + "trunk-u": "Trunk", + "right-pincer-u": "Right Pincer", + "left-pincer-u": "Left Pincer", + "metathorax-u": "Metathorax", + "prothorax-u": "Prothorax", + "tail-tip-u": "Tail Tip", + "mid-end-length-u": "Mid End-length", + "fore-end-length-u": "Fore End-length", + "rear-mid-length-u": "Rear Mid-length", + "mid-mid-length-u": "Mid Mid-length", + "fore-mid-length-u": "Fore Mid-length", + "rear-fore-length-u": "Rear Fore-length", + "mid-fore-length-u": "Mid Fore-length", + "tentacle-1-u": "Tentacle 1", + "tentacle-2-u": "Tentacle 2", + "tentacle-3-u": "Tentacle 3", + "tentacle-4-u": "Tentacle 4", + "tentacle-5-u": "Tentacle 5", + "tentacle-6-u": "Tentacle 6", + "tentacle-7-u": "Tentacle 7", + "tentacle-8-u": "Tentacle 8", + "long-tentacle-1-u": "Long Tentacle 1", + "long-tentacle-2-u": "Long Tentacle 2", + "arachnid-u": "Arachnid", + "biped-u": "Biped", + "centaurid-u": "Centaurid", + "decapoda-u": "Decapoda", + "decapodiform-u": "Decapodiform", + "dorsal-finned-aquatic-u": "Dorsal Finned Aquatic", + "draconic-u": "Draconic", + "insect-u": "Insect", + "octopodiform-u": "Octopodiform", + "pachyderm-u": "Pachyderm", + "quadruped-u": "Quadruped", + "serpentine-u": "Serpentine", + "tailed-arachnid-u": "Tailed Arachnid", + "tailed-biped-u": "Tailed Biped", + "tailed-quadruped-u": "Tailed Quadruped", + "winged-biped-u": "Winged Biped", + "winged-insect-u": "Winged Insect", + "winged-quadruped-u": "Winged Quadruped", + "npc-decrecation-warning-u": "Notice! The NPC sheet will be deprecated in the next version. It will be replaced with mook sheet and other accompanying features. To prepare you should copy your NPC stats to the main character sheet.", + "character-info-u": "Character Info", + "languages-u": "Languages", + "calculate-effictive-armor-enc-as-quarter-u": "Calculate effective ENC from armor as 1/4 actual", + "folk-magic-range-u": "Folk Magic Range", + "folk-magic-skill-u": "Folk Magic Skill", + "folk-magic-skill-divided-by-five-u": "Folk Magic Skill / 5", + "fae-powers-u": "Fae Powers", + "fata-u": "Fata", + "pow-metres-u": "POW Metres", + "pow-times-ten-metres-u": "POW x 10 Metres", + "max-simultaneous-powers-u": "Max Simultaneous Powers", + "one-minute-u": "1 Minute", + "intensity-minutes-u": "Intensity x Minutes", + "intensity-times-five-minutes-u": "Intensity x 5 Minutes", + "intensity-times-ten-minutes-u": "Intensity x 10 Minutes", + "intensity-hours-u": "Intensity x Hours", + "fae-powers-enabled-description-u": "Enables the Fae Powers section of the sheet.", + "folk-magic-range-description-u": "Sets the range of Folk Magic spells with the ranged tag.", + "cult-rank-u": "Cult Rank", + "broken-u": "Broken", + "skirmish-u": "Skirmish", + "line-u": "Line", + "phalanx-u": "Phalanx", + "circle-square-u": "Circle/Square", + "wedge-u": "Wedge", + "tortoise-u": "Tortoise", + "known-languages-u": "Known Languages", + "linguistics-enabled-u": "Linguistics Enabled", + "linguistics-u": "Linguistics", + "linguistics-enabled-description-u": "Use the Linguistics skill instead of individual Language skills.", + "mooks-u": "Mooks", + "form-u": "Form", + "spirit-attributes-u": "Spirit Attributes", + "material-u": "Material", + "spirit-u": "Spirit", + "fly-u": "Fly", + "powers-u": "Powers", + "species-fly-u": "Species Fly", + "species-swim-u": "Species Swim", + "calculated-u": "Calculated", + "set-2-u": "Set 2", + "set-3-u": "Set 3", + "reach-enabled-description-u": "Enable weapon reach.", + "action-points-chars-option-description-u": "Action Points are calculated from characteristics or set to a static value.", + "sink-u": "Sink", + "float-u": "Float", + "herculean-skill-modifier-u": "Herculean Skill Modifier", + "herculean-mod-description-u": "Is herculean difficulty 1/10th or 1/5th standard skill value.", + "mythras-imperative-u": "Mythras Imperative", + "no-penalty-u": "No Penalty", + "combat-u": "Combat", + "right-rear-leg-u": "Right Rear Leg", + "left-rear-leg-u": "Left Rear Leg", + "no-activities-possible-u": "No Activities Possible", + "compact-u": "Compact", + "professional-u": "Professional", + "matter-u": "Matter", + "mind-u": "Mind", + "sense-u": "Sense", + "cleric-u": "Cleric", + "druid-u": "Druid", + "paladin-u": "Paladin", + "ranger-u": "Ranger", + "pow-meters-u": "POW x Meters", + "pow-times-ten-meters-u": "POW x 10 Meters", + "base-skill-u": "Base Skill", + "talents-u": "Talents", + "disciplines-u": "Disciplines", + "stored-u": "Stored", + "equipped-u": "Equipped", + "notice-u": "With the release of v2.1, the M-Space sheet is no longer maintained as an individual sheet. Instead you should use the Mythras sheet, which has full support for the M-Space setting, plus the ability to incorporate various rules and systems from other Mythras based products.", + "step1-u": "Open your campaign page and goto Settings->Game Settings.", + "step2-u": "Change the Character Sheet Template to Mythras.", + "step3-u": "There are also a number of other Default Sheet Settings used to toggle optional rules and systems. Some were not previous available for M-Space. You may optionally set any as you wish.", + "step4-u": "When done click Save Changes." +} diff --git a/M-Space/translations/hu.json b/M-Space/translations/hu.json new file mode 100644 index 0000000000..7640848f87 --- /dev/null +++ b/M-Space/translations/hu.json @@ -0,0 +1,810 @@ +{ + "setting-order": "default,atvw,classic_fantasy,luther_arkwright,mspace,monster_island,mythic_britain,mythic_constantinople,mythic_rome,thennla", + "vehicle-type-order": "default,mythras,mspace,ships", + "devotional-pool-type-order": "default,cult_rank,pow", + "ship-hull-order": "utility,galley,transport", + "hit-location-order": "custom,rabble,simple,spacer,arachnid,biped,centaurid,decapoda,decapodiform,dorsal_finned_aquatic,draconic,insect,octopodiform,pachyderm,quadruped,serpentine,tailed_arachnid,tailed_biped,tailed_quadruped,winged_biped,winged_insect,winged_quadruped", + "attribute-order": "action_points,conflict_pool,spirit_damage,damage_mod,exp_mod,healing_rate,initiative,intensity,luck_points,magic_points,move_rate,power_points,prana_points,tenacity", + "combat-skill-order": "binding,brawn,evade,endurance,willpower", + "mook-combat-skill-order": "binding,brawn,evade,endurance,unarmed,willpower", + "standard-skill-order": "athletics,boating,brawn,conceal,customs,dance,deceit,drive,endurance,evade,first_aid,home_parallel,influence,insight,locale,native_tongue,perception,ride,sing,status,stealth,superstition,swim,unarmed,willpower", + "sphere-order": "matter,mind,sense", + "roman-magic-order": "cursing,divination,necromancy,pharmacy,shape_shifting,theology", + "arcane-caster-order": "bard,magic-user", + "divine-caster-order": "bard,cleric,druid,paladin,ranger", + "resist-order": "blank,brawn,endurance,evade,willpower,special", + "settings-u": "Settings", + "sheet-version-u": "Sheet Version", + "setting-u": "Setting", + "default-u": "Default", + "luther-arkwright-u": "Luther Arkwright", + "mythic-britain-u": "Mythic Britain", + "sheet-type-u": "Sheet Type", + "battle-unit-u": "Battle Unit", + "npc-u": "NPC", + "pc-u": "PC", + "ship-u": "Ship", + "core-u": "Core", + "magic-u": "Magic", + "equipment-u": "Equipment", + "notes-u": "Notes", + "name-u": "Name", + "species-u": "Species", + "traits-abilities-gifts-u": "Traits / Abilities / Gifts", + "rank-u": "Rank", + "experience-rolls-u": "Exp Rolls", + "age-u": "Age", + "gender-u": "Gender", + "frame-u": "Frame", + "weight-u": "Weight", + "height-u": "Height", + "handedness-u": "Handedness", + "homeland-u": "Homeland", + "culture-u": "Culture", + "social-class-u": "Social Class", + "career-u": "Career", + "characteristics-u": "Characteristics", + "temp-u": "Temp", + "total-u": "Total", + "str-u": "STR", + "con-u": "CON", + "siz-u": "SIZ", + "dex-u": "DEX", + "int-u": "INT", + "ins-u": "INS", + "pow-u": "POW", + "cha-u": "CHA", + "base-u": "Base", + "training-u": "Training", + "ageing-u": "Ageing", + "other-u": "Other", + "attributes-u": "Attributes", + "attribute-u": "Attribute", + "damage-modifier-u": "Damage Mod", + "experience-modifier-u": "Exp Modifier", + "healing-rate-u": "Healing Rate", + "luck-points-u": "Luck Points", + "magic-points-u": "Magic Points", + "move-rate-u": "Move Rate", + "initiative-bonus-u": "Init. Bonus", + "tenacity-u": "Tenacity", + "temp-damage-modifier-clarification-u": "Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u": "Prana Points", + "action-points-u": "Action Points", + "plus-one-ap-u": "+1 AP", + "swiftness-gift-u": "Swiftness Gift", + "fatigue-u": "Fatigue", + "mighty-gift-u": "Mighty Gift", + "use-str-siz-pow-u": "Use STR+SIZ+POW", + "steps-u": "steps", + "healthy-gift-u": "Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u": "Add rank to luck", + "armor-u": "Armor", + "dependencies-u": "Dependencies", + "hit-locations-u": "Hit Locations", + "use-con-siz-pow-for-hp-u": "Use CON+SIZ+POW for HP", + "ap-u": "AP", + "hp-u": "HP", + "location-u": "Location", + "block-u": "Block?", + "encumbrance-u": "Encumbrance", + "right-leg-u": "Right Leg", + "left-leg-u": "Left Leg", + "abdomen-u": "Abdomen", + "chest-u": "Chest", + "right-arm-u": "Right Arm", + "left-arm-u": "Left Arm", + "head-u": "Head", + "armor-equipped-u": "Armor Equipped", + "armor-type-u": "Armor Type", + "armor-enc-u": "Armor ENC", + "armor-ap-u": "Armor AP", + "other-ap-u": "Other AP", + "other-hp-u": "Other HP", + "base-hp-u": "Base HP", + "initiative-u": "Initiative", + "alacrity-gift-u": "Alacrity Gift (roll 1d6+6)", + "movement-u": "Movement", + "walk-u": "Walk", + "run-u": "Run", + "sprint-u": "Sprint", + "jump-u": "Jump", + "horizontal-short-u": "Horiz.", + "vertical-short-u": "Vert.", + "horizontal-u": "Horizontal", + "vertical-u": "Vertical", + "swim-u": "Swim", + "climb-u": "Climb", + "rough-u": "Rough", + "steep-u": "Steep", + "sheer-u": "Sheer", + "movement-one-clarification-u": "Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u": "These jump values assume a 5m run-up.", + "movement-three-clarification-u": "Critical success on Swim roll grants +1 movement.", + "current-u": "Current", + "carrying-load-u": "Carrying Load", + "dex-and-str-skills-u": "DEX & STR Skills", + "move-penalty-u": "Move Penalty", + "avg-species-siz-u": "Average Species SIZ", + "encumbrance-from-armor-u": "Encumbrance from Armor", + "effective-encumbrance-from-armor-u": "Effective Encumbrance from Armor", + "encumbrance-from-shields-u": "Encumbrance from Shields", + "encumbrance-from-melee-weapons-u": "Encumbrance from Melee Weapons", + "encumbrance-from-missile-weapons-u": "Encumbrance from Missile Weapons", + "encumbrance-from-firearms-u": "Encumbrance from Firearms", + "encumbrance-from-loadout-u": "Encumbrance from Loadout", + "encumbrance-from-pack-u": "Encumbrance from Pack", + "encumbrance-from-currency-u": "Encumbrance from Currency", + "burdened-u": "Burdened", + "overloaded-u": "Overloaded", + "max-u": "Max", + "current-level-u": "Current Level", + "recovery-in-u": "Recovery In", + "recovery-u": "Recovery", + "fresh-u": "9 - Fresh", + "winded-u": "8 - Winded", + "tired-u": "7 - Tired", + "wearied-u": "6 - Wearied", + "exhausted-u": "5 - Exhausted", + "debilitated-u": "4 - Debilitated", + "incapacitated-u": "3 - Incapacitated", + "semi-conscious-u": "2 - Semi-Conscious", + "comatose-u": "1 - Comatose", + "dead-u": "0 - Dead", + "standard-u": "Standard", + "hard-u": "Hard", + "formidable-u": "Formidable", + "herculean-u": "Herculean", + "hopeless-u": "Hopeless", + "no-action-allowed-u": "No Action Allowed", + "combat-styles-u": "Combat Styles", + "combat-skills-u": "Combat Skills", + "combat-style-u": "Combat Style", + "versus101plus-u": "vs101+", + "traits-u": "Traits", + "weapons-u": "Weapons", + "hours-u": "Hours", + "characteristic-short-u": "Char", + "base-value-u": "Base Value", + "training-and-experience-u": "Training & Experience", + "standard-skills-u": "Standard Skills", + "skill-u": "Skill", + "skill-grade-u": "Skill Grade", + "shield-u": "Shield", + "damage-mod-short-u": "DM", + "damage-u": "Damage", + "combat-effects-u": "Combat Effects", + "max-hp-u": "Max HP", + "size-u": "Size", + "reach-u": "Reach", + "enc-u": "ENC", + "force-u": "Force", + "range-u": "Range", + "load-u": "Load", + "impale-size-short-u": "IS", + "display-u": "Display", + "shields-u": "Shields", + "melee-weapons-u": "Melee Weapons", + "melee-weapon-u": "Melee Weapon", + "ranged-weapons-u": "Ranged Weapons", + "ranged-weapon-u": "Ranged Weapon", + "firearms-u": "Firearms", + "firearm-u": "Firearm", + "fire-rate-u": "Fire Rate", + "ammo-u": "Ammo", + "money-and-wealth-u": "Money & Wealth", + "income-u": "Income", + "day-u": "Day", + "month-u": "Month", + "season-u": "Season", + "year-u": "Year", + "currency-u": "Currency", + "value-u": "Value", + "quantity-short-u": "Quantity", + "item-u": "Item", + "centimetres-short-u": "cm", + "kilograms-short-u": "kg", + "armor-penalty-u": "Armor Penalty", + "base-move-u": "Base Move", + "greater-than-u": "greater than", + "athletics-u": "Athletics", + "very-easy-u": "Very Easy", + "easy-u": "Easy", + "one-grade-harder-u": "1 grade harder", + "two-grades-harder-u": "2 grades harder", + "impossible-u": "Impossible", + "passions-u": "Passions", + "and-dependencies-u": "& Dependencies", + "score-u": "Score", + "dependency-u": "Dependency", + "passion-u": "Passion", + "professional-skills-u": "Professional Skills", + "language-u": "Language", + "resistance-u": "Resistance", + "brawn-u": "Brawn", + "endurance-u": "Endurance", + "evade-u": "Evade", + "willpower-u": "Willpower", + "boating-u": "Boating", + "conceal-u": "Conceal", + "customs-u": "Customs", + "dance-u": "Dance", + "deceit-u": "Deceit", + "drive-u": "Drive", + "first-aid-u": "First Aid", + "influence-u": "Influence", + "insight-u": "Insight", + "locale-u": "Locale", + "perception-u": "Perception", + "ride-u": "Ride", + "sing-u": "Sing", + "stealth-u": "Stealth", + "superstition-u": "Superstition", + "home-parallel-u": "Home Parallel", + "unarmed-u": "Unarmed", + "native-tongue-u": "Native Tongue", + "medium-u": "Medium", + "strenuous-u": "Strenuous", + "halved-u": "Halved", + "normal-u": "Normal", + "all-u": "All", + "equipment-and-wealth-u": "Equipment", + "due-to-fatigue-u": "due to fatigue", + "due-to-enc-u": "due to ENC", + "reduced-u": "reduced", + "cults-brotherhoods-and-orders-u": "Cults, Brotherhoods and Orders", + "contacts-u": "Contacts", + "family-u": "Family", + "community-u": "Community", + "theism-u": "Theism", + "sorcery-u": "Sorcery", + "mysticism-u": "Mysticism", + "animism-u": "Animism", + "folk-magic-u": "Folk Magic", + "spell-u": "Spell", + "description-u": "Description", + "macro-u": "Macro", + "learned-u": "Learned", + "follower-u": "Follower", + "spirit-worshipper-u": "Spirit Worshipper", + "shaman-u": "Shaman", + "high-shaman-u": "High Shaman", + "spirit-lord-u": "Spirit Lord", + "type-u": "Type", + "fetish-spirit-u": "Fetish / Spirit", + "max-number-of-spirits-u": "Max # of Spirits", + "max-pow-of-spirits-u": "Max POW of Spirits", + "spirit-ap-u": "Spirit AP", + "spirit-initiative-bonus-short-u": "Spirit IB", + "spirit-damage-u": "Spirit Damage", + "trance-u": "Trance", + "binding-u": "Binding", + "allies-u": "Allies", + "enemies-u": "Enemies", + "meditation-u": "Meditation", + "path-u": "Path", + "paths-u": "Paths", + "practiced-talent-u": "Practiced Talent", + "max-cumulative-intensity-u": "Max Cumulative Intensity", + "max-practiced-talents-u": "Max Practiced Talents", + "max-intensity-u": "Max Intensity", + "path-talents-u": "Path Talents", + "shaping-u": "Shaping", + "invocation-u": "Invocation", + "invocations-u": "Invocations", + "invocation-spells-u": "Invocation Spells", + "max-shaping-points-u": "Max Shaping Points", + "max-memorized-spells-u": "Max Memorized Spells", + "memorized-u": "Memorized", + "intensity-u": "Intensity", + "magnitude-u": "Magnitude", + "devotional-pool-u": "Devotional Pool", + "exhort-u": "Exhort", + "devotion-u": "Devotion", + "devotions-u": "Devotions", + "lay-member-u": "Lay Member", + "initiate-u": "Initiate", + "acolyte-u": "Acolyte", + "priest-u": "Priest", + "high-priest-u": "High Priest", + "concentration-u": "Concentration", + "resist-u": "Resist", + "devotion-miracles-u": "Devotion Miracles", + "cost-u": "Cost", + "time-u": "Time", + "area-u": "Area", + "duration-u": "Duration", + "metres-u": "Metres", + "decametres-u": "Decametres", + "kilometres-u": "Kilometres", + "instant-u": "Instant", + "minutes-u": "Minutes", + "days-u": "Days", + "months-u": "Months", + "miracle-u": "Miracle", + "encumbered-u": "Encumbered", + "fumbled-u": "Fumbled", + "trained-u": "Trained", + "increased-for-xp-u": "Increased for XP", + "yes-u": "Yes", + "no-u": "No", + "special-u": "Special", + "touch-u": "Touch", + "miracle-rank-u": "Miracle Rank", + "ranged-u": "Ranged", + "invoke-trait-u": "Invoke Trait", + "enhance-attribute-u": "Enhance Attribute", + "augment-skill-u": "Augment Skill", + "targets-u": "Targets", + "impale-size-u": "Impale Size", + "effects-u": "Effects", + "whisper-rolls-to-gm-u": "Whisper Rolls to GM", + "magic-skills-u": "Magic Skills", + "other-skills-u": "Other Skills", + "spectral-combat-u": "Spectral Combat", + "spirit-abilities-u": "Spirit Abilities", + "spirits-have-tenacity-u": "Spirits Have Tenacity", + "spells-u": "Spells", + "miracles-u": "Miracles", + "show-name-in-roll-templates-u": "Show Name in Roll Templates", + "rolled-u": "Rolled", + "roll-initiative-u": "Roll Initiative", + "components-u": "Components", + "disabled-u": "Disabled", + "enabled-u": "Enabled", + "ablation-points-u": "Ablation Points", + "focus-points-u": "Focus Points", + "fortune-points-u": "Fortune Points", + "precision-points-u": "Precision Points", + "swiftness-points-u": "Swiftness Points", + "ablation-u": "Ablation", + "focus-u": "Focus", + "fortune-u": "Fortune", + "precision-u": "Precision", + "swiftness-u": "Swiftness", + "use-setting-default-u": "Use Setting Default", + "background-u": "Background", + "display-campaign-settings-u": "Display Campaign Settings", + "hit-u": "Hit", + "status-u": "Status", + "monster-island-u": "Monster Island", + "initiative-roll-u": "Initiative Roll", + "running-jump-u": "Running Jump", + "standing-jump-u": "Standing Jump", + "paralell-designator-u": "Paralell Designator", + "paralell-type-development-u": "Paralell Type/Development", + "apply-dependencies-penalty-u": "Apply Dependencies Penalty", + "rites-u": "Rites", + "thennla-u": "Thennla", + "classic-fantasy-u": "Classic Fantasy", + "race-u": "Race", + "class-u": "Class", + "arcane-magic-u": "Arcane Magic", + "divine-magic-u": "Divine Magic", + "arcane-casting-u": "Arcane Casting", + "arcane-knowledge-u": "Arcane Knowledge", + "casting-class-u": "Casting Class", + "magic-user-u": "Magic-User", + "bard-u": "Bard", + "disbelieve-u": "Disbelieve", + "known-u": "Known", + "cantrips-u": "Cantrips", + "school-u": "School", + "reversible-u": "Reversible", + "actions-u": "Actions", + "xp-u": "XP", + "mp-u": "MP", + "cost-reduction-u": "Cost Reduction", + "apply-penalty-u": "Apply Penalty", + "piety-u": "Piety", + "channel-u": "Channel", + "arcane-magic-enabled-u": "Arcane Magic Enabled", + "divine-magic-enabled-u": "Divine Magic Enabled", + "name-display-description-u": "Show character name in the roll template. Useful if you need to hide a characters true identity.", + "roll-display-description-u": "Rolls are only shown to the GM and the player making the roll.", + "setting-description-u": "Sets the default sheet options and mechanics to match the rules as presented in the setting's source book. Individual options may be overridden below.", + "luck-points-rank-description-u": "Add the character's Rank to their total Luck Points.", + "tenacity-enabled-description-u": "Tenacity is a character attribute.", + "firearms-enabled-description-u": "Firearms exist in the game setting.", + "boating-standard-description-u": "Boating is listed as a standard skill.", + "status-standard-description-u": "Status is listed as a standard skill.", + "superstition-standard-description-u": "Superstition is listed as a standard skill.", + "dependencies-enabled-description-u": "Enable the Dependencies mechanics.", + "arcane-magic-enabled-description-u": "Enables the Arcane Magic section of the sheet.", + "divine-magic-enabled-description-u": "Enables the Divine Magic section of the sheet.", + "folk-magic-enabled-description-u": "Enables the Folk Magic section of the sheet.", + "animism-enabled-description-u": "Enables the Animism section of the sheet.", + "spirits-have-tenacity-description-u": "Spirits have Tenacity as an attribute.", + "mysticism-enabled-description-u": "Enables the Mysticism section of the sheet.", + "sorcery-enabled-description-u": "Enables the Sorcery section of the sheet.", + "theism-enabled-description-u": "Enables the Theism section of the sheet.", + "conditions-u": "Conditions", + "psionics-u": "Psionics", + "discipline-u": "Discipline", + "discipline-talents-u": "Discipline Talents", + "max-active-talents-u": "Max Active Talents", + "humanoid-u": "Humanoid", + "custom-u": "Custom", + "health-and-armor-u": "Health & Armor", + "personal-u": "Personal", + "short-u": "Short", + "long-u": "Long", + "multiversal-u": "Multiversal", + "self-u": "Self", + "line-of-sight-u": "Line of Sight", + "same-paralell-u": "Same Paralell", + "any-paralell-u": "Any Paralell", + "instantaneous-u": "Instantaneous", + "talent-u": "Talent", + "lasting-u": "Lasting", + "mythras-psionics-enabled-u": "Mythras Psioics Enabled", + "default-hit-location-table-u": "Default Hit Location Table", + "default-hit-location-table-for-npcsu": "Default Hit Location Table for NPCs", + "hit-locations-description-u": "Set default hit location table for new characters.", + "npc-hit-locations-description-u": "Set default hit location table for new NPCs.", + "roman-magic-u": "Roman Magic", + "cursing-u": "Cursing", + "curse-u": "Curse", + "prediction-u": "Prediction", + "divination-u": "Divination", + "affects-u": "Afects", + "impact-u": "Impact", + "individual-u": "Individual", + "group-u": "Group", + "city-u": "City", + "necromancy-u": "Necromancy", + "minor-u": "Minor", + "life-altering-u": "Life Altering", + "death-u": "Death", + "question-dead-u": "Question Dead", + "summon-lemur-u": "Summon Lemur", + "pharmacy-u": "Pharmacy", + "concocte-potion-u": "Concocte Potion", + "small-animal-u": "Small Animal", + "medium-animal-u": "Medium Animal", + "large-animal-u": "Large Animal", + "shape-shifting-u": "Shape Shifting", + "create-salve-skins-u": "Create Salve/Skins", + "change-time-u": "Change Time", + "theology-u": "Theology", + "mythic-rome-u": "Mythic Rome", + "power-u": "Power", + "sphere-u": "Sphere", + "arc-u": "Arc", + "first-u": "First", + "second-u": "Second", + "third-u": "Third", + "ms-psionics-enabled-u": "M-Space Psionics Enabled", + "roman-magic-enabled-u": "Roman Magic Enabled", + "none-u": "None", + "simplified-combat-enabled-u": "Use the optional simplified combat rules from M-Space.", + "system-u": "System", + "hit-points-u": "Hit Points", + "wounds-u": "Wounds", + "conflict-pool-u": "Conflict Pool", + "extended-conflict-resolution-enabled-u": "Extended Conflict Resolution Enabled", + "home-world-u": "Home World", + "m-space-u": "M-Space", + "power-points-u": "Power Points", + "show-reduced-description-u": "Display a result for high skills reduced down to 100 in the roll templates.", + "extended-conflict-enabled-description-u": "Use the extended conflict resolution system from M-Space.", + "roman-magic-enabled-description-u": "Enables the Roman magic section of the sheet for magic as used in Mythic Roman.", + "ms-psionics-enabled-description-u": "Enables the Psionics section of the sheet per M-Space rules.", + "mythras-psionics-enabled-description-u": "Enables the Psionics section of the sheet per Mythras rules.", + "rolls-show-101-reduced-u": "Rolls Show 101+ Reduced", + "circles-u": "Circles", + "npc-weapon-size-note-u": "Force for ranged weapons", + "weapon-u": "Weapon", + "skills-u": "Skills", + "block-description-u": "Location passively blocked", + "cult-u": "Cult", + "circle-u": "Circle", + "rabble-underling-u": "Rabble/Underling", + "unit-name-u": "Unit Name", + "unit-type-u": "Unit Type", + "commander-u": "Commander", + "formation-u": "Formation", + "default-sheet-type-u": "Default Sheet Type", + "type-description-u": "Set default sheet type. Good to change this to NPC once all your PCs are made.", + "encounter-generator-json-u": "Encounter Generator JSON", + "json-importer-u": "JSON Importer", + "spirit-init-u": "Spirit Init", + "sheet-u": "Sheet", + "instructions-u": "Instructions", + "json-step-one-u": "Visit the Enouncter Generator at http://skoll.xyz/mythras_eg/", + "json-step-two-u": "Find your desired enemy and click to visit the template page.", + "json-step-three-u": "Note the number at the end of the URL.", + "json-step-four-u": "Go to this url but replace #### with the number noted in step three: http://skoll.xyz/mythras_eg/generate_enemies_json/?id=####", + "json-step-five-u": "Paste the contents of the page into the textarea above.", + "json-step-six-u": "Go back to the Sheet tab to enjoy your imported character.", + "json-note-one-u": "Once you have generated JSON for one enemy you may simply refresh the page to generate a new one.", + "unit-traits-u": "Unit Traits", + "multiplier-u": "Multiplier", + "strength-u": "Strength", + "frontage-u": "Frontage", + "depth-u": "Depth", + "command-u": "Command", + "competency-u": "Competency", + "morale-u": "Morale", + "armor-points-u": "Armor Points", + "repair-mod-u": "Repair Mod", + "speed-u": "Speed", + "seaworthiness-u": "Seaworthiness", + "penalty-short-u": "Pen", + "condition-u": "Condition", + "ship-shape-u": "Ship Shape", + "seaworthy-u": "Seaworthy", + "battered-u": "Battered", + "swamped-u": "Swamped", + "sinking-u": "Sinking", + "crew-u": "Crew", + "capacity-u": "Capacity", + "dimensions-u": "Dimensions", + "hull-type-u": "Hull Type", + "utility-u": "Utility", + "galley-u": "Galley", + "transport-u": "Transport", + "small-u": "Small", + "large-u": "Large", + "huge-u": "Huge", + "colossal-u": "Colossal", + "enormous-u": "Enormous", + "beyond-colossal-u": "Beyond Colossal", + "captain-u": "Captain", + "ship-name-u": "Ship Name", + "armament-u": "Armament", + "beyond-enormous-u": "Beyond Enormous", + "due-to-ship-condition-u": "due to ship condition", + "skill-modifier-u": "Skill Modifier", + "temp-armor-all-u": "Temp Armor (All)", + "temp-hp-all-u": "Temp HP (All)", + "build-u": "Build", + "npc-view-u": "NPC View", + "help-macros-u": "Help/Macros", + "json-note-four-u": "After import some fields may require additional work for full functionality. For example, misc skills the importer couldn't identify, will be recorded as professional skills. These may need to be re-located if they are not, in fact, professional skills. In addition, professional skills will be logged with no base value. All points will be allocated to experience. You may wish to set the base characteristics to ensure characteristic modifiers work on these skills. If so, remember to deduct the new base value from the experience field. Spells and other magic powers will also require further configuration so their roll button will present accurate information. As a general rule, anything with it's details section open, after import, could be further configured. This additional work is at the GMs discretion and is likely not needed for most NPCs.", + "spirit-values-u": "Spirit Values", + "affiliations-u": "Affiliations", + "affiliation-u": "Affiliation", + "mythic-constantinople-u": "Mythic Constantinople", + "affiliations-enabled-u": "Affiliations Enabled", + "affiliations-enabled-description-u": "Use affiliations from Mythic Constantinople.", + "max-devotional-pool-based-on-u": "Max Devotional Pool Based On", + "max-devotional-pool-based-on-description-u": "Max devotional pool calculated per Cult Rank or POW.", + "vehicle-u": "Vehicle", + "stats-u": "Stats", + "systems-u": "Systems", + "terrestrial-u": "Terrestrial", + "spaceship-u": "Spaceship", + "roll-u": "Roll", + "hits-u": "Hits", + "hull-u": "Hull", + "structure-u": "Structure", + "rate-u": "Rate", + "ponderous-u": "Ponderous", + "sluggish-u": "Sluggish", + "slow-u": "Slow", + "mediocre-u": "Mediocre", + "gentle-u": "Gentle", + "moderate-u": "Moderate", + "rapid-u": "Rapid", + "fast-u": "Fast", + "fleet-u": "Fleet", + "cargo-compartment-u": "Cargo Compartment", + "communications-u": "Communications", + "controls-u": "Controls", + "repulsorlift-u": "Repulsorlift", + "passengers-u": "Passengers", + "power-core-u": "Power Core", + "sensors-u": "Sensors", + "avionics-u": "Avionics", + "hold-u": "Hold", + "hangar-bay-u": "Hangar Bay", + "hyperdrive-u": "Hyperdrive", + "reactor-core-u": "Reactor Core", + "sublight-drive-u": "Sublight Drive", + "ships-and-shield-walls-u": "Ships and Shield Walls", + "ground-u": "Ground", + "liquid-u": "Liquid", + "flight-u": "Flight", + "space-u": "Space", + "regular-u": "Regular", + "terrain-u": "Terrain", + "walker-u": "Walker", + "burrower-u": "Burrower", + "surface-motor-u": "Surface, Motor", + "surface-sail-u": "Surface, Sail", + "sub-u": "Sub", + "wings-u": "Wings", + "anti-grav-u": "Anti-grav", + "rotor-blades-u": "Rotor Blades", + "hover-craft-u": "Hover Craft", + "gas-bag-u": "Gas Bag", + "handling-u": "Handling", + "hyperspace-u": "Hyperspace", + "app-u": "App", + "apps-u": "Apps", + "module-u": "Module", + "modules-u": "Modules", + "equip-pack-u": "Equip Pack", + "loadout-u": "Loadout", + "pack-u": "Pack", + "mount-vehicle-u": "Mount/Vehicle", + "camp-u": "Camp", + "homebase-u": "Homebase", + "streamlined-u": "Streamled", + "attributes-and-modules-u": "Attributes & Modules", + "engines-u": "Engines", + "maneuvering-u": "Maneuvering", + "total-modules-u": "Total Modules", + "cockpit-u": "Cockpit", + "bridge-u": "Bridge", + "sickbay-u": "Sickbay", + "crew-quarters-u": "Crew Quarters", + "passenger-quarters-u": "Passenger Quarters", + "cargo-hold-u": "Cargo Hold", + "lab-u": "Lab", + "open-space-u": "Open Space", + "hanger-bay-u": "Hanger Bay", + "self-repair-u": "Self-Repair", + "escape-pod-u": "Escape Pod", + "tractor-beam-u": "Tractor Beam", + "extra-sensors-u": "Extra Sensors", + "robot-arm-u": "Robot Arm", + "rescue-utilities-u": "Rescue Utilities", + "airlock-u": "Airlock", + "storage-u": "Storage", + "environment-u": "Environment", + "lift-gas-u": "Lift Gas", + "visual-size-sails-up-u": "Visual Size (Sails Up)", + "size-rating-u": "Size Rating", + "solar-system-u": "Solar System", + "worlds-u": "Worlds", + "sub-sector-u": "Sub Sector", + "hex-u": "Hex", + "star-type-u": "Star Type", + "planets-u": "Planets", + "habitable-u": "Habitable", + "starports-u": "Starports", + "astroid-belt-u": "Astroid Belt", + "after-the-vampire-wars-u": "After the Vampire Wars", + "mythras-u": "Mythras", + "vehicle-type-option-description-u": "Type of vehicle mechanics to use.", + "stash-u": "Stash", + "import-from-encounter-generator-u": "Import from Encounter Generator", + "rear-right-leg-u": "Rear Right Leg", + "rear-left-leg-u": "Rear Left Leg", + "mid-right-leg-u": "Mid Right Leg", + "mid-left-leg-u": "Mid Left Leg", + "fore-right-leg-u": "Fore Right Leg", + "fore-left-leg-u": "Fore Left Leg", + "front-right-leg-u": "Front Right Leg", + "front-left-leg-u": "Front Left Leg", + "cephalothorax-u": "Cephalothorax", + "hindquarters-u": "Hindquarters", + "forequarters-u": "Forequarters", + "body-u": "Body", + "tail-u": "Tail", + "right-wing-u": "Right Wing", + "left-wing-u": "Left Wing", + "thorax-u": "Thorax", + "dorsal-fin-u": "Dorsal Fin", + "right-fin-u": "Right Fin", + "left-fin-u": "Left Fin", + "trunk-u": "Trunk", + "right-pincer-u": "Right Pincer", + "left-pincer-u": "Left Pincer", + "metathorax-u": "Metathorax", + "prothorax-u": "Prothorax", + "tail-tip-u": "Tail Tip", + "mid-end-length-u": "Mid End-length", + "fore-end-length-u": "Fore End-length", + "rear-mid-length-u": "Rear Mid-length", + "mid-mid-length-u": "Mid Mid-length", + "fore-mid-length-u": "Fore Mid-length", + "rear-fore-length-u": "Rear Fore-length", + "mid-fore-length-u": "Mid Fore-length", + "tentacle-1-u": "Tentacle 1", + "tentacle-2-u": "Tentacle 2", + "tentacle-3-u": "Tentacle 3", + "tentacle-4-u": "Tentacle 4", + "tentacle-5-u": "Tentacle 5", + "tentacle-6-u": "Tentacle 6", + "tentacle-7-u": "Tentacle 7", + "tentacle-8-u": "Tentacle 8", + "long-tentacle-1-u": "Long Tentacle 1", + "long-tentacle-2-u": "Long Tentacle 2", + "arachnid-u": "Arachnid", + "biped-u": "Biped", + "centaurid-u": "Centaurid", + "decapoda-u": "Decapoda", + "decapodiform-u": "Decapodiform", + "dorsal-finned-aquatic-u": "Dorsal Finned Aquatic", + "draconic-u": "Draconic", + "insect-u": "Insect", + "octopodiform-u": "Octopodiform", + "pachyderm-u": "Pachyderm", + "quadruped-u": "Quadruped", + "serpentine-u": "Serpentine", + "tailed-arachnid-u": "Tailed Arachnid", + "tailed-biped-u": "Tailed Biped", + "tailed-quadruped-u": "Tailed Quadruped", + "winged-biped-u": "Winged Biped", + "winged-insect-u": "Winged Insect", + "winged-quadruped-u": "Winged Quadruped", + "npc-decrecation-warning-u": "Notice! The NPC sheet will be deprecated in the next version. It will be replaced with mook sheet and other accompanying features. To prepare you should copy your NPC stats to the main character sheet.", + "character-info-u": "Character Info", + "languages-u": "Languages", + "calculate-effictive-armor-enc-as-quarter-u": "Calculate effective ENC from armor as 1/4 actual", + "folk-magic-range-u": "Folk Magic Range", + "folk-magic-skill-u": "Folk Magic Skill", + "folk-magic-skill-divided-by-five-u": "Folk Magic Skill / 5", + "fae-powers-u": "Fae Powers", + "fata-u": "Fata", + "pow-metres-u": "POW Metres", + "pow-times-ten-metres-u": "POW x 10 Metres", + "max-simultaneous-powers-u": "Max Simultaneous Powers", + "one-minute-u": "1 Minute", + "intensity-minutes-u": "Intensity x Minutes", + "intensity-times-five-minutes-u": "Intensity x 5 Minutes", + "intensity-times-ten-minutes-u": "Intensity x 10 Minutes", + "intensity-hours-u": "Intensity x Hours", + "fae-powers-enabled-description-u": "Enables the Fae Powers section of the sheet.", + "folk-magic-range-description-u": "Sets the range of Folk Magic spells with the ranged tag.", + "cult-rank-u": "Cult Rank", + "broken-u": "Broken", + "skirmish-u": "Skirmish", + "line-u": "Line", + "phalanx-u": "Phalanx", + "circle-square-u": "Circle/Square", + "wedge-u": "Wedge", + "tortoise-u": "Tortoise", + "known-languages-u": "Known Languages", + "linguistics-enabled-u": "Linguistics Enabled", + "linguistics-u": "Linguistics", + "linguistics-enabled-description-u": "Use the Linguistics skill instead of individual Language skills.", + "mooks-u": "Mooks", + "form-u": "Form", + "spirit-attributes-u": "Spirit Attributes", + "material-u": "Material", + "spirit-u": "Spirit", + "fly-u": "Fly", + "powers-u": "Powers", + "species-fly-u": "Species Fly", + "species-swim-u": "Species Swim", + "calculated-u": "Calculated", + "set-2-u": "Set 2", + "set-3-u": "Set 3", + "reach-enabled-description-u": "Enable weapon reach.", + "action-points-chars-option-description-u": "Action Points are calculated from characteristics or set to a static value.", + "sink-u": "Sink", + "float-u": "Float", + "herculean-skill-modifier-u": "Herculean Skill Modifier", + "herculean-mod-description-u": "Is herculean difficulty 1/10th or 1/5th standard skill value.", + "mythras-imperative-u": "Mythras Imperative", + "no-penalty-u": "No Penalty", + "combat-u": "Combat", + "right-rear-leg-u": "Right Rear Leg", + "left-rear-leg-u": "Left Rear Leg", + "no-activities-possible-u": "No Activities Possible", + "compact-u": "Compact", + "professional-u": "Professional", + "matter-u": "Matter", + "mind-u": "Mind", + "sense-u": "Sense", + "cleric-u": "Cleric", + "druid-u": "Druid", + "paladin-u": "Paladin", + "ranger-u": "Ranger", + "pow-meters-u": "POW x Meters", + "pow-times-ten-meters-u": "POW x 10 Meters", + "base-skill-u": "Base Skill", + "talents-u": "Talents", + "disciplines-u": "Disciplines", + "stored-u": "Stored", + "equipped-u": "Equipped", + "notice-u": "With the release of v2.1, the M-Space sheet is no longer maintained as an individual sheet. Instead you should use the Mythras sheet, which has full support for the M-Space setting, plus the ability to incorporate various rules and systems from other Mythras based products.", + "step1-u": "Open your campaign page and goto Settings->Game Settings.", + "step2-u": "Change the Character Sheet Template to Mythras.", + "step3-u": "There are also a number of other Default Sheet Settings used to toggle optional rules and systems. Some were not previous available for M-Space. You may optionally set any as you wish.", + "step4-u": "When done click Save Changes." +} diff --git a/Macchiato Monsters/translations/ca.json b/Macchiato Monsters/translations/ca.json new file mode 100644 index 0000000000..c7ff28876e --- /dev/null +++ b/Macchiato Monsters/translations/ca.json @@ -0,0 +1,52 @@ +{ + "CHA": "CHA", + "CON": "CON", + "DEX": "DEX", + "HD": "HD", + "HP": "HP", + "INT": "INT", + "LVL": "LVL", + "STR": "STR", + "WIS": "WIS", + "charisma": "Charisma", + "charisma-roll": "Check your Charisma", + "constitution": "Constitution", + "constitution-roll": "Check your Constitution", + "critical-success": "Critical success!", + "damage": "Damage", + "dexterity": "Dexterity", + "dexterity-roll": "Check your Dexterity", + "failure": "Failure", + "fumble": "Fumble!", + "gear": "GEAR", + "gear-risk-dice": "Risk die", + "goals": "Goals", + "goals-current": "Current goals", + "goals-max": "Goals needed", + "hit-dice-combat": "Hit dice", + "hit-dice-number": "Number of hit dice", + "hit-dice-roll": "Roll your hit dice to get new HP total", + "hit-points-current": "Current hit points", + "hit-points-max": "Maximum hit points", + "intelligence": "Intelligence", + "intelligence-roll": "Check your Intelligence", + "is-now": "is now", + "item": "Item", + "languages": "Languages", + "level": "Level", + "name": "NAME", + "number-attacks": "Number of attacks", + "roll-gear-risk-dice": "Roll risk die", + "roll-weapond-damage": "Roll weapon damage", + "skills-and-spells": "Abilities & Spells", + "strength": "Strength", + "strength-roll": "Check your Strength", + "success": "Success", + "traits": "Traits & Trainings", + "weapon": "Weapon", + "weapon-damage-dice": "Weapon damage die", + "weapon-risk": "Damage die is a risk die", + "weapons": "WEAPONS", + "wisdom": "Wisdom", + "wisdom-roll": "Check your Wisdom" +} diff --git a/Macchiato Monsters/translations/hu.json b/Macchiato Monsters/translations/hu.json new file mode 100644 index 0000000000..c7ff28876e --- /dev/null +++ b/Macchiato Monsters/translations/hu.json @@ -0,0 +1,52 @@ +{ + "CHA": "CHA", + "CON": "CON", + "DEX": "DEX", + "HD": "HD", + "HP": "HP", + "INT": "INT", + "LVL": "LVL", + "STR": "STR", + "WIS": "WIS", + "charisma": "Charisma", + "charisma-roll": "Check your Charisma", + "constitution": "Constitution", + "constitution-roll": "Check your Constitution", + "critical-success": "Critical success!", + "damage": "Damage", + "dexterity": "Dexterity", + "dexterity-roll": "Check your Dexterity", + "failure": "Failure", + "fumble": "Fumble!", + "gear": "GEAR", + "gear-risk-dice": "Risk die", + "goals": "Goals", + "goals-current": "Current goals", + "goals-max": "Goals needed", + "hit-dice-combat": "Hit dice", + "hit-dice-number": "Number of hit dice", + "hit-dice-roll": "Roll your hit dice to get new HP total", + "hit-points-current": "Current hit points", + "hit-points-max": "Maximum hit points", + "intelligence": "Intelligence", + "intelligence-roll": "Check your Intelligence", + "is-now": "is now", + "item": "Item", + "languages": "Languages", + "level": "Level", + "name": "NAME", + "number-attacks": "Number of attacks", + "roll-gear-risk-dice": "Roll risk die", + "roll-weapond-damage": "Roll weapon damage", + "skills-and-spells": "Abilities & Spells", + "strength": "Strength", + "strength-roll": "Check your Strength", + "success": "Success", + "traits": "Traits & Trainings", + "weapon": "Weapon", + "weapon-damage-dice": "Weapon damage die", + "weapon-risk": "Damage die is a risk die", + "weapons": "WEAPONS", + "wisdom": "Wisdom", + "wisdom-roll": "Check your Wisdom" +} diff --git a/Magica_Logia/translations/ca.json b/Magica_Logia/translations/ca.json new file mode 100644 index 0000000000..381f766813 --- /dev/null +++ b/Magica_Logia/translations/ca.json @@ -0,0 +1,212 @@ +{ + "temp_name": "Temporary name", + "character_name": "Character name", + "player": "Player", + "gender": "Gender", + "age": "Age", + "merit": "Merit", + "money": "Money", + "clan": "Clan", + "rank": "Rank", + "lev": "Level", + "atk": "Attack Level", + "def": "Defence Level", + "bas": "Base Level", + "cover": "Cover", + "innerface": "Innerface", + "effect": "Effect", + "effect_done": "Done", + "mp": "MP", + "temp_mp": "Temporary MP", + "duty": "Duty", + "Status": "Status", + "Seal": "Seal", + "Hole": "Hole", + "Seak": "Seak", + "Weak": "Weak", + "Block": "Block", + "Unluck": "Unluck", + "Die": "Die", + "Blank": "Blank", + "skill": "Skill", + "config": "Configuration", + "whisper": "Whisper", + "whisper_GM": "Whisper GM :", + "whisper_gm_value": "Whisper GM", + "img-display-setting": "Image display setting", + "img-display-dec-01": "Paste the image address and click the circle next to the address. Supported formats: GIF, JPG, PNG.", + "img-display-dec-02": "Each magic can attach a different image. If you are applying the same image to all magics, use the 'Magic Image' option.", + "img-magic": "Magic image", + "img-none": "Don't use images", + "img-others": "Image exept magic", + "placeholder-magic-effect": "Magic Effect", + "placeholder-spell-phrase": "Magic Spell", + "placeholder-img": "Image address: Support GIF, JPG, PNG formats", + "placeholder-option-open": "Options: Open/Close", + "emer-summon": "Emergency Summon", + "emer-summon-effect": "Roll 1D6 to select a field at random, then roll 2D6 to select a skill at random. The selected skill becomes an Assigned-skill of this magic. You can summon a spirit corresponding to that skill if you succeed in making a resolution with the assigned skill.", + "placeholder-anker-detail": "Details about Ankers", + "auto_skill_matrix": "Skill Matrix", + "book_and_relation_list": "Books and Relations", + "magic_name": "Magic Name", + "types": "Type", + "assigned-skill": "Assigned skill", + "cost": "Cost", + "charge": "Charge", + "correction": "Correction", + "recite": "Recite", + "summon": "Summon", + "spell": "Spell", + "equip": "Equip", + "None": "None", + "fluid": "Fluid", + "anker": "Ankers", + "name": "Name", + "fate": "Fate", + "link": "Link", + "explan": "Explain", + "roll": "Roll", + "plot": "'s Plot is ", + "assigned-skill-z": "Assigned skill: ", + "target-z": "Target: ", + "cost-z": "Cost: ", + "star": "1.Star", + "brute": "2.Brute", + "power": "3.Power", + "song": "4.Song", + "dream": "5.Dream", + "darkness": "6.Darkness", + "gold": "Gold", + "field": "Field", + "woods": "Woods", + "road": "Road", + "sea": "Sea", + "silent": "Silent", + "rain": "Rain", + "storm": "Storm", + "sun": "Sun", + "sky": "Sky", + "world": "World", + "meat": "Meat", + "bug": "Bug", + "flower": "Flower", + "blood": "Blood", + "scale": "Scale", + "chaos": "Chaos", + "tooth": "Tooth", + "roar": "Roar", + "fury": "Fury", + "wing": "Wing", + "eros": "Eros", + "gravity": "Gravity", + "wind": "Wind", + "flow": "Flow", + "water": "Water", + "wave": "Wave", + "freedom": "Freedom", + "impact": "Impact", + "electric": "Electric", + "flame": "Flame", + "light": "Light", + "cycle": "Cycle", + "word": "Word", + "melody": "Melody", + "tear": "Tear", + "farewell": "Farewell", + "smile": "Smile", + "cherish": "Cherish", + "victory": "Victory", + "love": "Love", + "passion": "Passion", + "healing": "Healing", + "time": "Time", + "memory": "Memory", + "riddle": "Riddle", + "lie": "Lie", + "anxiety": "Anxiety", + "sleep": "Sleep", + "chance": "Chance", + "illusion": "Illusion", + "madness": "Madness", + "pray": "Pray", + "hope": "Hope", + "future": "Future", + "abyss": "Abyss", + "decay": "Decay", + "betrayal": "Betrayal", + "delusion": "Delusion", + "indolence": "Indolence", + "distortion": "Distortion", + "misfortune": "Misfortune", + "fool": "Fool", + "malice": "Malice", + "despair": "Despair", + "death": "Death", + "soul_skill": "Soul skill: ", + "star(lost)": "1.Star(Sealed)", + "brute(lost)": "2.Brute(Sealed)", + "power(lost)": "3.Power(Sealed)", + "song(lost)": "4.Song(Sealed)", + "dream(lost)": "5.Dream(Sealed)", + "darkness(lost)": "6.Darkness(Sealed)", + "SpellEffect": "Effect: ", + "SpellEffect-z": "Effect", + "ReciteEffect": "Recite: ", + "ReciteEffect-z": "Recite: ", + "fate_done": "Done", + "modulation": "Modulation", + "plot_and_tables": "Plot and Tables", + "modulation_table": "Modulation Table", + "Seal-dec": "Choose a random magic that you have acquired exept the type of equip. Check the check box of the selected magic. When you use that magic, you need to spend 2 points of [MP].", + "Hole-dec": "During the magic battle, your [MP] is reduced by 1 point at the end of each round.", + "Seak-dec": "Your [Attack Level] reduces by 1 point.", + "Weak-dec": "Your [Defence Level] reduces by 1 point.", + "Block-dec": "Your [Defence Level] reduces by 1 point.", + "Unluck-dec": "Choose a skill randomly and check the check box of that skill. The skill becomes unavailable and it will be modified -1 when you make a Resolution and that's assigned skill is in the same field as the selected skill.", + "fate_conversion_table": "Fate Conversion Table", + "frustration": "Frustration", + "parting": "Parting", + "serious-illness": "Serious illness", + "debt": "Debt", + "discord": "Discord", + "accident": "Accident", + "frustration-dec": "The character abandons his cherished dream.", + "parting-dec": "The character has lost precious person(close friends and lovers, parents, brothers, etc).", + "serious-illness-dec": "The character suffers from an incurable disease.", + "debt-dec": "The character is exploited by the wicked and owes a lot of money.", + "discord-dec": "The character is deeply hurt by the failure of human relationships.", + "accident-dec": "The character is injured irrevocably by a car accident.", + "ordinary_scene_table": "Scene Table", + "ordinary-scene-table-result-02": "Somewhere not here. Take a short trip to another world filled with the magical powers. 1 point of Star-Mana appears.", + "ordinary-scene-table-result-03": "In a dream. Past days appear before you. 1 point of Dream-Mana appears.", + "ordinary-scene-table-result-04": "A strong wind is blowing and the clouds are flowing. Thunder is heard in the distance. 1 point of Power-Mana appears.", + "ordinary-scene-table-result-05": "Inside the quiet cafe. There is a gentle atmosphere with the aroma of coffee.", + "ordinary-scene-table-result-06": "A deserted alley. If you stay here, there will be no distractions.", + "ordinary-scene-table-result-07": "Nearby, there is a magic disaster caused by a . Choose a skill randomly and judge with that. If you succeed, 1 point of mana that you want for the scene. If you fail, roll the 「Fate Conversion Table」.", + "ordinary-scene-table-result-08": "A tranquil landscape that is nothing special, but you feel the shadow of a magic disaster behind there.", + "ordinary-scene-table-result-09": "Cover up the book you were reading There was something on it you wanted to know. Well, that's what it is.", + "ordinary-scene-table-result-10": "Walk through the streets at night. There are many warm lights of homes in the distance. 1 point of Song-Mana appears.", + "ordinary-scene-table-result-11": "Crowds of people in the square. Is it a festival? You can hear someone calling. 1 point of Brute-Mana appears.", + "ordinary-scene-table-result-12": "A foreboding of a looming tragedy. The misery of your family, the despair of your friends, the death of your colleagues……. You can see the visions of what may happen at this rate. 1 point of Darkness-Mana appears.", + "fumble_table": "Fumble Table", + "fumble-table-result-01": "A magic disaster strikes your anchor. Fate conversion occurs to yourself.", + "fumble-table-result-02": "Magic disaster takes away your mana. You lose 2 points of charged manas to the combination you want.", + "fumble-table-result-03": "You fail to control magic. Your [MP] is reduced by 1 point.", + "fumble-table-result-04": "A magic disaster occurs. It will be modified -1 to all of the Action Resolutions until the end of the cycle.", + "fumble-table-result-05": "Magic disaster falls directly on you. Roll the Modulation Table (p.54) and apply the modulation on you.", + "fumble-table-result-06": "Phew, it was dangerous. Nothing happens.", + "event_table": "Event Table", + "event-table-result-02": "Unexpected gifts, great ideas, evil deals……. The target is to give you what you've been looking for. You can obtain 1 point of mana you want or recover 1D6 points of [MP]. If you select one, [Fate] of the target increases by 1 point. The attribute of the [Fate] can be freely determined by GM.", + "event-table-result-03": "A noble sacrifice, a serious heart, overwhelming power……. The target shows heroic deeds. The [fate] on target is up by 1 point. The attribute of the fate becomes 「Respect」.", + "event-table-result-04": "Light arguments, fist fights, magic battles……. Clash with the character. You and the target each roll 1D6. The lower-value character's [fate] for the higher-value character is raised by 1 point (if the two characters have the same values, roll back until they have different values). The attributes of the [fate] can be freely determined by the character with higher value.", + "event-table-result-05": "Unexpected gratitude, escape from trouble, wish for life……. You owe a lot to the target. The [fate] on target is up by 1 point. The attribute of [fate] becomes 「control」.", + "event-table-result-06": "Betrayal, artifice, a sad misunderstanding……. The target suddenly destroys your precious. The [fate] on target is up by 1 point. The attribute of [fate] becomes 「Enemy」.", + "event-table-result-07": "A herd of living bodies, a hellfire, a maze……. A magic disaster strikes when you are with the target. Select one skill randomly and make a Resolution. If you succeed, get 1 point of mana you want. If you fail, roll the 「Fate Conversion Table」. That misfortune comes upon the target.", + "event-table-result-08": "Street corners, convenience stores, falling from the sky……. You meet the target by chance. The [fate] on target is up by 1 point. The attribute of the [fate] becomes 「Interest」.", + "event-table-result-09": "The thrill of the soul, the confession of love, the sweet embrace……. Fall in love with the target. The [fate] on the target is up by 1 point. The attribute of the [Fate] becomes 「Romance」.", + "event-table-result-10": "Teacher and student relationship, lovers with mixed heart……. You catch a glimpse of the future between you and the target. You and the target are increase the [fate] by 1 point to each other. The attributes of [fate] can be freely determined by each characters.", + "event-table-result-11": "Missed face, precious memories, premonition to be your partner……. Have a happy time with the target and think of something precious. The [fate] on target is up by 1 point. The attribute of [fate] becomes 「Family」.", + "event-table-result-12": "Dedicated nursing, magical blessings, miracles……. Target saves you. The [fate] on target is up by 1 point. You can choose the attributes of [fate] as you want. If there are scars in the relationship column, you can erase one of them.", + "book_list": "Books", + "relation_list": "relation" +} \ No newline at end of file diff --git a/Magica_Logia/translations/hu.json b/Magica_Logia/translations/hu.json new file mode 100644 index 0000000000..381f766813 --- /dev/null +++ b/Magica_Logia/translations/hu.json @@ -0,0 +1,212 @@ +{ + "temp_name": "Temporary name", + "character_name": "Character name", + "player": "Player", + "gender": "Gender", + "age": "Age", + "merit": "Merit", + "money": "Money", + "clan": "Clan", + "rank": "Rank", + "lev": "Level", + "atk": "Attack Level", + "def": "Defence Level", + "bas": "Base Level", + "cover": "Cover", + "innerface": "Innerface", + "effect": "Effect", + "effect_done": "Done", + "mp": "MP", + "temp_mp": "Temporary MP", + "duty": "Duty", + "Status": "Status", + "Seal": "Seal", + "Hole": "Hole", + "Seak": "Seak", + "Weak": "Weak", + "Block": "Block", + "Unluck": "Unluck", + "Die": "Die", + "Blank": "Blank", + "skill": "Skill", + "config": "Configuration", + "whisper": "Whisper", + "whisper_GM": "Whisper GM :", + "whisper_gm_value": "Whisper GM", + "img-display-setting": "Image display setting", + "img-display-dec-01": "Paste the image address and click the circle next to the address. Supported formats: GIF, JPG, PNG.", + "img-display-dec-02": "Each magic can attach a different image. If you are applying the same image to all magics, use the 'Magic Image' option.", + "img-magic": "Magic image", + "img-none": "Don't use images", + "img-others": "Image exept magic", + "placeholder-magic-effect": "Magic Effect", + "placeholder-spell-phrase": "Magic Spell", + "placeholder-img": "Image address: Support GIF, JPG, PNG formats", + "placeholder-option-open": "Options: Open/Close", + "emer-summon": "Emergency Summon", + "emer-summon-effect": "Roll 1D6 to select a field at random, then roll 2D6 to select a skill at random. The selected skill becomes an Assigned-skill of this magic. You can summon a spirit corresponding to that skill if you succeed in making a resolution with the assigned skill.", + "placeholder-anker-detail": "Details about Ankers", + "auto_skill_matrix": "Skill Matrix", + "book_and_relation_list": "Books and Relations", + "magic_name": "Magic Name", + "types": "Type", + "assigned-skill": "Assigned skill", + "cost": "Cost", + "charge": "Charge", + "correction": "Correction", + "recite": "Recite", + "summon": "Summon", + "spell": "Spell", + "equip": "Equip", + "None": "None", + "fluid": "Fluid", + "anker": "Ankers", + "name": "Name", + "fate": "Fate", + "link": "Link", + "explan": "Explain", + "roll": "Roll", + "plot": "'s Plot is ", + "assigned-skill-z": "Assigned skill: ", + "target-z": "Target: ", + "cost-z": "Cost: ", + "star": "1.Star", + "brute": "2.Brute", + "power": "3.Power", + "song": "4.Song", + "dream": "5.Dream", + "darkness": "6.Darkness", + "gold": "Gold", + "field": "Field", + "woods": "Woods", + "road": "Road", + "sea": "Sea", + "silent": "Silent", + "rain": "Rain", + "storm": "Storm", + "sun": "Sun", + "sky": "Sky", + "world": "World", + "meat": "Meat", + "bug": "Bug", + "flower": "Flower", + "blood": "Blood", + "scale": "Scale", + "chaos": "Chaos", + "tooth": "Tooth", + "roar": "Roar", + "fury": "Fury", + "wing": "Wing", + "eros": "Eros", + "gravity": "Gravity", + "wind": "Wind", + "flow": "Flow", + "water": "Water", + "wave": "Wave", + "freedom": "Freedom", + "impact": "Impact", + "electric": "Electric", + "flame": "Flame", + "light": "Light", + "cycle": "Cycle", + "word": "Word", + "melody": "Melody", + "tear": "Tear", + "farewell": "Farewell", + "smile": "Smile", + "cherish": "Cherish", + "victory": "Victory", + "love": "Love", + "passion": "Passion", + "healing": "Healing", + "time": "Time", + "memory": "Memory", + "riddle": "Riddle", + "lie": "Lie", + "anxiety": "Anxiety", + "sleep": "Sleep", + "chance": "Chance", + "illusion": "Illusion", + "madness": "Madness", + "pray": "Pray", + "hope": "Hope", + "future": "Future", + "abyss": "Abyss", + "decay": "Decay", + "betrayal": "Betrayal", + "delusion": "Delusion", + "indolence": "Indolence", + "distortion": "Distortion", + "misfortune": "Misfortune", + "fool": "Fool", + "malice": "Malice", + "despair": "Despair", + "death": "Death", + "soul_skill": "Soul skill: ", + "star(lost)": "1.Star(Sealed)", + "brute(lost)": "2.Brute(Sealed)", + "power(lost)": "3.Power(Sealed)", + "song(lost)": "4.Song(Sealed)", + "dream(lost)": "5.Dream(Sealed)", + "darkness(lost)": "6.Darkness(Sealed)", + "SpellEffect": "Effect: ", + "SpellEffect-z": "Effect", + "ReciteEffect": "Recite: ", + "ReciteEffect-z": "Recite: ", + "fate_done": "Done", + "modulation": "Modulation", + "plot_and_tables": "Plot and Tables", + "modulation_table": "Modulation Table", + "Seal-dec": "Choose a random magic that you have acquired exept the type of equip. Check the check box of the selected magic. When you use that magic, you need to spend 2 points of [MP].", + "Hole-dec": "During the magic battle, your [MP] is reduced by 1 point at the end of each round.", + "Seak-dec": "Your [Attack Level] reduces by 1 point.", + "Weak-dec": "Your [Defence Level] reduces by 1 point.", + "Block-dec": "Your [Defence Level] reduces by 1 point.", + "Unluck-dec": "Choose a skill randomly and check the check box of that skill. The skill becomes unavailable and it will be modified -1 when you make a Resolution and that's assigned skill is in the same field as the selected skill.", + "fate_conversion_table": "Fate Conversion Table", + "frustration": "Frustration", + "parting": "Parting", + "serious-illness": "Serious illness", + "debt": "Debt", + "discord": "Discord", + "accident": "Accident", + "frustration-dec": "The character abandons his cherished dream.", + "parting-dec": "The character has lost precious person(close friends and lovers, parents, brothers, etc).", + "serious-illness-dec": "The character suffers from an incurable disease.", + "debt-dec": "The character is exploited by the wicked and owes a lot of money.", + "discord-dec": "The character is deeply hurt by the failure of human relationships.", + "accident-dec": "The character is injured irrevocably by a car accident.", + "ordinary_scene_table": "Scene Table", + "ordinary-scene-table-result-02": "Somewhere not here. Take a short trip to another world filled with the magical powers. 1 point of Star-Mana appears.", + "ordinary-scene-table-result-03": "In a dream. Past days appear before you. 1 point of Dream-Mana appears.", + "ordinary-scene-table-result-04": "A strong wind is blowing and the clouds are flowing. Thunder is heard in the distance. 1 point of Power-Mana appears.", + "ordinary-scene-table-result-05": "Inside the quiet cafe. There is a gentle atmosphere with the aroma of coffee.", + "ordinary-scene-table-result-06": "A deserted alley. If you stay here, there will be no distractions.", + "ordinary-scene-table-result-07": "Nearby, there is a magic disaster caused by a . Choose a skill randomly and judge with that. If you succeed, 1 point of mana that you want for the scene. If you fail, roll the 「Fate Conversion Table」.", + "ordinary-scene-table-result-08": "A tranquil landscape that is nothing special, but you feel the shadow of a magic disaster behind there.", + "ordinary-scene-table-result-09": "Cover up the book you were reading There was something on it you wanted to know. Well, that's what it is.", + "ordinary-scene-table-result-10": "Walk through the streets at night. There are many warm lights of homes in the distance. 1 point of Song-Mana appears.", + "ordinary-scene-table-result-11": "Crowds of people in the square. Is it a festival? You can hear someone calling. 1 point of Brute-Mana appears.", + "ordinary-scene-table-result-12": "A foreboding of a looming tragedy. The misery of your family, the despair of your friends, the death of your colleagues……. You can see the visions of what may happen at this rate. 1 point of Darkness-Mana appears.", + "fumble_table": "Fumble Table", + "fumble-table-result-01": "A magic disaster strikes your anchor. Fate conversion occurs to yourself.", + "fumble-table-result-02": "Magic disaster takes away your mana. You lose 2 points of charged manas to the combination you want.", + "fumble-table-result-03": "You fail to control magic. Your [MP] is reduced by 1 point.", + "fumble-table-result-04": "A magic disaster occurs. It will be modified -1 to all of the Action Resolutions until the end of the cycle.", + "fumble-table-result-05": "Magic disaster falls directly on you. Roll the Modulation Table (p.54) and apply the modulation on you.", + "fumble-table-result-06": "Phew, it was dangerous. Nothing happens.", + "event_table": "Event Table", + "event-table-result-02": "Unexpected gifts, great ideas, evil deals……. The target is to give you what you've been looking for. You can obtain 1 point of mana you want or recover 1D6 points of [MP]. If you select one, [Fate] of the target increases by 1 point. The attribute of the [Fate] can be freely determined by GM.", + "event-table-result-03": "A noble sacrifice, a serious heart, overwhelming power……. The target shows heroic deeds. The [fate] on target is up by 1 point. The attribute of the fate becomes 「Respect」.", + "event-table-result-04": "Light arguments, fist fights, magic battles……. Clash with the character. You and the target each roll 1D6. The lower-value character's [fate] for the higher-value character is raised by 1 point (if the two characters have the same values, roll back until they have different values). The attributes of the [fate] can be freely determined by the character with higher value.", + "event-table-result-05": "Unexpected gratitude, escape from trouble, wish for life……. You owe a lot to the target. The [fate] on target is up by 1 point. The attribute of [fate] becomes 「control」.", + "event-table-result-06": "Betrayal, artifice, a sad misunderstanding……. The target suddenly destroys your precious. The [fate] on target is up by 1 point. The attribute of [fate] becomes 「Enemy」.", + "event-table-result-07": "A herd of living bodies, a hellfire, a maze……. A magic disaster strikes when you are with the target. Select one skill randomly and make a Resolution. If you succeed, get 1 point of mana you want. If you fail, roll the 「Fate Conversion Table」. That misfortune comes upon the target.", + "event-table-result-08": "Street corners, convenience stores, falling from the sky……. You meet the target by chance. The [fate] on target is up by 1 point. The attribute of the [fate] becomes 「Interest」.", + "event-table-result-09": "The thrill of the soul, the confession of love, the sweet embrace……. Fall in love with the target. The [fate] on the target is up by 1 point. The attribute of the [Fate] becomes 「Romance」.", + "event-table-result-10": "Teacher and student relationship, lovers with mixed heart……. You catch a glimpse of the future between you and the target. You and the target are increase the [fate] by 1 point to each other. The attributes of [fate] can be freely determined by each characters.", + "event-table-result-11": "Missed face, precious memories, premonition to be your partner……. Have a happy time with the target and think of something precious. The [fate] on target is up by 1 point. The attribute of [fate] becomes 「Family」.", + "event-table-result-12": "Dedicated nursing, magical blessings, miracles……. Target saves you. The [fate] on target is up by 1 point. You can choose the attributes of [fate] as you want. If there are scars in the relationship column, you can erase one of them.", + "book_list": "Books", + "relation_list": "relation" +} \ No newline at end of file diff --git a/Magical_Fury/translations/ca.json b/Magical_Fury/translations/ca.json new file mode 100644 index 0000000000..ba22f9faf2 --- /dev/null +++ b/Magical_Fury/translations/ca.json @@ -0,0 +1,42 @@ +{ + "magical-fury": "Magical Fury", + "mundane-side": "Mundane Side:", + "what-is-name": "What is your name?", + "girl-meaning": "What does being a girl mean to you?", + "what-is-fear": "What are you afraid of?", + "what-is-wish": "What is your wish?", + "magical-side": "Magical Side:", + "changes": "Changes", + "color": "Magical Girl Color", + "magical-theme": "Magical Theme", + "magical-name": "Magical Name", + "notes": "Notes", + "hope": "Hope", + "magic": "Magic", + "trauma": "Trauma", + "hope-shift": "Hope Shift", + "sincere-hope": " You have a moment of sincere hope. Erase any points of Magic and Trauma you currently have.", + "lucky-break": " A lucky break gets you closer to your goal.", + "heal-someone": " You are able to heal someone else, removing points of Magic and Trauma, healing a serious injury, or removing a single effect caused by a Shift.", + "new-friend": " You find a new friend.", + "magic-shift": "Magic Shift", + "temporary-environment-shift": " The environment around you is temporarily altered in an unnatural way.", + "burst-of-magic": " There is a burst of magic based on your magic’s theme at an inopportune time.", + "permanent-magical-aspect": " Your magical girl form permanently takes on an unnatural aspect; write it down.", + "temporary-normal-aspect": " Your normal form temporarily takes on an unnatural aspect.", + "trauma-shift": "Trauma Shift", + "past-life-takes-control": " One of your past life selves takes control for a time and does something strange.", + "alienating-outburst": " You have an outburst that alienates you from others.", + "hurt-yourself": " You hurt yourself.", + "fear-or-twisted-wish": " You permanently acquire another fear or a twisted wish; note it down.", + "extreme-shift": "Extreme Shift", + "burst-of-power": "• You have a burst of raw power, destroying non-magical things in the immediate area. Erase all Trauma and Magic Shift boxes.", + "permanent-normal-aspect": "• Your normal form permanently takes on an unnatural aspect; write it down. Erase all Trauma and Magic Shift boxes.", + "altered-personality": "• One of your past lives asserts itself enough to significantly alter your personality; note down the change. Erase all Trauma and Magic Shift boxes.", + "become-threat": "• Your magical girl permanently becomes a youma/monster; give your sheet to the GM to use as a future threat. (Only choose this if you no longer wish to play her.)", + "great-hope": "Great Hope", + "small-miracle": "• You cause a small miracle to happen. Erase all Hope Shift boxes.", + "undo-alterations": "• Undo any alterations to your character caused by other Shifts. Erase all Hope Shift boxes.", + "improve-world": "• Something about your magic causes the entire world become just a little bit of a happier place. Erase all Hope Shift boxes.", + "ascend-or-retire": "• Your magical girl stops being a magical girl, whether by ascending to become something else or simply retiring to be a normal girl. (Only choose this if you no longer wish to play her.)" +} \ No newline at end of file diff --git a/Magical_Fury/translations/hu.json b/Magical_Fury/translations/hu.json new file mode 100644 index 0000000000..ba22f9faf2 --- /dev/null +++ b/Magical_Fury/translations/hu.json @@ -0,0 +1,42 @@ +{ + "magical-fury": "Magical Fury", + "mundane-side": "Mundane Side:", + "what-is-name": "What is your name?", + "girl-meaning": "What does being a girl mean to you?", + "what-is-fear": "What are you afraid of?", + "what-is-wish": "What is your wish?", + "magical-side": "Magical Side:", + "changes": "Changes", + "color": "Magical Girl Color", + "magical-theme": "Magical Theme", + "magical-name": "Magical Name", + "notes": "Notes", + "hope": "Hope", + "magic": "Magic", + "trauma": "Trauma", + "hope-shift": "Hope Shift", + "sincere-hope": " You have a moment of sincere hope. Erase any points of Magic and Trauma you currently have.", + "lucky-break": " A lucky break gets you closer to your goal.", + "heal-someone": " You are able to heal someone else, removing points of Magic and Trauma, healing a serious injury, or removing a single effect caused by a Shift.", + "new-friend": " You find a new friend.", + "magic-shift": "Magic Shift", + "temporary-environment-shift": " The environment around you is temporarily altered in an unnatural way.", + "burst-of-magic": " There is a burst of magic based on your magic’s theme at an inopportune time.", + "permanent-magical-aspect": " Your magical girl form permanently takes on an unnatural aspect; write it down.", + "temporary-normal-aspect": " Your normal form temporarily takes on an unnatural aspect.", + "trauma-shift": "Trauma Shift", + "past-life-takes-control": " One of your past life selves takes control for a time and does something strange.", + "alienating-outburst": " You have an outburst that alienates you from others.", + "hurt-yourself": " You hurt yourself.", + "fear-or-twisted-wish": " You permanently acquire another fear or a twisted wish; note it down.", + "extreme-shift": "Extreme Shift", + "burst-of-power": "• You have a burst of raw power, destroying non-magical things in the immediate area. Erase all Trauma and Magic Shift boxes.", + "permanent-normal-aspect": "• Your normal form permanently takes on an unnatural aspect; write it down. Erase all Trauma and Magic Shift boxes.", + "altered-personality": "• One of your past lives asserts itself enough to significantly alter your personality; note down the change. Erase all Trauma and Magic Shift boxes.", + "become-threat": "• Your magical girl permanently becomes a youma/monster; give your sheet to the GM to use as a future threat. (Only choose this if you no longer wish to play her.)", + "great-hope": "Great Hope", + "small-miracle": "• You cause a small miracle to happen. Erase all Hope Shift boxes.", + "undo-alterations": "• Undo any alterations to your character caused by other Shifts. Erase all Hope Shift boxes.", + "improve-world": "• Something about your magic causes the entire world become just a little bit of a happier place. Erase all Hope Shift boxes.", + "ascend-or-retire": "• Your magical girl stops being a magical girl, whether by ascending to become something else or simply retiring to be a normal girl. (Only choose this if you no longer wish to play her.)" +} \ No newline at end of file diff --git a/Malmsturm/translations/ca.json b/Malmsturm/translations/ca.json new file mode 100644 index 0000000000..c120848833 --- /dev/null +++ b/Malmsturm/translations/ca.json @@ -0,0 +1,132 @@ +{ + "query_trans": "Erleichterung(+) / Erschwernis(-), im Fall der Erleichterung ohne '+' eingeben", + "modifier": "Erschwernis-Modifikator", + "aspect-modifier": "Aspekt-Modifikator", + "yes": "ja", + "no": "nein", + "character-name": "Name des Charakters", + "contact-name": "Verbindungsname", + "player-name": "Name des Spielers", + "name": "Name", + "group-concept": "Gruppenkonzept", + "group-trouble": "Gruppendilemma", + "character": "Charakter", + "or": "oder", + "contact": "Verbindung", + "malmsturm-aspects": "Malmsturm Aspekte", + "concept": "Konzept", + "contact-to": "Verbindung von", + "contact-aspect": "Verbindungsaspekt", + "motivation": "Motivation", + "relation-to-sc": "Beziehung zu SC", + "relation-to-nsc": "Beziehung zu NSC", + "do-what-thou-wilt": "Do what thou wilt...", + "other-aspects": "sonstige Aspekte", + "trouble": "Dilemma", + "artifact": "Artefakt", + "other": "Sonstiges", + "feature": "Besonderheit", + "class": "Klasse", + "fate": "Schicksal", + "aspects": "Aspekte", + "aspect": "Aspekt", + "skills": "Fertigkeiten", + "skill": "Fertigkeit", + "athletics": "Athletik", + "rapport": "Charisma", + "burglary": "Diebeskunst", + "empathy": "Empathie", + "marksmanship": "Fernkampf", + "lore": "Gelehrsamkeit", + "crafts": "Handwerk", + "stealth": "Heimlichkeit", + "fight": "Kämpfen", + "contacts": "Kontakte", + "steer": "Lenken", + "investigate": "Nachforschen", + "provoke": "Provozieren", + "resources": "Ressourcen", + "physique": "Statur", + "decieve": "Täuschen", + "survival": "Überleben", + "notice": "Wahrnehmen", + "will": "Wille", + "terrible": "-2 fürchterlich", + "poor": "-1 schwach", + "mediocre": "", + "average": "+1 durchschnittlich", + "fair": "+2 ordentlich", + "good": "+3 gut", + "great": "+4 großartig", + "superb": "+5 hervorragend", + "fantastic": "+6 fantastisch", + "epic": "+7 episch", + "legendary": "+8 legendär", + "fate-points": "Aktuelle Fate-Punkte", + "refresh-modified": "Modifizierte Erholungsrate", + "refresh": "Erholungsrate", + "stress": "Stress", + "arcane-stress": "Arkaner Stress", + "selector-default": "Wähle Fertigkeit...", + "mental-stress": "Geistiger Stress", + "physical-stress": "Körperlicher Stress", + "arcane": "arkan", + "mental": "geistig", + "physical": "körperlich", + "consequence": "Konsequenzen", + "mild-consequence": "leichte Konsequenz", + "additional-mild-consequence": "zusätzliche leichte Konsequenz", + "moderate-consequence": "mittlere Konsequenz", + "severe-consequence": "schwere Konsequenz", + "extreme-consequence": "extreme Konsequenz", + "treated": "behandelt?", + "not-treated": "nicht behandelt", + "select-type": "", + "stunts": "Stunts", + "stunt": "Stunt", + "type": "Typ", + "costs": "Kosten", + "free": "frei", + "rest-rate-stunt": "-1 Erholungsrate", + "limits": "Beschränkungen", + "without": "ohne", + "scene": "Szene", + "conflict": "Konflikt", + "session": "Sitzung", + "fate-point": "Fate-Punkt", + "extras": "Extras", + "extra": "Extra", + "aspect-slot": "Aspektplätze", + "stunt-slot": "Stuntplätze", + "other-costs": "Andere Kosten", + "rewards": "Belohnungen", + "reward": "Belohnung", + "follower": "Getreue", + "notes": "Notizen", + "tradition": "Tradition", + "tradition-name": "Name der großen Tradition", + "tradition-aspect": "Traditionsaspekt", + "tradition-skill": "Schlüsselfertigkeit", + "description": "Beschreibung", + "4-actions": "Die 4 Aktionen", + "overcome": "Überwinden", + "create-advantage": "Erschaffen eines Vorteils", + "attack": "Angreifen", + "defend": "Verteidigen", + "trauma": "Trauma", + "sepulter": "Sepulter", + "stress-position": "leitet Stress auf einen besonderen Ort ab", + "saenda": "Sænda", + "stress-person": "leitet Stress auf eine andere Person ab", + "mactatum": "Mactatum", + "stress-item": "leitet Stress auf einen persönlichen Gegenstand ab", + "new-action": "Neue Aktion", + "bonus": "Bonus", + "rule-exception": "Regelausnahme", + "current-stress": "aktuell 0 -> 4", + "maximum": "Max.", + "category": "Art", + "of": "von", + "--": "--", + "result": "Ergebnis" +} \ No newline at end of file diff --git a/Malmsturm/translations/hu.json b/Malmsturm/translations/hu.json new file mode 100644 index 0000000000..c120848833 --- /dev/null +++ b/Malmsturm/translations/hu.json @@ -0,0 +1,132 @@ +{ + "query_trans": "Erleichterung(+) / Erschwernis(-), im Fall der Erleichterung ohne '+' eingeben", + "modifier": "Erschwernis-Modifikator", + "aspect-modifier": "Aspekt-Modifikator", + "yes": "ja", + "no": "nein", + "character-name": "Name des Charakters", + "contact-name": "Verbindungsname", + "player-name": "Name des Spielers", + "name": "Name", + "group-concept": "Gruppenkonzept", + "group-trouble": "Gruppendilemma", + "character": "Charakter", + "or": "oder", + "contact": "Verbindung", + "malmsturm-aspects": "Malmsturm Aspekte", + "concept": "Konzept", + "contact-to": "Verbindung von", + "contact-aspect": "Verbindungsaspekt", + "motivation": "Motivation", + "relation-to-sc": "Beziehung zu SC", + "relation-to-nsc": "Beziehung zu NSC", + "do-what-thou-wilt": "Do what thou wilt...", + "other-aspects": "sonstige Aspekte", + "trouble": "Dilemma", + "artifact": "Artefakt", + "other": "Sonstiges", + "feature": "Besonderheit", + "class": "Klasse", + "fate": "Schicksal", + "aspects": "Aspekte", + "aspect": "Aspekt", + "skills": "Fertigkeiten", + "skill": "Fertigkeit", + "athletics": "Athletik", + "rapport": "Charisma", + "burglary": "Diebeskunst", + "empathy": "Empathie", + "marksmanship": "Fernkampf", + "lore": "Gelehrsamkeit", + "crafts": "Handwerk", + "stealth": "Heimlichkeit", + "fight": "Kämpfen", + "contacts": "Kontakte", + "steer": "Lenken", + "investigate": "Nachforschen", + "provoke": "Provozieren", + "resources": "Ressourcen", + "physique": "Statur", + "decieve": "Täuschen", + "survival": "Überleben", + "notice": "Wahrnehmen", + "will": "Wille", + "terrible": "-2 fürchterlich", + "poor": "-1 schwach", + "mediocre": "", + "average": "+1 durchschnittlich", + "fair": "+2 ordentlich", + "good": "+3 gut", + "great": "+4 großartig", + "superb": "+5 hervorragend", + "fantastic": "+6 fantastisch", + "epic": "+7 episch", + "legendary": "+8 legendär", + "fate-points": "Aktuelle Fate-Punkte", + "refresh-modified": "Modifizierte Erholungsrate", + "refresh": "Erholungsrate", + "stress": "Stress", + "arcane-stress": "Arkaner Stress", + "selector-default": "Wähle Fertigkeit...", + "mental-stress": "Geistiger Stress", + "physical-stress": "Körperlicher Stress", + "arcane": "arkan", + "mental": "geistig", + "physical": "körperlich", + "consequence": "Konsequenzen", + "mild-consequence": "leichte Konsequenz", + "additional-mild-consequence": "zusätzliche leichte Konsequenz", + "moderate-consequence": "mittlere Konsequenz", + "severe-consequence": "schwere Konsequenz", + "extreme-consequence": "extreme Konsequenz", + "treated": "behandelt?", + "not-treated": "nicht behandelt", + "select-type": "", + "stunts": "Stunts", + "stunt": "Stunt", + "type": "Typ", + "costs": "Kosten", + "free": "frei", + "rest-rate-stunt": "-1 Erholungsrate", + "limits": "Beschränkungen", + "without": "ohne", + "scene": "Szene", + "conflict": "Konflikt", + "session": "Sitzung", + "fate-point": "Fate-Punkt", + "extras": "Extras", + "extra": "Extra", + "aspect-slot": "Aspektplätze", + "stunt-slot": "Stuntplätze", + "other-costs": "Andere Kosten", + "rewards": "Belohnungen", + "reward": "Belohnung", + "follower": "Getreue", + "notes": "Notizen", + "tradition": "Tradition", + "tradition-name": "Name der großen Tradition", + "tradition-aspect": "Traditionsaspekt", + "tradition-skill": "Schlüsselfertigkeit", + "description": "Beschreibung", + "4-actions": "Die 4 Aktionen", + "overcome": "Überwinden", + "create-advantage": "Erschaffen eines Vorteils", + "attack": "Angreifen", + "defend": "Verteidigen", + "trauma": "Trauma", + "sepulter": "Sepulter", + "stress-position": "leitet Stress auf einen besonderen Ort ab", + "saenda": "Sænda", + "stress-person": "leitet Stress auf eine andere Person ab", + "mactatum": "Mactatum", + "stress-item": "leitet Stress auf einen persönlichen Gegenstand ab", + "new-action": "Neue Aktion", + "bonus": "Bonus", + "rule-exception": "Regelausnahme", + "current-stress": "aktuell 0 -> 4", + "maximum": "Max.", + "category": "Art", + "of": "von", + "--": "--", + "result": "Ergebnis" +} \ No newline at end of file diff --git a/Marvel Heroic Roleplaying/translations/ca.json b/Marvel Heroic Roleplaying/translations/ca.json new file mode 100644 index 0000000000..b4b979e66a --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/ca.json @@ -0,0 +1,270 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "plot-points": "Plot Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "physically-knocked-out": "Out", + "mental-stress": "Mental", + "mentally-knocked-out": "Out", + "emotional-stress": "Emotional", + "emotionally-knocked-out": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-trait1": "Power Trait", + "stepped-back1": "Stepped Back", + "stepped-up1": "Stepped Up", + "shut-down1": "Shut Down", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-trait2": "Power Trait", + "stepped-back2": "Stepped Back", + "stepped-up2": "Stepped Up", + "shut-down2": "Shut Down", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-trait1-npc": "Power Trait", + "stepped-back1-npc": "Stepped Back", + "stepped-up1-npc": "Stepped Up", + "shut-down1-npc": "Shut Down", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-trait2-npc": "Power Trait", + "stepped-back2-npc": "Stepped Back", + "stepped-up2-npc": "Stepped Up", + "shut-down2-npc": "Shut Down", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/hu.json b/Marvel Heroic Roleplaying/translations/hu.json new file mode 100644 index 0000000000..b4b979e66a --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/hu.json @@ -0,0 +1,270 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "plot-points": "Plot Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "physically-knocked-out": "Out", + "mental-stress": "Mental", + "mentally-knocked-out": "Out", + "emotional-stress": "Emotional", + "emotionally-knocked-out": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-trait1": "Power Trait", + "stepped-back1": "Stepped Back", + "stepped-up1": "Stepped Up", + "shut-down1": "Shut Down", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-trait2": "Power Trait", + "stepped-back2": "Stepped Back", + "stepped-up2": "Stepped Up", + "shut-down2": "Shut Down", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-trait1-npc": "Power Trait", + "stepped-back1-npc": "Stepped Back", + "stepped-up1-npc": "Stepped Up", + "shut-down1-npc": "Shut Down", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-trait2-npc": "Power Trait", + "stepped-back2-npc": "Stepped Back", + "stepped-up2-npc": "Stepped Up", + "shut-down2-npc": "Shut Down", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Masks - A New Generation/translations/ca.json b/Masks - A New Generation/translations/ca.json new file mode 100644 index 0000000000..e625157077 --- /dev/null +++ b/Masks - A New Generation/translations/ca.json @@ -0,0 +1,399 @@ +{ + "playbook:": "Playbook:", + "choose-playbook": "Choose Playbook", + "thebeacon": "The Beacon", + "thebull": "The Bull", + "thedelinquent": "The Delinquent", + "thedoomed": "The Doomed", + "thejanus": "The Janus", + "thelegacy": "The Legacy", + "thenova": "The Nova", + "theoutsider": "The Outsider", + "theprotege": "The Protégé", + "thetransformed": "The Transformed", + "thereformed": "The Reformed", + "thenewborn": "The Newborn", + "theinnocent": "The Innocent", + "thestar": "The Star", + "thejoined": "The Joined", + "thebrain": "The Brain", + "thesoldier": "The Soldier", + "theharbinger": "The Harbinger", + "thenomad": "The Nomad", + "thescion": "The Scion", + "custom": "Custom", + "somethingelse": "Something Else", + "halcyoncityherald": "Halcyon City Herald Collection", + "secretsofaegis": "Secrets of A.E.G.I.S.", + "unbound": "Unbound", + "danger": "Danger", + "danger:": "Danger:", + "freak": "Freak", + "freak:": "Freak:", + "savior": "Savior", + "savior:": "Savior:", + "superior": "Superior", + "superior:": "Superior:", + "mundane": "Mundane", + "mundane:": "Mundane:", + "sumof5labels": "Sum of 5 Labels:", + "sumof6labels": "Sum of 6 Labels:", + "bydefault3": "(by default this should be 3)", + "bydefault5": "(by default this should be 5)", + "advancementmayincrease": "(advancements may increase this)", + "directlyengageathreat": "(directly engage a threat)", + "unleashyourpowers": "(unleash your powers)", + "comfortorsupport": "(comfort or support)", + "piercethemask": "(pierce the mask)", + "defend": "(defend)", + "assessthesituation": "(assess the situation)", + "provokesomeone": "(provoke someone)", + "flat2d6": "Flat 2d6", + "rejectsomeonesinfluence": "(reject someone's influence)", + "rejectinfluence": "Reject Influence", + "customrolls": "(custom rolls)", + "doom-desc": "What brings your Doom closer? Choose two:", + "doomcloser1": "overexerting yourself", + "doomcloser2": "facing danger alone", + "doomcloser3": "showing mercy", + "doomcloser4": "injuring innocents", + "doomcloser5": "frightening loved ones", + "doomcloser6": "talking about it openly", + "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack", + "doomtrack:": "Doomtrack:", + "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns", + "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.", + "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.", + "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.", + "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.", + "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.", + "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.", + "doomsign6-desc": "Your Doom arrives; confront it and perish.", + "themask-janus": "The Mask:", + "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:", + "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.", + "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.", + "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:", + "obligationjanus": "(your obligations among jobs, school, home and social)", + "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.", + "conditions-marked": "Conditions marked:", + "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.", + "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.", + "flare:": "Flare:", + "flarename": "(flare name)", + "flaredescription": "(flare description)", + "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.", + "futurepath1-desc": "They lost someone they cared about deeply", + "futurepath2-desc": "They failed horrifically in a noble pursuit or cause", + "futurepath3-desc": "They committed a major crime", + "futurepath4-desc": "They betrayed a close friend or ally", + "futurepath5-desc": "They won a victory at enormous cost to the world around them", + "futurepath6-desc": "They killed someone", + "futurepath7-desc": "They publicly battled another hero", + "futurepath8-desc": "They injured an innocent", + "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:", + "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.", + "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.", + "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.", + "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.", + "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.", + "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.", + "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.", + "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.", + "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.", + "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.", + "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.", + "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.", + "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.", + "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.", + "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.", + "beforewegetstarted-soldier": "Before we get started:", + "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...", + "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.", + "beforestart-soldier-list2": "● ...cross a distance between them and you.", + "beforestart-soldier-list3": "● ...stun them, close up or from a distance.", + "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.", + "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.", + "memories:": "Memories:", + "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.", + "memories-role1": "● Monster:", + "memories-role2": "● Traitor:", + "memories-role3": "● Corruptor:", + "memories-role4": "● Martyr:", + "memories-role5": "● Architect:", + "memories-role6": "● Leader:", + "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.", + "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.", + "move:": "Move:", + "label:": "Label:", + "activemove-hide": "Hide your Active Moves", + "activemove-note": "Note: Adult moves count as Active Moves", + "passivemove-hide": "Hide your Passive Moves", + "teammove-hide": "Hide your Team Moves", + "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.", + "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.", + "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.", + "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.", + "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.", + "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.", + "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.", + "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.", + "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.", + "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.", + "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.", + "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.", + "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.", + "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.", + "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.", + "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.", + "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.", + "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.", + "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.", + "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.", + "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.", + "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.", + "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.", + "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.", + "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.", + "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.", + "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.", + "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.", + "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.", + "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.", + "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.", + "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.", + "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.", + "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.", + "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.", + "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.", + "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.", + "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.", + "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.", + "momentoftruth-unlock": "Unlock your Moment of Truth", + "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...", + "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...", + "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...", + "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.", + "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...", + "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...", + "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?", + "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.", + "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...", + "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...", + "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...", + "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...", + "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...", + "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...", + "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?", + "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...", + "moment-joined-own": "If you're on your own, use the following text:", + "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.", + "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...", + "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...", + "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.", + "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.", + "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...", + "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...", + "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.", + "advancedspecial-view": "View after taking the corresponding Advancement", + "advancedspecial-brain1": "View after taking Sanctuary", + "advancedspecial-brain2": "View after taking Drives", + "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.", + "describeadvspec": "(describe your advanced special)", + "conditions:": "Conditions:", + "takeapowerfulblow": "(take a powerful blow)", + "toclear": "To clear:", + "afraid": "Afraid", + "malusdirectlyengageathreat": "(-2 to directly engage a threat)", + "clearafraid": "run from something difficult", + "angry": "Angry", + "maluscomfortorsupport": "(-2 to comfort or support)", + "maluspiercethemask": "(-2 to pierce the mask)", + "clearangry": "hurt someone or break something important", + "guilty": "Guilty", + "malusprovokesomeone": "(-2 to provoke someone)", + "malusassessthesituation": "(-2 to assess the situation)", + "clearguilty": "make a sacrifice to absolve your guilt", + "hopeless": "Hopeless", + "malusunleashyourpowers": "(-2 to unleash your powers)", + "clearhopeless": "fling yourself into easy relief", + "insecure": "Insecure", + "malusdefend": "(-2 to defend)", + "malusreject": "(-2 to reject others' influence)", + "clearinsecure": "take foolhardy action without talking to your team", + "newborn-optional-damage": "Enable if you take the Damage move", + "damaged": "Damaged", + "cleardamaged": "you need time, external help, or special equipment or abilities", + "conditions-note": "Note: Conditions do not affect Active Moves", + "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved", + "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.", + "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city", + "completedthisset": "completed this set", + "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you", + "love:": "Love:", + "rival:": "Rival:", + "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)", + "bullchooserole": "Choose a role that you fulfill for your love or rival", + "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.", + "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.", + "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.", + "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.", + "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.", + "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.", + "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:", + "sanctuarydesc2": "Write 2 downsides of your Sanctuary:", + "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:", + "sanctuary-req1": "First, you must...", + "sanctuary-req2": "You'll need help from...", + "sanctuary-req3": "You and your team will risk danger from...", + "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited", + "sanctuary-req5": "You'll need to mark one box on your Doomtrack", + "sanctuary-req6": "You'll have to obtain...", + "legacydesc1": "Name some members of your legacy (at least 2):", + "legacymember1": "is still active and prominent in the city.", + "legacymember2": "is retired and quite judgmental.", + "legacymember3": "is the next possible member of your legacy.", + "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.", + "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:", + "legacyquestion1": "● Have you been upholding the traditions of your legacy?", + "legacyquestion2": "● Have you maintained the image of your legacy?", + "legacyquestion3": "● Have you made the other members of your legacy proud?", + "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.", + "hold:": "Hold:", + "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.", + "embodies:": "Embodies:", + "denies:": "Denies:", + "mentor-resource": "Mentor's Resources:", + "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team", + "mentorresource": "(resources provided by your mentor)", + "haveinfluenceover": "I have influence over:", + "influenceroll": "(+1 to any roll that target these people)", + "aminfluencedby": "I am influenced by:", + "whatdidyoutake": "(what did you take?)", + "movename": "(move name)", + "movedescription": "(move description)", + "teammovedesc": "(team move description)", + "momentcustomdesc": "(moment of truth description)", + "drive": "(drive)", + "yourlove": "(your love)", + "yourrival": "(your rival)", + "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.", + "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.", + "contactobligation": "Obligation:", + "villainouscontact": "(villainous contact)", + "theirspecialty": "(their specialty)", + "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.", + "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.", + "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.", + "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.", + "lesson-newborn1": "I am", + "lesson-newborn2": "A superhero should", + "lesson-newborn3": "Always", + "lesson-newborn4": "Never", + "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.", + "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.", + "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:", + "lessonnewborn-offer1": "● secret information", + "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers", + "lessonnewborn-offer3": "● access to instruments, weapons, or resources", + "lessonnewborn-offer4": "● official and explicit backing", + "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.", + "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.", + "audience-why1": "You're just like them", + "audience-why2": "You're a dangerous person, a bad seed", + "audience-why3": "You're noble warrior for justice", + "audience-why4": "You're stunning, unique, and beautiful", + "audience-why5": "You're charming, well-spoken, and smart", + "audience-why6": "You're a firebrand, a rabble rouser", + "audiencestar-adv": "Choose 2 advantages:", + "audience-adv1": "Your audience is utterly devoted to you", + "audience-adv2": "You can easily speak to them at any time", + "audience-adv3": "You have a PR agent to handle your audience", + "audience-adv4": "You earn a lot of money from their interest", + "audience-adv5": "You have a major hero's endorsement", + "audience-adv6": "You have a much wider audience", + "audiencestar-demand": "Choose 2 demands your audience makes on you:", + "audience-demand1": "They require constant stimulation", + "audience-demand2": "They require perfection — no mistakes", + "audience-demand3": "They require frequent bouts of drama", + "audience-demand4": "They require major acts of heroism", + "audience-demand5": "They require novelty and brand new action", + "audience-demand6": "They require chemistry with your allies", + "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.", + "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.", + "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.", + "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.", + "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.", + "otherhalfjoined-playbook": "Your Other Half's Playbook:", + "otherhalfextra": "(describe what extras you gain from/share with your other half)", + "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.", + "brainshame-title": "Your Shame:", + "brainshame-list1": "A prototype AI", + "brainshame-list2": "A cosmic phenomenon", + "brainshame-list3": "A catastrophic weapon", + "brainshame-list4": "A dangerous chemical", + "brainshame-list5": "A living monstrosity", + "brainshame-list6": "An altered former ally", + "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.", + "brainshame-endsession1": "At the end of every session, answer the question:", + "brainshame-endsession2": "● Did you take steps to make amends for your shame?", + "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.", + "soldier": "Soldier", + "soldier:": "Soldier:", + "actonorders": "(act on orders and rely on training)", + "invokeauthority": "(invoke your authority)", + "askaegis": "(ask A.E.G.I.S. for resources)", + "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.", + "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.", + "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.", + "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.", + "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.", + "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:", + "scionlineage-ques1": "What kind of villain are they?", + "scionlineage-ques2": "What is your relationship with them like?", + "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)", + "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.", + "respect:": "Respect:", + "advancement:": "Advancement:", + "scionrespect-list1": "● Your parent's greatest enemy:", + "scionrespect-list2": "● Your parent's greatest victim:", + "scionrespect-list3": "● Your personal idol:", + "scionrespect-list4": "● The city's greatest leader:", + "scionrespect-list5": "● The city's greatest hero:", + "scionrespect-list6": "● The city's biggest celebrity:", + "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.", + "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.", + "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).", + "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.", + "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).", + "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).", + "nomadinfluencedby": "I am influenced by: (max 6)", + "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)", + "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)", + "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.", + "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.", + "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.", + "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).", + "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.", + "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.", + "nomadroots-howmuch": "How much Influence have you given out?", + "nomadinfluence-list1": "0 Influence", + "nomadinfluence-list2": "1-2 Influence", + "nomadinfluence-list3": "3 Influence", + "nomadinfluence-list4": "4 Influence", + "nomadinfluence-list5": "5 Influence", + "nomadinfluence-list6": "6 Influence", + "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.", + "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.", + "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.", + "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.", + "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.", + "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.", + "theirname": "(their name)", + "bullet": "●", + "rollkapow": "KAPOW!", + "rollfullhit": "Full hit!", + "rollhit": "Hit!", + "rollmiss": "Miss!", + "rollohdear": "Oh dear!" +} diff --git a/Masks - A New Generation/translations/hu.json b/Masks - A New Generation/translations/hu.json new file mode 100644 index 0000000000..e625157077 --- /dev/null +++ b/Masks - A New Generation/translations/hu.json @@ -0,0 +1,399 @@ +{ + "playbook:": "Playbook:", + "choose-playbook": "Choose Playbook", + "thebeacon": "The Beacon", + "thebull": "The Bull", + "thedelinquent": "The Delinquent", + "thedoomed": "The Doomed", + "thejanus": "The Janus", + "thelegacy": "The Legacy", + "thenova": "The Nova", + "theoutsider": "The Outsider", + "theprotege": "The Protégé", + "thetransformed": "The Transformed", + "thereformed": "The Reformed", + "thenewborn": "The Newborn", + "theinnocent": "The Innocent", + "thestar": "The Star", + "thejoined": "The Joined", + "thebrain": "The Brain", + "thesoldier": "The Soldier", + "theharbinger": "The Harbinger", + "thenomad": "The Nomad", + "thescion": "The Scion", + "custom": "Custom", + "somethingelse": "Something Else", + "halcyoncityherald": "Halcyon City Herald Collection", + "secretsofaegis": "Secrets of A.E.G.I.S.", + "unbound": "Unbound", + "danger": "Danger", + "danger:": "Danger:", + "freak": "Freak", + "freak:": "Freak:", + "savior": "Savior", + "savior:": "Savior:", + "superior": "Superior", + "superior:": "Superior:", + "mundane": "Mundane", + "mundane:": "Mundane:", + "sumof5labels": "Sum of 5 Labels:", + "sumof6labels": "Sum of 6 Labels:", + "bydefault3": "(by default this should be 3)", + "bydefault5": "(by default this should be 5)", + "advancementmayincrease": "(advancements may increase this)", + "directlyengageathreat": "(directly engage a threat)", + "unleashyourpowers": "(unleash your powers)", + "comfortorsupport": "(comfort or support)", + "piercethemask": "(pierce the mask)", + "defend": "(defend)", + "assessthesituation": "(assess the situation)", + "provokesomeone": "(provoke someone)", + "flat2d6": "Flat 2d6", + "rejectsomeonesinfluence": "(reject someone's influence)", + "rejectinfluence": "Reject Influence", + "customrolls": "(custom rolls)", + "doom-desc": "What brings your Doom closer? Choose two:", + "doomcloser1": "overexerting yourself", + "doomcloser2": "facing danger alone", + "doomcloser3": "showing mercy", + "doomcloser4": "injuring innocents", + "doomcloser5": "frightening loved ones", + "doomcloser6": "talking about it openly", + "doomtrack-desc": "Whenever you bring your Doom closer, mark one box on your Doomtrack", + "doomtrack:": "Doomtrack:", + "doomtrack-fill": "Whenever your Doomtrack fills, clear it and take one of your Doomsigns", + "doomsign-desc": "These are abilities that come to you with your approaching Doom. Once you have taken all five Doomsigns above the line, you must take \"Your doom arrives\" the next time your Doomtrack fills. Choose 1 Doomsign you already have at character creation.", + "doomsign1-desc": "Dark Visions: Mark your Doomtrack to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.", + "doomsign2-desc": "Infinite Powers: Mark your Doomtrack to use an ability from any playbook, one time.", + "doomsign3-desc": "Portal: Mark your Doomtrack to appear in a scene with anyone you want.", + "doomsign4-desc": "Burning Bright: Mark your Doomtrack to ignore one of the GM's stated requirements when you call upon the resources of your Sanctuary.", + "doomsign5-desc": "Bolstered: Mark your Doomtrack to use an Adult Move one time.", + "doomsign6-desc": "Your Doom arrives; confront it and perish.", + "themask-janus": "The Mask:", + "themask-janus-desc1": "You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:", + "themask-janus-desc2": "Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask's Label.", + "themask-janus-desc3": "When you reveal your secret identity to someone who didn't know it already, mark potential.", + "secretid-janus-desc1": "Your mundane life comes with a series of obligations. Choose a total of 3 obligations:", + "obligationjanus": "(your obligations among jobs, school, home and social)", + "secretid-janus-desc2": "When time passes, roll to see how you're managing your obligations. On a hit, things are going pretty well — you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses 2 obligations that are going to bite you in the butt.", + "conditions-marked": "Conditions marked:", + "burn-nova-desc1": "When you charge up your powers, roll. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.", + "burn-nova-desc2": "Spend your burn on your flares. You lose all burn at the end of the scene. Write 4 Flares you already have at character creation.", + "flare:": "Flare:", + "flarename": "(flare name)", + "flaredescription": "(flare description)", + "futureself-innocent-desc1": "Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you learn of another step of your future self's path, mark it. You can have at most 5 steps marked.", + "futurepath1-desc": "They lost someone they cared about deeply", + "futurepath2-desc": "They failed horrifically in a noble pursuit or cause", + "futurepath3-desc": "They committed a major crime", + "futurepath4-desc": "They betrayed a close friend or ally", + "futurepath5-desc": "They won a victory at enormous cost to the world around them", + "futurepath6-desc": "They killed someone", + "futurepath7-desc": "They publicly battled another hero", + "futurepath8-desc": "They injured an innocent", + "futureself-innocent-desc2": "When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you strike through a marked step, or mark a struck-through step, choose one of the following:", + "futurereplace1-desc": "Replace comfort or support with this: When you coldly dismiss someone, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.", + "futurereplace2-desc": "Replace defend someone with this: When you aggressively defend a large group or area, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.", + "futurereplace3-desc": "Replace provoke someone with this: When you threaten someone, say what you want them to do and roll +Superior. On a hit, they either do it or they are put at a significant disadvantage against you, their choice. On a 10+, either way they mark a condition of your choice.", + "futurereplace4-desc": "Replace reject someone's Influence with this: When you spit in the face of guidance or Influence, roll +2. On a hit, take away their Influence over you or clear a condition, your choice. On a 7-9, you both take a powerful blow from the intensity of your words.", + "futurereplace5-desc": "Become an NPC antagonist — your path is irreconcilably set along the same course that your future self followed.", + "bond-joined-desc": "At character creation you start with Two of a kind, and choose one other bond.", + "bond1-desc": "Two of a kind: When time passes, you and your other half gain Influence over each other. When you or your other half pierces the other's mask, mark a condition to take a 10+.", + "bond2-desc": "Fastball special: When you perform a coordinated fighting maneuver with your other half, say who takes the lead and who assists. The leader rolls the adult move overwhelm a vulnerable foe. The assistant marks a condition.", + "bond3-desc": "Powers, activate!: When you and your other half pool your powers, say who takes the lead and who assists. The leader unleashes their powers with your combined Freak (max +4). The assistant shifts Savior down, Mundane up.", + "bond4-desc": "Four eyes are better: When you and your other half assess the situation from two different vantage points, one of you makes the move, and the other may either clear a condition or ask an additional question. You both get +1 when following the answers.", + "distinction-joined-desc": "When either you or your other half locks a Label, unmark one of your chosen bonds and choose a distinction.", + "distinction1-desc": "Mirror, mirror: When you pierce someone's mask, you can ask them \"What are you really feeling right now?\", even on a miss. If you do, they can ask you the same question.", + "distinction2-desc": "Shouldering the burden: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move wield your powers.", + "distinction3-desc": "Going solo: When you directly engage a threat entirely on your own, you can roll +Superior instead of +Danger.", + "distinction4-desc": "Internal strife: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.", + "beforewegetstarted-soldier": "Before we get started:", + "beforestart-soldier": "When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...", + "beforestart-soldier-list1": "● ...redirect their attack to another character or nowhere — into a wall or the sky.", + "beforestart-soldier-list2": "● ...cross a distance between them and you.", + "beforestart-soldier-list3": "● ...stun them, close up or from a distance.", + "beforestart-soldier-list4": "● ...ignore all harm from one of their attacks.", + "beforestart-soldier-list5": "● ...escape any bindings or impediments they attempt to place on you.", + "memories:": "Memories:", + "memories-harbinger-desc": "Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.", + "memories-role1": "● Monster:", + "memories-role2": "● Traitor:", + "memories-role3": "● Corruptor:", + "memories-role4": "● Martyr:", + "memories-role5": "● Architect:", + "memories-role6": "● Leader:", + "connect-harbinger-desc1": "When you push yourself to remember the version of someone that exists in your future, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.", + "connect-harbinger-desc2": "At the start of each session or when time passes, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.", + "move:": "Move:", + "label:": "Label:", + "activemove-hide": "Hide your Active Moves", + "activemove-note": "Note: Adult moves count as Active Moves", + "passivemove-hide": "Hide your Passive Moves", + "teammove-hide": "Hide your Team Moves", + "teammove1-beacon": "When you share a triumphant celebration with someone, tell them how they're awesome and add 1 Team to the pool. If they tell you how you're awesome in return, add 1 more Team to the pool.", + "teammove2-beacon": "When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.", + "teammove1-bull": "When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.", + "teammove2-bull": "When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.", + "teammove1-delinquent": "When you share a triumphant celebration with someone, ask them if they think you're cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they're a teammate, then either way, add 1 Team to the pool.", + "teammove2-delinquent": "When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they'd like you to be. Mark potential if you show them that person. If they're a teammate, add 1 Team to the pool no matter what.", + "teammove1-doomed": "When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your Doomtrack.", + "teammove2-doomed": "When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box on your Doomtrack. If they say no, mark a condition or mark one box on your Doomtrack.", + "teammove1-janus": "When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.", + "teammove2-janus": "When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your Mask's Label down.", + "teammove1-legacy": "When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.", + "teammove2-legacy": "When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.", + "teammove1-nova": "When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.", + "teammove2-nova": "When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.", + "teammove1-outsider": "When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it's meaningful.", + "teammove2-outsider": "When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.", + "teammove1-protege": "When you share a triumphant celebration with someone, ask them if you've been a good leader or effective teammate. If they say yes, your Mentor loses Influence over you and you mark potential. If they say no, your Mentor gains Influence over you, and you take +1 forward on using the Label your Mentor embodies.", + "teammove2-protege": "When you share a vulnerability or weakness with someone, tell them a secret about your Mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.", + "teammove1-transformed": "When you share a triumphant celebration with someone, clear a condition if they treat you like a perfectly normal person and mark potential if they praise your power or abilities.", + "teammove2-transformed": "When you share a vulnerability or weakness with someone, ask them if they think you're losing or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, clear a condition and shift Mundane up and any other Label down.", + "teammove1-reformed": "When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.", + "teammove2-reformed": "When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.", + "teammove1-newborn": "When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.", + "teammove2-newborn": "When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.", + "teammove1-innocent": "When you share a triumphant celebration with someone, ask whether they think your future self could've won this victory. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.", + "teammove2-innocent": "When you share a vulnerability or weakness with someone, ask them if they think you could turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, clear a condition and they shift your Labels.", + "teammove1-star": "When you share a triumphant celebration with someone, say whether it's part of the show or not. If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and you can clear a condition or mark potential.", + "teammove2-star": "When you share a vulnerability or weakness with someone, ask them if they will tell anyone the truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't agree, the GM shifts your Labels.", + "teammove-joined": "When either you or your other half shares a triumphant celebration or shares a moment of vulnerability without the other one present, mark a condition to mark a potential.", + "teammove1-brain": "When you share a triumphant celebration with someone, ask them if they felt they could have done it without you. If they say yes, give Influence to them and mark a condition. If they say no, they give Influence to you.", + "teammove2-brain": "When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear a condition or add 1 Team to the pool when you are with them.", + "teammove1-soldier": "When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add 2 Team to the pool. If they reject what you have to say, mark a condition.", + "teammove2-soldier": "When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add 1 Team to the pool. If they don't have a cause (or you find it unworthy), mark a condition.", + "teammove1-harbinger": "When you confess to a teammate the difference between what you thought they would be and what they really are, add 1 Team to the pool, and ask them if you represent a future they'd want. If they say yes, mark potential. If they say no, mark a condition.", + "teammove2-harbinger": "When you share a tale of future loss with someone, ask them if they think you have the ability to avert that loss. If they believe you do, mark potential and give them Influence over you. If they don't, mark Guilty and shift one Label up and one Label down (your choice). If Guilty is already marked, mark another condition, GM's choice.", + "teammove1-nomad": "When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.", + "teammove2-nomad": "When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.", + "teammove1-scion": "When you share a triumphant celebration with someone, ask them if you have earned their respect. If you have, take Influence over them and mark potential. If you have not, give them Influence over you and mark potential.", + "teammove2-scion": "When you share a vulnerability or weakness with someone, ask them if they would defend you against those who mistrust you. If they say yes, clear a condition and shift Savior up and any other Label down. If they say no, mark a condition and shift Danger up and any other Label down.", + "momentoftruth-unlock": "Unlock your Moment of Truth", + "moment-beacon": "This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that's you. Their jaws are gonna drop when you're done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...", + "moment-bull": "This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...", + "moment-delinquent": "This is when you show them what you really are. Whether you're the hero underneath the rebel facade... or the one who can make the hard choices heroes can't make. You do whatever it takes to show that truth, whether it's saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you've shown what you really are, there's no going back to playing the clown...", + "moment-doomed": "The prickly tingling fear of your doom, always in your head — it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a Doomsign after you're finished.", + "moment-janus": "The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the damn day. Of course, you better hope nobody nasty is watching...", + "moment-legacy": "This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...", + "moment-nova": "Your mind's eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood... how could you possibly be worried?", + "moment-outsider": "You embrace your home and call them for aid. They will answer your call, in force, arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done... they'd probably like to take you home with them. You did, after all, just prove yourself worthy.", + "moment-protege": "The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...", + "moment-transformed": "It's so easy to forget that you're not your body, and you're not the voice in your head — you're both. Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those who see only the monster when they look at you...", + "moment-reformed": "You've seen your greatest mistakes, and the rest of the world has, too. They're all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you'll show them what you're made of — that being a hero is a choice. An act of will. And you've got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...", + "moment-newborn": "Something snaps into focus, and suddenly you're a full thing, true and complete. You'd never have known how fragmented you were before, if not for here, this moment. You're not a series of individual lessons. You're not a series of subroutines and programs. You're... a person. This must be what it's like to be... human. And this fullness? It gives you a control over yourself, a unity of purpose you've never experienced before. Of course, now that you're showing off all your potential, it's only a matter of time before someone comes forward to reduce you to a machine again...", + "moment-innocent": "You've fought, struggled, and worked so hard to figure out who you are, whether you're just the same as your future self or whether you're different... but right now, that's all out the window. The distinction between your future self and your present self vanishes in the face of the trial before you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will one day become. You can do exactly what your future self could do, and everyone around you sees them in you more clearly than ever. Of course, after this it's going to be hard to treat you as two different people...", + "moment-star": "Sometimes it can be hard to tell where the show stops and where you begin — but not today. Not now. Because right now, there is no show. Right now, you are the thing you pretend to be — bold and bright and beautiful and amazing and powerful and confident. Right now, you draw strength from your audience, comfort from their belief in you, and you can do anything they think you can. Of course, after such an impassioned performance, your audience will just have even more demands...", + "moment-joined-choose": "When you trigger your Moment of Truth, choose — are you working with your other half, or are you on your own?", + "moment-joined-otherhalf": "If you're working with your other half, use the text of their Moment of Truth and treat it as if it applies to both of you. Remember to lock your Label and switch a Bond to a Distinction, because you'll probably never reach these heights of perfect connection, of being one, ever again...", + "moment-joined-own": "If you're on your own, use the following text:", + "moment-joined": "You're on your own. It's like missing an arm. Like fighting naked. Like holding your breath. You're missing something vital... but you're moving faster than ever, thinking faster than ever, doing things you couldn't even do while relying on both of your strength combined. And it's hitting you, hard — you can do this. Without them. And you can win. It's going to be hard to come down off this high and rejoin with them afterwards, isn't it? Remember to lock a Label and switch a Bond to a Distinction, after you're finished.", + "moment-brain": "Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil or disaster. That's when somebody like you, gifted as you are with a peerless intellect, can rise to the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in a way no one else could have foreseen. Of course, after you've shown how different you are from them, that distance between you and the others is now that much greater. And the world is only going to pull you farther apart...", + "moment-soldier": "Freedom isn't free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come... you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you've saved aren't going to forget what you've done here today; they may even come to see you as a symbol of the higher cause you claim to serve...", + "moment-soldier-lock": "You cannot lock Soldier after using your Moment of Truth.", + "moment-harbinger": "Everything you do could affect the future. For all you know, saving that one guy means that now the future is full of pterodactyls. The ripples are always so hard to track, and you're not sure if you've helped or hurt — not really. Until now. In this moment, it's all clear. You can see the course of events laid out before you like a river, and you know exactly what you have to do to ensure the future outcome you want. Of course, after this, you've changed enough of the timeline to invalidate your prior research — reset all the names in your Connecting Dots section.", + "moment-nomad": "You basically exist with one foot out the door, ready to leave this place, to go back out into the wide expanse of the universe. You've never fully committed. That is, until today. Until right now. Now, you pour everything you have and everything you are into this moment. You pull off tricks no one from this planet has ever seen before. You use your tools in ways no one here could have ever imagined. You devote yourself, here and now, to a cause, and you achieve your goal in ways that you never could've if you'd only stayed home. Of course, now you've proved to everyone that you really don't belong here, and the very skills that let you succeed are the ones you earned from out there...", + "moment-scion": "People have always tried to define you by your lineage. As if from the moment you were born, you were meant to be some villain to be defeated. But... they're right, aren't they? That darkness is in you. So right here, right now, you're not fighting it — you're embracing it. Both hero and villain, and greater besides. You're overcoming impossible odds in ways no hero would approve of, and no villain could comprehend. Of course, after seeing what you can really do when you embrace the whole of yourself, the rest of the world isn't going to forget who you really are...", + "moment-label-lock": "After you use your Moment of Truth, permanently lock one Label.", + "advancedspecial-view": "View after taking the corresponding Advancement", + "advancedspecial-brain1": "View after taking Sanctuary", + "advancedspecial-brain2": "View after taking Drives", + "burn-adv-desc": "Spend your burn on your flares. You lose all burn at the end of the scene. You get 3 Flares.", + "describeadvspec": "(describe your advanced special)", + "conditions:": "Conditions:", + "takeapowerfulblow": "(take a powerful blow)", + "toclear": "To clear:", + "afraid": "Afraid", + "malusdirectlyengageathreat": "(-2 to directly engage a threat)", + "clearafraid": "run from something difficult", + "angry": "Angry", + "maluscomfortorsupport": "(-2 to comfort or support)", + "maluspiercethemask": "(-2 to pierce the mask)", + "clearangry": "hurt someone or break something important", + "guilty": "Guilty", + "malusprovokesomeone": "(-2 to provoke someone)", + "malusassessthesituation": "(-2 to assess the situation)", + "clearguilty": "make a sacrifice to absolve your guilt", + "hopeless": "Hopeless", + "malusunleashyourpowers": "(-2 to unleash your powers)", + "clearhopeless": "fling yourself into easy relief", + "insecure": "Insecure", + "malusdefend": "(-2 to defend)", + "malusreject": "(-2 to reject others' influence)", + "clearinsecure": "take foolhardy action without talking to your team", + "newborn-optional-damage": "Enable if you take the Damage move", + "damaged": "Damaged", + "cleardamaged": "you need time, external help, or special equipment or abilities", + "conditions-note": "Note: Conditions do not affect Active Moves", + "whenyoumarkdrive": "When you mark a drive, choose one: mark potential, clear a condition, take influence over someone involved", + "whencompleteadriveset": "When you complete a set of drives, add another set with 4 new drives.", + "whenalldrivesmarked": "When all drives are marked, choose one: change playbooks, retire from the life, become a paragon of the city", + "completedthisset": "completed this set", + "bullheartdesc": "You can change your love or rival at any time; give the new person influence over you", + "love:": "Love:", + "rival:": "Rival:", + "bullheartongoing": "(+1 to any roll that impresses your love or frustrates your rival)", + "bullchooserole": "Choose a role that you fulfill for your love or rival", + "bullrole1": "Defender: When you leap to defend your love or rival in battle, roll +Danger instead of +Savior to defend them.", + "bullrole2": "Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.", + "bullrole3": "Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.", + "bullrole4": "Enabler: When you provoke your love or rival, roll +Danger if you are trying to provoke them to rash or poorly thought out action.", + "nemesisdesc1": "Your Nemesis is an epic and powerful enemy representing and embodying your Doom.", + "nemesisdesc2": "At the end of every session, answer the question: Did you make progress on defeating your Nemesis? If the answer is yes, mark potential. If the answer is no, mark your Doomtrack.", + "sanctuarydesc1": "You have a place where you can rest, recover, and reflect upon your powers. Write 3 features of your Sanctuary:", + "sanctuarydesc2": "Write 2 downsides of your Sanctuary:", + "sanctuarydesc3": "When you call upon the resources of your Sanctuary to solve a problem, say what you want to do. The GM will give you 1 to 4 requirements from the following which you must fulfill to complete your solution:", + "sanctuary-req1": "First, you must...", + "sanctuary-req2": "You'll need help from...", + "sanctuary-req3": "You and your team will risk danger from...", + "sanctuary-req4": "The best you can do is a lesser version, unreliable and limited", + "sanctuary-req5": "You'll need to mark one box on your Doomtrack", + "sanctuary-req6": "You'll have to obtain...", + "legacydesc1": "Name some members of your legacy (at least 2):", + "legacymember1": "is still active and prominent in the city.", + "legacymember2": "is retired and quite judgmental.", + "legacymember3": "is the next possible member of your legacy.", + "legacymember4": "is the greatest opponent your legacy ever faced... and is still at large.", + "legacydesc2": "Whenever time passes, roll to see how the members of your legacy feel or react to your most recent exploits. Before rolling, have the other players answer these following questions about your performance. Take -1 to the roll for each 'no' answer:", + "legacyquestion1": "● Have you been upholding the traditions of your legacy?", + "legacyquestion2": "● Have you maintained the image of your legacy?", + "legacyquestion3": "● Have you made the other members of your legacy proud?", + "legacydesc3": "On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet's nest — expect several members of your legacy to meddle with your life.", + "hold:": "Hold:", + "mentor-desc1": "You have a mentor, someone who's taught you, trained you, given you aid, or raised you up. Someone who might have confined you a bit too rigidly to a single path.", + "embodies:": "Embodies:", + "denies:": "Denies:", + "mentor-resource": "Mentor's Resources:", + "mentor-desc2": "Write up to 3 resources that your mentor gave you and the team", + "mentorresource": "(resources provided by your mentor)", + "haveinfluenceover": "I have influence over:", + "influenceroll": "(+1 to any roll that target these people)", + "aminfluencedby": "I am influenced by:", + "whatdidyoutake": "(what did you take?)", + "movename": "(move name)", + "movedescription": "(move description)", + "teammovedesc": "(team move description)", + "momentcustomdesc": "(moment of truth description)", + "drive": "(drive)", + "yourlove": "(your love)", + "yourrival": "(your rival)", + "friendsinlowplaces1": "You have ties to villains from your previous career, a.k.a. Friends in Low Places.", + "friendsinlowplaces2": "Write 3 names and fill in their details. At character creation, mark 2 obligations on one villain and mark 1 obligation on another.", + "contactobligation": "Obligation:", + "villainouscontact": "(villainous contact)", + "theirspecialty": "(their specialty)", + "friendsinlowplaces-help1": "When you come to them for help with your problems, mark obligation on them and they'll help out within their specialty. If all their boxes are full, then they won't help you until you help them.", + "friendsinlowplaces-help2": "When time passes, roll flat + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don't come knocking yet, but mark obligation on them — the debts are getting heavier.", + "friendsinlowplaces-help3": "When you help one of these villains with their problems, erase 2 obligations on them.", + "lessonsnewborn-desc": "When you learn something that helps you make sense of the world, write it down as a Lesson. Fill in 2 lessons at character creation. Fill in the others during play.", + "lesson-newborn1": "I am", + "lesson-newborn2": "A superhero should", + "lesson-newborn3": "Always", + "lesson-newborn4": "Never", + "lessonsnewborn-embody": "When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential.", + "lessonsnewborn-reject": "When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.", + "lessonsnewborn-creator1": "When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:", + "lessonnewborn-offer1": "● secret information", + "lessonnewborn-offer2": "● a way to temporarily boost or expand your powers", + "lessonnewborn-offer3": "● access to instruments, weapons, or resources", + "lessonnewborn-offer4": "● official and explicit backing", + "lessonsnewborn-creator2": "If you accept their help, they'll rewrite one of your lessons.", + "audiencestar-desc": "You are a celebrity in the city. By default, your audience is a limited group of interested fans, and you speak to them through after-action interviews, infrequent press conferences, etc. Why does your audience love you? Mark all that apply.", + "audience-why1": "You're just like them", + "audience-why2": "You're a dangerous person, a bad seed", + "audience-why3": "You're noble warrior for justice", + "audience-why4": "You're stunning, unique, and beautiful", + "audience-why5": "You're charming, well-spoken, and smart", + "audience-why6": "You're a firebrand, a rabble rouser", + "audiencestar-adv": "Choose 2 advantages:", + "audience-adv1": "Your audience is utterly devoted to you", + "audience-adv2": "You can easily speak to them at any time", + "audience-adv3": "You have a PR agent to handle your audience", + "audience-adv4": "You earn a lot of money from their interest", + "audience-adv5": "You have a major hero's endorsement", + "audience-adv6": "You have a much wider audience", + "audiencestar-demand": "Choose 2 demands your audience makes on you:", + "audience-demand1": "They require constant stimulation", + "audience-demand2": "They require perfection — no mistakes", + "audience-demand3": "They require frequent bouts of drama", + "audience-demand4": "They require major acts of heroism", + "audience-demand5": "They require novelty and brand new action", + "audience-demand6": "They require chemistry with your allies", + "audiencestar-accept": "When you accept what your audience tells you about yourself, clear a condition.", + "audiencestar-reject": "When you reject what your audience tells you about yourself, on a hit mark potential and expect retribution.", + "audiencestar-help": "When you seek help from your audience, roll. On a hit, someone in your audience can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a lot higher. On a miss, you've made a mistake, and your audience won't help you until you've redeemed yourself in their eyes.", + "otherhalfjoined-desc": "You share a deep bond with your other half. You are stronger together than you are apart, for now. If your other half's playbook has no extra, then take 2 playbook moves from them; one they have and one they don't. If your other half's playbook has extras (drives, bull's heart, burn, the mask, legacy etc.), then you share the extras, gaining further merits and demerits.", + "otherhalfjoined-more": "For more details, refer to pages 102 to 109 in the Masks: Halcyon City Herald Collection supplement.", + "otherhalfjoined-playbook": "Your Other Half's Playbook:", + "otherhalfextra": "(describe what extras you gain from/share with your other half)", + "brainshame-desc": "You have a deep and abiding sense of guilt for something you have created or had a hand in creating. Just as you are a world-class intellect, your shame is a world-class problem. Whatever the case, your role in its creation is not publicly known... yet.", + "brainshame-title": "Your Shame:", + "brainshame-list1": "A prototype AI", + "brainshame-list2": "A cosmic phenomenon", + "brainshame-list3": "A catastrophic weapon", + "brainshame-list4": "A dangerous chemical", + "brainshame-list5": "A living monstrosity", + "brainshame-list6": "An altered former ally", + "brainshame-confront": "Whenever you are confronted with your shame, either mark a condition or shift Superior down and Danger up. If your shame is an NPC, they can never lose Influence over you.", + "brainshame-endsession1": "At the end of every session, answer the question:", + "brainshame-endsession2": "● Did you take steps to make amends for your shame?", + "brainshame-endsession3": "If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.", + "soldier": "Soldier", + "soldier:": "Soldier:", + "actonorders": "(act on orders and rely on training)", + "invokeauthority": "(invoke your authority)", + "askaegis": "(ask A.E.G.I.S. for resources)", + "highercalling-desc": "You work for A.E.G.I.S., an agency that keeps the world safe from all manners of superhuman, supernatural, and extraterrestrial threats.", + "soldierlabel-desc": "The Soldier Label functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only lock Soldier with the corresponding advancement. You can only cancel the influence A.E.G.I.S. holds over you with the corresponding advancement.", + "highercalling-move1": "When you're acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.", + "highercalling-move2": "When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll +Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.", + "highercalling-move3": "When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll +Soldier. On a hit, they'll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.", + "scionlineage-desc": "You are the child of a true supervillain. You strive to be different than them, but they are a part of you. Answer each question below to describe them:", + "scionlineage-ques1": "What kind of villain are they?", + "scionlineage-ques2": "What is your relationship with them like?", + "scionlineage-ques3": "They have an array of abilities, assets, and strengths; what are some of them? (up to 3)", + "scionrespect-desc1": "Write down the names of at least 2 characters whose respect you need to earn in order to differentiate yourself from your parent. You may fill in new names whenever appropriate.", + "respect:": "Respect:", + "advancement:": "Advancement:", + "scionrespect-list1": "● Your parent's greatest enemy:", + "scionrespect-list2": "● Your parent's greatest victim:", + "scionrespect-list3": "● Your personal idol:", + "scionrespect-list4": "● The city's greatest leader:", + "scionrespect-list5": "● The city's greatest hero:", + "scionrespect-list6": "● The city's biggest celebrity:", + "scionrespect-desc2": "When you seek out one of the characters named above, roll. On a hit, you track them down. On a 7-9, they're juggling their own problems, and may not have time for you. On a miss, when you find them, the situation is dire; the GM will tell you how.", + "scionrespect-desc3": "If you earn Influence over the characters listed above, instead you mark 1 Respect. If you lose Influence over the characters listed above, instead you lose 1 Respect. If you lose 1 Respect and you have none marked, you immediately mark a condition, GM's choice.", + "scionrespect-desc4": "The first time you reach 4 Respect on an individual, take an advancement (mark the corresponding box under the character).", + "scionrespect-desc5": "While you have 4 Respect on an individual, you gain the following benefits. If you dip below 4 Respect on an individual, you lose these benefits.", + "scionrespect-desc5opt1": "● You can reject their Influence at a +3 (does not stack with the above).", + "scionrespect-desc5opt2": "● You take +1 to a Label of their choice (write it next to their name).", + "nomadinfluencedby": "I am influenced by: (max 6)", + "nomadinfluence-desc1": "(By default, no one has Influence over you, not even adults)", + "nomadinfluence-desc2": "(You gain benefits based on how much Influence you have given out. Check Roots for details.)", + "nomadroots-desc1": "● During play, you can only give Influence by revealing a vulnerability or weakness to someone and through the end of session move.", + "nomadroots-desc2": "● You cannot give Influence to somebody who already has Influence over you.", + "nomadroots-desc3": "● Others cannot take Influence over you; if they would, instead they choose: mark potential or inflict a condition on you.", + "nomadroots-desc4": "● You reject Influence at -2 by default, instead of +0 (already included in the Reject Influence roll).", + "nomadroots-desc5": "● When someone takes advantage of their Influence over you, they can choose 2 options.", + "nomadroots-desc6": "● At the end of each session, you may take away Influence from someone who has Influence over you.", + "nomadroots-howmuch": "How much Influence have you given out?", + "nomadinfluence-list1": "0 Influence", + "nomadinfluence-list2": "1-2 Influence", + "nomadinfluence-list3": "3 Influence", + "nomadinfluence-list4": "4 Influence", + "nomadinfluence-list5": "5 Influence", + "nomadinfluence-list6": "6 Influence", + "nomadinfluence-option1": "● You cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If someone tries to comfort or support you, you cannot open up to them.", + "nomadinfluence-option2": "● When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.", + "nomadinfluence-option3": "● When you take a powerful blow from someone with Influence over you, take -2 to the roll.", + "nomadinfluence-option4": "● When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.", + "nomadinfluence-option5": "● When you spend 1 Team to help someone who has Influence over you, it gives them +2.", + "nomadinfluence-option6": "● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.", + "theirname": "(their name)", + "bullet": "●", + "rollkapow": "KAPOW!", + "rollfullhit": "Full hit!", + "rollhit": "Hit!", + "rollmiss": "Miss!", + "rollohdear": "Oh dear!" +} diff --git a/MassEffect_5e/translations/ca.json b/MassEffect_5e/translations/ca.json new file mode 100644 index 0000000000..f58f84b9a7 --- /dev/null +++ b/MassEffect_5e/translations/ca.json @@ -0,0 +1,595 @@ +{ + "skills-list": "acrobatics,athletics,deception,history,insight,intimidation,investigation,medicine,science,perception,performance,persuasion,engineering,sleight_of_hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "vehicle_handling-u": "VEHICLE HANDLING", + "electronics-u": "ELECTRONICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "science-u": "SCIENCE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "engineering-u": "ENGINEERING", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "shields": "Shields", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "vehicle_handling": "Vehicle Handling", + "electronics": "Electronics", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "science": "Science", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "engineering": "Engineering", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "vehicle_handling-core": "Vehicle Handling (Dex)", + "electronics-core": "Electronics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "science-core": "Science (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "engineering-core": "Engineering (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "shield-max-u": "Shield Max // Regen", + "shields-u": "SHIELDS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "credits-u": "$", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS // SUBCLASS:", + "subclass:-u": "CLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?" +} \ No newline at end of file diff --git a/MassEffect_5e/translations/hu.json b/MassEffect_5e/translations/hu.json new file mode 100644 index 0000000000..f58f84b9a7 --- /dev/null +++ b/MassEffect_5e/translations/hu.json @@ -0,0 +1,595 @@ +{ + "skills-list": "acrobatics,athletics,deception,history,insight,intimidation,investigation,medicine,science,perception,performance,persuasion,engineering,sleight_of_hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "vehicle_handling-u": "VEHICLE HANDLING", + "electronics-u": "ELECTRONICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "science-u": "SCIENCE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "engineering-u": "ENGINEERING", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "shields": "Shields", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "vehicle_handling": "Vehicle Handling", + "electronics": "Electronics", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "science": "Science", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "engineering": "Engineering", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "vehicle_handling-core": "Vehicle Handling (Dex)", + "electronics-core": "Electronics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "science-core": "Science (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "engineering-core": "Engineering (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "shield-max-u": "Shield Max // Regen", + "shields-u": "SHIELDS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "credits-u": "$", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS // SUBCLASS:", + "subclass:-u": "CLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?" +} \ No newline at end of file diff --git a/Metallic Guardian/translations/ca.json b/Metallic Guardian/translations/ca.json new file mode 100644 index 0000000000..c5620c1f9b --- /dev/null +++ b/Metallic Guardian/translations/ca.json @@ -0,0 +1,117 @@ +{ + "player-u": "Player", + "player-place": "Player Name", + "character-name-u": "Name", + "character-name-place": "Character Name", + "character-gender-u": "Gender", + "character-gender-place": "Gender", + "character-age-u": "Age", + "character-age-place": "Age", + "character-money-point-u": "MoneyPoint", + "class-u": "Class", + "level-u": "Level", + "guardian-class-place": "Guardian Class", + "linkage-class-place": "Linkage Class", + "sub-class-place": "Sub Class", + "character-level-u": "Chracter Level", + "strength-u": "STRENGTH", + "reflection-u": "REFLECTION", + "perception-u": "PERCEPTION", + "others-1-place": "others 1", + "intelligence-u": "INTELLIGENCE", + "will-u": "WILL", + "luck-u": "LUCK", + "others-2-place": "others 2", + "social-u": "SOCIAL", + "pilot-u": "PILOT", + "hit-u": "HIT", + "evade-u": "EVADE", + "shelling-u": "SHELLING", + "protect-u": "PROTECT", + "act-u": "ACT", + "initiative-u": "INITIATIVE", + "move-u": "Move", + "full-move-u": "FullMove", + "max-fp-u": "MaxFP", + "ap-u": "AP", + "current-fp-u": "CurrFP", + "max-hp-u": "MaxHP", + "current-hp-u": "CurrHP", + "max-en-u": "MaxEN", + "current-en-u": "CurrEN", + "defense-u": "DEF", + "barrier-u": "BARRIER", + "cut-u": "CUT", + "penetrate-u": "PEN", + "strike-u": "STK", + "fire-u": "FIRE", + "ice-u": "ICE", + "thunder-u": "THUN", + "light-u": "LIGHT", + "dark-u": "DARK", + "fly-ability-u": "FlyAbility", + "rapid-speed-u": "RapidSpeed", + "high-mobility-u": "HighMobility", + "burrow-ability-u": "BurrowAbility", + "heat-resistant-u": "HeatResistant", + "inrush-ability-u": "InrushAbility", + "close-main-arm-u": "CloseMainArm", + "close-main-arm-place": "CloseMainArm", + "close-sub-arm-u": "CloseSubArm", + "close-sub-arm-place": "CloseSubArm", + "range-main-arm-u": "RangeMainArm", + "range-main-arm-place": "RangeMainArm", + "range-sub-arm-u": "RangeSubArm", + "range-sub-arm-place": "RangeSubArm", + "option-u": "Option", + "option-place": "Option", + "other-gear-1-u": "OtherGear1", + "other-gear-1-place": "OtherGear 1", + "other-gear-2-u": "OtherGear2", + "other-gear-2-place": "OtherGear 2", + "guardian-name-place": "Guardian Name", + "guardian-size-u": "Size", + "guardian-u": "Guardian", + "guardian-place": "Guardian", + "social-character-appearance-u": "CHARACTER APPEARANCE", + "social-personal-data-u": "PERSONAL DATA", + "arms-u": "Arms", + "arms-name-u": "Name", + "arms-place-u": "Place", + "arms-range-u": "Range", + "arms-cost-u": "Cost", + "arms-damage-type-u": "Dmg.type", + "arms-basic-damage-u": "Basic.Dmg", + "arms-final-damage-u": "Final.Dmg", + "arms-effect-u": "Effect", + "etc-u": "ETC", + "etc-name-u": "Name", + "etc-type-u": "Type", + "etc-timing-u": "Timing", + "etc-effect-u": "Effect", + "social-lifestyle-u": "LIFESTYLE", + "social-missons-u": "MISSONS", + "social-connections-u": "CONNECTIONS", + "social-etc-u": "ETC", + "ability-u": "Ability", + "ability-name-u": "Name", + "ability-level-u": "Lv.", + "ability-kind-u": "Kind", + "ability-timing-u": "Timing", + "ability-target-u": "Taget", + "ability-range-u": "Range", + "ability-cost-u": "Cost", + "ability-effect-u": "Effect", + "items-u": "Items", + "items-type-u": "Type", + "items-name-u": "Name", + "items-timing-u": "Timing", + "items-number-u": "Num", + "items-price-u": "Price", + "items-effect-u": "Effect", + "blessings-u": "Blessings", + "blessings-name-u": "Name", + "blessings-target-u": "Target", + "blessings-timing-u": "Timing", + "blessings-effect-u": "Effect" +} \ No newline at end of file diff --git a/Metallic Guardian/translations/hu.json b/Metallic Guardian/translations/hu.json new file mode 100644 index 0000000000..c5620c1f9b --- /dev/null +++ b/Metallic Guardian/translations/hu.json @@ -0,0 +1,117 @@ +{ + "player-u": "Player", + "player-place": "Player Name", + "character-name-u": "Name", + "character-name-place": "Character Name", + "character-gender-u": "Gender", + "character-gender-place": "Gender", + "character-age-u": "Age", + "character-age-place": "Age", + "character-money-point-u": "MoneyPoint", + "class-u": "Class", + "level-u": "Level", + "guardian-class-place": "Guardian Class", + "linkage-class-place": "Linkage Class", + "sub-class-place": "Sub Class", + "character-level-u": "Chracter Level", + "strength-u": "STRENGTH", + "reflection-u": "REFLECTION", + "perception-u": "PERCEPTION", + "others-1-place": "others 1", + "intelligence-u": "INTELLIGENCE", + "will-u": "WILL", + "luck-u": "LUCK", + "others-2-place": "others 2", + "social-u": "SOCIAL", + "pilot-u": "PILOT", + "hit-u": "HIT", + "evade-u": "EVADE", + "shelling-u": "SHELLING", + "protect-u": "PROTECT", + "act-u": "ACT", + "initiative-u": "INITIATIVE", + "move-u": "Move", + "full-move-u": "FullMove", + "max-fp-u": "MaxFP", + "ap-u": "AP", + "current-fp-u": "CurrFP", + "max-hp-u": "MaxHP", + "current-hp-u": "CurrHP", + "max-en-u": "MaxEN", + "current-en-u": "CurrEN", + "defense-u": "DEF", + "barrier-u": "BARRIER", + "cut-u": "CUT", + "penetrate-u": "PEN", + "strike-u": "STK", + "fire-u": "FIRE", + "ice-u": "ICE", + "thunder-u": "THUN", + "light-u": "LIGHT", + "dark-u": "DARK", + "fly-ability-u": "FlyAbility", + "rapid-speed-u": "RapidSpeed", + "high-mobility-u": "HighMobility", + "burrow-ability-u": "BurrowAbility", + "heat-resistant-u": "HeatResistant", + "inrush-ability-u": "InrushAbility", + "close-main-arm-u": "CloseMainArm", + "close-main-arm-place": "CloseMainArm", + "close-sub-arm-u": "CloseSubArm", + "close-sub-arm-place": "CloseSubArm", + "range-main-arm-u": "RangeMainArm", + "range-main-arm-place": "RangeMainArm", + "range-sub-arm-u": "RangeSubArm", + "range-sub-arm-place": "RangeSubArm", + "option-u": "Option", + "option-place": "Option", + "other-gear-1-u": "OtherGear1", + "other-gear-1-place": "OtherGear 1", + "other-gear-2-u": "OtherGear2", + "other-gear-2-place": "OtherGear 2", + "guardian-name-place": "Guardian Name", + "guardian-size-u": "Size", + "guardian-u": "Guardian", + "guardian-place": "Guardian", + "social-character-appearance-u": "CHARACTER APPEARANCE", + "social-personal-data-u": "PERSONAL DATA", + "arms-u": "Arms", + "arms-name-u": "Name", + "arms-place-u": "Place", + "arms-range-u": "Range", + "arms-cost-u": "Cost", + "arms-damage-type-u": "Dmg.type", + "arms-basic-damage-u": "Basic.Dmg", + "arms-final-damage-u": "Final.Dmg", + "arms-effect-u": "Effect", + "etc-u": "ETC", + "etc-name-u": "Name", + "etc-type-u": "Type", + "etc-timing-u": "Timing", + "etc-effect-u": "Effect", + "social-lifestyle-u": "LIFESTYLE", + "social-missons-u": "MISSONS", + "social-connections-u": "CONNECTIONS", + "social-etc-u": "ETC", + "ability-u": "Ability", + "ability-name-u": "Name", + "ability-level-u": "Lv.", + "ability-kind-u": "Kind", + "ability-timing-u": "Timing", + "ability-target-u": "Taget", + "ability-range-u": "Range", + "ability-cost-u": "Cost", + "ability-effect-u": "Effect", + "items-u": "Items", + "items-type-u": "Type", + "items-name-u": "Name", + "items-timing-u": "Timing", + "items-number-u": "Num", + "items-price-u": "Price", + "items-effect-u": "Effect", + "blessings-u": "Blessings", + "blessings-name-u": "Name", + "blessings-target-u": "Target", + "blessings-timing-u": "Timing", + "blessings-effect-u": "Effect" +} \ No newline at end of file diff --git a/Mongoose_Traveller2e/translations/ca.json b/Mongoose_Traveller2e/translations/ca.json new file mode 100644 index 0000000000..7c850f168b --- /dev/null +++ b/Mongoose_Traveller2e/translations/ca.json @@ -0,0 +1,105 @@ +{ + "rating-u": "Rating", + "temp-u": "Temp", + "mod-u": "Mod", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "endurance-u": "Endurance", + "intellect-u": "Intellect", + "education-u": "Education", + "social-u": "Social", + "prime-u": "Prime", + "name-u": "Name", + "age-u": "Age", + "homeworld-u": "Homeworld", + "race-u": "Race", + "rads-u": "Rads", + "studyweeks-u": "Weeks", + "studyperiods-u": "Periods", + "studyskill-u": "Skill", + "historytitle-u": "History", + "characterhistorytitle-u": "Character History", + "recenthistory-u": "Recent History", + "recenteventname-u": "Event Name", + "recenteventdate-u": "Event Date", + "alliestitle-u": "Allies", + "location-u": "Location", + "contacttitle-u": "Contacts", + "enemiestitle-u": "Enemies", + "rivalstitle-u": "Rivals", + "skillstitle-u": "Skills", + "skills-all-u": "All", + "skills-combat-u": "Combat", + "skilltableskill-u": "Skill", + "skilltablecharacteristic-u": "Characteristic", + "skilltabledicemodifier-u": "DM", + "skilltableskilllevel-u": "Skill
    Level", + "skilltablename-u": "Name", + "skilltablemiscmodifier-u": "Misc.
    Modifier", + "skilltabletrained-u": "Trained", + "skilltabletotalmodifier-u": "Total", + "skilltablespecialty-u": "Speciality", + "skillstrengthoption-u": "Strength", + "skillintellectoption-u": "Intellect", + "skilldexterityoption-u": "Dexterity", + "skilleducationoption-u": "Education", + "skillenduranceoption-u": "Endurance", + "skillsocialoption-u": "Social", + "skilltableroll-u": "Roll", + "equipmenttitle-u": "Equipment", + "geartitle-u": "Gear", + "totalgearweight-u": "Total Gear Weight", + "gearcell-u": "Gear", + "gearquantity-u": "Quantity", + "gearweight-u": "KG each", + "financestitle-u": "Finances", + "pension-u": "Pension", + "debt-u": "Debt", + "cash-u": "Cash on Hand", + "monthlyship-u": "Monthly Ship Payment", + "monthlylifesupport-u": "Monthly Life Support", + "otherwealth-u": "Other Wealth", + "otherwealthitem-u": "Item", + "otherwealthvalue-u": "Value", + "otherwealthlocation-u": "Location", + "combattitle-u": "Combat", + "armourtype-u": "Type", + "armourtechlevel-u": "TL", + "armourprotection-u": "Protection", + "armourprotectionlaser-u": "Protection (Laser)", + "armourrads-u": "Rad", + "armourkgweight-u": "KG", + "armourskill-u": "Required Skill", + "armournoneskill-u": "None", + "armourvaccsuit0-u": "Vacc Suit 0", + "armourvaccsuit1-u": "Vacc Suit 1", + "armourvaccsuit2-u": "Vacc Suit 2", + "armourvaccsuit3-u": "Vacc Suit 3", + "armourvaccsuit4-u": "Vacc Suit 4", + "initiativeroll-u": "

    Roll Initiative (select Token first)
    ", + "weaponstitle-u": "Weapons", + "weaponroll-u": "Roll", + "weaponweapon-u": "Weapon", + "weaponskilltotal-u": "Skill Total", + "weapondicemod-u": "DM", + "weapondamage-u": "Damage", + "weapontechlevel-u": "TL", + "weaponrange-u": "Range", + "weaponweight-u": "KG", + "weaponmagazine-u": "Magazine", + "powerstitle-u": "Powers", + "legacy-u": "Legacy", + "normal-u": "Normal", + "prompt-u": "Prompt", + "boon-u": "Boon", + "bane-u": "Bane", + "ro_default-Q": "Default dice roll behaviour", + "ro_default-D": "Legacy is the old sheet method, Prompt asks every roll for normal/boon/bane, Toggle displays Normal/Boon/Bane buttons.", + "yes-u": "Yes", + "no-u": "No", + "rolltype-u": "Roll Type: ", + "modprompt-u": "Modifier: ", + "settings-u": "Settings: ", + "mod_default-Q": "Ask for modifier?", + "mod_default-D": "Yes prompts for a modifier on every roll, No never pronpts for a modifier, Toggle displays Yes/No buttons." +} \ No newline at end of file diff --git a/Mongoose_Traveller2e/translations/hu.json b/Mongoose_Traveller2e/translations/hu.json new file mode 100644 index 0000000000..7c850f168b --- /dev/null +++ b/Mongoose_Traveller2e/translations/hu.json @@ -0,0 +1,105 @@ +{ + "rating-u": "Rating", + "temp-u": "Temp", + "mod-u": "Mod", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "endurance-u": "Endurance", + "intellect-u": "Intellect", + "education-u": "Education", + "social-u": "Social", + "prime-u": "Prime", + "name-u": "Name", + "age-u": "Age", + "homeworld-u": "Homeworld", + "race-u": "Race", + "rads-u": "Rads", + "studyweeks-u": "Weeks", + "studyperiods-u": "Periods", + "studyskill-u": "Skill", + "historytitle-u": "History", + "characterhistorytitle-u": "Character History", + "recenthistory-u": "Recent History", + "recenteventname-u": "Event Name", + "recenteventdate-u": "Event Date", + "alliestitle-u": "Allies", + "location-u": "Location", + "contacttitle-u": "Contacts", + "enemiestitle-u": "Enemies", + "rivalstitle-u": "Rivals", + "skillstitle-u": "Skills", + "skills-all-u": "All", + "skills-combat-u": "Combat", + "skilltableskill-u": "Skill", + "skilltablecharacteristic-u": "Characteristic", + "skilltabledicemodifier-u": "DM", + "skilltableskilllevel-u": "Skill
    Level", + "skilltablename-u": "Name", + "skilltablemiscmodifier-u": "Misc.
    Modifier", + "skilltabletrained-u": "Trained", + "skilltabletotalmodifier-u": "Total", + "skilltablespecialty-u": "Speciality", + "skillstrengthoption-u": "Strength", + "skillintellectoption-u": "Intellect", + "skilldexterityoption-u": "Dexterity", + "skilleducationoption-u": "Education", + "skillenduranceoption-u": "Endurance", + "skillsocialoption-u": "Social", + "skilltableroll-u": "Roll", + "equipmenttitle-u": "Equipment", + "geartitle-u": "Gear", + "totalgearweight-u": "Total Gear Weight", + "gearcell-u": "Gear", + "gearquantity-u": "Quantity", + "gearweight-u": "KG each", + "financestitle-u": "Finances", + "pension-u": "Pension", + "debt-u": "Debt", + "cash-u": "Cash on Hand", + "monthlyship-u": "Monthly Ship Payment", + "monthlylifesupport-u": "Monthly Life Support", + "otherwealth-u": "Other Wealth", + "otherwealthitem-u": "Item", + "otherwealthvalue-u": "Value", + "otherwealthlocation-u": "Location", + "combattitle-u": "Combat", + "armourtype-u": "Type", + "armourtechlevel-u": "TL", + "armourprotection-u": "Protection", + "armourprotectionlaser-u": "Protection (Laser)", + "armourrads-u": "Rad", + "armourkgweight-u": "KG", + "armourskill-u": "Required Skill", + "armournoneskill-u": "None", + "armourvaccsuit0-u": "Vacc Suit 0", + "armourvaccsuit1-u": "Vacc Suit 1", + "armourvaccsuit2-u": "Vacc Suit 2", + "armourvaccsuit3-u": "Vacc Suit 3", + "armourvaccsuit4-u": "Vacc Suit 4", + "initiativeroll-u": "
    Roll Initiative (select Token first)
    ", + "weaponstitle-u": "Weapons", + "weaponroll-u": "Roll", + "weaponweapon-u": "Weapon", + "weaponskilltotal-u": "Skill Total", + "weapondicemod-u": "DM", + "weapondamage-u": "Damage", + "weapontechlevel-u": "TL", + "weaponrange-u": "Range", + "weaponweight-u": "KG", + "weaponmagazine-u": "Magazine", + "powerstitle-u": "Powers", + "legacy-u": "Legacy", + "normal-u": "Normal", + "prompt-u": "Prompt", + "boon-u": "Boon", + "bane-u": "Bane", + "ro_default-Q": "Default dice roll behaviour", + "ro_default-D": "Legacy is the old sheet method, Prompt asks every roll for normal/boon/bane, Toggle displays Normal/Boon/Bane buttons.", + "yes-u": "Yes", + "no-u": "No", + "rolltype-u": "Roll Type: ", + "modprompt-u": "Modifier: ", + "settings-u": "Settings: ", + "mod_default-Q": "Ask for modifier?", + "mod_default-D": "Yes prompts for a modifier on every roll, No never pronpts for a modifier, Toggle displays Yes/No buttons." +} \ No newline at end of file diff --git a/Monster of the Week Official/translations/ca.json b/Monster of the Week Official/translations/ca.json new file mode 100644 index 0000000000..d71f44d579 --- /dev/null +++ b/Monster of the Week Official/translations/ca.json @@ -0,0 +1,1720 @@ +{ + "sheet-version": "sheet version", + "send_details_to_chat": "Send details to chat!", + "character-name": "Name", + "character-gender": "Pronouns", + "playbook": "Playbook", + "playbook-choice": "Choose a Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spell-Slinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case (Original)", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom Playbook", + "tome-of-mysteries": "Tome of Mysteries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret training", + "fate-heroic5": "Magical powers", + "fate-heroic6": "Mystical inheritance", + "fate-heroic7": "A normal life", + "fate-heroic8": "True love", + "fate-heroic9": "You can save the world", + "fate-heroic10": "Hidden allies", + "fate-heroic11": "The end of monsters", + "fate-heroic12": "Divine help", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You can't save everyone", + "fate-doom3": "Impossible love", + "fate-doom4": "Failure", + "fate-doom5": "A nemesis", + "fate-doom6": "No normal life", + "fate-doom7": "Loss of loved ones", + "fate-doom8": "Treachery", + "fate-doom9": "Doubt", + "fate-doom10": "Sympathy with the enemy", + "fate-doom11": "Damnation", + "fate-doom12": "Hosts of monsters", + "fate-doom13": "The End of Days", + "fate-doom14": "The source of Evil", + "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.", + "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.", + "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.", + "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.", + "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.", + "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.", + "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand/close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Artifact (+magic)", + "chosen-gear8": "Spikes (+1 harm, +messy)", + "chosen-gear9": "Blade (+1 harm)", + "chosen-gear10": "Heavy (+1 harm)", + "chosen-gear11": "Long (+close)", + "chosen-gear12": "Throwable (+close)", + "chosen-gear13": "Chain (+area)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.", + "background": "Background", + "background-description": "Before you became a hunter, what less-than-legal job did you do?", + "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.", + "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.", + "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you over", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.", + "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.", + "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.", + "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1:", + "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.", + "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).", + "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.", + "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.", + "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles.", + "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.", + "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload, small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload, area)", + "crooked-gear9": "Assault rifle (3 harm, close/far, area)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies.", + "pick-heat": "Pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a personal goal to put you away.", + "heat2": "You have a rival from your background, who never misses a chance to screw you over.", + "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.", + "heat4": "You took advantage of someone with special powers (a person or monster).", + "heat5": "You betrayed an old partner in the middle of a job.", + "underworld": "Underworld", + "underworld-description": "Pick how you discovered the real underworld", + "underworld1": "The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc).", + "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).", + "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).", + "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).", + "crooked-ally": "one of your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.", + "your-mission": "Mission", + "mission-description": "You have been put here for a purpose", + "mission1": "You are here to fight the schemes of an Adversary.", + "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.", + "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.", + "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.", + "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.", + "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.", + "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.", + "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.", + "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.", + "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.", + "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.", + "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.", + "divine-weapon": "Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)", + "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)", + "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic, holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver, holy)", + "Divine-ally": "a lesser divine being, sent to help you with your mission", + "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.", + "expert-weapons": "Monster-slaying Weapons", + "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy, silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volatile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.", + "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.", + "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.", + "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.", + "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.", + "expert-move6": "The One With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.", + "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone who might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Haven", + "haven-description": "You have set up a haven, a safe place to work", + "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).", + "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.", + "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.", + "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.", + "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.", + "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.", + "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.", + "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.", + "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).", + "expert-advance1": "Add a Haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiracies that aspect connects to.", + "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).", + "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.", + "flake-move4": "Suspicious Mind: If someone lies to you, you know it.", + "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.", + "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.", + "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.", + "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a Haven, like the Expert, with two options", + "Flake-advance2": "Add a Haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disastrous operation.", + "your-sect": "Sect", + "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledgeable", + "good-tradition2": "Ancient lore", + "good-tradition3": "Magical lore", + "good-tradition4": "Fighting arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters everywhere", + "good-tradition7": "Secular power", + "good-tradition8": "Flexible tactics", + "good-tradition9": "Open hierarchy", + "good-tradition10": "Integrated in society", + "good-tradition11": "Rich", + "good-tradition12": "Nifty gadgets", + "good-tradition13": "Magical items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious motives", + "bad-tradition2": "Tradition-bound", + "bad-tradition3": "Short-sighted", + "bad-tradition4": "Paranoid and secretive", + "bad-tradition5": "Closed hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Strict laws", + "bad-tradition8": "Mystical oaths", + "bad-tradition9": "Total obedience", + "bad-tradition10": "Tyrannical leaders", + "bad-tradition11": "Obsolete gear", + "bad-tradition12": "Poor", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.", + "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.", + "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.", + "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to", + "initiate-move3.1": "Have a useful object ready.", + "initiate-move3.2": "Be somewhere you are needed, just in time.", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.", + "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.", + "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.", + "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.", + "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).", + "initiate-move7": "Helping Hand: When you successfully help out another hunter, they get +2 instead of the usual +1.", + "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.", + "inititate-armour": "Old-fashioned Armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand/close)", + "inititate-gear8": "Mace (2 harm, hand, messy)", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)", + "inititate-gear11": "9mm (2 harm, close, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy)", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get a Sect team under your command", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?", + "curses": "Curses", + "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.", + "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.", + "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.", + "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!", + "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.", + "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.", + "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.", + "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.", + "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.", + "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from", + "mundane-move6.1": "They ask you a hard question first.", + "mundane-move6.2": "They stall and dither a while.", + "mundane-move6.3": "They have a 'better' idea.", + "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.", + "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:", + "mundane-move7.1": "Inflict 1 harm.", + "mundane-move7.2": "Reduce someone's harm suffered by 1.", + "mundane-move7.3": "Take +2 forward on an act under pressure roll.", + "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.", + "mundane-weapon": "Mundane Weapons", + "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud, reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.", + "agency": "Agency", + "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?", + "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well-armed", + "agency2": "Well-financed", + "agency3": "Rigorous training", + "agency4": "Official pull", + "agency5": "Cover identities", + "agency6": "Offices all over the place", + "agency7": "Good intel", + "agency8": "Recognised authority", + "agency9": "Weird tech gadgets", + "agency10": "Support teams", + "red-tape": "Red Tape", + "agency11": "Dubious motives", + "agency12": "Bureaucratic", + "agency13": "Secretive hierarchy", + "agency14": "Cryptic missions", + "agency15": "Hostile superiors", + "agency16": "Inter-departmental rivalry", + "agency17": "Budget cuts", + "agency18": "Take no prisoners policy", + "agency19": "Live capture policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.", + "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.", + "professional-move2": "Unfazeable: Take +1 Cool (max +3).", + "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.", + "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.", + "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.", + "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.", + "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.", + "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.", + "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.", + "professional-armour": "Armour", + "professional-gear1": "Flak vest (1 armour, hidden)", + "professional-gear2": "Combat armour (2 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)", + "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy, loud)", + "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload, loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits", + "Spellslinger": "Spell-Slinger", + "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.", + "spellslinger-weapon": "Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "You get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": "Blast (2 harm, magic, close, obvious, loud)", + "base2": "Ball (1 harm, magic, area, close, obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious, loud)", + "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)", + "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)", + "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)", + "effect5": "Earth (add 'forceful, restraining' to a base)", + "effect6": "Necromantic (add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.", + "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.", + "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.", + "spellslinger-move3.1": "Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.", + "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.", + "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment.", + "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.", + "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.", + "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.", + "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.", + "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.", + "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood wings", + "dark-side10": "Rage", + "dark-side11": "Self-destruction", + "dark-side12": "Greed for power", + "dark-side13": "Poor impulse control", + "dark-side14": "Hallucinations", + "dark-side15": "Pain", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavailable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.", + "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.", + "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list", + "spooky-move2.1": "The target contracts a disease.", + "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).", + "spooky-move2.3": "The target breaks something precious or important.", + "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.", + "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.", + "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.", + "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.", + "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.", + "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident.", + "spooky-move8.5": "The target finds something you left for them.", + "spooky-move8.6": "The target loses something that you will soon find.", + "spooky-items": "Any magical items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some, or all, of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "Pick one or more", + "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "With the Keeper's agreement, pick the monster breed.", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.", + "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.", + "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".", + "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.", + "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.", + "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).", + "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapon", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)", + "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for werewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)", + "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy, loud)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "(Optional) Vehicle", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a Haven, like the Expert, with two options", + "Wronged-advance2": "Add a haven option", + "Wronged-advance3": "You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practitioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a camera, and binoculars, plus pick one:", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to be able to roll the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world and is aware you followed it. It will kill you if you don’t kill it first. Decide what it is with the Keeper. Name it, if you know.", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You chased your nemesis through a portal.", + "exile-origin2": "A spell sent you after your nemesis.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an Ally: Subordinate.", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). This can stabilise a hunter or heal 1-harm. Dealing with a poison, infection, or disease might need you to track down some specific healing herbs.", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9 result you can opt not to choose a glitch, instead taking -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Poleaxe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Harquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close, balanced)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "Gain an ally: another one of your old comrades has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what they expected you might need.", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose “create a gateway between the modern world and my origin” as an effect", + "Hardcase": "Hard Case (Original)", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack!: When you take the time to eat your chosen snacks and really enjoy them, take +1 forward. My power snack is:", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict +1 harm but the improvised weapon breaks.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, but important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-move8": "Best Bud!: You have an animal ally to help you solve mysteries. They can talk, but with a heavy accent (most people don’t understand).", + "meddlingkid-move9": "Hard Head!: Any time you suffer harm from an attack, you may choose to take 0-harm. You instead are knocked out for a few minutes.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-gear9": "Bag of snacks", + "meddlingkid-gear10": "Toolbox", + "meddlingkid-gear11": "Tape recorder", + "meddlingkid-gear12": "Disguise kit", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "Whenever you spend Luck, you’ll get a chance to do something heroic.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 on all help out rolls, or +2 if it’s for your hero.", + "sidekick-move1": "Caddy: You carry all your hero’s stuff around. That means you can use anything from their gear list, unless they are currently holding it. If it’s something that there would be a bunch of, or some spares, you can use it even if they are.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did, making the same move, you may choose not to roll. Instead, use your hero’s die roll (but adjusted with your own rating).", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Apprentice: Take a move that your hero has. Add it to your \"Other Moves\" section, below.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": "Handgun (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "Stun gun (1 harm, hand, stun)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, but junior to you", + "sidekick-advance1": "Change playbooks to be the same as your hero. This overrides the general rule that only one of each playbook may be in use.", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew is the other hunters, or if you have an entourage. If they are not the hunters, there are up to three of them. Pick a name and job for each. Tell the Keeper–your crew are bystanders. If it’s the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "Press Accreditation: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they’ll accept that you think it’s true. If it’s far out, they might think you’re deluded, but they won’t think you’re lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Video camera", + "snoop-gear2": "Tiny digital camera", + "snoop-gear3": "Film camera", + "snoop-gear4": "Digital recorder", + "snoop-gear5": "Tape recorder", + "snoop-gear6": "Infrared camera", + "snoop-gear7": "Pro sound gear", + "snoop-gear8": "Camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-gear28": "Nice smartphone", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-gear29": "Tarot deck", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": "Stun gun (1 harm, hand, stun)", + "snoop-gear25": "Handgun (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-gear30": "Baseball/cricket bat (2 harm, hand, innocuous, messy)", + "snoop-advance1": "Get a haven, like the Expert has, with one option plus a film lab and editing suite", + "snoop-advance2": "Make it big. You’re a superstar now!", + "snoop-ally": "one of your existing crew members or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You’re weird, and people react badly. You can’t use manipulate someone until you prove yourself to them first (this includes the other hunters: it’s up to them when you have proved yourself). Until then, they’ll just try to get away from you. You can spend 1 Luck to have the person take to you. Skip the roll: they act as if you rolled a 12. Additionally, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster capable of reason and speech, it recognises you (and your potential). If you ask it what it knows, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, area, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, area, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, blunt)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, slow)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "summoned-advance4": "Undo one sign of the apocalypse", + "hobby": "Hobby", + "summoned-hobby": "You try to fit in with humans. Pick some of these: cigars, pets, sports, junk food, hat, films, comics, luxury food, antiques, tv shows, classic cars, other.", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear", + "start_newstuff": "", + "unused": "Unused", + "all": "All", + "starting": "Starting", + "choose-starting-stats": "[Choose Set]", + "stats-overwrite-warning": "Choose a starting set. (This will overwrite current stats values!)", + "current-hold": "Current Hold", + "advanced": "Advanced", + "instructions": "Instructions", + "trigger-luck-special": "When you mark Luck, you trigger your playbook's Luck Special.", + "examples": "Examples", + "harm-instructions": "When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes.", + "failure": "Failure", + "hunter-reference": "Hunter Moves Reference", + "aup": "Act Under Pressure", + "aup-move": "When you act under pressure, roll +Cool. On a 10+ you do what you set out to. On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.", + "aup-advanced": "Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.", + "helpout": "Help Out", + "helpout-move": "When you help another hunter, roll +Cool. On a 10+ your help grants them +1 to their roll. On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger.", + "helpout-advanced": "Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.", + "iam": "Investigate a Mystery", + "iam-move1": "When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.", + "iam-move2": "
    • What happened here?
    • What sort of creature is it?
    • What can it do?
    • What can hurt it?
    • Where did it go?
    • What was it going to do?
    • What is being concealed here?
    ", + "iam-advanced": "Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.", + "iap": "Investigating Phenomena", + "iap-move": "Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions:
    • How is this phenomenon doing this?
    • What could fix it, cure it, or slow it down?
    • How far does the effect reach?
    • What will be affected next?
    ", + "kickass": "Kick Some Ass", + "kickass-move": "When you get into a fight and kick some ass, roll +Tough. On a 7+, you and whatever you're fighting inflict harm on each other. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. On a 10+, choose one extra effect:
    • You gain the advantage: take +1 forward, or give +1 forward to another hunter.
    • You inflict terrible harm (+1 harm).
    • You suffer less harm (-1 harm).
    • You force them where you want them.
    ", + "kickass-advanced": "Advanced: On a 12+ instead pick an enhanced effect:
    • You completely hold the advantage. All hunters involved in the fight get +1 forward.
    • You suffer no harm at all.
    • Your attack inflicts double the normal harm.
    • Your attack drives the enemy away in a rout.
    ", + "manipulate": "Manipulate Someone", + "manipulate-move": "Once you have given them a reason, tell them what you want them to do and roll +Charm.", + "for-normal": "For a Normal Person...", + "normal-person-move": "
    • On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it).
    • On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it.
    ", + "normal-person-advanced": "Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).", + "another-hunter": "For Another Hunter...", + "another-hunter-move": "
    • On a 10+, if they do what you ask they mark experience and get +1 forward.
    • On a 7-9, they mark experience if they do what you ask.
    • On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated.
    ", + "another-hunter-advanced": "Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.", + "protect-someone": "Protect Someone", + "protect-someone-move": "When you prevent harm to another character, roll +Tough. On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. On a 10+ choose an extra:
    • You suffer little harm (-1 harm).
    • All impending danger is now focused on you.
    • You inflict harm on the enemy.
    • You hold the enemy back.
    ", + "protect-someone-advanced": "Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.", + "rabs": "Read a Bad Situation", + "rabs-move1": "When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.", + "rabs-move2": "One hold can be spent to ask the Keeper one of the following questions:
    • What's my best way in?
    • What's my best way out?
    • Are there any dangers we haven't noticed?
    • What's the biggest threat?
    • What's most vulnerable to me?
    • What's the best way to protect the victims?
    If you act on the answers, you get +1 ongoing while the information is relevant.", + "rabs-advanced": "Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.", + "requirements": "Requirements", + "usemagic": "Use Magic", + "usemagic-move": "When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. On a 10+, the magic works without issues: choose your effect. On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has.", + "usemagic-advanced": "Advanced: On a 12+ the Keeper will offer you some added benefit.", + "usemagic-effects": "
    • Inflict harm (1-harm ignore-armour magic obvious).
    • Enchant a weapon. It gets +1 harm and +magic.
    • Do one thing that is beyond human limitations.
    • Bar a place or portal to a specific person or a type of creature.
    • Trap a specific person, minion, or monster.
    • Banish a spirit or curse from the person, object, or place it inhabits.
    • Summon a monster into the world.
    • Communicate with something that you do not share a language with.
    • Observe another place or time.
    • Heal 1-harm from an injury, or cure a disease, or neutralize a poison.
    ", + "glitches": "Glitches", + "usemagic-glitches": "
    • The effect is weakened.
    • The effect is of short duration.
    • You take 1-harm ignore-armour.
    • The magic draws immediate, unwelcome attention.
    • It has a problematic side effect.
    ", + "keeper-may-say": "The Keeper May Say That...", + "usemagic-keeper": "
    • The spell requires weird materials.
    • The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
    • The spell requires ritual chanting and gestures.
    • The spell requires you to draw arcane symbols.
    • You need one or two people to help cast the spell.
    • You need to refer to a tome of magic for the details.
    ", + "bigmagic": "Big Magic", + "bigmagic-move": "Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. The Keeper may require:
    • You need to spend a lot of time (days or weeks) researching the magic ritual.
    • You need to experiment with the spell – there will be lots of failures before you get it right.
    • You need some rare and weird ingredients and supplies.
    • The spell will take a long time (hours or days) to cast.
    • You need a lot of people (2, 3, 7, 13, or more) to help.
    • The spell needs to be cast at a particular place and/or time.
    • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened.
    • It will have a specific side-effect or danger.
    If you meet the requirements, then the magic takes effect.", + "altwm": "Alternative Weird Moves", + "empath": "Empath", + "empath-move": "
    • When you open up your brain to feel the emotions of something right there in front of you, roll +Weird:
    • On a 10 or more, you gain a clear impression of their current emotional state and intentions. Take +1 forward when acting on this knowledge.
    • On a 7-9, you gain a hazy impression of their current emotional state and intentions.
    • On a miss, your brain is overwhelmed with emotion.
    You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure.", + "empath-advanced": "Advanced: When you advance your empath move, add this:
    • On a 12 or more, you get an impression (as for 10 or more), and you may ask one follow-up question that the Keeper will answer honestly.
    ", + "illuminated": "Illuminated", + "illuminated-move": "When you telepathically ask the Secret Masters for aid, roll +Weird:
    • On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you.
    • On a 7-9, the Secret Masters need you to complete a task for them. Once it is done, they reveal a key fact, clue, or technique that will help you.
    • On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong.
    ", + "illuminated-advanced": "Advanced: When you advance your illuminated move, add this:
    • On a 12 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. You may ask one follow-up question that the Keeper will answer honestly.
    ", + "nolimits": "No Limits", + "nolimits-move": "When you push your physical body past its limits, roll +Weird:
    • On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment.
    • On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now.
    • On a miss, something goes horribly wrong.
    ", + "nolimits-advanced": "Advanced: If you advance your no limits move, add this:
    • On a 12 or more, you can continue acting at your body's limits for 30 seconds
    ", + "pastlives": "Past Lives", + "pastlives-move": "When you channel your previous incarnations to discover something, pose your question and roll +Weird:
    • On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below.
    • On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below.
    • On a miss, a past life takes over for a while.
    ", + "pastlives-advanced": "Advanced: If you advance your past lives move, add this:
    • On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the questions below, and one free-form question. Gain +1 ongoing while acting on the answers.
    ", + "questions": "Questions", + "pastlives-questions": "
    • What did a past life discover about [topic] ?
    • How did a past life deal with [topic]?
    • What important hidden secret can a past life show me the way to?
    • What did a past life learn too late to help them?
    • What does a past life advise me to do now?
    ", + "sensitive": "Sensitive", + "sensitive-move": "When you open up your brain to the psychic environment, roll +Weird:
    • On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important.
    • On a 7-9, you gain a hazy impression about something important.
    • On a miss, your brain makes contact with something dangerous.
    ", + "sensitive-advanced": "Advanced: When you advance your sensitive move, add this:
    • On a 12 or more, you get an impression as for 10 or more, plus you may ask one follow-up question that the Keeper will answer honestly.
    ", + "tyg": "Trust Your Gut", + "tyg-move": "When you consult your instincts about what to do next, roll +Weird:
    • On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place.
    • On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that.
    • On a miss, your instincts lead you into danger.
    ", + "tyg-advanced": "Advanced: If you advance your trust your gut move, add this:
    • On a 12 or more, in addition to the usual 10+ result, the Keeper will tell you about one important thing you should investigate further.
    ", + "tk": "Telekinesis", + "options": "Options", + "tk-move": "When you fling something with your mind, roll +Weird:
    • On a 10 or more, you move it. Choose two options and mark 1-harm.
    • On a 7-9, you move it but it hurts. Choose one option and mark 2-harm.
    • On a miss, something goes horribly wrong.
    By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything.", + "tk-options": "Anything not picked is not true:
    • Something is held fast.
    • Something is hurt (2-harm smash).
    • Something catches fire.
    • You can fling something bigger than a person.
    • You keep it basically under your control.
    • You suffer 1 less harm.
    ", + "tk-advanced": "Advanced:When you advance your telekinesis move, add this:
    • On a 12 or more, choose three options. You may also choose from these advanced options:
      • Something explodes (3-harm close fire area messy)
      • Something implodes (3-harm close crush)
      • Lots of stuff is flying under your control.
      • You have perfect and precise control over exactly what happens.
    ", + "weirdsci": "Weird Science", + "weirdsci-move": "When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird:
    • On a 10 or more, you pick two requirements.
    • On a 7-9, you pick one requirement and the Keeper picks a second one.
    • On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements.
    ", + "weirdsci-reqs": "
    • It needs a rare and/or weird material.
    • It won't be very reliable.
    • It requires huge amounts of power or fuel.
    • It will take a long time to get it working.
    • It won't work exactly as you intended.
    • You'll need help (beyond the hunters on your team) to finish it.
    ", + "weirdsci-advanced": "Advanced: When you advance your weird science move, add this:
    • On a 12 or more, you gain +1 ongoing when operating the device.
    ", + "other-topics": "Other Topics", + "hunter-agenda": "Hunter Agenda", + "hunter-agenda-list": "
    • Act like you're the hero in this story (because you are).
    • Make your own destiny.
    • Find the damn monsters and stop them.
    • Play your hunter like they're a real person.
    ", + "harm-list": "Whenever you suffer harm, the Keeper will tell you what effect it has. Injury severity depends on how much harm you have suffered:
    • 0-harm wounds have only minor, short term effects.
    • 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the \"Unstable\" box.
    • 8-harm or more will kill a normal human, including a hunter.
    Armour reduces the harm suffered by the number of points it is rated for. Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well.", + "recovery": "Recovery", + "harm-recovery": "
    • 0 harm wounds are considered healed right away.
    • 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do.
    • Unstable wounds require first aid to become stable. While unstable, they may get worse.
    • 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing.
    At the end of the mystery, you also have a chance to heal.
    • If there is no chance to rest, heal 1 harm.
    • If there is plenty of time, heal all harm.
    ", + "luck-list": "When you spend a point of Luck, pick one:
    • Decrease a wound you have suffered to 0 harm.
    • After you roll, retroactively change the result to a 12.
    When you have no luck left, bad things will happen to you.", + "leveling-up": "Leveling Up", + "leveling-up-ref": "Mark an experience point whenever your roll totals six or less, or when a move tells you to. Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. After you have leveled up five times, you may choose from the advanced improvement list as well.", + "eos": "End of Session", + "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", + "pick-book": "Pick Your Playbook", + "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", + "motw-books": "Monster of the Week Revised Edition Playbooks", + "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", + "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", + "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", + "expert-desc": "The hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer.", + "flake-desc": "A conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files.", + "initiate-desc": "A member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annalise from the Twenty Palaces series.", + "monstrous-desc": "A monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood.", + "mundane-desc": "Just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer.", + "professional-desc": "You work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe.", + "spellslinger-desc": "A trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons.", + "spooky-desc": "Has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer.", + "wronged-desc": "Revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural.", + "tome-books": "Monster of the Week Tome of Mysteries Playbooks", + "gumshoe-desc": "The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander.", + "hex-desc": "A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer.", + "pararomantic-desc": "A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast.", + "searcher-desc": "After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort.", + "reinforcements-3pp-books": "Reinforcements and Third Party Playbooks", + "exile-desc": "A monster hunter from the past who has been transported to the present day.", + "hardcase-desc": "The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series.", + "luchador-desc": "A heroic masked wrestler, fighting to protect the innocent between matches.", + "meddlingkid-desc": "Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang.", + "sidekick-desc": "They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural.", + "snoop-desc": "A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural.", + "summoned-desc": "A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy.", + "traveler-desc": "A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who.", + "byo": "Brew Your Own", + "custom-desc": "A blank shell you can use to create your own", + "your-enemies": "Your enemies", + "your-choice": "Your choice", + "restrictions": "Restrictions", + "attack-spells": "Attack Spells", + "possible-contacts": "Possible Contacts", + "playbook-name": "Playbook Name", + "hit": "Hit", + "success": "Success", + "mixed": "Mixed Success", + "advsuccess": "Advanced Success", + "treat-regular": "Treat as a regular success if you do not have the advanced improvement for this move.", + "mark-xp-remind": "Make sure to mark experience!", + "combat-magic-description1": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough.", + "combat-magic-description2": "Sometimes you may need to act under pressure to cast your spells without problems.", + "history-prompts": "History Prompts", + "chosen-hx": "
    • You are close blood relations. Ask them exactly how close.
    • They are destined to be your mentor. Tell them how this was revealed.
    • Your best friend in the world, who you trust totally.
    • A rival at first, but you came to a working arrangement.
    • Romantic entanglement, or fated to be romantically entangled.
    • Just friends, from school or work or something. Ask them what.
    • They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.
    • You saved their life, back when they didn’t know monsters were real. Tell them what you saved them from.
    ", + "crooked-hx": "
    • This hunter knows about your criminal past. Tell them what crimes they saw you commit.
    • This hunter was there when you decided to give up the life and hunt monsters instead. Work out together what happened.
    • This hunter is your younger sibling or child (possibly adopted). You look out for them.
    • This hunter is a cousin or more distant relative.
    • This hunter saved your life when a monster had the drop on you. Now you owe them one.
    • This hunter worked with you on a semi-legal or illegal job. Work out what it was.
    • This hunter is your moral compass. When you talk over things with them, their advice keeps you on the straight and narrow.
    • You’re powerfully attracted to this hunter. Maybe someday you’ll deserve them.
    ", + "divine-hx": "
    • If you are protecting another hunter as your mission, tell them this: You have a crucial role in what is to come. I am here to guide and defend you.
    • They should not be involved in this situation: the prophecies didn’t mention them at all. This gets your attention but you don’t know what it means yet.
    • They are, at heart, a good and righteous person. You must help them stay that way.
    • They are an abomination, and should be destroyed. Except you can’t–work out with them why not.
    • Their prayer (perhaps an informal or even unconscious prayer) summoned you.
    • They fill you with feelings of sexual infatuation. You are confused by the associated mortal emotions.
    • They saved your life, and you understand (intellectually at least) that you owe them for it.
    • They’re the person you go to for advice on mortal stuff (e.g sex, food, drugs, television, etc).
    ", + "exile-hx": "
    • This hunter is a distant descendant in your family line.
    • This hunter was the first to take you in, explain the modern world, and learn about your origins. Work out how you managed to communicate (perhaps you speak a common language, or ancient and modern versions of the same one).
    • This hunter belongs to an organisation that existed in your home time. Decide between you what your relationship was with that group, and how you’ll be remembered by them.
    • This hunter showed understanding when you were confused and overwhelmed.
    • When you met, you immediately liked and respected each other.
    • This hunter possesses a message or item left for you by your comrades in the past. Tell them what it is and ask how it came into their possession.
    • This hunter had a vision, premonition, or prophecy that mentioned you. Tell them what the vision showed them about you.
    • You both became hunters because of the same sort of monster attacked you or your kin. Decide between you what it was.
    ", + "expert-hx": "
    • They are your student, apprentice, ward, or child. Between you, decide which.
    • They came to you for advice, and your advice got them out of trouble. Ask them what the trouble was.
    • They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.
    • A distant relation. Tell them exactly what.
    • You were previously both members of an eldritch group, now disbanded. Ask them why they left, then tell them why you did.
    • They once helped you get a singular item that is now part of your haven. Tell them what it was.
    • You were taught by the same master. Ask them how it ended.
    • You saved their life in a tight spot. Tell them what happened.
    ", + "flake-hx": "
    • They’re somehow tied into it all. You’ve been keeping an eye on them.
    • They’re a close relative. Ask them to decide exactly what.
    • Old friends, who originally met through a long chain of coincidences.
    • You went through hell together: maybe a monster, maybe military service, maybe time in an institution. Whatever it was, it bound you together, and you have total trust in each other.
    • Members of the same support group.
    • Fellow freaks.
    • The signs all pointed to working together. So you found them and now you work together.
    • You know each other through cryptozoology and conspiracy theory websites.
    ", + "gumshoe-hx": "
    • You are on the same (or rival) bowling teams. Ask them what bowling-related disagreement rubbed them the wrong way.
    • You caught them committing a crime but let them go. Ask them to describe the crime, then you explain why your Code required you to look the other way.
    • They remind you of a former partner who was mysteriously murdered. Describe the unsolved case that killed your partner and how you hope to solve it.
    • You first approached them for help on a case. Describe the case. Ask them to describe the key expertise they provided that solved that mystery.
    • You were friends back in training, before you became a private investigator. This could be military, law enforcement, or whatever—decide the details between you.
    • Ask them if they live by a code and what it is. If you approve of the code, you’ve always respected them. If not (or if they don’t have a code), you’ve never trusted them.
    • They hired you for a job but you were too drunk or high to take it. Ask them what they wanted, then tell them how you brushed them off.
    • You first met on an unsolved crimes website. Decide together what infamous crime fascinates you both.
    ", + "hardcase-hx": "
    • They're blood kin – a sibling (usually younger) or parent. Ask them how you fit into the family.
    • You beat the tar out of them one time. Ask them why. Then tell them why you work together now.
    • They saw you lose control one time and go on a rampage. Tell them what triggered it, then ask them what you did.
    • You respect each other as comrades-in-arms: the two toughest bastards in this outfit.
    • You respect their brains – someone with that many ideas, you want them on your side.
    • Friends from your time as a soldier/cop/mob enforcer/fight club/etc. Decide between you exactly where you became friends.
    • Romantically involved or you have an unrequited crush on them. Ask them which it is.
    • You would have gone to Jesus this one time, but they patched you up in time to keep you alive.
    ", + "hex-hx": "
    • You once cast a powerful spell or curse on them. Tell them why, and ask them how it ended.
    • They fear your power, or what you might do with it. Ask them why.
    • You’re madly in love with them. Ask them if they can tell.
    • They encourage you to indulge your temptation. Ask them why.
    • They keep you grounded, and are unfazed by your displays of power.
    • You were part of the same cult, sect, or secret society. Decide together what horrible things you did in the name of power.
    • You learned through divination that they’re important and you should help them. Decide whether you’ve told them or not.
    • They helped you out when a spell went awry. Tell them what the spell was, and ask them how they helped you.
    ", + "initiate-hx": "
    • They are a lay member of your Sect.
    • You fought together when the tide of monsters seemed unstoppable. Ask them how it went.
    • Friends, but they first met you under your cover identity, and learned about the Sect later. Ask how they feel about that.
    • They are your close relative, or partner/spouse. Decide between you exactly what the relationship is.
    • Fellow ancient weapons/martial arts club members.
    • They’re described in the prophecies, but the role they will play isn’t stated.
    • An ex-member of the Sect, but still friends. Ask them why they left or got thrown out
    • You met researching mystical weirdness, and you’ve been occult comrades ever since.
    ", + "luchador-hx": "
    • Close relations. Tell them exactly how you're related.
    • You are (or were) rivals in the ring, while working together as hunters.
    • Romantically involved, or you just have a crush on them. Ask them which they prefer.
    • They are a huge fan of your wrestling. Ask them why.
    • Good friends. Decide between you if it's from way back, or recently.
    • They know your real name and personality, as well as your wrestling persona. Decide between you why that is.
    • They trained together with you a long time ago. Ask them why they choose a different path.
    • You helped them when they had a moment of weakness. Ask them what it was, exactly.
    ", + "meddlingkid-hx": "
    • This hunter is your older sibling, cousin, aunt, or uncle.
    • This hunter has a rather distrubing “kill all monsters” attitude.
    • You have a crush on this hunter.
    • You’re friends from school.
    • You respect this hunter’s mystery solving skills.
    • This hunter knows why you don’t really believe in monsters. Tell them what they found out about your past.
    • When you saw your first “monster,” this hunter explained what was going on. You may not believe everything they believe, but you appreciate that they mean well.
    • You stopped them attacking the wrong person one time, when they thought it was a monster.
    ", + "monstrous-hx": "
    • You lost control one time, and almost killed them. Ask them how they stopped you.
    • They tried to slay you, but you proved you’re on the side of good. Ask them what convinced them.
    • You are romantically obsessed with them. Ask them if they know, and if they reciprocate.
    • Close relations, or a distant descendant. Tell them which.
    • You saved them from another of your kind, and prevented reprisals against that individual creature (maybe it’s another good one, or maybe it has a hold over you).
    • They are tied to your curse or origin. Tell them how.
    • You fought together against the odds, and prevailed.
    • They saved you from another hunter who was prepared to kill you. Ask them what happened.
    ", + "breed-suggestions": "Breed Suggestions", + "breed-suggestions-list": "
    • Vampire: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination.
    • Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength.
    • Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal.
    • Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed.
    • Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality.
    • Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator.
    • Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality.
    ", + "mundane-hx": "
    • You are close relations. Tell them exactly how you’re related.
    • Initially rivals, you both now respect each others’ talents.
    • Romantically involved, or you just have a crush on them. Ask them which they prefer.
    • They’re your hero, exactly the kind of monster hunter you aspire to be. Tell them why you worship them.
    • Good friends. Tell them if it’s from way back, or recently.
    • You’re a bit suspicious of them (maybe due to their unnatural powers or something like that).
    • They introduced you to the existence of monsters. Tell them how you feel about that.
    • You saved their life from a monster due to an unlikely chain of events. Tell them what.
    ", + "pararomantic-hx": "
    • Your best friend in the world. You trust them totally.
    • You are blood-kin. Decide your exact relationship together.
    • Your ex. Ask them why you aren’t together anymore.
    • Romantic entanglement, or fated to be romantically entangled.
    • They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.
    • An old rivalry has turned into a tight friendship. Ask them what (or who) you once fought over.
    • Mentor from another life. Ask them what they taught you.
    ", + "professional-hx": "
    • Your relationship with them has romantic potential. So far it hasn’t gone further.
    • They’re on the Agency’s watch list, and you’ve been keeping an eye on them.
    • You are related. Tell them how close.
    • You met on a mission and worked together unofficially. And successfully.
    • They’ve worked with the Agency before, and they’re well regarded.
    • You were friends back in training, before the Agency recruited you. This could be military, law enforcement, or some weirder school: decide the details between you.
    • They pulled you (and maybe your team) out of a terrible FUBARed mission.
    • You got sent to “deal with them” as a hazard to the Agency’s policies one time. Tell them how you resolved this.
    ", + "searcher-hx": "
    • In your researches, you found accounts (and pictures) of someone matching their description perfectly, but long before they were born. Tell them if you have mentioned this.
    • A relative. Decide between you how close.
    • They were involved in a supernatural event similar to your first encounter. Perhaps it was the same event, or perhaps you investigated their event later. Ask them how the event affected them.
    • You figured out a supernatural or weird secret they keep. Ask them what it is.
    • You met when you were each investigating separate mysteries. Tell them what trick you used to protect them from weirdness and ask them how they saved you from a danger.
    • You’re both veterans of a therapy or support group or a treatment program. Work out the details between you.
    • Some creature or force is stalking them. Ask them what it is. Then decide if you’ve told them about it or if they are still happily unaware.
    • You found their pet when it went missing. Where had it gone?
    ", + "sidekick-hx": "
    • (For the hero) This hunter is your hero.
    • This hunter makes you a bit jealous of their relationship with your hero.
    • This hunter has been your friend for many years. Where did you meet?
    • This hunter bonded with you after defeating a monster together, the first time you worked as a team. What was it?
    • This hunter knew you back when you were a nobody. Tell them something about the person you used to be, something you’re now ashamed of.
    • This hunter introduced you to your hero.
    • This hunter saved your life when you were distracted, so you owe them big time.
    • This hunter’s pretty great, they could have almost been your hero. Tell them why they’re not quite as good.
    ", + "snoop-hx": "
    • You’re best friends from school/university (film class, maybe?)
    • You met this hunter when they killed a monster you were doing a story on. Ask them what it was.
    • This hunter almost defeated a monster but you did something to prevent that. Ask them what the monster was, then tell them what you did. Was it an accident or on purpose?
    • This hunter was in danger of some having unhelpful publicity, but you got the story killed.
    • You have a crush on this hunter. Ask them if they’ve noticed.
    • This hunter saved your ass when you did something stupid. Ask them what you did.
    • This hunter is a huge fan of your work. Ask them if they keep quiet about it or if everyone knows?
    • This hunter is a relation, close or distant. Decide between you exactly what.
    ", + "spellslinger-hx": "
    • They act as your conscience when the power goes to your head. Ask them about the last time this happened.
    • Blood relation, though you were out of contact for years. Ask them how they reconnected with you.
    • Mentor from another life. Ask them what they taught you.
    • Your magic-fueled rescue of them introduced them to the supernatural. Tell them what creature was after them.
    • An old rivalry has turned into a tight friendship. Tell them what you once fought over.
    • You thought they were dead, and now they’re back. What “killed” them?
    • They’re an on-again/off-again love interest. Ask them what keeps you apart. Tell them what keeps you together.
    • A comrade-in-arms. You’ve faced the biggest threats together.
    ", + "spooky-hx": "
    • They taught you to control your powers, to the extent that you can control them at all.
    • You are blood-kin. Decide together exactly what.
    • You are married, or romantically involved. Decide between you the exact relationship.
    • You’re old friends, and trust each other completely.
    • You used your powers on them one time. Decide if it was for selfish reasons or not, and tell them if they found out about it.
    • You’ve known each other some time, but since your powers manifested, you keep them at a distance emotionally.
    • You hope they can help you control your powers.
    • They saw you use your powers for selfish or vindictive reasons. Ask them who the victim was, and then tell them what you did.
    ", + "summoned-hx": "
    • This hunter was there when you were summoned. Ask them who the summoners were.
    • This hunter sees your human side. Ask them why.
    • You could probably take this hunter in a fight, but you’re not certain. Together, decide when the last time you threw down was, and what interrupted your fight.
    • This hunter fascinates you, romantically. Ask them if they know about it, and if they reciprocate it.
    • This hunter is tied into your destiny somehow. Tell them how they fit into your first sign of the Apocalypse.
    • This hunter saved your ass when the shit went down. Ask them how.
    • You met this hunter while separately hunting a monster. Ask them why you now work together.
    • This hunter is your good friend. Tell them if it’s from way back, or recently.
    • You are suspicious about this hunter’s motives. Ask them what they did that gave you doubts about them.
    ", + "traveler-hx": "
    • They saw you coming from the future and thought you were one of the villains. Ask them how you convinced them.
    • They taught you how to manage in the “modern world.” You still have trouble understanding how everything works, but they’re here to help.
    • They’re one of your ancestors. Tell them how you’re related.
    • They help you deal with the supernatural by trying to get you out of your over reliance on technology.
    • They’re an excellent travel companion. You hope to one day be able to take them to your era and show them the future.
    • They remind you of a loved one from your era. You will protect them at all costs.
    • An eternally platonic romance. The two of you would make a great couple but you don’t want to get too involved in this era.
    • They understand you perfectly, as if they came from the same era as you. This is comforting and gives you total confidence in them.
    ", + "wronged-hx": "
    • They helped you at a critical point in your quest for revenge. Tell them what you needed help with.
    • They stood between you and what you needed to find out. Ask them why.
    • They also lost a friend or relative to these monsters. Ask them who it was.
    • Relations, close or distant. Tell them exactly what.
    • You saved their life, back when they were a pathetic newbie hunter. Ask them what you saved them from.
    • You respect their hard-earned knowledge, and often come to them for advice.
    • They showed you the ropes when you were learning how to fight.
    • They saw you absolutely lose it and go berserk. Tell them what the situation was, and ask them how much collateral damage you caused.
    ", + "snoop-haven": "Film Lab and Editing Suite: All the stuff you need to develop film, store negatives, and process digital images.", + "first-choice": "First choice", + "second-choice": "Second choice", + "enabled": "(Enabled)", + "basic-moves-more": "Advance two more basic moves", + "advanced-basic-moves": "Advanced Basic Moves", + "keeper-sheet": "Keeper's Mystery Sheet", + "keeper-ref": "Keeper's Reference", + "keeper-agenda": "Keeper Agenda", + "keeper-agenda-kref": "
    • Make the world seem real
    • Play to see what happens
    • Make hunters' lives dangerous & scary
    ", + "principles": "Principles", + "principles-kref": "
    • Put horror in everyday situations
    • Address the hunters, not the players
    • Use the Keeper moves, without names
    • Be a fan of the hunters
    • Build a coherent mythology in play
    • Nothing is safe
    • Name everyone they meet, make them seem like normal folks
    • Ask questions and build on the answers
    • Sometimes give them exactly what they earned, rather than all they wanted
    • What's happening off-screen?
    • Don't always decide what happens
    • Everything is a threat
    ", + "always-say": "Always Say...", + "always-say-kref": "
    • What the principles demand
    • What the rules demand
    • What your preparation demands
    • What honesty demands
    ", + "basic-keeper-moves": "Basic Keeper Moves", + "basic-keeper-moves-kref": "
    • Separate them
    • Reveal future badness
    • Reveal off-screen badness
    • Inflict harm, as established
    • Make them investigate
    • Make them acquire stuff
    • Tell the possible consequences and ask if they want to go ahead
    • Turn their move back on them
    • Offer an opportunity, & maybe a cost
    • Take away some of the hunters' stuff
    • Put someone in trouble
    • Make a threat move, from one of your mystery or arc threats
    • After every move, ask what they do next
    ", + "harm-moves": "Harm Moves", + "harm-moves-kref": "Every time anyone gets hurt, use one.0-harm or more:
    • Momentarily inhibited
    • Drop something
    • Take -1 forward
    1-harm or more:
    • Fall down
    • Take -1 ongoing
    • Pass out
    • Intense pain
    Unstable wounds:
    • +1 harm
    • 8-harm or more:
    • Dying or dead.
    ", + "monster-moves": "Monster Moves", + "monster-moves-kref": "
    • Hint at its presence
    • Display its full might
    • Appear suddenly
    • Attack with great force and fury
    • Seize someone or something
    • Attack with stealth and calculation
    • Order underlings to do terrible acts
    • Destroy something
    • Escape, no matter how well contained
    • Give chase
    • Return to home ground
    • Boast and gloat, maybe revealing a secret
    • Return from seeming destruction
    • Use an unnatural power
    ", + "minion-moves": "Minion Moves", + "minion-moves-kref": "
    • A burst of sudden, uncontrolled violence
    • Make a coordinated attack
    • Capture someone, or steal something
    • Reveal a secret
    • Deliver someone or something to the master
    • Give chase
    • Make a threat or demand for the master
    • Run away
    • Use an unnatural power
    • Display a hint of conscience or humanity
    • Disobey the master, in some petty way
    ", + "bystander-moves": "Bystander Moves", + "bystander-moves-kref": "
    • Go off alone
    • Argue with the hunters
    • Get in the way
    • Reveal something
    • Confess their fears
    • Freak out in terror
    • Try to help the hunters
    • Try to protect people
    • Display inability or incompetence
    • Seek help or comfort
    ", + "location-moves": "Location Moves", + "location-moves-kref": "
    • Present a hazard
    • Reveal something
    • Hide something
    • Close a way
    • Open a way
    • Reshape itself
    • Trap someone
    • Offer a guide
    • Present a guardian
    • Something doesn't work properly
    • Create a particular feeling
    ", + "phenomenon-moves": "Phenomenon Moves", + "phenomenon-moves-kref": "
    • Hint at its effects.
    • Show its effects directly and undeniably.
    • Break the world’s laws.
    • Increase or decrease in size or intensity.
    • Create some new weirdness.
    • Harm or destroy someone or something.
    • React unexpectedly.
    • Escape from containment.
    • Hold something in place.
    • Grant an unnatural ability.
    • Hinder movement.
    • Subvert a bystander’s motivation.
    ", + "hunter-basic-moves": "Hunter Basic Moves", + "hunter-basic-moves-kref": "
    • Act Under Pressure (Cool)
    • Help Out (Cool)
    • Investigate A Mystery (Sharp)
    • Kick Some Ass (Tough)
    • Manipulate Someone (Charm)
    • Protect Someone (Tough)
    • Read A Bad Situation (Sharp)
    • Use Magic (Weird)
    ", + "end-of-session-experience": "End of Session Experience", + "end-of-session-experience-kref": "
    • 1-2 “yes”: 1 mark; 3-4 “yes”: 2 marks
    • Did they conclude the current mystery?
    • Did they save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    ", + "mystery-creation": "Mystery Creation", + "1-basic-concept": "1. Basic Concept", + "1-basic-concept-kref": "
    • A cool monster from urban legend or folklore.
    • A loose end from a previous mystery.
    • A problem from one of your arcs.
    • Take a plot from somewhere else and change some details.
    • A place you know that would make a good place for a monster to lurk.
    • Is there something the hunters want to check out?
    • Return of a monster, bystander, or location from a previous mystery.
    ", + "2-hook": "2. Hook", + "2-hook-kref": "
    • The clue that caught the hunters' attention.
    ", + "3-threats": "3. Threats", + "3-threats-kref": "
    • Create your monsters, minions, bystanders and locations.
    ", + "4-countdown": "4. Countdown", + "4-countdown-kref": "What would happen if the hunters never came here? Break it into six key events:
    1. Day
    2. Shadows
    3. Sunset
    4. Dusk
    5. Nightfall
    6. Midnight
    ", + "creating-threats": "Creating Threats", + "creating-threats-kref": "Pick a type and then create the details listed underneath.", + "monsters-motivation": "Monsters (motivation)", + "monsters-motivation-kref": "
    • Beast (to run wild, destroying and killing)
    • Breeder (to give birth to, bring forth, or create evil)
    • Collector (to steal specific sorts of things)
    • Destroyer (to bring about the end of the world)
    • Devourer (to consume people)
    • Executioner (to punish the guilty)
    • Parasite (to infest, control and devour)
    • Queen (to possess and control)
    • Sorcerer (to usurp unnatural power)
    • Tempter (to tempt people into evil deeds)
    • Torturer (to hurt and terrify)
    • Trickster (to create chaos)
    Name, how it looks, what does it want to achieve?
    • Powers: What supernatural abilities does it have?
    • Weakness: What is the monster vulnerable to?
    • Attacks: Description, how much harm it does (usually 3 to 5), range, other tags.
    • Armour: Normally 1- or 2-armour.
    • Harm capacity: Normally 8-12 harm to kill it.
    • Any custom moves for the monster (e.g. for its powers)?
    ", + "bystanders-motivation": "Bystanders (motivation)", + "bystanders-motivation-kref": "
    • Busybody (to interfere in other people’s plans)
    • Detective (to rule out explanations)
    • Gossip (to pass on rumours)
    • Helper (to join the hunt)
    • Innocent (to do the right thing)
    • Official (to be suspicious)
    • Skeptic (to deny supernatural explanations)
    • Victim (to put themselves in danger)
    • Witness (to reveal information)
    Name the bystander.
    • What do they know about the situation?
    • What do they do?
    • What do they look like?
    • What do they want from the hunters?
    • Any custom moves for this bystander?
    ", + "locations-motivation": "Locations (motivation)", + "locations-motivation-kref": "
    • Crossroads (to bring people, and things, together)
    • Deathtrap (to harm intruders)
    • Den (to harbour monsters)
    • Fortress (to deny entry)
    • Hellgate (to create evil)
    • Hub (to reveal information)
    • Lab (to create weirdness)
    • Maze (to confuse and separate)
    • Prison (to constrain and prevent exit)
    • Wilds (to contain hidden things)
    Name the location.
    • What is it like? Optionally, draw a map.
    • Any custom moves for this location?
    ", + "minions-motivation": "Minions (motivation)", + "minions-motivation-kref": "
    • Assassin (to kill the hunters)
    • Brute (to intimidate and attack)
    • Cultist (to save their own skin at any cost)
    • Guardian (to bar a way or protect something)
    • Right hand (to back up the monster)
    • Plague (to swarm and destroy)
    • Renfield (to push victims towards the monster)
    • Scout (to stalk, watch, and report)
    • Thief (to steal and deliver to the monster)
    • Traitor (to betray people)
    What is it called? What does it look like? How loyal to the master is it?
    • Powers: What supernatural abilities does it have?
    • Weakness: Is this minion especially vulnerable to anything?
    • Attacks: Description, how much harm (usually 2-4), range, other tags
    • Armour: Normally 0- to 1-armour.
    • Harm capacity: Normally 5-10 harm to kill it.
    • Any custom moves for this minion (e.g. for its powers)?
    ", + "phenomena-motivation": "Phenomena (motivation)", + "phenomena-motivation-kref": "
    • Alien (to be unfathomable)
    • Artifact (to grant someone more power than they can handle)
    • Biohazard (to infect, harm, and spread)
    • Bubble (to keep inside things inside, and outside things outside)
    • Conspiracy (to gather power, keep secrets, and create confusion)
    • Corruption (to change the laws of the universe)
    • Experiment (to unleash dangers)
    • Mutagen (to transform creatures and people)
    • Panic (to make people act irrationally)
    • Portal (to draw things from one world to another)
    • Teratogen (to turn creatures and people into monsters)
    • Zone (to harm all that venture within)
    ", + "custom-moves-header": "Custom Moves", + "custom-moves-kref": "
    • What's the basic concept for the move?
    • When is it triggered?
    • What effect does it have?
    ", + "mystery-hook": "The Hook", + "description": "Description", + "armour": "Armour", + "name": "Name", + "day": "Day", + "shadows": "Shadows", + "sunset": "Sunset", + "dusk": "Dusk", + "nightfall": "Nightfall", + "midnight": "Midnight", + "instructions-list": "
    • Click +Add to add a new entity.
    • Click Modify to delete or rearrange the order of those entities.
    • Set the type, which will then activate the data fields.
    • Once you're done editing, hide the edit controls for an attractively formatted experience!
    ", + "edit": "Edit", + "select-type": "(Select Type)", + "threat-type": "Threat Type", + "countdown": "Countdown", + "monster": "Monster", + "minion": "Minion", + "bystander": "Bystander", + "location": "Location", + "phenomenon": "Phenomenon", + "up-to-6": "Up to 6", + "up-to-12": "Up to 12", + "type-and-motivation": "Type and Motivation", + "choose-type": "Choose Type and Motivation", + "m-beast": "Beast (to run wild, destroying and killing)", + "m-breeder": "Breeder (to give birth to, bring forth, or create evil)", + "m-collector": "Collector (to steal specific sorts of things)", + "m-destroyer": "Destroyer (to bring about the end of the world)", + "m-devourer": "Devourer (to consume people)", + "m-executioner": "Executioner (to punish the guilty)", + "m-parasite": "Parasite (to infest, control and devour)", + "m-queen": "Queen (to possess and control)", + "m-sorcerer": "Sorcerer (to usurp unnatural power)", + "m-tempter": "Tempter (to tempt people into evil deeds)", + "m-torturer": "Torturer (to hurt and terrify)", + "m-trickster": "Trickster (to create chaos)", + "m-assassin": "Assassin (to kill the hunters)", + "m-brute": "Brute (to intimidate and attack)", + "m-cultist": "Cultist (to save their own skin at any cost)", + "m-guardian": "Guardian (to bar a way or protect something)", + "m-righthand": "Right hand (to back up the monster)", + "m-plague": "Plague (to swarm and destroy)", + "m-renfield": "Renfield (to push victims towards the monster)", + "m-scout": "Scout (to stalk, watch, and report)", + "m-thief": "Thief (to steal and deliver to the monster)", + "m-traitor": "Traitor (to betray people)", + "m-busybody": "Busybody (to interfere in other people’s plans)", + "m-detective": "Detective (to rule out explanations)", + "m-gossip": "Gossip (to pass on rumours)", + "m-helper": "Helper (to join the hunt)", + "m-innocent": "Innocent (to do the right thing)", + "m-official": "Official (to be suspicious)", + "m-skeptic": "Skeptic (to deny supernatural explanations)", + "m-victim": "Victim (to put themselves in danger)", + "m-witness": "Witness (to reveal information)", + "m-crossroads": "Crossroads (to bring people, and things, together)", + "m-deathtrap": "Deathtrap (to harm intruders)", + "m-den": "Den (to harbour monsters)", + "m-fortress": "Fortress (to deny entry)", + "m-hellgate": "Hellgate (to create evil)", + "m-hub": "Hub (to reveal information)", + "m-lab": "Lab (to create weirdness)", + "m-maze": "Maze (to confuse and separate)", + "m-prison": "Prison (to constrain and prevent exit)", + "m-wilds": "Wilds (to contain hidden things)", + "m-alien": "Alien (to be unfathomable)", + "m-artifact": "Artifact (to grant someone more power than they can handle)", + "m-biohazard": "Biohazard (to infect, harm, and spread)", + "m-bubble": "Bubble (to keep inside things inside, and outside things outside)", + "m-conspiracy": "Conspiracy (to gather power, keep secrets, and create confusion)", + "m-corruption": "Corruption (to change the laws of the universe)", + "m-experiment": "Experiment (to unleash dangers)", + "m-mutagen": "Mutagen (to transform creatures and people)", + "m-panic": "Panic (to make people act irrationally)", + "m-portal": "Portal (to draw things from one world to another)", + "m-teratogen": "Teratogen (to turn creatures and people into monsters)", + "m-zone": "Zone (to harm all that venture within)", + "powers": "Powers", + "attacks": "Attacks", + "weaknesses": "Weaknesses", + "slot-on-finish": "An additional slot will appear each time you finish filling out an existing one", + "harm-capacity": "Harm Capacity", + "effects-proximity": "Effects on those who get too close", + "notes": "Notes", + "flex-alt": "Flexible Alternative", + "iam-alt-advanced": "Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice.", + "iam-alt": "(This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
    When you investigate a mystery with your particular techniques and skills, roll +Sharp:
    • On a 10 or higher, ask the Keeper two general questions or one specific question. Based on how you are investigating, they will tell you honestly and with good detail what you discover.
    • On a 7 to 9, ask the Keeper one general question. Based on how you are investigating, they will tell you honestly and with reasonable detail what you discover.
    • On a miss, ask the Keeper one general question. They may answer it as they wish. Regardless of the question and answer, something bad happens.
    Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result.", + "starting-stats-choices": "Charm{{0}}, Cool{{1}}, Sharp{{2}}, Tough{{3}}, Weird{{4}}", + "motw": "Monster of the Week", + "copyright": "Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games.", + "crooked-move1.1": "Protective amulet (1 amour, magic, recharge)", + "crooked-move1.2": "Lucky charm (may be used as a Luck point just once; uncheck this box when you use it)", + "crooked-move1.3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-move1.4": "Skeleton key (opens any magically sealed lock)", + "crooked-move1.5": "Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic)", + "searcher-gear-base1": "A car", + "searcher-gear-base2": "A motorcycle", + "sidekick-move7": "Eek!: When a monster (or anyone really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before the monster sees you. On a 7-9, pick one of these:", + "sidekick-move7.1": "You hide okay, but the monster is now between you and escape.", + "sidekick-move7.2": "You hide okay for now, but your hiding spot is bound to be spotted soon.", + "sidekick-move7.3": "You hide okay, but leave something important out in the open.", + "apocalypse-sign24": "Breaking the Seal", + "choose-one": "Choose one", + "fate-origin1": "Nightmares and visions", + "fate-origin2": "Some weirdo told you", + "fate-origin3": "An ancient cult found you", + "fate-origin4": "Sought out by your nemesis", + "fate-origin5": "Attacked by monsters", + "fate-origin6": "Trained from birth", + "fate-origin7": "You found the prophecy", + "other-playbook-moves": "Other Playbook Moves", + "allies": "Allies and Teams", + "individual": "Individual", + "team": "Team", + "motivation": "Motivation", + "ally-motive1": "Subordinate: to follow your exact instructions", + "ally-motive2": "Lieutenant: to execute the spirit of your instructions", + "ally-motive3": "Friend: to provide emotional support", + "ally-motive4": "Bodyguard: to intercept danger", + "ally-motive5": "Confidante: to give you advice and perspective", + "ally-motive6": "Backup: to stand with you", + "other-playbooks": "Other Playbooks", + "actionscientist-desc": "A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne, Buckaroo Banzai.", + "luck-special-actionscientist": "When you spend a Luck, some gadget or machine near you will do something weird, malfunction, break down, or... explode.", + "actionscientist-hx": "
    • You are relations, most likely distant. Tell them what the connection is.
    • You were academic colleagues at some point in the past. Decide between you where and when.
    • On-again, off-again romance. Decide between you if it's off or on right now.
    • You've been friends ever since you had a Science Adventure a while ago. Tell them what evil science nemesis you defeated together.
    • Just buddies: you get along well when it's time to relax after all the monsters have been dealt with.
    • Once they helped you deal with an “experiment” that got out of hand. Tell them what it was and let them decide how they helped you sort it out.
    • They were there when your career changed from “scientist” to “action scientist”. Decide between you how they helped you out when you fought your first monster.
    • You used science to get them out of a jam, and they still owe you for it. Ask them what the jam was, then tell them what you did.
    ", + "AS-fixed-move1": "Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement.", + "AS-move1": "Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source.", + "AS-move2": "Cross-disciplinary Study: Take a move from one of the other hunters' playbooks.", + "AS-move3": "Engineering: When you need to quickly fix (or break) a complicated gadget, roll +Sharp. On a 10+, it’s fixed (or broken) just like you wanted. On a 7-9 you need more time to study it: choose to fix (or break) it now with unknown side-effects, or take more time. On a miss, you do the worst thing possible to the gadget, which usually involves an explosion.", + "AS-move4": "The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird. You may choose one of these additional effects:", + "AS-move4.1": "Communicate with someone or something that you cannot communicate with by normal means.", + "AS-move4.2": "Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to).", + "AS-move4.3": "Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3).", + "AS-move5": "Mind of Steel: Get +1 Cool (max +3).", + "AS-move6": "Re-factoring: You may take any two devices and rebuild them together, gaining all the abilities of each component device. The new device is the same size as the larger component. It will have all the tags of the components, except you may delete or change one tag.", + "AS-move7": "Two-Fisted Science: You may roll +Sharp to kick some ass instead of +Tough.", + "AS-geardesc": "You have toolkits containing everything you need for your normal science, engineering, and analysis tasks. If you want, you can have Science Armour worth 1-armour.

    Science Weapons: The \"batteries\" tag is like \"reload\": the weapon is liable to run out of power at bad moments.", + "AS-gear1": "Lightning Gun (3-harm close loud electricity batteries)", + "AS-gear2": "Portable Particle Accelerator (3-harm close messy area batteries)", + "AS-gear3": "Laser Cannon (2-harm far quiet batteries)", + "AS-gear4": "Net Launcher (0-harm close entangling)", + "AS-gear5": "Scalpel (1-harm hand)", + "AS-gear6": "Force Knife (2-harm hand batteries)", + "AS-gear7": "Tranquiliser Rifle (1-harm close sedating)", + "AS-gear8": "Stun-ray Pistol (0-harm close sedating)", + "AS-gear9": "Autonomous Drone (2-harm far autonomous)", + "AS-gear10": "Atomic Pistol (3-harm close radiation)", + "actionscientist": "Action Scientist", + "as-team": "Gain a team of action scientists under your command.", + "as-haven": "Gain a haven, like the Expert has, with a Workshop and one other option.", + "as-haven-instruct": "Pick one in addition to a Workshop", + "text-block": "Text Block", + "mystery-concept": "Mystery's Concept", + "playtests": "Playtests", + "playtest": "Playtest", + "playtest-note": "Got feedback about a playtest? Email us at feedback@evilhat.com", + "the-spooktacular": "The Spooktacular", + "spooktacular": "Spooktacular", + "spooktacular-desc": "A carnival worker with a history of supernatural entertainments as part of a traveling show. E.g. Carnivale.", + "luck-special-spooktacular": "When you spend a Luck, you’re going to run into someone you met at the Show. Could be good, could be bad, who knows?", + "the-show": "The Show", + "the-show-instruct": "You spent a long time with this traveling Show and have an ability based on its style. Are you still with them? If so, how do you balance work and monster hunting? If you left, why was that?", + "the-show-pick": "Pick your Show’s specialty:", + "the-show1": "An Infernal Power: A Big Bad operated the Show for evil purposes. You signed the contract—take a three-box infernal favour track. Spend these as if they were Luck points. The Big Bad may restore these points when they wish, but first you must do something unforgivably terrible. What sin have you already committed?", + "infernal-favour": "Infernal Favour", + "the-show2": "Magic & Illusions: You can cast confounding spells. When you weave an illusion, roll +Weird. On a 10+ everyone is fooled, they are either led in a direction of your choice or you and those you choose escape undetected. On a 7-9, it doesn’t quite work: misdirect or escape as a 10+ result, but the Keeper chooses one: someone isn’t fooled, or you gain unwelcome attention. On a miss, it goes badly as magic always does.", + "the-show3": "Making Money: You’ve got a lot of practice bamboozling folks. When you want to mess with someone, roll +Charm. On a 10+, they don’t know what’s going on and overlook something of your choice. On a 7-9 they still overlook something but they’re more angry than baffled. On a miss, you better run.", + "the-show4": "Problem Solvers: The Show rolls into town, people visit and reveal their difficulties. The crew arrange to make things better, leaving each town a little happier than when you arrived. Well, when things go smoothly anyhow. When you chat to someone, or observe them for a few minutes, the Keeper will tell you what their biggest problem is right now.", + "the-show5": "Supernatural Creatures: You’re not entirely human yourself. Pick a single supernatural move from any hunter playbook (the Monstrous is a good place to start). How does your inhuman nature show?", + "spooktacular-move1": "Put On A Show: You can entertain people so they feel joy and forget their troubles. Say what you do and roll +Charm if it’s pure performance or +Weird if you add a pinch of magic. On a 10+ the audience is transported and happy. Troubles and trauma are eased in their minds, for a good while. On a 7-9 pick one: the effect just lasts a little while, or the regular time but there’s a ruckus when you’re done.", + "spooktacular-move2": "A Negligible Price: You can make a magical deal to fulfill a desire for someone else. The price is that they reveal to you a secret, the world then arranges itself to fulfill their desire, fitting the scale of the secret.", + "spooktacular-move3": "Easygoin’: You have the gift of being friendly and easy to chat to. When you try to make a good impression on someone you just met, roll +Charm. On a 10+ they treat you as a trustworthy and friendly acquaintance. On a 7-9 they open up more than usual but still regard you as a stranger. On a 6 or less, they think you’re playing them, and they’ll not trust you or your companions.", + "spooktacular-move4": "Pay It Backward: Give yourself or someone else an advantage on any roll: roll 3 dice and select the best 2 for your result. Whenever you do this, the Keeper gains 1 hold. That hold may be spent to give any hunter (but usually you) a disadvantage: roll 3 dice and select the worst 2 instead.", + "spooktacular-move5": "The Old Crew: You have an ally team of Show folks you worked with. They are great at setting up a scene, creating a distraction, or even intimidating folks.", + "spooktacular-move6": "The Game Is Fixed: When you usemagic in a crowded and chaotic place (like a fairground), take +1 forward. You may also choose the following effects whenever you use magic:
    • Someone fails a skilled task
    • You disappear unnoticed and untraceable into a crowded and chaotic scene
    • Instantly set up or pack away a carnival stall or camp site
    • Track someone
    • Get a bunch of cash.
    ", + "spooktacular-gear": "You get one camp tool, one vehicle, one mystical item, and all the paraphernalia.", + "spooktacular-tools": "Camp Tools", + "spooktacular-vehicles": "Vehicles", + "spooktacular-mysticalitems": "Mystical Items", + "spooktacular-stuff": "Paraphernalia", + "spooktacular-gear1": "Pocket knife or multitool (1-harm hand useful small).", + "spooktacular-gear2": "Mallet (1-harm hand useful blunt).", + "spooktacular-gear3": "Crowbar (2-harm hand useful messy).", + "spooktacular-gear4": "Baseball bat or similar (2-harm hand).", + "spooktacular-gear5": "Hatchet (2-harm hand messy).", + "spooktacular-gear6": "Sock full of coins (1-harm hand stun).", + "spooktacular-gear7": "Pickup.", + "spooktacular-gear8": "Van.", + "spooktacular-gear9": "Truck.", + "spooktacular-gear9b": "Motorcycle & sidecar.", + "spooktacular-gear10": "Ghost Shades. Sunglasses that can see into the spirit world (it seems darker than usual, obviously).", + "spooktacular-gear11": "Really Big Plush Dog (Animated). Somehow this came to life. It’s kind of like a regular dog?", + "spooktacular-gear12": "Returning 100. Spend this hundred dollar bill, and it will come back in a day or so.", + "spooktacular-gear13": "Scamulet. Heats up whenever someone’s running a scam on you.", + "spooktacular-gear14": "Wizard Tent. Worn and crappy on the outside, big and luxurious on the inside.", + "spooktacular-gear15": "You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories.", + "spooktacular-hx": "
    • This hunter worked the Show with you. Ask them for how long—it was at least a few months, time enough to become friends.
    • You knew each other as kids. Ask them what town you both hail from. Did you run away to join the Show?
    • \"No, I certainly did not rip you off in that town a few years back. Must have been a different show, mate.\"
    • This hunter was chasing a monster when the Show was in town, and thought it might be one of the crew. Was it? How did you resolve things?
    • Estranged family members. Decide the exact relationship together.
    • Something got loose from the Show, a few years back, and they ended up helping you secure it again. Tell them what got loose, then ask how they ended up hunting it too.
    • A fortune teller told you they are part of your destiny. Ask their player what the rest of the fortune said.
    • This weird old person pointed them out to you when you were in a bad spot. Ask them why they helped you get back on track.
    ", + "spooktacular-imp1": "Take another Show option", + "spooktacular-advimp1": "Get your own traveling Show. Maybe you take over your old one, maybe you start anew.", + "alt-move-desc": "If you're using the alternative weird moves options from Tome of Mysteries, here they are. Tick the checkbox next to any move you're able to use.", + "constructed": "Constructed", + "constructed-desc": "A artificial being created for a specific purpose, animated by strange energies, gifted with free will. E.g. Frankenstein's Monster, Atomic Robo.", + "luck-special-constructed": "When you spend a Luck, your animating force will soon malfunction briefly.", + "animating-force": "Animating Force", + "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", + "lightning": "Lightning", + "fire": "Fire", + "music": "Music", + "clockwork": "Clockwork", + "orgone": "Orgone", + "alchemy": "Alchemy", + "thought": "Thought", + "aether": "Aether", + "purpose": "Purpose", + "purpose-desc": "You were created to serve a specific function, pick one:", + "purpose-weapon": "Weapon: All your attacks do +1 harm.", + "purpose-guardian": "Guardian: You get +1 when you protect someone.", + "purpose-assistant": "Assistant: You give a +2 bonus when helping out.", + "purpose-experiment": "Experiment: Take a move from another playbook.", + "purpose-reason": "Why are you no longer serving that function? Your history options overlap with these, so check those to help you decide. Pick one:", + "reason1": "Your creator died.", + "reason2": "Your creator set you free. Why?", + "reason3": "Your creator discarded you as a failure.", + "reason4": "You were buried for many years. Who found you?", + "reason5": "You killed your creator. What did they do?", + "reason6": "You ran away.", + "reason7": "You were lost in the war. Who were you fighting?", + "reason8": "You were broken but now restored. Who fixed you?", + "constructed-hx": "
    • This hunter is your creator. Tell them how you feel about them.
    • This hunter is the first one who treated you like a person instead of a thing. Ask them what you did that made them think of you that way.
    • This hunter is still afraid of you. Work out with them why that is.
    • This hunter is treats you like pet, fondly but dismissively. Ask them why.
    • This hunter is a good friend. Tell them if it’s from way back, or recently.
    • This hunter makes you a bit suspicious. What makes you feel that way?
    • This hunter thought you were a monster and tried to kill you. Figure out why you are now friends.
    • This hunter has known you since they were little. Ask them what the nature of your relationship is.
    ", + "constructed-move1": "Inhuman: You have a hard time understanding human behavior, mannerisms, and emotions. When making move relying on social intelligence, take -1. People don’t get you either, so other hunters suffer a -1 if they try to manipulate you. You also get 10 harm boxes instead of 7, and do not become unstable due to damage. ", + "constructed-move2": "Recharge: You may repair youself by immersing yourself into a source of your animating force, but it’s dangerous. Roll +Weird. On a 10+, heal 3-harm. On a 7-9, heal 2-harm. On a 6 or less, the energy overwhelms you, which never ends well.", + "constructed-move3": "Detachable Parts: You may detach one or more of your body parts. They act as an ally: subordinate (motivation: to follow your exact instructions). Each is able to move and sense in some way.", + "constructed-move4": "Mystic Focus: Your body acts as a magical focus and can count as a requirement for use magic or big magic.", + "constructed-move5": "Awaken Object: Share your animating force with another object within close range to treat it as an extension of yourself. When you animate an object, roll +Weird. On a 10+, you control the object like a part of yourself and gain +1 ongoing for rolls you make with it. On a 7-9, you control the object like a part of yourself. On a miss, suffer harm as you lose that essence.", + "constructed-move6": "Hide In Plain Sight: If you hold still, you appear to be a statue. Nobody will pay any special attention to you.", + "constructed-move7": "But Why?: Your struggles to understand people means they can reveal more than they mean to. Always take one extra hold when you investigate a mystery or read a bad situation by talking to someone.", + "constructed-gear-large": "Large weapons, pick one:", + "constructed-gear-body": "Your body, pick two:", + "constructed-gear1": "Sledgehammer (3-harm hand heavy messy)", + "constructed-gear2": "Big sword (3-harm hand heavy messy)", + "constructed-gear3": "Huge handgun (3-harm close loud reload)", + "constructed-gear4": "Poleaxe (3-harm hand/close messy)", + "constructed-gear5": "Fists (2-harm hand forceful)", + "constructed-gear6": "Energy blast (2-harm close animating-force)", + "constructed-gear7": "Wrestle (1-harm intimate/hand restraining)", + "constructed-gear8": "Energy pulse (1-harm close area animating-force)", + "constructed-gear9": "Bulwark (1 armour)", + "constructed-imp1": "Gain an ally: you make a friend (literally).", + "constructed-imp2": "Adjust your needs: mark a second animating force", + "constructed-advimp1": "Become human, and change to a new type.", + "sidekick-reminder": "Remember to take +1 on your hero’s best rating as well!", + "the-hardcase2020": "The Hardcase (2020)", + "hardcase2020": "Hardcase (2020)", + "hardcase2020-desc": "The new Hard Case playbook, significantly different from the original.", + "luck-special-hardcase2020": "When you spend a point of Luck, someone you fought in the past is going to turn up. Did you part as enemies or with respect?", + "hardcase2020-hx": "
    • This hunter is blood kin. Decide how you’re related, then ask them how you fit into the family.
    • You beat the tar out of this hunter one time. Ask them why. Then tell them why you work together now.
    • This hunter saw you lose control one time and go on a rampage. Tell them what started it, then ask them what you did.
    • You respect each other as comrades-in-arms: the two toughest bastards in this outfit.
    • You respect this hunter’s brains. Someone with that many ideas, you want them on your side.
    • You came across this hunter in your time of hard knocks. Decide how they were involved and how you became good friends.
    • You have a crush on this hunter. Ask them if it’s reciprocal, and if you know or not.
    • This hunter saved your life when you were about to step on that rainbow.
    ", + "hardknocks": "Hard Knocks", + "hardknocks-desc": "You had a long, harsh schooling to get as hard as you are. What was it? Pick one:", + "hardknocks1": "Bodyguard: When you spend 1 Fire to protect someone, as well as +1 forward, you may protect them even if they are out of reach or the harm they are about to suffer would be unstoppable. Get an ally group of old colleagues: good at protecting people. Get the “concealed armour” gear pick.", + "hardknocks2": "Enforcer: Spend 1 Fire to look so scary that it counts as a reason for manipulating someone. After you roll, if you terrify them, spend Fire 1-for-1 to increase your result. Gain an ally who can help with money, disguises, back you up, or get underworld gossip. Get the “bag of cash” gear pick.", + "hardknocks3": "Secret Martial Art: Spend Fire 1-for-1 to increase harm inflicted by your unarmed attacks. Your unarmed attacks gain `ignore-armour`. Get an ally, a mentor or student: good in a fight or philosophical discussion. Get the “ancient sword” gear pick.", + "hardknocks4": "Military: When you’re using military gear on a move, you may spend 2 Fire to boost the result level (a miss becomes a 7-9, 7-9 becomes 10+, or 10+ becomes 12+). You have an ally group, your old comrades: good in a fight or when you need help making preparations. Get the “battered assault rifle” gear pick.", + "hardknocks5": "Resistance: What was your cause? You have contacts amongst sympathetic activists. If you need help and it fits the cause, call on them. Roll +Charm. On a 10+ they will help. On a 7-9 they’ll help you but then you have to help them. On a miss, they help but you get drawn into their trouble. You may spend 2-Fire instead of rolling; you rouse them and they’ll help as if you rolled 10+. Gain an ally, an old comrade from the movement. Get the “spell formula” gear pick.", + "hardknocks6": "Street Fighter: When you have an ally standing by your side, spend 1-Fire to add +2 harm when you inflict harm. If there are multiple allies at your side, you may spend Fire for each. Gain an ally, an old friend you can count on for anything. Get the “firewater” gear pick.", + "hardcase2020-move1": "Furnace: You have a Fire track with 10 boxes. Mark 1 Fire per harm you suffer, every time someone openly defies you, and every time a friend is hurt. You may spend 1 Fire to add +1-harm whenever you inflict harm, or take +1 to a kick some ass or protect someone move. Fire is cleared between mysteries.", + "hardcase2020-move2": "Unstoppable: You may spend 3 Fire to avoid or heal 2-harm. This also stabilizes you, if appropriate.", + "hardcase2020-move3": "Ascetic: Spend 1 Fire to ignore all pain and discomfort in your current situation, even beyond normal human tolerances.", + "hardcase2020-move4": "Always Angry: Start mysteries with 2 Fire marked.", + "hardcase2020-move5": "FINISH HIM!: When you have Fire remaining and strike a foe for 3-harm or more, tell the Keeper how much Fire you have and ask if that’s enough. If the foe has that much or less harm capacity left, the Keeper will tell you. You may spend all your Fire immediately to make a follow up attack, defeating your foe.", + "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", + "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", + "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", + "calm": "Calm", + "raging": "Raging", + "hardcase-vehicles": "Vehicles", + "hardcase-other": "Other Items", + "hardcase2020-gear-directions": "You get one Hard Case weapon, one vehicle, one other, and whatever you got from your Hard Knocks.", + "hardcase2020-gear1": "Ancient sword (2-harm hand valuable balanced holy)", + "hardcase2020-gear2": "Auto shotgun (3-harm close load reload area)", + "hardcase2020-gear3": "Battered assault rifle (3-harm close/far area loud)", + "hardcase2020-gear4": "Chainsaw (3-harm hand unreliable messy heavy)", + "hardcase2020-gear5": "Crowbar (2-harm hand messy innocuous)", + "hardcase2020-gear6": "Hand cannon (3-harm close loud)", + "hardcase2020-gear7": "Huge fucking knife (2-harm hand messy)", + "hardcase2020-gear8": "Shotgun (3-harm close messy)", + "hardcase2020-gear9": "Hunting rifle (2-harm far loud)", + "hardcase2020-gear10": "Pistol (2-harm close)", + "hardcase2020-gear11": "Big knife (1-harm hand)", + "hardcase2020-gear12": "Pickup", + "hardcase2020-gear13": "Motorbike", + "hardcase2020-gear14": "Muscle car", + "hardcase2020-gear15": "Sportscar", + "hardcase2020-gear16": "Concealed armour (1-armour hidden)", + "hardcase2020-gear17": "Heavy armour (2-armour heavy)", + "hardcase2020-gear18": "Firewater (once per mystery, drink it to mark 1 Fire)", + "hardcase2020-gear19": "Bag of cash (untraceable)", + "hardcase2020-gear20": "Ghost detector (unreliable)", + "hardcase2020-gear21": "A bunch of old monster hunting journals", + "hardcase2020-gear22": "A spell formula, written on a napkin", + "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", + "constructed-unstable": "You get 10 harm boxes and do not become unstable.", + "end_newstuff": "" +} \ No newline at end of file diff --git a/Monster of the Week Official/translations/hu.json b/Monster of the Week Official/translations/hu.json new file mode 100644 index 0000000000..d71f44d579 --- /dev/null +++ b/Monster of the Week Official/translations/hu.json @@ -0,0 +1,1720 @@ +{ + "sheet-version": "sheet version", + "send_details_to_chat": "Send details to chat!", + "character-name": "Name", + "character-gender": "Pronouns", + "playbook": "Playbook", + "playbook-choice": "Choose a Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another": "Take another", + "move": "move", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spell-Slinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case (Original)", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom Playbook", + "tome-of-mysteries": "Tome of Mysteries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret training", + "fate-heroic5": "Magical powers", + "fate-heroic6": "Mystical inheritance", + "fate-heroic7": "A normal life", + "fate-heroic8": "True love", + "fate-heroic9": "You can save the world", + "fate-heroic10": "Hidden allies", + "fate-heroic11": "The end of monsters", + "fate-heroic12": "Divine help", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You can't save everyone", + "fate-doom3": "Impossible love", + "fate-doom4": "Failure", + "fate-doom5": "A nemesis", + "fate-doom6": "No normal life", + "fate-doom7": "Loss of loved ones", + "fate-doom8": "Treachery", + "fate-doom9": "Doubt", + "fate-doom10": "Sympathy with the enemy", + "fate-doom11": "Damnation", + "fate-doom12": "Hosts of monsters", + "fate-doom13": "The End of Days", + "fate-doom14": "The source of Evil", + "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.", + "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.", + "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.", + "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.", + "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.", + "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.", + "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.", + "chosen-gear1": "Protective gear worth 1 armour", + "optional": "optional", + "chosen-gear2": "Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand/close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Artifact (+magic)", + "chosen-gear8": "Spikes (+1 harm, +messy)", + "chosen-gear9": "Blade (+1 harm)", + "chosen-gear10": "Heavy (+1 harm)", + "chosen-gear11": "Long (+close)", + "chosen-gear12": "Throwable (+close)", + "chosen-gear13": "Chain (+area)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.", + "background": "Background", + "background-description": "Before you became a hunter, what less-than-legal job did you do?", + "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.", + "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.", + "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you over", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.", + "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.", + "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.", + "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1:", + "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.", + "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).", + "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.", + "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.", + "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles.", + "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.", + "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload, small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload, area)", + "crooked-gear9": "Assault rifle (3 harm, close/far, area)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies.", + "pick-heat": "Pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a personal goal to put you away.", + "heat2": "You have a rival from your background, who never misses a chance to screw you over.", + "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.", + "heat4": "You took advantage of someone with special powers (a person or monster).", + "heat5": "You betrayed an old partner in the middle of a job.", + "underworld": "Underworld", + "underworld-description": "Pick how you discovered the real underworld", + "underworld1": "The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc).", + "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).", + "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).", + "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).", + "crooked-ally": "one of your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.", + "your-mission": "Mission", + "mission-description": "You have been put here for a purpose", + "mission1": "You are here to fight the schemes of an Adversary.", + "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.", + "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.", + "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.", + "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.", + "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.", + "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.", + "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.", + "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.", + "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.", + "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.", + "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.", + "divine-weapon": "Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)", + "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)", + "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic, holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver, holy)", + "Divine-ally": "a lesser divine being, sent to help you with your mission", + "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.", + "expert-weapons": "Monster-slaying Weapons", + "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy, silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volatile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.", + "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.", + "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.", + "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.", + "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.", + "expert-move6": "The One With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.", + "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone who might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Haven", + "haven-description": "You have set up a haven, a safe place to work", + "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).", + "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.", + "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.", + "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.", + "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.", + "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.", + "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.", + "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.", + "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).", + "expert-advance1": "Add a Haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiracies that aspect connects to.", + "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).", + "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.", + "flake-move4": "Suspicious Mind: If someone lies to you, you know it.", + "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.", + "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.", + "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.", + "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a Haven, like the Expert, with two options", + "Flake-advance2": "Add a Haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disastrous operation.", + "your-sect": "Sect", + "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledgeable", + "good-tradition2": "Ancient lore", + "good-tradition3": "Magical lore", + "good-tradition4": "Fighting arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters everywhere", + "good-tradition7": "Secular power", + "good-tradition8": "Flexible tactics", + "good-tradition9": "Open hierarchy", + "good-tradition10": "Integrated in society", + "good-tradition11": "Rich", + "good-tradition12": "Nifty gadgets", + "good-tradition13": "Magical items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious motives", + "bad-tradition2": "Tradition-bound", + "bad-tradition3": "Short-sighted", + "bad-tradition4": "Paranoid and secretive", + "bad-tradition5": "Closed hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Strict laws", + "bad-tradition8": "Mystical oaths", + "bad-tradition9": "Total obedience", + "bad-tradition10": "Tyrannical leaders", + "bad-tradition11": "Obsolete gear", + "bad-tradition12": "Poor", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.", + "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.", + "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.", + "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to", + "initiate-move3.1": "Have a useful object ready.", + "initiate-move3.2": "Be somewhere you are needed, just in time.", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.", + "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.", + "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.", + "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.", + "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).", + "initiate-move7": "Helping Hand: When you successfully help out another hunter, they get +2 instead of the usual +1.", + "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.", + "inititate-armour": "Old-fashioned Armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand/close)", + "inititate-gear8": "Mace (2 harm, hand, messy)", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)", + "inititate-gear11": "9mm (2 harm, close, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy)", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get a Sect team under your command", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?", + "curses": "Curses", + "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.", + "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.", + "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.", + "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!", + "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.", + "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.", + "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.", + "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.", + "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.", + "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from", + "mundane-move6.1": "They ask you a hard question first.", + "mundane-move6.2": "They stall and dither a while.", + "mundane-move6.3": "They have a 'better' idea.", + "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.", + "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:", + "mundane-move7.1": "Inflict 1 harm.", + "mundane-move7.2": "Reduce someone's harm suffered by 1.", + "mundane-move7.3": "Take +2 forward on an act under pressure roll.", + "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.", + "mundane-weapon": "Mundane Weapons", + "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud, reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.", + "agency": "Agency", + "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?", + "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well-armed", + "agency2": "Well-financed", + "agency3": "Rigorous training", + "agency4": "Official pull", + "agency5": "Cover identities", + "agency6": "Offices all over the place", + "agency7": "Good intel", + "agency8": "Recognised authority", + "agency9": "Weird tech gadgets", + "agency10": "Support teams", + "red-tape": "Red Tape", + "agency11": "Dubious motives", + "agency12": "Bureaucratic", + "agency13": "Secretive hierarchy", + "agency14": "Cryptic missions", + "agency15": "Hostile superiors", + "agency16": "Inter-departmental rivalry", + "agency17": "Budget cuts", + "agency18": "Take no prisoners policy", + "agency19": "Live capture policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.", + "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.", + "professional-move2": "Unfazeable: Take +1 Cool (max +3).", + "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.", + "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.", + "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.", + "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.", + "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.", + "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.", + "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.", + "professional-armour": "Armour", + "professional-gear1": "Flak vest (1 armour, hidden)", + "professional-gear2": "Combat armour (2 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)", + "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy, loud)", + "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload, loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits", + "Spellslinger": "Spell-Slinger", + "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.", + "spellslinger-weapon": "Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "You get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": "Blast (2 harm, magic, close, obvious, loud)", + "base2": "Ball (1 harm, magic, area, close, obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious, loud)", + "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)", + "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)", + "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)", + "effect5": "Earth (add 'forceful, restraining' to a base)", + "effect6": "Necromantic (add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.", + "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.", + "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.", + "spellslinger-move3.1": "Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.", + "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.", + "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment.", + "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.", + "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.", + "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.", + "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.", + "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.", + "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood wings", + "dark-side10": "Rage", + "dark-side11": "Self-destruction", + "dark-side12": "Greed for power", + "dark-side13": "Poor impulse control", + "dark-side14": "Hallucinations", + "dark-side15": "Pain", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavailable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.", + "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.", + "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list", + "spooky-move2.1": "The target contracts a disease.", + "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).", + "spooky-move2.3": "The target breaks something precious or important.", + "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.", + "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.", + "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.", + "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.", + "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.", + "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident.", + "spooky-move8.5": "The target finds something you left for them.", + "spooky-move8.6": "The target loses something that you will soon find.", + "spooky-items": "Any magical items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some, or all, of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "Pick one or more", + "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "With the Keeper's agreement, pick the monster breed.", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.", + "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.", + "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".", + "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.", + "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.", + "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).", + "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapon", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)", + "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for werewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)", + "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy, loud)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "(Optional) Vehicle", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a Haven, like the Expert, with two options", + "Wronged-advance2": "Add a haven option", + "Wronged-advance3": "You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practitioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a camera, and binoculars, plus pick one:", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to be able to roll the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world and is aware you followed it. It will kill you if you don’t kill it first. Decide what it is with the Keeper. Name it, if you know.", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You chased your nemesis through a portal.", + "exile-origin2": "A spell sent you after your nemesis.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an Ally: Subordinate.", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). This can stabilise a hunter or heal 1-harm. Dealing with a poison, infection, or disease might need you to track down some specific healing herbs.", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9 result you can opt not to choose a glitch, instead taking -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Poleaxe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Harquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close, balanced)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "Gain an ally: another one of your old comrades has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what they expected you might need.", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose “create a gateway between the modern world and my origin” as an effect", + "Hardcase": "Hard Case (Original)", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack!: When you take the time to eat your chosen snacks and really enjoy them, take +1 forward. My power snack is:", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict +1 harm but the improvised weapon breaks.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, but important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-move8": "Best Bud!: You have an animal ally to help you solve mysteries. They can talk, but with a heavy accent (most people don’t understand).", + "meddlingkid-move9": "Hard Head!: Any time you suffer harm from an attack, you may choose to take 0-harm. You instead are knocked out for a few minutes.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-gear9": "Bag of snacks", + "meddlingkid-gear10": "Toolbox", + "meddlingkid-gear11": "Tape recorder", + "meddlingkid-gear12": "Disguise kit", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "Whenever you spend Luck, you’ll get a chance to do something heroic.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 on all help out rolls, or +2 if it’s for your hero.", + "sidekick-move1": "Caddy: You carry all your hero’s stuff around. That means you can use anything from their gear list, unless they are currently holding it. If it’s something that there would be a bunch of, or some spares, you can use it even if they are.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did, making the same move, you may choose not to roll. Instead, use your hero’s die roll (but adjusted with your own rating).", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Apprentice: Take a move that your hero has. Add it to your \"Other Moves\" section, below.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": "Handgun (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "Stun gun (1 harm, hand, stun)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, but junior to you", + "sidekick-advance1": "Change playbooks to be the same as your hero. This overrides the general rule that only one of each playbook may be in use.", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew is the other hunters, or if you have an entourage. If they are not the hunters, there are up to three of them. Pick a name and job for each. Tell the Keeper–your crew are bystanders. If it’s the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "Press Accreditation: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they’ll accept that you think it’s true. If it’s far out, they might think you’re deluded, but they won’t think you’re lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Video camera", + "snoop-gear2": "Tiny digital camera", + "snoop-gear3": "Film camera", + "snoop-gear4": "Digital recorder", + "snoop-gear5": "Tape recorder", + "snoop-gear6": "Infrared camera", + "snoop-gear7": "Pro sound gear", + "snoop-gear8": "Camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-gear28": "Nice smartphone", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-gear29": "Tarot deck", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": "Stun gun (1 harm, hand, stun)", + "snoop-gear25": "Handgun (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-gear30": "Baseball/cricket bat (2 harm, hand, innocuous, messy)", + "snoop-advance1": "Get a haven, like the Expert has, with one option plus a film lab and editing suite", + "snoop-advance2": "Make it big. You’re a superstar now!", + "snoop-ally": "one of your existing crew members or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign1": "Betrayal", + "apocalypse-sign2": "An army of monsters rises", + "apocalypse-sign3": "Rain of fire", + "apocalypse-sign4": "Eternal darkness", + "apocalypse-sign5": "Things from beyond", + "apocalypse-sign6": "Take your throne", + "apocalypse-sign7": "Red sun", + "apocalypse-sign8": "The Portal opens", + "apocalypse-sign9": "Plague", + "apocalypse-sign10": "Learn your true name", + "apocalypse-sign11": "The Stars are Right", + "apocalypse-sign12": "Murder of the King", + "apocalypse-sign13": "The Beast slouches into the world", + "apocalypse-sign14": "Become the Dragon", + "apocalypse-sign15": "The Coronation", + "apocalypse-sign16": "Your Hosts assemble", + "apocalypse-sign17": "The fall of the Tower", + "apocalypse-sign18": "The seas boil", + "apocalypse-sign19": "Natural disasters", + "apocalypse-sign20": "Judgement Day", + "apocalypse-sign21": "World war", + "apocalypse-sign22": "Famine", + "apocalypse-sign23": "Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You’re weird, and people react badly. You can’t use manipulate someone until you prove yourself to them first (this includes the other hunters: it’s up to them when you have proved yourself). Until then, they’ll just try to get away from you. You can spend 1 Luck to have the person take to you. Skip the roll: they act as if you rolled a 12. Additionally, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster capable of reason and speech, it recognises you (and your potential). If you ask it what it knows, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, area, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, area, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, blunt)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, slow)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "summoned-advance4": "Undo one sign of the apocalypse", + "hobby": "Hobby", + "summoned-hobby": "You try to fit in with humans. Pick some of these: cigars, pets, sports, junk food, hat, films, comics, luxury food, antiques, tv shows, classic cars, other.", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear", + "start_newstuff": "", + "unused": "Unused", + "all": "All", + "starting": "Starting", + "choose-starting-stats": "[Choose Set]", + "stats-overwrite-warning": "Choose a starting set. (This will overwrite current stats values!)", + "current-hold": "Current Hold", + "advanced": "Advanced", + "instructions": "Instructions", + "trigger-luck-special": "When you mark Luck, you trigger your playbook's Luck Special.", + "examples": "Examples", + "harm-instructions": "When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes.", + "failure": "Failure", + "hunter-reference": "Hunter Moves Reference", + "aup": "Act Under Pressure", + "aup-move": "When you act under pressure, roll +Cool. On a 10+ you do what you set out to. On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.", + "aup-advanced": "Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.", + "helpout": "Help Out", + "helpout-move": "When you help another hunter, roll +Cool. On a 10+ your help grants them +1 to their roll. On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger.", + "helpout-advanced": "Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.", + "iam": "Investigate a Mystery", + "iam-move1": "When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.", + "iam-move2": "
    • What happened here?
    • What sort of creature is it?
    • What can it do?
    • What can hurt it?
    • Where did it go?
    • What was it going to do?
    • What is being concealed here?
    ", + "iam-advanced": "Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.", + "iap": "Investigating Phenomena", + "iap-move": "Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions:
    • How is this phenomenon doing this?
    • What could fix it, cure it, or slow it down?
    • How far does the effect reach?
    • What will be affected next?
    ", + "kickass": "Kick Some Ass", + "kickass-move": "When you get into a fight and kick some ass, roll +Tough. On a 7+, you and whatever you're fighting inflict harm on each other. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. On a 10+, choose one extra effect:
    • You gain the advantage: take +1 forward, or give +1 forward to another hunter.
    • You inflict terrible harm (+1 harm).
    • You suffer less harm (-1 harm).
    • You force them where you want them.
    ", + "kickass-advanced": "Advanced: On a 12+ instead pick an enhanced effect:
    • You completely hold the advantage. All hunters involved in the fight get +1 forward.
    • You suffer no harm at all.
    • Your attack inflicts double the normal harm.
    • Your attack drives the enemy away in a rout.
    ", + "manipulate": "Manipulate Someone", + "manipulate-move": "Once you have given them a reason, tell them what you want them to do and roll +Charm.", + "for-normal": "For a Normal Person...", + "normal-person-move": "
    • On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it).
    • On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it.
    ", + "normal-person-advanced": "Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).", + "another-hunter": "For Another Hunter...", + "another-hunter-move": "
    • On a 10+, if they do what you ask they mark experience and get +1 forward.
    • On a 7-9, they mark experience if they do what you ask.
    • On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated.
    ", + "another-hunter-advanced": "Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.", + "protect-someone": "Protect Someone", + "protect-someone-move": "When you prevent harm to another character, roll +Tough. On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. On a 10+ choose an extra:
    • You suffer little harm (-1 harm).
    • All impending danger is now focused on you.
    • You inflict harm on the enemy.
    • You hold the enemy back.
    ", + "protect-someone-advanced": "Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.", + "rabs": "Read a Bad Situation", + "rabs-move1": "When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.", + "rabs-move2": "One hold can be spent to ask the Keeper one of the following questions:
    • What's my best way in?
    • What's my best way out?
    • Are there any dangers we haven't noticed?
    • What's the biggest threat?
    • What's most vulnerable to me?
    • What's the best way to protect the victims?
    If you act on the answers, you get +1 ongoing while the information is relevant.", + "rabs-advanced": "Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.", + "requirements": "Requirements", + "usemagic": "Use Magic", + "usemagic-move": "When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. On a 10+, the magic works without issues: choose your effect. On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has.", + "usemagic-advanced": "Advanced: On a 12+ the Keeper will offer you some added benefit.", + "usemagic-effects": "
    • Inflict harm (1-harm ignore-armour magic obvious).
    • Enchant a weapon. It gets +1 harm and +magic.
    • Do one thing that is beyond human limitations.
    • Bar a place or portal to a specific person or a type of creature.
    • Trap a specific person, minion, or monster.
    • Banish a spirit or curse from the person, object, or place it inhabits.
    • Summon a monster into the world.
    • Communicate with something that you do not share a language with.
    • Observe another place or time.
    • Heal 1-harm from an injury, or cure a disease, or neutralize a poison.
    ", + "glitches": "Glitches", + "usemagic-glitches": "
    • The effect is weakened.
    • The effect is of short duration.
    • You take 1-harm ignore-armour.
    • The magic draws immediate, unwelcome attention.
    • It has a problematic side effect.
    ", + "keeper-may-say": "The Keeper May Say That...", + "usemagic-keeper": "
    • The spell requires weird materials.
    • The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
    • The spell requires ritual chanting and gestures.
    • The spell requires you to draw arcane symbols.
    • You need one or two people to help cast the spell.
    • You need to refer to a tome of magic for the details.
    ", + "bigmagic": "Big Magic", + "bigmagic-move": "Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. The Keeper may require:
    • You need to spend a lot of time (days or weeks) researching the magic ritual.
    • You need to experiment with the spell – there will be lots of failures before you get it right.
    • You need some rare and weird ingredients and supplies.
    • The spell will take a long time (hours or days) to cast.
    • You need a lot of people (2, 3, 7, 13, or more) to help.
    • The spell needs to be cast at a particular place and/or time.
    • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened.
    • It will have a specific side-effect or danger.
    If you meet the requirements, then the magic takes effect.", + "altwm": "Alternative Weird Moves", + "empath": "Empath", + "empath-move": "
    • When you open up your brain to feel the emotions of something right there in front of you, roll +Weird:
    • On a 10 or more, you gain a clear impression of their current emotional state and intentions. Take +1 forward when acting on this knowledge.
    • On a 7-9, you gain a hazy impression of their current emotional state and intentions.
    • On a miss, your brain is overwhelmed with emotion.
    You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure.", + "empath-advanced": "Advanced: When you advance your empath move, add this:
    • On a 12 or more, you get an impression (as for 10 or more), and you may ask one follow-up question that the Keeper will answer honestly.
    ", + "illuminated": "Illuminated", + "illuminated-move": "When you telepathically ask the Secret Masters for aid, roll +Weird:
    • On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you.
    • On a 7-9, the Secret Masters need you to complete a task for them. Once it is done, they reveal a key fact, clue, or technique that will help you.
    • On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong.
    ", + "illuminated-advanced": "Advanced: When you advance your illuminated move, add this:
    • On a 12 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. You may ask one follow-up question that the Keeper will answer honestly.
    ", + "nolimits": "No Limits", + "nolimits-move": "When you push your physical body past its limits, roll +Weird:
    • On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment.
    • On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now.
    • On a miss, something goes horribly wrong.
    ", + "nolimits-advanced": "Advanced: If you advance your no limits move, add this:
    • On a 12 or more, you can continue acting at your body's limits for 30 seconds
    ", + "pastlives": "Past Lives", + "pastlives-move": "When you channel your previous incarnations to discover something, pose your question and roll +Weird:
    • On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below.
    • On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below.
    • On a miss, a past life takes over for a while.
    ", + "pastlives-advanced": "Advanced: If you advance your past lives move, add this:
    • On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the questions below, and one free-form question. Gain +1 ongoing while acting on the answers.
    ", + "questions": "Questions", + "pastlives-questions": "
    • What did a past life discover about [topic] ?
    • How did a past life deal with [topic]?
    • What important hidden secret can a past life show me the way to?
    • What did a past life learn too late to help them?
    • What does a past life advise me to do now?
    ", + "sensitive": "Sensitive", + "sensitive-move": "When you open up your brain to the psychic environment, roll +Weird:
    • On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important.
    • On a 7-9, you gain a hazy impression about something important.
    • On a miss, your brain makes contact with something dangerous.
    ", + "sensitive-advanced": "Advanced: When you advance your sensitive move, add this:
    • On a 12 or more, you get an impression as for 10 or more, plus you may ask one follow-up question that the Keeper will answer honestly.
    ", + "tyg": "Trust Your Gut", + "tyg-move": "When you consult your instincts about what to do next, roll +Weird:
    • On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place.
    • On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that.
    • On a miss, your instincts lead you into danger.
    ", + "tyg-advanced": "Advanced: If you advance your trust your gut move, add this:
    • On a 12 or more, in addition to the usual 10+ result, the Keeper will tell you about one important thing you should investigate further.
    ", + "tk": "Telekinesis", + "options": "Options", + "tk-move": "When you fling something with your mind, roll +Weird:
    • On a 10 or more, you move it. Choose two options and mark 1-harm.
    • On a 7-9, you move it but it hurts. Choose one option and mark 2-harm.
    • On a miss, something goes horribly wrong.
    By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything.", + "tk-options": "Anything not picked is not true:
    • Something is held fast.
    • Something is hurt (2-harm smash).
    • Something catches fire.
    • You can fling something bigger than a person.
    • You keep it basically under your control.
    • You suffer 1 less harm.
    ", + "tk-advanced": "Advanced:When you advance your telekinesis move, add this:
    • On a 12 or more, choose three options. You may also choose from these advanced options:
      • Something explodes (3-harm close fire area messy)
      • Something implodes (3-harm close crush)
      • Lots of stuff is flying under your control.
      • You have perfect and precise control over exactly what happens.
    ", + "weirdsci": "Weird Science", + "weirdsci-move": "When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird:
    • On a 10 or more, you pick two requirements.
    • On a 7-9, you pick one requirement and the Keeper picks a second one.
    • On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements.
    ", + "weirdsci-reqs": "
    • It needs a rare and/or weird material.
    • It won't be very reliable.
    • It requires huge amounts of power or fuel.
    • It will take a long time to get it working.
    • It won't work exactly as you intended.
    • You'll need help (beyond the hunters on your team) to finish it.
    ", + "weirdsci-advanced": "Advanced: When you advance your weird science move, add this:
    • On a 12 or more, you gain +1 ongoing when operating the device.
    ", + "other-topics": "Other Topics", + "hunter-agenda": "Hunter Agenda", + "hunter-agenda-list": "
    • Act like you're the hero in this story (because you are).
    • Make your own destiny.
    • Find the damn monsters and stop them.
    • Play your hunter like they're a real person.
    ", + "harm-list": "Whenever you suffer harm, the Keeper will tell you what effect it has. Injury severity depends on how much harm you have suffered:
    • 0-harm wounds have only minor, short term effects.
    • 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the \"Unstable\" box.
    • 8-harm or more will kill a normal human, including a hunter.
    Armour reduces the harm suffered by the number of points it is rated for. Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well.", + "recovery": "Recovery", + "harm-recovery": "
    • 0 harm wounds are considered healed right away.
    • 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do.
    • Unstable wounds require first aid to become stable. While unstable, they may get worse.
    • 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing.
    At the end of the mystery, you also have a chance to heal.
    • If there is no chance to rest, heal 1 harm.
    • If there is plenty of time, heal all harm.
    ", + "luck-list": "When you spend a point of Luck, pick one:
    • Decrease a wound you have suffered to 0 harm.
    • After you roll, retroactively change the result to a 12.
    When you have no luck left, bad things will happen to you.", + "leveling-up": "Leveling Up", + "leveling-up-ref": "Mark an experience point whenever your roll totals six or less, or when a move tells you to. Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. After you have leveled up five times, you may choose from the advanced improvement list as well.", + "eos": "End of Session", + "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", + "pick-book": "Pick Your Playbook", + "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", + "motw-books": "Monster of the Week Revised Edition Playbooks", + "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", + "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", + "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", + "expert-desc": "The hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer.", + "flake-desc": "A conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files.", + "initiate-desc": "A member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annalise from the Twenty Palaces series.", + "monstrous-desc": "A monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood.", + "mundane-desc": "Just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer.", + "professional-desc": "You work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe.", + "spellslinger-desc": "A trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons.", + "spooky-desc": "Has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer.", + "wronged-desc": "Revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural.", + "tome-books": "Monster of the Week Tome of Mysteries Playbooks", + "gumshoe-desc": "The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander.", + "hex-desc": "A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer.", + "pararomantic-desc": "A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast.", + "searcher-desc": "After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort.", + "reinforcements-3pp-books": "Reinforcements and Third Party Playbooks", + "exile-desc": "A monster hunter from the past who has been transported to the present day.", + "hardcase-desc": "The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series.", + "luchador-desc": "A heroic masked wrestler, fighting to protect the innocent between matches.", + "meddlingkid-desc": "Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang.", + "sidekick-desc": "They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural.", + "snoop-desc": "A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural.", + "summoned-desc": "A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy.", + "traveler-desc": "A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who.", + "byo": "Brew Your Own", + "custom-desc": "A blank shell you can use to create your own", + "your-enemies": "Your enemies", + "your-choice": "Your choice", + "restrictions": "Restrictions", + "attack-spells": "Attack Spells", + "possible-contacts": "Possible Contacts", + "playbook-name": "Playbook Name", + "hit": "Hit", + "success": "Success", + "mixed": "Mixed Success", + "advsuccess": "Advanced Success", + "treat-regular": "Treat as a regular success if you do not have the advanced improvement for this move.", + "mark-xp-remind": "Make sure to mark experience!", + "combat-magic-description1": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough.", + "combat-magic-description2": "Sometimes you may need to act under pressure to cast your spells without problems.", + "history-prompts": "History Prompts", + "chosen-hx": "
    • You are close blood relations. Ask them exactly how close.
    • They are destined to be your mentor. Tell them how this was revealed.
    • Your best friend in the world, who you trust totally.
    • A rival at first, but you came to a working arrangement.
    • Romantic entanglement, or fated to be romantically entangled.
    • Just friends, from school or work or something. Ask them what.
    • They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed.
    • You saved their life, back when they didn’t know monsters were real. Tell them what you saved them from.
    ", + "crooked-hx": "
    • This hunter knows about your criminal past. Tell them what crimes they saw you commit.
    • This hunter was there when you decided to give up the life and hunt monsters instead. Work out together what happened.
    • This hunter is your younger sibling or child (possibly adopted). You look out for them.
    • This hunter is a cousin or more distant relative.
    • This hunter saved your life when a monster had the drop on you. Now you owe them one.
    • This hunter worked with you on a semi-legal or illegal job. Work out what it was.
    • This hunter is your moral compass. When you talk over things with them, their advice keeps you on the straight and narrow.
    • You’re powerfully attracted to this hunter. Maybe someday you’ll deserve them.
    ", + "divine-hx": "
    • If you are protecting another hunter as your mission, tell them this: You have a crucial role in what is to come. I am here to guide and defend you.
    • They should not be involved in this situation: the prophecies didn’t mention them at all. This gets your attention but you don’t know what it means yet.
    • They are, at heart, a good and righteous person. You must help them stay that way.
    • They are an abomination, and should be destroyed. Except you can’t–work out with them why not.
    • Their prayer (perhaps an informal or even unconscious prayer) summoned you.
    • They fill you with feelings of sexual infatuation. You are confused by the associated mortal emotions.
    • They saved your life, and you understand (intellectually at least) that you owe them for it.
    • They’re the person you go to for advice on mortal stuff (e.g sex, food, drugs, television, etc).
    ", + "exile-hx": "
    • This hunter is a distant descendant in your family line.
    • This hunter was the first to take you in, explain the modern world, and learn about your origins. Work out how you managed to communicate (perhaps you speak a common language, or ancient and modern versions of the same one).
    • This hunter belongs to an organisation that existed in your home time. Decide between you what your relationship was with that group, and how you’ll be remembered by them.
    • This hunter showed understanding when you were confused and overwhelmed.
    • When you met, you immediately liked and respected each other.
    • This hunter possesses a message or item left for you by your comrades in the past. Tell them what it is and ask how it came into their possession.
    • This hunter had a vision, premonition, or prophecy that mentioned you. Tell them what the vision showed them about you.
    • You both became hunters because of the same sort of monster attacked you or your kin. Decide between you what it was.
    ", + "expert-hx": "
    • They are your student, apprentice, ward, or child. Between you, decide which.
    • They came to you for advice, and your advice got them out of trouble. Ask them what the trouble was.
    • They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.
    • A distant relation. Tell them exactly what.
    • You were previously both members of an eldritch group, now disbanded. Ask them why they left, then tell them why you did.
    • They once helped you get a singular item that is now part of your haven. Tell them what it was.
    • You were taught by the same master. Ask them how it ended.
    • You saved their life in a tight spot. Tell them what happened.
    ", + "flake-hx": "
    • They’re somehow tied into it all. You’ve been keeping an eye on them.
    • They’re a close relative. Ask them to decide exactly what.
    • Old friends, who originally met through a long chain of coincidences.
    • You went through hell together: maybe a monster, maybe military service, maybe time in an institution. Whatever it was, it bound you together, and you have total trust in each other.
    • Members of the same support group.
    • Fellow freaks.
    • The signs all pointed to working together. So you found them and now you work together.
    • You know each other through cryptozoology and conspiracy theory websites.
    ", + "gumshoe-hx": "
    • You are on the same (or rival) bowling teams. Ask them what bowling-related disagreement rubbed them the wrong way.
    • You caught them committing a crime but let them go. Ask them to describe the crime, then you explain why your Code required you to look the other way.
    • They remind you of a former partner who was mysteriously murdered. Describe the unsolved case that killed your partner and how you hope to solve it.
    • You first approached them for help on a case. Describe the case. Ask them to describe the key expertise they provided that solved that mystery.
    • You were friends back in training, before you became a private investigator. This could be military, law enforcement, or whatever—decide the details between you.
    • Ask them if they live by a code and what it is. If you approve of the code, you’ve always respected them. If not (or if they don’t have a code), you’ve never trusted them.
    • They hired you for a job but you were too drunk or high to take it. Ask them what they wanted, then tell them how you brushed them off.
    • You first met on an unsolved crimes website. Decide together what infamous crime fascinates you both.
    ", + "hardcase-hx": "
    • They're blood kin – a sibling (usually younger) or parent. Ask them how you fit into the family.
    • You beat the tar out of them one time. Ask them why. Then tell them why you work together now.
    • They saw you lose control one time and go on a rampage. Tell them what triggered it, then ask them what you did.
    • You respect each other as comrades-in-arms: the two toughest bastards in this outfit.
    • You respect their brains – someone with that many ideas, you want them on your side.
    • Friends from your time as a soldier/cop/mob enforcer/fight club/etc. Decide between you exactly where you became friends.
    • Romantically involved or you have an unrequited crush on them. Ask them which it is.
    • You would have gone to Jesus this one time, but they patched you up in time to keep you alive.
    ", + "hex-hx": "
    • You once cast a powerful spell or curse on them. Tell them why, and ask them how it ended.
    • They fear your power, or what you might do with it. Ask them why.
    • You’re madly in love with them. Ask them if they can tell.
    • They encourage you to indulge your temptation. Ask them why.
    • They keep you grounded, and are unfazed by your displays of power.
    • You were part of the same cult, sect, or secret society. Decide together what horrible things you did in the name of power.
    • You learned through divination that they’re important and you should help them. Decide whether you’ve told them or not.
    • They helped you out when a spell went awry. Tell them what the spell was, and ask them how they helped you.
    ", + "initiate-hx": "
    • They are a lay member of your Sect.
    • You fought together when the tide of monsters seemed unstoppable. Ask them how it went.
    • Friends, but they first met you under your cover identity, and learned about the Sect later. Ask how they feel about that.
    • They are your close relative, or partner/spouse. Decide between you exactly what the relationship is.
    • Fellow ancient weapons/martial arts club members.
    • They’re described in the prophecies, but the role they will play isn’t stated.
    • An ex-member of the Sect, but still friends. Ask them why they left or got thrown out
    • You met researching mystical weirdness, and you’ve been occult comrades ever since.
    ", + "luchador-hx": "
    • Close relations. Tell them exactly how you're related.
    • You are (or were) rivals in the ring, while working together as hunters.
    • Romantically involved, or you just have a crush on them. Ask them which they prefer.
    • They are a huge fan of your wrestling. Ask them why.
    • Good friends. Decide between you if it's from way back, or recently.
    • They know your real name and personality, as well as your wrestling persona. Decide between you why that is.
    • They trained together with you a long time ago. Ask them why they choose a different path.
    • You helped them when they had a moment of weakness. Ask them what it was, exactly.
    ", + "meddlingkid-hx": "
    • This hunter is your older sibling, cousin, aunt, or uncle.
    • This hunter has a rather distrubing “kill all monsters” attitude.
    • You have a crush on this hunter.
    • You’re friends from school.
    • You respect this hunter’s mystery solving skills.
    • This hunter knows why you don’t really believe in monsters. Tell them what they found out about your past.
    • When you saw your first “monster,” this hunter explained what was going on. You may not believe everything they believe, but you appreciate that they mean well.
    • You stopped them attacking the wrong person one time, when they thought it was a monster.
    ", + "monstrous-hx": "
    • You lost control one time, and almost killed them. Ask them how they stopped you.
    • They tried to slay you, but you proved you’re on the side of good. Ask them what convinced them.
    • You are romantically obsessed with them. Ask them if they know, and if they reciprocate.
    • Close relations, or a distant descendant. Tell them which.
    • You saved them from another of your kind, and prevented reprisals against that individual creature (maybe it’s another good one, or maybe it has a hold over you).
    • They are tied to your curse or origin. Tell them how.
    • You fought together against the odds, and prevailed.
    • They saved you from another hunter who was prepared to kill you. Ask them what happened.
    ", + "breed-suggestions": "Breed Suggestions", + "breed-suggestions-list": "
    • Vampire: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination.
    • Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength.
    • Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal.
    • Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed.
    • Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality.
    • Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator.
    • Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality.
    ", + "mundane-hx": "
    • You are close relations. Tell them exactly how you’re related.
    • Initially rivals, you both now respect each others’ talents.
    • Romantically involved, or you just have a crush on them. Ask them which they prefer.
    • They’re your hero, exactly the kind of monster hunter you aspire to be. Tell them why you worship them.
    • Good friends. Tell them if it’s from way back, or recently.
    • You’re a bit suspicious of them (maybe due to their unnatural powers or something like that).
    • They introduced you to the existence of monsters. Tell them how you feel about that.
    • You saved their life from a monster due to an unlikely chain of events. Tell them what.
    ", + "pararomantic-hx": "
    • Your best friend in the world. You trust them totally.
    • You are blood-kin. Decide your exact relationship together.
    • Your ex. Ask them why you aren’t together anymore.
    • Romantic entanglement, or fated to be romantically entangled.
    • They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.
    • An old rivalry has turned into a tight friendship. Ask them what (or who) you once fought over.
    • Mentor from another life. Ask them what they taught you.
    ", + "professional-hx": "
    • Your relationship with them has romantic potential. So far it hasn’t gone further.
    • They’re on the Agency’s watch list, and you’ve been keeping an eye on them.
    • You are related. Tell them how close.
    • You met on a mission and worked together unofficially. And successfully.
    • They’ve worked with the Agency before, and they’re well regarded.
    • You were friends back in training, before the Agency recruited you. This could be military, law enforcement, or some weirder school: decide the details between you.
    • They pulled you (and maybe your team) out of a terrible FUBARed mission.
    • You got sent to “deal with them” as a hazard to the Agency’s policies one time. Tell them how you resolved this.
    ", + "searcher-hx": "
    • In your researches, you found accounts (and pictures) of someone matching their description perfectly, but long before they were born. Tell them if you have mentioned this.
    • A relative. Decide between you how close.
    • They were involved in a supernatural event similar to your first encounter. Perhaps it was the same event, or perhaps you investigated their event later. Ask them how the event affected them.
    • You figured out a supernatural or weird secret they keep. Ask them what it is.
    • You met when you were each investigating separate mysteries. Tell them what trick you used to protect them from weirdness and ask them how they saved you from a danger.
    • You’re both veterans of a therapy or support group or a treatment program. Work out the details between you.
    • Some creature or force is stalking them. Ask them what it is. Then decide if you’ve told them about it or if they are still happily unaware.
    • You found their pet when it went missing. Where had it gone?
    ", + "sidekick-hx": "
    • (For the hero) This hunter is your hero.
    • This hunter makes you a bit jealous of their relationship with your hero.
    • This hunter has been your friend for many years. Where did you meet?
    • This hunter bonded with you after defeating a monster together, the first time you worked as a team. What was it?
    • This hunter knew you back when you were a nobody. Tell them something about the person you used to be, something you’re now ashamed of.
    • This hunter introduced you to your hero.
    • This hunter saved your life when you were distracted, so you owe them big time.
    • This hunter’s pretty great, they could have almost been your hero. Tell them why they’re not quite as good.
    ", + "snoop-hx": "
    • You’re best friends from school/university (film class, maybe?)
    • You met this hunter when they killed a monster you were doing a story on. Ask them what it was.
    • This hunter almost defeated a monster but you did something to prevent that. Ask them what the monster was, then tell them what you did. Was it an accident or on purpose?
    • This hunter was in danger of some having unhelpful publicity, but you got the story killed.
    • You have a crush on this hunter. Ask them if they’ve noticed.
    • This hunter saved your ass when you did something stupid. Ask them what you did.
    • This hunter is a huge fan of your work. Ask them if they keep quiet about it or if everyone knows?
    • This hunter is a relation, close or distant. Decide between you exactly what.
    ", + "spellslinger-hx": "
    • They act as your conscience when the power goes to your head. Ask them about the last time this happened.
    • Blood relation, though you were out of contact for years. Ask them how they reconnected with you.
    • Mentor from another life. Ask them what they taught you.
    • Your magic-fueled rescue of them introduced them to the supernatural. Tell them what creature was after them.
    • An old rivalry has turned into a tight friendship. Tell them what you once fought over.
    • You thought they were dead, and now they’re back. What “killed” them?
    • They’re an on-again/off-again love interest. Ask them what keeps you apart. Tell them what keeps you together.
    • A comrade-in-arms. You’ve faced the biggest threats together.
    ", + "spooky-hx": "
    • They taught you to control your powers, to the extent that you can control them at all.
    • You are blood-kin. Decide together exactly what.
    • You are married, or romantically involved. Decide between you the exact relationship.
    • You’re old friends, and trust each other completely.
    • You used your powers on them one time. Decide if it was for selfish reasons or not, and tell them if they found out about it.
    • You’ve known each other some time, but since your powers manifested, you keep them at a distance emotionally.
    • You hope they can help you control your powers.
    • They saw you use your powers for selfish or vindictive reasons. Ask them who the victim was, and then tell them what you did.
    ", + "summoned-hx": "
    • This hunter was there when you were summoned. Ask them who the summoners were.
    • This hunter sees your human side. Ask them why.
    • You could probably take this hunter in a fight, but you’re not certain. Together, decide when the last time you threw down was, and what interrupted your fight.
    • This hunter fascinates you, romantically. Ask them if they know about it, and if they reciprocate it.
    • This hunter is tied into your destiny somehow. Tell them how they fit into your first sign of the Apocalypse.
    • This hunter saved your ass when the shit went down. Ask them how.
    • You met this hunter while separately hunting a monster. Ask them why you now work together.
    • This hunter is your good friend. Tell them if it’s from way back, or recently.
    • You are suspicious about this hunter’s motives. Ask them what they did that gave you doubts about them.
    ", + "traveler-hx": "
    • They saw you coming from the future and thought you were one of the villains. Ask them how you convinced them.
    • They taught you how to manage in the “modern world.” You still have trouble understanding how everything works, but they’re here to help.
    • They’re one of your ancestors. Tell them how you’re related.
    • They help you deal with the supernatural by trying to get you out of your over reliance on technology.
    • They’re an excellent travel companion. You hope to one day be able to take them to your era and show them the future.
    • They remind you of a loved one from your era. You will protect them at all costs.
    • An eternally platonic romance. The two of you would make a great couple but you don’t want to get too involved in this era.
    • They understand you perfectly, as if they came from the same era as you. This is comforting and gives you total confidence in them.
    ", + "wronged-hx": "
    • They helped you at a critical point in your quest for revenge. Tell them what you needed help with.
    • They stood between you and what you needed to find out. Ask them why.
    • They also lost a friend or relative to these monsters. Ask them who it was.
    • Relations, close or distant. Tell them exactly what.
    • You saved their life, back when they were a pathetic newbie hunter. Ask them what you saved them from.
    • You respect their hard-earned knowledge, and often come to them for advice.
    • They showed you the ropes when you were learning how to fight.
    • They saw you absolutely lose it and go berserk. Tell them what the situation was, and ask them how much collateral damage you caused.
    ", + "snoop-haven": "Film Lab and Editing Suite: All the stuff you need to develop film, store negatives, and process digital images.", + "first-choice": "First choice", + "second-choice": "Second choice", + "enabled": "(Enabled)", + "basic-moves-more": "Advance two more basic moves", + "advanced-basic-moves": "Advanced Basic Moves", + "keeper-sheet": "Keeper's Mystery Sheet", + "keeper-ref": "Keeper's Reference", + "keeper-agenda": "Keeper Agenda", + "keeper-agenda-kref": "
    • Make the world seem real
    • Play to see what happens
    • Make hunters' lives dangerous & scary
    ", + "principles": "Principles", + "principles-kref": "
    • Put horror in everyday situations
    • Address the hunters, not the players
    • Use the Keeper moves, without names
    • Be a fan of the hunters
    • Build a coherent mythology in play
    • Nothing is safe
    • Name everyone they meet, make them seem like normal folks
    • Ask questions and build on the answers
    • Sometimes give them exactly what they earned, rather than all they wanted
    • What's happening off-screen?
    • Don't always decide what happens
    • Everything is a threat
    ", + "always-say": "Always Say...", + "always-say-kref": "
    • What the principles demand
    • What the rules demand
    • What your preparation demands
    • What honesty demands
    ", + "basic-keeper-moves": "Basic Keeper Moves", + "basic-keeper-moves-kref": "
    • Separate them
    • Reveal future badness
    • Reveal off-screen badness
    • Inflict harm, as established
    • Make them investigate
    • Make them acquire stuff
    • Tell the possible consequences and ask if they want to go ahead
    • Turn their move back on them
    • Offer an opportunity, & maybe a cost
    • Take away some of the hunters' stuff
    • Put someone in trouble
    • Make a threat move, from one of your mystery or arc threats
    • After every move, ask what they do next
    ", + "harm-moves": "Harm Moves", + "harm-moves-kref": "Every time anyone gets hurt, use one.0-harm or more:
    • Momentarily inhibited
    • Drop something
    • Take -1 forward
    1-harm or more:
    • Fall down
    • Take -1 ongoing
    • Pass out
    • Intense pain
    Unstable wounds:
    • +1 harm
    • 8-harm or more:
    • Dying or dead.
    ", + "monster-moves": "Monster Moves", + "monster-moves-kref": "
    • Hint at its presence
    • Display its full might
    • Appear suddenly
    • Attack with great force and fury
    • Seize someone or something
    • Attack with stealth and calculation
    • Order underlings to do terrible acts
    • Destroy something
    • Escape, no matter how well contained
    • Give chase
    • Return to home ground
    • Boast and gloat, maybe revealing a secret
    • Return from seeming destruction
    • Use an unnatural power
    ", + "minion-moves": "Minion Moves", + "minion-moves-kref": "
    • A burst of sudden, uncontrolled violence
    • Make a coordinated attack
    • Capture someone, or steal something
    • Reveal a secret
    • Deliver someone or something to the master
    • Give chase
    • Make a threat or demand for the master
    • Run away
    • Use an unnatural power
    • Display a hint of conscience or humanity
    • Disobey the master, in some petty way
    ", + "bystander-moves": "Bystander Moves", + "bystander-moves-kref": "
    • Go off alone
    • Argue with the hunters
    • Get in the way
    • Reveal something
    • Confess their fears
    • Freak out in terror
    • Try to help the hunters
    • Try to protect people
    • Display inability or incompetence
    • Seek help or comfort
    ", + "location-moves": "Location Moves", + "location-moves-kref": "
    • Present a hazard
    • Reveal something
    • Hide something
    • Close a way
    • Open a way
    • Reshape itself
    • Trap someone
    • Offer a guide
    • Present a guardian
    • Something doesn't work properly
    • Create a particular feeling
    ", + "phenomenon-moves": "Phenomenon Moves", + "phenomenon-moves-kref": "
    • Hint at its effects.
    • Show its effects directly and undeniably.
    • Break the world’s laws.
    • Increase or decrease in size or intensity.
    • Create some new weirdness.
    • Harm or destroy someone or something.
    • React unexpectedly.
    • Escape from containment.
    • Hold something in place.
    • Grant an unnatural ability.
    • Hinder movement.
    • Subvert a bystander’s motivation.
    ", + "hunter-basic-moves": "Hunter Basic Moves", + "hunter-basic-moves-kref": "
    • Act Under Pressure (Cool)
    • Help Out (Cool)
    • Investigate A Mystery (Sharp)
    • Kick Some Ass (Tough)
    • Manipulate Someone (Charm)
    • Protect Someone (Tough)
    • Read A Bad Situation (Sharp)
    • Use Magic (Weird)
    ", + "end-of-session-experience": "End of Session Experience", + "end-of-session-experience-kref": "
    • 1-2 “yes”: 1 mark; 3-4 “yes”: 2 marks
    • Did they conclude the current mystery?
    • Did they save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    ", + "mystery-creation": "Mystery Creation", + "1-basic-concept": "1. Basic Concept", + "1-basic-concept-kref": "
    • A cool monster from urban legend or folklore.
    • A loose end from a previous mystery.
    • A problem from one of your arcs.
    • Take a plot from somewhere else and change some details.
    • A place you know that would make a good place for a monster to lurk.
    • Is there something the hunters want to check out?
    • Return of a monster, bystander, or location from a previous mystery.
    ", + "2-hook": "2. Hook", + "2-hook-kref": "
    • The clue that caught the hunters' attention.
    ", + "3-threats": "3. Threats", + "3-threats-kref": "
    • Create your monsters, minions, bystanders and locations.
    ", + "4-countdown": "4. Countdown", + "4-countdown-kref": "What would happen if the hunters never came here? Break it into six key events:
    1. Day
    2. Shadows
    3. Sunset
    4. Dusk
    5. Nightfall
    6. Midnight
    ", + "creating-threats": "Creating Threats", + "creating-threats-kref": "Pick a type and then create the details listed underneath.", + "monsters-motivation": "Monsters (motivation)", + "monsters-motivation-kref": "
    • Beast (to run wild, destroying and killing)
    • Breeder (to give birth to, bring forth, or create evil)
    • Collector (to steal specific sorts of things)
    • Destroyer (to bring about the end of the world)
    • Devourer (to consume people)
    • Executioner (to punish the guilty)
    • Parasite (to infest, control and devour)
    • Queen (to possess and control)
    • Sorcerer (to usurp unnatural power)
    • Tempter (to tempt people into evil deeds)
    • Torturer (to hurt and terrify)
    • Trickster (to create chaos)
    Name, how it looks, what does it want to achieve?
    • Powers: What supernatural abilities does it have?
    • Weakness: What is the monster vulnerable to?
    • Attacks: Description, how much harm it does (usually 3 to 5), range, other tags.
    • Armour: Normally 1- or 2-armour.
    • Harm capacity: Normally 8-12 harm to kill it.
    • Any custom moves for the monster (e.g. for its powers)?
    ", + "bystanders-motivation": "Bystanders (motivation)", + "bystanders-motivation-kref": "
    • Busybody (to interfere in other people’s plans)
    • Detective (to rule out explanations)
    • Gossip (to pass on rumours)
    • Helper (to join the hunt)
    • Innocent (to do the right thing)
    • Official (to be suspicious)
    • Skeptic (to deny supernatural explanations)
    • Victim (to put themselves in danger)
    • Witness (to reveal information)
    Name the bystander.
    • What do they know about the situation?
    • What do they do?
    • What do they look like?
    • What do they want from the hunters?
    • Any custom moves for this bystander?
    ", + "locations-motivation": "Locations (motivation)", + "locations-motivation-kref": "
    • Crossroads (to bring people, and things, together)
    • Deathtrap (to harm intruders)
    • Den (to harbour monsters)
    • Fortress (to deny entry)
    • Hellgate (to create evil)
    • Hub (to reveal information)
    • Lab (to create weirdness)
    • Maze (to confuse and separate)
    • Prison (to constrain and prevent exit)
    • Wilds (to contain hidden things)
    Name the location.
    • What is it like? Optionally, draw a map.
    • Any custom moves for this location?
    ", + "minions-motivation": "Minions (motivation)", + "minions-motivation-kref": "
    • Assassin (to kill the hunters)
    • Brute (to intimidate and attack)
    • Cultist (to save their own skin at any cost)
    • Guardian (to bar a way or protect something)
    • Right hand (to back up the monster)
    • Plague (to swarm and destroy)
    • Renfield (to push victims towards the monster)
    • Scout (to stalk, watch, and report)
    • Thief (to steal and deliver to the monster)
    • Traitor (to betray people)
    What is it called? What does it look like? How loyal to the master is it?
    • Powers: What supernatural abilities does it have?
    • Weakness: Is this minion especially vulnerable to anything?
    • Attacks: Description, how much harm (usually 2-4), range, other tags
    • Armour: Normally 0- to 1-armour.
    • Harm capacity: Normally 5-10 harm to kill it.
    • Any custom moves for this minion (e.g. for its powers)?
    ", + "phenomena-motivation": "Phenomena (motivation)", + "phenomena-motivation-kref": "
    • Alien (to be unfathomable)
    • Artifact (to grant someone more power than they can handle)
    • Biohazard (to infect, harm, and spread)
    • Bubble (to keep inside things inside, and outside things outside)
    • Conspiracy (to gather power, keep secrets, and create confusion)
    • Corruption (to change the laws of the universe)
    • Experiment (to unleash dangers)
    • Mutagen (to transform creatures and people)
    • Panic (to make people act irrationally)
    • Portal (to draw things from one world to another)
    • Teratogen (to turn creatures and people into monsters)
    • Zone (to harm all that venture within)
    ", + "custom-moves-header": "Custom Moves", + "custom-moves-kref": "
    • What's the basic concept for the move?
    • When is it triggered?
    • What effect does it have?
    ", + "mystery-hook": "The Hook", + "description": "Description", + "armour": "Armour", + "name": "Name", + "day": "Day", + "shadows": "Shadows", + "sunset": "Sunset", + "dusk": "Dusk", + "nightfall": "Nightfall", + "midnight": "Midnight", + "instructions-list": "
    • Click +Add to add a new entity.
    • Click Modify to delete or rearrange the order of those entities.
    • Set the type, which will then activate the data fields.
    • Once you're done editing, hide the edit controls for an attractively formatted experience!
    ", + "edit": "Edit", + "select-type": "(Select Type)", + "threat-type": "Threat Type", + "countdown": "Countdown", + "monster": "Monster", + "minion": "Minion", + "bystander": "Bystander", + "location": "Location", + "phenomenon": "Phenomenon", + "up-to-6": "Up to 6", + "up-to-12": "Up to 12", + "type-and-motivation": "Type and Motivation", + "choose-type": "Choose Type and Motivation", + "m-beast": "Beast (to run wild, destroying and killing)", + "m-breeder": "Breeder (to give birth to, bring forth, or create evil)", + "m-collector": "Collector (to steal specific sorts of things)", + "m-destroyer": "Destroyer (to bring about the end of the world)", + "m-devourer": "Devourer (to consume people)", + "m-executioner": "Executioner (to punish the guilty)", + "m-parasite": "Parasite (to infest, control and devour)", + "m-queen": "Queen (to possess and control)", + "m-sorcerer": "Sorcerer (to usurp unnatural power)", + "m-tempter": "Tempter (to tempt people into evil deeds)", + "m-torturer": "Torturer (to hurt and terrify)", + "m-trickster": "Trickster (to create chaos)", + "m-assassin": "Assassin (to kill the hunters)", + "m-brute": "Brute (to intimidate and attack)", + "m-cultist": "Cultist (to save their own skin at any cost)", + "m-guardian": "Guardian (to bar a way or protect something)", + "m-righthand": "Right hand (to back up the monster)", + "m-plague": "Plague (to swarm and destroy)", + "m-renfield": "Renfield (to push victims towards the monster)", + "m-scout": "Scout (to stalk, watch, and report)", + "m-thief": "Thief (to steal and deliver to the monster)", + "m-traitor": "Traitor (to betray people)", + "m-busybody": "Busybody (to interfere in other people’s plans)", + "m-detective": "Detective (to rule out explanations)", + "m-gossip": "Gossip (to pass on rumours)", + "m-helper": "Helper (to join the hunt)", + "m-innocent": "Innocent (to do the right thing)", + "m-official": "Official (to be suspicious)", + "m-skeptic": "Skeptic (to deny supernatural explanations)", + "m-victim": "Victim (to put themselves in danger)", + "m-witness": "Witness (to reveal information)", + "m-crossroads": "Crossroads (to bring people, and things, together)", + "m-deathtrap": "Deathtrap (to harm intruders)", + "m-den": "Den (to harbour monsters)", + "m-fortress": "Fortress (to deny entry)", + "m-hellgate": "Hellgate (to create evil)", + "m-hub": "Hub (to reveal information)", + "m-lab": "Lab (to create weirdness)", + "m-maze": "Maze (to confuse and separate)", + "m-prison": "Prison (to constrain and prevent exit)", + "m-wilds": "Wilds (to contain hidden things)", + "m-alien": "Alien (to be unfathomable)", + "m-artifact": "Artifact (to grant someone more power than they can handle)", + "m-biohazard": "Biohazard (to infect, harm, and spread)", + "m-bubble": "Bubble (to keep inside things inside, and outside things outside)", + "m-conspiracy": "Conspiracy (to gather power, keep secrets, and create confusion)", + "m-corruption": "Corruption (to change the laws of the universe)", + "m-experiment": "Experiment (to unleash dangers)", + "m-mutagen": "Mutagen (to transform creatures and people)", + "m-panic": "Panic (to make people act irrationally)", + "m-portal": "Portal (to draw things from one world to another)", + "m-teratogen": "Teratogen (to turn creatures and people into monsters)", + "m-zone": "Zone (to harm all that venture within)", + "powers": "Powers", + "attacks": "Attacks", + "weaknesses": "Weaknesses", + "slot-on-finish": "An additional slot will appear each time you finish filling out an existing one", + "harm-capacity": "Harm Capacity", + "effects-proximity": "Effects on those who get too close", + "notes": "Notes", + "flex-alt": "Flexible Alternative", + "iam-alt-advanced": "Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice.", + "iam-alt": "(This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
    When you investigate a mystery with your particular techniques and skills, roll +Sharp:
    • On a 10 or higher, ask the Keeper two general questions or one specific question. Based on how you are investigating, they will tell you honestly and with good detail what you discover.
    • On a 7 to 9, ask the Keeper one general question. Based on how you are investigating, they will tell you honestly and with reasonable detail what you discover.
    • On a miss, ask the Keeper one general question. They may answer it as they wish. Regardless of the question and answer, something bad happens.
    Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result.", + "starting-stats-choices": "Charm{{0}}, Cool{{1}}, Sharp{{2}}, Tough{{3}}, Weird{{4}}", + "motw": "Monster of the Week", + "copyright": "Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games.", + "crooked-move1.1": "Protective amulet (1 amour, magic, recharge)", + "crooked-move1.2": "Lucky charm (may be used as a Luck point just once; uncheck this box when you use it)", + "crooked-move1.3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-move1.4": "Skeleton key (opens any magically sealed lock)", + "crooked-move1.5": "Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic)", + "searcher-gear-base1": "A car", + "searcher-gear-base2": "A motorcycle", + "sidekick-move7": "Eek!: When a monster (or anyone really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before the monster sees you. On a 7-9, pick one of these:", + "sidekick-move7.1": "You hide okay, but the monster is now between you and escape.", + "sidekick-move7.2": "You hide okay for now, but your hiding spot is bound to be spotted soon.", + "sidekick-move7.3": "You hide okay, but leave something important out in the open.", + "apocalypse-sign24": "Breaking the Seal", + "choose-one": "Choose one", + "fate-origin1": "Nightmares and visions", + "fate-origin2": "Some weirdo told you", + "fate-origin3": "An ancient cult found you", + "fate-origin4": "Sought out by your nemesis", + "fate-origin5": "Attacked by monsters", + "fate-origin6": "Trained from birth", + "fate-origin7": "You found the prophecy", + "other-playbook-moves": "Other Playbook Moves", + "allies": "Allies and Teams", + "individual": "Individual", + "team": "Team", + "motivation": "Motivation", + "ally-motive1": "Subordinate: to follow your exact instructions", + "ally-motive2": "Lieutenant: to execute the spirit of your instructions", + "ally-motive3": "Friend: to provide emotional support", + "ally-motive4": "Bodyguard: to intercept danger", + "ally-motive5": "Confidante: to give you advice and perspective", + "ally-motive6": "Backup: to stand with you", + "other-playbooks": "Other Playbooks", + "actionscientist-desc": "A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne, Buckaroo Banzai.", + "luck-special-actionscientist": "When you spend a Luck, some gadget or machine near you will do something weird, malfunction, break down, or... explode.", + "actionscientist-hx": "
    • You are relations, most likely distant. Tell them what the connection is.
    • You were academic colleagues at some point in the past. Decide between you where and when.
    • On-again, off-again romance. Decide between you if it's off or on right now.
    • You've been friends ever since you had a Science Adventure a while ago. Tell them what evil science nemesis you defeated together.
    • Just buddies: you get along well when it's time to relax after all the monsters have been dealt with.
    • Once they helped you deal with an “experiment” that got out of hand. Tell them what it was and let them decide how they helped you sort it out.
    • They were there when your career changed from “scientist” to “action scientist”. Decide between you how they helped you out when you fought your first monster.
    • You used science to get them out of a jam, and they still owe you for it. Ask them what the jam was, then tell them what you did.
    ", + "AS-fixed-move1": "Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement.", + "AS-move1": "Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source.", + "AS-move2": "Cross-disciplinary Study: Take a move from one of the other hunters' playbooks.", + "AS-move3": "Engineering: When you need to quickly fix (or break) a complicated gadget, roll +Sharp. On a 10+, it’s fixed (or broken) just like you wanted. On a 7-9 you need more time to study it: choose to fix (or break) it now with unknown side-effects, or take more time. On a miss, you do the worst thing possible to the gadget, which usually involves an explosion.", + "AS-move4": "The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird. You may choose one of these additional effects:", + "AS-move4.1": "Communicate with someone or something that you cannot communicate with by normal means.", + "AS-move4.2": "Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to).", + "AS-move4.3": "Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3).", + "AS-move5": "Mind of Steel: Get +1 Cool (max +3).", + "AS-move6": "Re-factoring: You may take any two devices and rebuild them together, gaining all the abilities of each component device. The new device is the same size as the larger component. It will have all the tags of the components, except you may delete or change one tag.", + "AS-move7": "Two-Fisted Science: You may roll +Sharp to kick some ass instead of +Tough.", + "AS-geardesc": "You have toolkits containing everything you need for your normal science, engineering, and analysis tasks. If you want, you can have Science Armour worth 1-armour.

    Science Weapons: The \"batteries\" tag is like \"reload\": the weapon is liable to run out of power at bad moments.", + "AS-gear1": "Lightning Gun (3-harm close loud electricity batteries)", + "AS-gear2": "Portable Particle Accelerator (3-harm close messy area batteries)", + "AS-gear3": "Laser Cannon (2-harm far quiet batteries)", + "AS-gear4": "Net Launcher (0-harm close entangling)", + "AS-gear5": "Scalpel (1-harm hand)", + "AS-gear6": "Force Knife (2-harm hand batteries)", + "AS-gear7": "Tranquiliser Rifle (1-harm close sedating)", + "AS-gear8": "Stun-ray Pistol (0-harm close sedating)", + "AS-gear9": "Autonomous Drone (2-harm far autonomous)", + "AS-gear10": "Atomic Pistol (3-harm close radiation)", + "actionscientist": "Action Scientist", + "as-team": "Gain a team of action scientists under your command.", + "as-haven": "Gain a haven, like the Expert has, with a Workshop and one other option.", + "as-haven-instruct": "Pick one in addition to a Workshop", + "text-block": "Text Block", + "mystery-concept": "Mystery's Concept", + "playtests": "Playtests", + "playtest": "Playtest", + "playtest-note": "Got feedback about a playtest? Email us at feedback@evilhat.com", + "the-spooktacular": "The Spooktacular", + "spooktacular": "Spooktacular", + "spooktacular-desc": "A carnival worker with a history of supernatural entertainments as part of a traveling show. E.g. Carnivale.", + "luck-special-spooktacular": "When you spend a Luck, you’re going to run into someone you met at the Show. Could be good, could be bad, who knows?", + "the-show": "The Show", + "the-show-instruct": "You spent a long time with this traveling Show and have an ability based on its style. Are you still with them? If so, how do you balance work and monster hunting? If you left, why was that?", + "the-show-pick": "Pick your Show’s specialty:", + "the-show1": "An Infernal Power: A Big Bad operated the Show for evil purposes. You signed the contract—take a three-box infernal favour track. Spend these as if they were Luck points. The Big Bad may restore these points when they wish, but first you must do something unforgivably terrible. What sin have you already committed?", + "infernal-favour": "Infernal Favour", + "the-show2": "Magic & Illusions: You can cast confounding spells. When you weave an illusion, roll +Weird. On a 10+ everyone is fooled, they are either led in a direction of your choice or you and those you choose escape undetected. On a 7-9, it doesn’t quite work: misdirect or escape as a 10+ result, but the Keeper chooses one: someone isn’t fooled, or you gain unwelcome attention. On a miss, it goes badly as magic always does.", + "the-show3": "Making Money: You’ve got a lot of practice bamboozling folks. When you want to mess with someone, roll +Charm. On a 10+, they don’t know what’s going on and overlook something of your choice. On a 7-9 they still overlook something but they’re more angry than baffled. On a miss, you better run.", + "the-show4": "Problem Solvers: The Show rolls into town, people visit and reveal their difficulties. The crew arrange to make things better, leaving each town a little happier than when you arrived. Well, when things go smoothly anyhow. When you chat to someone, or observe them for a few minutes, the Keeper will tell you what their biggest problem is right now.", + "the-show5": "Supernatural Creatures: You’re not entirely human yourself. Pick a single supernatural move from any hunter playbook (the Monstrous is a good place to start). How does your inhuman nature show?", + "spooktacular-move1": "Put On A Show: You can entertain people so they feel joy and forget their troubles. Say what you do and roll +Charm if it’s pure performance or +Weird if you add a pinch of magic. On a 10+ the audience is transported and happy. Troubles and trauma are eased in their minds, for a good while. On a 7-9 pick one: the effect just lasts a little while, or the regular time but there’s a ruckus when you’re done.", + "spooktacular-move2": "A Negligible Price: You can make a magical deal to fulfill a desire for someone else. The price is that they reveal to you a secret, the world then arranges itself to fulfill their desire, fitting the scale of the secret.", + "spooktacular-move3": "Easygoin’: You have the gift of being friendly and easy to chat to. When you try to make a good impression on someone you just met, roll +Charm. On a 10+ they treat you as a trustworthy and friendly acquaintance. On a 7-9 they open up more than usual but still regard you as a stranger. On a 6 or less, they think you’re playing them, and they’ll not trust you or your companions.", + "spooktacular-move4": "Pay It Backward: Give yourself or someone else an advantage on any roll: roll 3 dice and select the best 2 for your result. Whenever you do this, the Keeper gains 1 hold. That hold may be spent to give any hunter (but usually you) a disadvantage: roll 3 dice and select the worst 2 instead.", + "spooktacular-move5": "The Old Crew: You have an ally team of Show folks you worked with. They are great at setting up a scene, creating a distraction, or even intimidating folks.", + "spooktacular-move6": "The Game Is Fixed: When you usemagic in a crowded and chaotic place (like a fairground), take +1 forward. You may also choose the following effects whenever you use magic:
    • Someone fails a skilled task
    • You disappear unnoticed and untraceable into a crowded and chaotic scene
    • Instantly set up or pack away a carnival stall or camp site
    • Track someone
    • Get a bunch of cash.
    ", + "spooktacular-gear": "You get one camp tool, one vehicle, one mystical item, and all the paraphernalia.", + "spooktacular-tools": "Camp Tools", + "spooktacular-vehicles": "Vehicles", + "spooktacular-mysticalitems": "Mystical Items", + "spooktacular-stuff": "Paraphernalia", + "spooktacular-gear1": "Pocket knife or multitool (1-harm hand useful small).", + "spooktacular-gear2": "Mallet (1-harm hand useful blunt).", + "spooktacular-gear3": "Crowbar (2-harm hand useful messy).", + "spooktacular-gear4": "Baseball bat or similar (2-harm hand).", + "spooktacular-gear5": "Hatchet (2-harm hand messy).", + "spooktacular-gear6": "Sock full of coins (1-harm hand stun).", + "spooktacular-gear7": "Pickup.", + "spooktacular-gear8": "Van.", + "spooktacular-gear9": "Truck.", + "spooktacular-gear9b": "Motorcycle & sidecar.", + "spooktacular-gear10": "Ghost Shades. Sunglasses that can see into the spirit world (it seems darker than usual, obviously).", + "spooktacular-gear11": "Really Big Plush Dog (Animated). Somehow this came to life. It’s kind of like a regular dog?", + "spooktacular-gear12": "Returning 100. Spend this hundred dollar bill, and it will come back in a day or so.", + "spooktacular-gear13": "Scamulet. Heats up whenever someone’s running a scam on you.", + "spooktacular-gear14": "Wizard Tent. Worn and crappy on the outside, big and luxurious on the inside.", + "spooktacular-gear15": "You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories.", + "spooktacular-hx": "
    • This hunter worked the Show with you. Ask them for how long—it was at least a few months, time enough to become friends.
    • You knew each other as kids. Ask them what town you both hail from. Did you run away to join the Show?
    • \"No, I certainly did not rip you off in that town a few years back. Must have been a different show, mate.\"
    • This hunter was chasing a monster when the Show was in town, and thought it might be one of the crew. Was it? How did you resolve things?
    • Estranged family members. Decide the exact relationship together.
    • Something got loose from the Show, a few years back, and they ended up helping you secure it again. Tell them what got loose, then ask how they ended up hunting it too.
    • A fortune teller told you they are part of your destiny. Ask their player what the rest of the fortune said.
    • This weird old person pointed them out to you when you were in a bad spot. Ask them why they helped you get back on track.
    ", + "spooktacular-imp1": "Take another Show option", + "spooktacular-advimp1": "Get your own traveling Show. Maybe you take over your old one, maybe you start anew.", + "alt-move-desc": "If you're using the alternative weird moves options from Tome of Mysteries, here they are. Tick the checkbox next to any move you're able to use.", + "constructed": "Constructed", + "constructed-desc": "A artificial being created for a specific purpose, animated by strange energies, gifted with free will. E.g. Frankenstein's Monster, Atomic Robo.", + "luck-special-constructed": "When you spend a Luck, your animating force will soon malfunction briefly.", + "animating-force": "Animating Force", + "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", + "lightning": "Lightning", + "fire": "Fire", + "music": "Music", + "clockwork": "Clockwork", + "orgone": "Orgone", + "alchemy": "Alchemy", + "thought": "Thought", + "aether": "Aether", + "purpose": "Purpose", + "purpose-desc": "You were created to serve a specific function, pick one:", + "purpose-weapon": "Weapon: All your attacks do +1 harm.", + "purpose-guardian": "Guardian: You get +1 when you protect someone.", + "purpose-assistant": "Assistant: You give a +2 bonus when helping out.", + "purpose-experiment": "Experiment: Take a move from another playbook.", + "purpose-reason": "Why are you no longer serving that function? Your history options overlap with these, so check those to help you decide. Pick one:", + "reason1": "Your creator died.", + "reason2": "Your creator set you free. Why?", + "reason3": "Your creator discarded you as a failure.", + "reason4": "You were buried for many years. Who found you?", + "reason5": "You killed your creator. What did they do?", + "reason6": "You ran away.", + "reason7": "You were lost in the war. Who were you fighting?", + "reason8": "You were broken but now restored. Who fixed you?", + "constructed-hx": "
    • This hunter is your creator. Tell them how you feel about them.
    • This hunter is the first one who treated you like a person instead of a thing. Ask them what you did that made them think of you that way.
    • This hunter is still afraid of you. Work out with them why that is.
    • This hunter is treats you like pet, fondly but dismissively. Ask them why.
    • This hunter is a good friend. Tell them if it’s from way back, or recently.
    • This hunter makes you a bit suspicious. What makes you feel that way?
    • This hunter thought you were a monster and tried to kill you. Figure out why you are now friends.
    • This hunter has known you since they were little. Ask them what the nature of your relationship is.
    ", + "constructed-move1": "Inhuman: You have a hard time understanding human behavior, mannerisms, and emotions. When making move relying on social intelligence, take -1. People don’t get you either, so other hunters suffer a -1 if they try to manipulate you. You also get 10 harm boxes instead of 7, and do not become unstable due to damage. ", + "constructed-move2": "Recharge: You may repair youself by immersing yourself into a source of your animating force, but it’s dangerous. Roll +Weird. On a 10+, heal 3-harm. On a 7-9, heal 2-harm. On a 6 or less, the energy overwhelms you, which never ends well.", + "constructed-move3": "Detachable Parts: You may detach one or more of your body parts. They act as an ally: subordinate (motivation: to follow your exact instructions). Each is able to move and sense in some way.", + "constructed-move4": "Mystic Focus: Your body acts as a magical focus and can count as a requirement for use magic or big magic.", + "constructed-move5": "Awaken Object: Share your animating force with another object within close range to treat it as an extension of yourself. When you animate an object, roll +Weird. On a 10+, you control the object like a part of yourself and gain +1 ongoing for rolls you make with it. On a 7-9, you control the object like a part of yourself. On a miss, suffer harm as you lose that essence.", + "constructed-move6": "Hide In Plain Sight: If you hold still, you appear to be a statue. Nobody will pay any special attention to you.", + "constructed-move7": "But Why?: Your struggles to understand people means they can reveal more than they mean to. Always take one extra hold when you investigate a mystery or read a bad situation by talking to someone.", + "constructed-gear-large": "Large weapons, pick one:", + "constructed-gear-body": "Your body, pick two:", + "constructed-gear1": "Sledgehammer (3-harm hand heavy messy)", + "constructed-gear2": "Big sword (3-harm hand heavy messy)", + "constructed-gear3": "Huge handgun (3-harm close loud reload)", + "constructed-gear4": "Poleaxe (3-harm hand/close messy)", + "constructed-gear5": "Fists (2-harm hand forceful)", + "constructed-gear6": "Energy blast (2-harm close animating-force)", + "constructed-gear7": "Wrestle (1-harm intimate/hand restraining)", + "constructed-gear8": "Energy pulse (1-harm close area animating-force)", + "constructed-gear9": "Bulwark (1 armour)", + "constructed-imp1": "Gain an ally: you make a friend (literally).", + "constructed-imp2": "Adjust your needs: mark a second animating force", + "constructed-advimp1": "Become human, and change to a new type.", + "sidekick-reminder": "Remember to take +1 on your hero’s best rating as well!", + "the-hardcase2020": "The Hardcase (2020)", + "hardcase2020": "Hardcase (2020)", + "hardcase2020-desc": "The new Hard Case playbook, significantly different from the original.", + "luck-special-hardcase2020": "When you spend a point of Luck, someone you fought in the past is going to turn up. Did you part as enemies or with respect?", + "hardcase2020-hx": "
    • This hunter is blood kin. Decide how you’re related, then ask them how you fit into the family.
    • You beat the tar out of this hunter one time. Ask them why. Then tell them why you work together now.
    • This hunter saw you lose control one time and go on a rampage. Tell them what started it, then ask them what you did.
    • You respect each other as comrades-in-arms: the two toughest bastards in this outfit.
    • You respect this hunter’s brains. Someone with that many ideas, you want them on your side.
    • You came across this hunter in your time of hard knocks. Decide how they were involved and how you became good friends.
    • You have a crush on this hunter. Ask them if it’s reciprocal, and if you know or not.
    • This hunter saved your life when you were about to step on that rainbow.
    ", + "hardknocks": "Hard Knocks", + "hardknocks-desc": "You had a long, harsh schooling to get as hard as you are. What was it? Pick one:", + "hardknocks1": "Bodyguard: When you spend 1 Fire to protect someone, as well as +1 forward, you may protect them even if they are out of reach or the harm they are about to suffer would be unstoppable. Get an ally group of old colleagues: good at protecting people. Get the “concealed armour” gear pick.", + "hardknocks2": "Enforcer: Spend 1 Fire to look so scary that it counts as a reason for manipulating someone. After you roll, if you terrify them, spend Fire 1-for-1 to increase your result. Gain an ally who can help with money, disguises, back you up, or get underworld gossip. Get the “bag of cash” gear pick.", + "hardknocks3": "Secret Martial Art: Spend Fire 1-for-1 to increase harm inflicted by your unarmed attacks. Your unarmed attacks gain `ignore-armour`. Get an ally, a mentor or student: good in a fight or philosophical discussion. Get the “ancient sword” gear pick.", + "hardknocks4": "Military: When you’re using military gear on a move, you may spend 2 Fire to boost the result level (a miss becomes a 7-9, 7-9 becomes 10+, or 10+ becomes 12+). You have an ally group, your old comrades: good in a fight or when you need help making preparations. Get the “battered assault rifle” gear pick.", + "hardknocks5": "Resistance: What was your cause? You have contacts amongst sympathetic activists. If you need help and it fits the cause, call on them. Roll +Charm. On a 10+ they will help. On a 7-9 they’ll help you but then you have to help them. On a miss, they help but you get drawn into their trouble. You may spend 2-Fire instead of rolling; you rouse them and they’ll help as if you rolled 10+. Gain an ally, an old comrade from the movement. Get the “spell formula” gear pick.", + "hardknocks6": "Street Fighter: When you have an ally standing by your side, spend 1-Fire to add +2 harm when you inflict harm. If there are multiple allies at your side, you may spend Fire for each. Gain an ally, an old friend you can count on for anything. Get the “firewater” gear pick.", + "hardcase2020-move1": "Furnace: You have a Fire track with 10 boxes. Mark 1 Fire per harm you suffer, every time someone openly defies you, and every time a friend is hurt. You may spend 1 Fire to add +1-harm whenever you inflict harm, or take +1 to a kick some ass or protect someone move. Fire is cleared between mysteries.", + "hardcase2020-move2": "Unstoppable: You may spend 3 Fire to avoid or heal 2-harm. This also stabilizes you, if appropriate.", + "hardcase2020-move3": "Ascetic: Spend 1 Fire to ignore all pain and discomfort in your current situation, even beyond normal human tolerances.", + "hardcase2020-move4": "Always Angry: Start mysteries with 2 Fire marked.", + "hardcase2020-move5": "FINISH HIM!: When you have Fire remaining and strike a foe for 3-harm or more, tell the Keeper how much Fire you have and ask if that’s enough. If the foe has that much or less harm capacity left, the Keeper will tell you. You may spend all your Fire immediately to make a follow up attack, defeating your foe.", + "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", + "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", + "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", + "calm": "Calm", + "raging": "Raging", + "hardcase-vehicles": "Vehicles", + "hardcase-other": "Other Items", + "hardcase2020-gear-directions": "You get one Hard Case weapon, one vehicle, one other, and whatever you got from your Hard Knocks.", + "hardcase2020-gear1": "Ancient sword (2-harm hand valuable balanced holy)", + "hardcase2020-gear2": "Auto shotgun (3-harm close load reload area)", + "hardcase2020-gear3": "Battered assault rifle (3-harm close/far area loud)", + "hardcase2020-gear4": "Chainsaw (3-harm hand unreliable messy heavy)", + "hardcase2020-gear5": "Crowbar (2-harm hand messy innocuous)", + "hardcase2020-gear6": "Hand cannon (3-harm close loud)", + "hardcase2020-gear7": "Huge fucking knife (2-harm hand messy)", + "hardcase2020-gear8": "Shotgun (3-harm close messy)", + "hardcase2020-gear9": "Hunting rifle (2-harm far loud)", + "hardcase2020-gear10": "Pistol (2-harm close)", + "hardcase2020-gear11": "Big knife (1-harm hand)", + "hardcase2020-gear12": "Pickup", + "hardcase2020-gear13": "Motorbike", + "hardcase2020-gear14": "Muscle car", + "hardcase2020-gear15": "Sportscar", + "hardcase2020-gear16": "Concealed armour (1-armour hidden)", + "hardcase2020-gear17": "Heavy armour (2-armour heavy)", + "hardcase2020-gear18": "Firewater (once per mystery, drink it to mark 1 Fire)", + "hardcase2020-gear19": "Bag of cash (untraceable)", + "hardcase2020-gear20": "Ghost detector (unreliable)", + "hardcase2020-gear21": "A bunch of old monster hunting journals", + "hardcase2020-gear22": "A spell formula, written on a napkin", + "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", + "constructed-unstable": "You get 10 harm boxes and do not become unstable.", + "end_newstuff": "" +} \ No newline at end of file diff --git a/Monster of the Week/translations/ca.json b/Monster of the Week/translations/ca.json new file mode 100644 index 0000000000..8da661e48f --- /dev/null +++ b/Monster of the Week/translations/ca.json @@ -0,0 +1,1169 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another-move": "Take another move from your own playbook", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spell-Slinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret training", + "fate-heroic5": "Magical powers", + "fate-heroic6": "Mystical inheritance", + "fate-heroic7": "A normal life", + "fate-heroic8": "True love", + "fate-heroic9": "You can save the world", + "fate-heroic10": "Hidden allies", + "fate-heroic11": "The end of monsters", + "fate-heroic12": "Divine help", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You can't save everyone", + "fate-doom3": "Impossible love", + "fate-doom4": "Failure", + "fate-doom5": "A nemesis", + "fate-doom6": "No normal life", + "fate-doom7": "Loss of loved ones", + "fate-doom8": "Treachery", + "fate-doom9": "Doubt", + "fate-doom10": "Sympathy with the enemy", + "fate-doom11": "Damnation", + "fate-doom12": "Hosts of monsters", + "fate-doom13": "The End of Days", + "fate-doom14": "The source of Evil", + "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.", + "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.", + "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.", + "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.", + "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.", + "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.", + "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.", + "chosen-gear1": "(Optional) Protective gear worth 1 armour", + "chosen-gear2": "Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand/close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Artifact (+magic)", + "chosen-gear8": "Spikes (+1 harm, +messy)", + "chosen-gear9": "Blade (+1 harm)", + "chosen-gear10": "Heavy (+1 harm)", + "chosen-gear11": "Long (+close)", + "chosen-gear12": "Throwable (+close)", + "chosen-gear13": "Chain (+area)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.", + "background": "Background", + "background-description": "Before you became a hunter, what less-than-legal job did you do?", + "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.", + "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.", + "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you over", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.", + "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.", + "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.", + "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.", + "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).", + "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.", + "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.", + "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. Include them in Other Gear.", + "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.", + "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload, small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload, area)", + "crooked-gear9": "Assault rifle (3 harm, close/far, area)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies.", + "pick-heat": "Pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a personal goal to put you away.", + "heat2": "You have a rival from your background, who never misses a chance to screw you over.", + "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.", + "heat4": "You took advantage of someone with special powers (a person or monster).", + "heat5": "You betrayed an old partner in the middle of a job.", + "underworld": "Underworld", + "underworld-description": "Pick how you discovered the real underworld", + "underworld1": "The target of a job was a dangerous creature (pick one: vampire, warewolf, troll, reptiloid, etc).", + "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).", + "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).", + "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).", + "crooked-ally": "one of your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.", + "your-mission": "Mission", + "mission-description": "You have been put here for a purpose", + "mission1": "You are here to fight the schemes of an Adversary.", + "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.", + "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.", + "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.", + "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.", + "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.", + "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.", + "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.", + "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.", + "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.", + "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.", + "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.", + "divine-weapon": "Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)", + "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)", + "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic, holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver, holy)", + "Divine-ally": "a lesser divine being, sent to help you with your mission", + "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.", + "expert-weapons": "Monster-slaying Weapons", + "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy, silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.", + "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.", + "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.", + "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.", + "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.", + "expert-move6": "The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.", + "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone who might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Haven", + "haven-description": "You have set up a haven, a safe place to work", + "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).", + "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.", + "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.", + "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.", + "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.", + "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.", + "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.", + "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.", + "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).", + "expert-advance1": "Add a Haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to.", + "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).", + "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.", + "flake-move4": "Suspicious Mind: If someone lies to you, you know it.", + "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.", + "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.", + "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.", + "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a Haven, like the Expert, with two options", + "Flake-advance2": "Add a Haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disasterous operation.", + "your-sect": "Sect", + "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledgeable", + "good-tradition2": "Ancient lore", + "good-tradition3": "Magical lore", + "good-tradition4": "Fighting arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters everywhere", + "good-tradition7": "Secular power", + "good-tradition8": "Flexible tactics", + "good-tradition9": "Open hierarchy", + "good-tradition10": "Integrated in society", + "good-tradition11": "Rich", + "good-tradition12": "Nifty gadgets", + "good-tradition13": "Magical items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious motives", + "bad-tradition2": "Tradition-bound", + "bad-tradition3": "Short-sighted", + "bad-tradition4": "Paranoid and secretive", + "bad-tradition5": "Closed hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Strict laws", + "bad-tradition8": "Mystical oaths", + "bad-tradition9": "Total obedience", + "bad-tradition10": "Tyrannical leaders", + "bad-tradition11": "Obsolete gear", + "bad-tradition12": "Poor", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.", + "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.", + "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.", + "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to", + "initiate-move3.1": "Have a useful object ready.", + "initiate-move3.2": "Be somewhere you are needed, just in time.", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.", + "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.", + "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.", + "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.", + "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).", + "initiate-move7": "Helping Hand: When you successfuly help out another hunter, they get +2 instead of the usual +1.", + "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.", + "inititate-armour": "Old-fashioned Armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand/close)", + "inititate-gear8": "Mace (2 harm, hand, messy)", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)", + "inititate-gear11": "9mm (2 harm, close, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy)", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get a Sect team under your command", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?", + "curses": "Curses", + "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.", + "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.", + "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.", + "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!", + "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.", + "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.", + "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.", + "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.", + "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.", + "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from", + "mundane-move6.1": "They ask you a hard question first.", + "mundane-move6.2": "They stall and dither a while.", + "mundane-move6.3": "They have a 'better' idea.", + "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.", + "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:", + "mundane-move7.1": "Inflict 1 harm.", + "mundane-move7.2": "Reduce someone's harm suffered by 1.", + "mundane-move7.3": "Take +2 forward on an act under pressure roll.", + "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.", + "mundane-weapon": "Mundane Weapons", + "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud, reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.", + "agency": "Agency", + "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?", + "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well-armed", + "agency2": "Well-financed", + "agency3": "Rigorous training", + "agency4": "Official pull", + "agency5": "Cover identities", + "agency6": "Offices all over the place", + "agency7": "Good intel", + "agency8": "Recognised authority", + "agency9": "Weird tech gadgets", + "agency10": "Support teams", + "red-tape": "Red Tape", + "agency11": "Dubious motives", + "agency12": "Bureaucratic", + "agency13": "Secretive hierarchy", + "agency14": "Cryptic missions", + "agency15": "Hostile superiors", + "agency16": "Inter-departmental rivalry", + "agency17": "Budget cuts", + "agency18": "Take no prisoners policy", + "agency19": "Live capture policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.", + "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.", + "professional-move2": "Unfazeable: Take +1 Cool (max +3).", + "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.", + "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.", + "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.", + "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.", + "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.", + "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.", + "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.", + "professional-armour": "Armour", + "professional-gear1": "Flak vest (1 armour, hidden)", + "professional-gear2": "Combat armour (2 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)", + "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy, loud)", + "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload, loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salery and benefits", + "Spellslinger": "Spell-Slinger", + "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.", + "spellslinger-weapon": "Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "You get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems.", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": "Blast (2 harm, magic, close, obvious, loud)", + "base2": "Ball (1 harm, magic, area, close, obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious, loud)", + "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)", + "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)", + "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)", + "effect5": "Earth (add 'forceful, restraining' to a base)", + "effect6": "Necromantic (add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.", + "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.", + "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.", + "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.", + "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment.", + "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.", + "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.", + "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.", + "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.", + "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.", + "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood wings", + "dark-side10": "Rage", + "dark-side11": "Self-destruction", + "dark-side12": "Greed for power", + "dark-side13": "Poor impulse control", + "dark-side14": "Hallucinations", + "dark-side15": "Pain", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.", + "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.", + "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list", + "spooky-move2.1": "The target contracts a disease.", + "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).", + "spooky-move2.3": "The target breaks something precious or important.", + "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.", + "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.", + "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.", + "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.", + "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.", + "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident.", + "spooky-move8.5": "The target finds something you left for them.", + "spooky-move8.6": "The target loses something that you will soon find.", + "spooky-items": "Any magical items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some, or all, of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "With the Keeper's agreement, pick the monster breed.", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.", + "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.", + "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".", + "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.", + "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.", + "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).", + "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapon", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)", + "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)", + "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy, loud)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "(Optional) Vehicle", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a Haven, like the Expert, with two options", + "Wronged-advance2": "Add a haven option", + "Wronged-advance3": "You track down the specific monster(s) responsible fo your loss; the Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Eek!: When a monster (or anyone, really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before they see you. On a 7-9, you hide okay but pick one", + "sidekick-move3.1": "the monster (or person) is now between you and escape.", + "sidekick-move3.2": "your hiding spot is bound to be spotted soon.", + "sidekick-move3.3": "you leave something important out in the open.", + "sidekick-move4": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move5": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move6": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move7": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example Signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/hu.json b/Monster of the Week/translations/hu.json new file mode 100644 index 0000000000..8da661e48f --- /dev/null +++ b/Monster of the Week/translations/hu.json @@ -0,0 +1,1169 @@ +{ + "sheet-version": "sheet version", + "character-name": "Name", + "character-gender": "Gender", + "playbook": "Playbook", + "playbook-choice": "Playbook", + "character-look": "Look", + "select-text": "Select a Playbook above to get started", + "stats": "Stats", + "charm": "Charm", + "cool": "Cool", + "sharp": "Sharp", + "tough": "Tough", + "weird": "Weird", + "luck": "Luck", + "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "okay": "Okay", + "doomed": "Doomed", + "special": "Special", + "harm": "Harm", + "dying": "Dying", + "unstable": "Unstable", + "experience": "Experience", + "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", + "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", + "other-moves": "Other Moves", + "gear": "Gear", + "other-gear": "Other Gear", + "improvements": "Improvements", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", + "max": "max", + "another-move": "Take another move from your own playbook", + "ally": "Gain an ally", + "playbook-move": "Take a move from another playbook", + "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above", + "rating": "to any rating", + "new-playbook": "Change playbooks", + "second-hunter": "Create a second hunter to play", + "basic-moves": "Advance 2 basic moves", + "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", + "history": "History and Notes", + "pick-one": "pick one", + "pick-two": "pick two", + "pick-three": "pick three", + "moves": "Moves", + "1-fixed-move": "You get this", + "2-fixed-moves": "You get these 2", + "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Pick two of these", + "3-moves-then": "Then pick three of these", + "3-moves": "Pick three of these", + "choose": "choose", + "one": "one", + "two": "two", + "three": "three", + "the-chosen": "The Chosen", + "the-crooked": "The Crooked", + "the-divine": "The Divine", + "the-expert": "The Expert", + "the-flake": "The Flake", + "the-initiate": "The Initiate", + "the-monstrous": "The Monstrous", + "the-mundane": "The Mundane", + "the-professional": "The Professional", + "the-spellslinger": "The Spell-Slinger", + "the-spooky": "The Spooky", + "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", + "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "Chosen", + "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.", + "your-fate": "Your Fate", + "fate-description": "How you found out you were the chosen one", + "fate-unfold": "How your fate will unfold", + "heroic": "Heroic", + "fate-heroic1": "Sacrifice", + "fate-heroic2": "You are the Champion", + "fate-heroic3": "Visions", + "fate-heroic4": "Secret training", + "fate-heroic5": "Magical powers", + "fate-heroic6": "Mystical inheritance", + "fate-heroic7": "A normal life", + "fate-heroic8": "True love", + "fate-heroic9": "You can save the world", + "fate-heroic10": "Hidden allies", + "fate-heroic11": "The end of monsters", + "fate-heroic12": "Divine help", + "doom": "Doom", + "fate-doom1": "Death", + "fate-doom2": "You can't save everyone", + "fate-doom3": "Impossible love", + "fate-doom4": "Failure", + "fate-doom5": "A nemesis", + "fate-doom6": "No normal life", + "fate-doom7": "Loss of loved ones", + "fate-doom8": "Treachery", + "fate-doom9": "Doubt", + "fate-doom10": "Sympathy with the enemy", + "fate-doom11": "Damnation", + "fate-doom12": "Hosts of monsters", + "fate-doom13": "The End of Days", + "fate-doom14": "The source of Evil", + "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.", + "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.", + "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.", + "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.", + "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.", + "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.", + "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.", + "chosen-gear1": "(Optional) Protective gear worth 1 armour", + "chosen-gear2": "Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "form": "Form", + "chosen-gear3": "Staff (1 harm, hand/close)", + "chosen-gear4": "Haft (2 harm, hand, heavy)", + "chosen-gear5": "Handle (1 harm, hand, balanced)", + "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", + "chosen-gear7": "Artifact (+magic)", + "chosen-gear8": "Spikes (+1 harm, +messy)", + "chosen-gear9": "Blade (+1 harm)", + "chosen-gear10": "Heavy (+1 harm)", + "chosen-gear11": "Long (+close)", + "chosen-gear12": "Throwable (+close)", + "chosen-gear13": "Chain (+area)", + "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag", + "Crooked": "Crooked", + "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.", + "background": "Background", + "background-description": "Before you became a hunter, what less-than-legal job did you do?", + "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.", + "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background2.1": "You get in undetected", + "background2.2": "You get out undetected", + "background2.3": "You don't leave a mess", + "background2.4": "You find what you were after", + "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.", + "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one", + "background4.1": "You owe them", + "background4.2": "They screwed you over", + "background4.3": "You screwed them over", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.", + "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.", + "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.", + "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.", + "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).", + "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.", + "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.", + "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. Include them in Other Gear.", + "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.", + "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload, small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)", + "crooked-gear3": "9mm (2 harm, close, loud)", + "crooked-gear4": "Shotgun (3 harm, close, messy)", + "crooked-gear5": "Hunting rifle (2 harm, far, loud)", + "crooked-gear6": "Big knife (1 harm, hand)", + "crooked-gear7": "Baseball bat (1 harm, hand)", + "crooked-gear8": "Submachinegun (2 harm, close, reload, area)", + "crooked-gear9": "Assault rifle (3 harm, close/far, area)", + "heat": "Heat", + "heat-description": "You didn't get here without making enemies.", + "pick-heat": "Pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a personal goal to put you away.", + "heat2": "You have a rival from your background, who never misses a chance to screw you over.", + "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.", + "heat4": "You took advantage of someone with special powers (a person or monster).", + "heat5": "You betrayed an old partner in the middle of a job.", + "underworld": "Underworld", + "underworld-description": "Pick how you discovered the real underworld", + "underworld1": "The target of a job was a dangerous creature (pick one: vampire, warewolf, troll, reptiloid, etc).", + "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).", + "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).", + "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).", + "crooked-ally": "one of your old crew", + "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", + "Divine": "Divine", + "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.", + "your-mission": "Mission", + "mission-description": "You have been put here for a purpose", + "mission1": "You are here to fight the schemes of an Adversary.", + "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.", + "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.", + "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.", + "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.", + "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.", + "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.", + "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.", + "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.", + "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.", + "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.", + "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.", + "divine-weapon": "Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)", + "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)", + "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic, holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver, holy)", + "Divine-ally": "a lesser divine being, sent to help you with your mission", + "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission", + "Expert": "Expert", + "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.", + "expert-weapons": "Monster-slaying Weapons", + "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy, silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)", + "expert-gear4": "Blessed knife (2 harm, hand, holy)", + "expert-gear5": "Magical dagger (2 harm, hand, magic)", + "expert-gear6": "Juju bag (1 harm, far, magic)", + "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volitile)", + "expert-gear8": "Magnum (3 harm, close, reload, loud)", + "expert-gear9": "Shotgun (3 harm, close, messy, loud)", + "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.", + "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.", + "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.", + "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.", + "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.", + "expert-move6": "The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.", + "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.", + "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", + "expert-move7.2": "What black magic do I know that could help here?", + "expert-move7.3": "Do I know anyone who might be behind this?", + "expert-move7.4": "Who do I know that can help us right now?", + "your-haven": "Haven", + "haven-description": "You have set up a haven, a safe place to work", + "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).", + "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.", + "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.", + "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.", + "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.", + "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.", + "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.", + "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.", + "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).", + "expert-advance1": "Add a Haven option", + "Flake": "Flake", + "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to.", + "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions", + "flake-move1.1": "Is this person connected to current events more than they are saying?", + "flake-move1.2": "When and where will the next critical event occur?", + "flake-move1.3": "What does the monster want from this person?", + "flake-move1.4": "Is this connected to previous mysteries we have investigated?", + "flake-move1.5": "How does this mystery connect to the bigger picture?", + "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).", + "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.", + "flake-move4": "Suspicious Mind: If someone lies to you, you know it.", + "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.", + "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.", + "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.", + "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", + "flake-hidden": "Hidden Weapons", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a Haven, like the Expert, with two options", + "Flake-advance2": "Add a Haven option", + "Initiate": "Initiate", + "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disasterous operation.", + "your-sect": "Sect", + "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Sect's Traditions", + "good-traditions": "Good Traditions", + "good-tradition1": "Knowledgeable", + "good-tradition2": "Ancient lore", + "good-tradition3": "Magical lore", + "good-tradition4": "Fighting arts", + "good-tradition5": "Modernised", + "good-tradition6": "Chapters everywhere", + "good-tradition7": "Secular power", + "good-tradition8": "Flexible tactics", + "good-tradition9": "Open hierarchy", + "good-tradition10": "Integrated in society", + "good-tradition11": "Rich", + "good-tradition12": "Nifty gadgets", + "good-tradition13": "Magical items", + "bad-traditions": "Bad Traditions", + "bad-tradition1": "Dubious motives", + "bad-tradition2": "Tradition-bound", + "bad-tradition3": "Short-sighted", + "bad-tradition4": "Paranoid and secretive", + "bad-tradition5": "Closed hierarchy", + "bad-tradition6": "Factionalised", + "bad-tradition7": "Strict laws", + "bad-tradition8": "Mystical oaths", + "bad-tradition9": "Total obedience", + "bad-tradition10": "Tyrannical leaders", + "bad-tradition11": "Obsolete gear", + "bad-tradition12": "Poor", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.", + "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.", + "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.", + "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to", + "initiate-move3.1": "Have a useful object ready.", + "initiate-move3.2": "Be somewhere you are needed, just in time.", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.", + "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.", + "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.", + "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.", + "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).", + "initiate-move7": "Helping Hand: When you successfuly help out another hunter, they get +2 instead of the usual +1.", + "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.", + "inititate-armour": "Old-fashioned Armour (1 armour, heavy)", + "inititate-old": "Old-fashioned Weapons", + "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two", + "inititate-gear1": "Sword (2 harm, hand, messy)", + "inititate-gear2": "Axe (2 harm, hand, messy)", + "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)", + "inititate-gear5": "Silver knife (1 harm, hand, silver)", + "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", + "inititate-gear7": "Spear (2 harm, hand/close)", + "inititate-gear8": "Mace (2 harm, hand, messy)", + "inititate-gear9": "Crossbow (2 harm, close, slow)", + "initiate-modern": "Modern Weapons", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)", + "inititate-gear11": "9mm (2 harm, close, loud)", + "inititate-gear12": "Sniper rifle (3 harm, far)", + "inititate-gear13": "Magnum (3 harm, close, reload, loud)", + "inititate-gear14": "Shotgun (3 harm, close, messy)", + "Initiate-advance1": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get a Sect team under your command", + "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", + "monster-breed": "Monster Breed", + "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?", + "curses": "Curses", + "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.", + "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.", + "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.", + "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", + "natural-attacks": "Natural Attacks", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Mundane": "Mundane", + "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!", + "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.", + "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.", + "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.", + "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.", + "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.", + "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from", + "mundane-move6.1": "They ask you a hard question first.", + "mundane-move6.2": "They stall and dither a while.", + "mundane-move6.3": "They have a 'better' idea.", + "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.", + "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:", + "mundane-move7.1": "Inflict 1 harm.", + "mundane-move7.2": "Reduce someone's harm suffered by 1.", + "mundane-move7.3": "Take +2 forward on an act under pressure roll.", + "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.", + "mundane-weapon": "Mundane Weapons", + "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud, reload)", + "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)", + "mundane-gear6": "Nunchuks (2 harm, hand, area)", + "mundane-transport": "Means of Transport", + "mundane-gear7": "Skateboard", + "mundane-gear8": "Bicycle", + "mundane-gear9": "Fairly new car in decent condition", + "mundane-gear10": "Classic car in terrible condition", + "mundane-gear11": "Motorcycle", + "mundane-gear12": "Van", + "Professional": "Professional", + "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.", + "agency": "Agency", + "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?", + "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?", + "resources": "Resources", + "agency1": "Well-armed", + "agency2": "Well-financed", + "agency3": "Rigorous training", + "agency4": "Official pull", + "agency5": "Cover identities", + "agency6": "Offices all over the place", + "agency7": "Good intel", + "agency8": "Recognised authority", + "agency9": "Weird tech gadgets", + "agency10": "Support teams", + "red-tape": "Red Tape", + "agency11": "Dubious motives", + "agency12": "Bureaucratic", + "agency13": "Secretive hierarchy", + "agency14": "Cryptic missions", + "agency15": "Hostile superiors", + "agency16": "Inter-departmental rivalry", + "agency17": "Budget cuts", + "agency18": "Take no prisoners policy", + "agency19": "Live capture policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.", + "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.", + "professional-move2": "Unfazeable: Take +1 Cool (max +3).", + "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.", + "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.", + "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.", + "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.", + "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.", + "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.", + "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.", + "professional-armour": "Armour", + "professional-gear1": "Flak vest (1 armour, hidden)", + "professional-gear2": "Combat armour (2 armour, heavy)", + "professional-serious-weapon": "Serious Weapons", + "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)", + "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)", + "professional-gear5": "Sniper rifle (4 harm, far)", + "professional-gear6": "Grenades (4 harm, close, area, messy, loud)", + "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)", + "professional-normal-weapon": "Normal Weapons", + "professional-gear8": ".38 revolver (2 harm, close, reload, loud)", + "professional-gear9": "9mm (2 harm, close, loud)", + "professional-gear10": "Hunting rifle (2 harm, far, loud)", + "professional-gear11": "Shotgun (3 harm, close, messy)", + "professional-gear12": "Big knife (1 harm, hand)", + "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency", + "Professional-advance2": "Get command of an Agency team of monster hunters", + "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salery and benefits", + "Spellslinger": "Spell-Slinger", + "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.", + "spellslinger-weapon": "Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)", + "spellslinger-gear2": "Ritual knife (1 harm, hand)", + "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", + "extra-fixed-move": "You get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", + "combat-magic": "Combat Magic", + "combat-magic-description": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems.", + "combat-magic-pick": "pick three, with at least one base", + "bases": "Bases", + "base1": "Blast (2 harm, magic, close, obvious, loud)", + "base2": "Ball (1 harm, magic, area, close, obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious, loud)", + "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)", + "effects": "Effects", + "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)", + "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)", + "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)", + "effect5": "Earth (add 'forceful, restraining' to a base)", + "effect6": "Necromantic (add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.", + "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.", + "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.", + "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.", + "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment.", + "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.", + "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.", + "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.", + "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.", + "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.", + "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", + "Spooky": "Spooky", + "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.", + "dark-side": "The Dark Side", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.", + "dark-side1": "Violence", + "dark-side2": "Depression", + "dark-side3": "Secrets", + "dark-side4": "Lust", + "dark-side5": "Dark bargain", + "dark-side6": "Guilt", + "dark-side7": "Soulless", + "dark-side8": "Addiction", + "dark-side9": "Mood wings", + "dark-side10": "Rage", + "dark-side11": "Self-destruction", + "dark-side12": "Greed for power", + "dark-side13": "Poor impulse control", + "dark-side14": "Hallucinations", + "dark-side15": "Pain", + "dark-side16": "Paranoia", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.", + "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.", + "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list", + "spooky-move2.1": "The target contracts a disease.", + "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).", + "spooky-move2.3": "The target breaks something precious or important.", + "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.", + "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.", + "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.", + "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.", + "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.", + "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident.", + "spooky-move8.5": "The target finds something you left for them.", + "spooky-move8.6": "The target loses something that you will soon find.", + "spooky-items": "Any magical items or amulets that you use to invoke your powers", + "spooky-weapons": "Normal Weapons", + "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)", + "spooky-gear2": "9mm (2 harm, close, loud)", + "spooky-gear3": "Hunting rifle (2 harm, far, loud)", + "spooky-gear4": "Shotgun (3 harm, close, messy)", + "spooky-gear5": "Big knife (1 harm, hand)", + "Spooky-advance1": "Change some, or all, of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag", + "Wronged": "Wronged", + "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.", + "who-you-lost": "Who You Lost", + "who": "Who did you lose?", + "pick-some": "pick one or more", + "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc", + "lost-save-them": "Why couldn't you save them? You were", + "lost1": "At fault", + "lost2": "Selfish", + "lost3": "Injured", + "lost4": "Weak", + "lost5": "Slow", + "lost6": "Scared", + "lost7": "In denial", + "lost8": "Complicit", + "what-prey": "What Did It?", + "prey-breed": "With the Keeper's agreement, pick the monster breed.", + "prey": "My Prey", + "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.", + "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.", + "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".", + "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.", + "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.", + "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).", + "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.", + "wronged-armour": "Protective wear suited to your look (1 armour)", + "wronged-signature": "Signature Weapon", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)", + "wronged-gear2": "Hand cannon (3 harm, close, loud)", + "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)", + "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)", + "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "wronged-weapon": "Practical Weapons", + "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)", + "wronged-gear9": "9mm (2 harm, close, loud)", + "wronged-gear10": "Hunting rifle (2 harm, far, loud)", + "wronged-gear11": "Shotgun (3 harm, close, messy, loud)", + "wronged-gear12": "Big knife (1 harm, hand)", + "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", + "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", + "wronged-vehicle": "(Optional) Vehicle", + "wronged-gear15": "Classic car", + "wronged-gear16": "Classic motorcycle", + "wronged-gear17": "Plain pickup", + "wronged-gear18": "Plain van", + "Wronged-advance1": "Gain a Haven, like the Expert, with two options", + "Wronged-advance2": "Add a haven option", + "Wronged-advance3": "You track down the specific monster(s) responsible fo your loss; the Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Eek!: When a monster (or anyone, really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before they see you. On a 7-9, you hide okay but pick one", + "sidekick-move3.1": "the monster (or person) is now between you and escape.", + "sidekick-move3.2": "your hiding spot is bound to be spotted soon.", + "sidekick-move3.3": "you leave something important out in the open.", + "sidekick-move4": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move5": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move6": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move7": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example Signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", + "custom": "Custom", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", + "custom-special": "Playbook Special", + "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", + "custom-special-name": "Name of special", + "custom-special-description": "Description", + "custom-moves": "Playbook Moves", + "custom-move-name": "Name", + "custom-move-description": "Description", + "custom-gear": "Playbook Gear" +} diff --git a/Monsterhearts-2/translations/ca.json b/Monsterhearts-2/translations/ca.json new file mode 100644 index 0000000000..635835358f --- /dev/null +++ b/Monsterhearts-2/translations/ca.json @@ -0,0 +1,400 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-skin": "Skin", + "lbl-look": "Look", + "lbl-origin": "Origin", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-choosetwo": "Choose two", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-sexmove": "Sex Move", + "lbl-darkestself": "Darkest Self", + "lbl-seasonadvances": "Season Advances", + "lbl-unlocked": "Unlocked", + "lbl-experience": "Experience", + "lbl-rewritten": "Rewritten Darkest Self", + "text-expinfo": "When you have five experience points, erase them and choose one advancement from the list below", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.", + "text-seasonadvances1": "Change your character's Skin.", + "text-seasonadvances2": "Rewrite your Darkest Self.", + "text-seasonadvances3": "Retire your character and start a new one.", + "text-seasonadvances4": "Gain two of the Growing Up moves.", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "...To do something!", + "lbl-Hot": "Hot", + "lbl-Cold": "Cold", + "lbl-Volatile": "Volatile", + "lbl-Dark": "Dark", + "lbl-fae": "Fae", + "text-faebackstory": "You wear your heart on your sleeve. Give everyone one String.

    You've captured someone’s fancy. Gain 2 Strings on them.", + "text-faeinfo": "You get Faery Contract, and choose one more", + "text-fae-move1name": "Faery Contract", + "text-fae-move1desc": "If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options to Pulling Strings:
    ✦   they fuck up something simple at a crucial moment, suffering 1 Harm if appropriate;
    ✦   add 2 to your roll on an act of vengeance.", + "text-fae-move2name": "Unashamed", + "text-fae-move2desc": "You can give someone a String on you to add 3 to your attempt to Turn Them On.", + "text-fae-move3name": "The Wild Hunt", + "text-fae-move3desc": "When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn Someone On.", + "text-fae-move5name": "Lure", + "text-fae-move5desc": "Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.", + "text-fae-move6name": "Guide", + "text-fae-move6desc": "If you spend a String on someone willing, you can bring them across the veil, into the faery realm. The spell lasts for a scene or two, before you're both returned to the mundane world.", + "text-fae-move4name": "Beyond The Veil", + "text-fae-move4desc": "To seek audience with the Faery King, Gaze Into the Abyss. On a 10 up, in addition to other results, the Faery King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the Faery King demands a favour of you.", + "text-fae-sexmove": "When you lie naked with another, you can ask them for a promise. If they refuse, take 2 Strings on them.", + "text-fae-darkestself": "Everything you say seems a promise. Everything you hear seems a promise. If a promise is broken, justice must be wrought in trickery or blood. You aren't subject to the human rules of mercy. To escape your Darkest Self, you must in some way re-balance the scales of justice.", + "text-fae-advance1": "Add +1 to one of your stats.", + "text-fae-advance2": "Take another Fae move.", + "text-fae-advance3": "Take another Fae move.", + "text-fae-advance4": "Take a move from any Skin.", + "text-fae-advance5": "Take a move from any Skin.", + "text-fae-advance6": "You belong to a Jury of Fae.", + "lbl-ghost": "Ghost", + "text-ghostbackstory": "Someone knows that you're dead and how you died. They gain 2 Strings on you.

    You've been inside someone's bedroom while they were sleeping. Take a String on them.", + "lbl-atfault": "At Fault", + "text-ghostinfo": "You get Unresolved Trauma, and choose two more", + "text-ghost-move1name": "Unresolved Trauma", + "text-ghost-move1desc": "Whenever something brings to mind your death, you choke up and gain the Condition traumatized if you don't have it already. Whenever someone helps you resolve this Condition, you both mark experience.", + "text-ghost-move2name": "Helpful Spirit", + "text-ghost-move2desc": "When you help someone resolve a Condition, gain a String on them.", + "text-ghost-move3name": "Transference", + "text-ghost-move3desc": "Whenever you spend time truly listening to someone else's struggles, they heal 1 Harm, and then transfer their remaining Harm to you.", + "text-ghost-move4name": "Projected Blame", + "text-ghost-move4desc": "While you've got the Condition traumatized, you may act as though others had the Condition at fault for my death.", + "text-ghost-move5name": "Creep", + "text-ghost-move5desc": "When you silently witness someone in one of their most private moments, perhaps sleeping or putting on makeup, gain a String on them.", + "text-ghost-move6name": "Limitless", + "text-ghost-move6desc": "You can walk through walls and fly.", + "text-ghost-sexmove": "When you have sex with someone, you both get to ask a question of one another. This can be asked in character or player-to-player. They must answer honestly and directly.", + "text-ghost-darkestself": "You become invisible, unnoticeable. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around. ", + "text-ghost-advance1": "Add +1 to one of your stats.", + "text-ghost-advance2": "Take another Ghost move.", + "text-ghost-advance3": "Take another Ghost move.", + "text-ghost-advance4": "Take a move from any Skin.", + "text-ghost-advance5": "Take a move from any Skin.", + "text-ghost-advance6": "You belong to a Haunted House.", + "lbl-ghoul": "Ghoul", + "text-ghoulbackstory": "Someone reminded you what love was, when you thought that death had stolen it away from you forever. Give them a String.

    Did anyone watch you die? If so, you gain 2 Strings on each other.", + "lbl-hunger": "Hunger", + "text-ghoulinfo": "You get The Hunger, and choose two more", + "text-ghoul-move1name": "The Hunger", + "text-ghoul-move1desc": "You have a Hunger for (select 1):", + "lbl-ghoulhunger1": "fear", + "lbl-ghoulhunger2": "power", + "lbl-ghoulhunger3": "plunder", + "lbl-ghoulhunger4": "thrills", + "text-ghoul-move1desc-cont": "When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a promising feeding opportunity, roll to Keep Your Cool.", + "text-ghoul-move2name": "What The Right Hand Wants", + "text-ghoul-move2desc": "Your body contains many histories, and it desires many things. Create another Hunger.", + "text-ghoul-move3name": "Satiety", + "text-ghoul-move3desc": "When you satiate a Hunger, choose one:
    ✦   heal 1 Harm;
    ✦   mark experience;
    ✦   take 1 Forward.", + "text-ghoul-move4name": "Short Rest For The Wicked", + "text-ghoul-move4desc": "When you die, wait it out. A few hours later, you wake up fully healed.", + "text-ghoul-move5name": "Watchful Golem", + "text-ghoul-move5desc": "When you defend someone without them ever knowing about it, mark experience.", + "text-ghoul-move6name": "Ending", + "text-ghoul-move6desc": "You remember every detail of your death. When you tell someone about it, give them the Condition morbid and roll to Turn Them On with Cold.", + "text-ghoul-move7name": "Esprit de Corpse", + "text-ghoul-move7desc": "When you Gaze Into the Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.", + "text-ghoul-sexmove": "When you have sex with someone, create a new Hunger.", + "text-ghoul-darkestself": "Your dull hunger sharpens. You can't focus on anything else but feeding. And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. You escape your Darkest Self once you've overindulged, or you've been locked out for long enough to regain composure.", + "text-ghoul-advance1": "Add +1 to one of your stats.", + "text-ghoul-advance2": "Take another Ghoul move.", + "text-ghoul-advance3": "Take another Ghoul move.", + "text-ghoul-advance4": "Take a move from any Skin.", + "text-ghoul-advance5": "Take a move from any Skin.", + "text-ghoul-advance6": "You're part of a Reckless Crew.", + "lbl-hollow": "Hollow", + "text-hollowbackstory": "You've been taking your social cues from someone, and doing so has taught you a lot about them. Gain 2 Strings on them.

    Someone's seen through your invented past, and realized it's all lies. They gain 2 Strings on you.", + "text-hollow-move1name": "Better Than Nothing", + "text-hollow-move1desc": "When you gain a Condition, mark experience.", + "text-hollow-move2name": "A Blank Canvas", + "text-hollow-move2desc": "When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.", + "text-hollow-move3name": "Try Harder Next Time", + "text-hollow-move3desc": "When you screw up, give yourself an appropriate Condition and take 1 forward.", + "text-hollow-move4name": "Fake", + "text-hollow-move4desc": "Add 1 to any rolls you make while lying.", + "text-hollow-move5name": "Metamorphosis", + "text-hollow-move5desc": "When you Gaze Into the Abyss, on a 7 or higher the abyss will also show you what you must become, and you can permanently swap two of your stats.", + "text-hollow-move6name": "Strange Impressions", + "text-hollow-move6desc": "When a main character either Harms you or helps you heal, you can respond by studying them with wide eyes. If you do, temporarily gain one of their Skin Moves and add it to your character sheet. It disappears once you use it.", + "text-hollow-sexmove": "When you have sex with someone, both players secretly write down whether the sex was confusing or soothing for their character. If you reveal the same answer, both characters mark experience.", + "text-hollow-darkestself": "Your body is a prison. You don't belong inside of it. You need to put it in harm's way, and make it suffer, just like it's made you suffer. There's got to be a way to cut yourself out of it. You need to meet your makers, and hold them accountable for what they've done to you. To escape your Darkest Self, you must come to see how someone else feels more trapped than you do.", + "text-hollow-advance1": "Add +1 to one of your stats.", + "text-hollow-advance2": "Take another Hollow move.", + "text-hollow-advance3": "Take another Hollow move.", + "text-hollow-advance4": "Take a move from any Skin.", + "text-hollow-advance5": "Take a move from any Skin.", + "text-hollow-advance6": "You've found Hollow Siblings.", + "lbl-infernal": "Infernal", + "text-infernalbackstory": "You owe debts. Give away 3 Strings, divided any way you like between the Dark Power and the other characters.

    Someone thinks they can save you. Gain a String on them.", + "lbl-darkpower": "Dark Power", + "lbl-debts": "Debts", + "text-infernalinfo": "You get Soul Debt, and choose one more", + "text-infernal-move1name": "Soul Debt", + "text-infernal-move1desc": "You owe a debt to a Dark Power. Name it, and choose two Bargains it has made with you.
    The Dark Power can gain Strings. If ever it has 5 Strings on you, trigger your Darkest Self.", + "text-infernal-move2name": "Dark Recruiter", + "text-infernal-move2desc": "When you bring an innocent soul to the Dark Power, mark experience.", + "text-infernal-move3name": "Under Pressure", + "text-infernal-move3desc": "If someone has 3 or more Strings on you, add 1 to your rolls to carry out their bidding.", + "text-infernal-move4name": "Can't Save Myself", + "text-infernal-move4desc": "When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.", + "lbl-bargains": "Bargains", + "text-bargaininfo": "Choose two Bargains that the Dark Power has made with you", + "text-bargains1-name": "The Power Flows Through You", + "lbl-bargains1-desc": "You can give the Dark Power a String in order to add 2 to your next roll.", + "text-bargains2-name": "Numbing It Out", + "lbl-bargains2-desc": "You can give the Dark Power a String in order to remove a Condition or up to two Harm.", + "text-bargains3-name": "Elsewise Power", + "lbl-bargains3-desc": "You can give the Dark Power a String to use a move you don't have, just this once. This move can come from any Skin.", + "text-bargains4-name": "Uncanny Voices", + "lbl-bargains4-desc": "You can give the Dark Power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose).", + "text-bargains5-name": "Strings Attached", + "lbl-bargains5-desc": "You can ask the Dark Power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after.", + "text-infernal-sexmove": "When you have sex, the Dark Power loses a String on you and gains a String on whoever you had sex with.", + "text-infernal-darkestself": "You find yourself shivering, needy, and alone. The Dark Power will make some daunting, open-ended demands. Every demand fulfilled brings you closer to feeling whole again, and removes one of the Dark Power's Strings on you. You escape your Darkest Self when the Dark Power is out of Strings, or you make a bargain with an even more dangerous entity.", + "text-infernal-advance1": "Add +1 to one of your stats.", + "text-infernal-advance2": "Take another Infernal move.", + "text-infernal-advance3": "Take another Infernal move.", + "text-infernal-advance4": "Take a move from any Skin.", + "text-infernal-advance5": "Take a move from any Skin.", + "text-infernal-advance6": "You supply for Needy Fiends.", + "lbl-mortal": "Mortal", + "text-mortalbackstory": "Declare your backstory last.

    Choose one person to be your Lover. Give them three Strings on you. Take one String on them.", + "lbl-lover": "Lover", + "text-mortalinfo": "You gain True Love, and choose two more", + "text-mortal-move1name": "True Love", + "text-mortal-move1desc": "You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 forward to earning your Lover's heart or fancy.", + "text-mortal-move2name": "Mess With Me, Mess With Him", + "text-mortal-move2desc": "When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.", + "text-mortal-move3name": "Entrenched", + "text-mortal-move3desc": "If you and another character have a combined total of 5 or more Strings on one another, gain 1 to all rolls against them.", + "text-mortal-move4name": "Sympathy Is My Weapon", + "text-mortal-move4desc": "Every time you forgive someone for hurting you, and excuse their base nature, gain a String on them.", + "text-mortal-move5name": "Excuses Are My Armour", + "text-mortal-move5desc": "When you ignore some blatant problem with your Lover or how they treat you, mark experience.", + "text-mortal-move6name": "Downward Spiral", + "text-mortal-move6desc": "When you Gaze Into the Abyss, you may cause yourself 1 Harm. If you do, add 2 to your roll.", + "text-mortal-move7name": "Down The Rabbit Hole", + "text-mortal-move7desc": "When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.", + "text-mortal-sexmove": "When you have sex with someone, it awakens something sinister within. The next time you take your eyes off them, they become their Darkest Self.", + "text-mortal-darkestself": "Nobody understands you. Nobody even tries. You do so much for the people you love, and they walk all over you. Enough is enough! Betray them. Show them what its like to be uncared for. Reveal their monstrosity and yours. Only seeing the pain that you're causing your Lover will let you escape your Darkest Self.", + "text-mortal-advance1": "Add +1 to one of your stats.", + "text-mortal-advance2": "Take another Mortal move.", + "text-mortal-advance3": "Take another Mortal move.", + "text-mortal-advance4": "Take a move from any Skin.", + "text-mortal-advance5": "Take a move from any Skin.", + "text-mortal-advance6": "Take a move from any Skin.", + "lbl-queen": "Queen", + "text-queenbackstory": "Name three side characters who are members of your gang. Gain a String on each.

    You find someone threatening. Give them a String on you, and take a String on them", + "lbl-clique": "Clique", + "text-queeninfo": "You get The Clique, and choose one more", + "text-queen-move1name": "The Clique", + "text-queen-move1desc": " You're at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
    ✦   they're armed (with guns and real dangerous stuff);
    ✦   they're connected (with money and designer drugs);
    ✦   they're talented (in a band or sports team);
    ✦   they're cultists (with dark oaths and willingness to die).", + "text-queen-move2name": "The Shield", + "text-queen-move2desc": "When you're surrounded by your gang, subtract 1 from any rolls against you.", + "text-queen-move3name": "Bought Loyalty", + "text-queen-move3desc": "You can give a side character a String on you to tempt them to do your bidding. The MC will tell you what sort of bribe, threat, or coaxing it’ll take to get that character to do what you want right now.", + "text-queen-move4name": "And Your Enemies Closer", + "text-queen-move4desc": "When someone betrays you, gain a String on them.", + "text-queen-move5name": "Many Bodies", + "text-queen-move5desc": "When you promise one of your gang members to someone, add 2 to your roll to Turn Them On. When one of your gang members has sex with someone, it triggers your Sex Move.", + "text-queen-move6name": "Streaming", + "text-queen-move6desc": "You have a telepathic connection with your gang members. You can always hear their emotions and fears. If you try to hear specific thoughts, Gaze Into the Abyss about it and add 1 to your roll.", + "text-queen-sexmove": "When you have sex with someone, they gain the Condition one of them. While the Condition remains, they count as part of your gang.", + "text-queen-darkestself": "They've failed you. Again. This whole mess is their fault, and why should you have to suffer the consequences of their idiocy? You need to make an example out of each of them – a cruel and unwavering example. You escape your Darkest Self when you relinquish part of your power to someone more deserving, or when you destroy an innocent person in order to prove your might.", + "text-queen-advance1": "Add +1 to one of your stats.", + "text-queen-advance2": "Take another Queen move.", + "text-queen-advance3": "Take another Queen move.", + "text-queen-advance4": "Take a move from any Skin.", + "text-queen-advance5": "Take a move from any Skin.", + "text-queen-advance6": "Take The Clique again and detail another gang.", + "lbl-vampire": "Vampire", + "text-vampirebackstory": "You're beautiful. Gain a String on everyone.

    Someone once saved your unlife. They gain 2 Strings on you.", + "text-vampire-move1name": "Invited", + "text-vampire-move1desc": "You cannot enter a home without being invited. Whenever someone invites you in, gain a String on them.", + "text-vampire-move2name": "Hypnotic", + "text-vampire-move2desc": "You can hypnotize people who have no Strings on you. Roll with Hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
    ✦   they realize exactly what you've done to them;
    ✦   they fuck up your commands;
    ✦   their sanity is unhinged.", + "text-vampire-move3name": "Cold As Ice", + "text-vampire-move3desc": "When you Shut Someone Down and roll a 7 or higher, you may choose an extra option from the list.", + "text-vampire-move4name": "The Feeding", + "text-vampire-move4desc": "You feed on hot blood, direct from the source. If this is the first time they've ever been fed upon, you both mark experience. When you feed, choose two:
    ✦   you heal 1 Harm;
    ✦   you take 1 Forward;
    ✦   they definitely don't die.", + "text-vampire-move5name": "Marked For The Hunt", + "text-vampire-move5desc": "Feeding on someone establishes a preternatural bond. From that point forward, whenever you Gaze Into the Abyss concerning their whereabouts or well-being, roll as if you had Dark 3.", + "text-vampire-move6name": "Inescapable", + "text-vampire-move6desc": "You may spend a String on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Strings on them.", + "text-vampire-sexmove": "When you deny someone sexually, gain a String on them.
    When you have sex with someone, lose all Strings on them.", + "text-vampire-darkestself": "Everyone is your pawn, your plaything. You hurt them and make them vulnerable, for sport – like a cat does with a mouse. Maybe you'll even drain them dry, though you'll certainly take your time first. You escape your Darkest Self when you're put in your rightful place, by someone more powerful than you.", + "text-vampire-advance1": "Add +1 to one of your stats.", + "text-vampire-advance2": "Take another Vampire move.", + "text-vampire-advance3": "Take another Vampire move.", + "text-vampire-advance4": "Take a move from any Skin.", + "text-vampire-advance5": "Take a move from any Skin.", + "text-vampire-advance6": "You're in a Vampiric Coterie.", + "lbl-werewolf": "Werewolf", + "text-werewolfbackstory": "You lack subtlety. Give a String to everyone.

    You've spent weeks watching someone from a distance. Their scent and mannerisms are unmistakable to you now. Gain two Strings on them.", + "lbl-spiritconnection": "Spirit Connection", + "text-werewolf-move1name": "Primal Dominance", + "text-werewolf-move1desc": "When you Harm someone, take a String on them.", + "text-werewolf-move2name": "Scent Of Blood", + "text-werewolf-move2desc": "Add 1 to all rolls against those who have been Harmed in this scene already.", + "text-werewolf-move3name": "Howl At The Moon", + "text-werewolf-move3desc": "When basked in moonlight, you may act as if you had Dark 3.", + "text-werewolf-move4name": "Spirit Armour", + "text-werewolf-move4desc": "When basked in moonlight, any Harm that you suffer is reduced by 1, and you add 2 to all rolls to Keep Your Cool.", + "text-werewolf-move5name": "Heightened Senses", + "text-werewolf-move5desc": "When you rely on your animal instincts to make sense of a charged situation, roll with Dark. On a 10 up, ask the MC three questions from below and take 1 Forward. • On a 7-9, ask one question from below and take 1 Forward:
    ✦   Where's my best escape route or way in?
    ✦   Which enemy is the most vulnerable to me?
    ✦   What's their secret weakness?
    ✦   What poses the biggest threat to me?
    ✦   Who's in control here?", + "text-werewolf-move6name": "Unstable", + "text-werewolf-move6desc": "When you become your Darkest Self, mark experience.", + "text-werewolf-sexmove": "When you have sex with someone, you establish a deep spiritual connection with them. Until either of you breaks that spirit connection (by having sex with someone else) add 1 to all rolls made to defend them. You can tell when that connection has been broken.
    ", + "text-werewolf-darkestself": "You transform into a terrifying wolf-creature. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first.", + "text-werewolf-advance1": "Add +1 to one of your stats.", + "text-werewolf-advance2": "Take another Werewolf move.", + "text-werewolf-advance3": "Take another Werewolf move.", + "text-werewolf-advance4": "Take a move from any Skin.", + "text-werewolf-advance5": "Take a move from any Skin.", + "text-werewolf-advance6": "You belong to a Wolf Pack.", + "lbl-witch": "Witch", + "text-witchbackstory": "You start the game with two Sympathetic Tokens. Decide whose and what they are.

    One of the others caught you rummaging through their friend's stuff, but hasn't said anything. They get a String on you.", + "lbl-sympathetictokens": "Sympathetic Tokens", + "text-witchinfo": "You get Sympathetic Tokens and Hex-Casting.", + "text-witch-move1name": "Sympathetic Tokens", + "text-witch-move1desc": "You gain power from Sympathetic Tokens - items of personal significance taken from others. Sympathetic Tokens count as Strings.", + "text-witch-move2name": "Hex-Casting", + "text-witch-move2desc": "You can cast Hexes. Choose two that you know. To cast them, either expend a Sympathetic Token during a secret ritual, or meet the target's gaze and chant at them in tongues. Then roll with Dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
    ✦   the casting does you 1 Harm;
    ✦   the Hex has weird side effects;
    ✦   trigger your Darkest Self.", + "text-witch-move3name": "Transgressive Magic", + "text-witch-move3desc": "If your ritual transgresses the community's moral or sexual standards, add 1 to your Hex-Casting roll.", + "text-witch-move5name": "Sanctuary", + "text-witch-move5desc": "You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.", + "lbl-hexes": "Hexes", + "text-hexes1-name": "Wither", + "lbl-hexes1-desc": "The hexed loses all of their hair, or their teeth start falling out, or their period arrives unexpected and heavy, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.", + "text-hexes2-name": "Binding", + "lbl-hexes2-desc": "The person cannot physically Harm others.", + "text-hexes3-name": "Ring Of Lies", + "lbl-hexes3-desc": "Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause Harm or even brain damage.", + "text-hexes4-name": "Watching", + "lbl-hexes4-desc": "You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.", + "text-hexes5-name": "Illusions", + "lbl-hexes5-desc": "Pick one: snakes and bugs; demonic visages; false prophecies; non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.", + "text-witch-sexmove": "After sex, you can take a Sympathetic Token from them. They know about it, and it's cool.", + "text-witch-darkestself": "The time for subtlety and patience is over. You're too powerful to put up with their garbage any longer. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most.", + "text-witch-advance1": "Add +1 to one of your stats.", + "text-witch-advance2": "Take another Witch move.", + "text-witch-advance3": "Take all the remaining Hexes.", + "text-witch-advance4": "Create a new Hex.", + "text-witch-advance5": "Take a move from any Skin.", + "text-witch-advance6": "Take a move from any Skin.", + "text-witch-advance7": "You belong to a Coven.", + "lbl-chosen": "Chosen", + "text-chosenbackstory": "You have two friends whom you rely on for monster-slaying or crime-fighting support. Take a String on each.

    There's someone who knows that you're the Chosen one, and wants you dead. Describe them. The MC will give them a name and two Strings on you.", + "text-chosen-move1name": "Growing Pains", + "text-chosen-move1desc": "When you fail to protect your friends, mark experience.", + "text-chosen-move2name": "Mercy", + "text-chosen-move2desc": "When you decide to spare someone you have reason to kill, take a String on them.", + "text-chosen-move3name": "Final Showdown", + "text-chosen-move3desc": "Spend 4 Strings on a side character to kill them. They are totally and irrevocably dead.", + "text-chosen-move5name": "To The Books", + "text-chosen-move5desc": "When the chips are down and your enemies seem unbeatable, you can turn to your friends for research help. Doing so counts as Gazing Into the Abyss. Add 1 to your roll for each friend who really dives into the work, even when it gets monotonous. On a 10 up, in addition to other results, the visions show you your enemy's secret weakness and you gain a String on them.", + "text-chosen-move6name": "Take the Blow", + "text-chosen-move6desc": "When you leap into the way and take the blow instead of someone else, roll with Volatile. On a 10 up, you take the Harm instead of them, but reduce it by 1. • On a 7-9, you take the Harm instead of them.", + "text-chosen-move4name": "Light the Way", + "text-chosen-move4desc": "Whenever your friends follow your commands or your lead, they add 1 to their rolls.", + "text-chosen-sexmove": "When you have sex, heal all of your wounds, and cure all of your Conditions. If they disgust you, give them a String. If you disgust yourself, give them a String.", + "text-chosen-darkestself": "None of your friends can help. They're not strong like you are. You need to chase down the biggest threat imaginable, immediately and alone. Any challenges or dangers that you encounter must be faced head on, even if they might kill you. You escape your Darkest Self when someone comes to your rescue or you wake up in the hospital, whichever comes first.", + "text-chosen-advance1": "Add +1 to one of your stats.", + "text-chosen-advance2": "Take another Chosen move.", + "text-chosen-advance3": "Take another Chosen move.", + "text-chosen-advance4": "Take a move from any Skin.", + "text-chosen-advance5": "Take a move from any Skin.", + "text-chosen-advance6": "You have Unholy Allies.", + "lbl-serpentine": "Serpentine", + "text-serpentinebackstory": "You've been watching someone, trying to learn from them what it means to be human. Gain two Strings on them.

    Your family seeks to control your every move, and they will not be denied. The head of your family gains two Strings on you. ", + "text-serpentineinfo": "You get Failing Dynasty, and choose one more", + "text-serpentine-move1name": "Failing Dynasty", + "text-serpentine-move1desc": "In the age of serpents, your family was powerful and prolific. Now, they live in a shadow of their former glory. They want to regain (choose one):
    ✦   their political clout;
    ✦   their old wealth;
    ✦   their failing beauty;
    ✦   their secret allies.
    Whenever you are convinced to do the bidding of a family member, take 1 Forward to doing it and that family member gains a String on you. Whenever you help your family regain some of their former glory, mark experience.", + "text-serpentine-move2name": "Mesmerizing", + "text-serpentine-move2desc": "When you stare at someone without blinking, roll with Hot. On a 10 up, they freeze up until you blink or someone touches them, and afterwards they don't really remember anything unusual happening. • On a 7-9, it'll still work, but only if you hiss loudly the entire time (and they'll definitely know something weird happened).", + "text-serpentine-move3name": "The Big Reveal", + "text-serpentine-move3desc": "When you reveal your true form to someone, they gain a String on you. If they accept you as you truly are, they mark experience. If they reject you, take 1 Forward against them.", + "text-serpentine-move4name": "The New Order", + "text-serpentine-move4desc": "When you learn to meet one of your needs within human society rather than within your family, mark experience. When others help you fit in better with human society, they mark experience.", + "text-serpentine-move5name": "Patience is a Virtue", + "text-serpentine-move5desc": "When you bite your tongue and don't respond to an antagonist, roll with Cold. On a 10 up, gain a String on them. • On a 7-9, take 1 Forward to striking the next time you see them.", + "text-serpentine-sexmove": "If your family learns that you've had sex with someone, that person becomes part of your family's Failing Dynasty. If they're a main character, they add the move to their sheet.", + "text-serpentine-darkestself": "The human and serpent worlds are too different, and you'll never be able to reconcile their demands. The only way out is to choose a side, as decisively and irrevocably as possible. Watch carefully and quietly for an opportunity, and then strike, regardless of who needs to be hobbled or devoured in the process. It's the only way to make the world simple again, and find your place at last. You escape your Darkest Self when you accept your complicated place in the world, or when you moult.", + "text-serpentine-advance1": "Add +1 to one of your stats.", + "text-serpentine-advance2": "Take another Serpentine move.", + "text-serpentine-advance3": "Take another Serpentine move.", + "text-serpentine-advance4": "Take a move from any Skin.", + "text-serpentine-advance5": "Take a move from any Skin.", + "text-serpentine-advance6": "You belong to a Nest of Humans.", + "lbl-cerberus": "Cerberus", + "text-cerberusbackstory": "Someone managed to slip past you, a damned and wicked soul hiding among the pure. You've tracked them down. Gain two Strings on them.

    You don't fit in. Give yourself a Condition.", + "lbl-master": "Master", + "text-cerberusinfo": "You get Watch Dog, and choose one more", + "text-cerberus-move1name": "Watch Dog", + "text-cerberus-move1desc": "You exist in the liminal space between two communities: one is resplendent with light, the other is damned to the shadows. It is your duty to guard the boundary.
    Mark experience whenever you weed out someone on the wrong side of the divide and put them in their place.", + "text-cerberus-move2name": "Arbiter", + "text-cerberus-move2desc": "When you give someone a Condition, mark experience.", + "text-cerberus-move3name": "Dig Deeper", + "text-cerberus-move3desc": "When you Gaze Into the Abyss by snooping around for dirt on someone, add 1 to your roll. On a 10 up, the owner of that character will tell you a secret, and you can choose to give them a Condition to reflect what you've learned.", + "text-cerberus-move4name": "Loyal", + "text-cerberus-move4desc": "Whoever currently has the most Strings on you is your Master. When you take action to protect or help your Master, add 1 to your roll and they gain a String on you.
    When you become your Darkest Self, your current Master loses all Strings on you.", + "text-cerberus-move5name": "Bark, Then Bite", + "text-cerberus-move5desc": "When you take advantage of a Condition that you gave to someone, it adds 2 to your roll instead of 1.", + "text-cerberus-move6name": "Doomed Outsider", + "text-cerberus-move6desc": "When trying to drive others away from you, or escape their care, you can take advantage of your own Conditions to add to your roll.", + "text-cerberus-move7name": "Hot Take", + "text-cerberus-move7desc": "When you discover an injustice that has long been hidden or covered up, add 1 to your rolls to bring it to light and to justice as immediately as possible.", + "text-cerberus-sexmove": "When you have sex with someone, tell them why you don't belong in their world. If they agree, give yourself a Condition to reflect. If they disagree, you gain a String on them.", + "text-cerberus-darkestself": "You do your best to be a good boy, but you come from a very bad place. Let's face it: you're a mangy, unlovable beast from hell. You were born to snarl and to bite. Anyone who's gotten close to you needs to be driven away, violently if necessary. You must return to the shadows, dragging the damned back down there with you. You escape your Darkest Self when disrupted by a virtuous hero, or when the power of true love tempers your resolve.", + "text-cerberus-advance1": "Add +1 to one of your stats.", + "text-cerberus-advance2": "Take another Cerberus move.", + "text-cerberus-advance3": "Take another Cerberus move.", + "text-cerberus-advance4": "Take a move from any Skin.", + "text-cerberus-advance5": "Take a move from any Skin.", + "text-cerberus-advance6": "You have Serpents at Your Back.", + "lbl-disciple": "Disciple", + "text-disciplebackstory": "You've sworn a pact of secrecy with someone. Over what? You gain 2 Strings on each other.

    One of the adults in your life is worried about you. They gain a String on you.", + "lbl-wickedmaster": "Wicked Master", + "text-discipleinfo": "You get End of the World and Idols, and choose one more", + "text-disciple-move1name": "End of the World", + "text-disciple-move1desc": "You have sworn fealty to a Wicked Master. Once it has accumulated six hundred sixty-six Strings, it can fully materialize in this realm, possessing immeasurable power.", + "text-disciple-move2name": "Idols", + "text-disciple-move2desc": "You create idols to your Wicked Master, in the form of (choose one):
    ✦   cloth dolls;
    ✦   carved sigils;
    ✦   statues;
    ✦   videos;
    ✦   ritual performances;
    ✦   ceremonial fires;
    ✦   dark poems.
    Each idol counts as a String on you, held by the Wicked Master unless someone else seizes control of it or destroys it.", + "text-disciple-move3name": "Blood Offerings", + "text-disciple-move3desc": "Every time you suffer Harm, the Wicked Master gains a String on you and you mark experience.", + "text-disciple-move4name": "Spoken For", + "text-disciple-move4desc": "Whenever someone else gains a String on you, your Wicked Master gains a String on them.", + "text-disciple-move5name": "Secret Mission", + "text-disciple-move5desc": "Whenever you lie to someone about your true motives, and they foolishly believe you, gain a String on them.", + "text-disciple-move6name": "Incantations", + "text-disciple-move6desc": "When you Gaze Into the Abyss to entreat the Wicked Master, it gains a String on you. On a 10 up, the Wicked Master reveals the next stage of its plan, and you take an ongoing 1 Forward to all rolls made to enact this bidding.", + "text-disciple-move7name": "Soul Recruiter", + "text-disciple-move7desc": "When you bring an innocent soul to the Wicked Master, mark experience.", + "lbl-heartmove": "Heart Move", + "text-disciple-sexmove": "When you allow yourself to fall in love with someone, truly fall in love, and that person loves you back, erase half of the Strings that your Wicked Master holds on you, rounded up.", + "text-disciple-darkestself": "They're fools to ignore you and mistreat you. When the world goes up in flames, you'll make sure they are among the first to burn. Do whatever it takes to summon your otherworldly patron, and drive off anyone who gets in your way. You escape your Darkest Self when the Wicked Master fully materializes in this realm, or when a narrow miss convinces you it would be better to return to keeping a low profile and biding your time.", + "text-disciple-advance1": "Add +1 to one of your stats.", + "text-disciple-advance2": "Take another Disciple move.", + "text-disciple-advance3": "Take another Disciple move.", + "text-disciple-advance4": "Take a move from any Skin.", + "text-disciple-advance5": "Take a move from any Skin.", + "text-disciple-advance6": "Join an Ascension Group.", + "lbl-customskin": "Custom Skin", + "text-custom-advance1": "Add +1 to one of your stats.", + "text-custom-advance2": "Take another Skin move.", + "text-custom-advance3": "Take another Skin move.", + "text-custom-advance4": "Take a move from any Skin.", + "text-custom-advance5": "Take a move from any Skin." +} diff --git a/Monsterhearts-2/translations/hu.json b/Monsterhearts-2/translations/hu.json new file mode 100644 index 0000000000..635835358f --- /dev/null +++ b/Monsterhearts-2/translations/hu.json @@ -0,0 +1,400 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-skin": "Skin", + "lbl-look": "Look", + "lbl-origin": "Origin", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-choosetwo": "Choose two", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-sexmove": "Sex Move", + "lbl-darkestself": "Darkest Self", + "lbl-seasonadvances": "Season Advances", + "lbl-unlocked": "Unlocked", + "lbl-experience": "Experience", + "lbl-rewritten": "Rewritten Darkest Self", + "text-expinfo": "When you have five experience points, erase them and choose one advancement from the list below", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.", + "text-seasonadvances1": "Change your character's Skin.", + "text-seasonadvances2": "Rewrite your Darkest Self.", + "text-seasonadvances3": "Retire your character and start a new one.", + "text-seasonadvances4": "Gain two of the Growing Up moves.", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "...To do something!", + "lbl-Hot": "Hot", + "lbl-Cold": "Cold", + "lbl-Volatile": "Volatile", + "lbl-Dark": "Dark", + "lbl-fae": "Fae", + "text-faebackstory": "You wear your heart on your sleeve. Give everyone one String.

    You've captured someone’s fancy. Gain 2 Strings on them.", + "text-faeinfo": "You get Faery Contract, and choose one more", + "text-fae-move1name": "Faery Contract", + "text-fae-move1desc": "If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options to Pulling Strings:
    ✦   they fuck up something simple at a crucial moment, suffering 1 Harm if appropriate;
    ✦   add 2 to your roll on an act of vengeance.", + "text-fae-move2name": "Unashamed", + "text-fae-move2desc": "You can give someone a String on you to add 3 to your attempt to Turn Them On.", + "text-fae-move3name": "The Wild Hunt", + "text-fae-move3desc": "When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn Someone On.", + "text-fae-move5name": "Lure", + "text-fae-move5desc": "Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.", + "text-fae-move6name": "Guide", + "text-fae-move6desc": "If you spend a String on someone willing, you can bring them across the veil, into the faery realm. The spell lasts for a scene or two, before you're both returned to the mundane world.", + "text-fae-move4name": "Beyond The Veil", + "text-fae-move4desc": "To seek audience with the Faery King, Gaze Into the Abyss. On a 10 up, in addition to other results, the Faery King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the Faery King demands a favour of you.", + "text-fae-sexmove": "When you lie naked with another, you can ask them for a promise. If they refuse, take 2 Strings on them.", + "text-fae-darkestself": "Everything you say seems a promise. Everything you hear seems a promise. If a promise is broken, justice must be wrought in trickery or blood. You aren't subject to the human rules of mercy. To escape your Darkest Self, you must in some way re-balance the scales of justice.", + "text-fae-advance1": "Add +1 to one of your stats.", + "text-fae-advance2": "Take another Fae move.", + "text-fae-advance3": "Take another Fae move.", + "text-fae-advance4": "Take a move from any Skin.", + "text-fae-advance5": "Take a move from any Skin.", + "text-fae-advance6": "You belong to a Jury of Fae.", + "lbl-ghost": "Ghost", + "text-ghostbackstory": "Someone knows that you're dead and how you died. They gain 2 Strings on you.

    You've been inside someone's bedroom while they were sleeping. Take a String on them.", + "lbl-atfault": "At Fault", + "text-ghostinfo": "You get Unresolved Trauma, and choose two more", + "text-ghost-move1name": "Unresolved Trauma", + "text-ghost-move1desc": "Whenever something brings to mind your death, you choke up and gain the Condition traumatized if you don't have it already. Whenever someone helps you resolve this Condition, you both mark experience.", + "text-ghost-move2name": "Helpful Spirit", + "text-ghost-move2desc": "When you help someone resolve a Condition, gain a String on them.", + "text-ghost-move3name": "Transference", + "text-ghost-move3desc": "Whenever you spend time truly listening to someone else's struggles, they heal 1 Harm, and then transfer their remaining Harm to you.", + "text-ghost-move4name": "Projected Blame", + "text-ghost-move4desc": "While you've got the Condition traumatized, you may act as though others had the Condition at fault for my death.", + "text-ghost-move5name": "Creep", + "text-ghost-move5desc": "When you silently witness someone in one of their most private moments, perhaps sleeping or putting on makeup, gain a String on them.", + "text-ghost-move6name": "Limitless", + "text-ghost-move6desc": "You can walk through walls and fly.", + "text-ghost-sexmove": "When you have sex with someone, you both get to ask a question of one another. This can be asked in character or player-to-player. They must answer honestly and directly.", + "text-ghost-darkestself": "You become invisible, unnoticeable. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around. ", + "text-ghost-advance1": "Add +1 to one of your stats.", + "text-ghost-advance2": "Take another Ghost move.", + "text-ghost-advance3": "Take another Ghost move.", + "text-ghost-advance4": "Take a move from any Skin.", + "text-ghost-advance5": "Take a move from any Skin.", + "text-ghost-advance6": "You belong to a Haunted House.", + "lbl-ghoul": "Ghoul", + "text-ghoulbackstory": "Someone reminded you what love was, when you thought that death had stolen it away from you forever. Give them a String.

    Did anyone watch you die? If so, you gain 2 Strings on each other.", + "lbl-hunger": "Hunger", + "text-ghoulinfo": "You get The Hunger, and choose two more", + "text-ghoul-move1name": "The Hunger", + "text-ghoul-move1desc": "You have a Hunger for (select 1):", + "lbl-ghoulhunger1": "fear", + "lbl-ghoulhunger2": "power", + "lbl-ghoulhunger3": "plunder", + "lbl-ghoulhunger4": "thrills", + "text-ghoul-move1desc-cont": "When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a promising feeding opportunity, roll to Keep Your Cool.", + "text-ghoul-move2name": "What The Right Hand Wants", + "text-ghoul-move2desc": "Your body contains many histories, and it desires many things. Create another Hunger.", + "text-ghoul-move3name": "Satiety", + "text-ghoul-move3desc": "When you satiate a Hunger, choose one:
    ✦   heal 1 Harm;
    ✦   mark experience;
    ✦   take 1 Forward.", + "text-ghoul-move4name": "Short Rest For The Wicked", + "text-ghoul-move4desc": "When you die, wait it out. A few hours later, you wake up fully healed.", + "text-ghoul-move5name": "Watchful Golem", + "text-ghoul-move5desc": "When you defend someone without them ever knowing about it, mark experience.", + "text-ghoul-move6name": "Ending", + "text-ghoul-move6desc": "You remember every detail of your death. When you tell someone about it, give them the Condition morbid and roll to Turn Them On with Cold.", + "text-ghoul-move7name": "Esprit de Corpse", + "text-ghoul-move7desc": "When you Gaze Into the Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.", + "text-ghoul-sexmove": "When you have sex with someone, create a new Hunger.", + "text-ghoul-darkestself": "Your dull hunger sharpens. You can't focus on anything else but feeding. And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. You escape your Darkest Self once you've overindulged, or you've been locked out for long enough to regain composure.", + "text-ghoul-advance1": "Add +1 to one of your stats.", + "text-ghoul-advance2": "Take another Ghoul move.", + "text-ghoul-advance3": "Take another Ghoul move.", + "text-ghoul-advance4": "Take a move from any Skin.", + "text-ghoul-advance5": "Take a move from any Skin.", + "text-ghoul-advance6": "You're part of a Reckless Crew.", + "lbl-hollow": "Hollow", + "text-hollowbackstory": "You've been taking your social cues from someone, and doing so has taught you a lot about them. Gain 2 Strings on them.

    Someone's seen through your invented past, and realized it's all lies. They gain 2 Strings on you.", + "text-hollow-move1name": "Better Than Nothing", + "text-hollow-move1desc": "When you gain a Condition, mark experience.", + "text-hollow-move2name": "A Blank Canvas", + "text-hollow-move2desc": "When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.", + "text-hollow-move3name": "Try Harder Next Time", + "text-hollow-move3desc": "When you screw up, give yourself an appropriate Condition and take 1 forward.", + "text-hollow-move4name": "Fake", + "text-hollow-move4desc": "Add 1 to any rolls you make while lying.", + "text-hollow-move5name": "Metamorphosis", + "text-hollow-move5desc": "When you Gaze Into the Abyss, on a 7 or higher the abyss will also show you what you must become, and you can permanently swap two of your stats.", + "text-hollow-move6name": "Strange Impressions", + "text-hollow-move6desc": "When a main character either Harms you or helps you heal, you can respond by studying them with wide eyes. If you do, temporarily gain one of their Skin Moves and add it to your character sheet. It disappears once you use it.", + "text-hollow-sexmove": "When you have sex with someone, both players secretly write down whether the sex was confusing or soothing for their character. If you reveal the same answer, both characters mark experience.", + "text-hollow-darkestself": "Your body is a prison. You don't belong inside of it. You need to put it in harm's way, and make it suffer, just like it's made you suffer. There's got to be a way to cut yourself out of it. You need to meet your makers, and hold them accountable for what they've done to you. To escape your Darkest Self, you must come to see how someone else feels more trapped than you do.", + "text-hollow-advance1": "Add +1 to one of your stats.", + "text-hollow-advance2": "Take another Hollow move.", + "text-hollow-advance3": "Take another Hollow move.", + "text-hollow-advance4": "Take a move from any Skin.", + "text-hollow-advance5": "Take a move from any Skin.", + "text-hollow-advance6": "You've found Hollow Siblings.", + "lbl-infernal": "Infernal", + "text-infernalbackstory": "You owe debts. Give away 3 Strings, divided any way you like between the Dark Power and the other characters.

    Someone thinks they can save you. Gain a String on them.", + "lbl-darkpower": "Dark Power", + "lbl-debts": "Debts", + "text-infernalinfo": "You get Soul Debt, and choose one more", + "text-infernal-move1name": "Soul Debt", + "text-infernal-move1desc": "You owe a debt to a Dark Power. Name it, and choose two Bargains it has made with you.
    The Dark Power can gain Strings. If ever it has 5 Strings on you, trigger your Darkest Self.", + "text-infernal-move2name": "Dark Recruiter", + "text-infernal-move2desc": "When you bring an innocent soul to the Dark Power, mark experience.", + "text-infernal-move3name": "Under Pressure", + "text-infernal-move3desc": "If someone has 3 or more Strings on you, add 1 to your rolls to carry out their bidding.", + "text-infernal-move4name": "Can't Save Myself", + "text-infernal-move4desc": "When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.", + "lbl-bargains": "Bargains", + "text-bargaininfo": "Choose two Bargains that the Dark Power has made with you", + "text-bargains1-name": "The Power Flows Through You", + "lbl-bargains1-desc": "You can give the Dark Power a String in order to add 2 to your next roll.", + "text-bargains2-name": "Numbing It Out", + "lbl-bargains2-desc": "You can give the Dark Power a String in order to remove a Condition or up to two Harm.", + "text-bargains3-name": "Elsewise Power", + "lbl-bargains3-desc": "You can give the Dark Power a String to use a move you don't have, just this once. This move can come from any Skin.", + "text-bargains4-name": "Uncanny Voices", + "lbl-bargains4-desc": "You can give the Dark Power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose).", + "text-bargains5-name": "Strings Attached", + "lbl-bargains5-desc": "You can ask the Dark Power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after.", + "text-infernal-sexmove": "When you have sex, the Dark Power loses a String on you and gains a String on whoever you had sex with.", + "text-infernal-darkestself": "You find yourself shivering, needy, and alone. The Dark Power will make some daunting, open-ended demands. Every demand fulfilled brings you closer to feeling whole again, and removes one of the Dark Power's Strings on you. You escape your Darkest Self when the Dark Power is out of Strings, or you make a bargain with an even more dangerous entity.", + "text-infernal-advance1": "Add +1 to one of your stats.", + "text-infernal-advance2": "Take another Infernal move.", + "text-infernal-advance3": "Take another Infernal move.", + "text-infernal-advance4": "Take a move from any Skin.", + "text-infernal-advance5": "Take a move from any Skin.", + "text-infernal-advance6": "You supply for Needy Fiends.", + "lbl-mortal": "Mortal", + "text-mortalbackstory": "Declare your backstory last.

    Choose one person to be your Lover. Give them three Strings on you. Take one String on them.", + "lbl-lover": "Lover", + "text-mortalinfo": "You gain True Love, and choose two more", + "text-mortal-move1name": "True Love", + "text-mortal-move1desc": "You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 forward to earning your Lover's heart or fancy.", + "text-mortal-move2name": "Mess With Me, Mess With Him", + "text-mortal-move2desc": "When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.", + "text-mortal-move3name": "Entrenched", + "text-mortal-move3desc": "If you and another character have a combined total of 5 or more Strings on one another, gain 1 to all rolls against them.", + "text-mortal-move4name": "Sympathy Is My Weapon", + "text-mortal-move4desc": "Every time you forgive someone for hurting you, and excuse their base nature, gain a String on them.", + "text-mortal-move5name": "Excuses Are My Armour", + "text-mortal-move5desc": "When you ignore some blatant problem with your Lover or how they treat you, mark experience.", + "text-mortal-move6name": "Downward Spiral", + "text-mortal-move6desc": "When you Gaze Into the Abyss, you may cause yourself 1 Harm. If you do, add 2 to your roll.", + "text-mortal-move7name": "Down The Rabbit Hole", + "text-mortal-move7desc": "When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.", + "text-mortal-sexmove": "When you have sex with someone, it awakens something sinister within. The next time you take your eyes off them, they become their Darkest Self.", + "text-mortal-darkestself": "Nobody understands you. Nobody even tries. You do so much for the people you love, and they walk all over you. Enough is enough! Betray them. Show them what its like to be uncared for. Reveal their monstrosity and yours. Only seeing the pain that you're causing your Lover will let you escape your Darkest Self.", + "text-mortal-advance1": "Add +1 to one of your stats.", + "text-mortal-advance2": "Take another Mortal move.", + "text-mortal-advance3": "Take another Mortal move.", + "text-mortal-advance4": "Take a move from any Skin.", + "text-mortal-advance5": "Take a move from any Skin.", + "text-mortal-advance6": "Take a move from any Skin.", + "lbl-queen": "Queen", + "text-queenbackstory": "Name three side characters who are members of your gang. Gain a String on each.

    You find someone threatening. Give them a String on you, and take a String on them", + "lbl-clique": "Clique", + "text-queeninfo": "You get The Clique, and choose one more", + "text-queen-move1name": "The Clique", + "text-queen-move1desc": " You're at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
    ✦   they're armed (with guns and real dangerous stuff);
    ✦   they're connected (with money and designer drugs);
    ✦   they're talented (in a band or sports team);
    ✦   they're cultists (with dark oaths and willingness to die).", + "text-queen-move2name": "The Shield", + "text-queen-move2desc": "When you're surrounded by your gang, subtract 1 from any rolls against you.", + "text-queen-move3name": "Bought Loyalty", + "text-queen-move3desc": "You can give a side character a String on you to tempt them to do your bidding. The MC will tell you what sort of bribe, threat, or coaxing it’ll take to get that character to do what you want right now.", + "text-queen-move4name": "And Your Enemies Closer", + "text-queen-move4desc": "When someone betrays you, gain a String on them.", + "text-queen-move5name": "Many Bodies", + "text-queen-move5desc": "When you promise one of your gang members to someone, add 2 to your roll to Turn Them On. When one of your gang members has sex with someone, it triggers your Sex Move.", + "text-queen-move6name": "Streaming", + "text-queen-move6desc": "You have a telepathic connection with your gang members. You can always hear their emotions and fears. If you try to hear specific thoughts, Gaze Into the Abyss about it and add 1 to your roll.", + "text-queen-sexmove": "When you have sex with someone, they gain the Condition one of them. While the Condition remains, they count as part of your gang.", + "text-queen-darkestself": "They've failed you. Again. This whole mess is their fault, and why should you have to suffer the consequences of their idiocy? You need to make an example out of each of them – a cruel and unwavering example. You escape your Darkest Self when you relinquish part of your power to someone more deserving, or when you destroy an innocent person in order to prove your might.", + "text-queen-advance1": "Add +1 to one of your stats.", + "text-queen-advance2": "Take another Queen move.", + "text-queen-advance3": "Take another Queen move.", + "text-queen-advance4": "Take a move from any Skin.", + "text-queen-advance5": "Take a move from any Skin.", + "text-queen-advance6": "Take The Clique again and detail another gang.", + "lbl-vampire": "Vampire", + "text-vampirebackstory": "You're beautiful. Gain a String on everyone.

    Someone once saved your unlife. They gain 2 Strings on you.", + "text-vampire-move1name": "Invited", + "text-vampire-move1desc": "You cannot enter a home without being invited. Whenever someone invites you in, gain a String on them.", + "text-vampire-move2name": "Hypnotic", + "text-vampire-move2desc": "You can hypnotize people who have no Strings on you. Roll with Hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
    ✦   they realize exactly what you've done to them;
    ✦   they fuck up your commands;
    ✦   their sanity is unhinged.", + "text-vampire-move3name": "Cold As Ice", + "text-vampire-move3desc": "When you Shut Someone Down and roll a 7 or higher, you may choose an extra option from the list.", + "text-vampire-move4name": "The Feeding", + "text-vampire-move4desc": "You feed on hot blood, direct from the source. If this is the first time they've ever been fed upon, you both mark experience. When you feed, choose two:
    ✦   you heal 1 Harm;
    ✦   you take 1 Forward;
    ✦   they definitely don't die.", + "text-vampire-move5name": "Marked For The Hunt", + "text-vampire-move5desc": "Feeding on someone establishes a preternatural bond. From that point forward, whenever you Gaze Into the Abyss concerning their whereabouts or well-being, roll as if you had Dark 3.", + "text-vampire-move6name": "Inescapable", + "text-vampire-move6desc": "You may spend a String on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Strings on them.", + "text-vampire-sexmove": "When you deny someone sexually, gain a String on them.
    When you have sex with someone, lose all Strings on them.", + "text-vampire-darkestself": "Everyone is your pawn, your plaything. You hurt them and make them vulnerable, for sport – like a cat does with a mouse. Maybe you'll even drain them dry, though you'll certainly take your time first. You escape your Darkest Self when you're put in your rightful place, by someone more powerful than you.", + "text-vampire-advance1": "Add +1 to one of your stats.", + "text-vampire-advance2": "Take another Vampire move.", + "text-vampire-advance3": "Take another Vampire move.", + "text-vampire-advance4": "Take a move from any Skin.", + "text-vampire-advance5": "Take a move from any Skin.", + "text-vampire-advance6": "You're in a Vampiric Coterie.", + "lbl-werewolf": "Werewolf", + "text-werewolfbackstory": "You lack subtlety. Give a String to everyone.

    You've spent weeks watching someone from a distance. Their scent and mannerisms are unmistakable to you now. Gain two Strings on them.", + "lbl-spiritconnection": "Spirit Connection", + "text-werewolf-move1name": "Primal Dominance", + "text-werewolf-move1desc": "When you Harm someone, take a String on them.", + "text-werewolf-move2name": "Scent Of Blood", + "text-werewolf-move2desc": "Add 1 to all rolls against those who have been Harmed in this scene already.", + "text-werewolf-move3name": "Howl At The Moon", + "text-werewolf-move3desc": "When basked in moonlight, you may act as if you had Dark 3.", + "text-werewolf-move4name": "Spirit Armour", + "text-werewolf-move4desc": "When basked in moonlight, any Harm that you suffer is reduced by 1, and you add 2 to all rolls to Keep Your Cool.", + "text-werewolf-move5name": "Heightened Senses", + "text-werewolf-move5desc": "When you rely on your animal instincts to make sense of a charged situation, roll with Dark. On a 10 up, ask the MC three questions from below and take 1 Forward. • On a 7-9, ask one question from below and take 1 Forward:
    ✦   Where's my best escape route or way in?
    ✦   Which enemy is the most vulnerable to me?
    ✦   What's their secret weakness?
    ✦   What poses the biggest threat to me?
    ✦   Who's in control here?", + "text-werewolf-move6name": "Unstable", + "text-werewolf-move6desc": "When you become your Darkest Self, mark experience.", + "text-werewolf-sexmove": "When you have sex with someone, you establish a deep spiritual connection with them. Until either of you breaks that spirit connection (by having sex with someone else) add 1 to all rolls made to defend them. You can tell when that connection has been broken.
    ", + "text-werewolf-darkestself": "You transform into a terrifying wolf-creature. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first.", + "text-werewolf-advance1": "Add +1 to one of your stats.", + "text-werewolf-advance2": "Take another Werewolf move.", + "text-werewolf-advance3": "Take another Werewolf move.", + "text-werewolf-advance4": "Take a move from any Skin.", + "text-werewolf-advance5": "Take a move from any Skin.", + "text-werewolf-advance6": "You belong to a Wolf Pack.", + "lbl-witch": "Witch", + "text-witchbackstory": "You start the game with two Sympathetic Tokens. Decide whose and what they are.

    One of the others caught you rummaging through their friend's stuff, but hasn't said anything. They get a String on you.", + "lbl-sympathetictokens": "Sympathetic Tokens", + "text-witchinfo": "You get Sympathetic Tokens and Hex-Casting.", + "text-witch-move1name": "Sympathetic Tokens", + "text-witch-move1desc": "You gain power from Sympathetic Tokens - items of personal significance taken from others. Sympathetic Tokens count as Strings.", + "text-witch-move2name": "Hex-Casting", + "text-witch-move2desc": "You can cast Hexes. Choose two that you know. To cast them, either expend a Sympathetic Token during a secret ritual, or meet the target's gaze and chant at them in tongues. Then roll with Dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
    ✦   the casting does you 1 Harm;
    ✦   the Hex has weird side effects;
    ✦   trigger your Darkest Self.", + "text-witch-move3name": "Transgressive Magic", + "text-witch-move3desc": "If your ritual transgresses the community's moral or sexual standards, add 1 to your Hex-Casting roll.", + "text-witch-move5name": "Sanctuary", + "text-witch-move5desc": "You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.", + "lbl-hexes": "Hexes", + "text-hexes1-name": "Wither", + "lbl-hexes1-desc": "The hexed loses all of their hair, or their teeth start falling out, or their period arrives unexpected and heavy, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.", + "text-hexes2-name": "Binding", + "lbl-hexes2-desc": "The person cannot physically Harm others.", + "text-hexes3-name": "Ring Of Lies", + "lbl-hexes3-desc": "Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause Harm or even brain damage.", + "text-hexes4-name": "Watching", + "lbl-hexes4-desc": "You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.", + "text-hexes5-name": "Illusions", + "lbl-hexes5-desc": "Pick one: snakes and bugs; demonic visages; false prophecies; non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.", + "text-witch-sexmove": "After sex, you can take a Sympathetic Token from them. They know about it, and it's cool.", + "text-witch-darkestself": "The time for subtlety and patience is over. You're too powerful to put up with their garbage any longer. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most.", + "text-witch-advance1": "Add +1 to one of your stats.", + "text-witch-advance2": "Take another Witch move.", + "text-witch-advance3": "Take all the remaining Hexes.", + "text-witch-advance4": "Create a new Hex.", + "text-witch-advance5": "Take a move from any Skin.", + "text-witch-advance6": "Take a move from any Skin.", + "text-witch-advance7": "You belong to a Coven.", + "lbl-chosen": "Chosen", + "text-chosenbackstory": "You have two friends whom you rely on for monster-slaying or crime-fighting support. Take a String on each.

    There's someone who knows that you're the Chosen one, and wants you dead. Describe them. The MC will give them a name and two Strings on you.", + "text-chosen-move1name": "Growing Pains", + "text-chosen-move1desc": "When you fail to protect your friends, mark experience.", + "text-chosen-move2name": "Mercy", + "text-chosen-move2desc": "When you decide to spare someone you have reason to kill, take a String on them.", + "text-chosen-move3name": "Final Showdown", + "text-chosen-move3desc": "Spend 4 Strings on a side character to kill them. They are totally and irrevocably dead.", + "text-chosen-move5name": "To The Books", + "text-chosen-move5desc": "When the chips are down and your enemies seem unbeatable, you can turn to your friends for research help. Doing so counts as Gazing Into the Abyss. Add 1 to your roll for each friend who really dives into the work, even when it gets monotonous. On a 10 up, in addition to other results, the visions show you your enemy's secret weakness and you gain a String on them.", + "text-chosen-move6name": "Take the Blow", + "text-chosen-move6desc": "When you leap into the way and take the blow instead of someone else, roll with Volatile. On a 10 up, you take the Harm instead of them, but reduce it by 1. • On a 7-9, you take the Harm instead of them.", + "text-chosen-move4name": "Light the Way", + "text-chosen-move4desc": "Whenever your friends follow your commands or your lead, they add 1 to their rolls.", + "text-chosen-sexmove": "When you have sex, heal all of your wounds, and cure all of your Conditions. If they disgust you, give them a String. If you disgust yourself, give them a String.", + "text-chosen-darkestself": "None of your friends can help. They're not strong like you are. You need to chase down the biggest threat imaginable, immediately and alone. Any challenges or dangers that you encounter must be faced head on, even if they might kill you. You escape your Darkest Self when someone comes to your rescue or you wake up in the hospital, whichever comes first.", + "text-chosen-advance1": "Add +1 to one of your stats.", + "text-chosen-advance2": "Take another Chosen move.", + "text-chosen-advance3": "Take another Chosen move.", + "text-chosen-advance4": "Take a move from any Skin.", + "text-chosen-advance5": "Take a move from any Skin.", + "text-chosen-advance6": "You have Unholy Allies.", + "lbl-serpentine": "Serpentine", + "text-serpentinebackstory": "You've been watching someone, trying to learn from them what it means to be human. Gain two Strings on them.

    Your family seeks to control your every move, and they will not be denied. The head of your family gains two Strings on you. ", + "text-serpentineinfo": "You get Failing Dynasty, and choose one more", + "text-serpentine-move1name": "Failing Dynasty", + "text-serpentine-move1desc": "In the age of serpents, your family was powerful and prolific. Now, they live in a shadow of their former glory. They want to regain (choose one):
    ✦   their political clout;
    ✦   their old wealth;
    ✦   their failing beauty;
    ✦   their secret allies.
    Whenever you are convinced to do the bidding of a family member, take 1 Forward to doing it and that family member gains a String on you. Whenever you help your family regain some of their former glory, mark experience.", + "text-serpentine-move2name": "Mesmerizing", + "text-serpentine-move2desc": "When you stare at someone without blinking, roll with Hot. On a 10 up, they freeze up until you blink or someone touches them, and afterwards they don't really remember anything unusual happening. • On a 7-9, it'll still work, but only if you hiss loudly the entire time (and they'll definitely know something weird happened).", + "text-serpentine-move3name": "The Big Reveal", + "text-serpentine-move3desc": "When you reveal your true form to someone, they gain a String on you. If they accept you as you truly are, they mark experience. If they reject you, take 1 Forward against them.", + "text-serpentine-move4name": "The New Order", + "text-serpentine-move4desc": "When you learn to meet one of your needs within human society rather than within your family, mark experience. When others help you fit in better with human society, they mark experience.", + "text-serpentine-move5name": "Patience is a Virtue", + "text-serpentine-move5desc": "When you bite your tongue and don't respond to an antagonist, roll with Cold. On a 10 up, gain a String on them. • On a 7-9, take 1 Forward to striking the next time you see them.", + "text-serpentine-sexmove": "If your family learns that you've had sex with someone, that person becomes part of your family's Failing Dynasty. If they're a main character, they add the move to their sheet.", + "text-serpentine-darkestself": "The human and serpent worlds are too different, and you'll never be able to reconcile their demands. The only way out is to choose a side, as decisively and irrevocably as possible. Watch carefully and quietly for an opportunity, and then strike, regardless of who needs to be hobbled or devoured in the process. It's the only way to make the world simple again, and find your place at last. You escape your Darkest Self when you accept your complicated place in the world, or when you moult.", + "text-serpentine-advance1": "Add +1 to one of your stats.", + "text-serpentine-advance2": "Take another Serpentine move.", + "text-serpentine-advance3": "Take another Serpentine move.", + "text-serpentine-advance4": "Take a move from any Skin.", + "text-serpentine-advance5": "Take a move from any Skin.", + "text-serpentine-advance6": "You belong to a Nest of Humans.", + "lbl-cerberus": "Cerberus", + "text-cerberusbackstory": "Someone managed to slip past you, a damned and wicked soul hiding among the pure. You've tracked them down. Gain two Strings on them.

    You don't fit in. Give yourself a Condition.", + "lbl-master": "Master", + "text-cerberusinfo": "You get Watch Dog, and choose one more", + "text-cerberus-move1name": "Watch Dog", + "text-cerberus-move1desc": "You exist in the liminal space between two communities: one is resplendent with light, the other is damned to the shadows. It is your duty to guard the boundary.
    Mark experience whenever you weed out someone on the wrong side of the divide and put them in their place.", + "text-cerberus-move2name": "Arbiter", + "text-cerberus-move2desc": "When you give someone a Condition, mark experience.", + "text-cerberus-move3name": "Dig Deeper", + "text-cerberus-move3desc": "When you Gaze Into the Abyss by snooping around for dirt on someone, add 1 to your roll. On a 10 up, the owner of that character will tell you a secret, and you can choose to give them a Condition to reflect what you've learned.", + "text-cerberus-move4name": "Loyal", + "text-cerberus-move4desc": "Whoever currently has the most Strings on you is your Master. When you take action to protect or help your Master, add 1 to your roll and they gain a String on you.
    When you become your Darkest Self, your current Master loses all Strings on you.", + "text-cerberus-move5name": "Bark, Then Bite", + "text-cerberus-move5desc": "When you take advantage of a Condition that you gave to someone, it adds 2 to your roll instead of 1.", + "text-cerberus-move6name": "Doomed Outsider", + "text-cerberus-move6desc": "When trying to drive others away from you, or escape their care, you can take advantage of your own Conditions to add to your roll.", + "text-cerberus-move7name": "Hot Take", + "text-cerberus-move7desc": "When you discover an injustice that has long been hidden or covered up, add 1 to your rolls to bring it to light and to justice as immediately as possible.", + "text-cerberus-sexmove": "When you have sex with someone, tell them why you don't belong in their world. If they agree, give yourself a Condition to reflect. If they disagree, you gain a String on them.", + "text-cerberus-darkestself": "You do your best to be a good boy, but you come from a very bad place. Let's face it: you're a mangy, unlovable beast from hell. You were born to snarl and to bite. Anyone who's gotten close to you needs to be driven away, violently if necessary. You must return to the shadows, dragging the damned back down there with you. You escape your Darkest Self when disrupted by a virtuous hero, or when the power of true love tempers your resolve.", + "text-cerberus-advance1": "Add +1 to one of your stats.", + "text-cerberus-advance2": "Take another Cerberus move.", + "text-cerberus-advance3": "Take another Cerberus move.", + "text-cerberus-advance4": "Take a move from any Skin.", + "text-cerberus-advance5": "Take a move from any Skin.", + "text-cerberus-advance6": "You have Serpents at Your Back.", + "lbl-disciple": "Disciple", + "text-disciplebackstory": "You've sworn a pact of secrecy with someone. Over what? You gain 2 Strings on each other.

    One of the adults in your life is worried about you. They gain a String on you.", + "lbl-wickedmaster": "Wicked Master", + "text-discipleinfo": "You get End of the World and Idols, and choose one more", + "text-disciple-move1name": "End of the World", + "text-disciple-move1desc": "You have sworn fealty to a Wicked Master. Once it has accumulated six hundred sixty-six Strings, it can fully materialize in this realm, possessing immeasurable power.", + "text-disciple-move2name": "Idols", + "text-disciple-move2desc": "You create idols to your Wicked Master, in the form of (choose one):
    ✦   cloth dolls;
    ✦   carved sigils;
    ✦   statues;
    ✦   videos;
    ✦   ritual performances;
    ✦   ceremonial fires;
    ✦   dark poems.
    Each idol counts as a String on you, held by the Wicked Master unless someone else seizes control of it or destroys it.", + "text-disciple-move3name": "Blood Offerings", + "text-disciple-move3desc": "Every time you suffer Harm, the Wicked Master gains a String on you and you mark experience.", + "text-disciple-move4name": "Spoken For", + "text-disciple-move4desc": "Whenever someone else gains a String on you, your Wicked Master gains a String on them.", + "text-disciple-move5name": "Secret Mission", + "text-disciple-move5desc": "Whenever you lie to someone about your true motives, and they foolishly believe you, gain a String on them.", + "text-disciple-move6name": "Incantations", + "text-disciple-move6desc": "When you Gaze Into the Abyss to entreat the Wicked Master, it gains a String on you. On a 10 up, the Wicked Master reveals the next stage of its plan, and you take an ongoing 1 Forward to all rolls made to enact this bidding.", + "text-disciple-move7name": "Soul Recruiter", + "text-disciple-move7desc": "When you bring an innocent soul to the Wicked Master, mark experience.", + "lbl-heartmove": "Heart Move", + "text-disciple-sexmove": "When you allow yourself to fall in love with someone, truly fall in love, and that person loves you back, erase half of the Strings that your Wicked Master holds on you, rounded up.", + "text-disciple-darkestself": "They're fools to ignore you and mistreat you. When the world goes up in flames, you'll make sure they are among the first to burn. Do whatever it takes to summon your otherworldly patron, and drive off anyone who gets in your way. You escape your Darkest Self when the Wicked Master fully materializes in this realm, or when a narrow miss convinces you it would be better to return to keeping a low profile and biding your time.", + "text-disciple-advance1": "Add +1 to one of your stats.", + "text-disciple-advance2": "Take another Disciple move.", + "text-disciple-advance3": "Take another Disciple move.", + "text-disciple-advance4": "Take a move from any Skin.", + "text-disciple-advance5": "Take a move from any Skin.", + "text-disciple-advance6": "Join an Ascension Group.", + "lbl-customskin": "Custom Skin", + "text-custom-advance1": "Add +1 to one of your stats.", + "text-custom-advance2": "Take another Skin move.", + "text-custom-advance3": "Take another Skin move.", + "text-custom-advance4": "Take a move from any Skin.", + "text-custom-advance5": "Take a move from any Skin." +} diff --git a/Moon Punk/translations/ca.json b/Moon Punk/translations/ca.json new file mode 100644 index 0000000000..83d133603d --- /dev/null +++ b/Moon Punk/translations/ca.json @@ -0,0 +1,466 @@ +{ + "Link_dust_7": "You know them by reputation. Tell them what you've heard.", + "actcasual": "Act Casual", + "actcool": "Act Cool", + "actually": "Actually...", + "actually_description": "Roll +Smarts to Influence Someone as long as you sound smart, even if you’re just making stuff up.", + "always_holding": "Always Holding", + "always_holding_description": "You have a single substance that can be used to temporarily negate a [tag]. It can also be used to temporarily imbue a [tag]. The imbiber must roll +Cool to see how they react.\n• On a 7-9, the [tag] change is successful, but with a side effect.\n• On a 10+, there are no (unintended) side effects.", + "always_on_the_run": "Always on the Run", + "always_on_the_run_description": "Use +Smarts instead of +Cool to roll to Act Casual.", + "athlete": "Athlete", + "athlete_description": "Athlete: Anything can be a thrown weapon with some hand-eye coordination. When using a thrown item as a weapon, call your shot and roll to Throw Down. \n• On a 7-9, you miss your specific target, but still deal at least 1 Harm to the general target. \n• On a 10+, you hit exactly what you wanted to hit (either a specific body part or object), deal at least 1 Harm, and apply a [tag] to the target.", + "bang": "Bang", + "bang_description": "You can get in the way when someone else is about to take Harm without rolling to Protect Someone. However, when you do this, you always take at least 1 Harm. If this knocks you unconscious, you can take one more action before going out.", + "bargaining_power": "Bargaining Power", + "bargaining_power_description": "You can get out of minor trouble with The Authority by manipulating your union ties. Roll +Presence.\n• 7-9 The problem can disappear... For a price.\n• 10+ They got your back.", + "bash-baller": "Bash-Baller", + "bash-baller_description": "When you’re outnumbered or outgunned in a fight, it just makes you tougher. Take +1 ongoing until you even the odds.", + "blend_in": "Blend In", + "blend_in_description": "You might be quiet, but you’re not a wallflower. If enough time goes by and you haven’t yet been acknowledged or engaged in activity, you can reveal what you’ve been doing in the background while the others have been in the spotlight. If you can say how you set up your next move, you can take a 10 on your next roll.", + "bones": "Bones", + "born_leader": "Born Leader", + "born_leader_description": "You are known for your dedication to the Mutant community. You can take a 10 on an Influence Someone roll against any non-Authority Figure Mutant as long as you can make the argument that what you want is within the Mutant community’s interests.", + "brass_knuckles": "Brass Knuckles [concealable], 1 Harm", + "brawler": "Brawler", + "brawler_description": "You’re an expert in hand-to-hand combat. When you use Stick N Move or Restrain Them during a Throw Down roll, deal an additional 1 Harm.", + "buddy_system": "Buddy System", + "buddy_system_description": "At the beginning of any dangerous situation, choose a buddy. Take +1 ongoing to any Protect Someone, Think Fast, or Help Out rolls to help this person until the danger is over.", + "call_your_map": "Call Your Map", + "call_your_map_description": "You can set up a meeting with your union representative at any time. They will counsel you and offer help within reason.", + "callsign": "Callsign", + "callsign_description": "You choose a personal callsign. Share it with The Authority (and your crew, if you’re not embarrassed). This callsign can be invoked like a [tag].", + "campaign_promise": "Campaign Promise", + "campaign_promise_description": "When someone tries to cash in a TANSTAAFL debt with you or an ally, you can roll +Presence to hold off repayment.\n• On a 7-9, they will agree to wait if you either sweeten the pot or make a persuasive political argument.\n• On a 10+, they agree to wait until a condition you both agree to is met.", + "case_the_joint": "Case the Joint", + "case_the_joint_description": "Spend some time watching a potential mark. Roll +Cool. On a 7-9, ask one question. On a 10+, ask three.\n• Who will be there?\n• How are they defended?\n• What’s valuable there?\n• Is there an opening?\n• Will we need anything?\n• Where could we flee?", + "change_class": "Change class", + "check_the_blueprint": "Check The Blueprints", + "check_the_blueprint_description": "Roll to inquire about the physical layout of the domes. Take +1 ongoing as long as this knowledge helps you out.", + "choose": "Stat Set: [click]", + "choosestats": "Select Stats", + "convict": "Convict", + "convict_description": "You were declared guilty and your punishment was exile. Your “partner in crime” is here, too. They’ll act as an Ally for you and your crew. Problem is, they’re a scumbag. Choose their specialty and describe them to the table. Then, the table will choose a shitty ethos for them.", + "cool": "Cool", + "cool_outfit": "Cool Outfit [__________] (choose a [tag]), 1 Armor", + "cornfed": "Cornfed", + "cornfed_description": "You are just downright big and strong. When you use Throw Them during a Throw Down roll, you deal Harm to both the person you threw and the object or person you threw them at.", + "cross_training": "Cross Training", + "cross_training_description": "Take a move from any playbook’s non-specialty moves.", + "danger_sense": "Danger Sense", + "danger_sense_description": "You’re always looking for anything that can go wrong. When anyone Reads the Room while you’re there, you may always ask “anything dangerous here?” even if they miss.", + "dense": "Dense", + "dense_description": "Growing up with Earth grav means your body is stronger. Gain +1 bones.", + "diplomatic_immunity": "Diplomatic Immunity", + "diplomatic_immunity_description": "You may roll +Presence instead of +Cool to Act Casual when dealing with Authority Figures.", + "dirty_laundry": "Dirty Laundry", + "dirty_laundry_description": "You can launder money or fence stolen or illegal goods through your shop. If you do so, roll +Cool.\n• On a miss, The Authority takes notice.\n• On a 7-9, someone realizes what you’re doing and might ask something of you to stay quiet.\n• On a 10+, you pull off the transaction successfully.", + "doesnt_make_it_allright": "Doesn’t Make it Alright", + "doesnt_make_it_allright_description": "Once a session you can attempt to bandage and stitch up your own wounds with whatever you have on hand. Roll +Bones.\n• On a miss, you’ll have to heal normally and can’t use this move again until you’ve done so.\n• On a 7-9 heal 1 Harm.\n• On a 10+ heal 2 Harm.", + "dont_get_cocky_kid": "Don’t Get Cocky, Kid", + "dont_get_cocky_kid_description": "If you brag about your skills before doing something, you get +1 forward. However, if you miss the roll, you do not gain EXP.", + "dont_touch_them": "Don’t Touch Them", + "dont_touch_them_description": "If an ally or innocent bystander takes harm, you gain +1 forward to Protect Someone and Throw Down. This can stack if multiple people are harmed before you have a chance to act.", + "duster": "Duster", + "dying": "Dying", + "education": "Education", + "education_description": "How did you learn your trade? Pick one: \n☐ Formal Education. A degree is expensive, so you needed an Authority gig to pay it off. Your lab is [funded] but by an Authority source, so it’s [monitored].\n☐ Apprenticeship. A single person or small group helped nurture your growth and education. Your lab is within a [co-op], but you’re expected to contribute back to the co-op. Every time you use the lab for yourself, mark a minor TANSTAAFL debt.\n☐ Auto-Didact. You are self taught, and that comes with its own ups and downs. Your lab is [homemade] but [off-grid].", + "enforcer": "Enforcer", + "ethos": "Ethos", + "everythings_fine_here_how_are_you": "Everything’s Fine Here. How are You?", + "everythings_fine_here_how_are_you_description": "When you fail a +Presence roll, you can dictate one thing that does not happen as a consequence.", + "ex-military": "Ex-Military", + "ex-military_description": "Thanks to your years of training with a team, you can always forgo a Protect Someone roll and take a 10 instead. You can not use this move to hurt the enemy.", + "exp": "EXP", + "experienced_loonie": "Experienced Loonie", + "experienced_loonie_description": "You Think Fast with +Smarts instead of +Cool.", + "fake_smile": "Fake Smile", + "fake_smile_description": "Gain +1 Presence when you’re lying, deceiving, or trying to sell something.", + "first_impressions": "First Impressions", + "first_impressions_description": "When you meet a new person, you can choose to roll +Presence.\n• On a 7-9, you make a good impression, but there’s a catch. Describe what goes wrong.\n• On a 10+ you make a good impression and the person may become a contact or friend to you.", + "flight_jacket": "Flight jacket [flashy], 1 Armor", + "gear": "Gear", + "gear_name": "Item Name", + "grab_the_mic": "Grab the Mic", + "grab_the_mic_description": "You can make a big scene to force the attention on yourself for a short while. Roll +Presence out of combat, but +Bones if people have already started to Throw Down.\n• On a 7-9, you only get a little attention or you get too much. You choose.\n• On a 10+, all eyes are on you.", + "grease_monkey": "Grease Monkey", + "grease_monkey_description": "Once per session, when you have downtime, you can tinker with an item, exchanging a [tag] with a comparable one.", + "greenhorn": "Greenhorn", + "greenhorn_description": "When you play dumb trying to avoid trouble, roll +Presence instead of +Cool to Act Casual. This doesn’t work twice on the same person or in the same location.", + "guildy": "Guildy", + "hang_jacket": "Hang up your jacket", + "harm": "Harm", + "helpful_idiot": "Helpful Idiot", + "helpful_idiot_description": "When you Help Out, your ally receives a +2 to their roll instead of the normal +1.", + "heres_a_cool_trick": "Here’s a Cool Trick", + "heres_a_cool_trick_description": "Even when you don’t know what you’re doing, you still know what you’re doing. You may roll +Cool when rolling to Use Tech.", + "hey_fuck_you": "Hey, Fuck You!", + "hey_fuck_you_description": "When you directly and publicly stand up to oppression or bigotry, take +1 forward.", + "high_gravity": "High Gravity", + "high_gravity_description": "Before you roll to Throw Down, you can decide to take up to +3 forward, but you will take up to -3 forward on a roll of The Authority’s choice in the same scene.", + "high_pressure_sales_force": "High Pressure Sales Tactics", + "high_pressure_sales_force_description": "When attempting sleight of hand on someone while they are aware of you roll +Presence.\n• On a 7-9 you don’t get the item and get away clean, or get the item and The Authority takes a hard move.\n• On a 10+ You get away clean.", + "hold_my_glasses": "Hold My Glasses", + "hold_my_glasses_description": "Roll +Smarts instead of +Bones for your first Throw Down roll of the scene.", + "i_got_just_the_thing": "I Got Just the Thing", + "i_got_just_the_thing_description": "When looking for an item (within reason), roll +Presence.\n• On a 7-9 you know who would have it.\n• On a 10+ you just happen to have it.", + "i_got_your_six": "I Got Your Six", + "i_got_your_six_description": "If you step back and let someone else do something you honestly want to do yourself, give them a +1 forward. If you make it painfully obvious that you’re letting them do this, gain 1 EXP if they roll a 10+.", + "i_know_somebody": "I Know Somebody", + "i_know_somebody_description": "When you’re looking for someone with a particular skill set, roll +Presence.\n• On a 7-9, you know someone who could help you out, but pick one: they have a bad reputation, they’re hard to get a hold of, they’ll want something from you right away.\n• On a 10+, you find the right person for the job, no complications.", + "i_thought_i_told_you": "I Thought I Told You", + "i_thought_i_told_you_description": "When you warn someone not to do something, but they do it anyway, you get +1 forward to either help them get out of trouble or to punish them for it.", + "ice_in_my_veins": "Ice in My Veins", + "ice_in_my_veins_description": "You may automatically take a 10 on Think Fast rolls.", + "incumbent": "Incumbent", + "incumbent_description": "You’re a mainstay in Lunar politics. Once per session, take a single “factoid” (be it true or false), and spread it to the people. Roll +Presence.\n• On a 7-9, the people believe any truth you’ve spread but doubt any lies.\n• On a 10+, many people tend to know and believe this factoid, regardless of truth.", + "indomitable_will": "Indomitable Will", + "indomitable_will_description": "Ignore injury effect [tags] until your allies and innocent bystanders are out of danger.", + "influencesomeone": "Influence Someone", + "inner_strength": "Inner Strength", + "inner_strength_description": "Inner Strength: You shrug off injuries that could stop a normal person. Once a session take a moment to collect yourself and roll +Bones.\n• On a 7-9, heal 2 Harm or remove a temporary injury effect [tag].\n• On a 10+, heal 2 Harm and remove a temporary injury effect [tag].", + "instructions_not_included": "Instructions Not Included", + "instructions_not_included_description": "You have a creative take on “instructions” and “blueprints.” During the Research Phase of a Hi Tech roll, you can reroll the result if you are not satisfied with it, but you have to keep the new result.", + "juke_box_hero": "Juke Box Hero", + "juke_box_hero_description": "You have 1 Armor as long as you’re not restrained.", + "lab_tool": "Lab tool [innocuous]. 1 Harm", + "labcoat": "Labcoat", + "laboratory": "Laboratory", + "laboratory_description": "You have a scientific specialty and a lab that goes along with it. Your lab counts as a workshop for Hi Tech as long as you’re working in your field. Anytime you’re working within this specialty, take +1 ongoing. Pick one:\n☐ Agriculture: Hydroponics lab with access to grow beds, plumbing, fertilizer, and 2 large silos for storage.\n☐ Chemistry: Access to a stockpile of chemicals and the tools to manipulate them.\n☐ Medicine: Expertise in medicine. People with critical injuries can recover here, including permanent [tags]. There is space for 1-2 patients to stay.\n☐ Astronomy: Observatory equipped with instruments to monitor and communicate with celestial objects... Or local pilots.\n☐ _________________: Choose your own specialty and discuss with The Authority and your crew about what it might have inside.", + "levelingup": "Leveling Up", + "levelingupdesc": "Pick one when you mark 5 EXP", + "link_dust_1": "You have lunch at the same place as them every day but you’ve never actually spoken.", + "link_dust_2": "You’ve worked with them before. Ask them how.", + "link_dust_3": "The two of you are drinking buddies.", + "link_dust_4": "You've accidentally pissed them off before. Ask them what you did.", + "link_dust_5": "You've helped get the out of a bad situation. Ask them how.", + "link_dust_6": "The two of you helped raise someone. Who was it?", + "link_dust_7": "You’ve seen them from the other side of the Domes, but you’ve never had a chance to talk.", + "link_dust_8": "They shoed solidarity to your cause in some what. How?", + "link_enforce_1": "You’ve gotten in trouble with The Authority before together. What did you do?", + "link_enforce_2": "The two of you are childhood friends.", + "link_enforce_3": "They used to be on a team with you. Ask them what kind of team.", + "link_enforce_4": "You’ve gotten in a physical tussle with this person before. Ask them why and how this affected your relationship.", + "link_enforce_5": "You feel obligated to keep this person safe. Tell them why.", + "link_enforce_6": "You believe in this person.", + "link_enforce_7": "This person always keeps you out of trouble.", + "link_enforce_8": "You share a hobby or interest that you don’t want other people to know about. Ask them what.", + "link_guildy_1": "You have lunch at the same place as them every day but you’ve never actually spoken.", + "link_guildy_2": "You’ve worked with them before. Ask them how.", + "link_guildy_3": "The two of you are drinking buddies.", + "link_guildy_4": "You’ve accidentally pissed them off before. Ask them what you did.", + "link_guildy_5": "You’ve helped get them out of a bad situation. Ask them how.", + "link_guildy_6": "The two of you helped raise someone. Who was it?", + "link_guildy_7": "You know them by reputation. Tell them what you’ve heard.", + "link_guildy_8": "They showed solidarity to your cause in some way. How?", + "link_labcoat_1": "You secretly pine for this person.", + "link_labcoat_2": "You tutored this person. What did you teach them?", + "link_labcoat_3": "They’re your extroverted friend and get you to leave your lab every once in a while.", + "link_labcoat_4": "You often patch them up after fights.", + "link_labcoat_5": "You’ve saved the life of someone they know.", + "link_labcoat_6": "Your lab is near their home or workplace.", + "link_labcoat_7": "You went to the same school together. Ask them how you got along.", + "link_labcoat_8": "They helped you clean up a lab accident you had. Tell them what they did for you.", + "link_mutant_1": "They showed you kindness in the past, and you feel obligated to repay them.", + "link_mutant_2": "They are your love interest.", + "link_mutant_3": "They’ve done something that you admired. Tell them what.", + "link_mutant_4": "Every time this person is around, something bad happens. You think they’re bad luck.", + "link_mutant_5": "The two of you have fought together against The Authority before. What happened?", + "link_mutant_6": "This person helped shape the way you see the world. Tell them how.", + "link_mutant_7": "They’ve done something small to annoy you, and you’ve blown it out of proportion. Tell them what they do that bugs you.", + "link_mutant_8": "They are a member of your family, birth or chosen.", + "link_newmooner_1": "You’re distant relatives, but you hope a bit of blood is enough to get a favor. Tell them how you’re related.", + "link_newmooner_2": "They helped you get to The Moon. Ask them how they helped, and tell them what you gave them in return.", + "link_newmooner_3": "You were told they would be a good connection. Tell them who gave you this information.", + "link_newmooner_4": "You were longtime penpals when you were back on Earth. Swap one secret.", + "link_newmooner_5": "Your first job on the Moon is working for them.", + "link_newmooner_6": "Your arrival on the Moon has caused them some problems. Ask them what.", + "link_newmooner_7": "You owe them a small favor. Tell them what they did for you that has put you in their debt.", + "link_newmooner_8": "You admire their aesthetic and want to be just like them.", + "link_oldtimer_1": "You taught them an important skill. Tell them what it was.", + "link_oldtimer_2": "You introduced them to the scene.", + "link_oldtimer_3": "You think of them like a surrogate child.", + "link_oldtimer_4": "You don’t really understand their ‘thing,’ but you respect it. Ask them what their thing is.", + "link_oldtimer_5": "They remind you of a younger you. How does that make you feel?", + "link_oldtimer_6": "You once lent them a hand when they were just getting started. Ask them how you helped them.", + "link_oldtimer_7": "They taught you something that you didn’t know, and it surprised you. Tell them what.", + "link_oldtimer_8": "The two of you have a long-standing feud. Tell them what it’s about.", + "link_pilot_1": "You helped them get some illegal goods transported. Ask them what they were.", + "link_pilot_2": "They sold you your ship for a big favor or a big trade. Maybe you still owe them. Ask them what you exchanged.", + "link_pilot_3": "They saw you unload some illegal goods but kept their mouth shut. You’re not sure whether you should thank them or be suspicious.", + "link_pilot_4": "You dated before, but it went sour. Ask them how romantically involved you were and what you did that made them break it off.", + "link_pilot_5": "You have a business connection with them. Define that relationship.", + "link_pilot_6": "You consider this person your co-pilot, even if they’ve never been in your ship before.", + "link_pilot_7": "You constantly feel the need to impress this person.", + "link_pilot_8": "They’re your moral compass and keep you grounded.", + "link_politician_1": "You helped them out of a jam before. Ask them what you did.", + "link_politician_2": "You used to be close. What came between you?", + "link_politician_3": "Despite your best efforts, you could not convince them to back you in a recent campaign.", + "link_politician_4": "You screwed this person over. Ask them how.", + "link_politician_5": "They have volunteered for you before and might still be a regular volunteer.", + "link_politician_6": "You have intertwined interests. What are they?", + "link_politician_7": "They have some dirt on you. Tell them what it is.", + "link_politician_8": "They protected you from a political attack. What happened?", + "link_rocker_1": "They’re your muse.", + "link_rocker_2": "They’re your secret rival. You haven’t told them, but maybe they know. Or don’t.", + "link_rocker_3": "You know them from “the scene.” Ask them how they feel about your performances.", + "link_rocker_4": "You’ve collaborated on a project before. Ask them how they helped.", + "link_rocker_5": "You took them under your wing and you consider yourself their mentor. Do they feel the same way?", + "link_rocker_6": "They supported you early on.", + "link_rocker_7": "You got into a pretty public fight with them, but you’ve worked things out. What was the fight over?", + "link_techie_1": "You sometimes fix their things.", + "link_techie_2": "This person helped get your workshop off the ground.", + "link_techie_3": "You’ve done some shady work for this person. Ask them what invention or skill of yours helped them out.", + "link_techie_4": "You constantly try to one up this person.", + "link_techie_5": "They’re your neighbor, and they hate it. Ask them why.", + "link_techie_6": "They hang around your workshop. How do you feel about this?", + "link_techie_7": "They help you get hard-to-find items. Ask them how they help you out.", + "link_techie_8": "You’re convinced that they love your tech. Ask them how they really feel.", + "link_vendor_1": "They’re a regular of yours.", + "link_vendor_2": "You’ve caught them stealing from you before. Ask them what happened.", + "link_vendor_3": "You make money off of them. Ask them how.", + "link_vendor_4": "Your business is named after them. Ask them how they feel about that.", + "link_vendor_5": "You want them to partner with you.", + "link_vendor_6": "The two of you go way back. They get the friends and family discount.", + "link_vendor_7": "They gave you some good advice early on. Ask them what they told you.", + "link_vendor_8": "They claim you ripped them off. Ask them how.", + "links": "Links", + "links_name": "Link Text", + "linksdesc": "Pick one for each other Punk", + "macgyver": "MacGyver", + "macgyver_description": "If you can explain how it works, you can use the objects around you to create a tool or weapon. This new item only works once.", + "magnum_opus": "Magnum Opus", + "magnum_opus_description": "You start with a major piece of Hi Tech, which you do not need to roll for. Give it 2 positive [tags] and 1 negative [tag]. If it’s stolen or destroyed, you can make a new one at the beginning of the next session and skip the Research Phase for Hi Tech.", + "major": "Major", + "migrant": "Migrant", + "migrant_description": "Either by choice or necessity, you’re here for a new start. Luckily, you have people to back you. Pick a specific group (cultural or social) that will look out for you. They will reliably help you out when they can, but they expect your loyalty, too.", + "minor": "Minor", + "moderate": "Moderate", + "mouse_trap": "Mouse Trap", + "mouse_trap_description": "If your team goes along with a wild, complicated plan you came up with, everyone gains +1 ongoing while the plan works. If it goes wrong, you gain 1 EXP.", + "moves": "Moves", + "moves_description": "Description of Move", + "moves_name": "Move Name", + "movesnotes": "Moves/Notes", + "mudslinging": "Mudslinging", + "mudslinging_description": "You can apply [tags] to opponents and knock them off balance. Provoke them with insults or lies and roll +Presence.\n• On a 7-9, The Authority will give the target an appropriate [tag].\n• On a 10+, you may give the target an appropriate [tag] of your choice.", + "mut_support_structure": "Support Structure", + "mut_support_structure_description": "While The Authority and many ignorant people look down upon mutants, they have created a strong support structure together. Whenever you are in danger, other mutants will freely give you and your friends shelter, medical help, and food without expecting anything in return.", + "mutant": "Mutant", + "mutation": "Mutation", + "mutation_description": "The inherent dangers of living in space include lunar radiation. Some people are born with mutations such as unnaturally colored skin, the growth of fur, or extra appendages. Your mutation manifests in some physical manner of your choice. Describe it to your crew and give yourself an appropriate descriptive [tag].", + "name": "Name", + "natural_armor": "Natural Armor", + "natural_armor_description": "Your mutation manifests in a way that keeps you safe from physical harm. +1 Armor.", + "needsattention": "Needs Attention", + "never_tell_me_the_odds": "Never Tell Me the Odds", + "never_tell_me_the_odds_description": "When you do something someone told you was a bad idea, take +1 forward.", + "newmooner": "New Mooner", + "no_bullshit": "No Bullshit", + "no_bullshit_description": "If you feel like you’re being taken advantage of by someone, you can take +1 ongoing against that person if you start to Throw Down.", + "no_credit": "No Credit", + "no_credit_description": "TANSTAAFL debts do not incur EXP negatives.", + "notes": "Notes", + "ol_stomping_grounds": "Ol’ Stomping Grounds", + "ol_stomping_grounds_description": "You can remember the environmental [tag] of a location. Roll +Smarts.\n• On a 7-9, The Authority reveals a [tag] of their choosing.\n• On a 10+, you choose a [tag] the location has.", + "oldtimer": "Old Timer", + "oppo_expert": "Oppo Expert", + "oppo_expert_description": "You’re an expert on digging up dirt. Once per session, pick any target for your research and roll +Presence.\n• On a 7-9, you get a rumor you can follow up on.\n• On a 10+, if they have dirt to be found, you find it.", + "ot_convict": "Convict", + "ot_convict_description": "Convict: The Moon is the Earth’s largest prison colony, and that’s how you ended up here. It doesn’t matter if you did it or not anymore-when you’re treated like a criminal, you learn to think like a criminal. When you want to get a witness to look the other way, you can roll +Smarts before you ask.\n• On a 7-9, they’ll want something in exchange for silence.\n• On a 10+, you know what to say to get them to keep quiet, or you know they’ll blab.", + "ot_migrant": "Migrant", + "ot_migrant_description": "You came to The Moon for the chance at a better life. It wasn’t easy, but now you have a place you can call home. Pick a Dome to call home. Give this Dome a [tag] and name and give an ethos to an NPC there who you trust completely.", + "ot_pioneer": "Pioneer", + "ot_pioneer_description": "The call to adventure hit you hard, and you were one of the first to go to The Moon. Once per session, you can roll +Smarts and ask The Authority one simple question about Lunar history, politics, or survival.\n• On a 7-9, The Authority will answer, but it might not be the whole picture.\n• On a 10+, The Authority will answer your question truthfully.", + "ot_political_dissenter": "Political Dissenter", + "ot_political_dissenter_description": "You never liked how they ran things earthside, and they didn’t like you all that much either. Once per session, you can try to get the people to take subversive action. Roll +Presence.\n• On a 7-9, they do what you wanted but with a complication. Choose something that definitely goes according to plan.\n• On a 10+, everything goes according to plan.", + "owe": "Owe", + "owe_placeholder": "[owe]", + "owed": "Owed", + "owed_placeholder": "[owed]", + "p0c0s1b2": "Presence:0\nCool:0\nSmarts:1\nBones:2", + "p0c0s2b1": "Presence:0\nCool:0\nSmarts:2\nBones:1", + "p0c1s0b2": "Presence:0\nCool:1\nSmarts:0\nBones:2", + "p0c1s2b0": "Presence:0\nCool:1\nSmarts:2\nBones:0", + "p0c2s0b1": "Presence:0\nCool:2\nSmarts:0\nBones:1", + "p0c2s1b0": "Presence:0\nCool:2\nSmarts:1\nBones:0", + "p1bones": "+1 Bones", + "p1c0s0b2": "Presence:1\nCool:0\nSmarts:0\nBones:2", + "p1c0s2b0": "Presence:1\nCool:0\nSmarts:2\nBones:0", + "p1c1s2b-1": "Presence:1\nCool:1\nSmarts:2\nBones:-1", + "p1c1s-1b2": "Presence:1\nCool:1\nSmarts:-1\nBones:2", + "p1c2s0b0": "Presence:1\nCool:2\nSmarts:0\nBones:0", + "p1c2s0b-2": "Presence:1\nCool:2\nSmarts:0\nBones:-2", + "p1c2s1b-1": "Presence:1\nCool:2\nSmarts:1\nBones:-1", + "p1c2s-1b1": "Presence:1\nCool:2\nSmarts:-1\nBones:1", + "p1c2s-1b-1": "Presence:1\nCool:2\nSmarts:-1\nBones:-1", + "p1c2s-2b0": "Presence:1\nCool:2\nSmarts:-2\nBones:0", + "p1c-1s1b2": "Presence:1\nCool:-1\nSmarts:1\nBones:2", + "p1c-1s2b1": "Presence:1\nCool:-1\nSmarts:2\nBones:1", + "p1cool": "+1 Cool", + "p1presence": "+1 Presence", + "p1smarts": "+1 Smarts", + "p1stat": "Add +1 to any Stat [Max at +3]", + "p2c0s0b1": "Presence:2\nCool:0\nSmarts:0\nBones:1", + "p2c0s1b0": "Presence:2\nCool:0\nSmarts:1\nBones:0", + "p2c1s0b0": "Presence:2\nCool:1\nSmarts:0\nBones:0", + "p2c1s1b-1": "Presence:2\nCool:1\nSmarts:1\nBones:-1", + "p2c1s-1b1": "Presence:2\nCool:1\nSmarts:-1\nBones:1", + "p2c2s-1b-1": "Presence:2\nCool:2\nSmarts:-1\nBones:-1", + "p2c-1s1b1": "Presence:2\nCool:-1\nSmarts:1\nBones:1", + "p2c-1s2b-1": "Presence:2\nCool:-1\nSmarts:2\nBones:-1", + "p2c-1s-1b2": "Presence:2\nCool:-1\nSmarts:-1\nBones:2", + "p-1c1s1b2": "Presence:-1\nCool:1\nSmarts:1\nBones:2", + "p-1c1s2b1": "Presence:-1\nCool:1\nSmarts:2\nBones:1", + "p-1c2s1b1": "Presence:-1\nCool:2\nSmarts:1\nBones:1", + "p-1c2s2b-1": "Presence:-1\nCool:2\nSmarts:2\nBones:-1", + "p-1c2s-1b2": "Presence:-1\nCool:2\nSmarts:-1\nBones:2", + "p-1c-1s2b2": "Presence:-1\nCool:-1\nSmarts:2\nBones:2", + "p:suit": "P-Suit: [airtight], 0 Armor", + "permanent": "Permanent", + "picket_line": "Picket Line", + "picket_line_description": "If there’s a valid danger of letting Authority Figures into a location, you can delay their entry non-violently so long as there are people willing to physically be by your side.", + "pilot": "Pilot", + "pioneer": "Pioneer", + "pioneer_description": "Something didn’t feel right earthside, whether it be wanderlust, ennui, or plain old groundhog melancholy. The Moon is a new adventure, and you’re prepared for anything. Once per session, roll +Smarts.\n• On a 7-9, The Authority gives you a vague hint about what’s to come.\n• On a 10+, The Authority reveals a possible future obstacle.", + "playbookmoves": "Playbook Moves", + "playbookmovesdesc": "Pick three to start", + "player": "Character", + "poke_the_pig": "Poke the Pig", + "poke_the_pig_description": "You really know how to get under someone’s skin. When you’re trying to piss someone off to manipulate them, Roll +Smarts.\n• On a 7-9, you goad them into action but not necessarily in the way you wanted.\n• On a 10+, they get played like a fiddle.", + "political_dissenter": "Political Dissenter", + "political_dissenter_description": "You spoke up a little too often or a little too loud, and pissed off just the right (or wrong) person, and now you’re here. Once per session, you can whip up a fervor about a just cause and get people to rally on the streets. Roll +Presence.\n• On a 7-9, people are fired up, but need an extra push to get them to protest.\n• On a 10+, you can start up a sizable public demonstration.", + "politician": "Politician", + "pollster": "Pollster", + "pollster_description": "Statistics and data are what make politics run, and you know just the questions to ask. Once per session, you can send out a poll to find the answer to a single question. Roll +Presence.\n• On a 7-9, the answer is incomplete or insufficient in some way.\n• On a 10+, you get the answer.", + "power_in_a_union": "Power in a Union", + "power_in_a_union_description": "You have membership to a labor union. Choose what profession you belong to. Anytime you act within this profession, take +1 ongoing.", + "practice_makes_perfect": "Practice Makes Perfect", + "practice_makes_perfect_description": "You’ve been in enough fights to know how it works. Take +1 when Throwing Down, or +2 if your opponent isn’t used to moon gravity.", + "practiced_hand": "Practiced Hand", + "practiced_hand_description": "At the beginning of each session roll, +Cool.\n• On a miss, The Authority may replace 1 of your rolls later in this session with your result. They may decide after you roll.\n• On a 7-9, you may replace 1 roll later in this session with this result. You must decide before you roll.\n• On a 10+, you may replace 1 roll later in this session with this result. You may decide after you roll.", + "presence": "Presence", + "private_line": "Private Line", + "private_line_description": "You have access to an encrypted, private mode of communication you can share with anyone. Decide if it is text or voice when you choose this move.", + "professional_smuggler": "Professional Smuggler", + "professional_smuggler_description": "Take +1 ongoing to all +Cool rolls when you are hiding something or someone. If you’re hiding this thing or person in your ship’s smuggler’s cache (if you have one), you can take a 10.", + "professional_training": "Professional Training", + "professional_training_description": "Add +1 to any rating.", + "pronouns": "Pronouns", + "proper_leverage": "Proper Leverage", + "proper_leverage_description": "If you roll a 10+ to Throw Down you can always use Gain Leverage in addition to another effect.", + "protectsomeone": "Protect Someone", + "readroom": "Read The Room", + "recruit_allies": "Recruite Allies", + "redeption_song": "Redemption Song", + "redeption_song_description": "When an ally receives Harm, you can try to raise your team’s spirits. Shout out a cry of support and roll +Presence.\n• On a 7-9 one member of the party gains a +1 forward.\n• On a 10+ the whole crew has +1 forward.", + "reliable_front": "Reliable Front", + "reliable_front_description": "Your establishment is known and reliable, as such meetings at this area are never seen as suspicious.", + "remember_the_fundamentals": "Remember the Fundamentals", + "remember_the_fundamentals_description": "You always take +2 to Throw Down, but you can only use Stick N Move on a 10+.", + "resetstats": "Reset Stats", + "rising_from_hardship": "Rising From Hardship", + "rising_from_hardship_description": "If you change your class at any point, you do not lose any of the moves from this Playbook.", + "rocker": "Rocker", + "rope_trick": "Rope Trick", + "rope_trick_description": "You trained with the Safety Tether enough to make it like an extension of your body. Take +1 to Throw Down when using it. In addition, the tether now deals 1 Harm when you use it.", + "rousing_speech": "Rousing Speech", + "rousing_speech_description": "Once per session, when your team needs a boost of inspiration, give a rousing motivational speech. The entire crew (including you) receives a +1 forward.", + "running_on_instinct": "Running on Instinct", + "running_on_instinct_description": "Once per scene, when you see something bad about to happen, you can take a single action to try to prevent it.", + "safety_tether": "Safety Tether: [innocuous], [entangle], 0 Harm", + "sawbones": "Sawbones", + "sawbones_description": "Make a +Smarts roll to heal yourself or an ally.\n• On a 7-9, you heal 1 Harm and get rid of all negative tags or you heal Harm equal to your Smarts rating, but don’t remove any [tags].\n• On a 10+ you heal harm equal to your Smarts rating and all injury [tags] are removed.", + "scarred": "Scarred", + "scarred_description": "You were in a few scraps when you were young, and it made you tough. You get +1 Armor when not wearing other armor. You also take +1 to Throw Down if you can reminisce about how this fight reminds you of that one glorious fight...", + "seize_the_means": "Seize the Means", + "seize_the_means_description": "One of your options when you roll 10+ to Throw Down is to disarm your opponent and take what’s in their hands.", + "selectplaybook": "Select a Playbook", + "sentimental_earth_item": "Sentimental Earth item [__________] (choose a [tag])", + "sentimental_moon_item": "Sentimental Moon item _________________ (pick a [tag])", + "ship": "Ship", + "ship_description": "You can’t be a pilot without a ship. Give it a name and choose two assets and one liability. These assets and liabilities can be invoked like [tags]. \n\nAssets\n☐ Smuggler’s cache\n☐ AI autopilot\n☐ Thrusters\n☐ Living quarters\n☐ Weapons\n☐ Escape pod \n\nLiabilities\n☐ Recognizable\n☐ Company-owned\n☐ Unreliable\n☐ Slow\n☐ Still making payments (start with a Major TANSTAAFL debt—this liability goes away when the debt is paid)", + "shop": "Shop", + "shop_description": "You have a shop and a specialty, such as a bar or a furniture depot. You have access to your product, and you can pick 2 [tags] that help identify your store.", + "si_se_puede": "Sí, Se Puede", + "si_se_puede_description": "Anytime you roll to Help Out with non-violent action, you can take a 10.", + "silver_tongued_devil": "Silver-Tongued Devil", + "silver_tongued_devil_description": "When you look someone in the eyes and lie to them, take a +1 to your next +Presence roll with them.", + "size_em_up": "Size ‘em Up", + "size_em_up_description": "When you meet someone new, you can ask The Authority, “What does this person value?” They must give a truthful, one-word answer.", + "smarts": "Smarts", + "social_call": "Social Call", + "social_call_description": "You know a lot of people in a lot of places. When you drop in to see how they are, you can get the latest rumors. Roll +Presence.\n• On a 7-9, they’re hesitant to talk but will drop a vague hint.\n• On a 10+, they tell you something interesting and valuable.", + "space_cowboy": "Space Cowboy", + "space_cowboy_description": "Roll +Cool to Throw Down if using your hands or your Safety Tether.", + "specialty": "Specialty", + "specialtydesc": "If Unchecked: Pick 1\n", + "spin_a_yarn": "Spin a Yarn", + "spin_a_yarn_description": "When you want to distract an NPC, start telling a story about your past. For as long as you can tell it believably, they’ll be distracted and won’t leave your side. However, anything plainly suspicious will get their attention.", + "statdirections": "Choose a Stat Block below", + "stay_close_to_me": "Stay Close to Me", + "stay_close_to_me_description": "You do better when you’re surrounded by a lot of people. Take +1 ongoing when you’re in a crowd.", + "sterling_reputation": "Sterling Reputation", + "sterling_reputation_description": "our reputation with the population can not be hurt through attacks from The Authority.", + "strain": "Strain", + "strain_description": "Go past normal human limits. Take 1 Harm (ignoring armor) to deal an extra 1 Harm when using Throw Down or to accomplish a feat of strength.", + "strange_things_happen_every_day": "Strange Things Happening Every Day", + "strange_things_happen_every_day_description": "Read the room using +Presence instead of +Smarts.", + "survival_kit": "Survival Kit", + "survival_kit_description": "Roll +Smarts to heal yourself or an ally.\n• On a 7-9, heal 2 Harm, but The Authority adds a negative temporary [tag] to your target.\n• On a 10+, heal 2 Harm.", + "tags": "Tags", + "take_advanced_move": "Take an Advanced Move", + "take_another_move": "Take another Move [repeatable]", + "take_move_another_playbook": "Take a move from annother playbook", + "tanstaafl": "TANSTAAFL", + "techie": "Techie", + "tell_me_i_cant": "Tell Me I Can't", + "tell_me_i_cant_description": "When you prove an Authority Figure wrong, gain 1 EXP.", + "temporary": "Temporary", + "the_need": "The Need", + "the_need_description": "When you roll Think Fast, if your solution to a problem is to go fast, you can take a 10.", + "the_rawk_show": "The Rawk Show", + "the_rawk_show_description": "When you’re making plans with your team, praise an ally’s abilities to give them +1 ongoing when executing the plan, as long as they keep succeeding. The effect ends on their first miss.", + "the_underground": "The Underground", + "the_underground_description": "You can spread the revolution subversively through your art. Once per session, pick a succinct political message you’re trying to share and describe how you want to spread it (a song, art, poetry, etc.) Roll +Presence.\n• On a 7-9, you spread the message, but you may need to do something extra to get people to really listen.\n• On a 10+, your message spreads to like-minded folks and will lead to trustworthy contacts.", + "think_of_the_cause": "Think of the Cause", + "think_of_the_cause_description": "If you successfully roll to ask for a minor TANSTAAFL with a person who is already politically aligned with you, you do not need to repay them.", + "think_tank": "Think Tank", + "think_tank_description": "Through your time in academia you have made quite a few contacts. You can contact another scientist to answer a question for you. Roll +Presence.\n• On a 7-9, they have part of the solution, or can solve it but want payment.\n• On a 10+, they will do their best to help out.", + "thinkfast": "Think Fast", + "throwdown": "Throw Down", + "trade_secret": "Trade Secret", + "trade_secret_description": "Once per session, you can ask The Authority, “Who would benefit from this situation?” Roll +Presence.\n• On a 7-9, you get a general answer.\n• On a 10+, you get a specific answer.", + "transhumanist": "Transhumanist", + "transhumanist_description": "When an ally has suffered a major wound, you can attempt to treat the wound using technological enhancements, such as a prosthetic or artificial body part. Roll +Smarts.\n• On a 7-9, you are not able to remove the permanent injury effect [tag], but you can add another [tag] of your choice to the enhancement. They are also stabilized if they were dying.\n• On a 10+, you both remove the permanent injury effect [tag] and add a [tag] of your choice to the enhancement. They are also stabilized if they were dying.", + "turn_it_up_to_11": "Turn It Up to 11", + "turn_it_up_to_11_description": "If you fail a roll to use a piece of tech you created or own, you can take 11 on the roll instead. However, this permanently breaks the tech.", + "under_pressure": "Under Pressure", + "under_pressure_description": "Dusters work outside The Domes. It is the most dangerous job on Luna. With it comes pride and a personalized pressure suit that allows you to go in unatmosphered areas. Dusters take +1 ongoing when using their P-Suits.", + "union_dues": "Union Dues", + "union_dues_description": "Start with a major TANSTAAFL debt to your union.", + "usetech": "Use Tech", + "vendor": "Vendor", + "vibe_check": "Vibe Check", + "vibe_check_description": "Once per session, you can get a good sense of the type of person someone is. You have to be in their presence, actively listen to them, and try to figure out their values. Then, The Authority will tell you what your target’s ethos is.", + "volunteer_brigade": "Volunteer Brigade", + "volunteer_brigade_description": "You have a cohort of up to 10 unskilled volunteers dedicated to your cause. They will do any reasonable political activism or dissidence. Once per session, set your volunteers on a specific task that will advance the cause. They will work on that task until it is complete—they cannot be used for any other work this session. Roll +Presence.\n• On a 7-9, they find partial success or succeeded in a way you didn’t expect.\n• On a 10+, they succeed in what you asked them to do.", + "we_need_you": "We Need YOU", + "we_need_you_description": "When an ally receives an injury effect [tag], remind them of why they’re important and roll +Presence.\n• On a 7-9, they can ignore the effects of the [tag] until the end of their next action.\n• On a 10+, they ignore the effects of the [tag] until the end of the scene.", + "whats_happening": "What’s Happening, Doc?", + "whats_happening_description": "When another crew member asks you for your scientific help or expertise, you can give them +1 forward. If they follow your advice, gain 1 EXP.", + "whats_my_name": "What’s My Name!", + "whats_my_name_description": "You have a specific aesthetic you can use. Pick one: ☐ You have a completely different persona that will effectively hide you from the public eye when you are not embracing it. ☐ Give yourself a permanent aesthetic [tag] of your choice.", + "work_contact": "Work Contact", + "work_contact_description": "ou have contacts in different unions.\n• On a 7-9, they want to help, but can only steer you in the right direction.\n• On a 10+, they can get you some information. They can tell you one of the following: where something is, what a location’s weakness is, how something works, when something might happen.", + "work_uniform": "Work uniform [official], 0 Armor", + "workshop": "Workshop", + "workshop_description": "You have a small space with basic tools and materials that you are able to work in. This allows you to use Hi Tech without penalty.", + "would_you_hit_someone_with_glasses": "Would You Hit Someone with Glasses?", + "would_you_hit_someone_with_glasses_description": "Until you use physical violence, physical violence cannot be used against you.", + "wrench": "Wrench [small], [innocuous], [1 harm]", + "you_know_i_used_to_know_someone": "You Know, I Used to Know Someone Around Here", + "you_know_i_used_to_know_someone_description": "Once per location, you can roll +Presence to find an old acquaintance.\n• On a 7-9, you find them, but they have some unsettled business with you.\n• On a 10+, you can ask around and find them and they’re happy to see you.", + "you_talkin_to_me": "You Talkin to Me?", + "you_talkin_to_me_description": "Before a fight starts, you can taunt or threaten the enemy and roll +Presence. \n• On a 7-9, this only works on one target. \n• On a 10+, all hostility is focused on you until another ally joins in." +} \ No newline at end of file diff --git a/Moon Punk/translations/hu.json b/Moon Punk/translations/hu.json new file mode 100644 index 0000000000..83d133603d --- /dev/null +++ b/Moon Punk/translations/hu.json @@ -0,0 +1,466 @@ +{ + "Link_dust_7": "You know them by reputation. Tell them what you've heard.", + "actcasual": "Act Casual", + "actcool": "Act Cool", + "actually": "Actually...", + "actually_description": "Roll +Smarts to Influence Someone as long as you sound smart, even if you’re just making stuff up.", + "always_holding": "Always Holding", + "always_holding_description": "You have a single substance that can be used to temporarily negate a [tag]. It can also be used to temporarily imbue a [tag]. The imbiber must roll +Cool to see how they react.\n• On a 7-9, the [tag] change is successful, but with a side effect.\n• On a 10+, there are no (unintended) side effects.", + "always_on_the_run": "Always on the Run", + "always_on_the_run_description": "Use +Smarts instead of +Cool to roll to Act Casual.", + "athlete": "Athlete", + "athlete_description": "Athlete: Anything can be a thrown weapon with some hand-eye coordination. When using a thrown item as a weapon, call your shot and roll to Throw Down. \n• On a 7-9, you miss your specific target, but still deal at least 1 Harm to the general target. \n• On a 10+, you hit exactly what you wanted to hit (either a specific body part or object), deal at least 1 Harm, and apply a [tag] to the target.", + "bang": "Bang", + "bang_description": "You can get in the way when someone else is about to take Harm without rolling to Protect Someone. However, when you do this, you always take at least 1 Harm. If this knocks you unconscious, you can take one more action before going out.", + "bargaining_power": "Bargaining Power", + "bargaining_power_description": "You can get out of minor trouble with The Authority by manipulating your union ties. Roll +Presence.\n• 7-9 The problem can disappear... For a price.\n• 10+ They got your back.", + "bash-baller": "Bash-Baller", + "bash-baller_description": "When you’re outnumbered or outgunned in a fight, it just makes you tougher. Take +1 ongoing until you even the odds.", + "blend_in": "Blend In", + "blend_in_description": "You might be quiet, but you’re not a wallflower. If enough time goes by and you haven’t yet been acknowledged or engaged in activity, you can reveal what you’ve been doing in the background while the others have been in the spotlight. If you can say how you set up your next move, you can take a 10 on your next roll.", + "bones": "Bones", + "born_leader": "Born Leader", + "born_leader_description": "You are known for your dedication to the Mutant community. You can take a 10 on an Influence Someone roll against any non-Authority Figure Mutant as long as you can make the argument that what you want is within the Mutant community’s interests.", + "brass_knuckles": "Brass Knuckles [concealable], 1 Harm", + "brawler": "Brawler", + "brawler_description": "You’re an expert in hand-to-hand combat. When you use Stick N Move or Restrain Them during a Throw Down roll, deal an additional 1 Harm.", + "buddy_system": "Buddy System", + "buddy_system_description": "At the beginning of any dangerous situation, choose a buddy. Take +1 ongoing to any Protect Someone, Think Fast, or Help Out rolls to help this person until the danger is over.", + "call_your_map": "Call Your Map", + "call_your_map_description": "You can set up a meeting with your union representative at any time. They will counsel you and offer help within reason.", + "callsign": "Callsign", + "callsign_description": "You choose a personal callsign. Share it with The Authority (and your crew, if you’re not embarrassed). This callsign can be invoked like a [tag].", + "campaign_promise": "Campaign Promise", + "campaign_promise_description": "When someone tries to cash in a TANSTAAFL debt with you or an ally, you can roll +Presence to hold off repayment.\n• On a 7-9, they will agree to wait if you either sweeten the pot or make a persuasive political argument.\n• On a 10+, they agree to wait until a condition you both agree to is met.", + "case_the_joint": "Case the Joint", + "case_the_joint_description": "Spend some time watching a potential mark. Roll +Cool. On a 7-9, ask one question. On a 10+, ask three.\n• Who will be there?\n• How are they defended?\n• What’s valuable there?\n• Is there an opening?\n• Will we need anything?\n• Where could we flee?", + "change_class": "Change class", + "check_the_blueprint": "Check The Blueprints", + "check_the_blueprint_description": "Roll to inquire about the physical layout of the domes. Take +1 ongoing as long as this knowledge helps you out.", + "choose": "Stat Set: [click]", + "choosestats": "Select Stats", + "convict": "Convict", + "convict_description": "You were declared guilty and your punishment was exile. Your “partner in crime” is here, too. They’ll act as an Ally for you and your crew. Problem is, they’re a scumbag. Choose their specialty and describe them to the table. Then, the table will choose a shitty ethos for them.", + "cool": "Cool", + "cool_outfit": "Cool Outfit [__________] (choose a [tag]), 1 Armor", + "cornfed": "Cornfed", + "cornfed_description": "You are just downright big and strong. When you use Throw Them during a Throw Down roll, you deal Harm to both the person you threw and the object or person you threw them at.", + "cross_training": "Cross Training", + "cross_training_description": "Take a move from any playbook’s non-specialty moves.", + "danger_sense": "Danger Sense", + "danger_sense_description": "You’re always looking for anything that can go wrong. When anyone Reads the Room while you’re there, you may always ask “anything dangerous here?” even if they miss.", + "dense": "Dense", + "dense_description": "Growing up with Earth grav means your body is stronger. Gain +1 bones.", + "diplomatic_immunity": "Diplomatic Immunity", + "diplomatic_immunity_description": "You may roll +Presence instead of +Cool to Act Casual when dealing with Authority Figures.", + "dirty_laundry": "Dirty Laundry", + "dirty_laundry_description": "You can launder money or fence stolen or illegal goods through your shop. If you do so, roll +Cool.\n• On a miss, The Authority takes notice.\n• On a 7-9, someone realizes what you’re doing and might ask something of you to stay quiet.\n• On a 10+, you pull off the transaction successfully.", + "doesnt_make_it_allright": "Doesn’t Make it Alright", + "doesnt_make_it_allright_description": "Once a session you can attempt to bandage and stitch up your own wounds with whatever you have on hand. Roll +Bones.\n• On a miss, you’ll have to heal normally and can’t use this move again until you’ve done so.\n• On a 7-9 heal 1 Harm.\n• On a 10+ heal 2 Harm.", + "dont_get_cocky_kid": "Don’t Get Cocky, Kid", + "dont_get_cocky_kid_description": "If you brag about your skills before doing something, you get +1 forward. However, if you miss the roll, you do not gain EXP.", + "dont_touch_them": "Don’t Touch Them", + "dont_touch_them_description": "If an ally or innocent bystander takes harm, you gain +1 forward to Protect Someone and Throw Down. This can stack if multiple people are harmed before you have a chance to act.", + "duster": "Duster", + "dying": "Dying", + "education": "Education", + "education_description": "How did you learn your trade? Pick one: \n☐ Formal Education. A degree is expensive, so you needed an Authority gig to pay it off. Your lab is [funded] but by an Authority source, so it’s [monitored].\n☐ Apprenticeship. A single person or small group helped nurture your growth and education. Your lab is within a [co-op], but you’re expected to contribute back to the co-op. Every time you use the lab for yourself, mark a minor TANSTAAFL debt.\n☐ Auto-Didact. You are self taught, and that comes with its own ups and downs. Your lab is [homemade] but [off-grid].", + "enforcer": "Enforcer", + "ethos": "Ethos", + "everythings_fine_here_how_are_you": "Everything’s Fine Here. How are You?", + "everythings_fine_here_how_are_you_description": "When you fail a +Presence roll, you can dictate one thing that does not happen as a consequence.", + "ex-military": "Ex-Military", + "ex-military_description": "Thanks to your years of training with a team, you can always forgo a Protect Someone roll and take a 10 instead. You can not use this move to hurt the enemy.", + "exp": "EXP", + "experienced_loonie": "Experienced Loonie", + "experienced_loonie_description": "You Think Fast with +Smarts instead of +Cool.", + "fake_smile": "Fake Smile", + "fake_smile_description": "Gain +1 Presence when you’re lying, deceiving, or trying to sell something.", + "first_impressions": "First Impressions", + "first_impressions_description": "When you meet a new person, you can choose to roll +Presence.\n• On a 7-9, you make a good impression, but there’s a catch. Describe what goes wrong.\n• On a 10+ you make a good impression and the person may become a contact or friend to you.", + "flight_jacket": "Flight jacket [flashy], 1 Armor", + "gear": "Gear", + "gear_name": "Item Name", + "grab_the_mic": "Grab the Mic", + "grab_the_mic_description": "You can make a big scene to force the attention on yourself for a short while. Roll +Presence out of combat, but +Bones if people have already started to Throw Down.\n• On a 7-9, you only get a little attention or you get too much. You choose.\n• On a 10+, all eyes are on you.", + "grease_monkey": "Grease Monkey", + "grease_monkey_description": "Once per session, when you have downtime, you can tinker with an item, exchanging a [tag] with a comparable one.", + "greenhorn": "Greenhorn", + "greenhorn_description": "When you play dumb trying to avoid trouble, roll +Presence instead of +Cool to Act Casual. This doesn’t work twice on the same person or in the same location.", + "guildy": "Guildy", + "hang_jacket": "Hang up your jacket", + "harm": "Harm", + "helpful_idiot": "Helpful Idiot", + "helpful_idiot_description": "When you Help Out, your ally receives a +2 to their roll instead of the normal +1.", + "heres_a_cool_trick": "Here’s a Cool Trick", + "heres_a_cool_trick_description": "Even when you don’t know what you’re doing, you still know what you’re doing. You may roll +Cool when rolling to Use Tech.", + "hey_fuck_you": "Hey, Fuck You!", + "hey_fuck_you_description": "When you directly and publicly stand up to oppression or bigotry, take +1 forward.", + "high_gravity": "High Gravity", + "high_gravity_description": "Before you roll to Throw Down, you can decide to take up to +3 forward, but you will take up to -3 forward on a roll of The Authority’s choice in the same scene.", + "high_pressure_sales_force": "High Pressure Sales Tactics", + "high_pressure_sales_force_description": "When attempting sleight of hand on someone while they are aware of you roll +Presence.\n• On a 7-9 you don’t get the item and get away clean, or get the item and The Authority takes a hard move.\n• On a 10+ You get away clean.", + "hold_my_glasses": "Hold My Glasses", + "hold_my_glasses_description": "Roll +Smarts instead of +Bones for your first Throw Down roll of the scene.", + "i_got_just_the_thing": "I Got Just the Thing", + "i_got_just_the_thing_description": "When looking for an item (within reason), roll +Presence.\n• On a 7-9 you know who would have it.\n• On a 10+ you just happen to have it.", + "i_got_your_six": "I Got Your Six", + "i_got_your_six_description": "If you step back and let someone else do something you honestly want to do yourself, give them a +1 forward. If you make it painfully obvious that you’re letting them do this, gain 1 EXP if they roll a 10+.", + "i_know_somebody": "I Know Somebody", + "i_know_somebody_description": "When you’re looking for someone with a particular skill set, roll +Presence.\n• On a 7-9, you know someone who could help you out, but pick one: they have a bad reputation, they’re hard to get a hold of, they’ll want something from you right away.\n• On a 10+, you find the right person for the job, no complications.", + "i_thought_i_told_you": "I Thought I Told You", + "i_thought_i_told_you_description": "When you warn someone not to do something, but they do it anyway, you get +1 forward to either help them get out of trouble or to punish them for it.", + "ice_in_my_veins": "Ice in My Veins", + "ice_in_my_veins_description": "You may automatically take a 10 on Think Fast rolls.", + "incumbent": "Incumbent", + "incumbent_description": "You’re a mainstay in Lunar politics. Once per session, take a single “factoid” (be it true or false), and spread it to the people. Roll +Presence.\n• On a 7-9, the people believe any truth you’ve spread but doubt any lies.\n• On a 10+, many people tend to know and believe this factoid, regardless of truth.", + "indomitable_will": "Indomitable Will", + "indomitable_will_description": "Ignore injury effect [tags] until your allies and innocent bystanders are out of danger.", + "influencesomeone": "Influence Someone", + "inner_strength": "Inner Strength", + "inner_strength_description": "Inner Strength: You shrug off injuries that could stop a normal person. Once a session take a moment to collect yourself and roll +Bones.\n• On a 7-9, heal 2 Harm or remove a temporary injury effect [tag].\n• On a 10+, heal 2 Harm and remove a temporary injury effect [tag].", + "instructions_not_included": "Instructions Not Included", + "instructions_not_included_description": "You have a creative take on “instructions” and “blueprints.” During the Research Phase of a Hi Tech roll, you can reroll the result if you are not satisfied with it, but you have to keep the new result.", + "juke_box_hero": "Juke Box Hero", + "juke_box_hero_description": "You have 1 Armor as long as you’re not restrained.", + "lab_tool": "Lab tool [innocuous]. 1 Harm", + "labcoat": "Labcoat", + "laboratory": "Laboratory", + "laboratory_description": "You have a scientific specialty and a lab that goes along with it. Your lab counts as a workshop for Hi Tech as long as you’re working in your field. Anytime you’re working within this specialty, take +1 ongoing. Pick one:\n☐ Agriculture: Hydroponics lab with access to grow beds, plumbing, fertilizer, and 2 large silos for storage.\n☐ Chemistry: Access to a stockpile of chemicals and the tools to manipulate them.\n☐ Medicine: Expertise in medicine. People with critical injuries can recover here, including permanent [tags]. There is space for 1-2 patients to stay.\n☐ Astronomy: Observatory equipped with instruments to monitor and communicate with celestial objects... Or local pilots.\n☐ _________________: Choose your own specialty and discuss with The Authority and your crew about what it might have inside.", + "levelingup": "Leveling Up", + "levelingupdesc": "Pick one when you mark 5 EXP", + "link_dust_1": "You have lunch at the same place as them every day but you’ve never actually spoken.", + "link_dust_2": "You’ve worked with them before. Ask them how.", + "link_dust_3": "The two of you are drinking buddies.", + "link_dust_4": "You've accidentally pissed them off before. Ask them what you did.", + "link_dust_5": "You've helped get the out of a bad situation. Ask them how.", + "link_dust_6": "The two of you helped raise someone. Who was it?", + "link_dust_7": "You’ve seen them from the other side of the Domes, but you’ve never had a chance to talk.", + "link_dust_8": "They shoed solidarity to your cause in some what. How?", + "link_enforce_1": "You’ve gotten in trouble with The Authority before together. What did you do?", + "link_enforce_2": "The two of you are childhood friends.", + "link_enforce_3": "They used to be on a team with you. Ask them what kind of team.", + "link_enforce_4": "You’ve gotten in a physical tussle with this person before. Ask them why and how this affected your relationship.", + "link_enforce_5": "You feel obligated to keep this person safe. Tell them why.", + "link_enforce_6": "You believe in this person.", + "link_enforce_7": "This person always keeps you out of trouble.", + "link_enforce_8": "You share a hobby or interest that you don’t want other people to know about. Ask them what.", + "link_guildy_1": "You have lunch at the same place as them every day but you’ve never actually spoken.", + "link_guildy_2": "You’ve worked with them before. Ask them how.", + "link_guildy_3": "The two of you are drinking buddies.", + "link_guildy_4": "You’ve accidentally pissed them off before. Ask them what you did.", + "link_guildy_5": "You’ve helped get them out of a bad situation. Ask them how.", + "link_guildy_6": "The two of you helped raise someone. Who was it?", + "link_guildy_7": "You know them by reputation. Tell them what you’ve heard.", + "link_guildy_8": "They showed solidarity to your cause in some way. How?", + "link_labcoat_1": "You secretly pine for this person.", + "link_labcoat_2": "You tutored this person. What did you teach them?", + "link_labcoat_3": "They’re your extroverted friend and get you to leave your lab every once in a while.", + "link_labcoat_4": "You often patch them up after fights.", + "link_labcoat_5": "You’ve saved the life of someone they know.", + "link_labcoat_6": "Your lab is near their home or workplace.", + "link_labcoat_7": "You went to the same school together. Ask them how you got along.", + "link_labcoat_8": "They helped you clean up a lab accident you had. Tell them what they did for you.", + "link_mutant_1": "They showed you kindness in the past, and you feel obligated to repay them.", + "link_mutant_2": "They are your love interest.", + "link_mutant_3": "They’ve done something that you admired. Tell them what.", + "link_mutant_4": "Every time this person is around, something bad happens. You think they’re bad luck.", + "link_mutant_5": "The two of you have fought together against The Authority before. What happened?", + "link_mutant_6": "This person helped shape the way you see the world. Tell them how.", + "link_mutant_7": "They’ve done something small to annoy you, and you’ve blown it out of proportion. Tell them what they do that bugs you.", + "link_mutant_8": "They are a member of your family, birth or chosen.", + "link_newmooner_1": "You’re distant relatives, but you hope a bit of blood is enough to get a favor. Tell them how you’re related.", + "link_newmooner_2": "They helped you get to The Moon. Ask them how they helped, and tell them what you gave them in return.", + "link_newmooner_3": "You were told they would be a good connection. Tell them who gave you this information.", + "link_newmooner_4": "You were longtime penpals when you were back on Earth. Swap one secret.", + "link_newmooner_5": "Your first job on the Moon is working for them.", + "link_newmooner_6": "Your arrival on the Moon has caused them some problems. Ask them what.", + "link_newmooner_7": "You owe them a small favor. Tell them what they did for you that has put you in their debt.", + "link_newmooner_8": "You admire their aesthetic and want to be just like them.", + "link_oldtimer_1": "You taught them an important skill. Tell them what it was.", + "link_oldtimer_2": "You introduced them to the scene.", + "link_oldtimer_3": "You think of them like a surrogate child.", + "link_oldtimer_4": "You don’t really understand their ‘thing,’ but you respect it. Ask them what their thing is.", + "link_oldtimer_5": "They remind you of a younger you. How does that make you feel?", + "link_oldtimer_6": "You once lent them a hand when they were just getting started. Ask them how you helped them.", + "link_oldtimer_7": "They taught you something that you didn’t know, and it surprised you. Tell them what.", + "link_oldtimer_8": "The two of you have a long-standing feud. Tell them what it’s about.", + "link_pilot_1": "You helped them get some illegal goods transported. Ask them what they were.", + "link_pilot_2": "They sold you your ship for a big favor or a big trade. Maybe you still owe them. Ask them what you exchanged.", + "link_pilot_3": "They saw you unload some illegal goods but kept their mouth shut. You’re not sure whether you should thank them or be suspicious.", + "link_pilot_4": "You dated before, but it went sour. Ask them how romantically involved you were and what you did that made them break it off.", + "link_pilot_5": "You have a business connection with them. Define that relationship.", + "link_pilot_6": "You consider this person your co-pilot, even if they’ve never been in your ship before.", + "link_pilot_7": "You constantly feel the need to impress this person.", + "link_pilot_8": "They’re your moral compass and keep you grounded.", + "link_politician_1": "You helped them out of a jam before. Ask them what you did.", + "link_politician_2": "You used to be close. What came between you?", + "link_politician_3": "Despite your best efforts, you could not convince them to back you in a recent campaign.", + "link_politician_4": "You screwed this person over. Ask them how.", + "link_politician_5": "They have volunteered for you before and might still be a regular volunteer.", + "link_politician_6": "You have intertwined interests. What are they?", + "link_politician_7": "They have some dirt on you. Tell them what it is.", + "link_politician_8": "They protected you from a political attack. What happened?", + "link_rocker_1": "They’re your muse.", + "link_rocker_2": "They’re your secret rival. You haven’t told them, but maybe they know. Or don’t.", + "link_rocker_3": "You know them from “the scene.” Ask them how they feel about your performances.", + "link_rocker_4": "You’ve collaborated on a project before. Ask them how they helped.", + "link_rocker_5": "You took them under your wing and you consider yourself their mentor. Do they feel the same way?", + "link_rocker_6": "They supported you early on.", + "link_rocker_7": "You got into a pretty public fight with them, but you’ve worked things out. What was the fight over?", + "link_techie_1": "You sometimes fix their things.", + "link_techie_2": "This person helped get your workshop off the ground.", + "link_techie_3": "You’ve done some shady work for this person. Ask them what invention or skill of yours helped them out.", + "link_techie_4": "You constantly try to one up this person.", + "link_techie_5": "They’re your neighbor, and they hate it. Ask them why.", + "link_techie_6": "They hang around your workshop. How do you feel about this?", + "link_techie_7": "They help you get hard-to-find items. Ask them how they help you out.", + "link_techie_8": "You’re convinced that they love your tech. Ask them how they really feel.", + "link_vendor_1": "They’re a regular of yours.", + "link_vendor_2": "You’ve caught them stealing from you before. Ask them what happened.", + "link_vendor_3": "You make money off of them. Ask them how.", + "link_vendor_4": "Your business is named after them. Ask them how they feel about that.", + "link_vendor_5": "You want them to partner with you.", + "link_vendor_6": "The two of you go way back. They get the friends and family discount.", + "link_vendor_7": "They gave you some good advice early on. Ask them what they told you.", + "link_vendor_8": "They claim you ripped them off. Ask them how.", + "links": "Links", + "links_name": "Link Text", + "linksdesc": "Pick one for each other Punk", + "macgyver": "MacGyver", + "macgyver_description": "If you can explain how it works, you can use the objects around you to create a tool or weapon. This new item only works once.", + "magnum_opus": "Magnum Opus", + "magnum_opus_description": "You start with a major piece of Hi Tech, which you do not need to roll for. Give it 2 positive [tags] and 1 negative [tag]. If it’s stolen or destroyed, you can make a new one at the beginning of the next session and skip the Research Phase for Hi Tech.", + "major": "Major", + "migrant": "Migrant", + "migrant_description": "Either by choice or necessity, you’re here for a new start. Luckily, you have people to back you. Pick a specific group (cultural or social) that will look out for you. They will reliably help you out when they can, but they expect your loyalty, too.", + "minor": "Minor", + "moderate": "Moderate", + "mouse_trap": "Mouse Trap", + "mouse_trap_description": "If your team goes along with a wild, complicated plan you came up with, everyone gains +1 ongoing while the plan works. If it goes wrong, you gain 1 EXP.", + "moves": "Moves", + "moves_description": "Description of Move", + "moves_name": "Move Name", + "movesnotes": "Moves/Notes", + "mudslinging": "Mudslinging", + "mudslinging_description": "You can apply [tags] to opponents and knock them off balance. Provoke them with insults or lies and roll +Presence.\n• On a 7-9, The Authority will give the target an appropriate [tag].\n• On a 10+, you may give the target an appropriate [tag] of your choice.", + "mut_support_structure": "Support Structure", + "mut_support_structure_description": "While The Authority and many ignorant people look down upon mutants, they have created a strong support structure together. Whenever you are in danger, other mutants will freely give you and your friends shelter, medical help, and food without expecting anything in return.", + "mutant": "Mutant", + "mutation": "Mutation", + "mutation_description": "The inherent dangers of living in space include lunar radiation. Some people are born with mutations such as unnaturally colored skin, the growth of fur, or extra appendages. Your mutation manifests in some physical manner of your choice. Describe it to your crew and give yourself an appropriate descriptive [tag].", + "name": "Name", + "natural_armor": "Natural Armor", + "natural_armor_description": "Your mutation manifests in a way that keeps you safe from physical harm. +1 Armor.", + "needsattention": "Needs Attention", + "never_tell_me_the_odds": "Never Tell Me the Odds", + "never_tell_me_the_odds_description": "When you do something someone told you was a bad idea, take +1 forward.", + "newmooner": "New Mooner", + "no_bullshit": "No Bullshit", + "no_bullshit_description": "If you feel like you’re being taken advantage of by someone, you can take +1 ongoing against that person if you start to Throw Down.", + "no_credit": "No Credit", + "no_credit_description": "TANSTAAFL debts do not incur EXP negatives.", + "notes": "Notes", + "ol_stomping_grounds": "Ol’ Stomping Grounds", + "ol_stomping_grounds_description": "You can remember the environmental [tag] of a location. Roll +Smarts.\n• On a 7-9, The Authority reveals a [tag] of their choosing.\n• On a 10+, you choose a [tag] the location has.", + "oldtimer": "Old Timer", + "oppo_expert": "Oppo Expert", + "oppo_expert_description": "You’re an expert on digging up dirt. Once per session, pick any target for your research and roll +Presence.\n• On a 7-9, you get a rumor you can follow up on.\n• On a 10+, if they have dirt to be found, you find it.", + "ot_convict": "Convict", + "ot_convict_description": "Convict: The Moon is the Earth’s largest prison colony, and that’s how you ended up here. It doesn’t matter if you did it or not anymore-when you’re treated like a criminal, you learn to think like a criminal. When you want to get a witness to look the other way, you can roll +Smarts before you ask.\n• On a 7-9, they’ll want something in exchange for silence.\n• On a 10+, you know what to say to get them to keep quiet, or you know they’ll blab.", + "ot_migrant": "Migrant", + "ot_migrant_description": "You came to The Moon for the chance at a better life. It wasn’t easy, but now you have a place you can call home. Pick a Dome to call home. Give this Dome a [tag] and name and give an ethos to an NPC there who you trust completely.", + "ot_pioneer": "Pioneer", + "ot_pioneer_description": "The call to adventure hit you hard, and you were one of the first to go to The Moon. Once per session, you can roll +Smarts and ask The Authority one simple question about Lunar history, politics, or survival.\n• On a 7-9, The Authority will answer, but it might not be the whole picture.\n• On a 10+, The Authority will answer your question truthfully.", + "ot_political_dissenter": "Political Dissenter", + "ot_political_dissenter_description": "You never liked how they ran things earthside, and they didn’t like you all that much either. Once per session, you can try to get the people to take subversive action. Roll +Presence.\n• On a 7-9, they do what you wanted but with a complication. Choose something that definitely goes according to plan.\n• On a 10+, everything goes according to plan.", + "owe": "Owe", + "owe_placeholder": "[owe]", + "owed": "Owed", + "owed_placeholder": "[owed]", + "p0c0s1b2": "Presence:0\nCool:0\nSmarts:1\nBones:2", + "p0c0s2b1": "Presence:0\nCool:0\nSmarts:2\nBones:1", + "p0c1s0b2": "Presence:0\nCool:1\nSmarts:0\nBones:2", + "p0c1s2b0": "Presence:0\nCool:1\nSmarts:2\nBones:0", + "p0c2s0b1": "Presence:0\nCool:2\nSmarts:0\nBones:1", + "p0c2s1b0": "Presence:0\nCool:2\nSmarts:1\nBones:0", + "p1bones": "+1 Bones", + "p1c0s0b2": "Presence:1\nCool:0\nSmarts:0\nBones:2", + "p1c0s2b0": "Presence:1\nCool:0\nSmarts:2\nBones:0", + "p1c1s2b-1": "Presence:1\nCool:1\nSmarts:2\nBones:-1", + "p1c1s-1b2": "Presence:1\nCool:1\nSmarts:-1\nBones:2", + "p1c2s0b0": "Presence:1\nCool:2\nSmarts:0\nBones:0", + "p1c2s0b-2": "Presence:1\nCool:2\nSmarts:0\nBones:-2", + "p1c2s1b-1": "Presence:1\nCool:2\nSmarts:1\nBones:-1", + "p1c2s-1b1": "Presence:1\nCool:2\nSmarts:-1\nBones:1", + "p1c2s-1b-1": "Presence:1\nCool:2\nSmarts:-1\nBones:-1", + "p1c2s-2b0": "Presence:1\nCool:2\nSmarts:-2\nBones:0", + "p1c-1s1b2": "Presence:1\nCool:-1\nSmarts:1\nBones:2", + "p1c-1s2b1": "Presence:1\nCool:-1\nSmarts:2\nBones:1", + "p1cool": "+1 Cool", + "p1presence": "+1 Presence", + "p1smarts": "+1 Smarts", + "p1stat": "Add +1 to any Stat [Max at +3]", + "p2c0s0b1": "Presence:2\nCool:0\nSmarts:0\nBones:1", + "p2c0s1b0": "Presence:2\nCool:0\nSmarts:1\nBones:0", + "p2c1s0b0": "Presence:2\nCool:1\nSmarts:0\nBones:0", + "p2c1s1b-1": "Presence:2\nCool:1\nSmarts:1\nBones:-1", + "p2c1s-1b1": "Presence:2\nCool:1\nSmarts:-1\nBones:1", + "p2c2s-1b-1": "Presence:2\nCool:2\nSmarts:-1\nBones:-1", + "p2c-1s1b1": "Presence:2\nCool:-1\nSmarts:1\nBones:1", + "p2c-1s2b-1": "Presence:2\nCool:-1\nSmarts:2\nBones:-1", + "p2c-1s-1b2": "Presence:2\nCool:-1\nSmarts:-1\nBones:2", + "p-1c1s1b2": "Presence:-1\nCool:1\nSmarts:1\nBones:2", + "p-1c1s2b1": "Presence:-1\nCool:1\nSmarts:2\nBones:1", + "p-1c2s1b1": "Presence:-1\nCool:2\nSmarts:1\nBones:1", + "p-1c2s2b-1": "Presence:-1\nCool:2\nSmarts:2\nBones:-1", + "p-1c2s-1b2": "Presence:-1\nCool:2\nSmarts:-1\nBones:2", + "p-1c-1s2b2": "Presence:-1\nCool:-1\nSmarts:2\nBones:2", + "p:suit": "P-Suit: [airtight], 0 Armor", + "permanent": "Permanent", + "picket_line": "Picket Line", + "picket_line_description": "If there’s a valid danger of letting Authority Figures into a location, you can delay their entry non-violently so long as there are people willing to physically be by your side.", + "pilot": "Pilot", + "pioneer": "Pioneer", + "pioneer_description": "Something didn’t feel right earthside, whether it be wanderlust, ennui, or plain old groundhog melancholy. The Moon is a new adventure, and you’re prepared for anything. Once per session, roll +Smarts.\n• On a 7-9, The Authority gives you a vague hint about what’s to come.\n• On a 10+, The Authority reveals a possible future obstacle.", + "playbookmoves": "Playbook Moves", + "playbookmovesdesc": "Pick three to start", + "player": "Character", + "poke_the_pig": "Poke the Pig", + "poke_the_pig_description": "You really know how to get under someone’s skin. When you’re trying to piss someone off to manipulate them, Roll +Smarts.\n• On a 7-9, you goad them into action but not necessarily in the way you wanted.\n• On a 10+, they get played like a fiddle.", + "political_dissenter": "Political Dissenter", + "political_dissenter_description": "You spoke up a little too often or a little too loud, and pissed off just the right (or wrong) person, and now you’re here. Once per session, you can whip up a fervor about a just cause and get people to rally on the streets. Roll +Presence.\n• On a 7-9, people are fired up, but need an extra push to get them to protest.\n• On a 10+, you can start up a sizable public demonstration.", + "politician": "Politician", + "pollster": "Pollster", + "pollster_description": "Statistics and data are what make politics run, and you know just the questions to ask. Once per session, you can send out a poll to find the answer to a single question. Roll +Presence.\n• On a 7-9, the answer is incomplete or insufficient in some way.\n• On a 10+, you get the answer.", + "power_in_a_union": "Power in a Union", + "power_in_a_union_description": "You have membership to a labor union. Choose what profession you belong to. Anytime you act within this profession, take +1 ongoing.", + "practice_makes_perfect": "Practice Makes Perfect", + "practice_makes_perfect_description": "You’ve been in enough fights to know how it works. Take +1 when Throwing Down, or +2 if your opponent isn’t used to moon gravity.", + "practiced_hand": "Practiced Hand", + "practiced_hand_description": "At the beginning of each session roll, +Cool.\n• On a miss, The Authority may replace 1 of your rolls later in this session with your result. They may decide after you roll.\n• On a 7-9, you may replace 1 roll later in this session with this result. You must decide before you roll.\n• On a 10+, you may replace 1 roll later in this session with this result. You may decide after you roll.", + "presence": "Presence", + "private_line": "Private Line", + "private_line_description": "You have access to an encrypted, private mode of communication you can share with anyone. Decide if it is text or voice when you choose this move.", + "professional_smuggler": "Professional Smuggler", + "professional_smuggler_description": "Take +1 ongoing to all +Cool rolls when you are hiding something or someone. If you’re hiding this thing or person in your ship’s smuggler’s cache (if you have one), you can take a 10.", + "professional_training": "Professional Training", + "professional_training_description": "Add +1 to any rating.", + "pronouns": "Pronouns", + "proper_leverage": "Proper Leverage", + "proper_leverage_description": "If you roll a 10+ to Throw Down you can always use Gain Leverage in addition to another effect.", + "protectsomeone": "Protect Someone", + "readroom": "Read The Room", + "recruit_allies": "Recruite Allies", + "redeption_song": "Redemption Song", + "redeption_song_description": "When an ally receives Harm, you can try to raise your team’s spirits. Shout out a cry of support and roll +Presence.\n• On a 7-9 one member of the party gains a +1 forward.\n• On a 10+ the whole crew has +1 forward.", + "reliable_front": "Reliable Front", + "reliable_front_description": "Your establishment is known and reliable, as such meetings at this area are never seen as suspicious.", + "remember_the_fundamentals": "Remember the Fundamentals", + "remember_the_fundamentals_description": "You always take +2 to Throw Down, but you can only use Stick N Move on a 10+.", + "resetstats": "Reset Stats", + "rising_from_hardship": "Rising From Hardship", + "rising_from_hardship_description": "If you change your class at any point, you do not lose any of the moves from this Playbook.", + "rocker": "Rocker", + "rope_trick": "Rope Trick", + "rope_trick_description": "You trained with the Safety Tether enough to make it like an extension of your body. Take +1 to Throw Down when using it. In addition, the tether now deals 1 Harm when you use it.", + "rousing_speech": "Rousing Speech", + "rousing_speech_description": "Once per session, when your team needs a boost of inspiration, give a rousing motivational speech. The entire crew (including you) receives a +1 forward.", + "running_on_instinct": "Running on Instinct", + "running_on_instinct_description": "Once per scene, when you see something bad about to happen, you can take a single action to try to prevent it.", + "safety_tether": "Safety Tether: [innocuous], [entangle], 0 Harm", + "sawbones": "Sawbones", + "sawbones_description": "Make a +Smarts roll to heal yourself or an ally.\n• On a 7-9, you heal 1 Harm and get rid of all negative tags or you heal Harm equal to your Smarts rating, but don’t remove any [tags].\n• On a 10+ you heal harm equal to your Smarts rating and all injury [tags] are removed.", + "scarred": "Scarred", + "scarred_description": "You were in a few scraps when you were young, and it made you tough. You get +1 Armor when not wearing other armor. You also take +1 to Throw Down if you can reminisce about how this fight reminds you of that one glorious fight...", + "seize_the_means": "Seize the Means", + "seize_the_means_description": "One of your options when you roll 10+ to Throw Down is to disarm your opponent and take what’s in their hands.", + "selectplaybook": "Select a Playbook", + "sentimental_earth_item": "Sentimental Earth item [__________] (choose a [tag])", + "sentimental_moon_item": "Sentimental Moon item _________________ (pick a [tag])", + "ship": "Ship", + "ship_description": "You can’t be a pilot without a ship. Give it a name and choose two assets and one liability. These assets and liabilities can be invoked like [tags]. \n\nAssets\n☐ Smuggler’s cache\n☐ AI autopilot\n☐ Thrusters\n☐ Living quarters\n☐ Weapons\n☐ Escape pod \n\nLiabilities\n☐ Recognizable\n☐ Company-owned\n☐ Unreliable\n☐ Slow\n☐ Still making payments (start with a Major TANSTAAFL debt—this liability goes away when the debt is paid)", + "shop": "Shop", + "shop_description": "You have a shop and a specialty, such as a bar or a furniture depot. You have access to your product, and you can pick 2 [tags] that help identify your store.", + "si_se_puede": "Sí, Se Puede", + "si_se_puede_description": "Anytime you roll to Help Out with non-violent action, you can take a 10.", + "silver_tongued_devil": "Silver-Tongued Devil", + "silver_tongued_devil_description": "When you look someone in the eyes and lie to them, take a +1 to your next +Presence roll with them.", + "size_em_up": "Size ‘em Up", + "size_em_up_description": "When you meet someone new, you can ask The Authority, “What does this person value?” They must give a truthful, one-word answer.", + "smarts": "Smarts", + "social_call": "Social Call", + "social_call_description": "You know a lot of people in a lot of places. When you drop in to see how they are, you can get the latest rumors. Roll +Presence.\n• On a 7-9, they’re hesitant to talk but will drop a vague hint.\n• On a 10+, they tell you something interesting and valuable.", + "space_cowboy": "Space Cowboy", + "space_cowboy_description": "Roll +Cool to Throw Down if using your hands or your Safety Tether.", + "specialty": "Specialty", + "specialtydesc": "If Unchecked: Pick 1\n", + "spin_a_yarn": "Spin a Yarn", + "spin_a_yarn_description": "When you want to distract an NPC, start telling a story about your past. For as long as you can tell it believably, they’ll be distracted and won’t leave your side. However, anything plainly suspicious will get their attention.", + "statdirections": "Choose a Stat Block below", + "stay_close_to_me": "Stay Close to Me", + "stay_close_to_me_description": "You do better when you’re surrounded by a lot of people. Take +1 ongoing when you’re in a crowd.", + "sterling_reputation": "Sterling Reputation", + "sterling_reputation_description": "our reputation with the population can not be hurt through attacks from The Authority.", + "strain": "Strain", + "strain_description": "Go past normal human limits. Take 1 Harm (ignoring armor) to deal an extra 1 Harm when using Throw Down or to accomplish a feat of strength.", + "strange_things_happen_every_day": "Strange Things Happening Every Day", + "strange_things_happen_every_day_description": "Read the room using +Presence instead of +Smarts.", + "survival_kit": "Survival Kit", + "survival_kit_description": "Roll +Smarts to heal yourself or an ally.\n• On a 7-9, heal 2 Harm, but The Authority adds a negative temporary [tag] to your target.\n• On a 10+, heal 2 Harm.", + "tags": "Tags", + "take_advanced_move": "Take an Advanced Move", + "take_another_move": "Take another Move [repeatable]", + "take_move_another_playbook": "Take a move from annother playbook", + "tanstaafl": "TANSTAAFL", + "techie": "Techie", + "tell_me_i_cant": "Tell Me I Can't", + "tell_me_i_cant_description": "When you prove an Authority Figure wrong, gain 1 EXP.", + "temporary": "Temporary", + "the_need": "The Need", + "the_need_description": "When you roll Think Fast, if your solution to a problem is to go fast, you can take a 10.", + "the_rawk_show": "The Rawk Show", + "the_rawk_show_description": "When you’re making plans with your team, praise an ally’s abilities to give them +1 ongoing when executing the plan, as long as they keep succeeding. The effect ends on their first miss.", + "the_underground": "The Underground", + "the_underground_description": "You can spread the revolution subversively through your art. Once per session, pick a succinct political message you’re trying to share and describe how you want to spread it (a song, art, poetry, etc.) Roll +Presence.\n• On a 7-9, you spread the message, but you may need to do something extra to get people to really listen.\n• On a 10+, your message spreads to like-minded folks and will lead to trustworthy contacts.", + "think_of_the_cause": "Think of the Cause", + "think_of_the_cause_description": "If you successfully roll to ask for a minor TANSTAAFL with a person who is already politically aligned with you, you do not need to repay them.", + "think_tank": "Think Tank", + "think_tank_description": "Through your time in academia you have made quite a few contacts. You can contact another scientist to answer a question for you. Roll +Presence.\n• On a 7-9, they have part of the solution, or can solve it but want payment.\n• On a 10+, they will do their best to help out.", + "thinkfast": "Think Fast", + "throwdown": "Throw Down", + "trade_secret": "Trade Secret", + "trade_secret_description": "Once per session, you can ask The Authority, “Who would benefit from this situation?” Roll +Presence.\n• On a 7-9, you get a general answer.\n• On a 10+, you get a specific answer.", + "transhumanist": "Transhumanist", + "transhumanist_description": "When an ally has suffered a major wound, you can attempt to treat the wound using technological enhancements, such as a prosthetic or artificial body part. Roll +Smarts.\n• On a 7-9, you are not able to remove the permanent injury effect [tag], but you can add another [tag] of your choice to the enhancement. They are also stabilized if they were dying.\n• On a 10+, you both remove the permanent injury effect [tag] and add a [tag] of your choice to the enhancement. They are also stabilized if they were dying.", + "turn_it_up_to_11": "Turn It Up to 11", + "turn_it_up_to_11_description": "If you fail a roll to use a piece of tech you created or own, you can take 11 on the roll instead. However, this permanently breaks the tech.", + "under_pressure": "Under Pressure", + "under_pressure_description": "Dusters work outside The Domes. It is the most dangerous job on Luna. With it comes pride and a personalized pressure suit that allows you to go in unatmosphered areas. Dusters take +1 ongoing when using their P-Suits.", + "union_dues": "Union Dues", + "union_dues_description": "Start with a major TANSTAAFL debt to your union.", + "usetech": "Use Tech", + "vendor": "Vendor", + "vibe_check": "Vibe Check", + "vibe_check_description": "Once per session, you can get a good sense of the type of person someone is. You have to be in their presence, actively listen to them, and try to figure out their values. Then, The Authority will tell you what your target’s ethos is.", + "volunteer_brigade": "Volunteer Brigade", + "volunteer_brigade_description": "You have a cohort of up to 10 unskilled volunteers dedicated to your cause. They will do any reasonable political activism or dissidence. Once per session, set your volunteers on a specific task that will advance the cause. They will work on that task until it is complete—they cannot be used for any other work this session. Roll +Presence.\n• On a 7-9, they find partial success or succeeded in a way you didn’t expect.\n• On a 10+, they succeed in what you asked them to do.", + "we_need_you": "We Need YOU", + "we_need_you_description": "When an ally receives an injury effect [tag], remind them of why they’re important and roll +Presence.\n• On a 7-9, they can ignore the effects of the [tag] until the end of their next action.\n• On a 10+, they ignore the effects of the [tag] until the end of the scene.", + "whats_happening": "What’s Happening, Doc?", + "whats_happening_description": "When another crew member asks you for your scientific help or expertise, you can give them +1 forward. If they follow your advice, gain 1 EXP.", + "whats_my_name": "What’s My Name!", + "whats_my_name_description": "You have a specific aesthetic you can use. Pick one: ☐ You have a completely different persona that will effectively hide you from the public eye when you are not embracing it. ☐ Give yourself a permanent aesthetic [tag] of your choice.", + "work_contact": "Work Contact", + "work_contact_description": "ou have contacts in different unions.\n• On a 7-9, they want to help, but can only steer you in the right direction.\n• On a 10+, they can get you some information. They can tell you one of the following: where something is, what a location’s weakness is, how something works, when something might happen.", + "work_uniform": "Work uniform [official], 0 Armor", + "workshop": "Workshop", + "workshop_description": "You have a small space with basic tools and materials that you are able to work in. This allows you to use Hi Tech without penalty.", + "would_you_hit_someone_with_glasses": "Would You Hit Someone with Glasses?", + "would_you_hit_someone_with_glasses_description": "Until you use physical violence, physical violence cannot be used against you.", + "wrench": "Wrench [small], [innocuous], [1 harm]", + "you_know_i_used_to_know_someone": "You Know, I Used to Know Someone Around Here", + "you_know_i_used_to_know_someone_description": "Once per location, you can roll +Presence to find an old acquaintance.\n• On a 7-9, you find them, but they have some unsettled business with you.\n• On a 10+, you can ask around and find them and they’re happy to see you.", + "you_talkin_to_me": "You Talkin to Me?", + "you_talkin_to_me_description": "Before a fight starts, you can taunt or threaten the enemy and roll +Presence. \n• On a 7-9, this only works on one target. \n• On a 10+, all hostility is focused on you until another ally joins in." +} \ No newline at end of file diff --git a/Mork Borg/translations/ca.json b/Mork Borg/translations/ca.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/ca.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/hu.json b/Mork Borg/translations/hu.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/hu.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mothership Official/translations/ca.json b/Mothership Official/translations/ca.json new file mode 100644 index 0000000000..401e36ccb3 --- /dev/null +++ b/Mothership Official/translations/ca.json @@ -0,0 +1,295 @@ +{ + "name": "name", + "level": "level", + "rank / title": "rank / title", + "stress": "stress", + "starts at 2": "starts at 2", + "resolve": "resolve", + "starts at 0": "starts at 0", + "health": "health", + "max": "max", + "current": "current", + "class": "class", + "rationalization, logic": "rationalization, logic", + "surprise, loneliness": "surprise, loneliness", + "hunder, disease, infection": "hunder, disease, infection", + "physical damage": "physical damage", + "linguistics": "linguistics", + "biology": "biology", + "first aid": "first aid", + "hydroponics": "hydroponics", + "geology": "geology", + "zero-g": "zero-g", + "scavenging": "scavenging", + "heavy machinery": "heavy machinery", + "computers": "computers", + "mechanical repair": "mechanical repair", + "driving": "driving", + "piloting": "piloting", + "mathematics": "mathematics", + "art": "art", + "archaeology": "archaeology", + "theology": "theology", + "military training": "military training", + "rimwise": "rimwise", + "athletics": "athletics", + "chemistry": "chemistry", + "psychology": "psychology", + "genetics": "genetics", + "pathology": "pathology", + "botany": "botany", + "planetology": "planetology", + "asteroid mining": "asteroid mining", + "jury rigging": "jury rigging", + "engineering": "engineering", + "hacking": "hacking", + "vehicle specialization": "vehicle specialization", + "astrogation": "astrogation", + "physics": "physics", + "mysticism": "mysticism", + "tactics": "tactics", + "gunnery": "gunnery", + "firearms": "firearms", + "close-quarters combat": "close-quarters combat", + "explosives": "explosives", + "sophontology": "sophontology", + "xenobiology": "xenobiology", + "surgery": "surgery", + "cybernetics": "cybernetics", + "robotics": "robotics", + "artificial intelligence": "artificial intelligence", + "command": "command", + "hyperspace": "hyperspace", + "xenoesotericism": "xenoesotericism", + "weapon specialization": "weapon specialization", + "sanity": "sanity", + "fear": "fear", + "body": "body", + "armor": "armor", + "hunger, disease, infection": "hunger, disease, infection", + "strength": "strength", + "speed": "speed", + "intellect": "intellect", + "combat": "combat", + "trained +10%": "trained +10%", + "expert +15%": "expert +15%", + "master +20%": "master +20%", + "skills": "skills", + "trained skills": "trained skills", + "cost 1 point": "cost 1 point", + "expert skills": "expert skills", + "cost 2 points": "cost 2 points", + "master skills": "master skills", + "cost 3 points": "cost 3 points", + "To take an Expert or Master skill you must first take one of its prerequisite skills": "To take an Expert or Master skill you must first take one of its prerequisite skills", + "equipment": "equipment", + "experience": "experience", + "XP": "XP", + "Stress & Panic": "Stress & Panic", + "stress & panic": "stress & panic", + "notes": "notes", + "Study of language": "Study of language", + "Study of life": "Study of life", + "Emergency medical care and treatment": "Emergency medical care and treatment", + "Growing plants in nutrient solutions without soil (farming in space)": "Growing plants in nutrient solutions without soil (farming in space)", + "The solid features of any terrestrial planet or natural satellite": "The solid features of any terrestrial planet or natural satellite", + "Working in a vaccuum, vaccsuits, etc.": "Working in a vaccuum, vaccsuits, etc.", + "Searching discarded wastes for useful items": "Searching discarded wastes for useful items", + "Operation and use of large pieces of equipment (cranes, exosuits, forkliftsm etc.)": "Operation and use of large pieces of equipment (cranes, exosuits, forkliftsm etc.)", + "Fluent use of computers and networks": "Fluent use of computers and networks", + "Fixing broken machines": "Fixing broken machines", + "Operation and control of motor vehicles": "Operation and control of motor vehicles", + "Operation and control of air and spacecraft": "Operation and control of air and spacecraft", + "The science of numbers, quantity, and space": "The science of numbers, quantity, and space", + "The expression or application of a species' creative ability and imagination": "The expression or application of a species' creative ability and imagination", + "Ancient cultures and their artifacts": "Ancient cultures and their artifacts", + "Study of religion": "Study of religion", + "Standard basic training given to all military personnel": "Standard basic training given to all military personnel", + "Outer rim colonies and seedy parts of the galaxy": "Outer rim colonies and seedy parts of the galaxy", + "Physical sports and games": "Physical sports and games", + "The identification of the substances of which matter is composed": "The identification of the substances of which matter is composed", + "prerequisites": "prerequisites", + "The study of behavior and the human mind": "The study of behavior and the human mind", + "Heredity and the variation of the inherited characteristics": "Heredity and the variation of the inherited characteristics", + "Study of the cause and effect of disease": "Study of the cause and effect of disease", + "The study of plant life": "The study of plant life", + "Study of planets and other celestial body": "Study of planets and other celestial body", + "geology, zero-g, heavy machinery, scavenging": "geology, zero-g, heavy machinery, scavenging", + "Training in the tools and procedures used in mining asteroids": "Training in the tools and procedures used in mining asteroids", + "scavenging, mechanical repair": "scavenging, mechanical repair", + "Makeshift repairs": "Makeshift repairs", + "heavy machinery, computers, mechanical repair": "heavy machinery, computers, mechanical repair", + "Design, building, and use of engines, machines, and structures": "Design, building, and use of engines, machines, and structures", + "Unauthorized access to computer systems": "Unauthorized access to computer systems", + "mechanical repair, piloting, driving": "mechanical repair, piloting, driving", + "Specific vehicle class": "Specific vehicle class", + "Navigation in outer space": "Navigation in outer space", + "Study of nature and properties of matter and energy": "Study of nature and properties of matter and energy", + "art, archaeology, theology": "art, archaeology, theology", + "Spiritual apprehension of hidden knowledge": "Spiritual apprehension of hidden knowledge", + "Manuevering military forces in battle": "Manuevering military forces in battle", + "Starship weaponry": "Starship weaponry", + "military training, rimwise": "military training, rimwise", + "Guns and their use": "Guns and their use", + "athletics, military training, rimwise": "athletics, military training, rimwise", + "Hand-tohand, melee fighting": "Hand-tohand, melee fighting", + "military training, chemistry": "military training, chemistry", + "Bombs and incendiary devices": "Bombs and incendiary devices", + "Alien psychology": "Alien psychology", + "Alien biology": "Alien biology", + "Medical speciality involving manual operation": "Medical speciality involving manual operation", + "jury rigging, engineering": "jury rigging, engineering", + "Interface between man and machine": "Interface between man and machine", + "Design and operation of robots, drones, and androids": "Design and operation of robots, drones, and androids", + "engineering, hacking": "engineering, hacking", + "Knowledge of simulacrum of human consciousness": "Knowledge of simulacrum of human consciousness", + "vehicle specialization, tactics": "vehicle specialization, tactics", + "Leadership and authority": "Leadership and authority", + "astrogation, mysticism, physics": "astrogation, mysticism, physics", + "FTL travel": "FTL travel", + "Obscure alien mysticism, religion, and belief": "Obscure alien mysticism, religion, and belief", + "gunnery, firearms, close-quarters combat, explosives": "gunnery, firearms, close-quarters combat, explosives", + "Proficiency with a specific weapon": "Proficiency with a specific weapon", + "mothership logo": "mothership logo", + "attacks": "attacks", + "credits": "credits", + "item": "item", + "type": "type", + "Gear": "Gear", + "Weapon": "Weapon", + "Ammunition": "Ammunition", + "Armor": "Armor", + "Patch": "Patch", + "Trinket": "Trinket", + "Other": "Other", + "attack": "attack", + "damage": "damage", + "Ranged": "Ranged", + "Melee": "Melee", + "Once per session, a Teamster may re-roll a roll on the Panic Effect Table.": "Once per session, a Teamster may re-roll a roll on the Panic Effect Table.", + "Fear Saves made in the presence of Androids have Disadvantage.": "Fear Saves made in the presence of Androids have Disadvantage.", + "Whenever a Scientist fails a Sanity Save, every friendly player nearby gains 1 Stress.": "Whenever a Scientist fails a Sanity Save, every friendly player nearby gains 1 Stress.", + "Whenever a Marine Panics, every friendly player nearby must make a Fear Save.": "Whenever a Marine Panics, every friendly player nearby must make a Fear Save.", + "Sanity is your ability to explain away logical inconsistencies in the universe, rationalize and make sense out of chaos, detect illusions and mimicry and think quickly under pressure.": "Sanity is your ability to explain away logical inconsistencies in the universe, rationalize and make sense out of chaos, detect illusions and mimicry and think quickly under pressure.", + "Fear is how well you can cope with emotional trauma, and covers not only fear, but also loneliness, depression or any other emotional surge.": "Fear is how well you can cope with emotional trauma, and covers not only fear, but also loneliness, depression or any other emotional surge.", + "Body is your reflexes, and how well you can resist hunger, disease or any other organism that might attempt to invade your insides.": "Body is your reflexes, and how well you can resist hunger, disease or any other organism that might attempt to invade your insides.", + "Armor is how resistant you ae to damage sustained during combat, whether that be through bullets, claws, teeth, etc.": "Armor is how resistant you are to damage sustained during combat, whether that be through bullets, claws, teeth, etc.", + "skill points": "skill points", + "You are one of the luminaries of this field and are aware of cutting edge techniques or highly specialized and niche information.": "You are one of the luminaries of this field and are aware of cutting edge techniques or highly specialized and niche information.", + "You have the equivalent of a doctorate or many years of experience.": "You have the equivalent of a doctorate or many years of experience.", + "You’ve received standard training in this area equivalent to a bachelor's degree or on-the-job training for a couple years.": "You’ve received standard training in this area equivalent to a bachelor's degree or on-the-job training for a couple years.", + "patch": "patch", + "trinket": "trinket", + "target:": "target:", + "damage:": "damage:", + "How able-bodied you are. Lifting, pushing, hitting things hard, etc.": "How able-bodied you are. Lifting, pushing, hitting things hard, etc.", + "How quickly you can act and react under pressure.": "How quickly you can act and react under pressure.", + "How knowledgeable and experienced you are.": "How knowledgeable and experienced you are.", + "How good you are at fighting.": "How good you are at fighting.", + "select": "select", + "primary modules": "primary modules", + "life support": "life support", + "human passengers": "human passengers", + "hull": "hull", + "command modules": "command modules", + "armor save": "armor save", + "secondary modules": "secondary modules", + "jump drives": "jump drives", + "computer": "computer", + "computer modules": "computer modules", + "galley": "galley", + "galleys": "galleys", + "weapon mount": "weapon mount", + "weapons": "weapons", + "weapon mounts": "weapon mounts", + "medical bay": "medical bay", + "medbays": "medbays", + "medical intellect bonus": "medical intellect bonus", + "cryochamber": "cryochamber", + "cryo-sleep pods": "cryo-sleep pods", + "cryo-chambers": "cryo-chambers", + "officers": "officers", + "living quarters": "living quarters", + "crew": "crew", + "barracks": "barracks", + "cargo hold": "cargo hold", + "cargo": "cargo", + "cargo holds": "cargo holds", + "science labs": "science labs", + "research intellect bonus": "research intellect bonus", + "science lab": "science lab", + "calculate": "calculate", + "base hull": "base hull", + "total hull": "total hull", + "thrusters": "thrusters", + "hull req.": "hull req.", + "thruster req.": "thruster req.", + "min. fuel": "min. fuel", + "extra fuel": "extra fuel", + "engine": "engine", + "fuel": "fuel", + "frame": "frame", + "cost": "cost", + "mil": "mil", + "ship name": "ship name", + "galley stock": "galley stock", + "sheet type": "sheet type", + "PC": "PC", + "Ship": "Ship", + "weapon": "weapon", + "rank": "rank", + "total crew": "total crew", + "max crew": "max crew", + "number": "number", + "complete ship": "complete ship", + "ship builder": "ship builder", + "launch": "launch", + "total cargo": "total cargo", + "max cargo": "max cargo", + "The value the ship must roll under to avoid taking Damage. Generally the captain or acting captain of the ship rolls the Armor Save.": "The value the ship must roll under to avoid taking Damage. Generally the captain or acting captain of the ship rolls the Armor Save.", + "Used during Combat Checks. You can use whichever is higher: your own Combat Stat or the ship's.": "Used during Combat Checks. You can use whichever is higher: your own Combat Stat or the ship's.", + "Used as both a stat and a Sanity Save, should the need arise.": "Used as both a stat and a Sanity Save, should the need arise.", + "Often used to see if the ship can dodge asteroids or escape explosions from collapsing stars.": "Often used to see if the ship can dodge asteroids or escape explosions from collapsing stars.", + "Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.": "Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.", + "The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.": "The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.", + "Armor plating protects the ship fromsmall metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).": "Armor plating protects the ship fromsmall metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).", + "Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increasesthe ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.": "Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increasesthe ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.", + "The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and anumber of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jumpdrive. Additionally, each computer module equipped allows the computer to take more actions during combat.": "The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and anumber of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jumpdrive. Additionally, each computer module equipped allows the computer to take more actions during combat.", + "Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and 1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.": "Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and 1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.", + "For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in The Player's Survival Guide": "For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in The Player's Survival Guide", + "Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.": "Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.", + "Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.": "Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.", + "Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.": "Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.", + "The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.": "The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.", + "Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).": "Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).", + "Similar to the medical bay, the science lab allows for detailed research. Each connected sciencelab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.": "Similar to the medical bay, the science lab allows for detailed research. Each connected sciencelab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.", + "Without thrusters, the ship cannot move. Every thruster module equipped increases the speed ofthe ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.": "Without thrusters, the ship cannot move. Every thruster module equipped increases the speed ofthe ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.", + "Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.": "Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.", + "The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1 unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.": "The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1 unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.", + "Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.": "Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.", + "range": "range", + "short": "short", + "medium": "medium", + "long": "long", + "critical damage": "critical damage", + "critical effect": "critical effect", + "shots": "shots", + "ammunition": "ammunition", + "effect": "effect", + "armor bonus": "armor bonus", + "This works exactly like the PC's combat stat, except it doubles as an armor save.": "This works exactly like the PC's combat stat, except it doubles as an armor save.", + "This works exactly like the PC's speed stat.": "This works exactly like the PC's speed stat.", + "This is a catchall for Fear, Sanity, Body, Intellect and everything else.": "This is a catchall for Fear, Sanity, Body, Intellect and everything else.", + "Instinct": "Instinct", + "Combat": "Combat", + "Speed": "Speed", + "Attacks": "Attacks", + "Special Abilities": "Special Abilities", + "Name": "Name", + "hits": "hits", + "hitpoints": "hitpoints", + "description": "description", + "Enter the NPC's description here.": "Enter the NPC's description here.", + "Enter the NPC's equipment here.": "Enter the NPC's equipment here.", + "NPC": "NPC" +} \ No newline at end of file diff --git a/Mothership Official/translations/hu.json b/Mothership Official/translations/hu.json new file mode 100644 index 0000000000..401e36ccb3 --- /dev/null +++ b/Mothership Official/translations/hu.json @@ -0,0 +1,295 @@ +{ + "name": "name", + "level": "level", + "rank / title": "rank / title", + "stress": "stress", + "starts at 2": "starts at 2", + "resolve": "resolve", + "starts at 0": "starts at 0", + "health": "health", + "max": "max", + "current": "current", + "class": "class", + "rationalization, logic": "rationalization, logic", + "surprise, loneliness": "surprise, loneliness", + "hunder, disease, infection": "hunder, disease, infection", + "physical damage": "physical damage", + "linguistics": "linguistics", + "biology": "biology", + "first aid": "first aid", + "hydroponics": "hydroponics", + "geology": "geology", + "zero-g": "zero-g", + "scavenging": "scavenging", + "heavy machinery": "heavy machinery", + "computers": "computers", + "mechanical repair": "mechanical repair", + "driving": "driving", + "piloting": "piloting", + "mathematics": "mathematics", + "art": "art", + "archaeology": "archaeology", + "theology": "theology", + "military training": "military training", + "rimwise": "rimwise", + "athletics": "athletics", + "chemistry": "chemistry", + "psychology": "psychology", + "genetics": "genetics", + "pathology": "pathology", + "botany": "botany", + "planetology": "planetology", + "asteroid mining": "asteroid mining", + "jury rigging": "jury rigging", + "engineering": "engineering", + "hacking": "hacking", + "vehicle specialization": "vehicle specialization", + "astrogation": "astrogation", + "physics": "physics", + "mysticism": "mysticism", + "tactics": "tactics", + "gunnery": "gunnery", + "firearms": "firearms", + "close-quarters combat": "close-quarters combat", + "explosives": "explosives", + "sophontology": "sophontology", + "xenobiology": "xenobiology", + "surgery": "surgery", + "cybernetics": "cybernetics", + "robotics": "robotics", + "artificial intelligence": "artificial intelligence", + "command": "command", + "hyperspace": "hyperspace", + "xenoesotericism": "xenoesotericism", + "weapon specialization": "weapon specialization", + "sanity": "sanity", + "fear": "fear", + "body": "body", + "armor": "armor", + "hunger, disease, infection": "hunger, disease, infection", + "strength": "strength", + "speed": "speed", + "intellect": "intellect", + "combat": "combat", + "trained +10%": "trained +10%", + "expert +15%": "expert +15%", + "master +20%": "master +20%", + "skills": "skills", + "trained skills": "trained skills", + "cost 1 point": "cost 1 point", + "expert skills": "expert skills", + "cost 2 points": "cost 2 points", + "master skills": "master skills", + "cost 3 points": "cost 3 points", + "To take an Expert or Master skill you must first take one of its prerequisite skills": "To take an Expert or Master skill you must first take one of its prerequisite skills", + "equipment": "equipment", + "experience": "experience", + "XP": "XP", + "Stress & Panic": "Stress & Panic", + "stress & panic": "stress & panic", + "notes": "notes", + "Study of language": "Study of language", + "Study of life": "Study of life", + "Emergency medical care and treatment": "Emergency medical care and treatment", + "Growing plants in nutrient solutions without soil (farming in space)": "Growing plants in nutrient solutions without soil (farming in space)", + "The solid features of any terrestrial planet or natural satellite": "The solid features of any terrestrial planet or natural satellite", + "Working in a vaccuum, vaccsuits, etc.": "Working in a vaccuum, vaccsuits, etc.", + "Searching discarded wastes for useful items": "Searching discarded wastes for useful items", + "Operation and use of large pieces of equipment (cranes, exosuits, forkliftsm etc.)": "Operation and use of large pieces of equipment (cranes, exosuits, forkliftsm etc.)", + "Fluent use of computers and networks": "Fluent use of computers and networks", + "Fixing broken machines": "Fixing broken machines", + "Operation and control of motor vehicles": "Operation and control of motor vehicles", + "Operation and control of air and spacecraft": "Operation and control of air and spacecraft", + "The science of numbers, quantity, and space": "The science of numbers, quantity, and space", + "The expression or application of a species' creative ability and imagination": "The expression or application of a species' creative ability and imagination", + "Ancient cultures and their artifacts": "Ancient cultures and their artifacts", + "Study of religion": "Study of religion", + "Standard basic training given to all military personnel": "Standard basic training given to all military personnel", + "Outer rim colonies and seedy parts of the galaxy": "Outer rim colonies and seedy parts of the galaxy", + "Physical sports and games": "Physical sports and games", + "The identification of the substances of which matter is composed": "The identification of the substances of which matter is composed", + "prerequisites": "prerequisites", + "The study of behavior and the human mind": "The study of behavior and the human mind", + "Heredity and the variation of the inherited characteristics": "Heredity and the variation of the inherited characteristics", + "Study of the cause and effect of disease": "Study of the cause and effect of disease", + "The study of plant life": "The study of plant life", + "Study of planets and other celestial body": "Study of planets and other celestial body", + "geology, zero-g, heavy machinery, scavenging": "geology, zero-g, heavy machinery, scavenging", + "Training in the tools and procedures used in mining asteroids": "Training in the tools and procedures used in mining asteroids", + "scavenging, mechanical repair": "scavenging, mechanical repair", + "Makeshift repairs": "Makeshift repairs", + "heavy machinery, computers, mechanical repair": "heavy machinery, computers, mechanical repair", + "Design, building, and use of engines, machines, and structures": "Design, building, and use of engines, machines, and structures", + "Unauthorized access to computer systems": "Unauthorized access to computer systems", + "mechanical repair, piloting, driving": "mechanical repair, piloting, driving", + "Specific vehicle class": "Specific vehicle class", + "Navigation in outer space": "Navigation in outer space", + "Study of nature and properties of matter and energy": "Study of nature and properties of matter and energy", + "art, archaeology, theology": "art, archaeology, theology", + "Spiritual apprehension of hidden knowledge": "Spiritual apprehension of hidden knowledge", + "Manuevering military forces in battle": "Manuevering military forces in battle", + "Starship weaponry": "Starship weaponry", + "military training, rimwise": "military training, rimwise", + "Guns and their use": "Guns and their use", + "athletics, military training, rimwise": "athletics, military training, rimwise", + "Hand-tohand, melee fighting": "Hand-tohand, melee fighting", + "military training, chemistry": "military training, chemistry", + "Bombs and incendiary devices": "Bombs and incendiary devices", + "Alien psychology": "Alien psychology", + "Alien biology": "Alien biology", + "Medical speciality involving manual operation": "Medical speciality involving manual operation", + "jury rigging, engineering": "jury rigging, engineering", + "Interface between man and machine": "Interface between man and machine", + "Design and operation of robots, drones, and androids": "Design and operation of robots, drones, and androids", + "engineering, hacking": "engineering, hacking", + "Knowledge of simulacrum of human consciousness": "Knowledge of simulacrum of human consciousness", + "vehicle specialization, tactics": "vehicle specialization, tactics", + "Leadership and authority": "Leadership and authority", + "astrogation, mysticism, physics": "astrogation, mysticism, physics", + "FTL travel": "FTL travel", + "Obscure alien mysticism, religion, and belief": "Obscure alien mysticism, religion, and belief", + "gunnery, firearms, close-quarters combat, explosives": "gunnery, firearms, close-quarters combat, explosives", + "Proficiency with a specific weapon": "Proficiency with a specific weapon", + "mothership logo": "mothership logo", + "attacks": "attacks", + "credits": "credits", + "item": "item", + "type": "type", + "Gear": "Gear", + "Weapon": "Weapon", + "Ammunition": "Ammunition", + "Armor": "Armor", + "Patch": "Patch", + "Trinket": "Trinket", + "Other": "Other", + "attack": "attack", + "damage": "damage", + "Ranged": "Ranged", + "Melee": "Melee", + "Once per session, a Teamster may re-roll a roll on the Panic Effect Table.": "Once per session, a Teamster may re-roll a roll on the Panic Effect Table.", + "Fear Saves made in the presence of Androids have Disadvantage.": "Fear Saves made in the presence of Androids have Disadvantage.", + "Whenever a Scientist fails a Sanity Save, every friendly player nearby gains 1 Stress.": "Whenever a Scientist fails a Sanity Save, every friendly player nearby gains 1 Stress.", + "Whenever a Marine Panics, every friendly player nearby must make a Fear Save.": "Whenever a Marine Panics, every friendly player nearby must make a Fear Save.", + "Sanity is your ability to explain away logical inconsistencies in the universe, rationalize and make sense out of chaos, detect illusions and mimicry and think quickly under pressure.": "Sanity is your ability to explain away logical inconsistencies in the universe, rationalize and make sense out of chaos, detect illusions and mimicry and think quickly under pressure.", + "Fear is how well you can cope with emotional trauma, and covers not only fear, but also loneliness, depression or any other emotional surge.": "Fear is how well you can cope with emotional trauma, and covers not only fear, but also loneliness, depression or any other emotional surge.", + "Body is your reflexes, and how well you can resist hunger, disease or any other organism that might attempt to invade your insides.": "Body is your reflexes, and how well you can resist hunger, disease or any other organism that might attempt to invade your insides.", + "Armor is how resistant you ae to damage sustained during combat, whether that be through bullets, claws, teeth, etc.": "Armor is how resistant you are to damage sustained during combat, whether that be through bullets, claws, teeth, etc.", + "skill points": "skill points", + "You are one of the luminaries of this field and are aware of cutting edge techniques or highly specialized and niche information.": "You are one of the luminaries of this field and are aware of cutting edge techniques or highly specialized and niche information.", + "You have the equivalent of a doctorate or many years of experience.": "You have the equivalent of a doctorate or many years of experience.", + "You’ve received standard training in this area equivalent to a bachelor's degree or on-the-job training for a couple years.": "You’ve received standard training in this area equivalent to a bachelor's degree or on-the-job training for a couple years.", + "patch": "patch", + "trinket": "trinket", + "target:": "target:", + "damage:": "damage:", + "How able-bodied you are. Lifting, pushing, hitting things hard, etc.": "How able-bodied you are. Lifting, pushing, hitting things hard, etc.", + "How quickly you can act and react under pressure.": "How quickly you can act and react under pressure.", + "How knowledgeable and experienced you are.": "How knowledgeable and experienced you are.", + "How good you are at fighting.": "How good you are at fighting.", + "select": "select", + "primary modules": "primary modules", + "life support": "life support", + "human passengers": "human passengers", + "hull": "hull", + "command modules": "command modules", + "armor save": "armor save", + "secondary modules": "secondary modules", + "jump drives": "jump drives", + "computer": "computer", + "computer modules": "computer modules", + "galley": "galley", + "galleys": "galleys", + "weapon mount": "weapon mount", + "weapons": "weapons", + "weapon mounts": "weapon mounts", + "medical bay": "medical bay", + "medbays": "medbays", + "medical intellect bonus": "medical intellect bonus", + "cryochamber": "cryochamber", + "cryo-sleep pods": "cryo-sleep pods", + "cryo-chambers": "cryo-chambers", + "officers": "officers", + "living quarters": "living quarters", + "crew": "crew", + "barracks": "barracks", + "cargo hold": "cargo hold", + "cargo": "cargo", + "cargo holds": "cargo holds", + "science labs": "science labs", + "research intellect bonus": "research intellect bonus", + "science lab": "science lab", + "calculate": "calculate", + "base hull": "base hull", + "total hull": "total hull", + "thrusters": "thrusters", + "hull req.": "hull req.", + "thruster req.": "thruster req.", + "min. fuel": "min. fuel", + "extra fuel": "extra fuel", + "engine": "engine", + "fuel": "fuel", + "frame": "frame", + "cost": "cost", + "mil": "mil", + "ship name": "ship name", + "galley stock": "galley stock", + "sheet type": "sheet type", + "PC": "PC", + "Ship": "Ship", + "weapon": "weapon", + "rank": "rank", + "total crew": "total crew", + "max crew": "max crew", + "number": "number", + "complete ship": "complete ship", + "ship builder": "ship builder", + "launch": "launch", + "total cargo": "total cargo", + "max cargo": "max cargo", + "The value the ship must roll under to avoid taking Damage. Generally the captain or acting captain of the ship rolls the Armor Save.": "The value the ship must roll under to avoid taking Damage. Generally the captain or acting captain of the ship rolls the Armor Save.", + "Used during Combat Checks. You can use whichever is higher: your own Combat Stat or the ship's.": "Used during Combat Checks. You can use whichever is higher: your own Combat Stat or the ship's.", + "Used as both a stat and a Sanity Save, should the need arise.": "Used as both a stat and a Sanity Save, should the need arise.", + "Often used to see if the ship can dodge asteroids or escape explosions from collapsing stars.": "Often used to see if the ship can dodge asteroids or escape explosions from collapsing stars.", + "Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.": "Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.", + "The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.": "The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.", + "Armor plating protects the ship fromsmall metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).": "Armor plating protects the ship fromsmall metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).", + "Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increasesthe ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.": "Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increasesthe ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.", + "The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and anumber of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jumpdrive. Additionally, each computer module equipped allows the computer to take more actions during combat.": "The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and anumber of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jumpdrive. Additionally, each computer module equipped allows the computer to take more actions during combat.", + "Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and 1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.": "Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and 1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.", + "For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in The Player's Survival Guide": "For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in The Player's Survival Guide", + "Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.": "Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.", + "Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.": "Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.", + "Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.": "Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.", + "The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.": "The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.", + "Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).": "Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).", + "Similar to the medical bay, the science lab allows for detailed research. Each connected sciencelab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.": "Similar to the medical bay, the science lab allows for detailed research. Each connected sciencelab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.", + "Without thrusters, the ship cannot move. Every thruster module equipped increases the speed ofthe ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.": "Without thrusters, the ship cannot move. Every thruster module equipped increases the speed ofthe ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.", + "Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.": "Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.", + "The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1 unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.": "The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1 unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.", + "Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.": "Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.", + "range": "range", + "short": "short", + "medium": "medium", + "long": "long", + "critical damage": "critical damage", + "critical effect": "critical effect", + "shots": "shots", + "ammunition": "ammunition", + "effect": "effect", + "armor bonus": "armor bonus", + "This works exactly like the PC's combat stat, except it doubles as an armor save.": "This works exactly like the PC's combat stat, except it doubles as an armor save.", + "This works exactly like the PC's speed stat.": "This works exactly like the PC's speed stat.", + "This is a catchall for Fear, Sanity, Body, Intellect and everything else.": "This is a catchall for Fear, Sanity, Body, Intellect and everything else.", + "Instinct": "Instinct", + "Combat": "Combat", + "Speed": "Speed", + "Attacks": "Attacks", + "Special Abilities": "Special Abilities", + "Name": "Name", + "hits": "hits", + "hitpoints": "hitpoints", + "description": "description", + "Enter the NPC's description here.": "Enter the NPC's description here.", + "Enter the NPC's equipment here.": "Enter the NPC's equipment here.", + "NPC": "NPC" +} \ No newline at end of file diff --git a/Mothership/translations/ca.json b/Mothership/translations/ca.json new file mode 100644 index 0000000000..5d129b936e --- /dev/null +++ b/Mothership/translations/ca.json @@ -0,0 +1,180 @@ +{ + "targetvalue": "Target Value", + "name": "Name", + "class": "Class", + "teamster": "TEAMSTER", + "android": "ANDROID", + "scientist": "SCIENTIST", + "marine": "MARINE", + "level": "Level", + "xp": "XP", + "ranktitle": "Rank/Title", + "stress": "STRESS", + "resolve": "RESOLVE", + "paniccheck": "PANIC CHECK", + "paniceffect": "PANIC EFFECT", + "credits": "CREDITS", + "currenthealth": "HEALTH", + "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", + "saves": "SAVES", + "strength": "STRENGTH", + "sanity": "SANITY", + "speed": "SPEED", + "fear": "FEAR", + "intellect": "INTELLECT", + "body": "BODY", + "combat": "COMBAT", + "instinct": "INSTINCT", + "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", + "skills": "SKILLS", + "trained": "TRAINED +10%", + "expert": "EXPERT +15%", + "master": "MASTER +20%", + "linguistics": "LINGUISTICS", + "psychology": "PSYCHOLOGY", + "sophontology": "SOPHONTOLOGY", + "biology": "BIOLOGY", + "genetics": "GENETICS", + "xenobiology": "XENOBIOLOGY", + "firstaid": "FIRST AID", + "pathology": "PATHOLOGY", + "hydroponics": "HYDROPONICS", + "botany": "BOTANY", + "geology": "GEOLOGY", + "planetology": "PLANETOLOGY", + "zerog": "ZERO-G", + "asteroidmining": "ASTEROID MINING", + "scavenging": "SCAVENGING", + "juryrigging": "JURY RIGGING", + "cybernetics": "CYBERNETICS", + "heavymachinery": "HEAVY MACHINERY", + "engineering": "ENGINEERING", + "robotics": "ROBOTICS", + "computers": "COMPUTERS", + "hacking": "HACKING", + "artificialintelligence": "ARTIFICIAL INTELLIGANCE", + "mechanicalrepair": "MECHANICAL REPAIR", + "vehiclespecialization": "VEHICLE SPECIALIZATION", + "command": "COMMAND", + "driving": "DRIVING", + "piloting": "PILOTING", + "astrogation": "ASTROGATION", + "hyperspace": "HYPERSPACE", + "mathematics": "MATHEMATICS", + "physics": "PHYSICS", + "art": "ART", + "archaeology": "ARCHAEOLOGY", + "mysticism": "MYSTICISM", + "xenoesotericism": "XENOESOTERICISM", + "theology": "THEOLOGY", + "tactics": "TACTICS", + "militarytraining": "MILITARY TRAINING", + "gunnery": "GUNNERY", + "rimwise": "RIMWISE", + "firearms": "FIREARMS", + "weaponspecialization": "WEAPON SPECIALIZATION", + "athletics": "ATHLETICS", + "closequarterscombat": "CLOSE-QUARTERS COMBAT", + "chemistry": "CHEMISTRY", + "explosives": "EXPLOSIVES", + "equipment": "EQUIPMENT", + "noloadout": "NO LOADOUT SELECTED", + "excavation": "EXCAVATION", + "exploration": "EXPLORATION", + "extermination": "EXTERMINATION", + "examination": "EXAMINATION", + "surgery": "SURGERY", + "other-equipment": "Other Equipment", + "rollvalue": "\n\t\t\tRoll Value \n\t\t", + "nervoustwitch": "Nervous Twitch", + "nervoustwitchtext": "Gain 2 stress. The nearest crew member also gains 1 Stress", + "cowardice": "Cowardice", + "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", + "cripplingfear": "Crippling Fear", + "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", + "minadr": "Minor Adrenaline Rush", + "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", + "hallucinations": "Hallucinations", + "hallucinationstext": "For the next 2d10 hours (determined secretly), you have trouble distinguishing between reality and fantasy.", + "anxious": "Anxious", + "anxioustext": "Gain 1 stress.", + "rattled": "Rattled", + "rattledtext": "Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes.", + "overwhelmed": "Overwhelmed", + "overwhelmedtext": "Gain 1d10 stress.", + "paranoid": "Paranoid", + "paranoidtext": "For the next 1d10 days, whenever a character joins your group (even if they only left for a short period of time), make a Fear save or gain 1 stress.", + "noeffect": "No effect", + "noeffecttext": "Did not panic.", + "laserfocus": "Laser Focus", + "laserfocustext": "Advantage on all rolls for the next 1d10 hours.", + "currentstress": "\t\n\t\t\t\tCurrent Stress\n\t\t\t", + "rollpanic": "Roll on Panic Table.\n\t\n\t\n\t", + "stressrelief": "Relieve one stress.\n\t", + "deathdrive": "Death Drive", + "deathdrivetext": "For the next Xd10 (where X=Stress) days whenever you encounter a stranger or known enemy, you must make a Sanity save or else immediately attack them.", + "catatonic": "Catatonic", + "catatonictext": "Become unresponsive and unmoving for Xd10 (where X=Stress) minutes.", + "broken": "Broken", + "brokentext": "For the next Xd10 (where X=Stress) days make a Panic roll whenever a nearby crew member fails a save.", + "compounding": "Compounding Problems", + "compoundingtext": "Roll for two more panic effects.", + "descent": "Descent into Madness", + "descenttext": "Gain 2 new phobias. Your Stress cannot be relieved below 5.", + "psychologicalcollapse": "Psychological Collapse", + "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", + "heartattack": "Heart Attack", + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" +} \ No newline at end of file diff --git a/Mothership/translations/hu.json b/Mothership/translations/hu.json new file mode 100644 index 0000000000..5d129b936e --- /dev/null +++ b/Mothership/translations/hu.json @@ -0,0 +1,180 @@ +{ + "targetvalue": "Target Value", + "name": "Name", + "class": "Class", + "teamster": "TEAMSTER", + "android": "ANDROID", + "scientist": "SCIENTIST", + "marine": "MARINE", + "level": "Level", + "xp": "XP", + "ranktitle": "Rank/Title", + "stress": "STRESS", + "resolve": "RESOLVE", + "paniccheck": "PANIC CHECK", + "paniceffect": "PANIC EFFECT", + "credits": "CREDITS", + "currenthealth": "HEALTH", + "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", + "saves": "SAVES", + "strength": "STRENGTH", + "sanity": "SANITY", + "speed": "SPEED", + "fear": "FEAR", + "intellect": "INTELLECT", + "body": "BODY", + "combat": "COMBAT", + "instinct": "INSTINCT", + "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", + "skills": "SKILLS", + "trained": "TRAINED +10%", + "expert": "EXPERT +15%", + "master": "MASTER +20%", + "linguistics": "LINGUISTICS", + "psychology": "PSYCHOLOGY", + "sophontology": "SOPHONTOLOGY", + "biology": "BIOLOGY", + "genetics": "GENETICS", + "xenobiology": "XENOBIOLOGY", + "firstaid": "FIRST AID", + "pathology": "PATHOLOGY", + "hydroponics": "HYDROPONICS", + "botany": "BOTANY", + "geology": "GEOLOGY", + "planetology": "PLANETOLOGY", + "zerog": "ZERO-G", + "asteroidmining": "ASTEROID MINING", + "scavenging": "SCAVENGING", + "juryrigging": "JURY RIGGING", + "cybernetics": "CYBERNETICS", + "heavymachinery": "HEAVY MACHINERY", + "engineering": "ENGINEERING", + "robotics": "ROBOTICS", + "computers": "COMPUTERS", + "hacking": "HACKING", + "artificialintelligence": "ARTIFICIAL INTELLIGANCE", + "mechanicalrepair": "MECHANICAL REPAIR", + "vehiclespecialization": "VEHICLE SPECIALIZATION", + "command": "COMMAND", + "driving": "DRIVING", + "piloting": "PILOTING", + "astrogation": "ASTROGATION", + "hyperspace": "HYPERSPACE", + "mathematics": "MATHEMATICS", + "physics": "PHYSICS", + "art": "ART", + "archaeology": "ARCHAEOLOGY", + "mysticism": "MYSTICISM", + "xenoesotericism": "XENOESOTERICISM", + "theology": "THEOLOGY", + "tactics": "TACTICS", + "militarytraining": "MILITARY TRAINING", + "gunnery": "GUNNERY", + "rimwise": "RIMWISE", + "firearms": "FIREARMS", + "weaponspecialization": "WEAPON SPECIALIZATION", + "athletics": "ATHLETICS", + "closequarterscombat": "CLOSE-QUARTERS COMBAT", + "chemistry": "CHEMISTRY", + "explosives": "EXPLOSIVES", + "equipment": "EQUIPMENT", + "noloadout": "NO LOADOUT SELECTED", + "excavation": "EXCAVATION", + "exploration": "EXPLORATION", + "extermination": "EXTERMINATION", + "examination": "EXAMINATION", + "surgery": "SURGERY", + "other-equipment": "Other Equipment", + "rollvalue": "\n\t\t\tRoll Value \n\t\t", + "nervoustwitch": "Nervous Twitch", + "nervoustwitchtext": "Gain 2 stress. The nearest crew member also gains 1 Stress", + "cowardice": "Cowardice", + "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", + "cripplingfear": "Crippling Fear", + "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", + "minadr": "Minor Adrenaline Rush", + "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", + "hallucinations": "Hallucinations", + "hallucinationstext": "For the next 2d10 hours (determined secretly), you have trouble distinguishing between reality and fantasy.", + "anxious": "Anxious", + "anxioustext": "Gain 1 stress.", + "rattled": "Rattled", + "rattledtext": "Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes.", + "overwhelmed": "Overwhelmed", + "overwhelmedtext": "Gain 1d10 stress.", + "paranoid": "Paranoid", + "paranoidtext": "For the next 1d10 days, whenever a character joins your group (even if they only left for a short period of time), make a Fear save or gain 1 stress.", + "noeffect": "No effect", + "noeffecttext": "Did not panic.", + "laserfocus": "Laser Focus", + "laserfocustext": "Advantage on all rolls for the next 1d10 hours.", + "currentstress": "\t\n\t\t\t\tCurrent Stress\n\t\t\t", + "rollpanic": "Roll on Panic Table.\n\t\n\t\n\t", + "stressrelief": "Relieve one stress.\n\t", + "deathdrive": "Death Drive", + "deathdrivetext": "For the next Xd10 (where X=Stress) days whenever you encounter a stranger or known enemy, you must make a Sanity save or else immediately attack them.", + "catatonic": "Catatonic", + "catatonictext": "Become unresponsive and unmoving for Xd10 (where X=Stress) minutes.", + "broken": "Broken", + "brokentext": "For the next Xd10 (where X=Stress) days make a Panic roll whenever a nearby crew member fails a save.", + "compounding": "Compounding Problems", + "compoundingtext": "Roll for two more panic effects.", + "descent": "Descent into Madness", + "descenttext": "Gain 2 new phobias. Your Stress cannot be relieved below 5.", + "psychologicalcollapse": "Psychological Collapse", + "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", + "heartattack": "Heart Attack", + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" +} \ No newline at end of file diff --git a/MouseGuard/translations/ca.json b/MouseGuard/translations/ca.json new file mode 100644 index 0000000000..d690641a6c --- /dev/null +++ b/MouseGuard/translations/ca.json @@ -0,0 +1,69 @@ +{ + "Name": "Name", + "Home": "Home", + "GuardRank": "Guard Rank", + "Age": "Age", + "FurColor": "Fur Color", + "CloakColor": "Cloak Color", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "SeniorArtisan": "Senior Artisan", + "Enemy": "Enemy", + "Conditions": "Conditions", + "Healthy": "Healthy", + "Angry": "Angry", + "HungryThirsty": "Hungry/Thirsty", + "Tired": "Tired", + "Injured": "Injured", + "Sick": "Sick", + "Belief": "Belief", + "Goal": "Goal", + "Instinct": "Instinct", + "Gear": "Gear", + "Contacts": "Contacts", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "UsedFor": "Used For", + "UsedAgainst": "Used Against", + "Level1": "Level 1", + "Level2": "Level 2", + "Level3": "Level 3", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Nature": "Nature", + "P": "P", + "F": "F", + "Will": "Will", + "Health": "Health", + "SpecialAbilities": "Special Abilitieses", + "Resources": "Resources", + "Circles": "Circles", + "Skills": "Skills", + "Skill": "Skill", + "Deceiver": "Deceiver", + "Fighter": "Fighter", + "Healer": "Healer", + "Hunter": "Hunter", + "Instructor": "Instructor", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Scout": "Scout", + "Survivalist": "Survivalist", + "WeatherWatcher": "Weather Watcher", + "Abilities": "Abilities", + "GearItem": "Gear/Item", + "AngryNote": "-1 to disposition for any conflict that uses Will as its base.", + "HungryThirstyNote": "-1 to disposition to any conflict.", + "TiredNote": "-1 to disposition for all conflicts.", + "InjuredNote": "-1D to skills, Nature, Will and Health (but not recovery).", + "SickNote": "-1D to skills, Nature, Will and Health (but not recovery).", + "BeliefNote": "Playing a Belief earns a fate point", + "GoalNote": "Accomplishing a Goal earns a persona point", + "InstinctNote": "Playing an Instinct earns a fate point" +} \ No newline at end of file diff --git a/MouseGuard/translations/hu.json b/MouseGuard/translations/hu.json new file mode 100644 index 0000000000..d690641a6c --- /dev/null +++ b/MouseGuard/translations/hu.json @@ -0,0 +1,69 @@ +{ + "Name": "Name", + "Home": "Home", + "GuardRank": "Guard Rank", + "Age": "Age", + "FurColor": "Fur Color", + "CloakColor": "Cloak Color", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "SeniorArtisan": "Senior Artisan", + "Enemy": "Enemy", + "Conditions": "Conditions", + "Healthy": "Healthy", + "Angry": "Angry", + "HungryThirsty": "Hungry/Thirsty", + "Tired": "Tired", + "Injured": "Injured", + "Sick": "Sick", + "Belief": "Belief", + "Goal": "Goal", + "Instinct": "Instinct", + "Gear": "Gear", + "Contacts": "Contacts", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "UsedFor": "Used For", + "UsedAgainst": "Used Against", + "Level1": "Level 1", + "Level2": "Level 2", + "Level3": "Level 3", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Nature": "Nature", + "P": "P", + "F": "F", + "Will": "Will", + "Health": "Health", + "SpecialAbilities": "Special Abilitieses", + "Resources": "Resources", + "Circles": "Circles", + "Skills": "Skills", + "Skill": "Skill", + "Deceiver": "Deceiver", + "Fighter": "Fighter", + "Healer": "Healer", + "Hunter": "Hunter", + "Instructor": "Instructor", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Scout": "Scout", + "Survivalist": "Survivalist", + "WeatherWatcher": "Weather Watcher", + "Abilities": "Abilities", + "GearItem": "Gear/Item", + "AngryNote": "-1 to disposition for any conflict that uses Will as its base.", + "HungryThirstyNote": "-1 to disposition to any conflict.", + "TiredNote": "-1 to disposition for all conflicts.", + "InjuredNote": "-1D to skills, Nature, Will and Health (but not recovery).", + "SickNote": "-1D to skills, Nature, Will and Health (but not recovery).", + "BeliefNote": "Playing a Belief earns a fate point", + "GoalNote": "Accomplishing a Goal earns a persona point", + "InstinctNote": "Playing an Instinct earns a fate point" +} \ No newline at end of file diff --git a/MouseGuard2E/translations/ca.json b/MouseGuard2E/translations/ca.json new file mode 100644 index 0000000000..76b4bb21bd --- /dev/null +++ b/MouseGuard2E/translations/ca.json @@ -0,0 +1,75 @@ +{ + "name": "Name", + "age": "Age", + "home": "Home", + "fur-color": "Fur Color", + "guard-rank": "Guard Rank", + "cloak-color": "Cloak Color", + "parents": "Parents", + "artisan": "Artisan", + "mentor": "Mentor", + "friend": "Friend", + "enemy": "Enemy", + "belief": "Belief", + "playing-belief": "Playing a Belief earns a fate point", + "goal": "Goal", + "accomplishing-goal": "Accomplishing a Goal earns a persona point", + "instinct": "Instinct", + "playing-instinct": "Playing an Instinct earns a fate point", + "contacts": "Contacts", + "gear": "Gear", + "traits": "Traits", + "trait-name": "Trait Name", + "trait-level": "Trait Level", + "beneficial-uses": "Beneficial Uses", + "checks": "Checks", + "+1D-per-session": "+1D per session", + "+1S-to-rolls": "+1S to rolls", + "used-this-session": "Used this session", + "may-be-used": "May be used on each roll", + "fate": "Fate", + "one-fate-point": "One point allows you to reroll any 6s as a new dice", + "persona": "Persona", + "add-one-dice": "Add one dice per point spent or tap Nature", + "conditions": "Conditions", + "hungry-thirsty": "Hungry/Thirsty", + "angry": "Angry (Ob 2 Will)", + "tired": "Tired (Ob 3 Health)", + "injured": "Injured (Ob 4 Health)", + "sick": "Sick (Ob 4 Will)", + "earning-checks": "Earning Checks", + "check-list1": "1: +1D to your ind. or vs. test", + "check-list2": "2: +2D to opponent's vs test", + "check-list3": "2: Break versus test tie in opponent's favor", + "spending-checks": "Spending Checks", + "spending-list1": "1: One test during Player's turn", + "spending-list2": "2: Recovery check during GM's turn", + "spending-list3": "3: Charge: temporarily elevate trait for remainder of session", + "spending-list4": "2/4: Recharge trait", + "abilities": "Abilities", + "raw-abilities": "Raw Abilities", + "advancement": "Advancement", + "special-abilities": "Special Abilities", + "rating": "Rating", + "nature": "Nature", + "resources": "Resources", + "will": "Will", + "circles": "Circles", + "health": "Health", + "wises": "Wises", + "skills": "Skills", + "fighter": "Fighter", + "orator": "Orator", + "healer": "Healer", + "manipulator": "Manipulator", + "hunter": "Hunter", + "persuader": "Persuader", + "instructor": "Instructor", + "pathfinder": "Pathfinder", + "scout": "Scout", + "survivalist": "Survivalist", + "weather-watcher": "Weather Watcher", + "pass": "Pass", + "fail": "Fail", + "pers": "Pers" +} \ No newline at end of file diff --git a/MouseGuard2E/translations/hu.json b/MouseGuard2E/translations/hu.json new file mode 100644 index 0000000000..76b4bb21bd --- /dev/null +++ b/MouseGuard2E/translations/hu.json @@ -0,0 +1,75 @@ +{ + "name": "Name", + "age": "Age", + "home": "Home", + "fur-color": "Fur Color", + "guard-rank": "Guard Rank", + "cloak-color": "Cloak Color", + "parents": "Parents", + "artisan": "Artisan", + "mentor": "Mentor", + "friend": "Friend", + "enemy": "Enemy", + "belief": "Belief", + "playing-belief": "Playing a Belief earns a fate point", + "goal": "Goal", + "accomplishing-goal": "Accomplishing a Goal earns a persona point", + "instinct": "Instinct", + "playing-instinct": "Playing an Instinct earns a fate point", + "contacts": "Contacts", + "gear": "Gear", + "traits": "Traits", + "trait-name": "Trait Name", + "trait-level": "Trait Level", + "beneficial-uses": "Beneficial Uses", + "checks": "Checks", + "+1D-per-session": "+1D per session", + "+1S-to-rolls": "+1S to rolls", + "used-this-session": "Used this session", + "may-be-used": "May be used on each roll", + "fate": "Fate", + "one-fate-point": "One point allows you to reroll any 6s as a new dice", + "persona": "Persona", + "add-one-dice": "Add one dice per point spent or tap Nature", + "conditions": "Conditions", + "hungry-thirsty": "Hungry/Thirsty", + "angry": "Angry (Ob 2 Will)", + "tired": "Tired (Ob 3 Health)", + "injured": "Injured (Ob 4 Health)", + "sick": "Sick (Ob 4 Will)", + "earning-checks": "Earning Checks", + "check-list1": "1: +1D to your ind. or vs. test", + "check-list2": "2: +2D to opponent's vs test", + "check-list3": "2: Break versus test tie in opponent's favor", + "spending-checks": "Spending Checks", + "spending-list1": "1: One test during Player's turn", + "spending-list2": "2: Recovery check during GM's turn", + "spending-list3": "3: Charge: temporarily elevate trait for remainder of session", + "spending-list4": "2/4: Recharge trait", + "abilities": "Abilities", + "raw-abilities": "Raw Abilities", + "advancement": "Advancement", + "special-abilities": "Special Abilities", + "rating": "Rating", + "nature": "Nature", + "resources": "Resources", + "will": "Will", + "circles": "Circles", + "health": "Health", + "wises": "Wises", + "skills": "Skills", + "fighter": "Fighter", + "orator": "Orator", + "healer": "Healer", + "manipulator": "Manipulator", + "hunter": "Hunter", + "persuader": "Persuader", + "instructor": "Instructor", + "pathfinder": "Pathfinder", + "scout": "Scout", + "survivalist": "Survivalist", + "weather-watcher": "Weather Watcher", + "pass": "Pass", + "fail": "Fail", + "pers": "Pers" +} \ No newline at end of file diff --git a/Mutant Year Zero/translations/ca.json b/Mutant Year Zero/translations/ca.json new file mode 100644 index 0000000000..fc1265dcef --- /dev/null +++ b/Mutant Year Zero/translations/ca.json @@ -0,0 +1,168 @@ +{ + "a": "A", + "abilities": "Abilities", + "agility": "Agility", + "agility-abbr": " [agi]", + "agility-abbr-u": "AGI", + "appearance-u": "APPEARANCE", + "ark": "The Ark", + "armor": "armor", + "armor-rating-abbr": "AR", + "arms-length-abbr": "Arm's L.", + "attr": "Attr", + "attribute-dice": "Attribute Dice", + "attribute-score": "Attribute Score", + "attributes": "attribute", + "b": "B", + "battle-level": "Battle Level", + "body": "Body", + "bonus": "Bonus", + "bosses": "Bosses", + "buddy": "Buddy", + "carried": "Carried", + "carried-abbr": "Carr", + "carry": "Carry", + "clear-dice-pool": "Clear Dice Pool", + "clothing": "Clothing", + "comment": "Comment", + "complete": "Complete", + "comprehend": "Comprehend", + "confusion": "Confusion", + "coordinates": "Coordinates", + "critical-u": "CRITICAL INJURIES", + "culture": "Culture", + "current-preset": "Current Preset", + "custom": "Custom", + "damage": "Damage", + "damage-abbr": "Dmg", + "dehydrated": "Thirsty", + "description": "Description", + "dev-level": "Development Levels", + "dice-pool": "Dice Pool", + "die": "Die", + "dmg-abbr": "Dmg", + "doubt": "Doubt", + "effects": "Effects", + "empathy": "Empathy", + "empathy-abbr": " [emp]", + "empathy-abbr-u": "EMP", + "encumbrance": "Encumbrance", + "endure": "Endure", + "experience-u": "EXPERIENCE", + "face": "Face", + "fatigue": "Fatigue", + "features": "Features", + "fight": "Fight", + "food-supply": "Food Supply", + "force": "Force", + "function-u": "FUNCTIONS", + "g": "G", + "gea-u": "GEAR", + "gear-bonus": "Gear Bonus", + "gear-dice": "Gear Dice", + "gen": "Gen", + "general": "general", + "grip": "Grip", + "heal": "Heal", + "healing-time": "Healing Time", + "heavy": "Heavy (2)", + "hypothermic": "Hypothermic", + "i-dream": "My Big Dream:", + "i-hate": "I Hate:", + "i-protect": "I Need to Protect:", + "initiative": "Initiative", + "injury": "Injury", + "insight": "Insight", + "know_the_zone": "Know the Zone", + "lethal": "Lethal", + "light": "Light (0.5)", + "log": "Log", + "long": "Long", + "lvl": "Lvl", + "manipulate": "Manipulate", + "max": "Max", + "move": "Move", + "mutantions": "MUTATIONS", + "name": "Name", + "near": "Near", + "no": "No", + "no-damage": "No Damage", + "not-applicable-abbr": "n/a", + "notes": "NOTES", + "npc": "NPC", + "number-abbr": "Num", + "on-vehicle": "On Vehicle", + "one-hand-abbr": "1H", + "other": "Other", + "other-info": "Other Information", + "permaneant-rot": "Permanent Rot", + "population": "Population", + "projects": "Projects", + "push": " Push ", + "push-dice": "Push the Dice!", + "pushes-the-roll": "Pushes the Roll", + "quantity-abbr": "Qty", + "range": "Range", + "rank": "Rank", + "rating": "Rating", + "regular": "Regular (1)", + "relationships": "RELATIONSHIPS", + "reset-dice": "Reset dice pool.", + "resources-found": "Resources Found", + "role": "Role", + "roll": "Roll ", + "roll-dice": "Roll the Dice!", + "roll-dice-66": "Roll d66!", + "roll-dice-666": "Roll d666!", + "rot": "Rot", + "rot-level": "Rot Level", + "rot-p": "ROT POINTS", + "scout": "Scout", + "season": "Season", + "selected": "Selected", + "sense_emotion": "Sense Emotion", + "shoot": "Shoot", + "short": "Short", + "show-hide": "show/hide", + "skill": "Skill", + "skill-dice": "Skill Dice", + "skill-level": "Skill Level", + "skills": "Skills", + "sleepless": "Sleepless", + "small": "Small (0.25)", + "sneak": "Sneak", + "starving": "Starving", + "strength": "Strength", + "strength-abbr": " [str]", + "strength-abbr-u": "STR", + "survival": "Survival", + "talent-u": "TALENTS", + "technology": "Technology", + "terrain": "Terrain", + "threat": "Threat", + "threat-notes": "Threat Notes", + "time-limit": "Time Limit", + "tiny": "Tiny (0.05)", + "total": "Total", + "trauma": "Trauma", + "two-hand-abbr": "2H", + "type": "Type", + "units": "Units", + "vehicle": "VEHICLE", + "w": "W", + "warfare": "Warfare", + "water": "Water", + "water-source": "Water Source", + "weapon": "Weapon", + "weapon-selected": "Weapon Selected", + "weapons": "weapons", + "weight-abbr": "Wt", + "wits": "Wits", + "wits-abbr": " [wits]", + "wits-abbr-u": "WITS", + "workpoints": "Work Points/Max", + "yes": "Yes", + "yes-1": "Yes,-1", + "zone-log": "Zone Log", + "nec-u": "NECESSITIES" +} \ No newline at end of file diff --git a/Mutant Year Zero/translations/hu.json b/Mutant Year Zero/translations/hu.json new file mode 100644 index 0000000000..fc1265dcef --- /dev/null +++ b/Mutant Year Zero/translations/hu.json @@ -0,0 +1,168 @@ +{ + "a": "A", + "abilities": "Abilities", + "agility": "Agility", + "agility-abbr": " [agi]", + "agility-abbr-u": "AGI", + "appearance-u": "APPEARANCE", + "ark": "The Ark", + "armor": "armor", + "armor-rating-abbr": "AR", + "arms-length-abbr": "Arm's L.", + "attr": "Attr", + "attribute-dice": "Attribute Dice", + "attribute-score": "Attribute Score", + "attributes": "attribute", + "b": "B", + "battle-level": "Battle Level", + "body": "Body", + "bonus": "Bonus", + "bosses": "Bosses", + "buddy": "Buddy", + "carried": "Carried", + "carried-abbr": "Carr", + "carry": "Carry", + "clear-dice-pool": "Clear Dice Pool", + "clothing": "Clothing", + "comment": "Comment", + "complete": "Complete", + "comprehend": "Comprehend", + "confusion": "Confusion", + "coordinates": "Coordinates", + "critical-u": "CRITICAL INJURIES", + "culture": "Culture", + "current-preset": "Current Preset", + "custom": "Custom", + "damage": "Damage", + "damage-abbr": "Dmg", + "dehydrated": "Thirsty", + "description": "Description", + "dev-level": "Development Levels", + "dice-pool": "Dice Pool", + "die": "Die", + "dmg-abbr": "Dmg", + "doubt": "Doubt", + "effects": "Effects", + "empathy": "Empathy", + "empathy-abbr": " [emp]", + "empathy-abbr-u": "EMP", + "encumbrance": "Encumbrance", + "endure": "Endure", + "experience-u": "EXPERIENCE", + "face": "Face", + "fatigue": "Fatigue", + "features": "Features", + "fight": "Fight", + "food-supply": "Food Supply", + "force": "Force", + "function-u": "FUNCTIONS", + "g": "G", + "gea-u": "GEAR", + "gear-bonus": "Gear Bonus", + "gear-dice": "Gear Dice", + "gen": "Gen", + "general": "general", + "grip": "Grip", + "heal": "Heal", + "healing-time": "Healing Time", + "heavy": "Heavy (2)", + "hypothermic": "Hypothermic", + "i-dream": "My Big Dream:", + "i-hate": "I Hate:", + "i-protect": "I Need to Protect:", + "initiative": "Initiative", + "injury": "Injury", + "insight": "Insight", + "know_the_zone": "Know the Zone", + "lethal": "Lethal", + "light": "Light (0.5)", + "log": "Log", + "long": "Long", + "lvl": "Lvl", + "manipulate": "Manipulate", + "max": "Max", + "move": "Move", + "mutantions": "MUTATIONS", + "name": "Name", + "near": "Near", + "no": "No", + "no-damage": "No Damage", + "not-applicable-abbr": "n/a", + "notes": "NOTES", + "npc": "NPC", + "number-abbr": "Num", + "on-vehicle": "On Vehicle", + "one-hand-abbr": "1H", + "other": "Other", + "other-info": "Other Information", + "permaneant-rot": "Permanent Rot", + "population": "Population", + "projects": "Projects", + "push": " Push ", + "push-dice": "Push the Dice!", + "pushes-the-roll": "Pushes the Roll", + "quantity-abbr": "Qty", + "range": "Range", + "rank": "Rank", + "rating": "Rating", + "regular": "Regular (1)", + "relationships": "RELATIONSHIPS", + "reset-dice": "Reset dice pool.", + "resources-found": "Resources Found", + "role": "Role", + "roll": "Roll ", + "roll-dice": "Roll the Dice!", + "roll-dice-66": "Roll d66!", + "roll-dice-666": "Roll d666!", + "rot": "Rot", + "rot-level": "Rot Level", + "rot-p": "ROT POINTS", + "scout": "Scout", + "season": "Season", + "selected": "Selected", + "sense_emotion": "Sense Emotion", + "shoot": "Shoot", + "short": "Short", + "show-hide": "show/hide", + "skill": "Skill", + "skill-dice": "Skill Dice", + "skill-level": "Skill Level", + "skills": "Skills", + "sleepless": "Sleepless", + "small": "Small (0.25)", + "sneak": "Sneak", + "starving": "Starving", + "strength": "Strength", + "strength-abbr": " [str]", + "strength-abbr-u": "STR", + "survival": "Survival", + "talent-u": "TALENTS", + "technology": "Technology", + "terrain": "Terrain", + "threat": "Threat", + "threat-notes": "Threat Notes", + "time-limit": "Time Limit", + "tiny": "Tiny (0.05)", + "total": "Total", + "trauma": "Trauma", + "two-hand-abbr": "2H", + "type": "Type", + "units": "Units", + "vehicle": "VEHICLE", + "w": "W", + "warfare": "Warfare", + "water": "Water", + "water-source": "Water Source", + "weapon": "Weapon", + "weapon-selected": "Weapon Selected", + "weapons": "weapons", + "weight-abbr": "Wt", + "wits": "Wits", + "wits-abbr": " [wits]", + "wits-abbr-u": "WITS", + "workpoints": "Work Points/Max", + "yes": "Yes", + "yes-1": "Yes,-1", + "zone-log": "Zone Log", + "nec-u": "NECESSITIES" +} \ No newline at end of file diff --git a/Mythras/translations/ca.json b/Mythras/translations/ca.json new file mode 100644 index 0000000000..ee98c0dbcc --- /dev/null +++ b/Mythras/translations/ca.json @@ -0,0 +1,898 @@ +{ + "setting-order": "default,atvw,agony_and_ecstasy,classic_fantasy,luther_arkwright,mspace,monster_island,mythic_britain,mythic_constantinople,mythic_rome,odd_soot,thennla,worlds_united", + "vehicle-type-order": "default,disabled,mythras,mspace,ships", + "devotional-pool-type-order": "default,cult_rank,pow", + "ship-hull-order": "utility,galley,transport", + "hit-location-order": "custom,rabble,simple,spacer,arachnid,biped,centaurid,decapoda,decapodiform,dorsal_finned_aquatic,draconic,insect,octopodiform,pachyderm,quadruped,serpentine,tailed_arachnid,tailed_biped,tailed_quadruped,winged_biped,winged_insect,winged_quadruped", + "attribute-order": "action_points,conflict_pool,spirit_damage,damage_mod,exp_mod,healing_rate,initiative,intensity,luck_points,magic_points,move_rate,power_points,prana_points,tenacity", + "combat-skill-order": "binding,brawn,evade,endurance,willpower", + "mook-combat-skill-order": "binding,brawn,evade,endurance,unarmed,willpower", + "standard-skill-order": "athletics,boating,brawn,conceal,customs,dance,deceit,drive,endurance,evade,first_aid,home_parallel,influence,insight,locale,native_tongue,perception,ride,sing,status,stealth,superstition,swim,the_soot,unarmed,willpower", + "sphere-order": "matter,mind,sense", + "roman-magic-order": "cursing,divination,necromancy,pharmacy,shape_shifting,theology", + "arcane-caster-order": "bard,magic-user", + "divine-caster-order": "bard,cleric,druid,paladin,ranger", + "resist-order": "blank,brawn,endurance,evade,willpower,special", + "social-conflict-attribute-order": "confidence,damage,initiative", + "settings-u": "Settings", + "version-u": "Version", + "setting-u": "Setting", + "default-u": "Default", + "luther-arkwright-u": "Luther Arkwright", + "mythic-britain-u": "Mythic Britain", + "sheet-type-u": "Sheet Type", + "battle-unit-u": "Battle Unit", + "npc-u": "NPC", + "pc-u": "PC", + "ship-u": "Ship", + "core-u": "Core", + "magic-u": "Magic", + "equipment-u": "Equipment", + "notes-u": "Notes", + "name-u": "Name", + "species-u": "Species", + "traits-abilities-gifts-u": "Traits / Abilities / Gifts", + "rank-u": "Rank", + "experience-rolls-u": "Exp Rolls", + "age-u": "Age", + "gender-u": "Gender", + "frame-u": "Frame", + "weight-u": "Weight", + "height-u": "Height", + "handedness-u": "Handedness", + "homeland-u": "Homeland", + "culture-u": "Culture", + "social-class-u": "Social Class", + "career-u": "Career", + "characteristics-u": "Characteristics", + "temp-u": "Temp", + "total-u": "Total", + "str-u": "STR", + "con-u": "CON", + "siz-u": "SIZ", + "dex-u": "DEX", + "int-u": "INT", + "ins-u": "INS", + "pow-u": "POW", + "cha-u": "CHA", + "base-u": "Base", + "training-u": "Training", + "ageing-u": "Ageing", + "other-u": "Other", + "attributes-u": "Attributes", + "attribute-u": "Attribute", + "damage-modifier-u": "Damage Mod", + "experience-modifier-u": "Exp Modifier", + "healing-rate-u": "Healing Rate", + "luck-points-u": "Luck Points", + "magic-points-u": "Magic Points", + "move-rate-u": "Move Rate", + "initiative-bonus-u": "Init. Bonus", + "tenacity-u": "Tenacity", + "temp-damage-modifier-clarification-u": "Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u": "Prana Points", + "action-points-u": "Action Points", + "plus-one-ap-u": "+1 AP", + "swiftness-gift-u": "Swiftness Gift", + "fatigue-u": "Fatigue", + "mighty-gift-u": "Mighty Gift", + "str-siz-u": "STR+SIZ", + "str-siz-pow-u": "STR+SIZ+POW", + "str-siz-con-u": "STR+SIZ+CON", + "steps-u": "steps", + "healthy-gift-u": "Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u": "Add rank to luck", + "armor-u": "Armor", + "dependencies-u": "Dependencies", + "hit-locations-u": "Hit Locations", + "con-siz-u": "CON+SIZ", + "con-siz-pow-u": "CON+SIZ+POW", + "con-siz-str-u": "CON+SIZ+STR", + "ap-u": "AP", + "hp-u": "HP", + "location-u": "Location", + "block-u": "Block?", + "encumbrance-u": "Encumbrance", + "right-leg-u": "Right Leg", + "left-leg-u": "Left Leg", + "abdomen-u": "Abdomen", + "chest-u": "Chest", + "right-arm-u": "Right Arm", + "left-arm-u": "Left Arm", + "head-u": "Head", + "armor-equipped-u": "Armor Equipped", + "armor-type-u": "Armor Type", + "armor-enc-u": "Armor ENC", + "armor-ap-u": "Armor AP", + "other-ap-u": "Other AP", + "other-hp-u": "Other HP", + "base-hp-u": "Base HP", + "initiative-u": "Initiative", + "alacrity-gift-u": "Alacrity Gift (roll 1d6+6)", + "movement-u": "Movement", + "walk-u": "Walk", + "run-u": "Run", + "sprint-u": "Sprint", + "jump-u": "Jump", + "horizontal-short-u": "Horiz.", + "vertical-short-u": "Vert.", + "horizontal-u": "Horizontal", + "vertical-u": "Vertical", + "swim-u": "Swim", + "climb-u": "Climb", + "rough-u": "Rough", + "steep-u": "Steep", + "sheer-u": "Sheer", + "movement-one-clarification-u": "Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u": "These jump values assume a 5m run-up.", + "movement-three-clarification-u": "Critical success on Swim roll grants +1 movement.", + "current-u": "Current", + "carrying-load-u": "Carrying Load", + "dex-and-str-skills-u": "DEX & STR Skills", + "move-penalty-u": "Move Penalty", + "avg-species-siz-u": "Average Species SIZ", + "encumbrance-from-armor-u": "Encumbrance from Armor", + "effective-encumbrance-from-armor-u": "Effective Encumbrance from Armor", + "encumbrance-from-shields-u": "Encumbrance from Shields", + "encumbrance-from-melee-weapons-u": "Encumbrance from Melee Weapons", + "encumbrance-from-ranged-weapons-u": "Encumbrance from Ranged Weapons", + "encumbrance-from-firearms-u": "Encumbrance from Firearms", + "encumbrance-from-loadout-u": "Encumbrance from Loadout", + "encumbrance-from-pack-u": "Encumbrance from Pack", + "encumbrance-from-currency-u": "Encumbrance from Currency", + "burdened-u": "Burdened", + "overloaded-u": "Overloaded", + "max-u": "Max", + "current-level-u": "Current Level", + "recovery-in-u": "Recovery In", + "recovery-u": "Recovery", + "fresh-u": "9 - Fresh", + "winded-u": "8 - Winded", + "tired-u": "7 - Tired", + "wearied-u": "6 - Wearied", + "exhausted-u": "5 - Exhausted", + "debilitated-u": "4 - Debilitated", + "incapacitated-u": "3 - Incapacitated", + "semi-conscious-u": "2 - Semi-Conscious", + "comatose-u": "1 - Comatose", + "dead-u": "0 - Dead", + "standard-u": "Standard", + "hard-u": "Hard", + "formidable-u": "Formidable", + "herculean-u": "Herculean", + "hopeless-u": "Hopeless", + "no-action-allowed-u": "No Action Allowed", + "combat-styles-u": "Combat Styles", + "combat-skills-u": "Combat Skills", + "combat-style-u": "Combat Style", + "versus101plus-u": "vs101+", + "traits-u": "Traits", + "weapons-u": "Weapons", + "hours-u": "Hours", + "characteristic-short-u": "Char", + "base-value-u": "Base Value", + "training-and-experience-u": "Training & Experience", + "standard-skills-u": "Standard Skills", + "skill-u": "Skill", + "skill-grade-u": "Skill Grade", + "shield-u": "Shield", + "damage-mod-short-u": "DM", + "damage-u": "Damage", + "combat-effects-u": "Combat Effects", + "max-hp-u": "Max HP", + "size-u": "Size", + "reach-u": "Reach", + "enc-u": "ENC", + "force-u": "Force", + "range-u": "Range", + "load-u": "Load", + "impale-size-short-u": "IS", + "display-u": "Display", + "shields-u": "Shields", + "melee-weapons-u": "Melee Weapons", + "melee-weapon-u": "Melee Weapon", + "ranged-weapons-u": "Ranged Weapons", + "ranged-weapon-u": "Ranged Weapon", + "firearms-u": "Firearms", + "firearm-u": "Firearm", + "fire-rate-u": "Fire Rate", + "ammo-u": "Ammo", + "money-and-wealth-u": "Money & Wealth", + "income-u": "Income", + "day-u": "Day", + "month-u": "Month", + "season-u": "Season", + "year-u": "Year", + "currency-u": "Currency", + "value-u": "Value", + "quantity-short-u": "Quantity", + "item-u": "Item", + "centimetres-short-u": "cm", + "kilograms-short-u": "kg", + "armor-penalty-u": "Armor Penalty", + "base-move-u": "Base Move", + "greater-than-u": "greater than", + "athletics-u": "Athletics", + "very-easy-u": "Very Easy", + "easy-u": "Easy", + "one-grade-harder-u": "1 grade harder", + "two-grades-harder-u": "2 grades harder", + "impossible-u": "Impossible", + "passions-u": "Passions", + "and-dependencies-u": "& Dependencies", + "score-u": "Score", + "dependency-u": "Dependency", + "passion-u": "Passion", + "professional-skills-u": "Professional Skills", + "language-u": "Language", + "resistance-u": "Resistance", + "brawn-u": "Brawn", + "endurance-u": "Endurance", + "evade-u": "Evade", + "willpower-u": "Willpower", + "boating-u": "Boating", + "conceal-u": "Conceal", + "customs-u": "Customs", + "dance-u": "Dance", + "deceit-u": "Deceit", + "drive-u": "Drive", + "first-aid-u": "First Aid", + "influence-u": "Influence", + "insight-u": "Insight", + "locale-u": "Locale", + "perception-u": "Perception", + "ride-u": "Ride", + "sing-u": "Sing", + "stealth-u": "Stealth", + "superstition-u": "Superstition", + "home-parallel-u": "Home Parallel", + "unarmed-u": "Unarmed", + "native-tongue-u": "Native Tongue", + "medium-u": "Medium", + "strenuous-u": "Strenuous", + "halved-u": "Halved", + "normal-u": "Normal", + "all-u": "All", + "equipment-and-wealth-u": "Equipment", + "due-to-fatigue-u": "due to fatigue", + "due-to-enc-u": "due to ENC", + "reduced-u": "reduced", + "cults-brotherhoods-and-orders-u": "Cults, Brotherhoods and Orders", + "contacts-u": "Contacts", + "family-u": "Family", + "community-u": "Community", + "theism-u": "Theism", + "sorcery-u": "Sorcery", + "mysticism-u": "Mysticism", + "animism-u": "Animism", + "folk-magic-u": "Folk Magic", + "spell-u": "Spell", + "description-u": "Description", + "macro-u": "Macro", + "learned-u": "Learned", + "follower-u": "Follower", + "spirit-worshipper-u": "Spirit Worshipper", + "shaman-u": "Shaman", + "high-shaman-u": "High Shaman", + "spirit-lord-u": "Spirit Lord", + "type-u": "Type", + "fetish-spirit-u": "Fetish / Spirit", + "max-number-of-spirits-u": "Max # of Spirits", + "max-pow-of-spirits-u": "Max POW of Spirits", + "spirit-ap-u": "Spirit AP", + "spirit-initiative-bonus-short-u": "Spirit IB", + "spirit-damage-u": "Spirit Damage", + "trance-u": "Trance", + "binding-u": "Binding", + "allies-u": "Allies", + "enemies-u": "Enemies", + "meditation-u": "Meditation", + "path-u": "Path", + "paths-u": "Paths", + "practiced-talent-u": "Practiced Talent", + "max-cumulative-intensity-u": "Max Cumulative Intensity", + "max-practiced-talents-u": "Max Practiced Talents", + "max-intensity-u": "Max Intensity", + "path-talents-u": "Path Talents", + "shaping-u": "Shaping", + "invocation-u": "Invocation", + "invocations-u": "Invocations", + "invocation-spells-u": "Invocation Spells", + "max-shaping-points-u": "Max Shaping Points", + "max-memorized-spells-u": "Max Memorized Spells", + "memorized-u": "Memorized", + "intensity-u": "Intensity", + "magnitude-u": "Magnitude", + "devotional-pool-u": "Devotional Pool", + "exhort-u": "Exhort", + "devotion-u": "Devotion", + "devotions-u": "Devotions", + "lay-member-u": "Lay Member", + "initiate-u": "Initiate", + "acolyte-u": "Acolyte", + "priest-u": "Priest", + "high-priest-u": "High Priest", + "concentration-u": "Concentration", + "resist-u": "Resist", + "devotion-miracles-u": "Devotion Miracles", + "cost-u": "Cost", + "time-u": "Time", + "area-u": "Area", + "duration-u": "Duration", + "metres-u": "Metres", + "decametres-u": "Decametres", + "kilometres-u": "Kilometres", + "instant-u": "Instant", + "minutes-u": "Minutes", + "days-u": "Days", + "months-u": "Months", + "miracle-u": "Miracle", + "encumbered-u": "Encumbered", + "fumbled-u": "Fumbled", + "trained-u": "Trained", + "increased-for-xp-u": "Increased for XP", + "yes-u": "Yes", + "no-u": "No", + "special-u": "Special", + "touch-u": "Touch", + "miracle-rank-u": "Miracle Rank", + "ranged-u": "Ranged", + "invoke-trait-u": "Invoke Trait", + "enhance-attribute-u": "Enhance Attribute", + "augment-skill-u": "Augment Skill", + "targets-u": "Targets", + "impale-size-u": "Impale Size", + "effects-u": "Effects", + "whisper-rolls-to-gm-u": "Whisper Rolls to GM", + "magic-skills-u": "Magic Skills", + "other-skills-u": "Other Skills", + "spectral-combat-u": "Spectral Combat", + "spirit-abilities-u": "Spirit Abilities", + "spells-u": "Spells", + "miracles-u": "Miracles", + "show-name-in-roll-templates-u": "Show Name in Roll Templates", + "rolled-u": "Rolled", + "roll-initiative-u": "Roll Initiative", + "components-u": "Components", + "disabled-u": "Disabled", + "enabled-u": "Enabled", + "ablation-points-u": "Ablation Points", + "focus-points-u": "Focus Points", + "fortune-points-u": "Fortune Points", + "precision-points-u": "Precision Points", + "swiftness-points-u": "Swiftness Points", + "ablation-u": "Ablation", + "focus-u": "Focus", + "fortune-u": "Fortune", + "precision-u": "Precision", + "swiftness-u": "Swiftness", + "use-setting-default-u": "Use Setting Default", + "background-u": "Background", + "display-campaign-settings-u": "Display Campaign Settings", + "hit-u": "Hit", + "status-u": "Status", + "monster-island-u": "Monster Island", + "initiative-roll-u": "Initiative Roll", + "running-jump-u": "Running Jump", + "standing-jump-u": "Standing Jump", + "paralell-designator-u": "Paralell Designator", + "paralell-type-development-u": "Paralell Type/Development", + "apply-dependencies-penalty-u": "Apply Dependencies Penalty", + "rites-u": "Rites", + "thennla-u": "Thennla", + "classic-fantasy-u": "Classic Fantasy", + "race-u": "Race", + "class-u": "Class", + "arcane-magic-u": "Arcane Magic", + "divine-magic-u": "Divine Magic", + "arcane-casting-u": "Arcane Casting", + "arcane-knowledge-u": "Arcane Knowledge", + "casting-class-u": "Casting Class", + "magic-user-u": "Magic-User", + "bard-u": "Bard", + "disbelieve-u": "Disbelieve", + "known-u": "Known", + "cantrips-u": "Cantrips", + "school-u": "School", + "reversible-u": "Reversible", + "actions-u": "Actions", + "xp-u": "XP", + "mp-u": "MP", + "cost-reduction-u": "Cost Reduction", + "apply-penalty-u": "Apply Penalty", + "piety-u": "Piety", + "channel-u": "Channel", + "arcane-magic-enabled-u": "Arcane Magic Enabled", + "divine-magic-enabled-u": "Divine Magic Enabled", + "name-display-description-u": "Show character name in the roll template. Useful if you need to hide a characters true identity.", + "roll-display-description-u": "Rolls are only shown to the GM and the player making the roll.", + "setting-description-u": "Sets the default sheet options and mechanics to match the rules as presented in the setting's source book. Individual options may be overridden below.", + "luck-points-rank-description-u": "Add the character's Rank to their total Luck Points.", + "magic-points-enabled-description-u": "Magic Points are a character attribute.", + "power-points-enabled-description-u": "Power Points are a character attribute.", + "prana-points-enabled-description-u": "Prana Points are a character attribute.", + "tenacity-enabled-description-u": "Tenacity is a character attribute.", + "fire-rate-enabled-description-u": "Show fire rate in ranged weapons", + "boating-standard-description-u": "Boating is listed as a standard skill.", + "status-standard-description-u": "Status is listed as a standard skill.", + "superstition-standard-description-u": "Superstition is listed as a standard skill.", + "dependencies-enabled-description-u": "Enable the Dependencies mechanics.", + "arcane-magic-enabled-description-u": "Enables the Arcane Magic section of the sheet.", + "divine-magic-enabled-description-u": "Enables the Divine Magic section of the sheet.", + "folk-magic-enabled-description-u": "Enables the Folk Magic section of the sheet.", + "animism-enabled-description-u": "Enables the Animism section of the sheet.", + "spirits-have-tenacity-description-u": "Spirits have Tenacity as an attribute.", + "mysticism-enabled-description-u": "Enables the Mysticism section of the sheet.", + "sorcery-enabled-description-u": "Enables the Sorcery section of the sheet.", + "theism-enabled-description-u": "Enables the Theism section of the sheet.", + "conditions-u": "Conditions", + "psionics-u": "Psionics", + "discipline-u": "Discipline", + "discipline-talents-u": "Discipline Talents", + "max-active-talents-u": "Max Active Talents", + "humanoid-u": "Humanoid", + "custom-u": "Custom", + "health-and-armor-u": "Health & Armor", + "personal-u": "Personal", + "short-u": "Short", + "long-u": "Long", + "multiversal-u": "Multiversal", + "self-u": "Self", + "line-of-sight-u": "Line of Sight", + "same-paralell-u": "Same Paralell", + "any-paralell-u": "Any Paralell", + "instantaneous-u": "Instantaneous", + "talent-u": "Talent", + "lasting-u": "Lasting", + "mythras-psionics-enabled-u": "Mythras Psioics Enabled", + "default-hit-location-table-u": "Default Hit Location Table", + "default-hit-location-table-for-npcsu": "Default Hit Location Table for NPCs", + "hit-locations-description-u": "Set default hit location table for new characters.", + "npc-hit-locations-description-u": "Set default hit location table for new NPCs.", + "roman-magic-u": "Roman Magic", + "cursing-u": "Cursing", + "curse-u": "Curse", + "prediction-u": "Prediction", + "divination-u": "Divination", + "affects-u": "Afects", + "impact-u": "Impact", + "individual-u": "Individual", + "group-u": "Group", + "city-u": "City", + "necromancy-u": "Necromancy", + "minor-u": "Minor", + "life-altering-u": "Life Altering", + "death-u": "Death", + "question-dead-u": "Question Dead", + "summon-lemur-u": "Summon Lemur", + "pharmacy-u": "Pharmacy", + "concocte-potion-u": "Concocte Potion", + "small-animal-u": "Small Animal", + "medium-animal-u": "Medium Animal", + "large-animal-u": "Large Animal", + "shape-shifting-u": "Shape Shifting", + "create-salve-skins-u": "Create Salve/Skins", + "change-time-u": "Change Time", + "theology-u": "Theology", + "mythic-rome-u": "Mythic Rome", + "power-u": "Power", + "sphere-u": "Sphere", + "arc-u": "Arc", + "first-u": "First", + "second-u": "Second", + "third-u": "Third", + "ms-psionics-enabled-u": "M-Space Psionics Enabled", + "roman-magic-enabled-u": "Roman Magic Enabled", + "none-u": "None", + "simplified-combat-enabled-u": "Use the optional simplified combat rules from M-Space.", + "system-u": "System", + "hit-points-u": "Hit Points", + "wounds-u": "Wounds", + "conflict-pool-u": "Conflict Pool", + "extended-conflict-resolution-enabled-u": "Extended Conflict Resolution Enabled", + "home-world-u": "Home World", + "m-space-u": "M-Space", + "power-points-u": "Power Points", + "show-reduced-description-u": "Display a result for high skills reduced down to 100 in the roll templates.", + "extended-conflict-enabled-description-u": "Use the extended conflict resolution system from M-Space & Odd Soot.", + "simplified-combat-enabled-description-u": "Use the optional simplified combat rules from M-Space & Odd Soot", + "roman-magic-enabled-description-u": "Enables the Roman magic section of the sheet for magic as used in Mythic Roman.", + "ms-psionics-enabled-description-u": "Enables the Psionics section of the sheet per M-Space rules.", + "mythras-psionics-enabled-description-u": "Enables the Psionics section of the sheet per Mythras rules.", + "rolls-show-101-reduced-u": "Rolls Show 101+ Reduced", + "circles-u": "Circles", + "npc-weapon-size-note-u": "Force for ranged weapons", + "weapon-u": "Weapon", + "skills-u": "Skills", + "block-description-u": "Location passively blocked", + "cult-u": "Cult", + "circle-u": "Circle", + "rabble-underling-u": "Rabble/Underling", + "unit-name-u": "Unit Name", + "unit-type-u": "Unit Type", + "commander-u": "Commander", + "formation-u": "Formation", + "default-sheet-type-u": "Default Sheet Type", + "type-description-u": "Set default sheet type. Good to change this to NPC once all your PCs are made.", + "encounter-generator-json-u": "Encounter Generator JSON", + "json-importer-u": "JSON Importer", + "spirit-init-u": "Spirit Init", + "sheet-u": "Sheet", + "instructions-u": "Instructions", + "json-step-one-u": "Visit the Enouncter Generator at http://skoll.xyz/mythras_eg/", + "json-step-two-u": "Find your desired enemy and click to visit the template page.", + "json-step-three-u": "Note the number at the end of the URL.", + "json-step-four-u": "Go to this url but replace #### with the number noted in step three: http://skoll.xyz/mythras_eg/generate_enemies_json/?id=####", + "json-step-five-u": "Paste the contents of the page into the textarea above.", + "json-step-six-u": "Go back to the Sheet tab to enjoy your imported character.", + "json-note-one-u": "Once you have generated JSON for one enemy you may simply refresh the page to generate a new one.", + "unit-traits-u": "Unit Traits", + "multiplier-u": "Multiplier", + "strength-u": "Strength", + "frontage-u": "Frontage", + "depth-u": "Depth", + "command-u": "Command", + "competency-u": "Competency", + "morale-u": "Morale", + "armor-points-u": "Armor Points", + "repair-mod-u": "Repair Mod", + "speed-u": "Speed", + "seaworthiness-u": "Seaworthiness", + "penalty-short-u": "Pen", + "condition-u": "Condition", + "ship-shape-u": "Ship Shape", + "seaworthy-u": "Seaworthy", + "battered-u": "Battered", + "swamped-u": "Swamped", + "sinking-u": "Sinking", + "crew-u": "Crew", + "capacity-u": "Capacity", + "dimensions-u": "Dimensions", + "hull-type-u": "Hull Type", + "utility-u": "Utility", + "galley-u": "Galley", + "transport-u": "Transport", + "small-u": "Small", + "large-u": "Large", + "huge-u": "Huge", + "colossal-u": "Colossal", + "enormous-u": "Enormous", + "beyond-colossal-u": "Beyond Colossal", + "captain-u": "Captain", + "ship-name-u": "Ship Name", + "armament-u": "Armament", + "beyond-enormous-u": "Beyond Enormous", + "due-to-ship-condition-u": "due to ship condition", + "skill-modifier-u": "Skill Modifier", + "temp-armor-all-u": "Temp Armor (All)", + "temp-hp-all-u": "Temp HP (All)", + "build-u": "Build", + "npc-view-u": "NPC View", + "help-macros-u": "Help/Macros", + "json-note-four-u": "After import some fields may require additional work for full functionality. For example, misc skills the importer couldn't identify, will be recorded as professional skills. These may need to be re-located if they are not, in fact, professional skills. In addition, professional skills will be logged with no base value. All points will be allocated to experience. You may wish to set the base characteristics to ensure characteristic modifiers work on these skills. If so, remember to deduct the new base value from the experience field. Spells and other magic powers will also require further configuration so their roll button will present accurate information. As a general rule, anything with it's details section open, after import, could be further configured. This additional work is at the GMs discretion and is likely not needed for most NPCs.", + "spirit-values-u": "Spirit Values", + "affiliations-u": "Affiliations", + "affiliation-u": "Affiliation", + "mythic-constantinople-u": "Mythic Constantinople", + "affiliations-enabled-u": "Affiliations Enabled", + "affiliations-enabled-description-u": "Use affiliations from Mythic Constantinople.", + "max-devotional-pool-based-on-u": "Max Devotional Pool Based On", + "max-devotional-pool-based-on-description-u": "Max devotional pool calculated per Cult Rank or POW.", + "vehicle-u": "Vehicle", + "stats-u": "Stats", + "systems-u": "Systems", + "terrestrial-u": "Terrestrial", + "spaceship-u": "Spaceship", + "roll-u": "Roll", + "hits-u": "Hits", + "hull-u": "Hull", + "structure-u": "Structure", + "rate-u": "Rate", + "ponderous-u": "Ponderous", + "sluggish-u": "Sluggish", + "slow-u": "Slow", + "mediocre-u": "Mediocre", + "gentle-u": "Gentle", + "moderate-u": "Moderate", + "rapid-u": "Rapid", + "fast-u": "Fast", + "fleet-u": "Fleet", + "cargo-compartment-u": "Cargo Compartment", + "communications-u": "Communications", + "controls-u": "Controls", + "repulsorlift-u": "Repulsorlift", + "passengers-u": "Passengers", + "power-core-u": "Power Core", + "sensors-u": "Sensors", + "avionics-u": "Avionics", + "hold-u": "Hold", + "hangar-bay-u": "Hangar Bay", + "hyperdrive-u": "Hyperdrive", + "reactor-core-u": "Reactor Core", + "sublight-drive-u": "Sublight Drive", + "ships-and-shield-walls-u": "Ships and Shield Walls", + "ground-u": "Ground", + "liquid-u": "Liquid", + "flight-u": "Flight", + "space-u": "Space", + "regular-u": "Regular", + "terrain-u": "Terrain", + "walker-u": "Walker", + "burrower-u": "Burrower", + "surface-motor-u": "Surface, Motor", + "surface-sail-u": "Surface, Sail", + "sub-u": "Sub", + "wings-u": "Wings", + "anti-grav-u": "Anti-grav", + "rotor-blades-u": "Rotor Blades", + "hover-craft-u": "Hover Craft", + "gas-bag-u": "Gas Bag", + "handling-u": "Handling", + "hyperspace-u": "Hyperspace", + "app-u": "App", + "apps-u": "Apps", + "module-u": "Module", + "modules-u": "Modules", + "equip-pack-u": "Equip Pack", + "loadout-u": "Loadout", + "pack-u": "Pack", + "mount-vehicle-u": "Mount/Vehicle", + "camp-u": "Camp", + "homebase-u": "Homebase", + "streamlined-u": "Streamled", + "attributes-and-modules-u": "Attributes & Modules", + "engines-u": "Engines", + "maneuvering-u": "Maneuvering", + "total-modules-u": "Total Modules", + "cockpit-u": "Cockpit", + "bridge-u": "Bridge", + "sickbay-u": "Sickbay", + "crew-quarters-u": "Crew Quarters", + "passenger-quarters-u": "Passenger Quarters", + "cargo-hold-u": "Cargo Hold", + "lab-u": "Lab", + "open-space-u": "Open Space", + "hanger-bay-u": "Hanger Bay", + "self-repair-u": "Self-Repair", + "escape-pod-u": "Escape Pod", + "tractor-beam-u": "Tractor Beam", + "extra-sensors-u": "Extra Sensors", + "robot-arm-u": "Robot Arm", + "rescue-utilities-u": "Rescue Utilities", + "airlock-u": "Airlock", + "storage-u": "Storage", + "environment-u": "Environment", + "lift-gas-u": "Lift Gas", + "visual-size-sails-up-u": "Visual Size (Sails Up)", + "size-rating-u": "Size Rating", + "solar-system-u": "Solar System", + "worlds-u": "Worlds", + "sub-sector-u": "Sub Sector", + "hex-u": "Hex", + "star-type-u": "Star Type", + "planets-u": "Planets", + "habitable-u": "Habitable", + "starports-u": "Starports", + "astroid-belt-u": "Astroid Belt", + "after-the-vampire-wars-u": "After the Vampire Wars", + "mythras-u": "Mythras", + "vehicle-type-option-description-u": "Type of vehicle mechanics to use.", + "stash-u": "Stash", + "import-from-encounter-generator-u": "Import from Encounter Generator", + "rear-right-leg-u": "Rear Right Leg", + "rear-left-leg-u": "Rear Left Leg", + "mid-right-leg-u": "Mid Right Leg", + "mid-left-leg-u": "Mid Left Leg", + "fore-right-leg-u": "Fore Right Leg", + "fore-left-leg-u": "Fore Left Leg", + "front-right-leg-u": "Front Right Leg", + "front-left-leg-u": "Front Left Leg", + "cephalothorax-u": "Cephalothorax", + "hindquarters-u": "Hindquarters", + "forequarters-u": "Forequarters", + "body-u": "Body", + "tail-u": "Tail", + "right-wing-u": "Right Wing", + "left-wing-u": "Left Wing", + "thorax-u": "Thorax", + "dorsal-fin-u": "Dorsal Fin", + "right-fin-u": "Right Fin", + "left-fin-u": "Left Fin", + "trunk-u": "Trunk", + "right-pincer-u": "Right Pincer", + "left-pincer-u": "Left Pincer", + "metathorax-u": "Metathorax", + "prothorax-u": "Prothorax", + "tail-tip-u": "Tail Tip", + "mid-end-length-u": "Mid End-length", + "fore-end-length-u": "Fore End-length", + "rear-mid-length-u": "Rear Mid-length", + "mid-mid-length-u": "Mid Mid-length", + "fore-mid-length-u": "Fore Mid-length", + "rear-fore-length-u": "Rear Fore-length", + "mid-fore-length-u": "Mid Fore-length", + "tentacle-1-u": "Tentacle 1", + "tentacle-2-u": "Tentacle 2", + "tentacle-3-u": "Tentacle 3", + "tentacle-4-u": "Tentacle 4", + "tentacle-5-u": "Tentacle 5", + "tentacle-6-u": "Tentacle 6", + "tentacle-7-u": "Tentacle 7", + "tentacle-8-u": "Tentacle 8", + "long-tentacle-1-u": "Long Tentacle 1", + "long-tentacle-2-u": "Long Tentacle 2", + "arachnid-u": "Arachnid", + "biped-u": "Biped", + "centaurid-u": "Centaurid", + "decapoda-u": "Decapoda", + "decapodiform-u": "Decapodiform", + "dorsal-finned-aquatic-u": "Dorsal Finned Aquatic", + "draconic-u": "Draconic", + "insect-u": "Insect", + "octopodiform-u": "Octopodiform", + "pachyderm-u": "Pachyderm", + "quadruped-u": "Quadruped", + "serpentine-u": "Serpentine", + "tailed-arachnid-u": "Tailed Arachnid", + "tailed-biped-u": "Tailed Biped", + "tailed-quadruped-u": "Tailed Quadruped", + "winged-biped-u": "Winged Biped", + "winged-insect-u": "Winged Insect", + "winged-quadruped-u": "Winged Quadruped", + "npc-decrecation-warning-u": "Notice! The NPC sheet will be deprecated in the next version. It will be replaced with mook sheet and other accompanying features. To prepare you should copy your NPC stats to the main character sheet.", + "character-info-u": "Character Info", + "languages-u": "Languages", + "calculate-effictive-armor-enc-as-quarter-u": "Calculate effective ENC from armor as 1/4 actual", + "folk-magic-range-u": "Folk Magic Range", + "folk-magic-skill-u": "Folk Magic Skill", + "folk-magic-skill-divided-by-five-u": "Folk Magic Skill / 5", + "fae-powers-u": "Fae Powers", + "fata-u": "Fata", + "pow-metres-u": "POW Metres", + "pow-times-ten-metres-u": "POW x 10 Metres", + "max-simultaneous-powers-u": "Max Simultaneous Powers", + "one-minute-u": "1 Minute", + "intensity-minutes-u": "Intensity x Minutes", + "intensity-times-five-minutes-u": "Intensity x 5 Minutes", + "intensity-times-ten-minutes-u": "Intensity x 10 Minutes", + "intensity-hours-u": "Intensity x Hours", + "fae-powers-enabled-description-u": "Enables the Fae Powers section of the sheet.", + "folk-magic-range-description-u": "Sets the range of Folk Magic spells with the ranged tag.", + "cult-rank-u": "Cult Rank", + "broken-u": "Broken", + "skirmish-u": "Skirmish", + "line-u": "Line", + "phalanx-u": "Phalanx", + "circle-square-u": "Circle/Square", + "wedge-u": "Wedge", + "tortoise-u": "Tortoise", + "known-languages-u": "Known Languages", + "linguistics-enabled-u": "Linguistics Enabled", + "linguistics-u": "Linguistics", + "linguistics-enabled-description-u": "Use the Linguistics skill instead of individual Language skills.", + "mooks-u": "Mooks", + "form-u": "Form", + "spirit-attributes-u": "Spirit Attributes", + "material-u": "Material", + "spirit-u": "Spirit", + "fly-u": "Fly", + "powers-u": "Powers", + "species-fly-u": "Species Fly", + "species-swim-u": "Species Swim", + "calculated-u": "Calculated", + "set-2-u": "Set 2", + "set-3-u": "Set 3", + "reach-enabled-description-u": "Enable weapon reach.", + "action-points-chars-option-description-u": "Action Points are calculated from characteristics or set to a static value.", + "sink-u": "Sink", + "float-u": "Float", + "herculean-skill-modifier-u": "Herculean Skill Modifier", + "herculean-mod-description-u": "Is herculean difficulty 1/10th or 1/5th standard skill value.", + "mythras-imperative-u": "Mythras Imperative", + "no-penalty-u": "No Penalty", + "combat-u": "Combat", + "right-rear-leg-u": "Right Rear Leg", + "left-rear-leg-u": "Left Rear Leg", + "no-activities-possible-u": "No Activities Possible", + "compact-u": "Compact", + "professional-u": "Professional", + "matter-u": "Matter", + "mind-u": "Mind", + "sense-u": "Sense", + "cleric-u": "Cleric", + "druid-u": "Druid", + "paladin-u": "Paladin", + "ranger-u": "Ranger", + "pow-meters-u": "POW x Meters", + "pow-times-ten-meters-u": "POW x 10 Meters", + "base-skill-u": "Base Skill", + "talents-u": "Talents", + "disciplines-u": "Disciplines", + "stored-u": "Stored", + "equipped-u": "Equipped", + "double-base-healing-rate-u": "Double Base Healing Rate", + "character-u": "Character", + "report-a-bug-u": "Report a Bug", + "contact-sheet-author-u": "Contact Sheet Author", + "mythras-roll20-forum-u": "Mythras Roll20 Forum", + "upgrade-notice-u": "If your sheet values are not correct after upgrading to v2.0, click here", + "battle-units-enabled-u": "Battle Units Enabled", + "battle-units-enabled-description-u": "Enable the battle unit sheet type", + "spirits-mechanics-enabled-u": "Spirit Mechanics Enabled", + "spirit-mechanics-enabled-description-u": "Enable support for creatures which lack a physical body", + "add-one-tenth-athletics-u": "Add 1/10 Athletics", + "athletics-bonus-u": "Athletics Bonus", + "worlds-united-u": "Worlds United", + "cha-plus-half-pow-u": "CHA + half POW", + "con-plus-half-pow-u": "CON + half POW", + "calculate-with-u": "Calculate with", + "superpowers-u": "Superpowers", + "agony-and-ecstasy-u": "Agony & Ecstasy", + "activation-u": "Activation", + "boost-u": "Boost", + "boosts-u": "Boosts", + "limitations-u": "Limitations", + "the-soot-u": "The Soot", + "the-soot-is-a-standard-skill-u": "The Soot is a Standard Skill", + "the-soot-standard-description-u": "The Soot is listed as a standard skill.", + "strangeness-u": "Strangeness", + "strangeness-is-a-standard-skill-u": "Strangeness is a Standard Skill", + "strangeness-standard-description-u": "Strangeness is listed as a standard skill.", + "peculiarity-u": "Peculiarity", + "peculiarities-u": "Peculiarities", + "and-peculiarities-u": "& Peculiarities", + "peculiarities-enabled-u": "Peculiarities Enabled", + "peculiarities-enabled-description-u": "Enable the Peculiarities mechanics.", + "os-magic-enabled-u": "Odd Soot Magic Enabled", + "os-magic-enabled-description-u": "Enables the Magic section of the sheet per Odd Soot rules.", + "odd-soot-u": "Odd Soot", + "work-songs-enabled-u": "Work Songs Enabled", + "work-songs-enabled-description-u": "Enables Works Songs per Thennla: Sorandib. Appears in the Folk Magic section.", + "work-song-u": "Work Song", + "work-songs-u": "Work Songs", + "alchemy-enabled-u": "Alchemy Enabled", + "alchemy-u": "Alchemy", + "artifice-u": "Artifice", + "gnosis-u": "Gnosis", + "extended-task-rounds-u": "Extended Task Rounds", + "max-complexity-u": "Max Complexity", + "artifice-enabled-u": "Artifice Enabled", + "artifice-enabled-description-u": "Enables Artifice per Thennla: Sorandib.", + "alchemy-enabled-description-u": "Enables Alchemy per Thennla: Sorandib.", + "known-techniques-u": "Known Techniques", + "craft-alchemy-u": "Craft (Alchemy)", + "tradition-techniques-u": "Tradition Techniques", + "alchemical-tradition-u": "Alchemical Tradition", + "mundane-intensity-u": "Mundane Intensity", + "formula-u": "Formula", + "formulas-u": "Formulas", + "magical-u": "Magical", + "mundane-u": "Mundane", + "tradition-u": "Tradition", + "traditions-u": "Traditions", + "ten-minutes-u": "10 Minutes", + "social-conflict-enabled-u": "Social Conflict Enabled", + "social-conflict-enabled-description-u": "Use social conflict rules from the Mythras Companion.", + "social-conflict-u": "Social Conflict", + "confidence-u": "Confidence", + "social-damage-u": "Social Damange", + "social-initiative-u": "Social Initiative", + "resolution-pool-u": "Resolution Pool", + "composure-u": "Composure", + "integrity-u": "Integrity", + "resolve-u": "Resolve", + "attack-skill-u": "Attack Skill", + "defense-skill-u": "Defense Skill", + "attack-u": "Attack", + "defense-u": "Defense", + "resolution-pools-u": "Resolution Pools", + "pool-u": "Pool", + "resource-u": "Resource", + "passively-blocked-u": "Passively Blocked", + "hit-location-u": "Hit Location", + "d10-location-u": "d10 Location", + "d20-location-u": "d20 Location", + "d10plus10-location-u": "d10+10 Location", + "ship-location-u": "Ship Location", + "vehicle-location-u": "Vehicle Location" +} \ No newline at end of file diff --git a/Mythras/translations/hu.json b/Mythras/translations/hu.json new file mode 100644 index 0000000000..ee98c0dbcc --- /dev/null +++ b/Mythras/translations/hu.json @@ -0,0 +1,898 @@ +{ + "setting-order": "default,atvw,agony_and_ecstasy,classic_fantasy,luther_arkwright,mspace,monster_island,mythic_britain,mythic_constantinople,mythic_rome,odd_soot,thennla,worlds_united", + "vehicle-type-order": "default,disabled,mythras,mspace,ships", + "devotional-pool-type-order": "default,cult_rank,pow", + "ship-hull-order": "utility,galley,transport", + "hit-location-order": "custom,rabble,simple,spacer,arachnid,biped,centaurid,decapoda,decapodiform,dorsal_finned_aquatic,draconic,insect,octopodiform,pachyderm,quadruped,serpentine,tailed_arachnid,tailed_biped,tailed_quadruped,winged_biped,winged_insect,winged_quadruped", + "attribute-order": "action_points,conflict_pool,spirit_damage,damage_mod,exp_mod,healing_rate,initiative,intensity,luck_points,magic_points,move_rate,power_points,prana_points,tenacity", + "combat-skill-order": "binding,brawn,evade,endurance,willpower", + "mook-combat-skill-order": "binding,brawn,evade,endurance,unarmed,willpower", + "standard-skill-order": "athletics,boating,brawn,conceal,customs,dance,deceit,drive,endurance,evade,first_aid,home_parallel,influence,insight,locale,native_tongue,perception,ride,sing,status,stealth,superstition,swim,the_soot,unarmed,willpower", + "sphere-order": "matter,mind,sense", + "roman-magic-order": "cursing,divination,necromancy,pharmacy,shape_shifting,theology", + "arcane-caster-order": "bard,magic-user", + "divine-caster-order": "bard,cleric,druid,paladin,ranger", + "resist-order": "blank,brawn,endurance,evade,willpower,special", + "social-conflict-attribute-order": "confidence,damage,initiative", + "settings-u": "Settings", + "version-u": "Version", + "setting-u": "Setting", + "default-u": "Default", + "luther-arkwright-u": "Luther Arkwright", + "mythic-britain-u": "Mythic Britain", + "sheet-type-u": "Sheet Type", + "battle-unit-u": "Battle Unit", + "npc-u": "NPC", + "pc-u": "PC", + "ship-u": "Ship", + "core-u": "Core", + "magic-u": "Magic", + "equipment-u": "Equipment", + "notes-u": "Notes", + "name-u": "Name", + "species-u": "Species", + "traits-abilities-gifts-u": "Traits / Abilities / Gifts", + "rank-u": "Rank", + "experience-rolls-u": "Exp Rolls", + "age-u": "Age", + "gender-u": "Gender", + "frame-u": "Frame", + "weight-u": "Weight", + "height-u": "Height", + "handedness-u": "Handedness", + "homeland-u": "Homeland", + "culture-u": "Culture", + "social-class-u": "Social Class", + "career-u": "Career", + "characteristics-u": "Characteristics", + "temp-u": "Temp", + "total-u": "Total", + "str-u": "STR", + "con-u": "CON", + "siz-u": "SIZ", + "dex-u": "DEX", + "int-u": "INT", + "ins-u": "INS", + "pow-u": "POW", + "cha-u": "CHA", + "base-u": "Base", + "training-u": "Training", + "ageing-u": "Ageing", + "other-u": "Other", + "attributes-u": "Attributes", + "attribute-u": "Attribute", + "damage-modifier-u": "Damage Mod", + "experience-modifier-u": "Exp Modifier", + "healing-rate-u": "Healing Rate", + "luck-points-u": "Luck Points", + "magic-points-u": "Magic Points", + "move-rate-u": "Move Rate", + "initiative-bonus-u": "Init. Bonus", + "tenacity-u": "Tenacity", + "temp-damage-modifier-clarification-u": "Temp Damage Mod represents the steps up or down the damage modifier table", + "prana-points-u": "Prana Points", + "action-points-u": "Action Points", + "plus-one-ap-u": "+1 AP", + "swiftness-gift-u": "Swiftness Gift", + "fatigue-u": "Fatigue", + "mighty-gift-u": "Mighty Gift", + "str-siz-u": "STR+SIZ", + "str-siz-pow-u": "STR+SIZ+POW", + "str-siz-con-u": "STR+SIZ+CON", + "steps-u": "steps", + "healthy-gift-u": "Healthy Gift (Double Healing Rate)", + "add-rank-to-luck-u": "Add rank to luck", + "armor-u": "Armor", + "dependencies-u": "Dependencies", + "hit-locations-u": "Hit Locations", + "con-siz-u": "CON+SIZ", + "con-siz-pow-u": "CON+SIZ+POW", + "con-siz-str-u": "CON+SIZ+STR", + "ap-u": "AP", + "hp-u": "HP", + "location-u": "Location", + "block-u": "Block?", + "encumbrance-u": "Encumbrance", + "right-leg-u": "Right Leg", + "left-leg-u": "Left Leg", + "abdomen-u": "Abdomen", + "chest-u": "Chest", + "right-arm-u": "Right Arm", + "left-arm-u": "Left Arm", + "head-u": "Head", + "armor-equipped-u": "Armor Equipped", + "armor-type-u": "Armor Type", + "armor-enc-u": "Armor ENC", + "armor-ap-u": "Armor AP", + "other-ap-u": "Other AP", + "other-hp-u": "Other HP", + "base-hp-u": "Base HP", + "initiative-u": "Initiative", + "alacrity-gift-u": "Alacrity Gift (roll 1d6+6)", + "movement-u": "Movement", + "walk-u": "Walk", + "run-u": "Run", + "sprint-u": "Sprint", + "jump-u": "Jump", + "horizontal-short-u": "Horiz.", + "vertical-short-u": "Vert.", + "horizontal-u": "Horizontal", + "vertical-u": "Vertical", + "swim-u": "Swim", + "climb-u": "Climb", + "rough-u": "Rough", + "steep-u": "Steep", + "sheer-u": "Sheer", + "movement-one-clarification-u": "Critical success on Athletics roll grants +1 movement", + "movement-two-clarification-u": "These jump values assume a 5m run-up.", + "movement-three-clarification-u": "Critical success on Swim roll grants +1 movement.", + "current-u": "Current", + "carrying-load-u": "Carrying Load", + "dex-and-str-skills-u": "DEX & STR Skills", + "move-penalty-u": "Move Penalty", + "avg-species-siz-u": "Average Species SIZ", + "encumbrance-from-armor-u": "Encumbrance from Armor", + "effective-encumbrance-from-armor-u": "Effective Encumbrance from Armor", + "encumbrance-from-shields-u": "Encumbrance from Shields", + "encumbrance-from-melee-weapons-u": "Encumbrance from Melee Weapons", + "encumbrance-from-ranged-weapons-u": "Encumbrance from Ranged Weapons", + "encumbrance-from-firearms-u": "Encumbrance from Firearms", + "encumbrance-from-loadout-u": "Encumbrance from Loadout", + "encumbrance-from-pack-u": "Encumbrance from Pack", + "encumbrance-from-currency-u": "Encumbrance from Currency", + "burdened-u": "Burdened", + "overloaded-u": "Overloaded", + "max-u": "Max", + "current-level-u": "Current Level", + "recovery-in-u": "Recovery In", + "recovery-u": "Recovery", + "fresh-u": "9 - Fresh", + "winded-u": "8 - Winded", + "tired-u": "7 - Tired", + "wearied-u": "6 - Wearied", + "exhausted-u": "5 - Exhausted", + "debilitated-u": "4 - Debilitated", + "incapacitated-u": "3 - Incapacitated", + "semi-conscious-u": "2 - Semi-Conscious", + "comatose-u": "1 - Comatose", + "dead-u": "0 - Dead", + "standard-u": "Standard", + "hard-u": "Hard", + "formidable-u": "Formidable", + "herculean-u": "Herculean", + "hopeless-u": "Hopeless", + "no-action-allowed-u": "No Action Allowed", + "combat-styles-u": "Combat Styles", + "combat-skills-u": "Combat Skills", + "combat-style-u": "Combat Style", + "versus101plus-u": "vs101+", + "traits-u": "Traits", + "weapons-u": "Weapons", + "hours-u": "Hours", + "characteristic-short-u": "Char", + "base-value-u": "Base Value", + "training-and-experience-u": "Training & Experience", + "standard-skills-u": "Standard Skills", + "skill-u": "Skill", + "skill-grade-u": "Skill Grade", + "shield-u": "Shield", + "damage-mod-short-u": "DM", + "damage-u": "Damage", + "combat-effects-u": "Combat Effects", + "max-hp-u": "Max HP", + "size-u": "Size", + "reach-u": "Reach", + "enc-u": "ENC", + "force-u": "Force", + "range-u": "Range", + "load-u": "Load", + "impale-size-short-u": "IS", + "display-u": "Display", + "shields-u": "Shields", + "melee-weapons-u": "Melee Weapons", + "melee-weapon-u": "Melee Weapon", + "ranged-weapons-u": "Ranged Weapons", + "ranged-weapon-u": "Ranged Weapon", + "firearms-u": "Firearms", + "firearm-u": "Firearm", + "fire-rate-u": "Fire Rate", + "ammo-u": "Ammo", + "money-and-wealth-u": "Money & Wealth", + "income-u": "Income", + "day-u": "Day", + "month-u": "Month", + "season-u": "Season", + "year-u": "Year", + "currency-u": "Currency", + "value-u": "Value", + "quantity-short-u": "Quantity", + "item-u": "Item", + "centimetres-short-u": "cm", + "kilograms-short-u": "kg", + "armor-penalty-u": "Armor Penalty", + "base-move-u": "Base Move", + "greater-than-u": "greater than", + "athletics-u": "Athletics", + "very-easy-u": "Very Easy", + "easy-u": "Easy", + "one-grade-harder-u": "1 grade harder", + "two-grades-harder-u": "2 grades harder", + "impossible-u": "Impossible", + "passions-u": "Passions", + "and-dependencies-u": "& Dependencies", + "score-u": "Score", + "dependency-u": "Dependency", + "passion-u": "Passion", + "professional-skills-u": "Professional Skills", + "language-u": "Language", + "resistance-u": "Resistance", + "brawn-u": "Brawn", + "endurance-u": "Endurance", + "evade-u": "Evade", + "willpower-u": "Willpower", + "boating-u": "Boating", + "conceal-u": "Conceal", + "customs-u": "Customs", + "dance-u": "Dance", + "deceit-u": "Deceit", + "drive-u": "Drive", + "first-aid-u": "First Aid", + "influence-u": "Influence", + "insight-u": "Insight", + "locale-u": "Locale", + "perception-u": "Perception", + "ride-u": "Ride", + "sing-u": "Sing", + "stealth-u": "Stealth", + "superstition-u": "Superstition", + "home-parallel-u": "Home Parallel", + "unarmed-u": "Unarmed", + "native-tongue-u": "Native Tongue", + "medium-u": "Medium", + "strenuous-u": "Strenuous", + "halved-u": "Halved", + "normal-u": "Normal", + "all-u": "All", + "equipment-and-wealth-u": "Equipment", + "due-to-fatigue-u": "due to fatigue", + "due-to-enc-u": "due to ENC", + "reduced-u": "reduced", + "cults-brotherhoods-and-orders-u": "Cults, Brotherhoods and Orders", + "contacts-u": "Contacts", + "family-u": "Family", + "community-u": "Community", + "theism-u": "Theism", + "sorcery-u": "Sorcery", + "mysticism-u": "Mysticism", + "animism-u": "Animism", + "folk-magic-u": "Folk Magic", + "spell-u": "Spell", + "description-u": "Description", + "macro-u": "Macro", + "learned-u": "Learned", + "follower-u": "Follower", + "spirit-worshipper-u": "Spirit Worshipper", + "shaman-u": "Shaman", + "high-shaman-u": "High Shaman", + "spirit-lord-u": "Spirit Lord", + "type-u": "Type", + "fetish-spirit-u": "Fetish / Spirit", + "max-number-of-spirits-u": "Max # of Spirits", + "max-pow-of-spirits-u": "Max POW of Spirits", + "spirit-ap-u": "Spirit AP", + "spirit-initiative-bonus-short-u": "Spirit IB", + "spirit-damage-u": "Spirit Damage", + "trance-u": "Trance", + "binding-u": "Binding", + "allies-u": "Allies", + "enemies-u": "Enemies", + "meditation-u": "Meditation", + "path-u": "Path", + "paths-u": "Paths", + "practiced-talent-u": "Practiced Talent", + "max-cumulative-intensity-u": "Max Cumulative Intensity", + "max-practiced-talents-u": "Max Practiced Talents", + "max-intensity-u": "Max Intensity", + "path-talents-u": "Path Talents", + "shaping-u": "Shaping", + "invocation-u": "Invocation", + "invocations-u": "Invocations", + "invocation-spells-u": "Invocation Spells", + "max-shaping-points-u": "Max Shaping Points", + "max-memorized-spells-u": "Max Memorized Spells", + "memorized-u": "Memorized", + "intensity-u": "Intensity", + "magnitude-u": "Magnitude", + "devotional-pool-u": "Devotional Pool", + "exhort-u": "Exhort", + "devotion-u": "Devotion", + "devotions-u": "Devotions", + "lay-member-u": "Lay Member", + "initiate-u": "Initiate", + "acolyte-u": "Acolyte", + "priest-u": "Priest", + "high-priest-u": "High Priest", + "concentration-u": "Concentration", + "resist-u": "Resist", + "devotion-miracles-u": "Devotion Miracles", + "cost-u": "Cost", + "time-u": "Time", + "area-u": "Area", + "duration-u": "Duration", + "metres-u": "Metres", + "decametres-u": "Decametres", + "kilometres-u": "Kilometres", + "instant-u": "Instant", + "minutes-u": "Minutes", + "days-u": "Days", + "months-u": "Months", + "miracle-u": "Miracle", + "encumbered-u": "Encumbered", + "fumbled-u": "Fumbled", + "trained-u": "Trained", + "increased-for-xp-u": "Increased for XP", + "yes-u": "Yes", + "no-u": "No", + "special-u": "Special", + "touch-u": "Touch", + "miracle-rank-u": "Miracle Rank", + "ranged-u": "Ranged", + "invoke-trait-u": "Invoke Trait", + "enhance-attribute-u": "Enhance Attribute", + "augment-skill-u": "Augment Skill", + "targets-u": "Targets", + "impale-size-u": "Impale Size", + "effects-u": "Effects", + "whisper-rolls-to-gm-u": "Whisper Rolls to GM", + "magic-skills-u": "Magic Skills", + "other-skills-u": "Other Skills", + "spectral-combat-u": "Spectral Combat", + "spirit-abilities-u": "Spirit Abilities", + "spells-u": "Spells", + "miracles-u": "Miracles", + "show-name-in-roll-templates-u": "Show Name in Roll Templates", + "rolled-u": "Rolled", + "roll-initiative-u": "Roll Initiative", + "components-u": "Components", + "disabled-u": "Disabled", + "enabled-u": "Enabled", + "ablation-points-u": "Ablation Points", + "focus-points-u": "Focus Points", + "fortune-points-u": "Fortune Points", + "precision-points-u": "Precision Points", + "swiftness-points-u": "Swiftness Points", + "ablation-u": "Ablation", + "focus-u": "Focus", + "fortune-u": "Fortune", + "precision-u": "Precision", + "swiftness-u": "Swiftness", + "use-setting-default-u": "Use Setting Default", + "background-u": "Background", + "display-campaign-settings-u": "Display Campaign Settings", + "hit-u": "Hit", + "status-u": "Status", + "monster-island-u": "Monster Island", + "initiative-roll-u": "Initiative Roll", + "running-jump-u": "Running Jump", + "standing-jump-u": "Standing Jump", + "paralell-designator-u": "Paralell Designator", + "paralell-type-development-u": "Paralell Type/Development", + "apply-dependencies-penalty-u": "Apply Dependencies Penalty", + "rites-u": "Rites", + "thennla-u": "Thennla", + "classic-fantasy-u": "Classic Fantasy", + "race-u": "Race", + "class-u": "Class", + "arcane-magic-u": "Arcane Magic", + "divine-magic-u": "Divine Magic", + "arcane-casting-u": "Arcane Casting", + "arcane-knowledge-u": "Arcane Knowledge", + "casting-class-u": "Casting Class", + "magic-user-u": "Magic-User", + "bard-u": "Bard", + "disbelieve-u": "Disbelieve", + "known-u": "Known", + "cantrips-u": "Cantrips", + "school-u": "School", + "reversible-u": "Reversible", + "actions-u": "Actions", + "xp-u": "XP", + "mp-u": "MP", + "cost-reduction-u": "Cost Reduction", + "apply-penalty-u": "Apply Penalty", + "piety-u": "Piety", + "channel-u": "Channel", + "arcane-magic-enabled-u": "Arcane Magic Enabled", + "divine-magic-enabled-u": "Divine Magic Enabled", + "name-display-description-u": "Show character name in the roll template. Useful if you need to hide a characters true identity.", + "roll-display-description-u": "Rolls are only shown to the GM and the player making the roll.", + "setting-description-u": "Sets the default sheet options and mechanics to match the rules as presented in the setting's source book. Individual options may be overridden below.", + "luck-points-rank-description-u": "Add the character's Rank to their total Luck Points.", + "magic-points-enabled-description-u": "Magic Points are a character attribute.", + "power-points-enabled-description-u": "Power Points are a character attribute.", + "prana-points-enabled-description-u": "Prana Points are a character attribute.", + "tenacity-enabled-description-u": "Tenacity is a character attribute.", + "fire-rate-enabled-description-u": "Show fire rate in ranged weapons", + "boating-standard-description-u": "Boating is listed as a standard skill.", + "status-standard-description-u": "Status is listed as a standard skill.", + "superstition-standard-description-u": "Superstition is listed as a standard skill.", + "dependencies-enabled-description-u": "Enable the Dependencies mechanics.", + "arcane-magic-enabled-description-u": "Enables the Arcane Magic section of the sheet.", + "divine-magic-enabled-description-u": "Enables the Divine Magic section of the sheet.", + "folk-magic-enabled-description-u": "Enables the Folk Magic section of the sheet.", + "animism-enabled-description-u": "Enables the Animism section of the sheet.", + "spirits-have-tenacity-description-u": "Spirits have Tenacity as an attribute.", + "mysticism-enabled-description-u": "Enables the Mysticism section of the sheet.", + "sorcery-enabled-description-u": "Enables the Sorcery section of the sheet.", + "theism-enabled-description-u": "Enables the Theism section of the sheet.", + "conditions-u": "Conditions", + "psionics-u": "Psionics", + "discipline-u": "Discipline", + "discipline-talents-u": "Discipline Talents", + "max-active-talents-u": "Max Active Talents", + "humanoid-u": "Humanoid", + "custom-u": "Custom", + "health-and-armor-u": "Health & Armor", + "personal-u": "Personal", + "short-u": "Short", + "long-u": "Long", + "multiversal-u": "Multiversal", + "self-u": "Self", + "line-of-sight-u": "Line of Sight", + "same-paralell-u": "Same Paralell", + "any-paralell-u": "Any Paralell", + "instantaneous-u": "Instantaneous", + "talent-u": "Talent", + "lasting-u": "Lasting", + "mythras-psionics-enabled-u": "Mythras Psioics Enabled", + "default-hit-location-table-u": "Default Hit Location Table", + "default-hit-location-table-for-npcsu": "Default Hit Location Table for NPCs", + "hit-locations-description-u": "Set default hit location table for new characters.", + "npc-hit-locations-description-u": "Set default hit location table for new NPCs.", + "roman-magic-u": "Roman Magic", + "cursing-u": "Cursing", + "curse-u": "Curse", + "prediction-u": "Prediction", + "divination-u": "Divination", + "affects-u": "Afects", + "impact-u": "Impact", + "individual-u": "Individual", + "group-u": "Group", + "city-u": "City", + "necromancy-u": "Necromancy", + "minor-u": "Minor", + "life-altering-u": "Life Altering", + "death-u": "Death", + "question-dead-u": "Question Dead", + "summon-lemur-u": "Summon Lemur", + "pharmacy-u": "Pharmacy", + "concocte-potion-u": "Concocte Potion", + "small-animal-u": "Small Animal", + "medium-animal-u": "Medium Animal", + "large-animal-u": "Large Animal", + "shape-shifting-u": "Shape Shifting", + "create-salve-skins-u": "Create Salve/Skins", + "change-time-u": "Change Time", + "theology-u": "Theology", + "mythic-rome-u": "Mythic Rome", + "power-u": "Power", + "sphere-u": "Sphere", + "arc-u": "Arc", + "first-u": "First", + "second-u": "Second", + "third-u": "Third", + "ms-psionics-enabled-u": "M-Space Psionics Enabled", + "roman-magic-enabled-u": "Roman Magic Enabled", + "none-u": "None", + "simplified-combat-enabled-u": "Use the optional simplified combat rules from M-Space.", + "system-u": "System", + "hit-points-u": "Hit Points", + "wounds-u": "Wounds", + "conflict-pool-u": "Conflict Pool", + "extended-conflict-resolution-enabled-u": "Extended Conflict Resolution Enabled", + "home-world-u": "Home World", + "m-space-u": "M-Space", + "power-points-u": "Power Points", + "show-reduced-description-u": "Display a result for high skills reduced down to 100 in the roll templates.", + "extended-conflict-enabled-description-u": "Use the extended conflict resolution system from M-Space & Odd Soot.", + "simplified-combat-enabled-description-u": "Use the optional simplified combat rules from M-Space & Odd Soot", + "roman-magic-enabled-description-u": "Enables the Roman magic section of the sheet for magic as used in Mythic Roman.", + "ms-psionics-enabled-description-u": "Enables the Psionics section of the sheet per M-Space rules.", + "mythras-psionics-enabled-description-u": "Enables the Psionics section of the sheet per Mythras rules.", + "rolls-show-101-reduced-u": "Rolls Show 101+ Reduced", + "circles-u": "Circles", + "npc-weapon-size-note-u": "Force for ranged weapons", + "weapon-u": "Weapon", + "skills-u": "Skills", + "block-description-u": "Location passively blocked", + "cult-u": "Cult", + "circle-u": "Circle", + "rabble-underling-u": "Rabble/Underling", + "unit-name-u": "Unit Name", + "unit-type-u": "Unit Type", + "commander-u": "Commander", + "formation-u": "Formation", + "default-sheet-type-u": "Default Sheet Type", + "type-description-u": "Set default sheet type. Good to change this to NPC once all your PCs are made.", + "encounter-generator-json-u": "Encounter Generator JSON", + "json-importer-u": "JSON Importer", + "spirit-init-u": "Spirit Init", + "sheet-u": "Sheet", + "instructions-u": "Instructions", + "json-step-one-u": "Visit the Enouncter Generator at http://skoll.xyz/mythras_eg/", + "json-step-two-u": "Find your desired enemy and click to visit the template page.", + "json-step-three-u": "Note the number at the end of the URL.", + "json-step-four-u": "Go to this url but replace #### with the number noted in step three: http://skoll.xyz/mythras_eg/generate_enemies_json/?id=####", + "json-step-five-u": "Paste the contents of the page into the textarea above.", + "json-step-six-u": "Go back to the Sheet tab to enjoy your imported character.", + "json-note-one-u": "Once you have generated JSON for one enemy you may simply refresh the page to generate a new one.", + "unit-traits-u": "Unit Traits", + "multiplier-u": "Multiplier", + "strength-u": "Strength", + "frontage-u": "Frontage", + "depth-u": "Depth", + "command-u": "Command", + "competency-u": "Competency", + "morale-u": "Morale", + "armor-points-u": "Armor Points", + "repair-mod-u": "Repair Mod", + "speed-u": "Speed", + "seaworthiness-u": "Seaworthiness", + "penalty-short-u": "Pen", + "condition-u": "Condition", + "ship-shape-u": "Ship Shape", + "seaworthy-u": "Seaworthy", + "battered-u": "Battered", + "swamped-u": "Swamped", + "sinking-u": "Sinking", + "crew-u": "Crew", + "capacity-u": "Capacity", + "dimensions-u": "Dimensions", + "hull-type-u": "Hull Type", + "utility-u": "Utility", + "galley-u": "Galley", + "transport-u": "Transport", + "small-u": "Small", + "large-u": "Large", + "huge-u": "Huge", + "colossal-u": "Colossal", + "enormous-u": "Enormous", + "beyond-colossal-u": "Beyond Colossal", + "captain-u": "Captain", + "ship-name-u": "Ship Name", + "armament-u": "Armament", + "beyond-enormous-u": "Beyond Enormous", + "due-to-ship-condition-u": "due to ship condition", + "skill-modifier-u": "Skill Modifier", + "temp-armor-all-u": "Temp Armor (All)", + "temp-hp-all-u": "Temp HP (All)", + "build-u": "Build", + "npc-view-u": "NPC View", + "help-macros-u": "Help/Macros", + "json-note-four-u": "After import some fields may require additional work for full functionality. For example, misc skills the importer couldn't identify, will be recorded as professional skills. These may need to be re-located if they are not, in fact, professional skills. In addition, professional skills will be logged with no base value. All points will be allocated to experience. You may wish to set the base characteristics to ensure characteristic modifiers work on these skills. If so, remember to deduct the new base value from the experience field. Spells and other magic powers will also require further configuration so their roll button will present accurate information. As a general rule, anything with it's details section open, after import, could be further configured. This additional work is at the GMs discretion and is likely not needed for most NPCs.", + "spirit-values-u": "Spirit Values", + "affiliations-u": "Affiliations", + "affiliation-u": "Affiliation", + "mythic-constantinople-u": "Mythic Constantinople", + "affiliations-enabled-u": "Affiliations Enabled", + "affiliations-enabled-description-u": "Use affiliations from Mythic Constantinople.", + "max-devotional-pool-based-on-u": "Max Devotional Pool Based On", + "max-devotional-pool-based-on-description-u": "Max devotional pool calculated per Cult Rank or POW.", + "vehicle-u": "Vehicle", + "stats-u": "Stats", + "systems-u": "Systems", + "terrestrial-u": "Terrestrial", + "spaceship-u": "Spaceship", + "roll-u": "Roll", + "hits-u": "Hits", + "hull-u": "Hull", + "structure-u": "Structure", + "rate-u": "Rate", + "ponderous-u": "Ponderous", + "sluggish-u": "Sluggish", + "slow-u": "Slow", + "mediocre-u": "Mediocre", + "gentle-u": "Gentle", + "moderate-u": "Moderate", + "rapid-u": "Rapid", + "fast-u": "Fast", + "fleet-u": "Fleet", + "cargo-compartment-u": "Cargo Compartment", + "communications-u": "Communications", + "controls-u": "Controls", + "repulsorlift-u": "Repulsorlift", + "passengers-u": "Passengers", + "power-core-u": "Power Core", + "sensors-u": "Sensors", + "avionics-u": "Avionics", + "hold-u": "Hold", + "hangar-bay-u": "Hangar Bay", + "hyperdrive-u": "Hyperdrive", + "reactor-core-u": "Reactor Core", + "sublight-drive-u": "Sublight Drive", + "ships-and-shield-walls-u": "Ships and Shield Walls", + "ground-u": "Ground", + "liquid-u": "Liquid", + "flight-u": "Flight", + "space-u": "Space", + "regular-u": "Regular", + "terrain-u": "Terrain", + "walker-u": "Walker", + "burrower-u": "Burrower", + "surface-motor-u": "Surface, Motor", + "surface-sail-u": "Surface, Sail", + "sub-u": "Sub", + "wings-u": "Wings", + "anti-grav-u": "Anti-grav", + "rotor-blades-u": "Rotor Blades", + "hover-craft-u": "Hover Craft", + "gas-bag-u": "Gas Bag", + "handling-u": "Handling", + "hyperspace-u": "Hyperspace", + "app-u": "App", + "apps-u": "Apps", + "module-u": "Module", + "modules-u": "Modules", + "equip-pack-u": "Equip Pack", + "loadout-u": "Loadout", + "pack-u": "Pack", + "mount-vehicle-u": "Mount/Vehicle", + "camp-u": "Camp", + "homebase-u": "Homebase", + "streamlined-u": "Streamled", + "attributes-and-modules-u": "Attributes & Modules", + "engines-u": "Engines", + "maneuvering-u": "Maneuvering", + "total-modules-u": "Total Modules", + "cockpit-u": "Cockpit", + "bridge-u": "Bridge", + "sickbay-u": "Sickbay", + "crew-quarters-u": "Crew Quarters", + "passenger-quarters-u": "Passenger Quarters", + "cargo-hold-u": "Cargo Hold", + "lab-u": "Lab", + "open-space-u": "Open Space", + "hanger-bay-u": "Hanger Bay", + "self-repair-u": "Self-Repair", + "escape-pod-u": "Escape Pod", + "tractor-beam-u": "Tractor Beam", + "extra-sensors-u": "Extra Sensors", + "robot-arm-u": "Robot Arm", + "rescue-utilities-u": "Rescue Utilities", + "airlock-u": "Airlock", + "storage-u": "Storage", + "environment-u": "Environment", + "lift-gas-u": "Lift Gas", + "visual-size-sails-up-u": "Visual Size (Sails Up)", + "size-rating-u": "Size Rating", + "solar-system-u": "Solar System", + "worlds-u": "Worlds", + "sub-sector-u": "Sub Sector", + "hex-u": "Hex", + "star-type-u": "Star Type", + "planets-u": "Planets", + "habitable-u": "Habitable", + "starports-u": "Starports", + "astroid-belt-u": "Astroid Belt", + "after-the-vampire-wars-u": "After the Vampire Wars", + "mythras-u": "Mythras", + "vehicle-type-option-description-u": "Type of vehicle mechanics to use.", + "stash-u": "Stash", + "import-from-encounter-generator-u": "Import from Encounter Generator", + "rear-right-leg-u": "Rear Right Leg", + "rear-left-leg-u": "Rear Left Leg", + "mid-right-leg-u": "Mid Right Leg", + "mid-left-leg-u": "Mid Left Leg", + "fore-right-leg-u": "Fore Right Leg", + "fore-left-leg-u": "Fore Left Leg", + "front-right-leg-u": "Front Right Leg", + "front-left-leg-u": "Front Left Leg", + "cephalothorax-u": "Cephalothorax", + "hindquarters-u": "Hindquarters", + "forequarters-u": "Forequarters", + "body-u": "Body", + "tail-u": "Tail", + "right-wing-u": "Right Wing", + "left-wing-u": "Left Wing", + "thorax-u": "Thorax", + "dorsal-fin-u": "Dorsal Fin", + "right-fin-u": "Right Fin", + "left-fin-u": "Left Fin", + "trunk-u": "Trunk", + "right-pincer-u": "Right Pincer", + "left-pincer-u": "Left Pincer", + "metathorax-u": "Metathorax", + "prothorax-u": "Prothorax", + "tail-tip-u": "Tail Tip", + "mid-end-length-u": "Mid End-length", + "fore-end-length-u": "Fore End-length", + "rear-mid-length-u": "Rear Mid-length", + "mid-mid-length-u": "Mid Mid-length", + "fore-mid-length-u": "Fore Mid-length", + "rear-fore-length-u": "Rear Fore-length", + "mid-fore-length-u": "Mid Fore-length", + "tentacle-1-u": "Tentacle 1", + "tentacle-2-u": "Tentacle 2", + "tentacle-3-u": "Tentacle 3", + "tentacle-4-u": "Tentacle 4", + "tentacle-5-u": "Tentacle 5", + "tentacle-6-u": "Tentacle 6", + "tentacle-7-u": "Tentacle 7", + "tentacle-8-u": "Tentacle 8", + "long-tentacle-1-u": "Long Tentacle 1", + "long-tentacle-2-u": "Long Tentacle 2", + "arachnid-u": "Arachnid", + "biped-u": "Biped", + "centaurid-u": "Centaurid", + "decapoda-u": "Decapoda", + "decapodiform-u": "Decapodiform", + "dorsal-finned-aquatic-u": "Dorsal Finned Aquatic", + "draconic-u": "Draconic", + "insect-u": "Insect", + "octopodiform-u": "Octopodiform", + "pachyderm-u": "Pachyderm", + "quadruped-u": "Quadruped", + "serpentine-u": "Serpentine", + "tailed-arachnid-u": "Tailed Arachnid", + "tailed-biped-u": "Tailed Biped", + "tailed-quadruped-u": "Tailed Quadruped", + "winged-biped-u": "Winged Biped", + "winged-insect-u": "Winged Insect", + "winged-quadruped-u": "Winged Quadruped", + "npc-decrecation-warning-u": "Notice! The NPC sheet will be deprecated in the next version. It will be replaced with mook sheet and other accompanying features. To prepare you should copy your NPC stats to the main character sheet.", + "character-info-u": "Character Info", + "languages-u": "Languages", + "calculate-effictive-armor-enc-as-quarter-u": "Calculate effective ENC from armor as 1/4 actual", + "folk-magic-range-u": "Folk Magic Range", + "folk-magic-skill-u": "Folk Magic Skill", + "folk-magic-skill-divided-by-five-u": "Folk Magic Skill / 5", + "fae-powers-u": "Fae Powers", + "fata-u": "Fata", + "pow-metres-u": "POW Metres", + "pow-times-ten-metres-u": "POW x 10 Metres", + "max-simultaneous-powers-u": "Max Simultaneous Powers", + "one-minute-u": "1 Minute", + "intensity-minutes-u": "Intensity x Minutes", + "intensity-times-five-minutes-u": "Intensity x 5 Minutes", + "intensity-times-ten-minutes-u": "Intensity x 10 Minutes", + "intensity-hours-u": "Intensity x Hours", + "fae-powers-enabled-description-u": "Enables the Fae Powers section of the sheet.", + "folk-magic-range-description-u": "Sets the range of Folk Magic spells with the ranged tag.", + "cult-rank-u": "Cult Rank", + "broken-u": "Broken", + "skirmish-u": "Skirmish", + "line-u": "Line", + "phalanx-u": "Phalanx", + "circle-square-u": "Circle/Square", + "wedge-u": "Wedge", + "tortoise-u": "Tortoise", + "known-languages-u": "Known Languages", + "linguistics-enabled-u": "Linguistics Enabled", + "linguistics-u": "Linguistics", + "linguistics-enabled-description-u": "Use the Linguistics skill instead of individual Language skills.", + "mooks-u": "Mooks", + "form-u": "Form", + "spirit-attributes-u": "Spirit Attributes", + "material-u": "Material", + "spirit-u": "Spirit", + "fly-u": "Fly", + "powers-u": "Powers", + "species-fly-u": "Species Fly", + "species-swim-u": "Species Swim", + "calculated-u": "Calculated", + "set-2-u": "Set 2", + "set-3-u": "Set 3", + "reach-enabled-description-u": "Enable weapon reach.", + "action-points-chars-option-description-u": "Action Points are calculated from characteristics or set to a static value.", + "sink-u": "Sink", + "float-u": "Float", + "herculean-skill-modifier-u": "Herculean Skill Modifier", + "herculean-mod-description-u": "Is herculean difficulty 1/10th or 1/5th standard skill value.", + "mythras-imperative-u": "Mythras Imperative", + "no-penalty-u": "No Penalty", + "combat-u": "Combat", + "right-rear-leg-u": "Right Rear Leg", + "left-rear-leg-u": "Left Rear Leg", + "no-activities-possible-u": "No Activities Possible", + "compact-u": "Compact", + "professional-u": "Professional", + "matter-u": "Matter", + "mind-u": "Mind", + "sense-u": "Sense", + "cleric-u": "Cleric", + "druid-u": "Druid", + "paladin-u": "Paladin", + "ranger-u": "Ranger", + "pow-meters-u": "POW x Meters", + "pow-times-ten-meters-u": "POW x 10 Meters", + "base-skill-u": "Base Skill", + "talents-u": "Talents", + "disciplines-u": "Disciplines", + "stored-u": "Stored", + "equipped-u": "Equipped", + "double-base-healing-rate-u": "Double Base Healing Rate", + "character-u": "Character", + "report-a-bug-u": "Report a Bug", + "contact-sheet-author-u": "Contact Sheet Author", + "mythras-roll20-forum-u": "Mythras Roll20 Forum", + "upgrade-notice-u": "If your sheet values are not correct after upgrading to v2.0, click here", + "battle-units-enabled-u": "Battle Units Enabled", + "battle-units-enabled-description-u": "Enable the battle unit sheet type", + "spirits-mechanics-enabled-u": "Spirit Mechanics Enabled", + "spirit-mechanics-enabled-description-u": "Enable support for creatures which lack a physical body", + "add-one-tenth-athletics-u": "Add 1/10 Athletics", + "athletics-bonus-u": "Athletics Bonus", + "worlds-united-u": "Worlds United", + "cha-plus-half-pow-u": "CHA + half POW", + "con-plus-half-pow-u": "CON + half POW", + "calculate-with-u": "Calculate with", + "superpowers-u": "Superpowers", + "agony-and-ecstasy-u": "Agony & Ecstasy", + "activation-u": "Activation", + "boost-u": "Boost", + "boosts-u": "Boosts", + "limitations-u": "Limitations", + "the-soot-u": "The Soot", + "the-soot-is-a-standard-skill-u": "The Soot is a Standard Skill", + "the-soot-standard-description-u": "The Soot is listed as a standard skill.", + "strangeness-u": "Strangeness", + "strangeness-is-a-standard-skill-u": "Strangeness is a Standard Skill", + "strangeness-standard-description-u": "Strangeness is listed as a standard skill.", + "peculiarity-u": "Peculiarity", + "peculiarities-u": "Peculiarities", + "and-peculiarities-u": "& Peculiarities", + "peculiarities-enabled-u": "Peculiarities Enabled", + "peculiarities-enabled-description-u": "Enable the Peculiarities mechanics.", + "os-magic-enabled-u": "Odd Soot Magic Enabled", + "os-magic-enabled-description-u": "Enables the Magic section of the sheet per Odd Soot rules.", + "odd-soot-u": "Odd Soot", + "work-songs-enabled-u": "Work Songs Enabled", + "work-songs-enabled-description-u": "Enables Works Songs per Thennla: Sorandib. Appears in the Folk Magic section.", + "work-song-u": "Work Song", + "work-songs-u": "Work Songs", + "alchemy-enabled-u": "Alchemy Enabled", + "alchemy-u": "Alchemy", + "artifice-u": "Artifice", + "gnosis-u": "Gnosis", + "extended-task-rounds-u": "Extended Task Rounds", + "max-complexity-u": "Max Complexity", + "artifice-enabled-u": "Artifice Enabled", + "artifice-enabled-description-u": "Enables Artifice per Thennla: Sorandib.", + "alchemy-enabled-description-u": "Enables Alchemy per Thennla: Sorandib.", + "known-techniques-u": "Known Techniques", + "craft-alchemy-u": "Craft (Alchemy)", + "tradition-techniques-u": "Tradition Techniques", + "alchemical-tradition-u": "Alchemical Tradition", + "mundane-intensity-u": "Mundane Intensity", + "formula-u": "Formula", + "formulas-u": "Formulas", + "magical-u": "Magical", + "mundane-u": "Mundane", + "tradition-u": "Tradition", + "traditions-u": "Traditions", + "ten-minutes-u": "10 Minutes", + "social-conflict-enabled-u": "Social Conflict Enabled", + "social-conflict-enabled-description-u": "Use social conflict rules from the Mythras Companion.", + "social-conflict-u": "Social Conflict", + "confidence-u": "Confidence", + "social-damage-u": "Social Damange", + "social-initiative-u": "Social Initiative", + "resolution-pool-u": "Resolution Pool", + "composure-u": "Composure", + "integrity-u": "Integrity", + "resolve-u": "Resolve", + "attack-skill-u": "Attack Skill", + "defense-skill-u": "Defense Skill", + "attack-u": "Attack", + "defense-u": "Defense", + "resolution-pools-u": "Resolution Pools", + "pool-u": "Pool", + "resource-u": "Resource", + "passively-blocked-u": "Passively Blocked", + "hit-location-u": "Hit Location", + "d10-location-u": "d10 Location", + "d20-location-u": "d20 Location", + "d10plus10-location-u": "d10+10 Location", + "ship-location-u": "Ship Location", + "vehicle-location-u": "Vehicle Location" +} \ No newline at end of file diff --git a/NOC/translations/ca.json b/NOC/translations/ca.json new file mode 100644 index 0000000000..d129a38fd2 --- /dev/null +++ b/NOC/translations/ca.json @@ -0,0 +1,142 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "recuperation-u": "RÉCUPÉRATION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents\n+1pt Trauma permanent", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1pt Traque permanent\n+trait "Criminel"", + "effet-points-traque-mort-u": "Pourchassé\n+trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté", + "effet-points-noirceur-grave-u": "Possédé", + "effet-points-noirceur-grave1-u": "+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu", + "effet-points-noirceur-plus1trait-u": "+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dégâts", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "porte-u": "Portée", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "porte-t": "Cocher la case si l'armure est portée", + "talent-t": "Cocher la case si cette arme fait partie de votre liste d'armes connues", + "arrestation-t": "Vous vous êtes fait arrêté alors que vous aviez le trait signalé/recherché/pourchassé", + "fatigue-t": "Vous êtes fatigué", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/hu.json b/NOC/translations/hu.json new file mode 100644 index 0000000000..d129a38fd2 --- /dev/null +++ b/NOC/translations/hu.json @@ -0,0 +1,142 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "recuperation-u": "RÉCUPÉRATION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents\n+1pt Trauma permanent", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1pt Traque permanent\n+trait "Criminel"", + "effet-points-traque-mort-u": "Pourchassé\n+trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté", + "effet-points-noirceur-grave-u": "Possédé", + "effet-points-noirceur-grave1-u": "+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu", + "effet-points-noirceur-plus1trait-u": "+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dégâts", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "porte-u": "Portée", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "porte-t": "Cocher la case si l'armure est portée", + "talent-t": "Cocher la case si cette arme fait partie de votre liste d'armes connues", + "arrestation-t": "Vous vous êtes fait arrêté alors que vous aviez le trait signalé/recherché/pourchassé", + "fatigue-t": "Vous êtes fatigué", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/Nemesis/translations/ca.json b/Nemesis/translations/ca.json new file mode 100644 index 0000000000..1e7d11d4de --- /dev/null +++ b/Nemesis/translations/ca.json @@ -0,0 +1,116 @@ +{ + "nemesis-u": "NEMESIS", + "role-playing-in-world": "Role Playing in World of Horrors", + "roll": "Roll", + "npc-u": "NPC", + "date": "date", + "sex": "sex", + "hair": "hair", + "eyes": "eyes", + "height": "height", + "weight": "weight", + "pips": "pips", + "date-of-birth": "date of birth", + "occupation": "occupation", + "nationality": "nationality", + "must-wear-corrective-": "must wear corrective lenses", + "education": "education", + "authorized-narrator-s": "authorized narrator signature", + "id-no": "id no.", + "head-": "head (10)", + "body-": "body (7-9)", + "right-arm-": "right arm (5-6)", + "left-arm-": "left arm (3-4)", + "legs-": "legs (2)", + "body": "Body:", + "coordination": "Coordination:", + "sense": "Sense:", + "mind": "Mind:", + "command": "Command:", + "empathy": "Empathy:", + "failed": "failed", + "violence": "violence", + "hardened": "hardened", + "the-unnatural": "the unnatural", + "self": "self", + "helplessness": "helplessness", + "traits": "Traits:", + "disorders": "Disorders", + "weapons": "Weapons", + "spray": "Spray/Penetration/Area", + "capacity": "Capacity", + "damage": "Damage", + "range-close": "Range Close", + "max": "Max", + "possessions": "Possessions", + "skills": "Skills:", + "athletics": "athletics", + "brawling": "brawling", + "endurance": "endurance", + "health": "health", + "martial-arts": "martial arts", + "melee-weapon": "melee weapon", + "running": "running", + "swimming": "swimming", + "wrestling": "wrestling", + "acrobatics": "acrobatics", + "archery": "archery", + "catch": "catch", + "climbing": "climbing", + "dodge": "dodge", + "driving": "driving", + "escape-artist": "escape artist", + "firearms": "firearms", + "lockpick": "lockpick", + "pilot": "pilot", + "pick-pocket": "pick pocket", + "sail": "sail", + "stealth": "stealth", + "throw": "Throw:", + "hearing": "hearing", + "sight": "sight", + "smell": "smell", + "taste": "taste", + "touch": "touch", + "search": "search", + "archaeology": "archaeology", + "anthropology": "anthropology", + "computer-hardware": "computer hardware", + "computer-programming": "computer programming", + "cryptology": "cryptology", + "electronics": "electronics", + "first-aid": "first aid", + "forgery": "forgery", + "language": "language", + "mythos": "mythos", + "mechanic": "mechanic", + "medicine": "medicine", + "navigation-": "navigation [sea/air]", + "occult": "occult", + "psychiatry": "psychiatry", + "survival": "survival", + "tactics": "tactics", + "inspiration": "inspiration", + "intimidation": "intimidation", + "leadership": "leadership", + "performance": "performance", + "psychology": "psychology", + "seduction": "seduction", + "bluff": "bluff", + "counseling": "counseling", + "lie": "lie", + "meditation": "meditation", + "persuasion": "persuasion", + "resist": "resist", + "equilibrium": "equilibrium", + "number-of-dice": "Number of Dice:", + "lift": "Lift:", + "sprint": "Sprint:", + "jump": "Jump:", + "attack": "Attack:", + "armor": "Armor:", + "unnatural-intensity": "Unnatural Intensity:", + "extras": "Extras:", + "nemesis-is-property-o": "Nemesis is property of Arc Dream Publishing", + "version-": "Version " +} diff --git a/Nemesis/translations/hu.json b/Nemesis/translations/hu.json new file mode 100644 index 0000000000..1e7d11d4de --- /dev/null +++ b/Nemesis/translations/hu.json @@ -0,0 +1,116 @@ +{ + "nemesis-u": "NEMESIS", + "role-playing-in-world": "Role Playing in World of Horrors", + "roll": "Roll", + "npc-u": "NPC", + "date": "date", + "sex": "sex", + "hair": "hair", + "eyes": "eyes", + "height": "height", + "weight": "weight", + "pips": "pips", + "date-of-birth": "date of birth", + "occupation": "occupation", + "nationality": "nationality", + "must-wear-corrective-": "must wear corrective lenses", + "education": "education", + "authorized-narrator-s": "authorized narrator signature", + "id-no": "id no.", + "head-": "head (10)", + "body-": "body (7-9)", + "right-arm-": "right arm (5-6)", + "left-arm-": "left arm (3-4)", + "legs-": "legs (2)", + "body": "Body:", + "coordination": "Coordination:", + "sense": "Sense:", + "mind": "Mind:", + "command": "Command:", + "empathy": "Empathy:", + "failed": "failed", + "violence": "violence", + "hardened": "hardened", + "the-unnatural": "the unnatural", + "self": "self", + "helplessness": "helplessness", + "traits": "Traits:", + "disorders": "Disorders", + "weapons": "Weapons", + "spray": "Spray/Penetration/Area", + "capacity": "Capacity", + "damage": "Damage", + "range-close": "Range Close", + "max": "Max", + "possessions": "Possessions", + "skills": "Skills:", + "athletics": "athletics", + "brawling": "brawling", + "endurance": "endurance", + "health": "health", + "martial-arts": "martial arts", + "melee-weapon": "melee weapon", + "running": "running", + "swimming": "swimming", + "wrestling": "wrestling", + "acrobatics": "acrobatics", + "archery": "archery", + "catch": "catch", + "climbing": "climbing", + "dodge": "dodge", + "driving": "driving", + "escape-artist": "escape artist", + "firearms": "firearms", + "lockpick": "lockpick", + "pilot": "pilot", + "pick-pocket": "pick pocket", + "sail": "sail", + "stealth": "stealth", + "throw": "Throw:", + "hearing": "hearing", + "sight": "sight", + "smell": "smell", + "taste": "taste", + "touch": "touch", + "search": "search", + "archaeology": "archaeology", + "anthropology": "anthropology", + "computer-hardware": "computer hardware", + "computer-programming": "computer programming", + "cryptology": "cryptology", + "electronics": "electronics", + "first-aid": "first aid", + "forgery": "forgery", + "language": "language", + "mythos": "mythos", + "mechanic": "mechanic", + "medicine": "medicine", + "navigation-": "navigation [sea/air]", + "occult": "occult", + "psychiatry": "psychiatry", + "survival": "survival", + "tactics": "tactics", + "inspiration": "inspiration", + "intimidation": "intimidation", + "leadership": "leadership", + "performance": "performance", + "psychology": "psychology", + "seduction": "seduction", + "bluff": "bluff", + "counseling": "counseling", + "lie": "lie", + "meditation": "meditation", + "persuasion": "persuasion", + "resist": "resist", + "equilibrium": "equilibrium", + "number-of-dice": "Number of Dice:", + "lift": "Lift:", + "sprint": "Sprint:", + "jump": "Jump:", + "attack": "Attack:", + "armor": "Armor:", + "unnatural-intensity": "Unnatural Intensity:", + "extras": "Extras:", + "nemesis-is-property-o": "Nemesis is property of Arc Dream Publishing", + "version-": "Version " +} diff --git a/Night Witches/translations/ca.json b/Night Witches/translations/ca.json new file mode 100644 index 0000000000..19120d2621 --- /dev/null +++ b/Night Witches/translations/ca.json @@ -0,0 +1,81 @@ +{ + "addanewmove": "Add a new Move.", + "addedresponsibilty": "ADDED RESPONSIBILITY:", + "addmoves": "Add Moves when directed by advancement.", + "addregard": "Add regard when directed by advancement or a Move. Take harm if someone you Regard dies.", + "addtheleftmost": "Add the left-most new medal and +1 medals stat.", + "advanceandgrow": "ADVANCE AND GROW.", + "advancement": "Advancement", + "body": "body:", + "changedutystation": "Change Duty Station. If you are at #6, the war is over.", + "checkoneandaplly": "Check one and apply when directed by a mission, Move or Mark.", + "chiefofstaff": "CHIEF OF STAFF:", + "chooseone": "Choose one. Change it when directed by a Mark, or between Duty Stations if you wish.", + "commandstaff": "Command Staff", + "death": "Death.", + "deepeningties": "DEEPENING TIES:", + "deputypolitruk": "DEPUTY POLITRUK:", + "dontcount": "Don’t count for +Medals, but count for pride", + "earnamedal": "EARN A MEDAL YOU DON’T DESERVE.", + "embracedeath": "EMBRACE DEATH AND FACE YOUR FINAL DESTINY.", + "guts": "guts", + "hands": "hands", + "harm": "Harm", + "harm1": "Harm-1:", + "harm2": "Harm-2:", + "harm3": "Harm-3:", + "harm4": "Harm-4:", + "harmcumulative": "Harm, if untended, in cumulative.", + "harshlessons": "HARSH LESSONS:", + "hometown": "home town:", + "honorandpride": "HONOR AND PRIDE:", + "i": "I", + "increaseinrank": "Increase in Rank. There can be only one Major!", + "informtheauthorites": "INFORM THE AUTHORITIES.", + "lightlyinjured": "Lightly injured. Diligent aid and a day away from duties removes it.", + "logistics": "LOGISTICS & TRAINING OFFICER:", + "lookbackground": "Look & Background", + "lovetrust": "love trust admire respect hate resent pity fear etc", + "luck": "luck", + "makeafriend": "MAKE A FRIEND OR TAKE A LOVER.", + "marks": "Marks", + "medals": "medals", + "moves": "Moves", + "movingwest": "MOVING WEST:", + "chooseamark": "Choose a Mark when directed by a Move or the GM.", + "mysection": "my section", + "mysquadron": "my squadron", + "nightwitches": "Night Witches", + "notethemedals": "Note the medals you've earned and add the total to +Medals..", + "openaregard": "Open a Regard slot and fill it.", + "personalgrowth": "PERSONAL GROWTH:", + "publiclyshame": "PUBLICLY SHAME A COMRADE.", + "putsafety": "PUT SAFETY OR LOVE BEFORE DUTY.", + "raiseguts": "Raise Guts, Luck, or Skill by one (maximum +3).", + "regard": "Regard", + "regimental": "REGIMENTAL COMMANDER:", + "regimentalhonors": "Regimental Honors", + "regimentalpolitruk": "REGIMENTAL POLITRUK:", + "role": "Role", + "russian": "НОЧНЫЕ ВЕДЬМЫ", + "sectionleader": "SECTION LEADER:", + "seriouslyinjured": "Seriously injured, requiring hospitalization.", + "sex": "sex:", + "shareapremonition": "SHARE A PREMONITION.", + "skill": "skill", + "squadroncommander": "SQUADRON COMMANDER:", + "squadronleadnavigator": "SQUADRON LEAD NAVIGATOR:", + "stats": "Stats", + "stressed": "Stressed. Rest and relaxation removes it.", + "sufferthdeath": "SUFFER THE DEATH OF A FRIEND OR LOVER.", + "tellastoryofhome": "TELL A STORY OF HOME.", + "tellawar": "TELL A WAR STORY.", + "themost": "the most.", + "thiscomradev": "this comrade or aircraft", + "uniform": "uniform:", + "whowrite": "who you write to back home:", + "witnessdeath": "WITNESS THE DEATH OF A COMRADE.", + "name": "name", + "rank": "rank" +} + diff --git a/Night Witches/translations/hu.json b/Night Witches/translations/hu.json new file mode 100644 index 0000000000..19120d2621 --- /dev/null +++ b/Night Witches/translations/hu.json @@ -0,0 +1,81 @@ +{ + "addanewmove": "Add a new Move.", + "addedresponsibilty": "ADDED RESPONSIBILITY:", + "addmoves": "Add Moves when directed by advancement.", + "addregard": "Add regard when directed by advancement or a Move. Take harm if someone you Regard dies.", + "addtheleftmost": "Add the left-most new medal and +1 medals stat.", + "advanceandgrow": "ADVANCE AND GROW.", + "advancement": "Advancement", + "body": "body:", + "changedutystation": "Change Duty Station. If you are at #6, the war is over.", + "checkoneandaplly": "Check one and apply when directed by a mission, Move or Mark.", + "chiefofstaff": "CHIEF OF STAFF:", + "chooseone": "Choose one. Change it when directed by a Mark, or between Duty Stations if you wish.", + "commandstaff": "Command Staff", + "death": "Death.", + "deepeningties": "DEEPENING TIES:", + "deputypolitruk": "DEPUTY POLITRUK:", + "dontcount": "Don’t count for +Medals, but count for pride", + "earnamedal": "EARN A MEDAL YOU DON’T DESERVE.", + "embracedeath": "EMBRACE DEATH AND FACE YOUR FINAL DESTINY.", + "guts": "guts", + "hands": "hands", + "harm": "Harm", + "harm1": "Harm-1:", + "harm2": "Harm-2:", + "harm3": "Harm-3:", + "harm4": "Harm-4:", + "harmcumulative": "Harm, if untended, in cumulative.", + "harshlessons": "HARSH LESSONS:", + "hometown": "home town:", + "honorandpride": "HONOR AND PRIDE:", + "i": "I", + "increaseinrank": "Increase in Rank. There can be only one Major!", + "informtheauthorites": "INFORM THE AUTHORITIES.", + "lightlyinjured": "Lightly injured. Diligent aid and a day away from duties removes it.", + "logistics": "LOGISTICS & TRAINING OFFICER:", + "lookbackground": "Look & Background", + "lovetrust": "love trust admire respect hate resent pity fear etc", + "luck": "luck", + "makeafriend": "MAKE A FRIEND OR TAKE A LOVER.", + "marks": "Marks", + "medals": "medals", + "moves": "Moves", + "movingwest": "MOVING WEST:", + "chooseamark": "Choose a Mark when directed by a Move or the GM.", + "mysection": "my section", + "mysquadron": "my squadron", + "nightwitches": "Night Witches", + "notethemedals": "Note the medals you've earned and add the total to +Medals..", + "openaregard": "Open a Regard slot and fill it.", + "personalgrowth": "PERSONAL GROWTH:", + "publiclyshame": "PUBLICLY SHAME A COMRADE.", + "putsafety": "PUT SAFETY OR LOVE BEFORE DUTY.", + "raiseguts": "Raise Guts, Luck, or Skill by one (maximum +3).", + "regard": "Regard", + "regimental": "REGIMENTAL COMMANDER:", + "regimentalhonors": "Regimental Honors", + "regimentalpolitruk": "REGIMENTAL POLITRUK:", + "role": "Role", + "russian": "НОЧНЫЕ ВЕДЬМЫ", + "sectionleader": "SECTION LEADER:", + "seriouslyinjured": "Seriously injured, requiring hospitalization.", + "sex": "sex:", + "shareapremonition": "SHARE A PREMONITION.", + "skill": "skill", + "squadroncommander": "SQUADRON COMMANDER:", + "squadronleadnavigator": "SQUADRON LEAD NAVIGATOR:", + "stats": "Stats", + "stressed": "Stressed. Rest and relaxation removes it.", + "sufferthdeath": "SUFFER THE DEATH OF A FRIEND OR LOVER.", + "tellastoryofhome": "TELL A STORY OF HOME.", + "tellawar": "TELL A WAR STORY.", + "themost": "the most.", + "thiscomradev": "this comrade or aircraft", + "uniform": "uniform:", + "whowrite": "who you write to back home:", + "witnessdeath": "WITNESS THE DEATH OF A COMRADE.", + "name": "name", + "rank": "rank" +} + diff --git a/OHET/translations/ca.json b/OHET/translations/ca.json new file mode 100644 index 0000000000..510e8570e5 --- /dev/null +++ b/OHET/translations/ca.json @@ -0,0 +1,114 @@ +{ + "character-name": "Name", + "character-class": "Class", + "warrior": "Warrior", + "rogue": "Rogue", + "barbarian": "Barbarian", + "mage": "Mage", + "priest": "Priest", + "bard": "Bard", + "hero-concept": "Hero's Concept", + "hero-concept-words": "The number of words", + "header-attributes": "Attributes", + "attribute-strength": "Strength", + "attribute-low": "Low", + "attribute-average": "Average", + "attribute-high": "High", + "attribute-dexterity": "Dexterity", + "attribute-constitution": "Constitution", + "attribute-inteligence": "Inteligence", + "attribute-wisdom": "Wisdom", + "attribute-charisma": "Charisma", + "header-rolls": "Rolls", + "roll-hard-1": "Hard -1", + "roll-hard": "Hard", + "roll-average-1": "Average -1", + "roll-average": "Average", + "roll-simple-1": "Simple -1", + "roll-simple": "Simple", + "header-equipment": "Equipment", + "eqiupment-torches": "Torches / lantern", + "eqiupment-ammunition": "Ammunition", + "eqiupment-rations": "Rations", + "equipment-backpack": "Backpack content", + "equipment-max-load": "Maximum load", + "equipment-dr": "DR Armor", + "equipment-coins": "Coins", + "experience-points": "Experience Points", + "header-labels": "Labels", + "label-wounded": "Wounded", + "label-maimed": "Maimed", + "label-dying": "Dying", + "label-furious": "Furious", + "label-horrified": "Horrified", + "label-tired": "Tired", + "label-sick": "Sick", + "label-immobilized": "Immobilized", + "label-blinded": "Blinded", + "label-hungry": "Hungry", + "label-poisoned": "Poisoned", + "header-abilities": "Special Abilities", + "hc-7": "HC 7", + "warrior-hc-7": "Once per session you can say “it’s just a scratch!” and ignore the received wound.", + "hc-9": "HC 9", + "warrior-hc-9": "When on the current session you have already used up the DR of your shield, you can use it to negate in close combat one more label (wounded, maimed or dying) but the shield will be fully destructed (cross it out from the equipment).", + "hc-10": "HC 10", + "warrior-hc-10": "If you fight with a two- handed weapon and you managed to kill or remove from fight the opponent with one hit, you can immediately attack the next monster or enemy in the same attack action.", + "hc-11": "HC 11", + "warrior-hc-11": "You can perform two attack actions during a turn.", + "hc-13": "HC 13", + "warrior-hc-13": "You get maximum load bonus +2.", + "hc-15": "HC 15", + "warrior-hc-15": "You can perform three attack actions per turn.", + "rogue-hc-7": "You always lower down per 1 the difficulty of tests regarding detecting and disarming traps.", + "rogue-hc-9": "If you attack the opponent from hiding or ambush, your attack is treated as paralysing (for 1 turn), deceitful and ignoring the armor.", + "rogue-hc-11": "You always lower down per 1 the difficulty of tests regarding climbing, stealth, listening, reading information in secret languages and opening the locks.", + "rogue-hc-13": "Each time you defeat an extraordinary threat and you’re rewarded (see chapter “Rewards”, p. 19), choose one additional question. If you succeeded, that reward belongs to you only and you don’t need to share it with other heroes.", + "rogue-hc-15": "You can perform two attack actions per turn.", + "barbarian-hc-7": "During a fight you can get into rage and perform an additional attack instead of a defensive action. If you do it, you can’t use the defense rating (DR) of a shield. HC 8 — choose a monster or an enemy and challenge it to a fatal duel. All the tests of attack and defense in the fight with the chosen opponent are performed on the basis of Constitution, not Strength.", + "hc-8": "HC 8", + "barbarian-hc-8": "Choose a monster or an enemy and challenge it to a fatal duel. All the tests of attack and defense in the fight with the chosen opponent are performed on the basis of Constitution, not Strength.", + "barbarian-hc-9": "You can perform two attack actions per turn.", + "barbarian-hc-10": "If you managed to kill or remove the fight, the opponent with one hit, you can immediately attack the next monster or enemy in the same attack action.", + "barbarian-hc-11": "You get maximum load bonus +4.", + "barbarian-hc-13": "When you fight the monsters or opponents of a Concept lower than yours, you don’t wound but maim.", + "barbarian-hc-15": "You can perform three attack actions per turn.", + "mage-hc-7": "You can cast mage’s spells.", + "mage-hc-7-1": "You always lower down per 1 the difficulty of defensive tests against magical effects.", + "mage-hc-15": "You can create new spells (see p. 19).", + "priest-hc-7": "You can cast priest’s spells.", + "priest-hc-7-1": "You always lower down per 1 the difficulty of defensive tests against magical effects.", + "priest-hc-15": "You can create new spells (see p. 19).", + "bard-hc-7": "You can cast bard’s spells.", + "bard-hc-7-1": "You calm down one of the allies (remove his label horrified).", + "bard-hc-9": "Tests of seduction and manipulation cannot be tough for you.", + "bard-hc-11": "You calm down one of the allies (remove his label angry).", + "bard-hc-15": "Perform a Charisma test of average difficulty to set a label fearless to yourself and all your allies.", + "header-spells": "Spells", + "sc-7": "SC 7", + "sc-8": "SC 8", + "sc-9": "SC 9", + "sc-10": "SC 10", + "sc-11": "SC 11", + "sc-12": "SC 12", + "sc-13": "SC 13", + "sc-14": "SC 14", + "sc-15": "SC 15", + "sc-16": "SC 16", + "sc-17": "SC 17", + "sc-18": "SC 18", + "sc-19": "SC 19", + "sc-20": "SC 20", + "roll-test-hard": "Hard Test", + "roll-test-hard-1": "Hard Test -1", + "roll-test-average": "Average Test", + "roll-test-average-1": "Average Test -1", + "roll-test-simple": "Simple Test", + "roll-test-simple-1": "Simple Test -1", + "roll-no-but": "No, but...", + "roll-yes-and": "Yes, and...", + "roll-yes-but": "Yes, but...", + "roll-yes": "Yes", + "roll-no-and": "No, and...", + "roll-no": "No" +} \ No newline at end of file diff --git a/OHET/translations/hu.json b/OHET/translations/hu.json new file mode 100644 index 0000000000..510e8570e5 --- /dev/null +++ b/OHET/translations/hu.json @@ -0,0 +1,114 @@ +{ + "character-name": "Name", + "character-class": "Class", + "warrior": "Warrior", + "rogue": "Rogue", + "barbarian": "Barbarian", + "mage": "Mage", + "priest": "Priest", + "bard": "Bard", + "hero-concept": "Hero's Concept", + "hero-concept-words": "The number of words", + "header-attributes": "Attributes", + "attribute-strength": "Strength", + "attribute-low": "Low", + "attribute-average": "Average", + "attribute-high": "High", + "attribute-dexterity": "Dexterity", + "attribute-constitution": "Constitution", + "attribute-inteligence": "Inteligence", + "attribute-wisdom": "Wisdom", + "attribute-charisma": "Charisma", + "header-rolls": "Rolls", + "roll-hard-1": "Hard -1", + "roll-hard": "Hard", + "roll-average-1": "Average -1", + "roll-average": "Average", + "roll-simple-1": "Simple -1", + "roll-simple": "Simple", + "header-equipment": "Equipment", + "eqiupment-torches": "Torches / lantern", + "eqiupment-ammunition": "Ammunition", + "eqiupment-rations": "Rations", + "equipment-backpack": "Backpack content", + "equipment-max-load": "Maximum load", + "equipment-dr": "DR Armor", + "equipment-coins": "Coins", + "experience-points": "Experience Points", + "header-labels": "Labels", + "label-wounded": "Wounded", + "label-maimed": "Maimed", + "label-dying": "Dying", + "label-furious": "Furious", + "label-horrified": "Horrified", + "label-tired": "Tired", + "label-sick": "Sick", + "label-immobilized": "Immobilized", + "label-blinded": "Blinded", + "label-hungry": "Hungry", + "label-poisoned": "Poisoned", + "header-abilities": "Special Abilities", + "hc-7": "HC 7", + "warrior-hc-7": "Once per session you can say “it’s just a scratch!” and ignore the received wound.", + "hc-9": "HC 9", + "warrior-hc-9": "When on the current session you have already used up the DR of your shield, you can use it to negate in close combat one more label (wounded, maimed or dying) but the shield will be fully destructed (cross it out from the equipment).", + "hc-10": "HC 10", + "warrior-hc-10": "If you fight with a two- handed weapon and you managed to kill or remove from fight the opponent with one hit, you can immediately attack the next monster or enemy in the same attack action.", + "hc-11": "HC 11", + "warrior-hc-11": "You can perform two attack actions during a turn.", + "hc-13": "HC 13", + "warrior-hc-13": "You get maximum load bonus +2.", + "hc-15": "HC 15", + "warrior-hc-15": "You can perform three attack actions per turn.", + "rogue-hc-7": "You always lower down per 1 the difficulty of tests regarding detecting and disarming traps.", + "rogue-hc-9": "If you attack the opponent from hiding or ambush, your attack is treated as paralysing (for 1 turn), deceitful and ignoring the armor.", + "rogue-hc-11": "You always lower down per 1 the difficulty of tests regarding climbing, stealth, listening, reading information in secret languages and opening the locks.", + "rogue-hc-13": "Each time you defeat an extraordinary threat and you’re rewarded (see chapter “Rewards”, p. 19), choose one additional question. If you succeeded, that reward belongs to you only and you don’t need to share it with other heroes.", + "rogue-hc-15": "You can perform two attack actions per turn.", + "barbarian-hc-7": "During a fight you can get into rage and perform an additional attack instead of a defensive action. If you do it, you can’t use the defense rating (DR) of a shield. HC 8 — choose a monster or an enemy and challenge it to a fatal duel. All the tests of attack and defense in the fight with the chosen opponent are performed on the basis of Constitution, not Strength.", + "hc-8": "HC 8", + "barbarian-hc-8": "Choose a monster or an enemy and challenge it to a fatal duel. All the tests of attack and defense in the fight with the chosen opponent are performed on the basis of Constitution, not Strength.", + "barbarian-hc-9": "You can perform two attack actions per turn.", + "barbarian-hc-10": "If you managed to kill or remove the fight, the opponent with one hit, you can immediately attack the next monster or enemy in the same attack action.", + "barbarian-hc-11": "You get maximum load bonus +4.", + "barbarian-hc-13": "When you fight the monsters or opponents of a Concept lower than yours, you don’t wound but maim.", + "barbarian-hc-15": "You can perform three attack actions per turn.", + "mage-hc-7": "You can cast mage’s spells.", + "mage-hc-7-1": "You always lower down per 1 the difficulty of defensive tests against magical effects.", + "mage-hc-15": "You can create new spells (see p. 19).", + "priest-hc-7": "You can cast priest’s spells.", + "priest-hc-7-1": "You always lower down per 1 the difficulty of defensive tests against magical effects.", + "priest-hc-15": "You can create new spells (see p. 19).", + "bard-hc-7": "You can cast bard’s spells.", + "bard-hc-7-1": "You calm down one of the allies (remove his label horrified).", + "bard-hc-9": "Tests of seduction and manipulation cannot be tough for you.", + "bard-hc-11": "You calm down one of the allies (remove his label angry).", + "bard-hc-15": "Perform a Charisma test of average difficulty to set a label fearless to yourself and all your allies.", + "header-spells": "Spells", + "sc-7": "SC 7", + "sc-8": "SC 8", + "sc-9": "SC 9", + "sc-10": "SC 10", + "sc-11": "SC 11", + "sc-12": "SC 12", + "sc-13": "SC 13", + "sc-14": "SC 14", + "sc-15": "SC 15", + "sc-16": "SC 16", + "sc-17": "SC 17", + "sc-18": "SC 18", + "sc-19": "SC 19", + "sc-20": "SC 20", + "roll-test-hard": "Hard Test", + "roll-test-hard-1": "Hard Test -1", + "roll-test-average": "Average Test", + "roll-test-average-1": "Average Test -1", + "roll-test-simple": "Simple Test", + "roll-test-simple-1": "Simple Test -1", + "roll-no-but": "No, but...", + "roll-yes-and": "Yes, and...", + "roll-yes-but": "Yes, but...", + "roll-yes": "Yes", + "roll-no-and": "No, and...", + "roll-no": "No" +} \ No newline at end of file diff --git a/Official Savage Worlds/translations/af.json b/Official Savage Worlds/translations/af.json index 2ad515235c..314c48b834 100644 --- a/Official Savage Worlds/translations/af.json +++ b/Official Savage Worlds/translations/af.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/ca.json b/Official Savage Worlds/translations/ca.json new file mode 100644 index 0000000000..b77be8dd7f --- /dev/null +++ b/Official Savage Worlds/translations/ca.json @@ -0,0 +1,858 @@ +{ + "wild-card": "Wild Card", + "mook": "Mook", + "character-name": "Name", + "skill": "Skill", + "skills": "Skills", + "skills-u": "SKILLS", + "equipment": "Equipment", + "equipment-u": "EQUIPMENT", + "vehicles": "Vehicles", + "configuration": "Configuration", + "attributes": "Attributes", + "attributes-u": "ATTRIBUTES", + "race": "Race", + "gender": "Gender", + "agility": "Agility", + "smarts": "Smarts", + "spirit": "Spirit", + "strength": "Strength", + "vigor": "Vigor", + "agl-u": "(AGL)", + "sma-u": "(SMA)", + "spi-u": "(SPI)", + "str-u": "(STR)", + "vig-u": "(VIG)", + "agility-die-type-d4": "Agility d4", + "agility-die-type-d6": "Agility d6", + "agility-die-type-d8": "Agility d8", + "agility-die-type-d10": "Agility d10", + "agility-die-type-d12": "Agility d12", + "smarts-die-type-d4": "Smarts d4", + "smarts-die-type-d6": "Smarts d6", + "smarts-die-type-d8": "Smarts d8", + "smarts-die-type-d10": "Smarts d10", + "smarts-die-type-d12": "Smarts d12", + "spirit-die-type-d4": "Spirit d4", + "spirit-die-type-d6": "Spirit d6", + "spirit-die-type-d8": "Spirit d8", + "spirit-die-type-d10": "Spirit d10", + "spirit-die-type-d12": "Spirit d12", + "strength-die-type-d4": "Strength d4", + "strength-die-type-d6": "Strength d6", + "strength-die-type-d8": "Strength d8", + "strength-die-type-d10": "Strength d10", + "strength-die-type-d12": "Strength d12", + "vigor-die-type-d4": "Vigor d4", + "vigor-die-type-d6": "Vigor d6", + "vigor-die-type-d8": "Vigor d8", + "vigor-die-type-d10": "Vigor d10", + "vigor-die-type-d12": "Vigor d12", + "whisper-roll-to-gm": "Whisper roll to GM", + "die-step-delta": "steps boosted/lowered from Base", + "wild-die": "Wild Die", + "animal-intelligence": "Animal Intelligence", + "no-modifying-edges": "No modifying eges", + "age": "Age", + "character-height": "Height", + "weight": "Weight", + "advances": "Advances", + "rank": "Rank", + "novice": "Novice", + "seasoned": "Seasoned", + "veteran": "Veteran", + "heroic": "Heroic", + "legendary": "Legendary", + "use-skill-specialization": "Use skill specialization", + "all": "All", + "core-skills": "Core Skills", + "__skill-select-list-COMMENT": "This is the order skills should appear in the skills configuration window", + "skill-select-list": "all-skills,core-skills,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,focus,gambling,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other", + "__character-skills-COMMENT": "This is the order skills should appear once skill have been selected to be used/displayed", + "character-skills": "unskilled,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,fighting,focus,gambling,guts,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other", + "fighting": "Fighting", + "fighting-die-type-d4": "Fighting d4", + "fighting-die-type-d6": "Fighting d6", + "fighting-die-type-d8": "Fighting d8", + "fighting-die-type-d10": "Fighting d10", + "fighting-die-type-d12": "Fighting d12", + "unskilled": "Unskilled", + "unskilled-d4-2": "Unskilled (d4-2)", + "jack-of-all-trades": "Jack-of-All-Trades", + "apply-encumbrance": "Apply Encumbrance", + "academics": "Academics", + "academics-die-type-d4": "Academics d4", + "academics-die-type-d6": "Academics d6", + "academics-die-type-d8": "Academics d8", + "academics-die-type-d10": "Academics d10", + "academics-die-type-d12": "Academics d12", + "athletics": "Athletics", + "athletics-die-type-d4": "Athletics d4", + "athletics-die-type-d6": "Athletics d6", + "athletics-die-type-d8": "Athletics d8", + "athletics-die-type-d10": "Athletics d10", + "athletics-die-type-d12": "Athletics d12", + "battle": "Battle", + "battle-die-type-d4": "Battle d4", + "battle-die-type-d6": "Battle d6", + "battle-die-type-d8": "Battle d8", + "battle-die-type-d10": "Battle d10", + "battle-die-type-d12": "Battle d12", + "boating": "Boating", + "boating-die-type-d4": "Boating d4", + "boating-die-type-d6": "Boating d6", + "boating-die-type-d8": "Boating d8", + "boating-die-type-d10": "Boating d10", + "boating-die-type-d12": "Boating d12", + "commonknowledge": "Common Knowledge", + "commonknowledge-die-type-d4": "Common Knowledge d4", + "commonknowledge-die-type-d6": "Common Knowledge d6", + "commonknowledge-die-type-d8": "Common Knowledge d8", + "commonknowledge-die-type-d10": "Common Knowledge d10", + "commonknowledge-die-type-d12": "Common Knowledge d12", + "driving": "Driving", + "driving-die-type-d4": "Driving d4", + "driving-die-type-d6": "Driving d6", + "driving-die-type-d8": "Driving d8", + "driving-die-type-d10": "Driving d10", + "driving-die-type-d12": "Driving d12", + "electronics": "Electronics", + "electronics-die-type-d4": "Electronics d4", + "electronics-die-type-d6": "Electronics d6", + "electronics-die-type-d8": "Electronics d8", + "electronics-die-type-d10": "Electronics d10", + "electronics-die-type-d12": "Electronics d12", + "faith": "Faith", + "faith-die-type-d4": "Faith d4", + "faith-die-type-d6": "Faith d6", + "faith-die-type-d8": "Faith d8", + "faith-die-type-d10": "Faith d10", + "faith-die-type-d12": "Faith d12", + "focus": "Focus", + "focus-die-type-d4": "Focus d4", + "focus-die-type-d6": "Focus d6", + "focus-die-type-d8": "Focus d8", + "focus-die-type-d10": "Focus d10", + "focus-die-type-d12": "Focus d12", + "gambling": "Gambling", + "gambling-die-type-d4": "Gambling d4", + "gambling-die-type-d6": "Gambling d6", + "gambling-die-type-d8": "Gambling d8", + "gambling-die-type-d10": "Gambling d10", + "gambling-die-type-d12": "Gambling d12", + "guts": "Guts", + "guts-die-type-d4": "Gambling d4", + "guts-die-type-d6": "Gambling d6", + "guts-die-type-d8": "Gambling d8", + "guts-die-type-d10": "Gambling d10", + "guts-die-type-d12": "Gambling d12", + "hacking": "Hacking", + "hacking-die-type-d4": "Hacking d4", + "hacking-die-type-d6": "Hacking d6", + "hacking-die-type-d8": "Hacking d8", + "hacking-die-type-d10": "Hacking d10", + "hacking-die-type-d12": "Hacking d12", + "healing": "Healing", + "healing-die-type-d4": "Healing d4", + "healing-die-type-d6": "Healing d6", + "healing-die-type-d8": "Healing d8", + "healing-die-type-d10": "Healing d10", + "healing-die-type-d12": "Healing d12", + "intimidation": "Intimidation", + "intimidation-die-type-d4": "Intimidation d4", + "intimidation-die-type-d6": "Intimidation d6", + "intimidation-die-type-d8": "Intimidation d8", + "intimidation-die-type-d10": "Intimidation d10", + "intimidation-die-type-d12": "Intimidation d12", + "language": "Language", + "language-die-type-d4": "Language d4", + "language-die-type-d6": "Language d6", + "language-die-type-d8": "Language d8", + "language-die-type-d10": "Language d10", + "language-die-type-d12": "Language d12", + "notice": "Notice", + "notice-die-type-d4": "Notice d4", + "notice-die-type-d6": "Notice d6", + "notice-die-type-d8": "Notice d8", + "notice-die-type-d10": "Notice d10", + "notice-die-type-d12": "Notice d12", + "occult": "Occult", + "occult-die-type-d4": "Occult d4", + "occult-die-type-d6": "Occult d6", + "occult-die-type-d8": "Occult d8", + "occult-die-type-d10": "Occult d10", + "occult-die-type-d12": "Occult d12", + "performance": "Performance", + "performance-die-type-d4": "Performance d4", + "performance-die-type-d6": "Performance d6", + "performance-die-type-d8": "Performance d8", + "performance-die-type-d10": "Performance d10", + "performance-die-type-d12": "Performance d12", + "persuasion": "Persuasion", + "persuasion-die-type-d4": "Persuasion d4", + "persuasion-die-type-d6": "Persuasion d6", + "persuasion-die-type-d8": "Persuasion d8", + "persuasion-die-type-d10": "Persuasion d10", + "persuasion-die-type-d12": "Persuasion d12", + "piloting": "Piloting", + "piloting-die-type-d4": "Piloting d4", + "piloting-die-type-d6": "Piloting d6", + "piloting-die-type-d8": "Piloting d8", + "piloting-die-type-d10": "Piloting d10", + "piloting-die-type-d12": "Piloting d12", + "psionics": "Psionics", + "psionics-die-type-d4": "Psionics d4", + "psionics-die-type-d6": "Psionics d6", + "psionics-die-type-d8": "Psionics d8", + "psionics-die-type-d10": "Psionics d10", + "psionics-die-type-d12": "Psionics d12", + "research": "Research", + "research-die-type-d4": "Research d4", + "research-die-type-d6": "Research d6", + "research-die-type-d8": "Research d8", + "research-die-type-d10": "Research d10", + "research-die-type-d12": "Research d12", + "repair": "Repair", + "repair-die-type-d4": "Repair d4", + "repair-die-type-d6": "Repair d6", + "repair-die-type-d8": "Repair d8", + "repair-die-type-d10": "Repair d10", + "repair-die-type-d12": "Repair d12", + "riding": "Riding", + "riding-die-type-d4": "Riding d4", + "riding-die-type-d6": "Riding d6", + "riding-die-type-d8": "Riding d8", + "riding-die-type-d10": "Riding d10", + "riding-die-type-d12": "Riding d12", + "science": "Science", + "science-die-type-d4": "Science d4", + "science-die-type-d6": "Science d6", + "science-die-type-d8": "Science d8", + "science-die-type-d10": "Science d10", + "science-die-type-d12": "Science d12", + "shooting": "Shooting", + "shooting-die-type-d4": "Shooting d4", + "shooting-die-type-d6": "Shooting d6", + "shooting-die-type-d8": "Shooting d8", + "shooting-die-type-d10": "Shooting d10", + "shooting-die-type-d12": "Shooting d12", + "spellcasting": "Spellcasting", + "spellcasting-die-type-d4": "Spellcasting d4", + "spellcasting-die-type-d6": "Spellcasting d6", + "spellcasting-die-type-d8": "Spellcasting d8", + "spellcasting-die-type-d10": "Spellcasting d10", + "spellcasting-die-type-d12": "Spellcasting d12", + "stealth": "Stealth", + "stealth-die-type-d4": "Stealth d4", + "stealth-die-type-d6": "Stealth d6", + "stealth-die-type-d8": "Stealth d8", + "stealth-die-type-d10": "Stealth d10", + "stealth-die-type-d12": "Stealth d12", + "survival": "Survival", + "survival-die-type-d4": "Survival d4", + "survival-die-type-d6": "Survival d6", + "survival-die-type-d8": "Survival d8", + "survival-die-type-d10": "Survival d10", + "survival-die-type-d12": "Survival d12", + "taunt": "Taunt", + "taunt-die-type-d4": "Taunt d4", + "taunt-die-type-d6": "Taunt d6", + "taunt-die-type-d8": "Taunt d8", + "taunt-die-type-d10": "Taunt d10", + "taunt-die-type-d12": "Taunt d12", + "thievery": "Thievery", + "thievery-die-type-d4": "Thievery d4", + "thievery-die-type-d6": "Thievery d6", + "thievery-die-type-d8": "Thievery d8", + "thievery-die-type-d10": "Thievery d10", + "thievery-die-type-d12": "Thievery d12", + "weird-science": "Weird Science", + "weirdscience": "Weird Science", + "weird-science-die-type-d4": "Weird Science d4", + "weird-science-die-type-d6": "Weird Science d6", + "weird-science-die-type-d8": "Weird Science d8", + "weird-science-die-type-d10": "Weird Science d10", + "weird-science-die-type-d12": "Weird Science d12", + "knowledge-other": "Knowledge/Other", + "linked-attribute": "Linked Attribute", + "knowledge-other-die-type-d4": "Knowledge/Other d4", + "knowledge-other-die-type-d6": "Knowledge/Other d6", + "knowledge-other-die-type-d8": "Knowledge/Other d8", + "knowledge-other-die-type-d10": "Knowledge/Other d10", + "knowledge-other-die-type-d12": "Knowledge/Other d12", + "skill-name": "Skill Name", + "att-mod-description": "Edges/Hindrances for Modifier", + "size": "Size", + "size-category": "Size Category", + "tiny": "Tiny", + "very-small": "Very Small", + "small": "Small", + "normal": "Normal", + "large": "Large", + "huge": "Huge", + "gargantuan": "Gargantuan", + "base": "Base", + "edge-hindrance-modifier-abbr": "Edge/Hindrance Mod", + "running-die-type": "Running Die Type", + "pace-configuration": "Pace Configuration", + "running-text-before-number": "runs ", + "running-text-after-number": "inches", + "pace": "Pace", + "parry": "Parry", + "parry-configuration": "Parry Configuration", + "toughness": "Toughness", + "toughness-configuration": "Toughness Configuration", + "armor": "Armor", + "wounds": "Wounds", + "wounds-configuration": "Wounds Configuration", + "reduce-wound-modifiers": "Reduce Wound Modifiers", + "increase-wound-modifiers": "Increase Wound Modifiers", + "maximum-wound-modifiers": "Maximum Wound Modifiers", + "wound-modifiers": "Wound Modifiers", + "fatigue-modifiers": "Fatigue Modifiers", + "reduce": "Reduce", + "increase": "Increase", + "maximum": "Maximum", + "fatigue": "Fatigue", + "fatigue-configuration": "Fatigue Configuration", + "shaken": "Shaken", + "incapacitated-abbr": "Inc", + "incapacitated": "Incapacitated", + "whisper-to-gm": "Whisper to GM", + "unshake": "Unshake", + "soak": "Soak", + "unshake-desc1": "attempts to unshake (Spi", + "unshake-desc2": "Wild", + "unshake-desc3": "and", + "unshake-desc4": "succeeds", + "unshake-desc5": "can now act", + "unshake-desc6": "fails", + "distracted": "Distracted", + "vulnerable": "Vulnerable", + "stunned": "Stunned", + "conviction": "Conviction", + "additional-derived-stats": "Additional Derived Stats", + "stat-abbr": "Stat", + "modifier-abbr": "Mod", + "current": "Current", + "maximum-abbr": "Max", + "derived-stat-name": "Derived Stat Name", + "load": "Load", + "load-limit-multiplier": "Load Limit Multiplier", + "load-limit": "Load Limit", + "limit": "Limit", + "max-load-modifier": "Max Load Modifier", + "carried": "Carried", + "total-load-carried": "Total Load Carried", + "encumbrance-penalty": "Encumbrance Penalty", + "penalty": "Penalty", + "ignore-encumbrance": "Ignore Encumbrance", + "use-savage-worlds-adventure-edition-abbr-u-encumbrance": "Use SWADE Encumbrance", + "dice-singular-type-delta": "Die Type Delta", + "money": "Money", + "hindrances": "Hindrances", + "edges-and-advances": "Edges & Advances", + "edge": "Edge", + "whisper-hindrance": "Whisper Hindrance", + "hindrance": "Hindrance", + "hindrance-type": "Hindrance Type", + "hindrance-desc": "Hindrance Description", + "racial": "Racial", + "creation": "Creation", + "advance": "Advance", + "gm-fiat-slash-other": "GM Fiat/Other", + "whisper-edge": "Whisper Edge", + "edge-acquired-from": "Edge Acquired From", + "edge-desc": "Edge Description", + "weapons": "Weapons", + "weapon": "Weapon", + "range": "Range", + "rate-of-fire-abbr": "ROF", + "weight-abbr": "Wt", + "number-of-shots-shortened": "Shots", + "attack-and-damage-abbr": "Atk + Dmg", + "multi-attack-and-damage-abbr": "Atkx+Dmg", + "damage-only": "Damage Only", + "damage": "Damage", + "total-weapon-weight-carried": "Total Weapon Weight Carried", + "total-gear-weight-carried": "Total Gear Weight Carried", + "armor-piercing-abbr-u": "AP", + "notes": "Notes", + "button-behavior": "Button Behavior", + "bonus-damage-die-type": "Bonus Damage Die Type", + "strength-abbr": "Str", + "agility-abbr": "Agl", + "smarts-abbr": "Sma", + "spirit-abbr": "Spi", + "vigor-abbr": "Vig", + "gear": "Gear", + "item": "Item", + "quantity-abbr": "Qty", + "power": "Power", + "ab-section-header": "Section Header: ", + "ab-column-header": "Column Header: ", + "ab-pp": "Power Points Abbreviation: ", + "ab-name": "Arcane Background: ", + "ab-pp-name": "Power Points Label: ", + "ab-color-indicator": "Arcane Background Indicator: ", + "skill-only": "Skill Only", + "duration": "Duration", + "of": "of", + "power-point-abbr-u": "PP", + "power-point-abbr-u-invested": "PP Invested", + "trappings": "Trappings", + "show-notes-with-roll": "Show notes with roll", + "worn": "Worn", + "total-armor-weight-carried": "Total Armor Weight Carried", + "armor-type": "Armor Type", + "area-protected": "Area Protected", + "protection": "Protection", + "protection-stacks": "Stacks", + "description-notes": "Description/Notes", + "leather": "Leather", + "torso": "Torso", + "head": "Head", + "torso-plus-arms": "Torso+Arms", + "torso-plus-legs": "Torso+Legs", + "torso-plus-arms-plus-legs": "Torso+Arms+Legs", + "arms": "Arms", + "legs": "Legs", + "full-body": "Full Body", + "yes": "Yes", + "no": "No", + "permanent-injuries": "Permanent Injuries", + "worst-nightmare": "Worst Nightmare", + "physical-appearance-personal-history": "Physical Appearance + Personal History", + "physical-appearance-personal-history-parahuman-origin": "Physical Appearance + Personal History + Origins of Parahuman Abilities", + "show-quest-log": "Show Quest Log", + "quest-log": "Quest Log", + "quest-title": "Quest Title", + "boss": "Boss", + "goal": "Goal", + "who-hired-you": "Who Hired You?", + "whats-the-goal-of-the-quest": "What's the goal of the quest?", + "notes-about-the-quest": "Notes about the quest...", + "attributes-start-at-d6": "Attributes start at d6", + "hide-powers-section": "Hide Powers Section", + "prompt-modifiers-text": "Prompt for Misc. Modifiers", + "show-background-description": "Show Background and Description", + "show-load-and-encumbrance": "Show Load and Encumbrance", + "show-modifiers": "Show Modifiers", + "show-soak-button": "Show Soak Button", + "show-unshake-button": "Show Unshake Button", + "show-the-vehicles-tab": "Show the Vehicles Tab", + "whisper-stat-block": "Whisper Stat Block", + "wild-card-icon": "Wild Card Icon", + "api-initiative-edge": "API: Initiative Edges", + "change-slash-modify-skill-names": "Change/Modify Skill Names", + "native-language": "Native Language", + "setting-rules": "Setting Rules", + "variable-bonus-damage-raise-based": "Variable Bonus Damage (Raise Based)", + "variable-bonus-damage-edge-based": "Variable Bonus Damage (Edge Based)", + "no-power-points": "No Power Points", + "manually-set-rank": "Manually set Rank", + "use-gritty-damage": "Use Gritty Damage", + "use-the-wealth-system": "Use the Wealth System", + "other-sheet-tweaks": "Other Sheet Tweaks", + "pace-ignores-wounds": "Pace ignores wounds", + "wealth-wild-die-type": "Wealth Wild Die die type", + "use-wealth-modifier-field": "Use the Wealth Modifier Field", + "wealth": "Wealth:", + "vehicle-type": "Vehicle Type", + "handling": "Handling", + "top-speed": "Top Speed (MPH)", + "crew": "Crew", + "armaments": "Armaments", + "placement": "Placement", + "cargo": "Cargo", + "notes-and-upgrades": "Notes and Upgrades", + "auto-roll-bonus-damage": "Auto-roll bonus damage", + "roll-bonus-damage": "Roll Bonus Damage", + "not-applicable-abbr-u": "N/A", + "bonus-damage": "Bonus Damage", + "d4": "d4", + "d6": "d6", + "d8": "d8", + "d10": "d10", + "d12": "d12", + "d20": "d20", + "dice-abbreviation": "d", + "roll-injury": "Roll Injury", + "roll-unshake-button": "Roll to Unshake", + "reduced-by-wounds": "Reduced by wounds", + "minimum-strength": "Minimum Strength", + "minimum-strength-abbr": "Min. Str.", + "combat-options-and-situational-rules": "Combat Options & Situational Rules", + "aim": "Aim", + "aim-description": "Ignore up to 4 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +2 to the roll. Character may not move or take other actions.", + "area-of-effect": "Area of Effect", + "without-miniatures-abbr": "Without Minis", + "bound-and-entangled": "Bound & Entangled", + "breaking-free": "Breaking Free", + "breaking-things": "Breaking Things", + "called-shots": "Called Shots", + "cover": "Cover", + "obstacles": "Obstacles", + "defend": "Defend", + "disarm": "Disarm", + "the-drop": "The Drop", + "evasion": "Evasion", + "finishing-move": "Finishing Move", + "free-attacks": "Free Attacks", + "ganging-up": "Ganging Up", + "grappling": "Grappling", + "crush": "Crush", + "hold": "Hold", + "illumination": "Illumination", + "improvised-weapons": "Improvised Weapons", + "light": "Light", + "medium": "Medium", + "heavy": "Heavy", + "innocent-bystanders": "Innocent Bystanders", + "mounted-combat": "Mounted Combat", + "multi-actions": "Multi-Actions", + "natural-weapons": "Natural Weapons", + "nonlethal-damage": "Nonlethal Damage", + "off-hand-attack": "Off Hand Attack", + "prone": "Prone", + "push": "Push", + "ranged-attacks-in-melee": "Ranged Attacks in Melee", + "readying-weapons": "Readying Weapons", + "recoil": "Recoil", + "reload": "Reload", + "shotguns": "Shotguns", + "size-scale": "Size/Scale", + "speed": "Speed", + "support": "Support", + "suppressive-fire": "Suppressive Fire", + "surprise": "Surprise", + "tests": " Tests", + "touch-attack": "Touch Attack", + "two-weapons": "Two Weapons", + "unstable-platform": "Unstable Platform", + "wild-attack": "Wild Attack", + "withdrawing-from-combat": "Withdrawing from Combat", + "area-of-effect-desciption": "Targets touching template suffer damage. Treat cover as Armor. Missed attack rolls may deviate.", + "without-miniatures-description": "SBT affects 2 targets, MBT or Cone 3, LBT 4.", + "bound-and-entangled-description": "Entangled characters can’t move and are Distracted until free. Bound characters are also Vulnerable, and cannot take physical actions other than trying to break free.", + "breaking-free-description": "Victim makes Athletics (or Str–2) roll as an action (an opposed roll if held by a foe). Success improves Bound to Entangled, or Entangled to free. A raise frees the victim. Either may roll Str–2 instead.", + "breaking-things-description": "See Obstacle Hardness Table; Stationary items are Parry 2. No bonus damage or Aces are possible.", + "called-shots-description": "Limb is −2 / Hand –4 and may disarm. Head or vitals is −4 and +4 Damage.", + "cover-description": "Light −2, Medium −4, Heavy −6, Near Total −8.", + "obstacles-description": "Obstacles add to Armor if attack misses by cover penalty. Sample values", + "defend-description": "+4 Parry. Takes entire turn and character may not run.", + "disarm-description": "Called shot to limb or weapon. If weapon, roll as object and target must make a Str roll ≥ than the damage or drop it. If a limb, a Shaken or Wounded defender must make a Str roll at –2 (limb) or (–4) hand or drop the item.", + "distracted-description": "–2 to all Trait rolls until the end of the character’s next turn.", + "the-drop-description": "+4 to attack and damage if target is defenseless. If Shaken or Wounded, victim must make a Vigor roll (at –2 versus attacks to the head) or be KO’ed.", + "evasion-description": "Characters may avoid attacks that specifically say they may be evaded, by making an Agility roll at –2.", + "fatigue-description": "–1 to all actions (–2 if Exhausted). Fatigue improves one level every hour unless the source says otherwise. Incapacitated victims fall unconscious for 2d6 hours.", + "finishing-move-description": "Instant kill to helpless foe with a lethal weapon.", + "free-attacks-description": "The character gets to make an attack with no special maneuvers or optional combat Edges such as Frenzy or Sweep.", + "ganging-up-description": "+1 Fighting per additional adjacent attacker to a maximum of +4.", + "grappling-description": "If the attacker succeeds at an opposed Athletics roll, the victim is Entangled if successful, or Bound with a raise and the grappler is also Vulnerable.", + "crush-description": "Once grappled, the attacker may take an action to make an opposed Strength roll, causing his Strength in damage if successful (those with the Bite Special Ability may bite instead).", + "hold-description": "The character “Holds” her Action Card to go later in the current or later round. She loses her Hold status if Shaken or Stunned. She may interrupt foe’s actions with an opposed Athletics roll.", + "illumination-description": "Dim –2; Dark –4; Pitch Darkness –6.", + "improvised-weapons-description": "–2 to attacks.", + "light-description": "Range 3/6/12, Damage Str+d4, Min Str d4;", + "medium-description": "Range 2/4/8, Damage Str+d6, Min Str d6;", + "heavy-description": "Range 1/2/4, Damage Str+d8, Min Str d8;", + "innocent-bystanders-description": "Missed Athletics (throwing) / Shooting rolls with a 1 (1 or 2 for shotgun or automatic fire) on the skill die hits a random adjacent target.", + "mounted-combat-description": "Mount and rider act on same Action Card; Rider attacks with lower of Fighting or Riding; Shooting incurs –2 Unstable Platform penalty; Charging is +4 Damage but requires 6′′ of straight movement.", + "multi-actions-description": "Subtract 2 from all actions for each additional action attempted beyond the first (maximum of 3).", + "natural-weapons-description": "Creatures with fangs, claws, horns, etc, are considered armed. Bite can be performed while grappling, claws add +2 to Athletics (climbing), and horns add +4 damage if the creature Runs at least 5′′.", + "nonlethal-damage-description": "Declare prior to making an attack roll; Targets are knocked out for 1d6 hours instead of potentially killed when Incapacitated. Edged weapons suffer −1 to attack rolls.", + "off-hand-attack-description": "−2 to attack rolls with off hand.", + "prone-description": "Medium Cover from ranged attacks 3′′ or greater; −2 Fighting and −2 Parry. Standing cost 2” of movement.", + "push-description": "Attacker and defender make opposed Strength rolls (+2 if attacker moved more than 2′′). Defender is knocked back 1′′ (2′′ with raise). Pushed victims make Athletics test (−2 if Pushed with raise) or be knocked prone. Both add their shield’s Parry bonus.", + "range-description": "Short 0, Medium −2, Long −4, Extreme –8.", + "ranged-attacks-in-melee-description": "Attacker may use power or weapon no larger than a pistol; Target Number is defender’s Parry.", + "readying-weapons-description": "May ready up to two easily available items per turn as a free action. Additional items are actions.", + "recoil-description": "−2 Shooting if RoF is 2 or higher.", + "reload-description": "Nocking arrow or loading sling stone is a free action once per action. Loading bolts, clips, magazine, or single bullets is an action.", + "shotguns-description": "+2 to Shooting. Damage is 3d6 at Short Range, 2d6 at Medium, and 1d6 at Long.", + "size-scale-description": "Tiny –6, Very Small –4, Small –2, Large +2, Huge +4, Gargantuan +6. Add difference vs larger targets; Subtract difference against smaller targets.", + "speed-description": "–1 (60 MPH+), –2 (120 MPH+), –4 (240 MPH+), –6 (Mach 1+), –8 (Mach 2+), –10 (near light speed)", + "stunned-description": "Victims are Distracted until they recover, fall prone, can’t move or take actions, don’t count toward the Gang Up bonus, and are subject to the Drop.", + "support-description": "Character describes using a skill in some way that helps an ally and adds +1 to his total with success and +2 with a raise. Critical Failure subtracts 2.", + "suppressive-fire-description": "Attacker places Medium Blast Template and makes Shooting roll. Each target hit by the attack total is Distracted, or hit for damage with a raise (up to the weapon’s Rate of Fire).", + "surprise-description": "Ambushers start on Hold, victims make Notice roll or get no Action Card on first round.", + "tests-description": "Describe action and make opposed skill test versus foe’s linked attribute. If successful, foe is Distracted or Vulnerable (attacker’s choice), and Shaken with a raise.", + "touch-attack-description": "+2 to Fighting roll.", + "two-weapons-description": "+1 to Fighting if foe has a single weapon, no shield, or is unarmed.", + "unstable-platform-description": "−2 Shooting from a moving vehicle, animal, or other unstable surface.", + "vulnerable-description": "Actions against the character are made at +2 until the end of their next turn. (Does not stack with The Drop.)", + "wild-attack-description": "+2 Fighting, +2 Damage, but Vulnerable until the end of the attacker’s next turn.", + "withdrawing-from-combat-description": "Adjacent foes get one free attack at retreating character as long as they are not Shaken or Stunned.", + "documentation": "Documentation", + "reroll": "[Re-Roll]", + "roll-damage": "[Roll Damage]", + "reroll-damage": "[Re-Roll Damage]", + "standard-wild-die-type": "Standard Wild Die", + "type": "Type", + "edges": "Edges", + "reduce-wound-penalty": "Reduce Wound Penalty", + "edges-abilities-that-reduce-wound-penalties": "Edges or Abilities That Reduce Wound Penalties", + "edges-abilities-that-increase-wound-penalties": "Edges or Abilities That Increase Wound Penalties", + "edges-or-abilities": "Edges/Abilities", + "increase-wound-penalty": "Increase Wound Penalty", + "edges-abilities-that-cap-maximum-wound-penalties": "Edges or Abilities That Cap Wound Penalties", + "maximum-wound-penalty": "Maximum Wound Penalty", + "reduce-fatigue-penalty": "Reduce Fatigue Penalty", + "increase-fatigue-penalty": "Increase Fatigue Penalty", + "maximum-fatigue-penalty": "Maximum Fatigue Penalty", + "edges-abilities-that-reduce-fatigue-penalties": "Edges or Abilities That Reduce Fatigue Penalties", + "edges-abilities-that-increase-fatigue-penalties": "Edges or Abilities That Increase Fatigue Penalties", + "edges-abilities-that-cap-maximum-fatigue-penalties": "Edges or Abilities That Cap Fatigue Penalties", + "amount-to-reduce-penalty-by": "Amount to reduce Penalty by...", + "amount-to-increase-penalty-by": "Amount to Increase Penalty by...", + "maximum-wound-penalty-suffered": "Maximum Wound Penalty Suffered", + "maximum-fatigue-penalty-suffered": "Maximum Fatigue Penalty Suffered", + "specialization": "Specialization", + "unread-releasenotes": "Unread Release Notes", + "read-releasenotes": "Read Release Notes", + "on-character-profile-tab": "On the character profile tab", + "go-to-statblock-view": "Go to stat block view", + "go-to-full-edit-view": "Go to full edit view", + "jump-to-character-profile-tab": "Jump to the Character Profile Tab", + "jump-to-vehicle-tab": "Jump to Vehicle Tab", + "on-vehicle-tab": "On Vehicle Tab", + "jump-to-journal-tab": "Jump to Journal Tab", + "on-journal-tab": "On Journal Tab", + "jump-to-sheet-configuration-tab": "Jump to Sheet Configuration Tab", + "on-sheet-configuration-tab": "On Sheet Configuration Tab", + "send-statblock-chatlog": "Send stat block to chat log", + "go-to-combat-options-and-situational-rules": "Go to Combat Options & Situational Rules tab", + "jump-to-combat-options-tab": "Jump to Combat Options & Situational Rules tab", + "on-combat-options-tab": "On Combat Options & Situational Rules tab", + "unstun-roll": "Rolling to remove Stunned: A success removes the Stunned, but leaves the character Distracted and Vulnerable; a raise removes Stunned and Distracted.", + "special-abilities": "Special Abilities", + "special-ability": "Special Ability", + "whisper-special-ability-description": "Whisper Special Ability Description", + "special-ability-description": "Special Ability Description", + "show-special-abilities": "Show Special Abilities", + "details": "Details", + "extra": "Extra", + "extra-config": "This option sets new characters to default as Extras, instead of Wild Cards.", + "show-core-skills": "Show Core Skills", + "show-core-skills-by-default": "Checking this box will show the Five Core skills (Athletics, Common Knowledge, Notice, Persuastion, and Stealth) by default.", + "start-attributes-at-d6": "Start Attributes at d6", + "start-attributes-at-d6-by-default": "Check this box to automatically set the Attributes (Agility, Smarts, Spirit, Strength, and Vigor) to d6 by default.", + "automatically-roll-bonus-damage": "Auto-roll Bonus Damage", + "roll-extra-d6-with-all-damage-rolls": "Check this box to automatically roll an extra d6 for bonus damage when damage is rolled. This will roll whether the bonus damage should apply or not.", + "hide-power-section": "Hide Power Section", + "hides-power-section-for-characters-without-powers": "Check this box if most of your characters are not going to have Arcane Backgrounds or need Powers.", + "show-vehicle-tab": "Show the Vehicle Tab", + "check-to-show-vehicle-tab": "Vehicle tab is hidden by default, check this to show the vehicle", + "prompt-for-roll-modifiers": "Prompt for roll modifiers", + "will-display-popup-on-all-rolls": "Checking this will display a pop-up asking for any modifiers for all rolls made from the character sheet.", + "wild-card-symbol": "Wild Card Symbol", + "set-default-icon-for-wild-card-characters": "Set the default icon to designate a Wild Card. Will accept most unicode characters (including emojis--though these may make it difficult to tell a Wild Card from an Extra, because they don't gray out).", + "show-modifiers-in-roll-templates": "Show modifiers in roll template rolls", + "shows-any-modifiers-to-a-roll-in-roll-templates": "Checking this will show any modifiers to a roll at the bottom of the roll template.", + "additiona-derived-stats": "Additional Derived Stats", + "all-custom-derived-stats": "Checking this will display a place on the character sheet for custom derived stats.", + "setting-rule-no-power-points": "Setting Rule: No Power Points", + "no-power-points-setting-rule": "Checking this will enable the No Power Points Setting Rule", + "setting-rule-gritty-damage": "Setting Rule: Gritty Damage", + "use-the-gritty-damage-setting-rule": "Check this to use the Gritty Damage setting rule.", + "setting-rule-wealth-system": "Setting Rule: Use abstract wealth system", + "use-die-based-wealth-instead-of-money": "Use the die-based wealth system instead of money.", + "injury-table-name": "Injury Table Name", + "only-need-if-using-gritty-damage-rule": "If using the Gritty Damage setting rule, this table name is needed and should the name of the rollable table for the Gritty Damage rolls. You will need to be sure to set this up.", + "rename-faith": "Rename Faith", + "change-skill-name-of-faith": "Change the name of the Faith skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-focus": "Rename Focus", + "change-skill-name-of-focus": "Change the name of the Focus skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-performance": "Rename Performance", + "change-skill-name-of-performance": "Change the name of the Performance skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-psionics": "Rename Psionics", + "change-skill-name-of-psionics": "Change the name of the Psionics skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-spellcasting": "Rename Spellcasting", + "change-skill-name-of-spellcasting": "Change the name of the Spellcasting skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-weird-science": "Rename Weird Science", + "change-skill-name-of-weird-science": "Change the name of the Weird Science skill. This will change the name only, it won't change it's order in the list, etc.", + "start-fighting-as-unskilled": "Start Fighting as Unskilled", + "avoid-confusion-about-fighting": "Avoids confusion around Fighting costing a skill point to get to d4", + "savaged-us-json-format": "This importer is based off the generic VTT json format from savaged.us", + "introduction-shortened-u": "INTRO", + "top-bar-u": "TOP BAR", + "configuration-u": "CONFIGURATION", + "json-importer": "JSON Importer", + "character-profile-u": "CHARACTER PROFILE", + "top-bar": "Top Bar", + "powers": "Powers", + "combat-options-page-u": "COMBAT OPTIONS PAGE", + "roll20-wiki-link": "Roll20 Character Sheet documentation wiki", + "intro-paragraph": "This “in-sheet” documentation is not meant to be comprehensive, but rather highlight some features that may be less understood, but play a bigger part during a game session. For full documentation you should visit the", + "top-bar-paragraph": "This contains the buttons that allow you to navigate to different aspects/views of the character sheet. The buttons are (from left to right):", + "edit-mode-character-profile": "Edit Mode of Character Profile (not always visible)", + "character-profile": "Character Profile", + "vehicle-page": "Vehicle Page (not always visible)", + "character-journal-notes": "Character Journal/Notes", + "configuration-page": "Configuration Page", + "stat-block-ouput": "Stat Block output to Chat", + "release-notes": "Release Notes", + "version": "Version", + "documentation-this-page": "Documentation (this page)", + "setting-rules-paragraph": "This section has options for various setting rules (such as Gritty Damage, No Power Points, etc).", + "gritty-damage": "Gritty Damage", + "gritty-damage-paragraph": "If Gritty Damage is turned on, the GM must create a Rollable table for the Injury rolls. If this rollable table is not created and the exact name of the table entered in the Gritting Damage field for the table name, this functionality will not work.", + "variable-bonus-damage": "Variable Bonus Damage", + "variable-bonus-damage-paragraph": "If a character has an Edge that alters the bonus damage die when a Raise is scored, you’ll want to select one of the Variable Bonus Damage check boxes. The Raise Based check box will have a pop-up appear asking what Bonus Die Type to use. If you select the Edge based one, the weapon will have a drop down for you to select the appropriate die type for that given weapon.", + "injury-table": "Injury Table", + "rollable-table-configuration": "Rollable Table Configuration", + "result-2d6": "Result (2d6)", + "description": "Description", + "sub-effect": "Sub-effect", + "table-entry-name": "Table Entry Name", + "table-entry-weight": "Table Entry Weight", + "unmentionables": "Unmentionables", + "arm": "Arm", + "left-arm": "Left Arm", + "right-arm": "Right Arm", + "broken": "Broken", + "battered": "Battered", + "busted": "Busted", + "leg": "Leg", + "left-leg": "Left Leg", + "right-leg": "Right Leg", + "hideous-scar": "Hideous Scar", + "blinded": "Blinded", + "brain-damage": "Brain Damage", + "unmentionables-description": "If the injury is permanent, reproduction is out of the question without miracle surgery or magic. There is no other effect from this result.", + "left-arm-description": "The victim can no longer use his left arm.", + "right-arm-description": "The victim can no longer use his right arm.", + "broken-description": "Your hero catches one in the core. Agility reduced a die type (minimum d4).", + "battered-description": "Your hero catches one in the core. Vigor reduced a die type (minimum d4).", + "busted-description": "Your hero catches one in the core. Strength reduced a die type (minimum d4).", + "left-leg-description": "Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.", + "right-leg-description": "Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.", + "hideous-scar-description": "A grievous injury to the head. Your hero now has the Ugly (Major) Hindrance.", + "blinded-description": "A grievous injury to the head. An eye is damaged. Gain the One Eye Hindrance (or the Blind Hindrance if he only had one good eye).", + "brain-damage-description": "A grievous injury to the head. Massive trauma to the head. Smarts reduced one die type (min d4).", + "other-tweaks-paragraph": "This section has options for changing how the sheet works and some of its capabilities.", + "atk-roll-query": "Atk^ roll query", + "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.", + "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.", + "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.", + "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:", + "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.", + "api-initiative-edges": "API Initiative Edges", + "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us", + "api-edges-paragraph2": "To import your character copy the JSON text and paste it in the JSON Importer field. Once you click out of the field, the importer will begin working. When the text disappears from the input box, the import is complete.", + "api-edges-paragraph3": "Currently, the sheet only supports an initial import. If you import a second JSON (even for the same character) you will get duplication of any data in repeating sections (e.g. Hindrances, Edges, Weapons, etc).", + "note-u": "NOTE", + "character-profile-paragraph": "This page contains all the core stats for your character, including your character’s health.", + "edit-mode": "Edit Mode", + "edit-mode-paragraph": "While in 'Edit' mode, the paper + pencil icon will turn to a green document icon with no pencil, and all character sections are displayed so Ranks can be set, weapons and Spells configured, etc. While in this mode, each item can be expanded for customization and configuration (more on this below).", + "stat-block-mode-paragraph": "Conversely, while in “Stat Block” mode, Attributes, Skills, Weapons, and Powers/Spells are collapsed and visible in the Left-hand column of the sheet. Each of these sections becomes a series of buttons that can be pressed to make the various rolls without all the extra space required if these sections were show in their full, editable state.", + "stat-block-mode": "Stat Block Mode", + "edit-stat-block-paragraph1": "The “Edit/Stat Block” button is only visible while the Character Profile tab is active.", + "important-note": "Important Note", + "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.", + "roll-button": "Roll Button", + "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).", + "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.", + "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF", + "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.", + "pro-tip-punches": "Pro Tip for setting up Punches", + "pro-tip-punches-paragraph": "Since punches only do Strength damage and do not get the Wild Die, you can set up a Fist as a weapon and configure the damage to do Strength + 0 d6 + 0. This will roll a Strength die only.", + "pro-tip-complex-damage-paragraph": "Some settings like Rifts do odd types of damage like 2d6 + d8. To accomplish this you would have N/A + 2d6 + 1d8! The exclamation mark tells the Roll20 dice engine to explode the die roll if the maximum number is rolled on the die. Because that field is a text field you can do any formula notation including notes for the roll. For example, the 1d8! could be written as: 1d8! [magic enchantment to do an addition d8 damage against vampires], and while that won’t all be visible, the tool tip on the roll itself would indicate what that additional d8 damage was for.", + "pro-tip-complex-damage": "Pro Tip for setting up Complex Damage", + "powers-paragraph": "This sheet allows more than Arcane Background to be configured (see below), you may have more than one set of Power Points displayed. If you are using the No Power Points setting rule (and that option is checked on the Configuration Page), these power point fields will be hidden.", + "powers-section-config-paragraph1": "The section configuration pane is accessed by clicking the crossed hammer + wrench icon (which will turn into a checkmark, and clicking the checkmark will close the configuration pane).", + "powers-section-configuration-pane": "Powers Section Configuration Pane", + "powers-section-config-paragraph2": "This pane has two types of sections; the first configures the section headers and labels, and the second configures arcane background labels (and distinguishing colors if your character has more than one AB).", + "powers-section-config-paragraph3": "If you have more than one arcane background and need to delete one, click the red trashcan icon under the list of ABs. The bottom most AB will be hidden.", + "powers-section-config-paragraph4": "The sheet only allows a maximum of five (5) different Arcane Backgrounds.", + "combat-options-paragraph1": "This page contains a cheat sheet of things to try in combat to mix things up. It explains any bonuses or negative modifiers associated with the option.", + "combat-options-paragraph2": "It also contains information on situational rules (such as Unstable platform). It’s a handy place to look if you want quick access to rules without having to jump to the rule book.", + "miscellaneous-abbr-trait-modifier-plural-singular": "Misc. Trait Modifier(s)", + "miscellaneous-abbr-damage-modifier-plural-singular": "Misc. Damage Modifier(s)", + "initial-release": "Initial Release", + "initial-release-info": "This is the intial release of the Official Savage Worlds Character Sheet for Roll20. This sheet includes a lot of automation for things like Pace, Parry, and Toughness. It also keeps track of the weight carried by your character, etc.", + "highlights": "Highlights", + "single-click-trait-assignmet": "A single click will set a Trait's rank; for skills, just hover over the Rank die type to auto-expand the selection.", + "dice-rolling": "All Traits can be rolled directly from the character sheet.", + "bonus-dice-control": "Control over whether the sheet automatically rolls bonus dice or not.", + "condensed-view-of-derived-stats": "A condensed view of the Derived stats (Pace, Parry, Toughness) shows only the relevant info with the ability to configure and fine-tune them.", + "encumbrance-tracking": "Auto-calculate Encumbrance penalties with the ability to turn Encumbrance off.", + "setting-rules-info": "The ability to handle various setting rules, like Gritty Damage.", + "temporary-boost-lower-traits": "The ability to temporarily boost or lower traits. This is useful for things like Jack-of-All-Trades or the Boost/Lower Trait power.", + "things-to-be-aware-of": "Things to be aware of", + "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.", + "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.", + "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.", + "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", + "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).", + "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:", + "planned-enhancements": "Planned Enhancements", + "trademark-weapon": "Trademark Weapon", + "variable-base-damage": "Support for variable base damage for things such as Shotguns.", + "multiple-vehicles": "Ability to have multiple vehicles.", + "character-update-via-json": "Ability to update character progession via the JSON importer.", + "condensed-view-and-skill-specialization": "The condensed view of the character sheet has problems if you are using skill specialization. In most situations it should be fine, however, you may experience odd display issues if specializations are used.", + "statblock-to-chat-log": "The stat block to chat output currently doesn't support custom/additional Derived Stats, or the Special Abilities container.", + "manually-set-advances": "Manually set Advances", + "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons", + "minor-release": "Minor Release", + "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.", + "enhancements": "Enhancements", + "bugs-fixed": "Bugs Fixed", + "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.", + "weird-science-now-appears-in-powers-skill-drop-down": "Weird Science didn't always show as an available skill to use for casting spells when Weird Science was selected as a skill on th character sheet. This has been corrected, so if Weird Science is selected in the skills section, it will show as an option for casting powers.", + "option-to-for-alphanumeric-rank-display-for-traits": "An option has been added under Other Sheet Tweaks to allow one to use the alphanumeric rank designation (e.g. d4, d6, d8, etc.) instead of the die type icons.", + "manual-tracking-advances": "Previously one couldn't manually enter the number of Advances; an option has been added to the Other Sheet Tweaks section to allow one to 'Manually set Advances'.", + "use-alphanumeric-rank-designation": "Use alphanumeric Rank Designation", + "set-alphanumeric-designation-instead-of-dice-icons": "Sets Traits to show an alphanumeric designation for Trait Ranks (e.g. d4, d6, d8, etc) instead of the dice icons", + "plus-the-next": "Plus the next ", + "fear-roll": "Fear Roll", + "show-fear-roll-button": "Show Fear Roll button", + "show-fighting-by-default": "Show Fighting by default", + "show-fighting-skill-by-default": "Checking this box will show the Fighting skill by default.", + "attack-abbr-roll-query-sorted-high-to-low": "Atk^ roll query sorted High to Low", + "attack-abbr-roll-query-sorted-low-to-high": "Atk^ roll query sorted Low to High", + "attack-abbr-always-roll-max-no-roll-query": "Atk^ always roll max (no roll query)", + "fear-table-adrenaline-surge-description": "Adrenaline Surge ({{0}}): The hero’s \"fight\" response takes over. He acts as if he had a Joker this action!", + "fear-table-distracted-description": "Distracted ({{0}}): The hero is Distracted until the end of his next turn.", + "fear-table-vulnerable-description": "Vulnerable ({{0}}): The target is Vulnerable until the end of his next turn.", + "fear-table-shaken-description": "Shaken ({{0}}): The character is Shaken.", + "fear-table-mark-of-fear-description": "The Mark of Fear ({{0}}): The hero is Stunned and suffers some cosmetic physical alteration—a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests.", + "fear-table-frightened-description": "Frightened ({{0}}): The character gains the Hesitant Hindrance for the remainder of the encounter. If he already has it, he’s Panicked instead.", + "fear-table-panicked-description": "Panicked ({{0}}): The character immediately moves his full Pace plus running die away from the danger and is Shaken.", + "fear-table-minor-phobia-description": "Minor Phobia ({{0}}): The character gains a Minor Phobia Hindrance somehow associated with the trauma.", + "fear-table-major-phobia-description": "Major Phobia ({{0}}): The character gains the Major Phobia Hindrance.", + "fear-table-heart-attack-description": "Heart Attack ({{0}}): The hero is so overwhelmed with fear that his heart stutters. He must make an immediate Vigor roll at –2. If successful, he's Stunned. If he fails, he's Incapacitated and dies in {{1}} rounds. In the latter case, a Healing roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter.", + "fear-table-support": "Added a button to roll on the Fear Table. If you don't want this button showing, it can be hidden by unchecking the box on the Configuration page, under the 'Other Sheet Tweaks' setion.", + "armor-expansion-icon": "Armor expansion (unhide) icon - this icon was misplaced and overlapped with the Armor heading. This has been corrected.", + "toughness-going-lower-than-1": "Toughness going lower than 1 - if Size (or other modifiers) could cause Toughness to go lower than one (1). This has been corrected and the lowest Toughness will go is 1.", + "variable-bonus-damage-die-type-not-working": "Variable bonus damage die type not working - while not strictly a bug, it was confusing, because the die type selection was always visible. Using the variable bonus die type is now selected by default so that field will always work.", + "fighting-skill-visibility": "Fighting skill always showing - having this skill always showing was causing confusion, the skill is now hidden by default. The character sheet has an Sheet Settings option to show this skill by default.", + "rof-greater-than-six": "Rate of Fire 6+ - when using the Atk^x button option with a ROF greater than 6 odd things were being displayed. This has been corrected.", + "unskilled-rolls-missing-misc-modifiers": "Unskilled Wild Die Rolls missing the Misc. Modifiers - when making an unskilled roll with additional modifiers, those modifiers were not being applied to the Wild Die roll. This has been corrected.", + "bonus-damage-roll-not-exploding": "Bonus damage not exploding - the additional d6 bonus damage was not exploding if a 6 was rolled. This has been corrected.", + "savage-worlds": "Savage Worlds", + "deadlands": "Deadlands", + "logo-to-show": "Logo to show", + "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", + "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.", + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." +} diff --git a/Official Savage Worlds/translations/cs.json b/Official Savage Worlds/translations/cs.json index 3422bd98eb..bd400a2d09 100644 --- a/Official Savage Worlds/translations/cs.json +++ b/Official Savage Worlds/translations/cs.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/da.json b/Official Savage Worlds/translations/da.json index 213504fc01..c71d6911b6 100644 --- a/Official Savage Worlds/translations/da.json +++ b/Official Savage Worlds/translations/da.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/de.json b/Official Savage Worlds/translations/de.json index 75784e59ce..e2b51ab68f 100644 --- a/Official Savage Worlds/translations/de.json +++ b/Official Savage Worlds/translations/de.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/el.json b/Official Savage Worlds/translations/el.json index 42474654d0..c5eaca7033 100644 --- a/Official Savage Worlds/translations/el.json +++ b/Official Savage Worlds/translations/el.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/en.json b/Official Savage Worlds/translations/en.json index 6641489131..88f264f06d 100644 --- a/Official Savage Worlds/translations/en.json +++ b/Official Savage Worlds/translations/en.json @@ -736,7 +736,7 @@ "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.", "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.", "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.", - "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can", + "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:", "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.", "api-initiative-edges": "API Initiative Edges", "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us", @@ -753,7 +753,7 @@ "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.", "roll-button": "Roll Button", "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).", - "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.", + "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.", "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF", "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.", "pro-tip-punches": "Pro Tip for setting up Punches", @@ -784,11 +784,11 @@ "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.", "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.", "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.", - "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", + "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).", "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:", "planned-enhancements": "Planned Enhancements", - "trademark-weapon": "Support for Trademark Weapon.", + "trademark-weapon": "Trademark Weapon", "variable-base-damage": "Support for variable base damage for things such as Shotguns.", "multiple-vehicles": "Ability to have multiple vehicles.", "character-update-via-json": "Ability to update character progession via the JSON importer.", @@ -797,7 +797,7 @@ "manually-set-advances": "Manually set Advances", "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons", "minor-release": "Minor Release", - "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.", + "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.", "enhancements": "Enhancements", "bugs-fixed": "Bugs Fixed", "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.", @@ -836,6 +836,23 @@ "deadlands": "Deadlands", "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", - "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.", + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/es.json b/Official Savage Worlds/translations/es.json index 52338482df..911840e408 100644 --- a/Official Savage Worlds/translations/es.json +++ b/Official Savage Worlds/translations/es.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo a mostrar", "swap-swade-logo-for-deadlands-logo": "Añadida la capacidad de cambiar el logo de Savage Worlds por el de Deadlands.", "fighting-skill-on-older-sheets": "La habilidad de Pelear debería mostrarse automáticamente para versiones de hoja menores que la 1.00.03", - "skill-selection-list-firefox": "Arreglado un fallo por el que la lista de selección de habilidades desbordaba en una tercera columna en el Firefox." + "skill-selection-list-firefox": "Arreglado un fallo por el que la lista de selección de habilidades desbordaba en una tercera columna en el Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/fr.json b/Official Savage Worlds/translations/fr.json index a3200d8ee4..8828dfebe3 100644 --- a/Official Savage Worlds/translations/fr.json +++ b/Official Savage Worlds/translations/fr.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/he.json b/Official Savage Worlds/translations/he.json index 61bc98b296..9d1f6bdf43 100644 --- a/Official Savage Worlds/translations/he.json +++ b/Official Savage Worlds/translations/he.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/hu.json b/Official Savage Worlds/translations/hu.json new file mode 100644 index 0000000000..b77be8dd7f --- /dev/null +++ b/Official Savage Worlds/translations/hu.json @@ -0,0 +1,858 @@ +{ + "wild-card": "Wild Card", + "mook": "Mook", + "character-name": "Name", + "skill": "Skill", + "skills": "Skills", + "skills-u": "SKILLS", + "equipment": "Equipment", + "equipment-u": "EQUIPMENT", + "vehicles": "Vehicles", + "configuration": "Configuration", + "attributes": "Attributes", + "attributes-u": "ATTRIBUTES", + "race": "Race", + "gender": "Gender", + "agility": "Agility", + "smarts": "Smarts", + "spirit": "Spirit", + "strength": "Strength", + "vigor": "Vigor", + "agl-u": "(AGL)", + "sma-u": "(SMA)", + "spi-u": "(SPI)", + "str-u": "(STR)", + "vig-u": "(VIG)", + "agility-die-type-d4": "Agility d4", + "agility-die-type-d6": "Agility d6", + "agility-die-type-d8": "Agility d8", + "agility-die-type-d10": "Agility d10", + "agility-die-type-d12": "Agility d12", + "smarts-die-type-d4": "Smarts d4", + "smarts-die-type-d6": "Smarts d6", + "smarts-die-type-d8": "Smarts d8", + "smarts-die-type-d10": "Smarts d10", + "smarts-die-type-d12": "Smarts d12", + "spirit-die-type-d4": "Spirit d4", + "spirit-die-type-d6": "Spirit d6", + "spirit-die-type-d8": "Spirit d8", + "spirit-die-type-d10": "Spirit d10", + "spirit-die-type-d12": "Spirit d12", + "strength-die-type-d4": "Strength d4", + "strength-die-type-d6": "Strength d6", + "strength-die-type-d8": "Strength d8", + "strength-die-type-d10": "Strength d10", + "strength-die-type-d12": "Strength d12", + "vigor-die-type-d4": "Vigor d4", + "vigor-die-type-d6": "Vigor d6", + "vigor-die-type-d8": "Vigor d8", + "vigor-die-type-d10": "Vigor d10", + "vigor-die-type-d12": "Vigor d12", + "whisper-roll-to-gm": "Whisper roll to GM", + "die-step-delta": "steps boosted/lowered from Base", + "wild-die": "Wild Die", + "animal-intelligence": "Animal Intelligence", + "no-modifying-edges": "No modifying eges", + "age": "Age", + "character-height": "Height", + "weight": "Weight", + "advances": "Advances", + "rank": "Rank", + "novice": "Novice", + "seasoned": "Seasoned", + "veteran": "Veteran", + "heroic": "Heroic", + "legendary": "Legendary", + "use-skill-specialization": "Use skill specialization", + "all": "All", + "core-skills": "Core Skills", + "__skill-select-list-COMMENT": "This is the order skills should appear in the skills configuration window", + "skill-select-list": "all-skills,core-skills,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,focus,gambling,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other", + "__character-skills-COMMENT": "This is the order skills should appear once skill have been selected to be used/displayed", + "character-skills": "unskilled,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,fighting,focus,gambling,guts,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other", + "fighting": "Fighting", + "fighting-die-type-d4": "Fighting d4", + "fighting-die-type-d6": "Fighting d6", + "fighting-die-type-d8": "Fighting d8", + "fighting-die-type-d10": "Fighting d10", + "fighting-die-type-d12": "Fighting d12", + "unskilled": "Unskilled", + "unskilled-d4-2": "Unskilled (d4-2)", + "jack-of-all-trades": "Jack-of-All-Trades", + "apply-encumbrance": "Apply Encumbrance", + "academics": "Academics", + "academics-die-type-d4": "Academics d4", + "academics-die-type-d6": "Academics d6", + "academics-die-type-d8": "Academics d8", + "academics-die-type-d10": "Academics d10", + "academics-die-type-d12": "Academics d12", + "athletics": "Athletics", + "athletics-die-type-d4": "Athletics d4", + "athletics-die-type-d6": "Athletics d6", + "athletics-die-type-d8": "Athletics d8", + "athletics-die-type-d10": "Athletics d10", + "athletics-die-type-d12": "Athletics d12", + "battle": "Battle", + "battle-die-type-d4": "Battle d4", + "battle-die-type-d6": "Battle d6", + "battle-die-type-d8": "Battle d8", + "battle-die-type-d10": "Battle d10", + "battle-die-type-d12": "Battle d12", + "boating": "Boating", + "boating-die-type-d4": "Boating d4", + "boating-die-type-d6": "Boating d6", + "boating-die-type-d8": "Boating d8", + "boating-die-type-d10": "Boating d10", + "boating-die-type-d12": "Boating d12", + "commonknowledge": "Common Knowledge", + "commonknowledge-die-type-d4": "Common Knowledge d4", + "commonknowledge-die-type-d6": "Common Knowledge d6", + "commonknowledge-die-type-d8": "Common Knowledge d8", + "commonknowledge-die-type-d10": "Common Knowledge d10", + "commonknowledge-die-type-d12": "Common Knowledge d12", + "driving": "Driving", + "driving-die-type-d4": "Driving d4", + "driving-die-type-d6": "Driving d6", + "driving-die-type-d8": "Driving d8", + "driving-die-type-d10": "Driving d10", + "driving-die-type-d12": "Driving d12", + "electronics": "Electronics", + "electronics-die-type-d4": "Electronics d4", + "electronics-die-type-d6": "Electronics d6", + "electronics-die-type-d8": "Electronics d8", + "electronics-die-type-d10": "Electronics d10", + "electronics-die-type-d12": "Electronics d12", + "faith": "Faith", + "faith-die-type-d4": "Faith d4", + "faith-die-type-d6": "Faith d6", + "faith-die-type-d8": "Faith d8", + "faith-die-type-d10": "Faith d10", + "faith-die-type-d12": "Faith d12", + "focus": "Focus", + "focus-die-type-d4": "Focus d4", + "focus-die-type-d6": "Focus d6", + "focus-die-type-d8": "Focus d8", + "focus-die-type-d10": "Focus d10", + "focus-die-type-d12": "Focus d12", + "gambling": "Gambling", + "gambling-die-type-d4": "Gambling d4", + "gambling-die-type-d6": "Gambling d6", + "gambling-die-type-d8": "Gambling d8", + "gambling-die-type-d10": "Gambling d10", + "gambling-die-type-d12": "Gambling d12", + "guts": "Guts", + "guts-die-type-d4": "Gambling d4", + "guts-die-type-d6": "Gambling d6", + "guts-die-type-d8": "Gambling d8", + "guts-die-type-d10": "Gambling d10", + "guts-die-type-d12": "Gambling d12", + "hacking": "Hacking", + "hacking-die-type-d4": "Hacking d4", + "hacking-die-type-d6": "Hacking d6", + "hacking-die-type-d8": "Hacking d8", + "hacking-die-type-d10": "Hacking d10", + "hacking-die-type-d12": "Hacking d12", + "healing": "Healing", + "healing-die-type-d4": "Healing d4", + "healing-die-type-d6": "Healing d6", + "healing-die-type-d8": "Healing d8", + "healing-die-type-d10": "Healing d10", + "healing-die-type-d12": "Healing d12", + "intimidation": "Intimidation", + "intimidation-die-type-d4": "Intimidation d4", + "intimidation-die-type-d6": "Intimidation d6", + "intimidation-die-type-d8": "Intimidation d8", + "intimidation-die-type-d10": "Intimidation d10", + "intimidation-die-type-d12": "Intimidation d12", + "language": "Language", + "language-die-type-d4": "Language d4", + "language-die-type-d6": "Language d6", + "language-die-type-d8": "Language d8", + "language-die-type-d10": "Language d10", + "language-die-type-d12": "Language d12", + "notice": "Notice", + "notice-die-type-d4": "Notice d4", + "notice-die-type-d6": "Notice d6", + "notice-die-type-d8": "Notice d8", + "notice-die-type-d10": "Notice d10", + "notice-die-type-d12": "Notice d12", + "occult": "Occult", + "occult-die-type-d4": "Occult d4", + "occult-die-type-d6": "Occult d6", + "occult-die-type-d8": "Occult d8", + "occult-die-type-d10": "Occult d10", + "occult-die-type-d12": "Occult d12", + "performance": "Performance", + "performance-die-type-d4": "Performance d4", + "performance-die-type-d6": "Performance d6", + "performance-die-type-d8": "Performance d8", + "performance-die-type-d10": "Performance d10", + "performance-die-type-d12": "Performance d12", + "persuasion": "Persuasion", + "persuasion-die-type-d4": "Persuasion d4", + "persuasion-die-type-d6": "Persuasion d6", + "persuasion-die-type-d8": "Persuasion d8", + "persuasion-die-type-d10": "Persuasion d10", + "persuasion-die-type-d12": "Persuasion d12", + "piloting": "Piloting", + "piloting-die-type-d4": "Piloting d4", + "piloting-die-type-d6": "Piloting d6", + "piloting-die-type-d8": "Piloting d8", + "piloting-die-type-d10": "Piloting d10", + "piloting-die-type-d12": "Piloting d12", + "psionics": "Psionics", + "psionics-die-type-d4": "Psionics d4", + "psionics-die-type-d6": "Psionics d6", + "psionics-die-type-d8": "Psionics d8", + "psionics-die-type-d10": "Psionics d10", + "psionics-die-type-d12": "Psionics d12", + "research": "Research", + "research-die-type-d4": "Research d4", + "research-die-type-d6": "Research d6", + "research-die-type-d8": "Research d8", + "research-die-type-d10": "Research d10", + "research-die-type-d12": "Research d12", + "repair": "Repair", + "repair-die-type-d4": "Repair d4", + "repair-die-type-d6": "Repair d6", + "repair-die-type-d8": "Repair d8", + "repair-die-type-d10": "Repair d10", + "repair-die-type-d12": "Repair d12", + "riding": "Riding", + "riding-die-type-d4": "Riding d4", + "riding-die-type-d6": "Riding d6", + "riding-die-type-d8": "Riding d8", + "riding-die-type-d10": "Riding d10", + "riding-die-type-d12": "Riding d12", + "science": "Science", + "science-die-type-d4": "Science d4", + "science-die-type-d6": "Science d6", + "science-die-type-d8": "Science d8", + "science-die-type-d10": "Science d10", + "science-die-type-d12": "Science d12", + "shooting": "Shooting", + "shooting-die-type-d4": "Shooting d4", + "shooting-die-type-d6": "Shooting d6", + "shooting-die-type-d8": "Shooting d8", + "shooting-die-type-d10": "Shooting d10", + "shooting-die-type-d12": "Shooting d12", + "spellcasting": "Spellcasting", + "spellcasting-die-type-d4": "Spellcasting d4", + "spellcasting-die-type-d6": "Spellcasting d6", + "spellcasting-die-type-d8": "Spellcasting d8", + "spellcasting-die-type-d10": "Spellcasting d10", + "spellcasting-die-type-d12": "Spellcasting d12", + "stealth": "Stealth", + "stealth-die-type-d4": "Stealth d4", + "stealth-die-type-d6": "Stealth d6", + "stealth-die-type-d8": "Stealth d8", + "stealth-die-type-d10": "Stealth d10", + "stealth-die-type-d12": "Stealth d12", + "survival": "Survival", + "survival-die-type-d4": "Survival d4", + "survival-die-type-d6": "Survival d6", + "survival-die-type-d8": "Survival d8", + "survival-die-type-d10": "Survival d10", + "survival-die-type-d12": "Survival d12", + "taunt": "Taunt", + "taunt-die-type-d4": "Taunt d4", + "taunt-die-type-d6": "Taunt d6", + "taunt-die-type-d8": "Taunt d8", + "taunt-die-type-d10": "Taunt d10", + "taunt-die-type-d12": "Taunt d12", + "thievery": "Thievery", + "thievery-die-type-d4": "Thievery d4", + "thievery-die-type-d6": "Thievery d6", + "thievery-die-type-d8": "Thievery d8", + "thievery-die-type-d10": "Thievery d10", + "thievery-die-type-d12": "Thievery d12", + "weird-science": "Weird Science", + "weirdscience": "Weird Science", + "weird-science-die-type-d4": "Weird Science d4", + "weird-science-die-type-d6": "Weird Science d6", + "weird-science-die-type-d8": "Weird Science d8", + "weird-science-die-type-d10": "Weird Science d10", + "weird-science-die-type-d12": "Weird Science d12", + "knowledge-other": "Knowledge/Other", + "linked-attribute": "Linked Attribute", + "knowledge-other-die-type-d4": "Knowledge/Other d4", + "knowledge-other-die-type-d6": "Knowledge/Other d6", + "knowledge-other-die-type-d8": "Knowledge/Other d8", + "knowledge-other-die-type-d10": "Knowledge/Other d10", + "knowledge-other-die-type-d12": "Knowledge/Other d12", + "skill-name": "Skill Name", + "att-mod-description": "Edges/Hindrances for Modifier", + "size": "Size", + "size-category": "Size Category", + "tiny": "Tiny", + "very-small": "Very Small", + "small": "Small", + "normal": "Normal", + "large": "Large", + "huge": "Huge", + "gargantuan": "Gargantuan", + "base": "Base", + "edge-hindrance-modifier-abbr": "Edge/Hindrance Mod", + "running-die-type": "Running Die Type", + "pace-configuration": "Pace Configuration", + "running-text-before-number": "runs ", + "running-text-after-number": "inches", + "pace": "Pace", + "parry": "Parry", + "parry-configuration": "Parry Configuration", + "toughness": "Toughness", + "toughness-configuration": "Toughness Configuration", + "armor": "Armor", + "wounds": "Wounds", + "wounds-configuration": "Wounds Configuration", + "reduce-wound-modifiers": "Reduce Wound Modifiers", + "increase-wound-modifiers": "Increase Wound Modifiers", + "maximum-wound-modifiers": "Maximum Wound Modifiers", + "wound-modifiers": "Wound Modifiers", + "fatigue-modifiers": "Fatigue Modifiers", + "reduce": "Reduce", + "increase": "Increase", + "maximum": "Maximum", + "fatigue": "Fatigue", + "fatigue-configuration": "Fatigue Configuration", + "shaken": "Shaken", + "incapacitated-abbr": "Inc", + "incapacitated": "Incapacitated", + "whisper-to-gm": "Whisper to GM", + "unshake": "Unshake", + "soak": "Soak", + "unshake-desc1": "attempts to unshake (Spi", + "unshake-desc2": "Wild", + "unshake-desc3": "and", + "unshake-desc4": "succeeds", + "unshake-desc5": "can now act", + "unshake-desc6": "fails", + "distracted": "Distracted", + "vulnerable": "Vulnerable", + "stunned": "Stunned", + "conviction": "Conviction", + "additional-derived-stats": "Additional Derived Stats", + "stat-abbr": "Stat", + "modifier-abbr": "Mod", + "current": "Current", + "maximum-abbr": "Max", + "derived-stat-name": "Derived Stat Name", + "load": "Load", + "load-limit-multiplier": "Load Limit Multiplier", + "load-limit": "Load Limit", + "limit": "Limit", + "max-load-modifier": "Max Load Modifier", + "carried": "Carried", + "total-load-carried": "Total Load Carried", + "encumbrance-penalty": "Encumbrance Penalty", + "penalty": "Penalty", + "ignore-encumbrance": "Ignore Encumbrance", + "use-savage-worlds-adventure-edition-abbr-u-encumbrance": "Use SWADE Encumbrance", + "dice-singular-type-delta": "Die Type Delta", + "money": "Money", + "hindrances": "Hindrances", + "edges-and-advances": "Edges & Advances", + "edge": "Edge", + "whisper-hindrance": "Whisper Hindrance", + "hindrance": "Hindrance", + "hindrance-type": "Hindrance Type", + "hindrance-desc": "Hindrance Description", + "racial": "Racial", + "creation": "Creation", + "advance": "Advance", + "gm-fiat-slash-other": "GM Fiat/Other", + "whisper-edge": "Whisper Edge", + "edge-acquired-from": "Edge Acquired From", + "edge-desc": "Edge Description", + "weapons": "Weapons", + "weapon": "Weapon", + "range": "Range", + "rate-of-fire-abbr": "ROF", + "weight-abbr": "Wt", + "number-of-shots-shortened": "Shots", + "attack-and-damage-abbr": "Atk + Dmg", + "multi-attack-and-damage-abbr": "Atkx+Dmg", + "damage-only": "Damage Only", + "damage": "Damage", + "total-weapon-weight-carried": "Total Weapon Weight Carried", + "total-gear-weight-carried": "Total Gear Weight Carried", + "armor-piercing-abbr-u": "AP", + "notes": "Notes", + "button-behavior": "Button Behavior", + "bonus-damage-die-type": "Bonus Damage Die Type", + "strength-abbr": "Str", + "agility-abbr": "Agl", + "smarts-abbr": "Sma", + "spirit-abbr": "Spi", + "vigor-abbr": "Vig", + "gear": "Gear", + "item": "Item", + "quantity-abbr": "Qty", + "power": "Power", + "ab-section-header": "Section Header: ", + "ab-column-header": "Column Header: ", + "ab-pp": "Power Points Abbreviation: ", + "ab-name": "Arcane Background: ", + "ab-pp-name": "Power Points Label: ", + "ab-color-indicator": "Arcane Background Indicator: ", + "skill-only": "Skill Only", + "duration": "Duration", + "of": "of", + "power-point-abbr-u": "PP", + "power-point-abbr-u-invested": "PP Invested", + "trappings": "Trappings", + "show-notes-with-roll": "Show notes with roll", + "worn": "Worn", + "total-armor-weight-carried": "Total Armor Weight Carried", + "armor-type": "Armor Type", + "area-protected": "Area Protected", + "protection": "Protection", + "protection-stacks": "Stacks", + "description-notes": "Description/Notes", + "leather": "Leather", + "torso": "Torso", + "head": "Head", + "torso-plus-arms": "Torso+Arms", + "torso-plus-legs": "Torso+Legs", + "torso-plus-arms-plus-legs": "Torso+Arms+Legs", + "arms": "Arms", + "legs": "Legs", + "full-body": "Full Body", + "yes": "Yes", + "no": "No", + "permanent-injuries": "Permanent Injuries", + "worst-nightmare": "Worst Nightmare", + "physical-appearance-personal-history": "Physical Appearance + Personal History", + "physical-appearance-personal-history-parahuman-origin": "Physical Appearance + Personal History + Origins of Parahuman Abilities", + "show-quest-log": "Show Quest Log", + "quest-log": "Quest Log", + "quest-title": "Quest Title", + "boss": "Boss", + "goal": "Goal", + "who-hired-you": "Who Hired You?", + "whats-the-goal-of-the-quest": "What's the goal of the quest?", + "notes-about-the-quest": "Notes about the quest...", + "attributes-start-at-d6": "Attributes start at d6", + "hide-powers-section": "Hide Powers Section", + "prompt-modifiers-text": "Prompt for Misc. Modifiers", + "show-background-description": "Show Background and Description", + "show-load-and-encumbrance": "Show Load and Encumbrance", + "show-modifiers": "Show Modifiers", + "show-soak-button": "Show Soak Button", + "show-unshake-button": "Show Unshake Button", + "show-the-vehicles-tab": "Show the Vehicles Tab", + "whisper-stat-block": "Whisper Stat Block", + "wild-card-icon": "Wild Card Icon", + "api-initiative-edge": "API: Initiative Edges", + "change-slash-modify-skill-names": "Change/Modify Skill Names", + "native-language": "Native Language", + "setting-rules": "Setting Rules", + "variable-bonus-damage-raise-based": "Variable Bonus Damage (Raise Based)", + "variable-bonus-damage-edge-based": "Variable Bonus Damage (Edge Based)", + "no-power-points": "No Power Points", + "manually-set-rank": "Manually set Rank", + "use-gritty-damage": "Use Gritty Damage", + "use-the-wealth-system": "Use the Wealth System", + "other-sheet-tweaks": "Other Sheet Tweaks", + "pace-ignores-wounds": "Pace ignores wounds", + "wealth-wild-die-type": "Wealth Wild Die die type", + "use-wealth-modifier-field": "Use the Wealth Modifier Field", + "wealth": "Wealth:", + "vehicle-type": "Vehicle Type", + "handling": "Handling", + "top-speed": "Top Speed (MPH)", + "crew": "Crew", + "armaments": "Armaments", + "placement": "Placement", + "cargo": "Cargo", + "notes-and-upgrades": "Notes and Upgrades", + "auto-roll-bonus-damage": "Auto-roll bonus damage", + "roll-bonus-damage": "Roll Bonus Damage", + "not-applicable-abbr-u": "N/A", + "bonus-damage": "Bonus Damage", + "d4": "d4", + "d6": "d6", + "d8": "d8", + "d10": "d10", + "d12": "d12", + "d20": "d20", + "dice-abbreviation": "d", + "roll-injury": "Roll Injury", + "roll-unshake-button": "Roll to Unshake", + "reduced-by-wounds": "Reduced by wounds", + "minimum-strength": "Minimum Strength", + "minimum-strength-abbr": "Min. Str.", + "combat-options-and-situational-rules": "Combat Options & Situational Rules", + "aim": "Aim", + "aim-description": "Ignore up to 4 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +2 to the roll. Character may not move or take other actions.", + "area-of-effect": "Area of Effect", + "without-miniatures-abbr": "Without Minis", + "bound-and-entangled": "Bound & Entangled", + "breaking-free": "Breaking Free", + "breaking-things": "Breaking Things", + "called-shots": "Called Shots", + "cover": "Cover", + "obstacles": "Obstacles", + "defend": "Defend", + "disarm": "Disarm", + "the-drop": "The Drop", + "evasion": "Evasion", + "finishing-move": "Finishing Move", + "free-attacks": "Free Attacks", + "ganging-up": "Ganging Up", + "grappling": "Grappling", + "crush": "Crush", + "hold": "Hold", + "illumination": "Illumination", + "improvised-weapons": "Improvised Weapons", + "light": "Light", + "medium": "Medium", + "heavy": "Heavy", + "innocent-bystanders": "Innocent Bystanders", + "mounted-combat": "Mounted Combat", + "multi-actions": "Multi-Actions", + "natural-weapons": "Natural Weapons", + "nonlethal-damage": "Nonlethal Damage", + "off-hand-attack": "Off Hand Attack", + "prone": "Prone", + "push": "Push", + "ranged-attacks-in-melee": "Ranged Attacks in Melee", + "readying-weapons": "Readying Weapons", + "recoil": "Recoil", + "reload": "Reload", + "shotguns": "Shotguns", + "size-scale": "Size/Scale", + "speed": "Speed", + "support": "Support", + "suppressive-fire": "Suppressive Fire", + "surprise": "Surprise", + "tests": " Tests", + "touch-attack": "Touch Attack", + "two-weapons": "Two Weapons", + "unstable-platform": "Unstable Platform", + "wild-attack": "Wild Attack", + "withdrawing-from-combat": "Withdrawing from Combat", + "area-of-effect-desciption": "Targets touching template suffer damage. Treat cover as Armor. Missed attack rolls may deviate.", + "without-miniatures-description": "SBT affects 2 targets, MBT or Cone 3, LBT 4.", + "bound-and-entangled-description": "Entangled characters can’t move and are Distracted until free. Bound characters are also Vulnerable, and cannot take physical actions other than trying to break free.", + "breaking-free-description": "Victim makes Athletics (or Str–2) roll as an action (an opposed roll if held by a foe). Success improves Bound to Entangled, or Entangled to free. A raise frees the victim. Either may roll Str–2 instead.", + "breaking-things-description": "See Obstacle Hardness Table; Stationary items are Parry 2. No bonus damage or Aces are possible.", + "called-shots-description": "Limb is −2 / Hand –4 and may disarm. Head or vitals is −4 and +4 Damage.", + "cover-description": "Light −2, Medium −4, Heavy −6, Near Total −8.", + "obstacles-description": "Obstacles add to Armor if attack misses by cover penalty. Sample values", + "defend-description": "+4 Parry. Takes entire turn and character may not run.", + "disarm-description": "Called shot to limb or weapon. If weapon, roll as object and target must make a Str roll ≥ than the damage or drop it. If a limb, a Shaken or Wounded defender must make a Str roll at –2 (limb) or (–4) hand or drop the item.", + "distracted-description": "–2 to all Trait rolls until the end of the character’s next turn.", + "the-drop-description": "+4 to attack and damage if target is defenseless. If Shaken or Wounded, victim must make a Vigor roll (at –2 versus attacks to the head) or be KO’ed.", + "evasion-description": "Characters may avoid attacks that specifically say they may be evaded, by making an Agility roll at –2.", + "fatigue-description": "–1 to all actions (–2 if Exhausted). Fatigue improves one level every hour unless the source says otherwise. Incapacitated victims fall unconscious for 2d6 hours.", + "finishing-move-description": "Instant kill to helpless foe with a lethal weapon.", + "free-attacks-description": "The character gets to make an attack with no special maneuvers or optional combat Edges such as Frenzy or Sweep.", + "ganging-up-description": "+1 Fighting per additional adjacent attacker to a maximum of +4.", + "grappling-description": "If the attacker succeeds at an opposed Athletics roll, the victim is Entangled if successful, or Bound with a raise and the grappler is also Vulnerable.", + "crush-description": "Once grappled, the attacker may take an action to make an opposed Strength roll, causing his Strength in damage if successful (those with the Bite Special Ability may bite instead).", + "hold-description": "The character “Holds” her Action Card to go later in the current or later round. She loses her Hold status if Shaken or Stunned. She may interrupt foe’s actions with an opposed Athletics roll.", + "illumination-description": "Dim –2; Dark –4; Pitch Darkness –6.", + "improvised-weapons-description": "–2 to attacks.", + "light-description": "Range 3/6/12, Damage Str+d4, Min Str d4;", + "medium-description": "Range 2/4/8, Damage Str+d6, Min Str d6;", + "heavy-description": "Range 1/2/4, Damage Str+d8, Min Str d8;", + "innocent-bystanders-description": "Missed Athletics (throwing) / Shooting rolls with a 1 (1 or 2 for shotgun or automatic fire) on the skill die hits a random adjacent target.", + "mounted-combat-description": "Mount and rider act on same Action Card; Rider attacks with lower of Fighting or Riding; Shooting incurs –2 Unstable Platform penalty; Charging is +4 Damage but requires 6′′ of straight movement.", + "multi-actions-description": "Subtract 2 from all actions for each additional action attempted beyond the first (maximum of 3).", + "natural-weapons-description": "Creatures with fangs, claws, horns, etc, are considered armed. Bite can be performed while grappling, claws add +2 to Athletics (climbing), and horns add +4 damage if the creature Runs at least 5′′.", + "nonlethal-damage-description": "Declare prior to making an attack roll; Targets are knocked out for 1d6 hours instead of potentially killed when Incapacitated. Edged weapons suffer −1 to attack rolls.", + "off-hand-attack-description": "−2 to attack rolls with off hand.", + "prone-description": "Medium Cover from ranged attacks 3′′ or greater; −2 Fighting and −2 Parry. Standing cost 2” of movement.", + "push-description": "Attacker and defender make opposed Strength rolls (+2 if attacker moved more than 2′′). Defender is knocked back 1′′ (2′′ with raise). Pushed victims make Athletics test (−2 if Pushed with raise) or be knocked prone. Both add their shield’s Parry bonus.", + "range-description": "Short 0, Medium −2, Long −4, Extreme –8.", + "ranged-attacks-in-melee-description": "Attacker may use power or weapon no larger than a pistol; Target Number is defender’s Parry.", + "readying-weapons-description": "May ready up to two easily available items per turn as a free action. Additional items are actions.", + "recoil-description": "−2 Shooting if RoF is 2 or higher.", + "reload-description": "Nocking arrow or loading sling stone is a free action once per action. Loading bolts, clips, magazine, or single bullets is an action.", + "shotguns-description": "+2 to Shooting. Damage is 3d6 at Short Range, 2d6 at Medium, and 1d6 at Long.", + "size-scale-description": "Tiny –6, Very Small –4, Small –2, Large +2, Huge +4, Gargantuan +6. Add difference vs larger targets; Subtract difference against smaller targets.", + "speed-description": "–1 (60 MPH+), –2 (120 MPH+), –4 (240 MPH+), –6 (Mach 1+), –8 (Mach 2+), –10 (near light speed)", + "stunned-description": "Victims are Distracted until they recover, fall prone, can’t move or take actions, don’t count toward the Gang Up bonus, and are subject to the Drop.", + "support-description": "Character describes using a skill in some way that helps an ally and adds +1 to his total with success and +2 with a raise. Critical Failure subtracts 2.", + "suppressive-fire-description": "Attacker places Medium Blast Template and makes Shooting roll. Each target hit by the attack total is Distracted, or hit for damage with a raise (up to the weapon’s Rate of Fire).", + "surprise-description": "Ambushers start on Hold, victims make Notice roll or get no Action Card on first round.", + "tests-description": "Describe action and make opposed skill test versus foe’s linked attribute. If successful, foe is Distracted or Vulnerable (attacker’s choice), and Shaken with a raise.", + "touch-attack-description": "+2 to Fighting roll.", + "two-weapons-description": "+1 to Fighting if foe has a single weapon, no shield, or is unarmed.", + "unstable-platform-description": "−2 Shooting from a moving vehicle, animal, or other unstable surface.", + "vulnerable-description": "Actions against the character are made at +2 until the end of their next turn. (Does not stack with The Drop.)", + "wild-attack-description": "+2 Fighting, +2 Damage, but Vulnerable until the end of the attacker’s next turn.", + "withdrawing-from-combat-description": "Adjacent foes get one free attack at retreating character as long as they are not Shaken or Stunned.", + "documentation": "Documentation", + "reroll": "[Re-Roll]", + "roll-damage": "[Roll Damage]", + "reroll-damage": "[Re-Roll Damage]", + "standard-wild-die-type": "Standard Wild Die", + "type": "Type", + "edges": "Edges", + "reduce-wound-penalty": "Reduce Wound Penalty", + "edges-abilities-that-reduce-wound-penalties": "Edges or Abilities That Reduce Wound Penalties", + "edges-abilities-that-increase-wound-penalties": "Edges or Abilities That Increase Wound Penalties", + "edges-or-abilities": "Edges/Abilities", + "increase-wound-penalty": "Increase Wound Penalty", + "edges-abilities-that-cap-maximum-wound-penalties": "Edges or Abilities That Cap Wound Penalties", + "maximum-wound-penalty": "Maximum Wound Penalty", + "reduce-fatigue-penalty": "Reduce Fatigue Penalty", + "increase-fatigue-penalty": "Increase Fatigue Penalty", + "maximum-fatigue-penalty": "Maximum Fatigue Penalty", + "edges-abilities-that-reduce-fatigue-penalties": "Edges or Abilities That Reduce Fatigue Penalties", + "edges-abilities-that-increase-fatigue-penalties": "Edges or Abilities That Increase Fatigue Penalties", + "edges-abilities-that-cap-maximum-fatigue-penalties": "Edges or Abilities That Cap Fatigue Penalties", + "amount-to-reduce-penalty-by": "Amount to reduce Penalty by...", + "amount-to-increase-penalty-by": "Amount to Increase Penalty by...", + "maximum-wound-penalty-suffered": "Maximum Wound Penalty Suffered", + "maximum-fatigue-penalty-suffered": "Maximum Fatigue Penalty Suffered", + "specialization": "Specialization", + "unread-releasenotes": "Unread Release Notes", + "read-releasenotes": "Read Release Notes", + "on-character-profile-tab": "On the character profile tab", + "go-to-statblock-view": "Go to stat block view", + "go-to-full-edit-view": "Go to full edit view", + "jump-to-character-profile-tab": "Jump to the Character Profile Tab", + "jump-to-vehicle-tab": "Jump to Vehicle Tab", + "on-vehicle-tab": "On Vehicle Tab", + "jump-to-journal-tab": "Jump to Journal Tab", + "on-journal-tab": "On Journal Tab", + "jump-to-sheet-configuration-tab": "Jump to Sheet Configuration Tab", + "on-sheet-configuration-tab": "On Sheet Configuration Tab", + "send-statblock-chatlog": "Send stat block to chat log", + "go-to-combat-options-and-situational-rules": "Go to Combat Options & Situational Rules tab", + "jump-to-combat-options-tab": "Jump to Combat Options & Situational Rules tab", + "on-combat-options-tab": "On Combat Options & Situational Rules tab", + "unstun-roll": "Rolling to remove Stunned: A success removes the Stunned, but leaves the character Distracted and Vulnerable; a raise removes Stunned and Distracted.", + "special-abilities": "Special Abilities", + "special-ability": "Special Ability", + "whisper-special-ability-description": "Whisper Special Ability Description", + "special-ability-description": "Special Ability Description", + "show-special-abilities": "Show Special Abilities", + "details": "Details", + "extra": "Extra", + "extra-config": "This option sets new characters to default as Extras, instead of Wild Cards.", + "show-core-skills": "Show Core Skills", + "show-core-skills-by-default": "Checking this box will show the Five Core skills (Athletics, Common Knowledge, Notice, Persuastion, and Stealth) by default.", + "start-attributes-at-d6": "Start Attributes at d6", + "start-attributes-at-d6-by-default": "Check this box to automatically set the Attributes (Agility, Smarts, Spirit, Strength, and Vigor) to d6 by default.", + "automatically-roll-bonus-damage": "Auto-roll Bonus Damage", + "roll-extra-d6-with-all-damage-rolls": "Check this box to automatically roll an extra d6 for bonus damage when damage is rolled. This will roll whether the bonus damage should apply or not.", + "hide-power-section": "Hide Power Section", + "hides-power-section-for-characters-without-powers": "Check this box if most of your characters are not going to have Arcane Backgrounds or need Powers.", + "show-vehicle-tab": "Show the Vehicle Tab", + "check-to-show-vehicle-tab": "Vehicle tab is hidden by default, check this to show the vehicle", + "prompt-for-roll-modifiers": "Prompt for roll modifiers", + "will-display-popup-on-all-rolls": "Checking this will display a pop-up asking for any modifiers for all rolls made from the character sheet.", + "wild-card-symbol": "Wild Card Symbol", + "set-default-icon-for-wild-card-characters": "Set the default icon to designate a Wild Card. Will accept most unicode characters (including emojis--though these may make it difficult to tell a Wild Card from an Extra, because they don't gray out).", + "show-modifiers-in-roll-templates": "Show modifiers in roll template rolls", + "shows-any-modifiers-to-a-roll-in-roll-templates": "Checking this will show any modifiers to a roll at the bottom of the roll template.", + "additiona-derived-stats": "Additional Derived Stats", + "all-custom-derived-stats": "Checking this will display a place on the character sheet for custom derived stats.", + "setting-rule-no-power-points": "Setting Rule: No Power Points", + "no-power-points-setting-rule": "Checking this will enable the No Power Points Setting Rule", + "setting-rule-gritty-damage": "Setting Rule: Gritty Damage", + "use-the-gritty-damage-setting-rule": "Check this to use the Gritty Damage setting rule.", + "setting-rule-wealth-system": "Setting Rule: Use abstract wealth system", + "use-die-based-wealth-instead-of-money": "Use the die-based wealth system instead of money.", + "injury-table-name": "Injury Table Name", + "only-need-if-using-gritty-damage-rule": "If using the Gritty Damage setting rule, this table name is needed and should the name of the rollable table for the Gritty Damage rolls. You will need to be sure to set this up.", + "rename-faith": "Rename Faith", + "change-skill-name-of-faith": "Change the name of the Faith skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-focus": "Rename Focus", + "change-skill-name-of-focus": "Change the name of the Focus skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-performance": "Rename Performance", + "change-skill-name-of-performance": "Change the name of the Performance skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-psionics": "Rename Psionics", + "change-skill-name-of-psionics": "Change the name of the Psionics skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-spellcasting": "Rename Spellcasting", + "change-skill-name-of-spellcasting": "Change the name of the Spellcasting skill. This will change the name only, it won't change it's order in the list, etc.", + "rename-weird-science": "Rename Weird Science", + "change-skill-name-of-weird-science": "Change the name of the Weird Science skill. This will change the name only, it won't change it's order in the list, etc.", + "start-fighting-as-unskilled": "Start Fighting as Unskilled", + "avoid-confusion-about-fighting": "Avoids confusion around Fighting costing a skill point to get to d4", + "savaged-us-json-format": "This importer is based off the generic VTT json format from savaged.us", + "introduction-shortened-u": "INTRO", + "top-bar-u": "TOP BAR", + "configuration-u": "CONFIGURATION", + "json-importer": "JSON Importer", + "character-profile-u": "CHARACTER PROFILE", + "top-bar": "Top Bar", + "powers": "Powers", + "combat-options-page-u": "COMBAT OPTIONS PAGE", + "roll20-wiki-link": "Roll20 Character Sheet documentation wiki", + "intro-paragraph": "This “in-sheet” documentation is not meant to be comprehensive, but rather highlight some features that may be less understood, but play a bigger part during a game session. For full documentation you should visit the", + "top-bar-paragraph": "This contains the buttons that allow you to navigate to different aspects/views of the character sheet. The buttons are (from left to right):", + "edit-mode-character-profile": "Edit Mode of Character Profile (not always visible)", + "character-profile": "Character Profile", + "vehicle-page": "Vehicle Page (not always visible)", + "character-journal-notes": "Character Journal/Notes", + "configuration-page": "Configuration Page", + "stat-block-ouput": "Stat Block output to Chat", + "release-notes": "Release Notes", + "version": "Version", + "documentation-this-page": "Documentation (this page)", + "setting-rules-paragraph": "This section has options for various setting rules (such as Gritty Damage, No Power Points, etc).", + "gritty-damage": "Gritty Damage", + "gritty-damage-paragraph": "If Gritty Damage is turned on, the GM must create a Rollable table for the Injury rolls. If this rollable table is not created and the exact name of the table entered in the Gritting Damage field for the table name, this functionality will not work.", + "variable-bonus-damage": "Variable Bonus Damage", + "variable-bonus-damage-paragraph": "If a character has an Edge that alters the bonus damage die when a Raise is scored, you’ll want to select one of the Variable Bonus Damage check boxes. The Raise Based check box will have a pop-up appear asking what Bonus Die Type to use. If you select the Edge based one, the weapon will have a drop down for you to select the appropriate die type for that given weapon.", + "injury-table": "Injury Table", + "rollable-table-configuration": "Rollable Table Configuration", + "result-2d6": "Result (2d6)", + "description": "Description", + "sub-effect": "Sub-effect", + "table-entry-name": "Table Entry Name", + "table-entry-weight": "Table Entry Weight", + "unmentionables": "Unmentionables", + "arm": "Arm", + "left-arm": "Left Arm", + "right-arm": "Right Arm", + "broken": "Broken", + "battered": "Battered", + "busted": "Busted", + "leg": "Leg", + "left-leg": "Left Leg", + "right-leg": "Right Leg", + "hideous-scar": "Hideous Scar", + "blinded": "Blinded", + "brain-damage": "Brain Damage", + "unmentionables-description": "If the injury is permanent, reproduction is out of the question without miracle surgery or magic. There is no other effect from this result.", + "left-arm-description": "The victim can no longer use his left arm.", + "right-arm-description": "The victim can no longer use his right arm.", + "broken-description": "Your hero catches one in the core. Agility reduced a die type (minimum d4).", + "battered-description": "Your hero catches one in the core. Vigor reduced a die type (minimum d4).", + "busted-description": "Your hero catches one in the core. Strength reduced a die type (minimum d4).", + "left-leg-description": "Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.", + "right-leg-description": "Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.", + "hideous-scar-description": "A grievous injury to the head. Your hero now has the Ugly (Major) Hindrance.", + "blinded-description": "A grievous injury to the head. An eye is damaged. Gain the One Eye Hindrance (or the Blind Hindrance if he only had one good eye).", + "brain-damage-description": "A grievous injury to the head. Massive trauma to the head. Smarts reduced one die type (min d4).", + "other-tweaks-paragraph": "This section has options for changing how the sheet works and some of its capabilities.", + "atk-roll-query": "Atk^ roll query", + "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.", + "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.", + "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.", + "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:", + "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.", + "api-initiative-edges": "API Initiative Edges", + "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us", + "api-edges-paragraph2": "To import your character copy the JSON text and paste it in the JSON Importer field. Once you click out of the field, the importer will begin working. When the text disappears from the input box, the import is complete.", + "api-edges-paragraph3": "Currently, the sheet only supports an initial import. If you import a second JSON (even for the same character) you will get duplication of any data in repeating sections (e.g. Hindrances, Edges, Weapons, etc).", + "note-u": "NOTE", + "character-profile-paragraph": "This page contains all the core stats for your character, including your character’s health.", + "edit-mode": "Edit Mode", + "edit-mode-paragraph": "While in 'Edit' mode, the paper + pencil icon will turn to a green document icon with no pencil, and all character sections are displayed so Ranks can be set, weapons and Spells configured, etc. While in this mode, each item can be expanded for customization and configuration (more on this below).", + "stat-block-mode-paragraph": "Conversely, while in “Stat Block” mode, Attributes, Skills, Weapons, and Powers/Spells are collapsed and visible in the Left-hand column of the sheet. Each of these sections becomes a series of buttons that can be pressed to make the various rolls without all the extra space required if these sections were show in their full, editable state.", + "stat-block-mode": "Stat Block Mode", + "edit-stat-block-paragraph1": "The “Edit/Stat Block” button is only visible while the Character Profile tab is active.", + "important-note": "Important Note", + "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.", + "roll-button": "Roll Button", + "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).", + "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.", + "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF", + "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.", + "pro-tip-punches": "Pro Tip for setting up Punches", + "pro-tip-punches-paragraph": "Since punches only do Strength damage and do not get the Wild Die, you can set up a Fist as a weapon and configure the damage to do Strength + 0 d6 + 0. This will roll a Strength die only.", + "pro-tip-complex-damage-paragraph": "Some settings like Rifts do odd types of damage like 2d6 + d8. To accomplish this you would have N/A + 2d6 + 1d8! The exclamation mark tells the Roll20 dice engine to explode the die roll if the maximum number is rolled on the die. Because that field is a text field you can do any formula notation including notes for the roll. For example, the 1d8! could be written as: 1d8! [magic enchantment to do an addition d8 damage against vampires], and while that won’t all be visible, the tool tip on the roll itself would indicate what that additional d8 damage was for.", + "pro-tip-complex-damage": "Pro Tip for setting up Complex Damage", + "powers-paragraph": "This sheet allows more than Arcane Background to be configured (see below), you may have more than one set of Power Points displayed. If you are using the No Power Points setting rule (and that option is checked on the Configuration Page), these power point fields will be hidden.", + "powers-section-config-paragraph1": "The section configuration pane is accessed by clicking the crossed hammer + wrench icon (which will turn into a checkmark, and clicking the checkmark will close the configuration pane).", + "powers-section-configuration-pane": "Powers Section Configuration Pane", + "powers-section-config-paragraph2": "This pane has two types of sections; the first configures the section headers and labels, and the second configures arcane background labels (and distinguishing colors if your character has more than one AB).", + "powers-section-config-paragraph3": "If you have more than one arcane background and need to delete one, click the red trashcan icon under the list of ABs. The bottom most AB will be hidden.", + "powers-section-config-paragraph4": "The sheet only allows a maximum of five (5) different Arcane Backgrounds.", + "combat-options-paragraph1": "This page contains a cheat sheet of things to try in combat to mix things up. It explains any bonuses or negative modifiers associated with the option.", + "combat-options-paragraph2": "It also contains information on situational rules (such as Unstable platform). It’s a handy place to look if you want quick access to rules without having to jump to the rule book.", + "miscellaneous-abbr-trait-modifier-plural-singular": "Misc. Trait Modifier(s)", + "miscellaneous-abbr-damage-modifier-plural-singular": "Misc. Damage Modifier(s)", + "initial-release": "Initial Release", + "initial-release-info": "This is the intial release of the Official Savage Worlds Character Sheet for Roll20. This sheet includes a lot of automation for things like Pace, Parry, and Toughness. It also keeps track of the weight carried by your character, etc.", + "highlights": "Highlights", + "single-click-trait-assignmet": "A single click will set a Trait's rank; for skills, just hover over the Rank die type to auto-expand the selection.", + "dice-rolling": "All Traits can be rolled directly from the character sheet.", + "bonus-dice-control": "Control over whether the sheet automatically rolls bonus dice or not.", + "condensed-view-of-derived-stats": "A condensed view of the Derived stats (Pace, Parry, Toughness) shows only the relevant info with the ability to configure and fine-tune them.", + "encumbrance-tracking": "Auto-calculate Encumbrance penalties with the ability to turn Encumbrance off.", + "setting-rules-info": "The ability to handle various setting rules, like Gritty Damage.", + "temporary-boost-lower-traits": "The ability to temporarily boost or lower traits. This is useful for things like Jack-of-All-Trades or the Boost/Lower Trait power.", + "things-to-be-aware-of": "Things to be aware of", + "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.", + "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.", + "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.", + "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", + "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).", + "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:", + "planned-enhancements": "Planned Enhancements", + "trademark-weapon": "Trademark Weapon", + "variable-base-damage": "Support for variable base damage for things such as Shotguns.", + "multiple-vehicles": "Ability to have multiple vehicles.", + "character-update-via-json": "Ability to update character progession via the JSON importer.", + "condensed-view-and-skill-specialization": "The condensed view of the character sheet has problems if you are using skill specialization. In most situations it should be fine, however, you may experience odd display issues if specializations are used.", + "statblock-to-chat-log": "The stat block to chat output currently doesn't support custom/additional Derived Stats, or the Special Abilities container.", + "manually-set-advances": "Manually set Advances", + "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons", + "minor-release": "Minor Release", + "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.", + "enhancements": "Enhancements", + "bugs-fixed": "Bugs Fixed", + "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.", + "weird-science-now-appears-in-powers-skill-drop-down": "Weird Science didn't always show as an available skill to use for casting spells when Weird Science was selected as a skill on th character sheet. This has been corrected, so if Weird Science is selected in the skills section, it will show as an option for casting powers.", + "option-to-for-alphanumeric-rank-display-for-traits": "An option has been added under Other Sheet Tweaks to allow one to use the alphanumeric rank designation (e.g. d4, d6, d8, etc.) instead of the die type icons.", + "manual-tracking-advances": "Previously one couldn't manually enter the number of Advances; an option has been added to the Other Sheet Tweaks section to allow one to 'Manually set Advances'.", + "use-alphanumeric-rank-designation": "Use alphanumeric Rank Designation", + "set-alphanumeric-designation-instead-of-dice-icons": "Sets Traits to show an alphanumeric designation for Trait Ranks (e.g. d4, d6, d8, etc) instead of the dice icons", + "plus-the-next": "Plus the next ", + "fear-roll": "Fear Roll", + "show-fear-roll-button": "Show Fear Roll button", + "show-fighting-by-default": "Show Fighting by default", + "show-fighting-skill-by-default": "Checking this box will show the Fighting skill by default.", + "attack-abbr-roll-query-sorted-high-to-low": "Atk^ roll query sorted High to Low", + "attack-abbr-roll-query-sorted-low-to-high": "Atk^ roll query sorted Low to High", + "attack-abbr-always-roll-max-no-roll-query": "Atk^ always roll max (no roll query)", + "fear-table-adrenaline-surge-description": "Adrenaline Surge ({{0}}): The hero’s \"fight\" response takes over. He acts as if he had a Joker this action!", + "fear-table-distracted-description": "Distracted ({{0}}): The hero is Distracted until the end of his next turn.", + "fear-table-vulnerable-description": "Vulnerable ({{0}}): The target is Vulnerable until the end of his next turn.", + "fear-table-shaken-description": "Shaken ({{0}}): The character is Shaken.", + "fear-table-mark-of-fear-description": "The Mark of Fear ({{0}}): The hero is Stunned and suffers some cosmetic physical alteration—a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests.", + "fear-table-frightened-description": "Frightened ({{0}}): The character gains the Hesitant Hindrance for the remainder of the encounter. If he already has it, he’s Panicked instead.", + "fear-table-panicked-description": "Panicked ({{0}}): The character immediately moves his full Pace plus running die away from the danger and is Shaken.", + "fear-table-minor-phobia-description": "Minor Phobia ({{0}}): The character gains a Minor Phobia Hindrance somehow associated with the trauma.", + "fear-table-major-phobia-description": "Major Phobia ({{0}}): The character gains the Major Phobia Hindrance.", + "fear-table-heart-attack-description": "Heart Attack ({{0}}): The hero is so overwhelmed with fear that his heart stutters. He must make an immediate Vigor roll at –2. If successful, he's Stunned. If he fails, he's Incapacitated and dies in {{1}} rounds. In the latter case, a Healing roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter.", + "fear-table-support": "Added a button to roll on the Fear Table. If you don't want this button showing, it can be hidden by unchecking the box on the Configuration page, under the 'Other Sheet Tweaks' setion.", + "armor-expansion-icon": "Armor expansion (unhide) icon - this icon was misplaced and overlapped with the Armor heading. This has been corrected.", + "toughness-going-lower-than-1": "Toughness going lower than 1 - if Size (or other modifiers) could cause Toughness to go lower than one (1). This has been corrected and the lowest Toughness will go is 1.", + "variable-bonus-damage-die-type-not-working": "Variable bonus damage die type not working - while not strictly a bug, it was confusing, because the die type selection was always visible. Using the variable bonus die type is now selected by default so that field will always work.", + "fighting-skill-visibility": "Fighting skill always showing - having this skill always showing was causing confusion, the skill is now hidden by default. The character sheet has an Sheet Settings option to show this skill by default.", + "rof-greater-than-six": "Rate of Fire 6+ - when using the Atk^x button option with a ROF greater than 6 odd things were being displayed. This has been corrected.", + "unskilled-rolls-missing-misc-modifiers": "Unskilled Wild Die Rolls missing the Misc. Modifiers - when making an unskilled roll with additional modifiers, those modifiers were not being applied to the Wild Die roll. This has been corrected.", + "bonus-damage-roll-not-exploding": "Bonus damage not exploding - the additional d6 bonus damage was not exploding if a 6 was rolled. This has been corrected.", + "savage-worlds": "Savage Worlds", + "deadlands": "Deadlands", + "logo-to-show": "Logo to show", + "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", + "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.", + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." +} diff --git a/Official Savage Worlds/translations/it.json b/Official Savage Worlds/translations/it.json index 17b3312fde..f9ed1cb5d0 100644 --- a/Official Savage Worlds/translations/it.json +++ b/Official Savage Worlds/translations/it.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/ja.json b/Official Savage Worlds/translations/ja.json index 7e80b1b2ca..0e2a159e6e 100644 --- a/Official Savage Worlds/translations/ja.json +++ b/Official Savage Worlds/translations/ja.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/ko.json b/Official Savage Worlds/translations/ko.json index 97727b7b6c..c13e1a6c27 100644 --- a/Official Savage Worlds/translations/ko.json +++ b/Official Savage Worlds/translations/ko.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/nl.json b/Official Savage Worlds/translations/nl.json index 43e597fb4e..820b52444f 100644 --- a/Official Savage Worlds/translations/nl.json +++ b/Official Savage Worlds/translations/nl.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/pl.json b/Official Savage Worlds/translations/pl.json index 22f0b8b0ed..eaf50354bd 100644 --- a/Official Savage Worlds/translations/pl.json +++ b/Official Savage Worlds/translations/pl.json @@ -837,5 +837,22 @@ "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/pt.json b/Official Savage Worlds/translations/pt.json index 5d087d536a..823c226720 100644 --- a/Official Savage Worlds/translations/pt.json +++ b/Official Savage Worlds/translations/pt.json @@ -736,7 +736,7 @@ "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.", "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.", "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.", - "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can", + "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:", "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.", "api-initiative-edges": "API Initiative Edges", "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us", @@ -753,7 +753,7 @@ "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.", "roll-button": "Botão de Rolagem", "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).", - "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.", + "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.", "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF", "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.", "pro-tip-punches": "Pro Tip for setting up Punches", @@ -784,11 +784,11 @@ "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.", "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.", "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.", - "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", + "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).", "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:", "planned-enhancements": "Planned Enhancements", - "trademark-weapon": "Support for Trademark Weapon.", + "trademark-weapon": "Trademark Weapon", "variable-base-damage": "Support for variable base damage for things such as Shotguns.", "multiple-vehicles": "Ability to have multiple vehicles.", "character-update-via-json": "Ability to update character progession via the JSON importer.", @@ -797,7 +797,7 @@ "manually-set-advances": "Configurar Progressos Manualmente", "use-alphanumeric-for-traits": "Usar alfanuméricos para graduações de Características em vez de ícones de dados", "minor-release": "Versão Menor", - "minor-release-info": "Essa versão foca em Correções de Bugs e uma melhoria pequena.", + "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.", "enhancements": "Enhancements", "bugs-fixed": "Correções de Erros", "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.", @@ -836,6 +836,23 @@ "deadlands": "Deadlands", "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", - "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.", + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/ru.json b/Official Savage Worlds/translations/ru.json index 2e6b23e973..86a43b1b8c 100644 --- a/Official Savage Worlds/translations/ru.json +++ b/Official Savage Worlds/translations/ru.json @@ -736,7 +736,7 @@ "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.", "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.", "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.", - "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can", + "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:", "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.", "api-initiative-edges": "API Initiative Edges", "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us", @@ -753,7 +753,7 @@ "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.", "roll-button": "Roll Button", "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).", - "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.", + "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.", "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF", "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.", "pro-tip-punches": "Pro Tip for setting up Punches", @@ -784,11 +784,11 @@ "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.", "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.", "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.", - "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", + "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).", "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:", "planned-enhancements": "Planned Enhancements", - "trademark-weapon": "Support for Trademark Weapon.", + "trademark-weapon": "Trademark Weapon", "variable-base-damage": "Support for variable base damage for things such as Shotguns.", "multiple-vehicles": "Ability to have multiple vehicles.", "character-update-via-json": "Ability to update character progession via the JSON importer.", @@ -797,7 +797,7 @@ "manually-set-advances": "Manually set Advances", "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons", "minor-release": "Minor Release", - "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.", + "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.", "enhancements": "Enhancements", "bugs-fixed": "Bugs Fixed", "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.", @@ -836,6 +836,23 @@ "deadlands": "Deadlands", "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", - "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.", + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/sv.json b/Official Savage Worlds/translations/sv.json index 4fa0aca52d..8319b0000e 100644 --- a/Official Savage Worlds/translations/sv.json +++ b/Official Savage Worlds/translations/sv.json @@ -736,7 +736,7 @@ "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.", "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.", "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.", - "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can", + "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:", "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.", "api-initiative-edges": "API Initiative Edges", "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us", @@ -753,7 +753,7 @@ "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.", "roll-button": "Roll Button", "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).", - "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.", + "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.", "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF", "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.", "pro-tip-punches": "Pro Tip for setting up Punches", @@ -784,11 +784,11 @@ "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.", "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.", "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.", - "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", + "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).", "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:", "planned-enhancements": "Planned Enhancements", - "trademark-weapon": "Support for Trademark Weapon.", + "trademark-weapon": "Trademark Weapon", "variable-base-damage": "Support for variable base damage for things such as Shotguns.", "multiple-vehicles": "Ability to have multiple vehicles.", "character-update-via-json": "Ability to update character progession via the JSON importer.", @@ -797,7 +797,7 @@ "manually-set-advances": "Manually set Advances", "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons", "minor-release": "Minor Release", - "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.", + "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.", "enhancements": "Enhancements", "bugs-fixed": "Bugs Fixed", "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.", @@ -836,6 +836,23 @@ "deadlands": "Deadlands", "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", - "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.", + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/tr.json b/Official Savage Worlds/translations/tr.json index c16b1cabbc..a8b584c250 100644 --- a/Official Savage Worlds/translations/tr.json +++ b/Official Savage Worlds/translations/tr.json @@ -736,7 +736,7 @@ "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.", "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.", "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.", - "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can", + "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:", "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.", "api-initiative-edges": "API Initiative Edges", "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us", @@ -753,7 +753,7 @@ "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.", "roll-button": "Roll Button", "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).", - "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.", + "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.", "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF", "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.", "pro-tip-punches": "Pro Tip for setting up Punches", @@ -784,11 +784,11 @@ "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.", "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.", "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.", - "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", + "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).", "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:", "planned-enhancements": "Planned Enhancements", - "trademark-weapon": "Support for Trademark Weapon.", + "trademark-weapon": "Trademark Weapon", "variable-base-damage": "Support for variable base damage for things such as Shotguns.", "multiple-vehicles": "Ability to have multiple vehicles.", "character-update-via-json": "Ability to update character progession via the JSON importer.", @@ -797,7 +797,7 @@ "manually-set-advances": "Manually set Advances", "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons", "minor-release": "Minor Release", - "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.", + "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.", "enhancements": "Enhancements", "bugs-fixed": "Bugs Fixed", "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.", @@ -836,6 +836,23 @@ "deadlands": "Deadlands", "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", - "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.", + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/uk.json b/Official Savage Worlds/translations/uk.json index d46f5b35c2..b77be8dd7f 100644 --- a/Official Savage Worlds/translations/uk.json +++ b/Official Savage Worlds/translations/uk.json @@ -736,7 +736,7 @@ "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.", "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.", "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.", - "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can", + "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:", "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.", "api-initiative-edges": "API Initiative Edges", "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us", @@ -753,7 +753,7 @@ "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.", "roll-button": "Roll Button", "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).", - "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.", + "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.", "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF", "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.", "pro-tip-punches": "Pro Tip for setting up Punches", @@ -784,11 +784,11 @@ "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.", "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.", "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.", - "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", + "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).", "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:", "planned-enhancements": "Planned Enhancements", - "trademark-weapon": "Support for Trademark Weapon.", + "trademark-weapon": "Trademark Weapon", "variable-base-damage": "Support for variable base damage for things such as Shotguns.", "multiple-vehicles": "Ability to have multiple vehicles.", "character-update-via-json": "Ability to update character progession via the JSON importer.", @@ -797,7 +797,7 @@ "manually-set-advances": "Manually set Advances", "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons", "minor-release": "Minor Release", - "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.", + "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.", "enhancements": "Enhancements", "bugs-fixed": "Bugs Fixed", "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.", @@ -836,6 +836,23 @@ "deadlands": "Deadlands", "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", - "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.", + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Official Savage Worlds/translations/zh.json b/Official Savage Worlds/translations/zh.json index 145eb874a2..82d0aeb529 100644 --- a/Official Savage Worlds/translations/zh.json +++ b/Official Savage Worlds/translations/zh.json @@ -736,7 +736,7 @@ "atk-roll-paragraph1": "Under weapons, if the Rate of Fire is greater than 1, you have the option of setting the weapon roll button to do auto-fire (roll multiple skill dice). This drop down menu configures the roll query to make it easier for you to do your auto-rolls.", "atk-roll-paragraph2": "If you have it sorted High to Low, the number of shots prompted for in the query will start at the maximum rate of fire.", "atk-roll-paragraph3": "If you have it sorted Low to High, the number of shots prompted for in the query will start at 1.", - "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can", + "wild-card-icon-paragraph": "This field can take Unicode characters and make them the Wild Card icon that appears next to the character’s name and the Stat Block Output button. Here are some unicode characters you can use:", "api-edges-paragraph": "For Pro subscribers, the sheet supports the Deal-Init API script. If the Script is installed, clicking the i icon will output the help file to chat for that script and what to use for the Edge codes.", "api-initiative-edges": "API Initiative Edges", "api-edges-paragraph1": "The sheet supports importing of JSON data to pre-fill a character sheet. Currently, the sheet supports the generic VTT JSON as exported from savaged.us", @@ -753,7 +753,7 @@ "edit-stat-block-paragraph2": "The Stat Block mode is only useful when Skill Specialization is not being used. If you are using Skill Specialization, the layout may be funky and show inconsistently. You can still use it, just know the display might not be ideal.", "roll-button": "Roll Button", "roll-button-paragraph": "The roll button can be configured to roll Damage Only, or Attack and Damage; if the Rate of Fire (RoF) is greater than one, an additional option can be configured for this button, denoted by Atkx + Dmg—this option will roll more than one skill die and a single Wild Die (for Wild Cards).", - "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters how have Frenzy, or if you have a group of Extras all making the same attack roll.", + "pro-tip-rof-paragraph": "While RoF is generally only used for automatic weapons, it can be used for melee weapons as well. This can be useful for characters who have Frenzy, or if you have a group of Extras all making the same attack roll.", "pro-tip-rate-of-fire-abbr": "Pro Tip for using RoF", "damage-paragraph": " This consists of 4 fields. The first can be used to configure an Attribute (generally Strength); if the weapon doesn’t use any Attributes as part of the damage formula, select N/A. The second field allows you to configure the number of dice to be rolled; if a weapon does 2d6 damage, you’d enter a 2 in this field. The third field is where you configure the die type associated with the damage. The fourth field is a “wild card” field of sorts, you can enter any valid Roll20 entry here—not just numbers.", "pro-tip-punches": "Pro Tip for setting up Punches", @@ -784,11 +784,11 @@ "json-importer-info": "A JSON importer to automate importing characters. See the documentation tab for details.", "combat-options-info": "A Combat Options & Situations Rules tab; this can remind you of what your options are when your combat seems to be lagging.", "condensed-view-of-character-sheet": "A condensed view of the character sheet, making it easier to see your key Traits, weapons, and powers.", - "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems ahve various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", + "derived-stats-paragraph": "While this sheet focuses on Core Savage Worlds compliance and doesn't include any additional/custom derived stats be default, the sheet does offer an option to configure your own custom derived stats. Checking the Additional Derived Stats checkbox, the sheet will add a section for additional derived stats. Here you can give your derived stat(s) a name and set the details for the derived stat(s). Given that various systems have various rules for how derived stats are calculated, none of these fields are automated, so you have maximum flexibility in tracking those stats.", "be-aware-info1": "This is the initial release of this sheet. If you are coming from a different sheet, you may experience some data loss. This data loss should be minimal if you are coming from the Savage Worlds Tabbed sheet, but will is still possible (and, in some cases, likely).", "be-aware-info2": "In the interest of getting this sheet out there so everyone can benefit from some of the enhanced features, we realize there are some things still missing, and some that aren't functioning exaclty right. These should be fringe cases, but wanted to make you aware. Here are some potential problems you may experience:", "planned-enhancements": "Planned Enhancements", - "trademark-weapon": "Support for Trademark Weapon.", + "trademark-weapon": "Trademark Weapon", "variable-base-damage": "Support for variable base damage for things such as Shotguns.", "multiple-vehicles": "Ability to have multiple vehicles.", "character-update-via-json": "Ability to update character progession via the JSON importer.", @@ -797,7 +797,7 @@ "manually-set-advances": "Manually set Advances", "use-alphanumeric-for-traits": "Use alphanumeric for Trait rank instead of dice icons", "minor-release": "Minor Release", - "minor-release-info": "This release focuses on Bug Fixes and a minor enhancement.", + "minor-release-info": "This release focuses on Bug Fixes and a minor enhancements.", "enhancements": "Enhancements", "bugs-fixed": "Bugs Fixed", "documentation-button-works": "Documentation button now works and outputs the URL to the documentation wiki.", @@ -836,6 +836,23 @@ "deadlands": "Deadlands", "logo-to-show": "Logo to show", "swap-swade-logo-for-deadlands-logo": "Added Added the ability to swap out the Savage Worlds logo for the Deadlands logo.", - "fighting-skill-on-older-sheets": "Fighting skill should auto-show for sheets version lower than 1.00.03.", - "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox." + "fighting-skill-on-older-sheets": "Fixed some styling issues for Roll Templates.", + "skill-selection-list-firefox": "Fixed a bug where the skill selection list spilled over into a third column on Firefox.", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "consumables": "Consumables", + "stealth-rerolling-spellcasting": "Fixed a bug where re-rolling Stealth tried to re-roll Spellcasting.", + "fighting-focus-not-showing-in-statblock-view": "Fixed a bug where the Fighting and Focus skills weren't showing up when the character sheet was in collapsed or \"Statblock View\".", + "weapons-spells-damage-only-error-message": "Fixed a bug for weapons and spells giving an error when they were set to roll Damage Only and the sheet was in collapsed or \"Statblock View\".", + "athletics-electronics-not-showing-linked-attribute": "Fixed a bug where the Athletics and Electronics skills weren't showing the linked attribute.", + "stunned-setting-variable-type-number": "Fixed a bug when selecting Stunned would set a varialbe as a Number instead of a String. It now sets it to a String to be consistent with the other variable types.", + "selecting-all-wouldnt-select-core-skills": "Fixed a bug where selecting All (skills) wouldn't select (or would unselect) the Core skills.", + "hindrance-edge-chat-icons": "Made a change to the button icons for Hindrances and Edges to make it clear whether the description will output to everyone or just a whisper to the GM. When the icon is q, the output will be to everyone. When the icon is w, the output will be a whisper to the GM.", + "fear-button-enhancement": "Enhanced the Fear button to roll Spirit (Fear Check) first and provide a button to roll on the Fear Table if the Spirit roll is failed.", + "fear-button": "Fear button", + "hindrances-edges-special-abilities": "Hindrances, Edges, and Special Abilities", + "output-buttons": "Output Buttons", + "output-button-styles": "The button for these three sections will ouput the description of the Hindrance, Edge, or Special Ability to the chat panel. The icon on the button serves as a visual queue as to what type of message will be sent. A double speech bubble (q) indicates the output will be visible to everyone. A single speech bubble (w) indicates the output will be whispered to the GM.", + "show-special-abilities-section-by-default": "Check this box to show the Special Abilities section by default.", + "skill-modifier": "Skill Modifier", + "trademark-weapon-enhancement": "Added two fields under Weapons to allow the skill roll to be modified. This would most commonly be used for Trademark Weapon, but can be used for other things, such as magic (or cursed) items that modify the attack roll, etc." } diff --git a/Old School Essentials - AAC/translations/ca.json b/Old School Essentials - AAC/translations/ca.json new file mode 100644 index 0000000000..48e14e7536 --- /dev/null +++ b/Old School Essentials - AAC/translations/ca.json @@ -0,0 +1,174 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Armor Name", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-door-full": "Find secret door", + "gold-piece-abbr": "GP", + "hit-dice-number-abbr": "# HD", + "hit-dice-number": "Number of Hit Dice", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Situational Bonus", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-name-placeholder": "Spell Name", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of Attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "wisdom-mod-abbr": "+WIS", + "worn-question": "Worn?", + "thac0": "THAC0", + "enabled": "Enabled", + "disabled": "Disabled", + "situational-bonus-enabled": "Situational Bonus Enabled?", + "saves-as": "Saves as", + "reaction": "Reaction", + "reaction-hostile": "Hostile, attacks", + "reaction-unfriendly": "Unfriendly, may attack", + "reaction-neutral": "Neutral, uncertain", + "reaction-indifferent": "Indifferent, uninterested", + "reaction-friendly": "Friendly, helpful", + "charisma-modifier": "Charisma Modifier", + "classic-fantasy": "Classic Fantasy", + "advanced-fantasy": "Advanced Fantasy", + "natural-20": "Natural 20!", + "natural-1": "Natural 1!", + "dolmenwood": "Dolmenwood", + "about": "About", + "about-description": "If you have any suggestions or problems with the character sheet, please reach out.", + "submit-issue": "Submit a feature request or bug", + "email-us": "Email us with comments or questions", + "spells-available": "Spells Available", + "spells-total": "Spells Total", + "memorized": "Memorized", + "level-abbr": "LVL", + "attack-value-matrix-9": "Attack Value Matrix: 9", + "attack-value-matrix-8": "Attack Value Matrix: 8", + "attack-value-matrix-7": "Attack Value Matrix: 7", + "attack-value-matrix-6": "Attack Value Matrix: 6", + "attack-value-matrix-5": "Attack Value Matrix: 5", + "attack-value-matrix-4": "Attack Value Matrix: 4", + "attack-value-matrix-3": "Attack Value Matrix: 3", + "attack-value-matrix-2": "Attack Value Matrix: 2", + "attack-value-matrix-1": "Attack Value Matrix: 1", + "attack-value-matrix-0": "Attack Value Matrix: 0", + "individual-initiative": "Individual Initiative?", + "platinum": "Platinum", + "gold": "Gold", + "electrum": "Electrum", + "silver": "Silver", + "copper": "Copper" +} diff --git a/Old School Essentials - AAC/translations/hu.json b/Old School Essentials - AAC/translations/hu.json new file mode 100644 index 0000000000..48e14e7536 --- /dev/null +++ b/Old School Essentials - AAC/translations/hu.json @@ -0,0 +1,174 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Armor Name", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-door-full": "Find secret door", + "gold-piece-abbr": "GP", + "hit-dice-number-abbr": "# HD", + "hit-dice-number": "Number of Hit Dice", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Situational Bonus", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-name-placeholder": "Spell Name", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of Attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "wisdom-mod-abbr": "+WIS", + "worn-question": "Worn?", + "thac0": "THAC0", + "enabled": "Enabled", + "disabled": "Disabled", + "situational-bonus-enabled": "Situational Bonus Enabled?", + "saves-as": "Saves as", + "reaction": "Reaction", + "reaction-hostile": "Hostile, attacks", + "reaction-unfriendly": "Unfriendly, may attack", + "reaction-neutral": "Neutral, uncertain", + "reaction-indifferent": "Indifferent, uninterested", + "reaction-friendly": "Friendly, helpful", + "charisma-modifier": "Charisma Modifier", + "classic-fantasy": "Classic Fantasy", + "advanced-fantasy": "Advanced Fantasy", + "natural-20": "Natural 20!", + "natural-1": "Natural 1!", + "dolmenwood": "Dolmenwood", + "about": "About", + "about-description": "If you have any suggestions or problems with the character sheet, please reach out.", + "submit-issue": "Submit a feature request or bug", + "email-us": "Email us with comments or questions", + "spells-available": "Spells Available", + "spells-total": "Spells Total", + "memorized": "Memorized", + "level-abbr": "LVL", + "attack-value-matrix-9": "Attack Value Matrix: 9", + "attack-value-matrix-8": "Attack Value Matrix: 8", + "attack-value-matrix-7": "Attack Value Matrix: 7", + "attack-value-matrix-6": "Attack Value Matrix: 6", + "attack-value-matrix-5": "Attack Value Matrix: 5", + "attack-value-matrix-4": "Attack Value Matrix: 4", + "attack-value-matrix-3": "Attack Value Matrix: 3", + "attack-value-matrix-2": "Attack Value Matrix: 2", + "attack-value-matrix-1": "Attack Value Matrix: 1", + "attack-value-matrix-0": "Attack Value Matrix: 0", + "individual-initiative": "Individual Initiative?", + "platinum": "Platinum", + "gold": "Gold", + "electrum": "Electrum", + "silver": "Silver", + "copper": "Copper" +} diff --git a/Old School Essentials/translations/ca.json b/Old School Essentials/translations/ca.json new file mode 100644 index 0000000000..8af16ff57c --- /dev/null +++ b/Old School Essentials/translations/ca.json @@ -0,0 +1,83 @@ +{ + "playercharacter-pc-u": "PC", + "character-name": "Character name", + "class": "Class", + "title": "Title", + "al-alignment-u": "AL", + "alignment": "Alignment", + "level": "Level", + "hitdice-u": "HD", + "combat-u": "COMBAT", + "hitpoints-hp-u": "HP", + "maximum-max": "Max", + "mod-constitution-con-u": "± CON", + "movement-encounter-en-exploration-ex-overland-ov": "Movement
    enexov", + "initiative-init": "Init.", + "mod-dexterity-dex-u": "± DEX", + "armorclass-ac-u": "AC", + "unarmored": "Unarmored", + "attack-value-matrix": "Attack value matrix", + "attack-roll": "Attack roll", + "bonus-str": "Bonus STR", + "bonus-dex": "Bonus DEX", + "ability-scores-u": "ABILITY SCORES", + "strength-str-u": "STR", + "intelligence-int-u": "INT", + "wisdom-wis-u": "WIS", + "dexterity-dex-u": "DEX", + "constitution-con-u": "CON", + "charisma-cha-u": "CHA", + "saving-throws-u": "SAVING THROWS", + "death-poison": "Death
    Poison", + "death-poison-full": "Death or poison", + "magic-wands": "Magic
    wands", + "magic-wands-full": "Magic wands", + "paralysis-petrification": "Paralysis
    Petrification", + "paralysis-petrification-full": "Paralysis or petrification", + "breath-attacks": "Breath
    attacks", + "breath-attacks-full": "Breath attacks", + "spells-rods-staves": "Spells, Rods,
    Staves", + "spells-rods-staves-full": "Spells, rods, or staves", + "exploration-u": "EXPLORATION", + "listen-at-door": "Listen at
    door", + "listen-at-door-full": "Listen at door", + "open-stuck-door": "Open stuck
    door", + "open-stuck-door-full": "Open stuck door", + "find-secret-door": "Find secret
    door", + "find-secret-door-full": "Find secret door", + "find-room-trap": "Find room
    trap", + "find-room-trap-full": "Find room trap", + "experience": "EXPERIENCE", + "experience-points-xp-u": "XP", + "next": "Next", + "abilities-skills-weapons-u": "ABILITIES, SKILLS, WEAPONS", + "description-or-weapon-qualities": "Description or Weapon qualities", + "items-equipment-u": "ITEMS & EQUIPMENT", + "quantity-qty": "Qty", + "name": "Name", + "description": "Description", + "weight": "Weight", + "item-name": "Item name", + "item-description": "Item description", + "platinum-piece-pp-u": "PP", + "gold-piece-gp-u": "GP", + "electrum-piece-ep-u": "EP", + "silver-piece-sp-u": "SP", + "copper-piece-cp-u": "CP", + "typeofattack": "Type of attack", + "melee": "Melee", + "missile": "Missile", + "modifier": "Threshold modifier", + "modifier-short": "Thr. mod", + "modifier-mod": "Modif", + "attack": "Attack", + "initiative": "Initiative", + "strength": "Strength", + "intelligence": "Intelligence", + "wisdom": "Wisdom", + "dexterity": "Dexterity", + "constitution": "Constitution", + "charisma": "Charisma", + "fail": "Fail", + "success": "Success" +} \ No newline at end of file diff --git a/Old School Essentials/translations/hu.json b/Old School Essentials/translations/hu.json new file mode 100644 index 0000000000..8af16ff57c --- /dev/null +++ b/Old School Essentials/translations/hu.json @@ -0,0 +1,83 @@ +{ + "playercharacter-pc-u": "PC", + "character-name": "Character name", + "class": "Class", + "title": "Title", + "al-alignment-u": "AL", + "alignment": "Alignment", + "level": "Level", + "hitdice-u": "HD", + "combat-u": "COMBAT", + "hitpoints-hp-u": "HP", + "maximum-max": "Max", + "mod-constitution-con-u": "± CON", + "movement-encounter-en-exploration-ex-overland-ov": "Movement
    enexov", + "initiative-init": "Init.", + "mod-dexterity-dex-u": "± DEX", + "armorclass-ac-u": "AC", + "unarmored": "Unarmored", + "attack-value-matrix": "Attack value matrix", + "attack-roll": "Attack roll", + "bonus-str": "Bonus STR", + "bonus-dex": "Bonus DEX", + "ability-scores-u": "ABILITY SCORES", + "strength-str-u": "STR", + "intelligence-int-u": "INT", + "wisdom-wis-u": "WIS", + "dexterity-dex-u": "DEX", + "constitution-con-u": "CON", + "charisma-cha-u": "CHA", + "saving-throws-u": "SAVING THROWS", + "death-poison": "Death
    Poison", + "death-poison-full": "Death or poison", + "magic-wands": "Magic
    wands", + "magic-wands-full": "Magic wands", + "paralysis-petrification": "Paralysis
    Petrification", + "paralysis-petrification-full": "Paralysis or petrification", + "breath-attacks": "Breath
    attacks", + "breath-attacks-full": "Breath attacks", + "spells-rods-staves": "Spells, Rods,
    Staves", + "spells-rods-staves-full": "Spells, rods, or staves", + "exploration-u": "EXPLORATION", + "listen-at-door": "Listen at
    door", + "listen-at-door-full": "Listen at door", + "open-stuck-door": "Open stuck
    door", + "open-stuck-door-full": "Open stuck door", + "find-secret-door": "Find secret
    door", + "find-secret-door-full": "Find secret door", + "find-room-trap": "Find room
    trap", + "find-room-trap-full": "Find room trap", + "experience": "EXPERIENCE", + "experience-points-xp-u": "XP", + "next": "Next", + "abilities-skills-weapons-u": "ABILITIES, SKILLS, WEAPONS", + "description-or-weapon-qualities": "Description or Weapon qualities", + "items-equipment-u": "ITEMS & EQUIPMENT", + "quantity-qty": "Qty", + "name": "Name", + "description": "Description", + "weight": "Weight", + "item-name": "Item name", + "item-description": "Item description", + "platinum-piece-pp-u": "PP", + "gold-piece-gp-u": "GP", + "electrum-piece-ep-u": "EP", + "silver-piece-sp-u": "SP", + "copper-piece-cp-u": "CP", + "typeofattack": "Type of attack", + "melee": "Melee", + "missile": "Missile", + "modifier": "Threshold modifier", + "modifier-short": "Thr. mod", + "modifier-mod": "Modif", + "attack": "Attack", + "initiative": "Initiative", + "strength": "Strength", + "intelligence": "Intelligence", + "wisdom": "Wisdom", + "dexterity": "Dexterity", + "constitution": "Constitution", + "charisma": "Charisma", + "fail": "Fail", + "success": "Success" +} \ No newline at end of file diff --git a/OneDice/translations/ca.json b/OneDice/translations/ca.json new file mode 100644 index 0000000000..9994839d82 --- /dev/null +++ b/OneDice/translations/ca.json @@ -0,0 +1,44 @@ +{ + "Name": "Name", + "Level": "Level", + "E/IP": "E/IP", + "Stunt Points": "Stunt Points", + "Strong": "Strong", + "Health": "Health", + "Current": "Current", + "Background and Description": "Background and Description", + "Clever": "Clever", + "Defence": "Defence", + "Use": "Use", + "Armor": "Armor", + "Bonus": "Bonus", + "Total Armor": "Total Armor", + "Quick": "Quick", + "Roll Initiative": "Roll Initiative", + "Move": "Move", + "meters": "meters", + "Magic": "Magic", + "Spells": "Spells", + "Description": "Description", + "Range": "Rng", + "Target": "Target", + "Damage": "Damage", + "Roll": "Roll", + "Skills": "Skills", + "Points": "Points", + "Ability": "Ability", + "Total": "Total", + "Weapons": "Weapons", + "Ability Used": "Ability Used", + "Skill Modifier": "Skill", + "Manually enter the skill bonus.": "Manually enter the skill bonus.", + "Other Equipment": "Other Equipment", + "Location": "Location", + "OneDice is a simple universal d6 system by Cakebread & Walton, available on DriveThruRPG.": "OneDice is a simple universal d6 system by Cakebread & Walton, available on DriveThruRPG.", + "Damage bonus": "Damage bonus", + "attacks": "attacks with a", + "casts": "casts", + "and gets a": "and gets a ", + "Failed": "This spell failed!", + "Effect": "Effect" +} \ No newline at end of file diff --git a/OneDice/translations/hu.json b/OneDice/translations/hu.json new file mode 100644 index 0000000000..9994839d82 --- /dev/null +++ b/OneDice/translations/hu.json @@ -0,0 +1,44 @@ +{ + "Name": "Name", + "Level": "Level", + "E/IP": "E/IP", + "Stunt Points": "Stunt Points", + "Strong": "Strong", + "Health": "Health", + "Current": "Current", + "Background and Description": "Background and Description", + "Clever": "Clever", + "Defence": "Defence", + "Use": "Use", + "Armor": "Armor", + "Bonus": "Bonus", + "Total Armor": "Total Armor", + "Quick": "Quick", + "Roll Initiative": "Roll Initiative", + "Move": "Move", + "meters": "meters", + "Magic": "Magic", + "Spells": "Spells", + "Description": "Description", + "Range": "Rng", + "Target": "Target", + "Damage": "Damage", + "Roll": "Roll", + "Skills": "Skills", + "Points": "Points", + "Ability": "Ability", + "Total": "Total", + "Weapons": "Weapons", + "Ability Used": "Ability Used", + "Skill Modifier": "Skill", + "Manually enter the skill bonus.": "Manually enter the skill bonus.", + "Other Equipment": "Other Equipment", + "Location": "Location", + "OneDice is a simple universal d6 system by Cakebread & Walton, available on DriveThruRPG.": "OneDice is a simple universal d6 system by Cakebread & Walton, available on DriveThruRPG.", + "Damage bonus": "Damage bonus", + "attacks": "attacks with a", + "casts": "casts", + "and gets a": "and gets a ", + "Failed": "This spell failed!", + "Effect": "Effect" +} \ No newline at end of file diff --git a/Our Last Best Hope/translations/ca.json b/Our Last Best Hope/translations/ca.json new file mode 100644 index 0000000000..6e9c97e605 --- /dev/null +++ b/Our Last Best Hope/translations/ca.json @@ -0,0 +1,16 @@ +{ + "name": "Name", + "role": "Role", + "touchstones": "Touchstones", + "whatbrought": "What I brought", + "whatleft": "What I left behind", + "whosane": "Who keeps me sane", + "whocrazy": "Who drives me crazy", + "secrets": "Secrets and Fears", + "tip": "Tip: Use /w to whisper these to the player to your right or left.", + "mysecret": "My Secret", + "myfear": "My Fear", + "credits": "Our Last Best Hope is © 2012 Magpie Games.", + "special_ability": "Special Ability", + "harm": "Harm" +} diff --git a/Our Last Best Hope/translations/hu.json b/Our Last Best Hope/translations/hu.json new file mode 100644 index 0000000000..6e9c97e605 --- /dev/null +++ b/Our Last Best Hope/translations/hu.json @@ -0,0 +1,16 @@ +{ + "name": "Name", + "role": "Role", + "touchstones": "Touchstones", + "whatbrought": "What I brought", + "whatleft": "What I left behind", + "whosane": "Who keeps me sane", + "whocrazy": "Who drives me crazy", + "secrets": "Secrets and Fears", + "tip": "Tip: Use /w to whisper these to the player to your right or left.", + "mysecret": "My Secret", + "myfear": "My Fear", + "credits": "Our Last Best Hope is © 2012 Magpie Games.", + "special_ability": "Special Ability", + "harm": "Harm" +} diff --git a/Outbreak/translations/ca.json b/Outbreak/translations/ca.json new file mode 100644 index 0000000000..14008b19ce --- /dev/null +++ b/Outbreak/translations/ca.json @@ -0,0 +1,121 @@ +{ + "Main": "Main", + "0": "0", + "1": "1", + "1st": "1st", + "2": "2", + "2nd": "2nd", + "3": "3", + "3rd": "3rd", + "4": "4", + "4th": "4th", + "5": "5", + "5th": "5th", + "Adv Medicine": "Adv Medicine", + "Adv": "Adv", + "Archery Gear": "Archery Gear", + "Athletic Gear": "Athletic Gear", + "Attr": "Attr", + "Balance": "Balance", + "Barter": "Barter", + "Basic Skills": "Basic Skills", + "Bludgeoning": "Bludgeoning", + "Blunt": "Blunt", + "Bonus": "Bonus", + "Bow": "Bow", + "Brawl": "Brawl", + "Calm Other": "Calm Other", + "Campaign": "Campaign", + "Character Resources": "Character Resources", + "Climb": "Climb", + "Climbing Gear": "Climbing Gear", + "Command App": "Command App", + "Command": "Command", + "Competance Points:": "Competance Points:", + "Composure": "Composure", + "Construct Engineer": "Construct Engineer", + "Coping Mechanisms": "Coping Mechanisms", + "Damage Threshold": "Damage Threshold", + "Detect Motives": "Detect Motives", + "Dice Pool": "Dice Pool", + "Digital Systems": "Digital Systems", + "Dodge": "Dodge", + "Empathy": "Empathy", + "Endurance": "Endurance", + "Equipment": "Equipment", + "Expert Skills": "Expert Skills", + "Expression": "Expression", + "Firefighting": "Firefighting", + "First Aid Kits": "First Aid Kits", + "First Aid": "First Aid", + "Gestalt Level:": "Gestalt Level:", + "Grapple": "Grapple", + "Health Points": "Health Points", + "Hold": "Hold", + "Injuries": "Injuries", + "Intimidate": "Intimidate", + "Jump/Leap": "Jump/Leap", + "Lift/Pull": "Lift/Pull", + "Log": "Log", + "Long Gun": "Long Gun", + "Martial Art": "Martial Art", + "Martial Arts": "Martial Arts", + "Medical Gear": "Medical Gear", + "Morale": "Morale", + "Name": "Name", + "Navigation": "Navigation", + "Perception": "Perception", + "Persuade": "Persuade", + "Pierce": "Pierce", + "Piercing": "Piercing", + "Pilot": "Pilot", + "Pistol": "Pistol", + "Player": "Player", + "Psyche": "Psyche", + "Recon Gear": "Recon Gear", + "Resist Pain": "Resist Pain", + "Ride": "Ride", + "Roll": "Roll", + "S.P.E.W Attributes": "S.P.E.W Attributes", + "Sb + Wb": "Sb + Wb", + "Science": "Science", + "Search": "Search", + "Skill": "Skill", + "Skills": "Skills", + "Slash": "Slash", + "Slashing": "Slashing", + "Specalizations": "Specalizations", + "Spot/Listen": "Spot/Listen", + "Stealth": "Stealth", + "Strength": "Strength", + "Survival Kit": "Survival Kit", + "Survival Points:": "Survival Points:", + "Survival": "Survival", + "Swim": "Swim", + "Swimming/Diving": "Swimming/Diving", + "Symptoms": "Symptoms", + "Throw": "Throw", + "Throwing": "Throwing", + "Tools": "Tools", + "Tot": "Tot", + "Total": "Total", + "Toughness": "Toughness", + "Trained Skills": "Trained Skills", + "Training Value Bonus": "Training Value Bonus", + "Value": "Value", + "Vehicles": "Vehicles", + "Viral": "Viral", + "Vitality": "Vitality", + "Wb + Eb": "Wb + Eb", + "Willpower": "Willpower", + "d5!": "d5!", + "d6": "d6", + "6": "6", + "6th": "6th", + "7": "7", + "7th": "7th", + "8": "8", + "8th": "8th", + "9": "9", + "9th": "9th" +} \ No newline at end of file diff --git a/Outbreak/translations/hu.json b/Outbreak/translations/hu.json new file mode 100644 index 0000000000..14008b19ce --- /dev/null +++ b/Outbreak/translations/hu.json @@ -0,0 +1,121 @@ +{ + "Main": "Main", + "0": "0", + "1": "1", + "1st": "1st", + "2": "2", + "2nd": "2nd", + "3": "3", + "3rd": "3rd", + "4": "4", + "4th": "4th", + "5": "5", + "5th": "5th", + "Adv Medicine": "Adv Medicine", + "Adv": "Adv", + "Archery Gear": "Archery Gear", + "Athletic Gear": "Athletic Gear", + "Attr": "Attr", + "Balance": "Balance", + "Barter": "Barter", + "Basic Skills": "Basic Skills", + "Bludgeoning": "Bludgeoning", + "Blunt": "Blunt", + "Bonus": "Bonus", + "Bow": "Bow", + "Brawl": "Brawl", + "Calm Other": "Calm Other", + "Campaign": "Campaign", + "Character Resources": "Character Resources", + "Climb": "Climb", + "Climbing Gear": "Climbing Gear", + "Command App": "Command App", + "Command": "Command", + "Competance Points:": "Competance Points:", + "Composure": "Composure", + "Construct Engineer": "Construct Engineer", + "Coping Mechanisms": "Coping Mechanisms", + "Damage Threshold": "Damage Threshold", + "Detect Motives": "Detect Motives", + "Dice Pool": "Dice Pool", + "Digital Systems": "Digital Systems", + "Dodge": "Dodge", + "Empathy": "Empathy", + "Endurance": "Endurance", + "Equipment": "Equipment", + "Expert Skills": "Expert Skills", + "Expression": "Expression", + "Firefighting": "Firefighting", + "First Aid Kits": "First Aid Kits", + "First Aid": "First Aid", + "Gestalt Level:": "Gestalt Level:", + "Grapple": "Grapple", + "Health Points": "Health Points", + "Hold": "Hold", + "Injuries": "Injuries", + "Intimidate": "Intimidate", + "Jump/Leap": "Jump/Leap", + "Lift/Pull": "Lift/Pull", + "Log": "Log", + "Long Gun": "Long Gun", + "Martial Art": "Martial Art", + "Martial Arts": "Martial Arts", + "Medical Gear": "Medical Gear", + "Morale": "Morale", + "Name": "Name", + "Navigation": "Navigation", + "Perception": "Perception", + "Persuade": "Persuade", + "Pierce": "Pierce", + "Piercing": "Piercing", + "Pilot": "Pilot", + "Pistol": "Pistol", + "Player": "Player", + "Psyche": "Psyche", + "Recon Gear": "Recon Gear", + "Resist Pain": "Resist Pain", + "Ride": "Ride", + "Roll": "Roll", + "S.P.E.W Attributes": "S.P.E.W Attributes", + "Sb + Wb": "Sb + Wb", + "Science": "Science", + "Search": "Search", + "Skill": "Skill", + "Skills": "Skills", + "Slash": "Slash", + "Slashing": "Slashing", + "Specalizations": "Specalizations", + "Spot/Listen": "Spot/Listen", + "Stealth": "Stealth", + "Strength": "Strength", + "Survival Kit": "Survival Kit", + "Survival Points:": "Survival Points:", + "Survival": "Survival", + "Swim": "Swim", + "Swimming/Diving": "Swimming/Diving", + "Symptoms": "Symptoms", + "Throw": "Throw", + "Throwing": "Throwing", + "Tools": "Tools", + "Tot": "Tot", + "Total": "Total", + "Toughness": "Toughness", + "Trained Skills": "Trained Skills", + "Training Value Bonus": "Training Value Bonus", + "Value": "Value", + "Vehicles": "Vehicles", + "Viral": "Viral", + "Vitality": "Vitality", + "Wb + Eb": "Wb + Eb", + "Willpower": "Willpower", + "d5!": "d5!", + "d6": "d6", + "6": "6", + "6th": "6th", + "7": "7", + "7th": "7th", + "8": "8", + "8th": "8th", + "9": "9", + "9th": "9th" +} \ No newline at end of file diff --git a/Over the Edge 2e/translations/ca.json b/Over the Edge 2e/translations/ca.json new file mode 100644 index 0000000000..47a1e4b94f --- /dev/null +++ b/Over the Edge 2e/translations/ca.json @@ -0,0 +1,22 @@ +{ + "character-name": "Character Name", + "motivation": "Motivation", + "traits-and-signs": "Traits and Signs", + "hand-of-fate": "Hand of Fate", + "flaw": "Flaw", + "secret": "Secret", + "important-person": "Important Person", + "background-": "Background / Description", + "finances-": "Finances & Other Possessions", + "weapons-": "Weapons & Damage Factors", + "wounds": "Wounds", + "hit-points": "Hit Points", + "max": "Max", + "cur": "Cur.", + "psychic-pool": "Psychic Pool", + "experience-pool": "Experience Pool", + "rolls": "Rolls", + "unstoppable-six": "Unstoppable Six", + "botch": "Botch", + "rolls-hand-of-fate": "Rolls Hand of Fate" +} \ No newline at end of file diff --git a/Over the Edge 2e/translations/hu.json b/Over the Edge 2e/translations/hu.json new file mode 100644 index 0000000000..47a1e4b94f --- /dev/null +++ b/Over the Edge 2e/translations/hu.json @@ -0,0 +1,22 @@ +{ + "character-name": "Character Name", + "motivation": "Motivation", + "traits-and-signs": "Traits and Signs", + "hand-of-fate": "Hand of Fate", + "flaw": "Flaw", + "secret": "Secret", + "important-person": "Important Person", + "background-": "Background / Description", + "finances-": "Finances & Other Possessions", + "weapons-": "Weapons & Damage Factors", + "wounds": "Wounds", + "hit-points": "Hit Points", + "max": "Max", + "cur": "Cur.", + "psychic-pool": "Psychic Pool", + "experience-pool": "Experience Pool", + "rolls": "Rolls", + "unstoppable-six": "Unstoppable Six", + "botch": "Botch", + "rolls-hand-of-fate": "Rolls Hand of Fate" +} \ No newline at end of file diff --git a/Paladin/translations/ca.json b/Paladin/translations/ca.json new file mode 100644 index 0000000000..fd852de76f --- /dev/null +++ b/Paladin/translations/ca.json @@ -0,0 +1,321 @@ +{ + "personal data": "personal data", + "name": "name", + "age": "age", + "son number": "son number", + "homeland": "homeland", + "blessing": "blessing", + "culture": "culture", + "home": "home", + "religion": "religion", + "liege lord": "liege lord", + "father's class": "father's class", + "current class": "current class", + "current home": "current home", + "personal traits": "personal traits", + "chivalry bonus": "chivalry bonus", + "religious bonus": "religious bonus", + "chaste": "chaste", + "lustful": "lustful", + "energetic": "energetic", + "lazy": "lazy", + "forgiving": "forgiving", + "vengeful": "vengeful", + "generous": "generous", + "selfish": "selfish", + "honest": "honest", + "deceitful": "deceitful", + "just": "just", + "arbitrary": "arbitrary", + "merciful": "merciful", + "cruel": "cruel", + "modest": "modest", + "proud": "proud", + "prudent": "prudent", + "reckless": "reckless", + "spiritual": "spiritual", + "wordly": "wordly", + "temperate": "temperate", + "indulgent": "indulgent", + "trusting": "trusting", + "suspicious": "suspicious", + "valorous": "valorous", + "cowardly": "cowardly", + "directed trait": "directed trait", + "trait": "trait", + "Player:": "Player:", + "personality traits": "personality traits", + "Chivalry Bonus[*](total=80+)": "Chivalry Bonus[*](total=80+)", + "Religious Bonus(traits all 16+)": "Religious Bonus(traits all 16+)", + "(15)": "(15)", + "passions": "passions", + "loyalty lord": "loyalty (lord)", + "love family": "love (family)", + "love charlemagne": "love (Charlemagne)", + "love god": "love (God)", + "hospitality": "hospitality", + "honor": "honor", + "attitudes": "attitudes", + "attitude charlemagne": "Charlemagne", + "attitude lord": "lord", + "attitude family": "family", + "attitude retinue": "retinue", + "attitude church": "church", + "attitude commoners": "commoners", + "equipment carried": "equipment carried", + "armor and shield": "armor and shield", + "armor type": "armor type", + "points": "points", + "clothing": "clothing", + "libra value": "libra value", + "personal gear": "personal gear", + "travel gear": "travel gear", + "war gear": "war gear", + "on horse #": "on horse #", + "equipment": "equipment", + "attributes": "attributes", + "(Knockdown)": "(Knockdown)", + "size": "size", + "siz": "siz", + "dex": "dex", + "dexterity": "dexterity", + "str": "str", + "strength": "strength", + "(Major Wound)": "(Major Wound)", + "(+3)": "(+3)", + "con": "con", + "constitution": "constitution", + "appearance": "appearance", + "app": "app", + "Damage": "Damage", + "d6": "d6", + "damage": "damage", + "healing rate": "healing rate", + "movement rate": "movement rate", + "total hit points": "total hit points", + "unconcious": "unconcious", + "distinctive features": "distinctive features", + "common": "common", + "courtly": "courtly", + "awareness": "awareness", + "boating": "boating", + "chirurgery": "chirurgery", + "compose": "compose", + "courtesy": "courtesy", + "dancing": "dancing", + "eloquence": "eloquence", + "faerie lore": "faerie lore", + "falconry": "falconry", + "first aid": "first aid", + "flirting": "flirting", + "folk lore": "folk lore", + "gaming": "gaming", + "heraldry": "heraldry", + "hunting": "hunting", + "intrigue": "intrigue", + "languages": "languages", + "orate": "orate", + "play": "play", + "read": "read", + "recognize": "recognize", + "romance": "romance", + "singing": "singing", + "stewardship": "stewardship", + "swimming": "swimming", + "tourney": "tourney", + "skills": "skills", + "squire": "squire", + "horsemanship": "horsemanship", + "battle": "battle", + "enter skill": "enter skill", + "check": "check", + "3/4 HP = -5 to Actions": "3/4 HP = -5 to Actions", + "1/2 HP = -10 to Actions": "1/2 HP = -10 to Actions", + "1/4 HP = Unconscious": "1/4 HP = Unconscious", + "chirurgery needed": "chirurgery needed", + "current hit points": "current hit points", + "wounds": "wounds", + "this game": "this game", + "glory this game": "glory this game", + "glory": "glory", + "skill": "skill", + "combat skills": "combat skills", + "melee skills": "melee", + "mounted skills": "mounted", + "missile skills": "missiles", + "siege": "siege", + "axe": "axe", + "bludgeon": "bludgeon", + "unarmed": "unarmed", + "bow": "bow", + "crossbow": "crossbow", + "thrown weapons": "thrown", + "glory total": "glory total", + "weapon skills": "weapon skills", + "dagger": "dagger", + "lance": "lance", + "spear": "spear", + "sword": "sword", + "win": "win", + "losses": "losses", + "other horses": "other horses", + "horse type": "horse type", + "horse damage": "horse damage", + "horse move": "horse move", + "horse armor": "horse armor", + "horse hp": "horse hp", + "horse con": "horse con", + "horse siz": "horse siz", + "horse dex": "horse dex", + "horse name": "horse name", + "horse breed": "horse breed", + "riding(#2)": "riding(#2)", + "squire(#3)": "squire(#3)", + "(#4)": "(#4)", + "move": "move", + "joust score": "joust score", + "horses": "horses", + "best warhorse (#1)": "best warhorse (#1)", + "type": "type", + "hp": "hp", + "armor": "armor", + "breed": "breed", + "jouse score": "jouse score", + "knight": "knight", + "holdings": "holdings", + "annual glory rewards": "annual glory rewards", + "denarii": "denarii", + "libra": "libra", + "old knights": "old knights", + "middle aged knights": "middle aged knights", + "young knights": "young knights", + "total family knights": "total family knights", + "vassal knights": "vassal knights", + "other lineage men": "other lineage men", + "levy": "levy", + "date": "date", + "important event": "important event", + "new": "new", + "new glory": "new glory", + "total glory": "total glory", + "event": "event", + "born": "born", + "squired": "squired", + "knighted": "knighted", + "member of the round table": "member of the round table", + "landed": "landed", + "titled": "titled", + "wed": "wed", + "died": "died", + "father name": "father name", + "class": "class", + "glory to sons": "glory to sons", + "family characteristic": "family characteristic", + "lover": "lover", + "children": "children", + "will": "will", + "traits": "traits", + "chivalry": "chivalry", + "equipment at home": "equipment at home", + "character history": "character history", + "family history and events": "family history and events", + "army": "army", + "coat of arms": "coat of arms", + "motto": "motto", + "annual glory rewards traits": "annual glory rewards traits", + "annual glory rewards chivalry": "annual glory rewards chivalry", + "annual glory rewards holdings": "annual glory rewards holdings", + "annual glory rewards passions": "annual glory rewards passions", + "annual glory rewards religion": "annual glory rewards religion", + "annual glory rewards total": "annual glory rewards total", + "enter horse name": "enter horse name", + "enter warhorse damage": "enter warhorse damage", + "shilling": "shilling", + "select character sheet knight": "select character sheet knight", + "select character sheet holdings": "select character sheet holdings", + "Holdings Character Sheet": "Holdings Character Sheet", + "horse 2": "horse 2", + "horse 3": "horse 3", + "horse 4": "horse 4", + "personal religion": "personal religion", + "play name": "play name", + "read name": "read name", + "religion name": "religion name", + "squire name": "squire name", + "fashion": "fashion", + "squire age": "squire age", + "daughter number": "daughter number", + "Gentle Woman Bonus[*](total=80+)": "Gentle Woman Bonus[*](total=80+)", + "industry": "industry", + "servant": "servant", + "woman's gift": "woman's gift", + "best horse (#1)": "best horse (#1)", + "household treasures": "household treasures", + "spouse": "spouse", + "woman": "woman", + "player name": "player name", + "character": "character", + "gear": "gear", + "personal": "personal", + "war": "war", + "travel": "travel", + "enter personal gear": "enter personal gear", + "gamemaster": "gamemaster", + "feast record": "feast record", + "gamemaster characters": "gamemaster characters", + "location": "location", + "above the salt (high table)": "above the salt (high table)", + "round 5": "round 5", + "round 1": "round 1", + "round 2": "round 2", + "round 3": "round 3", + "round 4": "round 4", + "total": "total", + "seating": "seating", + "geniality mod.": "geniality mod.", + "accumulated geniality": "accumulated geniality", + "near the salt (seat of honor)": "near the salt (seat of honor)", + "notes": "notes", + "below the salt (normal seating)": "below the salt (normal seating)", + "on the floor (squires)": "on the floor (squires)", + "enter name": "enter name", + "significant gamemaster characters": "significant gamemaster characters", + "enter glory this game": "enter glory this game", + "knight's entourage": "knight's entourage", + "lady's entourage": "lady's entourage", + "position": "position", + "cost £": "cost £", + "value": "value", + "entourage": "entourage", + "mod": "mod", + "loyalty": "loyalty", + "squire skill": "squire skill", + "weapon": "weapon", + "mw": "mw", + "horse": "horse", + "weapon 1": "weapon 1", + "weapon 2": "weapon 2", + "value 1": "value 1", + "value 2": "value 2", + "value 3": "value 3", + "skill 1": "skill 1", + "skill 2": "skill 2", + "skill 3": "skill 3", + "cost": "cost", + "modifier": "modifier", + "dowry": "dowry", + "love (family)": "love (family)", + "number of children": "number of children", + "wife": "wife", + "lady skill": "lady skill", + "dower": "dower", + "maid-in-waiting": "maid-in-waiting", + "loyalty lady": "loyalty (lady)", + "hand maiden skill": "hand maiden skill", + "skill industry": "skill industry", + "husband": "husband", + "knight skill": "knight skill", + "mesnie": "mesnie", + "improvable skill": "improvable skill", + "feast": "feast" +} \ No newline at end of file diff --git a/Paladin/translations/hu.json b/Paladin/translations/hu.json new file mode 100644 index 0000000000..fd852de76f --- /dev/null +++ b/Paladin/translations/hu.json @@ -0,0 +1,321 @@ +{ + "personal data": "personal data", + "name": "name", + "age": "age", + "son number": "son number", + "homeland": "homeland", + "blessing": "blessing", + "culture": "culture", + "home": "home", + "religion": "religion", + "liege lord": "liege lord", + "father's class": "father's class", + "current class": "current class", + "current home": "current home", + "personal traits": "personal traits", + "chivalry bonus": "chivalry bonus", + "religious bonus": "religious bonus", + "chaste": "chaste", + "lustful": "lustful", + "energetic": "energetic", + "lazy": "lazy", + "forgiving": "forgiving", + "vengeful": "vengeful", + "generous": "generous", + "selfish": "selfish", + "honest": "honest", + "deceitful": "deceitful", + "just": "just", + "arbitrary": "arbitrary", + "merciful": "merciful", + "cruel": "cruel", + "modest": "modest", + "proud": "proud", + "prudent": "prudent", + "reckless": "reckless", + "spiritual": "spiritual", + "wordly": "wordly", + "temperate": "temperate", + "indulgent": "indulgent", + "trusting": "trusting", + "suspicious": "suspicious", + "valorous": "valorous", + "cowardly": "cowardly", + "directed trait": "directed trait", + "trait": "trait", + "Player:": "Player:", + "personality traits": "personality traits", + "Chivalry Bonus[*](total=80+)": "Chivalry Bonus[*](total=80+)", + "Religious Bonus(traits all 16+)": "Religious Bonus(traits all 16+)", + "(15)": "(15)", + "passions": "passions", + "loyalty lord": "loyalty (lord)", + "love family": "love (family)", + "love charlemagne": "love (Charlemagne)", + "love god": "love (God)", + "hospitality": "hospitality", + "honor": "honor", + "attitudes": "attitudes", + "attitude charlemagne": "Charlemagne", + "attitude lord": "lord", + "attitude family": "family", + "attitude retinue": "retinue", + "attitude church": "church", + "attitude commoners": "commoners", + "equipment carried": "equipment carried", + "armor and shield": "armor and shield", + "armor type": "armor type", + "points": "points", + "clothing": "clothing", + "libra value": "libra value", + "personal gear": "personal gear", + "travel gear": "travel gear", + "war gear": "war gear", + "on horse #": "on horse #", + "equipment": "equipment", + "attributes": "attributes", + "(Knockdown)": "(Knockdown)", + "size": "size", + "siz": "siz", + "dex": "dex", + "dexterity": "dexterity", + "str": "str", + "strength": "strength", + "(Major Wound)": "(Major Wound)", + "(+3)": "(+3)", + "con": "con", + "constitution": "constitution", + "appearance": "appearance", + "app": "app", + "Damage": "Damage", + "d6": "d6", + "damage": "damage", + "healing rate": "healing rate", + "movement rate": "movement rate", + "total hit points": "total hit points", + "unconcious": "unconcious", + "distinctive features": "distinctive features", + "common": "common", + "courtly": "courtly", + "awareness": "awareness", + "boating": "boating", + "chirurgery": "chirurgery", + "compose": "compose", + "courtesy": "courtesy", + "dancing": "dancing", + "eloquence": "eloquence", + "faerie lore": "faerie lore", + "falconry": "falconry", + "first aid": "first aid", + "flirting": "flirting", + "folk lore": "folk lore", + "gaming": "gaming", + "heraldry": "heraldry", + "hunting": "hunting", + "intrigue": "intrigue", + "languages": "languages", + "orate": "orate", + "play": "play", + "read": "read", + "recognize": "recognize", + "romance": "romance", + "singing": "singing", + "stewardship": "stewardship", + "swimming": "swimming", + "tourney": "tourney", + "skills": "skills", + "squire": "squire", + "horsemanship": "horsemanship", + "battle": "battle", + "enter skill": "enter skill", + "check": "check", + "3/4 HP = -5 to Actions": "3/4 HP = -5 to Actions", + "1/2 HP = -10 to Actions": "1/2 HP = -10 to Actions", + "1/4 HP = Unconscious": "1/4 HP = Unconscious", + "chirurgery needed": "chirurgery needed", + "current hit points": "current hit points", + "wounds": "wounds", + "this game": "this game", + "glory this game": "glory this game", + "glory": "glory", + "skill": "skill", + "combat skills": "combat skills", + "melee skills": "melee", + "mounted skills": "mounted", + "missile skills": "missiles", + "siege": "siege", + "axe": "axe", + "bludgeon": "bludgeon", + "unarmed": "unarmed", + "bow": "bow", + "crossbow": "crossbow", + "thrown weapons": "thrown", + "glory total": "glory total", + "weapon skills": "weapon skills", + "dagger": "dagger", + "lance": "lance", + "spear": "spear", + "sword": "sword", + "win": "win", + "losses": "losses", + "other horses": "other horses", + "horse type": "horse type", + "horse damage": "horse damage", + "horse move": "horse move", + "horse armor": "horse armor", + "horse hp": "horse hp", + "horse con": "horse con", + "horse siz": "horse siz", + "horse dex": "horse dex", + "horse name": "horse name", + "horse breed": "horse breed", + "riding(#2)": "riding(#2)", + "squire(#3)": "squire(#3)", + "(#4)": "(#4)", + "move": "move", + "joust score": "joust score", + "horses": "horses", + "best warhorse (#1)": "best warhorse (#1)", + "type": "type", + "hp": "hp", + "armor": "armor", + "breed": "breed", + "jouse score": "jouse score", + "knight": "knight", + "holdings": "holdings", + "annual glory rewards": "annual glory rewards", + "denarii": "denarii", + "libra": "libra", + "old knights": "old knights", + "middle aged knights": "middle aged knights", + "young knights": "young knights", + "total family knights": "total family knights", + "vassal knights": "vassal knights", + "other lineage men": "other lineage men", + "levy": "levy", + "date": "date", + "important event": "important event", + "new": "new", + "new glory": "new glory", + "total glory": "total glory", + "event": "event", + "born": "born", + "squired": "squired", + "knighted": "knighted", + "member of the round table": "member of the round table", + "landed": "landed", + "titled": "titled", + "wed": "wed", + "died": "died", + "father name": "father name", + "class": "class", + "glory to sons": "glory to sons", + "family characteristic": "family characteristic", + "lover": "lover", + "children": "children", + "will": "will", + "traits": "traits", + "chivalry": "chivalry", + "equipment at home": "equipment at home", + "character history": "character history", + "family history and events": "family history and events", + "army": "army", + "coat of arms": "coat of arms", + "motto": "motto", + "annual glory rewards traits": "annual glory rewards traits", + "annual glory rewards chivalry": "annual glory rewards chivalry", + "annual glory rewards holdings": "annual glory rewards holdings", + "annual glory rewards passions": "annual glory rewards passions", + "annual glory rewards religion": "annual glory rewards religion", + "annual glory rewards total": "annual glory rewards total", + "enter horse name": "enter horse name", + "enter warhorse damage": "enter warhorse damage", + "shilling": "shilling", + "select character sheet knight": "select character sheet knight", + "select character sheet holdings": "select character sheet holdings", + "Holdings Character Sheet": "Holdings Character Sheet", + "horse 2": "horse 2", + "horse 3": "horse 3", + "horse 4": "horse 4", + "personal religion": "personal religion", + "play name": "play name", + "read name": "read name", + "religion name": "religion name", + "squire name": "squire name", + "fashion": "fashion", + "squire age": "squire age", + "daughter number": "daughter number", + "Gentle Woman Bonus[*](total=80+)": "Gentle Woman Bonus[*](total=80+)", + "industry": "industry", + "servant": "servant", + "woman's gift": "woman's gift", + "best horse (#1)": "best horse (#1)", + "household treasures": "household treasures", + "spouse": "spouse", + "woman": "woman", + "player name": "player name", + "character": "character", + "gear": "gear", + "personal": "personal", + "war": "war", + "travel": "travel", + "enter personal gear": "enter personal gear", + "gamemaster": "gamemaster", + "feast record": "feast record", + "gamemaster characters": "gamemaster characters", + "location": "location", + "above the salt (high table)": "above the salt (high table)", + "round 5": "round 5", + "round 1": "round 1", + "round 2": "round 2", + "round 3": "round 3", + "round 4": "round 4", + "total": "total", + "seating": "seating", + "geniality mod.": "geniality mod.", + "accumulated geniality": "accumulated geniality", + "near the salt (seat of honor)": "near the salt (seat of honor)", + "notes": "notes", + "below the salt (normal seating)": "below the salt (normal seating)", + "on the floor (squires)": "on the floor (squires)", + "enter name": "enter name", + "significant gamemaster characters": "significant gamemaster characters", + "enter glory this game": "enter glory this game", + "knight's entourage": "knight's entourage", + "lady's entourage": "lady's entourage", + "position": "position", + "cost £": "cost £", + "value": "value", + "entourage": "entourage", + "mod": "mod", + "loyalty": "loyalty", + "squire skill": "squire skill", + "weapon": "weapon", + "mw": "mw", + "horse": "horse", + "weapon 1": "weapon 1", + "weapon 2": "weapon 2", + "value 1": "value 1", + "value 2": "value 2", + "value 3": "value 3", + "skill 1": "skill 1", + "skill 2": "skill 2", + "skill 3": "skill 3", + "cost": "cost", + "modifier": "modifier", + "dowry": "dowry", + "love (family)": "love (family)", + "number of children": "number of children", + "wife": "wife", + "lady skill": "lady skill", + "dower": "dower", + "maid-in-waiting": "maid-in-waiting", + "loyalty lady": "loyalty (lady)", + "hand maiden skill": "hand maiden skill", + "skill industry": "skill industry", + "husband": "husband", + "knight skill": "knight skill", + "mesnie": "mesnie", + "improvable skill": "improvable skill", + "feast": "feast" +} \ No newline at end of file diff --git a/Paranoia_Mongoose/translations/ca.json b/Paranoia_Mongoose/translations/ca.json new file mode 100644 index 0000000000..d8bb9c5325 --- /dev/null +++ b/Paranoia_Mongoose/translations/ca.json @@ -0,0 +1,79 @@ +{ + "alpha-complex": "ALPHA COMPLEX", + "alpha-complex-title": "Alpha Complex Points", + "athletics": "ATHLETICS", + "athletics-title": "Athletics Points", + "attributes-skills": "ATTRIBUTES & SKILLS", + "bluff": "BLUFF", + "bluff-title": "Bluff Points", + "brains": "BRAINS", + "brains-title": "Brains Points", + "bureaucracy": "BUREAUCRACY", + "bureaucracy-title": "Bureaucracy Points", + "character-name-place": "Citizen Name", + "charm": "CHARM", + "charm-title": "Charm Points", + "chutzpah": "CHUTZPAH", + "chutzpah-title": "Chutzpah Points", + "identity-form": "IDENTITY FORM", + "clone-number": "CLONE #", + "clone-number-title": "Clone Number", + "computer-dice": "Computer Dice", + "dead": "DEAD", + "demolitions": "DEMOLITIONS", + "demolitions-title": "Demolitions Points", + "description": "DESCRIPTION", + "description-place": "Description", + "disclaimer": "IN ACCORDANCE WITH THE PROVISIONS RELATING TO THE PROTECTION OF THE PRIVACY OF CITIZENS, THIS INFORMATION WILL NOT BE PUBLISHED OUTSIDE THE ALPHA COMPLEX.", + "does-a-test": " does a test", + "engineer": "ENGINEER", + "engineer-title": "Engineer Points", + "equipment": "EQUIPMENT", + "equipment-disclaimer": "TICK THE SYMBOLS ACCORDING TO THE WEIGHT VALUE OF EACH OBJECT.", + "footer": "THIS DOCUMENT IS THE PROPERTY OF THE ALPHA COMPLEX. THANK YOU FOR FILLING IT WITH ALL THE SERIOUSNESS REQUIRED.", + "gender": "GENDER", + "gender-place": "Gender", + "guns": "GUNS", + "guns-title": "Guns Points", + "hurt": "HURT", + "injured": "INJURED", + "intimidate": "INTIMIDATE", + "intimidate-title": "Intimidate Points", + "item-desc-place": "Item name & description", + "launch-a-test": "LAUNCH A TEST", + "maimed": "MAIMED", + "mechanics": "MECHANICS", + "mechanics-title": "Mechanics Points", + "melee": "MELEE", + "melee-title": "Melee Points", + "memory": "MEMORY", + "memory-title": "Everything stored in your AugMem.", + "moxie": "MOXIE", + "name": "NAME", + "operate": "OPERATE", + "operate-title": "Operate Points", + "personal-details": "PERSONAL DETAILS", + "program": "PROGRAM", + "program-title": "Program Points", + "psychology": "PSYCHOLOGY", + "psychology-title": "Psychology Points", + "science": "SCIENCE", + "science-title": "Science Points", + "sector": "HOME SECTOR", + "sector-place": "Home Sector", + "security-clearance": "SECURITY CLEARANCE", + "security-clearance-place": "Security Clearance", + "stealth": "STEALTH", + "stealth-title": "Stealth Points", + "successes": "success(es)", + "test-result": "Test Result", + "throw": "THROW", + "throw-title": "Throw Points", + "treason-level": "TREASON LEVEL", + "violence": "VIOLENCE", + "violence-title": "Violence Points", + "wellbeing": "WELLBEING", + "wounds": "WOUNDS", + "xp-points": "XP POINTS", + "xp-points-title": "Current XP Points" +} diff --git a/Paranoia_Mongoose/translations/hu.json b/Paranoia_Mongoose/translations/hu.json new file mode 100644 index 0000000000..d8bb9c5325 --- /dev/null +++ b/Paranoia_Mongoose/translations/hu.json @@ -0,0 +1,79 @@ +{ + "alpha-complex": "ALPHA COMPLEX", + "alpha-complex-title": "Alpha Complex Points", + "athletics": "ATHLETICS", + "athletics-title": "Athletics Points", + "attributes-skills": "ATTRIBUTES & SKILLS", + "bluff": "BLUFF", + "bluff-title": "Bluff Points", + "brains": "BRAINS", + "brains-title": "Brains Points", + "bureaucracy": "BUREAUCRACY", + "bureaucracy-title": "Bureaucracy Points", + "character-name-place": "Citizen Name", + "charm": "CHARM", + "charm-title": "Charm Points", + "chutzpah": "CHUTZPAH", + "chutzpah-title": "Chutzpah Points", + "identity-form": "IDENTITY FORM", + "clone-number": "CLONE #", + "clone-number-title": "Clone Number", + "computer-dice": "Computer Dice", + "dead": "DEAD", + "demolitions": "DEMOLITIONS", + "demolitions-title": "Demolitions Points", + "description": "DESCRIPTION", + "description-place": "Description", + "disclaimer": "IN ACCORDANCE WITH THE PROVISIONS RELATING TO THE PROTECTION OF THE PRIVACY OF CITIZENS, THIS INFORMATION WILL NOT BE PUBLISHED OUTSIDE THE ALPHA COMPLEX.", + "does-a-test": " does a test", + "engineer": "ENGINEER", + "engineer-title": "Engineer Points", + "equipment": "EQUIPMENT", + "equipment-disclaimer": "TICK THE SYMBOLS ACCORDING TO THE WEIGHT VALUE OF EACH OBJECT.", + "footer": "THIS DOCUMENT IS THE PROPERTY OF THE ALPHA COMPLEX. THANK YOU FOR FILLING IT WITH ALL THE SERIOUSNESS REQUIRED.", + "gender": "GENDER", + "gender-place": "Gender", + "guns": "GUNS", + "guns-title": "Guns Points", + "hurt": "HURT", + "injured": "INJURED", + "intimidate": "INTIMIDATE", + "intimidate-title": "Intimidate Points", + "item-desc-place": "Item name & description", + "launch-a-test": "LAUNCH A TEST", + "maimed": "MAIMED", + "mechanics": "MECHANICS", + "mechanics-title": "Mechanics Points", + "melee": "MELEE", + "melee-title": "Melee Points", + "memory": "MEMORY", + "memory-title": "Everything stored in your AugMem.", + "moxie": "MOXIE", + "name": "NAME", + "operate": "OPERATE", + "operate-title": "Operate Points", + "personal-details": "PERSONAL DETAILS", + "program": "PROGRAM", + "program-title": "Program Points", + "psychology": "PSYCHOLOGY", + "psychology-title": "Psychology Points", + "science": "SCIENCE", + "science-title": "Science Points", + "sector": "HOME SECTOR", + "sector-place": "Home Sector", + "security-clearance": "SECURITY CLEARANCE", + "security-clearance-place": "Security Clearance", + "stealth": "STEALTH", + "stealth-title": "Stealth Points", + "successes": "success(es)", + "test-result": "Test Result", + "throw": "THROW", + "throw-title": "Throw Points", + "treason-level": "TREASON LEVEL", + "violence": "VIOLENCE", + "violence-title": "Violence Points", + "wellbeing": "WELLBEING", + "wounds": "WOUNDS", + "xp-points": "XP POINTS", + "xp-points-title": "Current XP Points" +} diff --git a/Paranoia_Mongoose_oneclick/translations/ca.json b/Paranoia_Mongoose_oneclick/translations/ca.json new file mode 100644 index 0000000000..0bb0855dd2 --- /dev/null +++ b/Paranoia_Mongoose_oneclick/translations/ca.json @@ -0,0 +1,49 @@ +{ + "alpha-complex": "ALPHA COMPLEX", + "athletics": "ATHLETICS", + "bluff": "BLUFF", + "brains": "BRAINS", + "bureaucracy": "BUREAUCRACY", + "charm": "CHARM", + "chutzpah": "CHUTZPAH", + "clone-number": "CLONE NUMBER", + "dead": "DEAD", + "demolitions": "DEMOLITIONS", + "description": "PERSONALITY", + "details": "DETAILS", + "engineer": "ENGINEER", + "equipment": "EQUIPMENT", + "footer": "ALL INFORMATION CONTAINED IN THIS FORM IS THE PROPERTY OF ALPHA COMPLEX", + "gender": "GENDER", + "guns": "GUNS", + "header": "PARANOIA", + "hurt": "HURT", + "identity-form": "IDENTITY FORM", + "injured": "INJURED", + "intimidate": "INTIMIDATE", + "maimed": "MAIMED", + "mechanics": "MECHANICS", + "melee": "MELEE", + "memory": "MEMORY", + "moxie": "MOXIE", + "max-moxie": "MAX MOXIE", + "name": "NAME", + "NODE": "NODE", + "operate": "OPERATE", + "program": "PROGRAM", + "progress": "PROGRESS", + "psychology": "PSYCHOLOGY", + "science": "SCIENCE", + "sector": "HOME SECTOR", + "security-clearance": "CLEARANCE", + "size": "SIZE", + "skills": "SKILLS", + "stealth": "STEALTH", + "storage": "STORAGE", + "throw": "THROW", + "treason-level": "TREASON", + "violence": "VIOLENCE", + "weight": "WEIGHT", + "wounds": "WOUNDS", + "xp-points": "XP POINTS" +} \ No newline at end of file diff --git a/Paranoia_Mongoose_oneclick/translations/hu.json b/Paranoia_Mongoose_oneclick/translations/hu.json new file mode 100644 index 0000000000..0bb0855dd2 --- /dev/null +++ b/Paranoia_Mongoose_oneclick/translations/hu.json @@ -0,0 +1,49 @@ +{ + "alpha-complex": "ALPHA COMPLEX", + "athletics": "ATHLETICS", + "bluff": "BLUFF", + "brains": "BRAINS", + "bureaucracy": "BUREAUCRACY", + "charm": "CHARM", + "chutzpah": "CHUTZPAH", + "clone-number": "CLONE NUMBER", + "dead": "DEAD", + "demolitions": "DEMOLITIONS", + "description": "PERSONALITY", + "details": "DETAILS", + "engineer": "ENGINEER", + "equipment": "EQUIPMENT", + "footer": "ALL INFORMATION CONTAINED IN THIS FORM IS THE PROPERTY OF ALPHA COMPLEX", + "gender": "GENDER", + "guns": "GUNS", + "header": "PARANOIA", + "hurt": "HURT", + "identity-form": "IDENTITY FORM", + "injured": "INJURED", + "intimidate": "INTIMIDATE", + "maimed": "MAIMED", + "mechanics": "MECHANICS", + "melee": "MELEE", + "memory": "MEMORY", + "moxie": "MOXIE", + "max-moxie": "MAX MOXIE", + "name": "NAME", + "NODE": "NODE", + "operate": "OPERATE", + "program": "PROGRAM", + "progress": "PROGRESS", + "psychology": "PSYCHOLOGY", + "science": "SCIENCE", + "sector": "HOME SECTOR", + "security-clearance": "CLEARANCE", + "size": "SIZE", + "skills": "SKILLS", + "stealth": "STEALTH", + "storage": "STORAGE", + "throw": "THROW", + "treason-level": "TREASON", + "violence": "VIOLENCE", + "weight": "WEIGHT", + "wounds": "WOUNDS", + "xp-points": "XP POINTS" +} \ No newline at end of file diff --git a/Pathfinder 2 Playtest by Roll20/translations/ca.json b/Pathfinder 2 Playtest by Roll20/translations/ca.json new file mode 100644 index 0000000000..be7da6b687 --- /dev/null +++ b/Pathfinder 2 Playtest by Roll20/translations/ca.json @@ -0,0 +1,541 @@ +{ + "name": "NAME", + "ability-type": "ABILITY TYPE", + "quantity": "QUANTITY", + "track": "TRACK", + "uses": "USES", + "attack-affected-by-buffs-to": "ATTACK ROLL AFFECTED BY BUFFS TO", + "damage-affected-by-buffs-to": "DAMAGE AFFECTED BY BUFFS TO", + "core": "CORE", + "select": "SELECT", + "spells&powers": "SPELLS/POWERS", + "comms": "COMMS", + "rolls-are": "ROLLS ARE", + "public": "PUBLIC", + "patched": "PATCHED", + "unpatched": "UNPATCHED", + "private": "PRIVATE", + "display-mode": "DISPLAY MODE", + "pc": "PC", + "senses": "SENSES", + "update-pilot": "UPDATE PILOT", + "physical_track": "PHYSICAL TRACK", + "mental_track": "MENTAL TRACK", + "strength_track": "STRENGTH TRACK", + "dexterity_track": "DEXTERITY TRACK", + "constitution_track": "CONSTITUTION TRACK", + "intelligence_track": "INTELLIGENCE TRACK", + "wisdom_track": "WISDOM TRACK", + "charisma_track": "CHARISMA TRACK", + "physical-disease": "PHYSICAL DISEASE", + "healthy": "HEALTHY", + "latent": "LATENT", + "sensor-bonus": "SENSOR BONUS", + "update-pilot-tooltip": "Pull piloting ranks from the opened pilot's sheet", + "weakened": "WEAKENED", + "impaired": "IMPAIRED", + "debilitated": "DEBILITATED", + "bedridden": "BEDRIDDEN", + "comatose": "COMATOSE", + "dead": "DEAD", + "mental-disease": "MENTAL DISEASE", + "befuddled": "BEFUDDLED", + "disassociated": "DISASSOCIATED", + "strength-poison": "STRENGTH POISON", + "healthy' selected='selected": "HEALTHY", + "staggered": "STAGGERED", + "immobile": "IMMOBILE", + "dexterity-poison": "DEXTERITY POISON", + "sluggish": "SLUGGISH", + "stiffened": "STIFFENED", + "constitution-poison": "CONSTITUTION POISON", + "unconscious": "UNCONSCIOUS", + "intelligence-poison": "INTELLIGENCE POISON", + "animalistic": "ANIMALISTIC", + "wisdom-poison": "WISDOM POISON", + "confused": "CONFUSED", + "charisma-poison": "CHARISMA POISON", + "pliable": "PLIABLE", + "catatonic": "CATATONIC", + "asleep": "ASLEEP", + "bleeding": "BLEEDING", + "blinded": "BLINDED", + "burning": "BURNING", + "cowering": "COWERING", + "dazed": "DAZED", + "dazzled": "DAZZLED", + "deafened": "DEAFENED", + "dying": "DYING", + "encumbered": "ENCUMBERED", + "entangled": "ENTANGLED", + "exhausted": "EXHAUSTED", + "fascinated": "FASCINATED", + "fatigued": "FATIGUED", + "flat_footed": "FLAT-FOOTED", + "frightened": "FRIGHTENED", + "grappled": "GRAPPLED", + "helpless": "HELPLESS", + "nauseated": "NAUSEATED", + "negative_levels": "NEGATIVE LEVELS", + "off_kilter": "OFF-KILTER", + "off_target": "OFF-TARGET", + "overburdened": "OVERBURDENED", + "panicked": "PANICKED", + "paralyzed": "PARALYZED", + "pinned": "PINNED", + "prone": "PRONE", + "shaken": "SHAKEN", + "sickened": "SICKENED", + "stable": "STABLE", + "stunned": "STUNNED", + "ancestry-details": "ANCESTRY DETAILS", + "npc": "NPC", + "ship": "SHIP", + "drone": "DRONE", + "house-rules": "HOUSE RULES", + "resolve": "RESOLVE", + "key-ability": "KEY ABILITY", + "highest-ability": "HIGHEST ABILITY", + "buff-stacking": "BUFF STACKING", + "half-specialization-weapons": "HALF SPECIALIZATION WEAPONS", + "character": "CHARACTER", + "class": "CLASS", + "char-name-u": "CHARACTER NAME", + "class-level": "CLASS/LEVEL", + "ancestry": "ANCESTRY", + "hp": "HP", + "theme": "THEME", + "size": "SIZE", + "speed": "SPEED", + "gender": "GENDER", + "home-world": "HOME WORLD", + "alignment": "ALIGNMENT", + "deity": "DEITY", + "player": "PLAYER", + "languages": "LANGUAGES", + "class-name": "CLASS NAME", + "class-num-level": "LVL", + "class-stam": "SP", + "bab": "BAB", + "fort": "FORT", + "ref": "REF", + "will": "WILL", + "skills": "SKILLS", + "abi": "ABI", + "spell": "SPELL", + "poor": "POOR", + "good": "GOOD", + "menus": "MENUS", + "initiative": "INITIATIVE", + "attacks": "ATTACKS", + "attack": "ATTACK", + "damage": "DAMAGE", + "saves": "SAVES", + "abilities-u": "ABILITIES", + "ability-checks": "ABILITY CHECKS", + "buffs": "BUFFS", + "mods": "MODS", + "ability-scores": "ABILITY SCORES", + "mod": "MOD", + "tot": "TOT", + "pen": "PEN", + "drain": "DRN", + "strength": "STRENGTH", + "dexterity": "DEXTERITY", + "constitution": "CONSTITUTION", + "intelligence": "INTELLIGENCE", + "wisdom": "WISDOM", + "charisma": "CHARISMA", + "health": "HEALTH", + "char-hp": "HIT POINTS", + "sp": "SP", + "gp": "GP", + "pp": "PP", + "cp": "CP", + "rp": "RP", + "temp-hp": "TEMPORARY HIT POINTS", + "armorclass": "ARMOR CLASS", + "tac": "TAC", + "ac": "AC", + "resistance": "RESISTANCE", + "savingthrows": "SAVING THROWS", + "base": "BASE", + "rnk": "RNK", + "class-skill": "CS", + "acrobatics": "ACROBATICS", + "acp": "ACP", + "untrained": "UNTRAINED", + "trained": "TRAINED", + "expert": "EXPERT", + "master": "MASTER", + "legendary": "LEGENDARY", + "athletics": "ATHLETICS", + "arcana": "ARCANA", + "diplomacy": "DIPLOMACY", + "crafting": "CRAFTING", + "deception": "DECEPTION", + "intimidation": "INTIMIDATION", + "medicine": "MEDICINE", + "perception": "PERCEPTION ", + "nature": "NATURE", + "occultism": "OCCULTISM", + "religion": "RELIGION", + "society": "SOCIETY", + "stealth": "STEALTH", + "survival": "SURVIVAL", + "thievery": "THIEVERY", + "name-u": "NAME", + "lvl": "LVL", + "Not-Proficient": "NOT PROFICIENT", + "proficient": "PROFICIENT", + "specialized": "SPECIALIZED", + "category": "CATEGORY", + "atk-u": "ATTACK ROLL", + "rng": "RANGE", + "melee": "MELEE", + "ranged": "RANGED", + "dmg": "DAMAGE ROLL", + "type": "TYPE", + "damage-type": "DAMAGE TYPE", + "crit-damage": "CRIT DAMAGE", + "ammo": "ammo", + "usage": "USAGE", + "special": "SPECIAL", + "additional-attack": "ADDITIONAL ATTACKS", + "roll-full-attack_": "ROLL FULL ATTACK: ", + "query": "QUERY", + "always": "ALWAYS", + "never": "NEVER", + "number-of-attacks:": "NUMBER OF ATTACKS:", + "attacher": "ATTACHER", + "equipment": "EQUIPMENT", + "carried": "CARRIED", + "encumber": "ENCUMBER", + "over": "OVER", + "credits": "CREDITS", + "wealth": "WEALTH", + "upbs": "UPBs", + "num": "NUM", + "bulk": "BULK", + "cost": "COST", + "abilities": "ABILITIES", + "constant": "CONSTANT", + "at-will": "AT WILL", + "x/day": "X/DAY", + "source": "SOURCE", + "extraordinary": "EXTRAORDINARY", + "supernatural": "SUPERNATURAL", + "spell-like": "SPELL-LIKE", + "target": "TARGET", + "duration": "DURATION", + "_-daily-uses": "Daily Uses", + "atk": "ATTACK ROLL", + "save-effect": "SAVE EFFECT", + "dex": "DEX", + "con": "CON", + "int": "INT", + "wis": "WIS", + "cha": "CHA", + "based-dc_": "Based DC ", + "fort-save": "FORT SAVE", + "ref-save": "REF SAVE", + "will-save": "WILL SAVE", + "A-Sucessful-Save:": "A Sucessful Save:", + "spellclasses": "SPELLCLASSES", + "ability": "ABILITY", + "progress": "PROGRESS", + "spells-per-day": "SPELLS PER DAY", + "1st-level": "1st LEVEL", + "school": "SCHOOL", + "str": "STR", + "4th-level": "4th LEVEL", + "7th-level": "7th LEVEL", + "2nd-level": "2nd LEVEL", + "5th-level": "5th LEVEL", + "8th-level": "8th LEVEL", + "cantrips": "CANTRIPS", + "3rd-level": "3rd LEVEL", + "6th-level": "6th LEVEL", + "9th-level": "9th LEVEL", + "10th-level": "10th LEVEL", + "cr": "CR", + "xp": "XP", + "init": "INIT", + "aura": "AURA", + "defense": "DEFENSE", + "defensive-abilities": "DEFENSIVE ABILITIES", + "dr": "DR", + "immunities": "IMMUNITIES", + "sr": "SR", + "resistances": "RESISTANCES", + "weaknesses": "WEAKNESSES", + "offense": "OFFENSE", + "space": "SPACE", + "reach": "REACH", + "spells-known": "SPELLS KNOWN", + "(cl": "(CL", + "statistics": "STATISTICS", + "feats": "FEATS", + "other-abilities": "OTHER ABILITIES", + "gear": "GEAR", + "ecology": "ECOLOGY", + "environment": "ENVIRONMENT", + "organization": "ORGANIZATION", + "tactics": "TACTICS", + "special-abilities": "SPECIAL ABILITIES", + "purpose": "PURPOSE", + "import": "IMPORT", + "export": "EXPORT", + "paizo-statblock": "PAIZO STATBLOCK", + "srd-statblock": "SRD STATBLOCK", + "starship-info": "STARSHIP INFO", + "starship-name": "STARSHIP NAME", + "tier": "TIER", + "make-and-model": "MAKE AND MODEL", + "frame": "FRAME", + "maneuverability": "MANEUVERABILITY", + "drift-rating": "DRIFT RATING", + "crew": "CREW", + "captain": "CAPTAIN", + "engineer": "ENGINEER", + "pilot": "PILOT", + "gunner": "GUNNER", + "gunnery": "GUNNERY", + "science-officer": "SCIENCE OFFICER ", + "captain-query": "CAPTAIN ACTIONS", + "engineer-query": "ENGINEERS", + "pilot-query": "PILOTS", + "science-officer-query": "SCIENCE OFFICERS", + "gunner-query": "GUNNERS", + "starship-defenses": "DEFENSES", + "total": "TOTAL", + "tl": "TL", + "current": "CURRENT", + "thresholds": "THRESHOLDS", + "critical": "CRITICAL", + "shield-total": "SHIELD TOTAL", + "forward": "FORWARD", + "port": "PORT", + "aft": "AFT", + "starboard": "STARBOARD", + "turret": "TURRET", + "systems": "SYSTEMS", + "expansion-bays": "EXPANSION BAYS", + "cargo/passengers": "CARGO/PASSENGERS", + "cargo-placeholder": "Enter any cargo/passengers being carried here", + "system-status": "SYSTEM STATUS", + "life-support-dice-range": "LIFE SUPPORT (1-10)", + "life-support": "Life Support", + "sensors": "Sensors", + "engines": "Engines", + "power-core": "Power Core", + "port-arc": "Port Arc", + "starboard-arc": "Starboard Arc", + "forward-arc": "Forward Arc", + "aft-arc": "Aft Arc", + "weapons": "Weapons", + "nominal": "NOMINAL", + "glitching": "GLITCHING", + "malfunctioning": "MALFUNCTIONING", + "wrecked": "WRECKED", + "sensors-dice-range": "SENSORS (11-30)", + "weapons-array-dice-range": "WEAPONS ARRAY (31-60)", + "engines-dice-range": "ENGINES (61-80)", + "power-core-dice-range": "POWER CORE (81-100)", + "fwd (1)": "FWD (1)", + "stbd (2)": "STBD (2)", + "port (4)": "PORT (4)", + "aft (3)": "AFT (3)", + "1st-attack": "1st ATTACK", + "targets": "TARGETS", + "full-effect:": "FULL EFFECT:", + "save": "SAVE", + "dc": "DC", + "save-effect:": "SAVE EFFECT:", + "notes:": "NOTES:", + "level": "LEVEL ", + "roll-crit": "ROLL CRITICAL EFFECT", + "random-crit": "APPLY RANDOM CRITICAL EFFECT", + "2nd-attack": "2nd ATTACK", + "3rd-attack": "3rd ATTACK", + "4th-attack": "4th ATTACK", + "5th-attack": "5th ATTACK", + "check": "CHECK", + "on": "ON", + "off": "OFF", + "no": "NO", + "yes": "YES", + "opposed-roll": "Opposed Roll", + "visual": "Visual", + "escaping-grapple": "Escaping Grapple", + "helm-check": "HELM PHASE INITIATIVE", + "arc": "ARC", + "bp": "BP", + "pcu": "PCU", + "short": "SHORT", + "medium": "MEDIUM", + "long": "LONG", + "crit-effect": "CRITICAL EFFECT", + "ability_checks": "ABILITY CHECKS", + "ability_scores": "ABILITY SCORES", + "dr_resist": "DR/RESIST", + "caster-level_": "CASTER LEVEL ", + "power": "POWER", + "which-gunner": "Which Gunner", + "range": "RANGE", + "hexes": "HEXES", + "light": "LIGHT", + "heavy": "HEAVY WEAPON", + "capital": "CAPITAL", + "direct-fire": "DIRECT FIRE", + "tracking": "TRACKING", + "which-arc": "Which Arc", + "power&computers": "POWER & COMPUTERS", + "computer": "COMPUTER", + "computer-bonus": "COMPUTER BONUS", + "use-computer": "Use Computer", + "shield-bonus": "SHIELD BONUS", + "shields": "SHIELDS", + "activation": "ACTIVATION", + "tiny": "TINY", + "small": "SMALL", + "large": "LARGE", + "huge": "HUGE", + "gargantuan": "GARGANTUAN", + "colossal": "COLOSSAL", + "clumsy": "CLUMSY", + "average": "AVERAGE", + "perfect": "PERFECT", + "n/a": "NA", + "disclaimer": "© 2018. Pathfinder Playtest, the Pathfinder Playtest logo, the Paizo golem, all Paizo titles, the Pathfinder Playtest Roleplaying Game rules, and Paizo’s character names and distinctive likenesses are property and copyright of Paizo, Inc. in the United States and other countries.", + "unarmored": "UNARMORED", + "light-armor": "LIGHT ARMOR", + "medium-armor": "MEDIUM ARMOR", + "heavy-armor": "HEAVY ARMOR", + "shield": "SHIELD", + "simple": "SIMPLE", + "martial": "MARTIAL", + "conditions": "CONDITIONS", + "combat-proficiencies": "WEAPON & ARMOR PROFICIENCIES", + "armor": "ARMOR", + "weapon": "WEAPON", + "armor-type": "ARMOR TYPE", + "ancestry-name": "ANCESTRY NAME", + "boost": "BOOST", + "flaw": "FLAW", + "level-1-boosts": "LEVEL 1 BOOSTS", + "level-5-boosts": "LEVEL 5 BOOSTS", + "level-10-boosts": "LEVEL 10 BOOSTS", + "level-15-boosts": "LEVEL 15 BOOSTS", + "level-20-boosts": "LEVEL 20 BOOSTS", + "background-name": "BACKGROUND NAME", + "background": "BACKGROUND", + "creation": "CREATION", + "common": "COMMON", + "uncommon": "UNCOMMON", + "potency-rune": "POTENCY RUNE", + "property-rune": "PROPERTY RUNE", + "addl-attack-penalty": "ADDITIONAL ATTACK PENALTY", + "atk1": "ATK1", + "atk2": "ATK2", + "atk3+": "ATK3+", + "dice-abbrv": "d", + "general feat": "GENERAL FEAT", + "skill feat": "SKILL FEAT", + "class feat": "CLASS FEAT", + "abjuration": "ABJURATION", + "conjuration": "CONJURATION", + "divination": "DIVINATION", + "enchantment": "ENCHANTMENT", + "evocation": "EVOCATION", + "illusion": "ILLUSION", + "necromancy": "NECROMANCY", + "transmutation": "TRANSMUTATION", + "traits": "TRAITS", + "feat type": "FEAT TYPE", + "spells": "SPELLS", + "class dc": "CLASS DC", + "spell dc": "SPELL DC", + "powers": "POWERS", + "proficiencies": "PROFICIENCIES", + "ancestry feat": "ANCESTRY FEAT", + "other senses": "OTHER SENSES", + "signature": "SIGNATURE", + "weakness": "WEAKNESS", + "prof": "PROF", + "standard": "STANDARD", + "magical traditions": "MAGICAL TRADITIONS", + "arcane": "ARCANE", + "divine": "DIVINE", + "primal": "PRIMAL", + "occult": "OCCULT", + "arcane spell": "ARCANE SPELL", + "divine spell": "DIVINE SPELL", + "primal spell": "PRIMAL SPELL", + "occult spell": "OCCULT SPELL", + "arcane power": "ARCANE POWER", + "divine power": "DIVINE POWER", + "primal power": "PRIMAL POWER", + "occult power": "OCCULT POWER", + "hero points": "HERO POINTS", + "spell points": "SPELL POINTS", + "other": "OTHER", + "spell tradition": "SPELL TRADITION", + "roll critical damage": "Roll Critical Damage", + "perform": "PERFORM", + "defensive or reactionary abilities": "DEFENSIVE OR REACTIONARY ABILITIES", + "creature": "CREATURE", + "uncommon creature": "UNCOMMON CREATURE", + "rare creature": "RARE CREATURE", + "items": "ITEMS", + "constant auras": "CONSTANT AURAS", + "defensive/reactionary abilities": "DEFENSIVE/REACTIONARY ABILITIES", + "offensive or proactive abilities": "OFFENSIVE OR PROACTIVE ABILITIES", + "piercing": "Piercing", + "effect": "Effect", + "attack number": "Attack Number", + "class powers": "CLASS POWERS", + "rituals": "RITUALS", + "innate spells": "INNATE SPELLS", + "1-ordinal": "1st", + "2-ordinal": "2nd", + "3-ordinal": "3rd", + "4-ordinal": "4th", + "5-ordinal": "5th", + "6-ordinal": "6th", + "7-ordinal": "7th", + "8-ordinal": "8th", + "9-ordinal": "9th", + "10-ordinal": "10th", + "prepared": "Prepared", + "spontaneous": "Spontaneous", + "description": "Description", + "critical success": "Critical Success", + "success": "Success", + "failure": "Failure", + "critical failure": "Critical Failure", + "actions": "Actions", + "somatic": "Somatic", + "verbal": "Verbal", + "material": "Material", + "somatic-abbrv": "S", + "verbal-abbrv": "V", + "material-abbrv": "M", + "spell point cost": "Spell Point Cost", + "hp abilities": "hp abilities", + "ac notes": "AC Notes", + "save notes": "Save Notes", + "skill notes": "Skill Notes", + "lore": "LORE", + "interaction abilities": "Interaction Abilities", + "casting time": "Casting Time", + "reaction": "Reaction", + "secondary casters": "Secondary Casters", + "proficiency": "Proficiency", + "area": "Area", + "free action": "Free Action", + "single action": "Single Action", + "double action": "Double Action", + "triple action": "Triple Action", + "bonus": "Bonus" +} diff --git a/Pathfinder 2 Playtest by Roll20/translations/hu.json b/Pathfinder 2 Playtest by Roll20/translations/hu.json new file mode 100644 index 0000000000..be7da6b687 --- /dev/null +++ b/Pathfinder 2 Playtest by Roll20/translations/hu.json @@ -0,0 +1,541 @@ +{ + "name": "NAME", + "ability-type": "ABILITY TYPE", + "quantity": "QUANTITY", + "track": "TRACK", + "uses": "USES", + "attack-affected-by-buffs-to": "ATTACK ROLL AFFECTED BY BUFFS TO", + "damage-affected-by-buffs-to": "DAMAGE AFFECTED BY BUFFS TO", + "core": "CORE", + "select": "SELECT", + "spells&powers": "SPELLS/POWERS", + "comms": "COMMS", + "rolls-are": "ROLLS ARE", + "public": "PUBLIC", + "patched": "PATCHED", + "unpatched": "UNPATCHED", + "private": "PRIVATE", + "display-mode": "DISPLAY MODE", + "pc": "PC", + "senses": "SENSES", + "update-pilot": "UPDATE PILOT", + "physical_track": "PHYSICAL TRACK", + "mental_track": "MENTAL TRACK", + "strength_track": "STRENGTH TRACK", + "dexterity_track": "DEXTERITY TRACK", + "constitution_track": "CONSTITUTION TRACK", + "intelligence_track": "INTELLIGENCE TRACK", + "wisdom_track": "WISDOM TRACK", + "charisma_track": "CHARISMA TRACK", + "physical-disease": "PHYSICAL DISEASE", + "healthy": "HEALTHY", + "latent": "LATENT", + "sensor-bonus": "SENSOR BONUS", + "update-pilot-tooltip": "Pull piloting ranks from the opened pilot's sheet", + "weakened": "WEAKENED", + "impaired": "IMPAIRED", + "debilitated": "DEBILITATED", + "bedridden": "BEDRIDDEN", + "comatose": "COMATOSE", + "dead": "DEAD", + "mental-disease": "MENTAL DISEASE", + "befuddled": "BEFUDDLED", + "disassociated": "DISASSOCIATED", + "strength-poison": "STRENGTH POISON", + "healthy' selected='selected": "HEALTHY", + "staggered": "STAGGERED", + "immobile": "IMMOBILE", + "dexterity-poison": "DEXTERITY POISON", + "sluggish": "SLUGGISH", + "stiffened": "STIFFENED", + "constitution-poison": "CONSTITUTION POISON", + "unconscious": "UNCONSCIOUS", + "intelligence-poison": "INTELLIGENCE POISON", + "animalistic": "ANIMALISTIC", + "wisdom-poison": "WISDOM POISON", + "confused": "CONFUSED", + "charisma-poison": "CHARISMA POISON", + "pliable": "PLIABLE", + "catatonic": "CATATONIC", + "asleep": "ASLEEP", + "bleeding": "BLEEDING", + "blinded": "BLINDED", + "burning": "BURNING", + "cowering": "COWERING", + "dazed": "DAZED", + "dazzled": "DAZZLED", + "deafened": "DEAFENED", + "dying": "DYING", + "encumbered": "ENCUMBERED", + "entangled": "ENTANGLED", + "exhausted": "EXHAUSTED", + "fascinated": "FASCINATED", + "fatigued": "FATIGUED", + "flat_footed": "FLAT-FOOTED", + "frightened": "FRIGHTENED", + "grappled": "GRAPPLED", + "helpless": "HELPLESS", + "nauseated": "NAUSEATED", + "negative_levels": "NEGATIVE LEVELS", + "off_kilter": "OFF-KILTER", + "off_target": "OFF-TARGET", + "overburdened": "OVERBURDENED", + "panicked": "PANICKED", + "paralyzed": "PARALYZED", + "pinned": "PINNED", + "prone": "PRONE", + "shaken": "SHAKEN", + "sickened": "SICKENED", + "stable": "STABLE", + "stunned": "STUNNED", + "ancestry-details": "ANCESTRY DETAILS", + "npc": "NPC", + "ship": "SHIP", + "drone": "DRONE", + "house-rules": "HOUSE RULES", + "resolve": "RESOLVE", + "key-ability": "KEY ABILITY", + "highest-ability": "HIGHEST ABILITY", + "buff-stacking": "BUFF STACKING", + "half-specialization-weapons": "HALF SPECIALIZATION WEAPONS", + "character": "CHARACTER", + "class": "CLASS", + "char-name-u": "CHARACTER NAME", + "class-level": "CLASS/LEVEL", + "ancestry": "ANCESTRY", + "hp": "HP", + "theme": "THEME", + "size": "SIZE", + "speed": "SPEED", + "gender": "GENDER", + "home-world": "HOME WORLD", + "alignment": "ALIGNMENT", + "deity": "DEITY", + "player": "PLAYER", + "languages": "LANGUAGES", + "class-name": "CLASS NAME", + "class-num-level": "LVL", + "class-stam": "SP", + "bab": "BAB", + "fort": "FORT", + "ref": "REF", + "will": "WILL", + "skills": "SKILLS", + "abi": "ABI", + "spell": "SPELL", + "poor": "POOR", + "good": "GOOD", + "menus": "MENUS", + "initiative": "INITIATIVE", + "attacks": "ATTACKS", + "attack": "ATTACK", + "damage": "DAMAGE", + "saves": "SAVES", + "abilities-u": "ABILITIES", + "ability-checks": "ABILITY CHECKS", + "buffs": "BUFFS", + "mods": "MODS", + "ability-scores": "ABILITY SCORES", + "mod": "MOD", + "tot": "TOT", + "pen": "PEN", + "drain": "DRN", + "strength": "STRENGTH", + "dexterity": "DEXTERITY", + "constitution": "CONSTITUTION", + "intelligence": "INTELLIGENCE", + "wisdom": "WISDOM", + "charisma": "CHARISMA", + "health": "HEALTH", + "char-hp": "HIT POINTS", + "sp": "SP", + "gp": "GP", + "pp": "PP", + "cp": "CP", + "rp": "RP", + "temp-hp": "TEMPORARY HIT POINTS", + "armorclass": "ARMOR CLASS", + "tac": "TAC", + "ac": "AC", + "resistance": "RESISTANCE", + "savingthrows": "SAVING THROWS", + "base": "BASE", + "rnk": "RNK", + "class-skill": "CS", + "acrobatics": "ACROBATICS", + "acp": "ACP", + "untrained": "UNTRAINED", + "trained": "TRAINED", + "expert": "EXPERT", + "master": "MASTER", + "legendary": "LEGENDARY", + "athletics": "ATHLETICS", + "arcana": "ARCANA", + "diplomacy": "DIPLOMACY", + "crafting": "CRAFTING", + "deception": "DECEPTION", + "intimidation": "INTIMIDATION", + "medicine": "MEDICINE", + "perception": "PERCEPTION ", + "nature": "NATURE", + "occultism": "OCCULTISM", + "religion": "RELIGION", + "society": "SOCIETY", + "stealth": "STEALTH", + "survival": "SURVIVAL", + "thievery": "THIEVERY", + "name-u": "NAME", + "lvl": "LVL", + "Not-Proficient": "NOT PROFICIENT", + "proficient": "PROFICIENT", + "specialized": "SPECIALIZED", + "category": "CATEGORY", + "atk-u": "ATTACK ROLL", + "rng": "RANGE", + "melee": "MELEE", + "ranged": "RANGED", + "dmg": "DAMAGE ROLL", + "type": "TYPE", + "damage-type": "DAMAGE TYPE", + "crit-damage": "CRIT DAMAGE", + "ammo": "ammo", + "usage": "USAGE", + "special": "SPECIAL", + "additional-attack": "ADDITIONAL ATTACKS", + "roll-full-attack_": "ROLL FULL ATTACK: ", + "query": "QUERY", + "always": "ALWAYS", + "never": "NEVER", + "number-of-attacks:": "NUMBER OF ATTACKS:", + "attacher": "ATTACHER", + "equipment": "EQUIPMENT", + "carried": "CARRIED", + "encumber": "ENCUMBER", + "over": "OVER", + "credits": "CREDITS", + "wealth": "WEALTH", + "upbs": "UPBs", + "num": "NUM", + "bulk": "BULK", + "cost": "COST", + "abilities": "ABILITIES", + "constant": "CONSTANT", + "at-will": "AT WILL", + "x/day": "X/DAY", + "source": "SOURCE", + "extraordinary": "EXTRAORDINARY", + "supernatural": "SUPERNATURAL", + "spell-like": "SPELL-LIKE", + "target": "TARGET", + "duration": "DURATION", + "_-daily-uses": "Daily Uses", + "atk": "ATTACK ROLL", + "save-effect": "SAVE EFFECT", + "dex": "DEX", + "con": "CON", + "int": "INT", + "wis": "WIS", + "cha": "CHA", + "based-dc_": "Based DC ", + "fort-save": "FORT SAVE", + "ref-save": "REF SAVE", + "will-save": "WILL SAVE", + "A-Sucessful-Save:": "A Sucessful Save:", + "spellclasses": "SPELLCLASSES", + "ability": "ABILITY", + "progress": "PROGRESS", + "spells-per-day": "SPELLS PER DAY", + "1st-level": "1st LEVEL", + "school": "SCHOOL", + "str": "STR", + "4th-level": "4th LEVEL", + "7th-level": "7th LEVEL", + "2nd-level": "2nd LEVEL", + "5th-level": "5th LEVEL", + "8th-level": "8th LEVEL", + "cantrips": "CANTRIPS", + "3rd-level": "3rd LEVEL", + "6th-level": "6th LEVEL", + "9th-level": "9th LEVEL", + "10th-level": "10th LEVEL", + "cr": "CR", + "xp": "XP", + "init": "INIT", + "aura": "AURA", + "defense": "DEFENSE", + "defensive-abilities": "DEFENSIVE ABILITIES", + "dr": "DR", + "immunities": "IMMUNITIES", + "sr": "SR", + "resistances": "RESISTANCES", + "weaknesses": "WEAKNESSES", + "offense": "OFFENSE", + "space": "SPACE", + "reach": "REACH", + "spells-known": "SPELLS KNOWN", + "(cl": "(CL", + "statistics": "STATISTICS", + "feats": "FEATS", + "other-abilities": "OTHER ABILITIES", + "gear": "GEAR", + "ecology": "ECOLOGY", + "environment": "ENVIRONMENT", + "organization": "ORGANIZATION", + "tactics": "TACTICS", + "special-abilities": "SPECIAL ABILITIES", + "purpose": "PURPOSE", + "import": "IMPORT", + "export": "EXPORT", + "paizo-statblock": "PAIZO STATBLOCK", + "srd-statblock": "SRD STATBLOCK", + "starship-info": "STARSHIP INFO", + "starship-name": "STARSHIP NAME", + "tier": "TIER", + "make-and-model": "MAKE AND MODEL", + "frame": "FRAME", + "maneuverability": "MANEUVERABILITY", + "drift-rating": "DRIFT RATING", + "crew": "CREW", + "captain": "CAPTAIN", + "engineer": "ENGINEER", + "pilot": "PILOT", + "gunner": "GUNNER", + "gunnery": "GUNNERY", + "science-officer": "SCIENCE OFFICER ", + "captain-query": "CAPTAIN ACTIONS", + "engineer-query": "ENGINEERS", + "pilot-query": "PILOTS", + "science-officer-query": "SCIENCE OFFICERS", + "gunner-query": "GUNNERS", + "starship-defenses": "DEFENSES", + "total": "TOTAL", + "tl": "TL", + "current": "CURRENT", + "thresholds": "THRESHOLDS", + "critical": "CRITICAL", + "shield-total": "SHIELD TOTAL", + "forward": "FORWARD", + "port": "PORT", + "aft": "AFT", + "starboard": "STARBOARD", + "turret": "TURRET", + "systems": "SYSTEMS", + "expansion-bays": "EXPANSION BAYS", + "cargo/passengers": "CARGO/PASSENGERS", + "cargo-placeholder": "Enter any cargo/passengers being carried here", + "system-status": "SYSTEM STATUS", + "life-support-dice-range": "LIFE SUPPORT (1-10)", + "life-support": "Life Support", + "sensors": "Sensors", + "engines": "Engines", + "power-core": "Power Core", + "port-arc": "Port Arc", + "starboard-arc": "Starboard Arc", + "forward-arc": "Forward Arc", + "aft-arc": "Aft Arc", + "weapons": "Weapons", + "nominal": "NOMINAL", + "glitching": "GLITCHING", + "malfunctioning": "MALFUNCTIONING", + "wrecked": "WRECKED", + "sensors-dice-range": "SENSORS (11-30)", + "weapons-array-dice-range": "WEAPONS ARRAY (31-60)", + "engines-dice-range": "ENGINES (61-80)", + "power-core-dice-range": "POWER CORE (81-100)", + "fwd (1)": "FWD (1)", + "stbd (2)": "STBD (2)", + "port (4)": "PORT (4)", + "aft (3)": "AFT (3)", + "1st-attack": "1st ATTACK", + "targets": "TARGETS", + "full-effect:": "FULL EFFECT:", + "save": "SAVE", + "dc": "DC", + "save-effect:": "SAVE EFFECT:", + "notes:": "NOTES:", + "level": "LEVEL ", + "roll-crit": "ROLL CRITICAL EFFECT", + "random-crit": "APPLY RANDOM CRITICAL EFFECT", + "2nd-attack": "2nd ATTACK", + "3rd-attack": "3rd ATTACK", + "4th-attack": "4th ATTACK", + "5th-attack": "5th ATTACK", + "check": "CHECK", + "on": "ON", + "off": "OFF", + "no": "NO", + "yes": "YES", + "opposed-roll": "Opposed Roll", + "visual": "Visual", + "escaping-grapple": "Escaping Grapple", + "helm-check": "HELM PHASE INITIATIVE", + "arc": "ARC", + "bp": "BP", + "pcu": "PCU", + "short": "SHORT", + "medium": "MEDIUM", + "long": "LONG", + "crit-effect": "CRITICAL EFFECT", + "ability_checks": "ABILITY CHECKS", + "ability_scores": "ABILITY SCORES", + "dr_resist": "DR/RESIST", + "caster-level_": "CASTER LEVEL ", + "power": "POWER", + "which-gunner": "Which Gunner", + "range": "RANGE", + "hexes": "HEXES", + "light": "LIGHT", + "heavy": "HEAVY WEAPON", + "capital": "CAPITAL", + "direct-fire": "DIRECT FIRE", + "tracking": "TRACKING", + "which-arc": "Which Arc", + "power&computers": "POWER & COMPUTERS", + "computer": "COMPUTER", + "computer-bonus": "COMPUTER BONUS", + "use-computer": "Use Computer", + "shield-bonus": "SHIELD BONUS", + "shields": "SHIELDS", + "activation": "ACTIVATION", + "tiny": "TINY", + "small": "SMALL", + "large": "LARGE", + "huge": "HUGE", + "gargantuan": "GARGANTUAN", + "colossal": "COLOSSAL", + "clumsy": "CLUMSY", + "average": "AVERAGE", + "perfect": "PERFECT", + "n/a": "NA", + "disclaimer": "© 2018. Pathfinder Playtest, the Pathfinder Playtest logo, the Paizo golem, all Paizo titles, the Pathfinder Playtest Roleplaying Game rules, and Paizo’s character names and distinctive likenesses are property and copyright of Paizo, Inc. in the United States and other countries.", + "unarmored": "UNARMORED", + "light-armor": "LIGHT ARMOR", + "medium-armor": "MEDIUM ARMOR", + "heavy-armor": "HEAVY ARMOR", + "shield": "SHIELD", + "simple": "SIMPLE", + "martial": "MARTIAL", + "conditions": "CONDITIONS", + "combat-proficiencies": "WEAPON & ARMOR PROFICIENCIES", + "armor": "ARMOR", + "weapon": "WEAPON", + "armor-type": "ARMOR TYPE", + "ancestry-name": "ANCESTRY NAME", + "boost": "BOOST", + "flaw": "FLAW", + "level-1-boosts": "LEVEL 1 BOOSTS", + "level-5-boosts": "LEVEL 5 BOOSTS", + "level-10-boosts": "LEVEL 10 BOOSTS", + "level-15-boosts": "LEVEL 15 BOOSTS", + "level-20-boosts": "LEVEL 20 BOOSTS", + "background-name": "BACKGROUND NAME", + "background": "BACKGROUND", + "creation": "CREATION", + "common": "COMMON", + "uncommon": "UNCOMMON", + "potency-rune": "POTENCY RUNE", + "property-rune": "PROPERTY RUNE", + "addl-attack-penalty": "ADDITIONAL ATTACK PENALTY", + "atk1": "ATK1", + "atk2": "ATK2", + "atk3+": "ATK3+", + "dice-abbrv": "d", + "general feat": "GENERAL FEAT", + "skill feat": "SKILL FEAT", + "class feat": "CLASS FEAT", + "abjuration": "ABJURATION", + "conjuration": "CONJURATION", + "divination": "DIVINATION", + "enchantment": "ENCHANTMENT", + "evocation": "EVOCATION", + "illusion": "ILLUSION", + "necromancy": "NECROMANCY", + "transmutation": "TRANSMUTATION", + "traits": "TRAITS", + "feat type": "FEAT TYPE", + "spells": "SPELLS", + "class dc": "CLASS DC", + "spell dc": "SPELL DC", + "powers": "POWERS", + "proficiencies": "PROFICIENCIES", + "ancestry feat": "ANCESTRY FEAT", + "other senses": "OTHER SENSES", + "signature": "SIGNATURE", + "weakness": "WEAKNESS", + "prof": "PROF", + "standard": "STANDARD", + "magical traditions": "MAGICAL TRADITIONS", + "arcane": "ARCANE", + "divine": "DIVINE", + "primal": "PRIMAL", + "occult": "OCCULT", + "arcane spell": "ARCANE SPELL", + "divine spell": "DIVINE SPELL", + "primal spell": "PRIMAL SPELL", + "occult spell": "OCCULT SPELL", + "arcane power": "ARCANE POWER", + "divine power": "DIVINE POWER", + "primal power": "PRIMAL POWER", + "occult power": "OCCULT POWER", + "hero points": "HERO POINTS", + "spell points": "SPELL POINTS", + "other": "OTHER", + "spell tradition": "SPELL TRADITION", + "roll critical damage": "Roll Critical Damage", + "perform": "PERFORM", + "defensive or reactionary abilities": "DEFENSIVE OR REACTIONARY ABILITIES", + "creature": "CREATURE", + "uncommon creature": "UNCOMMON CREATURE", + "rare creature": "RARE CREATURE", + "items": "ITEMS", + "constant auras": "CONSTANT AURAS", + "defensive/reactionary abilities": "DEFENSIVE/REACTIONARY ABILITIES", + "offensive or proactive abilities": "OFFENSIVE OR PROACTIVE ABILITIES", + "piercing": "Piercing", + "effect": "Effect", + "attack number": "Attack Number", + "class powers": "CLASS POWERS", + "rituals": "RITUALS", + "innate spells": "INNATE SPELLS", + "1-ordinal": "1st", + "2-ordinal": "2nd", + "3-ordinal": "3rd", + "4-ordinal": "4th", + "5-ordinal": "5th", + "6-ordinal": "6th", + "7-ordinal": "7th", + "8-ordinal": "8th", + "9-ordinal": "9th", + "10-ordinal": "10th", + "prepared": "Prepared", + "spontaneous": "Spontaneous", + "description": "Description", + "critical success": "Critical Success", + "success": "Success", + "failure": "Failure", + "critical failure": "Critical Failure", + "actions": "Actions", + "somatic": "Somatic", + "verbal": "Verbal", + "material": "Material", + "somatic-abbrv": "S", + "verbal-abbrv": "V", + "material-abbrv": "M", + "spell point cost": "Spell Point Cost", + "hp abilities": "hp abilities", + "ac notes": "AC Notes", + "save notes": "Save Notes", + "skill notes": "Skill Notes", + "lore": "LORE", + "interaction abilities": "Interaction Abilities", + "casting time": "Casting Time", + "reaction": "Reaction", + "secondary casters": "Secondary Casters", + "proficiency": "Proficiency", + "area": "Area", + "free action": "Free Action", + "single action": "Single Action", + "double action": "Double Action", + "triple action": "Triple Action", + "bonus": "Bonus" +} diff --git a/Pathfinder Community/translations/ca.json b/Pathfinder Community/translations/ca.json new file mode 100644 index 0000000000..7e541a46fc --- /dev/null +++ b/Pathfinder Community/translations/ca.json @@ -0,0 +1,2103 @@ +{ + "use-header-images": "Use header images", + "conditions-list": "bleed,blinded,cowering,dazed,dazzled,dead,deafened,disabled,drowning,dying,energy-drained,entangled,exhausted,fascinated,fatigued,flat-footed,grappled,helpless,incorporeal,invisible,nauseated,paralyzed,petrified,pinned,prone,fear-any,sickened,stable,staggered,stunned,suffocating,unconscious", + "skills-list": "acrobatics,appraise,artistry,artistry-00,artistry-01,artistry-02,artistry-03,artistry-04,artistry-05,artistry-06,artistry-07,artistry-08,artistry-09,artistry-10,artistry-11,artistry-12,artistry-13,bluff,climb,craft,craft-00,craft-01,craft-02,craft-03,craft-04,craft-05,craft-06,craft-07,craft-08,craft-09,craft-10,craft-11,craft-12,craft-13,diplomacy,disable-device,disguise,escape-artist,fly,handle-animal,heal,intimidate,knowledge,knowledge-00,knowledge-01,knowledge-02,knowledge-03,knowledge-arcana,knowledge-dungeoneering,knowledge-engineering,knowledge-geography,knowledge-history,knowledge-local,knowledge-nature,knowledge-nobility,knowledge-planes,knowledge-religion,linguistics,lore,lore-00,lore-01,lore-02,lore-03,lore-04,lore-05,lore-06,lore-07,lore-08,lore-09,lore-10,lore-11,lore-12,lore-13,perception,perform,perform-00,perform-01,perform-02,perform-03,perform-04,perform-05,perform-06,perform-07,perform-08,perform-09,perform-10,perform-11,perform-12,perform-13,profession,profession-00,profession-01,profession-02,profession-03,profession-04,profession-05,profession-06,profession-07,profession-08,profession-09,profession-10,profession-11,profession-12,profession-13,ride,sense-motive,sleight-of-hand,spellcraft,stealth,survival,swim,use-magic-device,miscellaneous,miscellaneous-00,miscellaneous-01,miscellaneous-02,miscellaneous-03,miscellaneous-04,miscellaneous-05,miscellaneous-06,miscellaneous-07,miscellaneous-08,miscellaneous-09,miscellaneous-10,miscellaneous-11,miscellaneous-12,miscellaneous-13,cs-acrobatics,cs-athletics,cs-finesse,cs-influence,cs-nature,cs-perception,cs-performance,cs-religion,cs-society,cs-spellcraft,cs-stealth,cs-survival,cs-miscellaneous,cs-miscellaneous-00,cs-miscellaneous-01,cs-miscellaneous-02,cs-miscellaneous-03,cs-miscellaneous-04,cs-miscellaneous-05,cs-miscellaneous-06,cs-miscellaneous-07,cs-miscellaneous-08,cs-miscellaneous-09,cs-miscellaneous-10,cs-miscellaneous-11,cs-miscellaneous-12,cs-miscellaneous-13", + "1-ordinal": "1st", + "1-ordinal-class": "1st Class", + "1-ordinal-class-level": "1st Class Lvl", + "1-ordinal-spellclass": "1st Spellcasting Class", + "1-size-larger": "1 sz larger", + "1-size-smaller": "1 sz smaller", + "10-ordinal": "10th", + "100-at-level-1": " Use max hp for first level/HD", + "100-at-level-1-title": "Use max hit points for first level Racial hit dice are considered 'first' if character has both racial and class hit dice", + "2-ordinal": "2nd", + "2-ordinal-class": "2nd Class", + "2-ordinal-class-level": "2nd Class Lvl", + "2-ordinal-spellclass": "2nd Spellcasting Class", + "2-sizes-larger": "2 sz larger", + "2-sizes-smaller": "2 sz smaller", + "24-per-target": "Per 24hrs per target", + "24-per-target-abbrv": "Hex (1/24/target)", + "3-ordinal": "3rd", + "3-ordinal-class": "3rd Class", + "3-ordinal-class-level": "3rd Class Lvl", + "3-ordinal-spellclass": "3rd Spellcasting Class", + "3-sizes-larger": "3 sz larger", + "3-sizes-smaller": "3 sz smaller", + "4-ordinal": "4th", + "4-ordinal-class": "4th Class", + "4-ordinal-class-level": "4th Class Lvl", + "5-ordinal": "5th", + "5-ordinal-class": "5th Class", + "5-ordinal-class-level": "5th Class Lvl", + "6-ordinal": "6th", + "6-ordinal-class": "6th Class", + "6-ordinal-class-level": "6th Class Lvl", + "7-ordinal": "7th", + "8-ordinal": "8th", + "9-ordinal": "9th", + "Ex": "Ex", + "NPC-all": "NPC-All", + "No (Harmless)": "No (Harmless)", + "No": "No", + "Sp": "Sp", + "Su": "Su", + "Yes (Harmless)": "Yes (Harmless)", + "Yes": "Yes", + "abilities": "Abilities", + "ability": "Ability", + "ability-attack-dropdowns": " Ability and Attack Type Dropdowns", + "ability-basis": "Ability Basis", + "ability-basis-desc": "DC Ability basis: usually CHA for spellcasting ability, CON for poison, breathweapon, or other damage abilities", + "ability-bonus": "Ability Bonus", + "ability-checks": "Ability Checks", + "ability-checks-abbrv": "Abil chk", + "ability-checks-calculation-abbrv": "Ability check calc", + "ability-damage-desc": "For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious", + "ability-drain-desc": "Ability drain actually reduces the relevant ability score Modify all skills and statistics related to that ability This might cause you to lose skill points, hit points, and other bonuses", + "ability-list-default-values": "Abilities default values", + "ability-lists-flags": "Ability list flags", + "ability-macros-current": "Ability macros to current", + "ability-menus": "Ability Menus", + "ability-name": "Ability Name", + "ability-penalty-desc": "Penalties function just like ability damage, but they cannot cause you to fall unconscious or die Penalties cannot decrease your ability score to less than 1", + "ability-roll-template": "Ability Roll Template", + "ability-score": "Ability Score", + "ability-scores": "Ability Scores", + "ability-skill-checks": "Ability & Skill Checks", + "ability-tracking": "Ability Tracking", + "ability-type": "Ability Type", + "ability-type-title": "Select the type of ability if applicable Ex(Extraordinary), Sp(Spell-like ability), or Su(Supernatural)", + "above-head": "Above Head", + "accessibility": "Accessibility", + "acp-may-apply-title": "Armor Check Penalty may apply.", + "acp-verysmall-abbrv": "ACP", + "acrobatics": "Acrobatics", + "add": "Add", + "add-class-levels": "Add Class Levels", + "add-custom-column": "Add Custom Column", + "add-hit-dice": "Add Race/Monster HD", + "add-note-to-roll": "Add note to roll", + "add-note-to-roll-desc": "To add note text as comment at bottom of a roll, select the roll type. Use for content dependent modifiers.", + "add-skill-bonus-macro": "Add Skill Bonus Macro?", + "add-template": "Quickly update character with template", + "additional-attack-macro-query-included-with-crits": "Additional Attack Macro/Query (included with crits)", + "additional-damage": "Extra Damage", + "additional-damage-macro-query-included-with-crits": "Additional Damage Macro/Query (included with crits)", + "additional-damage-title": "Add additional, precision, or extra critical damage", + "additional-modifier-or-macro": "Additional modifier or macro, eg [[1d6]], [[2d20k1]], etc", + "adjust-damage-by-size": " Adjust damage based on size", + "advanced": "Advanced", + "advanced-class-guide": "Advanced Class Guide", + "adventure": "Adventure ", + "adventure-skills": "Adventure Skills", + "adventuring-gear-tool": "Adventuring Gear or Tool", + "age": "Age", + "alchemical": "Alchemical", + "alignment": "Alignment", + "alignment-abbrv": "Align", + "alignment-type-init": "Align Type Init", + "all": "All", + "all-abilities": "All Abilities", + "all-attacks": "All Attacks", + "all-attacks-insert-macro-attack": "Add to Attack Roll macro", + "all-attacks-insert-macro-cmb": "Add to CMB Roll macro", + "all-attacks-insert-macro-cmb-damage": "Add to CMB Dmg macro", + "all-attacks-insert-macro-damage": "Add to Dmg macro", + "all-attacks-insert-macro-melee": "Add to Melee Attack Roll macro", + "all-attacks-insert-macro-melee-damage": "Add to Melee Dmg macro", + "all-attacks-insert-macro-ranged": "Add to Ranged Attack Roll macro", + "all-attacks-insert-macro-ranged-damage": "Add to Ranged Dmg macro", + "all-attacks-macro-insert-section": "Attack 'Add-to-roll' Macros", + "all-checks": "All Checks", + "all-checks-calc": "All checks calc", + "all-features-desc": "Features list contains Special Abilities, Special Qualities, Feats, etc", + "all-other-desc": "Miscellaneous includes any not found under another tab", + "all-saves": "All Saves", + "all-saves-macro": "All Saves Macro", + "all-saves-macro-title": "@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "all-skills": "All Skills", + "alternate-ability-cmb-desc": "Alternate ability combat maneuver", + "alternate-ability-melee-desc": "Alternate ability melee attack", + "alternate-ability-ranged-desc": "Alternate ability ranged attack", + "alternate-favored-class": "Alternate Favored Class point counter", + "alternate-favored-class-abbrv": "FC Alt", + "always-show-domain-spells": " Always show spells marked 'domain' in spellbook menu", + "ammo": "Ammo", + "ammunition": "Ammunition", + "announcements": "Announcements:", + "announcements-old": "Old Announcements", + "apply-font-chatrolls": " Apply font to chat rolls", + "appraise": "Appraise", + "arcana": "Arcana", + "arial": "Arial", + "arial-default": "•Lucida Grande/Arial", + "armor": "Armor", + "armor-and-shield": "Armor and Shield", + "armor-attributes": "Armor Attributes", + "armor-calculation-abbrv": "Armor calc", + "armor-check-penalty": "Armor Check Penalty", + "armor-check-penalty-abbrv": "ACP", + "armor-class": "Armor Class", + "armor-class-abbrv": "AC", + "armor-class-abbrv-default": "•AC", + "armor-class-bonus": "AC Bonus", + "armor-class-calculation-abbrv": "AC Calc", + "armor-default": "•Armor", + "armor-notes": " Armor Notes", + "armor-notes-place": "Put notes about context-sensitive AC bonuses here", + "armor-or-shield": "Armor or Shield", + "armor-penalties": "Armor Penalties", + "armor-shield": "Armor/Shield", + "armor-shield-bonus": "Armor or Shield bonus to Armor Class", + "armor-shield-load-default": "•Armor, Shield & Load", + "armor-shield-name": "Armor or Shield Name", + "armor-shield-only": "Armor & Shield only", + "armor-two": "Armor 2", + "armor-type": "Armor or Shield Type", + "artistry": "Artistry", + "at-will": "At Will", + "athletics": "Athletics", + "attack": "Attack", + "attack-1": "Attack 1", + "attack-1-ordinal": "1st Attack", + "attack-10-ordinal": "10th Attack", + "attack-2": "Attack 2", + "attack-2-ordinal": "2nd Attack", + "attack-3": "Attack 3", + "attack-3-ordinal": "3rd Attack", + "attack-4": "Attack 4", + "attack-4-ordinal": "4th Attack", + "attack-5": "Attack 5", + "attack-5-ordinal": "5th Attack", + "attack-6": "Attack 6", + "attack-6-ordinal": "6th Attack", + "attack-7": "Attack 7", + "attack-7-ordinal": "7th Attack", + "attack-8": "Attack 8", + "attack-8-ordinal": "8th Attack", + "attack-9": "Attack 9", + "attack-9-ordinal": "9th Attack", + "attack-and-combat-maneuver-bonuses": "Attack and Combat Maneuver Bonuses", + "attack-and-damage": "Attack & dmg", + "attack-bonus-dropdowns": " Attack bonus dropdowns", + "attack-grid-rows-migrated": "Attack grid extra rows", + "attack-list-default-values": "Attacks default values", + "attack-macro": "Attack Macro", + "attack-macros-current": "Attack macros to current", + "attack-modifier-abbrv": "Attack Mod", + "attack-modifiers-abbrv": "Attack Mods", + "attack-notes": "Attack Notes", + "attack-notes-place": "Put notes about context-sensitive Attack bonuses here", + "attack-penalty": "Attack penalty", + "attack-roll-template": "Attack Roll Template ", + "attack-type": "Attack Type", + "attack-type-abbrv": "Atk Type", + "attacks": "Attacks", + "attacks-dmg-migrated": "Dmg Multiplier", + "attacks-dmg-migrated-title": "Repeating Attack damage multiplier migrated", + "attacks-macros-migrated": "Attack Macro v5", + "attacks-macros2-migrated": "Attack Macro v6", + "attacks-macros64-migrated": "Attack Macro v64", + "attacks-migrated-title": "Repeating Attack macros migrated If an attack rolltemplate does not appear correct, delete the macro text and click into another field, the system will reset the macro text to defaults Repeat for iterative attacks macros", + "atwill": "At Will", + "aura": "Aura", + "automatically-calculate-hit-points-abbrv": " Auto-calc hp", + "average-hit-point-abbrv": "Avg hp:", + "azure": "Azure", + "background": "Background", + "background-ranks-remaining": "Background Ranks Remaining", + "background-skills": " Background Skills", + "background-title": "Choose a background image", + "base": "Base", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbrv": "BAB", + "base-attacks": "Base Attacks", + "base-level": "Base Level", + "base-points-per-day": "Base Points/Day", + "base-speed": "Base", + "base-spells-per-day": "Base
    Spells/Day", + "base-statistics": "Base Statistics", + "base-statistics-place": "If the creature has buffs and other effects active that modify his stats, the base stats should be quickly summarized here", + "base-value": "Base", + "before-combat": "Before Combat", + "before-combat-place": "List any spells and/or abilities used before combat His stats should reflect these spells", + "belt": "Belt", + "black": "Black", + "black-default": "•Black", + "blank": "Blank", + "blast": "Blast", + "blast-damage-abbrv": "Blast Dmg", + "blast-damage-modifier-abbrv": "Blast Dmg Mod", + "bleed": " Bleed", + "blinded": " Blinded", + "block-roll-template": "Block Text Roll Template ", + "bludgeoning": "Bludgeoning", + "blue": "Blue", + "bluff": "Bluff", + "body": "Body", + "bonus": "Bonus", + "bonus-or-penalty": "The bonus or penalty to apply", + "bonus-points": "Ability Bonus", + "bonus-power-points-abbrv": "Bonus PP", + "bonus-spells": "Bonus Spells", + "bonus-type": "Bonus Type", + "bonus-type-title": "Type of bonus for stacking purposes. Treat armor, shield, natural armor as bonuses (on bonus dropdown), not 'type' of bonus to AC.", + "brown": "Brown", + "buff": "Buff", + "buff-ability-checks-title": "Bonus to ability checks and initiative", + "buff-ability-skill-checks": "Bonus to Ability & Skill Checks and Initiative", + "buff-aid": "Aid", + "buff-aid-note": "+@{b2_val} morale bonus on saving throws against fear effects.", + "buff-air-barrier": "Air Barrier", + "buff-air-barrier-note": "At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance.", + "buff-archons-aura": "Archon's Aura", + "buff-archons-aura-note": "lasts until it successfully hits caster with an attack", + "buff-armor-class-title": "Bonus to armor class and CMD", + "buff-armor-title": "Enhancement to armor bonus to AC", + "buff-attack-title": "Bonus to all attacks", + "buff-bane": "Bane", + "buff-bane-note": "@{b2_val} penalty on saving throws against fear effects.", + "buff-battle-spirit": "Battle Spirit", + "buff-battle-ward": "Battle Ward", + "buff-battle-ward-note": "The next time a foe makes an attack roll against the target, the ward activates and grants a @{b1_val} deflection bonus to the warded creature's AC. Each subsequent time the warded creature is attacked, the defection bonus decreases by 1.", + "buff-bless": "Bless", + "buff-bless-note": "+@{b2_val} morale bonus on saving throws against fear effects.", + "buff-blessing-of-fervor": "Blessing of Fervor", + "buff-blessing-of-fervor-note": "Pick speed bonus by checking buff 4, or Attack/AC/Reflex bonus, or other bonuses per round.", + "buff-bone-ward": "Bone Ward", + "buff-calculation": "Buff calc", + "buff-caster-level-title": "Bonus to spell caster level", + "buff-charisma-based-skills-penalty-title": "Penalty to charisma based skills", + "buff-charisma-based-skills-title": "Bonus to charisma based skills", + "buff-charisma-penalty-title": "Penalty to charisma. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-charisma-title": "Bonus to Charisma ability score", + "buff-cmd-title": "Bonus to CMD only", + "buff-combat-maneuver-bonus-title": "Bonus to all CMB attacks", + "buff-combat-maneuver-bonus2-title": "Bonus to 'Alt CMB' attacks only", + "buff-consecrate": "Consecrate (if undead)", + "buff-consecrate-note": "Channel energy DCs increase by 3. Double this and all penalties if alter present.", + "buff-constitution-based-skills-penalty-title": "Penalty to constitution based skills", + "buff-constitution-based-skills-title": "Bonus to constitution based skills", + "buff-constitution-penalty-title": "Penalty to constitution. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-constitution-title": "Bonus to Constitution ability score", + "buff-crushing-despair": "Crushing Despair", + "buff-curse": "Curse", + "buff-curse-note": "You must enable/disable -6 to any ability, or -4 to Attacks/Saves/Checks, or uncheck all for 50% chance to act normally curse.", + "buff-damage-melee-title": "Bonus to melee damage", + "buff-damage-ranged-title": "Bonus to ranged damage", + "buff-damage-title": "Bonus to all attack damage", + "buff-death-knell": "Death Knell", + "buff-deflection-title": "Deflection bonus to AC", + "buff-desecrate": "Desecrate (if undead)", + "buff-desecrate-note": "+3 to save vs channel energy. Double all bonuses if alter present.", + "buff-dexterity-based-skills-penalty-title": "Penalty to dexterity based skills", + "buff-dexterity-based-skills-title": "Bonus to dexterity based skills", + "buff-dexterity-penalty-title": "Penalty to dexterity. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-dexterity-title": "Bonus to Dexterity ability score", + "buff-divine-favor": "Divine Favor", + "buff-dodge-title": "Dodge bonus to AC", + "buff-elemental-overflow": "Elemental Overflow", + "buff-elemental-overflow-note": "chance to ignore the effects of a critical hit or sneak attack", + "buff-enlarge-person": "Enlarge Person", + "buff-enlarge-person-note": "Reach increased, height x2, weight x4.", + "buff-flat-footed-title": "Bonus to flat-footed AC only", + "buff-fortitude-title": "Bonus to fortitude saving throws", + "buff-good-hope": "Good Hope", + "buff-hampering-hex": "Hampering Hex", + "buff-haste": "Haste", + "buff-haste-note": "When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. All modes of movement increase.", + "buff-heroism": "Heroism", + "buff-initiative-title": "Bonus to initiative", + "buff-inspire-courage": "Inspire Courage", + "buff-inspire-courage-note": "+@{b2_val} morale bonus on saving throws against charm and fear effects.", + "buff-inspire-greatness": "Inspire Greatness", + "buff-inspired-rage": "Inspired Rage", + "buff-inspired-rage-note": "**Inspired Rage**, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.", + "buff-intelligence-based-skills-penalty-title": "Penalty to intelligence based skills", + "buff-intelligence-based-skills-title": "Bonus to intelligence based skills", + "buff-intelligence-penalty-title": "Penalty to intelligence. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-intelligence-title": "Bonus to Intelligence ability score", + "buff-kinetic-blast-damage-title": "Bonus to kinetic blast damage", + "buff-kinetic-blast-title": "Bonus to kinetic blast attack", + "buff-mage-armor": "Mage Armor", + "buff-magearmor-note": "made of force, incorporeal creatures can't bypass it the way they do normal armor.", + "buff-magic-vestment": "Magic Vestment", + "buff-melee-title": "Bonus to all melee attack rolls", + "buff-melee2-title": "Bonus to 'Alt Melee' attack rolls only", + "buff-natural-title": "Enhancement to natural armor bonus to AC", + "buff-notes": "Buff Notes", + "buff-prayer": "Prayer", + "buff-prayer-debuff": "Prayer (Debuff)", + "buff-rage": "Rage", + "buff-rage-note": "A barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.", + "buff-rage-unchained": "Rage (Unchained)", + "buff-ranged-title": "Bonus to all ranged attack rolls", + "buff-ranged2-title": "Bonus to 'Alt Ranged' attack rolls only", + "buff-reduce-person": "Reduce Person", + "buff-reduce-person-note": "Reach decreased, height /2, weight /4.", + "buff-reflex-title": "Bonus to reflex saving throws", + "buff-saves-title": "Bonus to saving throws", + "buff-shield": "Shield", + "buff-shield-note": "Negates magic missile attacks directed at you. This bonus applies against incorporeal touch attacks, since it is a force effect.", + "buff-shield-of-faith": "Shield of Faith", + "buff-shield-title": "Enhancement to shield bonus to AC", + "buff-size-title": "Bonus to size, +1=one size larger, -1=one size smaller", + "buff-skill-checks-title": "Bonus to skill checks", + "buff-slow": "Slow", + "buff-slow-note": "Also apply *Staggered* condition.", + "buff-speed-title": "Bonus to speed", + "buff-spell-caster-level-title": "Bonus to spell caster level", + "buff-stardust": "Stardust", + "buff-stardust-note": " @{b1_val} penalty to sight based perception checks", + "buff-strength-based-skills-penalty-title": "Penalty to strength based skills", + "buff-strength-based-skills-title": "Bonus to strength based skills", + "buff-strength-penalty-title": "Penalty to strength. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-strength-title": "Bonus to Strength ability score", + "buff-temp-hp-title": "Temporary hit points", + "buff-touch-title": "Bonus to touch AC class only", + "buff-type-title": "Tab this row will appear under. Categorize buffs for user convenience.", + "buff-ward": "Ward", + "buff-ward-note": "Lasts until the warded creature is hit or fails a saving throw", + "buff-will-title": "Bonus to will saving throws", + "buff-wisdom-based-skills-penalty-title": "Penalty to wisdom based skills", + "buff-wisdom-based-skills-title": "Bonus to wisdom based skills", + "buff-wisdom-penalty-title": "Penalty to wisdom. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-wisdom-title": "Bonus to Wisdom ability score", + "buffs": "Buffs", + "buffs-conditions-edit-section": "Set and edit buffs and conditions", + "buffs-conditions-section": "Buffs and Conditions", + "buffs-conditions-status-section": "Buff and Condition status panels", + "buffs-migrated": "Buffs", + "buffs-migrated-title": "Buffs migrated to Buffs repeating section Cannot be remigrated", + "buffs-set": "Set Buffs", + "buffs-showsect-cmd": "Click to expand buff edit area", + "burn": "Burn", + "burrow-speed": "Burrow", + "buttons": "Buttons", + "buttons-showsect-cmd": "Show chat ability command buttons", + "calculate-abbrv": "Calc", + "calculation": "Calculation", + "calculation-abbrv": "Calc", + "cannot-parse": "Cannot parse", + "cantrips": "Cantrips", + "carried": "Carried", + "carried-currency": "Carried Currency", + "carried-currency-title": "The amount of currency carried on the character that will contribute to total load", + "carried-default": "•Carried", + "carried-equipment": "Carried Equipment", + "carried-not-worn": "Carried (not worn)", + "carried-weight": "Carried Weight", + "cast-defensive-bonus": "Concentration Bonus when casting defensively", + "cast-defensive-bonus-abbrv": "Cast Def Bonus", + "cast-defensively": "Cast Defensively", + "cast-defensively-abbrv": "Cast Def", + "cast-defensively-check": "Cast Defensively Check", + "cast-defensively-difficulty-class-abbrv": "Cast Def DC", + "caster-class-level": "Spellcasting class and level", + "caster-level": " Caster Level", + "caster-level-abbrv": "CL", + "caster-level-basis-abbreviation": "CL basis", + "caster-level-basis-explanation": "Race/class basis defaults to total character level", + "caster-level-calculation": "Caster Lvl Calc", + "caster-level-check": "Casterlevel Check", + "caster-level-check-abbrv": "CL Check", + "caster-level-check-abbrv2": "Casterlvl Chk", + "caster-level-check-notes": "Caster-level Check notes", + "caster-level-miscellaneous-abbrv": "Cl misc", + "caster-level-miscellaneous-abbrv2": "Caster lvl misc", + "caster-level-modifier-abbrv": "CL Mod", + "casting-time": "Casting Time", + "casting-time-abbrv": "Cast Time", + "casting-type": "Casting Type: ", + "category": "Category", + "celestial": "Celestial", + "challenge-rating-abbrv": "CR", + "char": "Character Details", + "char-h-exp": "Expand Character Details", + "character-import": "HeroLab Character Import", + "character-import-desc": "Hero Lab XML Import
    Used to import characters from Hero Lab via XML files
    Step 1: Save the character as an XML file in Hero Lab (File -> Save Custom Output)
    Step 2: Use Code Beautify's XML to JSON converter (link below) to convert the contents of the XML file to JSON (paste contents of XML file from a text editor into the text area labelled 'Xml Input', click 'XML to JSON', then copy the text from the Result area on the right)
    Step 3: Paste the JSON into the text field below these instructions
    Step 4: Profit!
    Code Beautify: ", + "character-level": "Character Level", + "character-level-abbrv": "Character lvl", + "character-name": "Character Name", + "charged": "Charged", + "charged-magic": "Charged Magic Item", + "charged-magics": "Charged Magic Items", + "charges": "Charges", + "charisma": "Charisma", + "charisma-abbrv": "CHA", + "charisma-abbrv-default": "•CHA", + "charisma-calculation-abbrv": "CHA Calc", + "charisma-calculation-skills-abbrv": "Cha skills calc", + "charisma-penalized": "CHA Penalized", + "charisma-penalized-title": "Charisma Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "charisma-skills-abbrv": "CHA skills", + "check": "Check", + "check-calculation": "Check Calc", + "checks": "Checks", + "chest": "Chest", + "chocolate-brown": "Chocolate Brown", + "choose-background": "Choose Background:", + "circumstance": "Circumstance", + "class skill-bonus|armor-check-penalty|size-mod|condition-penalty": "Class Skill Bonus / Armor check penalty / Size mod / Condition penalty", + "class skill-bonus|armor-check-penalty|size-mod|condition-penalty-abbrv": "Cl/Ac/Sz/Co", + "class": "Class", + "class-0": "0th Class", + "class-0-default": "•0th Class", + "class-0-title": "Class 0: 1st class", + "class-1": "1st Class", + "class-1-title": "Class 1: 2nd class", + "class-2": "2nd Class", + "class-2-title": "Class 2: 3rd class", + "class-3": "3rd Class", + "class-3-title": "Class 3: 4th class", + "class-4": "4th Class", + "class-4-title": "Class 4: 5th class", + "class-5": "5th Class", + "class-5-title": "Class 5: 6th class", + "class-abilities": "Abilities", + "class-ability": "Class Ability", + "class-and-level": "Class(es) and levels", + "class-bonus": "Class Bonus", + "class-features": "Class Features", + "class-hd": "Class HD", + "class-hit-points": "Class Hit Points", + "class-hit-points-abbrv": "Class hp", + "class-information": "Class Information", + "class-level-abbrv": "CL", + "class-name": "Class Name", + "class-number": "Class #", + "class-number-explanation": "Class number, this number used in dropdowns when selecting class (cannot create select by name)", + "class-power-points-abbrv": "Class PP", + "class-race": "Class and Race", + "class-race-information-abbrv": "Class and Race Information", + "class-race-xp": "Class, Race, Experience", + "class-skill": "Class Skill", + "class-skill-abbrv": "CS", + "class-skills-migrated": "Class skill checkboxes", + "cleanup-old-attributes": "Cleanup old attributes", + "cleanup-old-spell-lists": "Cleanup old spell lists", + "climb": "Climb", + "close": "Close", + "column-cmd": "Split into two columns", + "combat-effects-migrated": "Combat Effects", + "combat-effects-migrated-title": "Attack and damage effects migrated to Buffs Cannot be remigrated", + "combat-gear": "Combat Gear", + "combat-maneuver": "Combat Maneuver", + "combat-maneuver-bonus-abbrv": "CMB", + "combat-maneuver-bonus-abbrv2": "Alt CMB", + "combat-maneuver-bonus-calculation-abbrv": "CMB calc", + "combat-maneuver-bonus-image": " CMB Image", + "combat-maneuver-bonus-notes": " CMB Notes", + "combat-maneuver-bonus-notes-place": "Put notes about context-sensitive CMB bonuses here", + "combat-maneuver-bonus-only-abbrv": "CMB Only", + "combat-maneuver-defense-abbrv": "CMD", + "combat-maneuver-defense-calculation-abbrv": "CMD Calc", + "combat-maneuver-defense-notes": "CMD Notes", + "combat-maneuver-defense-notes-place": "Put notes about context-sensitive CMD bonuses here", + "combat-maneuver-notes-place": "Put notes about context-sensitive CMD bonuses here", + "combat-skills": "Combat Skills", + "comic-sans": " Comic Sans", + "common-buff": "Common Buff", + "common-buff-title": "Quickly add common buff/debuff.", + "compact-mode": "Compact Mode", + "compendium-drag-drop-compatible": " Compendium drag-n-drop compatible ", + "compendium-drag-n-drop-desc": "Drag items, spells, etc from the compendium to an empty row below to auto populate the information Compendium is at the italic i icon above the chat", + "competence": "Competence", + "components": "Components", + "composite": "Composite", + "composite-energy-blade": "Composite energy blade/whip", + "composite-energy-blast": "Composite energy blast", + "composite-physical-blade": "Composite physical blade/whip", + "composite-physical-blast": "Composite physical blast", + "concentration": " Concentration", + "concentration-abbrv": "Conc", + "concentration-bonus-desc": "Bonus to concentration rolls = caster level plus ability score", + "concentration-check": "Concentration Check", + "concentration-check-abbrv": "Concentration", + "concentration-check-notes": "Concentration Check notes", + "concentration-label": "Concentration", + "concentration-miscellaneous-abbrv": "Conc Misc", + "concentration-modifier-abbrv": "Conc Mod", + "condition": "Condition", + "condition-abbrv": "Cond", + "condition-bleed-title": "A creature takes the listed amount of damage at the beginning of its turn. Stopped by DC 15 Heal check or spell that cures hp damage.", + "condition-blinded-note": "–4 penalty on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.", + "condition-blinded-speed": "Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed.", + "condition-blinded-title": "-2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.", + "condition-cowering-title": "-2 penalty to Armor Class and loses its Dexterity bonus", + "condition-dazed-title": "The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.", + "condition-dazzled-note": "-1 penalty on sight-based Perception checks", + "condition-dazzled-title": "-1 penalty on attack rolls and sight-based Perception checks", + "condition-dead-title": "You're dead...", + "condition-deafened-note": "-4 penalty on opposed Perception checks, automatically fails Perception checks based on sound", + "condition-deafened-spellonly": "Has a 20% chance of spell failure when casting spells with verbal components", + "condition-deafened-title": "-4 penalty on initiative rolls, -4 penalty on opposed Perception checks, automatically fails Perception checks based on sound, and has a 20% chance of spell failure when casting spells with verbal components", + "condition-description": "Modifiers due to conditions that affect this bonus", + "condition-disabled-title": "A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act.", + "condition-drowning-title": "When the character finally fails her CON check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.", + "condition-dying-title": "A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 CON check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its CON score, it dies.", + "condition-energy-drained-title": "-1 penalty on all attack rolls, combat maneuver checks, combat maneuver defense, saving throws, skill checks, and ability checks Additionally there is a 5 hp reduction to both current hp and maximum hp", + "condition-entangled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity, moves at half speed, cannot run or charge", + "condition-exhausted-title": "-6 penalty to Strength and Dexterity, moves at half speed, cannot run or charge", + "condition-fascinated-title": "–4 penalty on skill checks made as reactions, such as Perception checks", + "condition-fatigued-title": "-2 penalty to Strength and Dexterity, cannot run or charge", + "condition-fear-title": "-2 penalty on attack rolls, saving throws, skill checks, and ability checks; if frightened must also flee; if panicked must also drop items and flee.", + "condition-flat-footed-title": "Flat-Footed: loses DEX bonus to AC and CMD (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability", + "condition-grappled-cmb-note": "**+**[[2]] to grapple or escape a grapple.", + "condition-grappled-invisible-note": "If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled", + "condition-grappled-spell-note": "A character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell.", + "condition-grappled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity, cannot move", + "condition-helpless-note": "Melee attacks against a helpless target get a +4 bonus", + "condition-helpless-title": "Set Dexterity to 0 (-5 DEX-mod), melee attacks against a helpless target get a +4 bonus", + "condition-incorporeal-title": "Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.", + "condition-invisible-title": "+2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any)", + "condition-lose-dexterity-abbrv": " Lose DEX", + "condition-maximum-dexterity-abbrv": " Max DEX", + "condition-nauseated-title": "Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.", + "condition-nocharge-note": "Cannot run or charge", + "condition-paralyzed-note": "Helpless, but can take purely mental actions", + "condition-paralyzed-title": "Effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions", + "condition-petrified-title": "A petrified character has been turned to stone and is considered unconscious.", + "condition-pinned-spell-note": "A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component.", + "condition-pinned-title": "Cannot move and is denied Dexterity bonus. Additional -4 penalty to Armor Class", + "condition-prone-note": "+4 bonus to Armor Class against ranged attacks, –4 penalty to AC against melee attacks", + "condition-prone-title": "-4 penalty on melee attack rolls, gains a +4 circumstance bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks", + "condition-sickened-title": "-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks", + "condition-stable-title": "The character is no longer dying, but is still unconscious.", + "condition-staggered-title": "A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.", + "condition-stunned-title": "-2 penalty to Armor Class, and loses Dexterity bonus to AC (if any)", + "condition-suffocating-title": "When the character fails one of these CON checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.", + "condition-unconscious-title": "Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s CON score), or from nonlethal damage in excess of current hit points.", + "conditions": "Conditions", + "conditions-set": "Set Conditions", + "conditions-showsect-cmd": "Click to expand condition edit area", + "config-header-image-info": "Header images are iconic images that appear in the header of roll templates All macros on the sheet include {{header_image=image attribute}} Each roll template has a specific image attribute that works with the options below ie The Spells roll template would use {{header_image=@{header_image-pf_spell}}} Attack images can be set from within each weapon's \"Options\" section Hover over the template names below to learn the specific image attributes You can substitute images for any roll template by using the URL column below or using the syntax {{header_image=[name](url)}} For best results, try to keep header images under 32x32px", + "config-roll-template-info1": "Roll templates use a combination of predetermined HTML, CSS, and macro-text to format the output of macros Roll templates included in the Pathfinder sheet: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block", + "config-roll-template-info2": "Macro roll template syntax: &{template:roll template name} {{key=value}}", + "config-roll-template-info3": "Below is a list of each roll template along with it's defined properties(keys) Keys can only be used once within a macro A key that is not defined may still be included in the macro and will be displayed on a new row as determined by the roll template ie {{foo=foo}} Property values may consist of text, attributes, in-line rolls, images, hyperlinks, etc, or any combination of such values", + "config-roll-template-info4": "Each has a @{toggle_accessible_flag} , this makes the following string appear or not: {{accessible=true}} If accessible is set, then an alternate rolltemplate is used that does not uses divs or tables but only labels and spans, which some users may find easier to use This can also be set globally by checking \"use simple templates\"", + "config-roll-template-info5": "Use this syntax to customize output of rolls in the "macro-text" fields found on the sheet", + "config-roll-template-pf_ability": "Ability Roll Template
    (pf_ability)
    Used for all Abilities(Class Features, Feats, Traits, etc) 2 column format except for the \"description\" property", + "config-roll-template-pf_attack": "Attack Roll Template (pf_attack)
    Used for attacks 2 column format except for the \"description\" property (note: @{macro_options} is used by the sheet to enable the toggling of notes related to attacks and contains the properties for @{melee_notes}, @{ranged_notes}, @{cmb_notes}, and @{attack_notes})\n\t\t\t\t\t\t\t", + "config-roll-template-pf_block": "Block Text Roll Template (pf_block)
    Used for Inventory rolls Key/Property names are not shown in this template Best for long blocks of text\n\t\t\t\t\t\t\t", + "config-roll-template-pf_defense": "Defense Roll Template (pf_defense)
    Used for Saving Throws (note: @{macro_options} is used by the sheet to enable the toggling of notes related to defense and contains the properties for @{dr_notes}, @{resistances_notes}, @{immunities_notes}, @{weaknesses_notes}, @{sr_notes}, @{armor_notes}, @{save_notes}, @{cmd_notes}, and @{defense-notes})\n\t\t\t\t\t\t\t", + "config-roll-template-pf_generic": "Generic Roll Template (pf_generic)
    Used for Ability checks, Initiative, Spell Failure Check, Skill Checks, Concentration Check, Caster Level Check 2 column format, except for righttext_X(1-10), lefttext_X(1-10), and the description keys\n\t\t\t\t\t\t\t", + "config-roll-template-pf_spell": "Spell Roll Template (pf_spell)
    Used for all spell-based sheet rolls Primarily formatted to emulate a typical spell stat-block (note: @{spell_options} is used by the sheet to enable the toggling of spell attributes and contains ALL pf_spell specific properties)\n\t\t\t\t\t\t\t", + "config-update-spell-macros-info1": "This is a mapping of old spell ids to new spell ids for use in upgrading macros", + "config-update-spell-macros-info2": "\n\t\t\t\t\t\tClick Modify for each spell level and delete all the old spell lists to eliminate old redundant attributes and possibly speed up your sheet\n\t\t\t\t\t\tOnce you delete the below you will not be able to re-migrate the spells\n\t\t\t\t\t", + "configuration": "Configuration", + "confirm-critical": "Crit Confirm", + "confirm-critical-bonus": "Crit Confirmation Bonus", + "confirm-critical-bonus-abbrv": "+Crit", + "confirm-delete-ability": "Confirm deletion of all Abilities", + "confirm-delete-attack": "Confirm deletion of all Attacks", + "confirm-delete-buff": "Confirm deletion of all Buffs", + "confirm-delete-class-feature": "Confirm deletion of all Orig Class Features", + "confirm-delete-feat": "Confirm deletion of all Orig Feats", + "confirm-delete-item": "Confirm deletion of all Items", + "confirm-delete-mythic-ability": "Confirm deletion of all Mythic Abilities", + "confirm-delete-mythic-feat": "Confirm deletion of all Mythic Feats", + "confirm-delete-race-trait": "Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities": "Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells": "Confirm deletion of all Spells", + "confirm-delete-trait": "Confirm deletion of all Orig Traits", + "consolidated": "Consolidated", + "constant": "Constant", + "constitution": "Constitution", + "constitution-abbrv": "CON", + "constitution-abbrv-default": "•CON", + "constitution-calculation-abbrv": "CON Calc", + "constitution-calculation-skills-abbrv": "Con skills calc", + "constitution-penalized": "CON Penalized", + "constitution-penalized-title": "Constitution Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "constitution-skills-abbrv": "CON skills", + "consumable": "Consumable", + "consumable-charge": "Consumable or Item with Charges or Uses", + "consumables": "Consumables", + "content": "Content", + "copper-pieces": "Copper pieces", + "copper-pieces-abbrv": "CP", + "copperplate": "Copperplate", + "copy-duplicate-attrs": "Copy duplicate fields", + "core": "Core", + "core-rules": "Core Rule Options", + "cowering": " Cowering", + "craft": "Craft", + "create": "Create", + "create-attack": "Create Atk", + "create-attack-entry": "Create a new attack based on this weapon", + "create-dual-wield": "Create dual wield attack using mainhand weapon and offhand weapon at right", + "create-macros": "Create Macros", + "crit-confirmation-bonus": "Critical confirmation bonus", + "critical": " Critical ", + "critical-abbrv": "Crit", + "critical-confirm": "Crit Confirm", + "critical-damage": "Crit Damage", + "critical-title": "-3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", + "cs-acrobatics": "Acrobatics", + "cs-athletics": "Athletics", + "cs-finesse": "Finesse", + "cs-influence": "Influence", + "cs-misc-skill": "Misc Skill", + "cs-nature": "Nature", + "cs-perception": "Perception", + "cs-performance": "Performance", + "cs-religion": "Religion", + "cs-society": "Society", + "cs-spellcraft": "Spellcraft", + "cs-stealth": "Stealth", + "cs-survival": "Survival", + "currency": "Currency", + "current-buffs": "Current Buffs", + "current-conditions": "Current Conditions", + "current-experience": "Current Experience", + "current-hit-points-abbrv": "Curr hp", + "current-hp-title": "Player adjustable hit tracking of current hit points remaining", + "current-load": "Current Load", + "current-power-points-abbrv": "Current PP", + "custom": "Custom", + "custom-attributes": "Custom attributes", + "custom-category-desc": "Custom category such as spell school or other user defined", + "custom-crit-confirmation-bonus": "Custom critical confirmation bonus for this attack", + "custom-level-abbrv": "Custom Lvl", + "custom-name": "Custom Name", + "custom-roll": "Custom Roll", + "custom-rolls": "Custom Rolls", + "custom-url": "Custom URL", + "custom-url-title": "Include a custom header image using the provided URL", + "cyan": "Cyan", + "d-hit-die": "hitdie", + "damage": "Damage", + "damage-abbrv": "Dmg", + "damage-ability": "Dmg Ability", + "damage-blade-abbrv": "Melee Dmg", + "damage-calculation-abbrv": "Melee Dmg Calc", + "damage-dice-affected-by-size": "Damage dice affected by size changes", + "damage-macro": "Damage Macro", + "damage-macro-desc": "Damage macro, must use brackets", + "damage-melee-abbrv": "Melee dmg", + "damage-melee-calculation-abbrv": "Melee dmg calc", + "damage-modifier-abbrv": "Dmg Mods", + "damage-modifiers": "Damage Modifiers", + "damage-multiplier-place": "15 etc", + "damage-multiplier-title": "Damage ability modifier: 5, 15, 2, etc.", + "damage-ranged-abbrv": "Rng dmg", + "damage-ranged-calculation-abbrv": "Ranged dmg calc", + "damage-reduction": "Damage Reduction", + "damage-resistance-abbrv": " DR", + "damage-resistance-title": "Damage Reduction: The amount of damage ignored and the type of weapon that negates the ability (eg 5/silver)", + "damage-type": "Damage Type", + "damage-type-abbrv": "Dmg Type", + "damage-type-or-description": "Dmg type / Description", + "damage-type-title": "Pierce Blunt Slash other", + "dark-azure": "Dark Azure", + "dark-blue": "Dark Blue", + "dark-brown": "Dark Brown", + "dark-cyan": "Dark Cyan", + "dark-green": "Dark Green", + "dark-grey": "Dark Grey", + "dark-olive": "Dark Olive", + "dark-orange": "Dark Orange", + "dark-pink": "Dark Pink", + "dark-purple": "Dark Purple", + "dark-red": "Dark Red", + "dark-teal": "Dark teal", + "dark-violet": "Dark Violet", + "dark-yellow": "Dark Yellow", + "dazed": " Dazed", + "dazzled": " Dazzled", + "dead": " Dead", + "deafened": " Deafened", + "debuff": "Debuff", + "debuff-title": "Negative buffs count as penalties", + "default": "Default", + "default-size": "Default Size", + "defense": "DEFENSE", + "defense-notes": "Defense Notes", + "defense-notes-place": "Put notes about context-sensitive defense bonuses here", + "defense-options": "Defense Options", + "defense-roll-template": "Defense Roll Template ", + "defense-statistics": "Defense Statistics", + "defense-statistics-abbrv": "Defense Stats", + "defense-values-grid": "Defense Values", + "defenses": "Defense", + "defensive-abilities": "Defensive Abilities", + "defensive-casting-bonus-abbrv": "Def Cast Bonus", + "defensive-info": "Defensive Info", + "defensively": "Defensively", + "deflect": "Deflect", + "deflection": "Deflection", + "deflection-calculation-abbrv": "Deflection calc", + "degenerate": "Degenerate", + "deity": "Deity", + "delete-ability": "Delete Abilities", + "delete-ability-must-confirm-next-checkbox": "Delete all Abilities, must confirm action using next checkbox", + "delete-all-old-rows-are-you-sure": " Deletes ALL buffs in old list, are you sure?", + "delete-all-rows-are-you-sure": " Deletes ALL rows, are you sure?", + "delete-attack": "Delete Attacks", + "delete-attack-must-confirm-next-checkbox": "Delete all Attacks, must confirm action using next checkbox", + "delete-buff": "Delete Buffs", + "delete-buff-must-confirm-next-checkbox": "Delete all Buffs, must confirm action using next checkbox", + "delete-class-feature": "Delete Orig Class Features", + "delete-class-feature-must-confirm-next-checkbox": "Delete all Orig Class Features, must confirm action using next checkbox", + "delete-feat": "Delete Orig Feats", + "delete-feat-must-confirm-next-checkbox": "Delete all Orig Feats, must confirm action using next checkbox", + "delete-item": "Delete Items", + "delete-item-must-confirm-next-checkbox": "Delete all Items, must confirm action using next checkbox", + "delete-mythic-ability": "Delete Mythic Abilities", + "delete-mythic-ability-must-confirm-next-checkbox": "Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-mythic-feat": "Delete Mythic Feats", + "delete-mythic-feat-must-confirm-next-checkbox": "Delete all Mythic Feats, must confirm action using next checkbox", + "delete-old-buff-list": "Deletes all buffs from the OLD list", + "delete-race-trait": "Delete Orig Racial Traits", + "delete-race-trait-must-confirm-next-checkbox": "Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities": "Delete Orig Spell-like Abilities", + "delete-spell-like-abilities-must-confirm-next-checkbox": "Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells": "Delete Spells", + "delete-spells-must-confirm-next-checkbox": "Delete all Spells, must confirm action using next checkbox", + "delete-trait": "Delete Orig Traits", + "delete-trait-must-confirm-next-checkbox": "Delete all Orig Traits, must confirm action using next checkbox", + "description": "Description", + "details-age": "Age", + "details-deity": "Deity", + "details-height": "Height", + "details-homeland": "Homeland", + "details-languages": "Languages", + "details-occupation": "Occupation", + "details-weight": "Weight", + "devastating-infusion": "Devastating Infusion", + "dexterity": "Dexterity", + "dexterity-abbrv": "DEX", + "dexterity-abbrv-default": "•DEX", + "dexterity-calculation-abbrv": "DEX Calc", + "dexterity-calculation-skills-abbrv": "Dex skills calc", + "dexterity-penalized": "DEX Penalized", + "dexterity-penalized-title": "Dexterity Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "dexterity-skills-abbrv": "DEX skills", + "dice": "Dice", + "dice-abbrv": "d", + "die": "Die", + "difficulty-class-abbrv": "DC", + "difficulty-class-calculation-desc": "10 + Ability score modifier + DC basis level", + "difficulty-class-effect-basis": "DC Basis", + "difficulty-class-effect-basis-desc": "Base for calculation of DC and effects, defaults to one half level / hit dice", + "difficulty-class-modifier-abbrv": "DC Mod", + "diplomacy": "Diplomacy", + "disable-calculations": "Disable Calculations", + "disable-device": "Disable Device", + "disabled": " Disabled", + "disabled-at": " Disabled at ", + "disabled-buffs": "Disabled Buffs", + "disabled-only": "Disabled", + "disabled-title": "Not unconscious until hp is under this value", + "disguise": "Disguise", + "display-advanced-macros": " Display 'add-to-roll' rolltime fields", + "display-advanced-macros-title": "Display Advanced fields to add to rolls These will add to any 1d20 roll Evaluated at roll-time, so queries may be used Each requires '0' as default, and [[]] around rolls", + "display-advanced-options": " Display user defined and misc fields", + "display-advanced-options-title": "Display extra fields for advanced customization, such as columns marked 'user defined'", + "display-both-whispers": "Show both roll menu buttons for Monsters/NPCs", + "display-both-whispers-title": "Display both sets of menu buttons at top of page: for PC-Whisper and NPC-Whisper", + "display-cmb-2": " Display Alt CMB attack type", + "display-macro-text": " Display roll templates for customization", + "display-macro-text-title": "Display macro fields for customizing roll template rolls", + "display-ranged-2": " Display Alt Ranged attack type", + "display-settings-config": "Display settings and configuration page", + "display-spells-known": "Click this to display spells known column", + "do-not-show-again": "Do not show again", + "do-not-touch": "Do not use this section unless instructed to by sheet developers", + "dodge": "Dodge", + "dodge-calculation-abbrv": "Dodge calc", + "domain-etc-type-example": "(Sub)Domain/School/Bloodline/Patron", + "domain-spells-explanation": "On hybrid that use a mix of prepared and spontaneous spells, this allows the domain checkbox to be used to indicate spontaneous spells that are always available Domain can be used for Mysteries, Spirit Magic, etc", + "domains": "Domains / SubDomains / Bloodlines / Patrons / Schools", + "double-charisma-abbrv": "2x CHA", + "double-constitution-abbrv": "2x CON", + "double-dexterity-abbrv": "2x DEX", + "double-intelligence-abbrv": "2x INT", + "double-strength-abbrv": "2x STR", + "double-wisdom-abbrv": "2x WIS", + "drag-push": "Drag & Push", + "drain": "Drain", + "drowning": " Drowning", + "dual-wield": "Dual Wield", + "dual-wield-beta": "Dual Wield", + "dual-wield-instructions": "Paste the Names (if unique) or Row ID For Macros of the mainhand and offhand weapons into the fields below. Set mainhand other values, then press Create.
    When penalties, or the number of offhand attacks or damage change, update value here and press Update.", + "dungeoneering": "Dungeoneering", + "duration": "Duration", + "during-combat": "During Combat", + "during-combat-place": "List all combat tactics here, including spell, feat, and magic item use", + "dying": " Dying", + "ecology": "ECOLOGY", + "edge": "Edge", + "edit-mode": "Edit Mode", + "edit-mode-title": "Toggle Expanded mode(full editing) or Compact mode(important fields only)", + "edit-time-custom-num-attributes": "Evaluate at edit time custom number attributes", + "effect": "Effect", + "effective-caster-level": "Effective Caster/character Level: use for effects, if Sp then for caster level checks and concentration", + "effective-spell-level": "Effective spell level: use for difficulty class and concentration checks", + "effects-target": "Effects/Target", + "enable-pfs": " Set to PFS config settings", + "enable-pfs-desc": "Sets hit points autocalc, prestige and fame points", + "enable-skill-check-query-title": "Skill Checks will include an option to Roll, Take 10, or Take 20", + "enable-take-10-or-20-options": "Use Take 10 or 20 or custom?", + "enabled-buffs": "Enabled Buffs", + "enabled-chkbox": "Enabled", + "encumbered-speed": "Encumbered", + "encumbered-title": "Medium or heavy encumbrance penalties may limit speed and dexterity bonus to AC", + "encumbrance": "Encumbrance", + "encumbrance-above-title": "A character can lift as much as his maximum load over his head", + "encumbrance-based-on": "Encumbrance based on", + "encumbrance-drag-push-title": "A character can generally push or drag along the ground as much as five times his maximum load", + "encumbrance-heavy-title": "Over the medium load and up to this weight, the character is heavily encumbered", + "encumbrance-light-title": "At this weight of carried equipment or less, the character is unencumbered", + "encumbrance-max-title": "At this weight or greater the character is immobilized", + "encumbrance-medium-title": "Over the light load and up to this weight, the character is moderately encumbered", + "encumbrance-misc-title": "Miscellaneous bonus to load values", + "encumbrance-multiplier-title": "The amount that load values will be multiplied", + "encumbrance-multiplier-total-title": "Total amount that load values will be multiplied", + "encumbrance-off-ground-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it", + "encumbrance-size-multiplier-title": "The amount that load values will be multiplied for size Number of legs are accounted for", + "encumbrance-source": "Encumbrance Source", + "encumbrance-str-bonus-title": "Bonus to Strength score for carrying capacity only", + "energy": "Energy", + "energy-drained": " Energy Drain", + "enforce-requires-training": "Unusable untrained not appear in menu?", + "engineering": "Engineering", + "enhance": "Enhance", + "enhancement": "Enhancement", + "enhancement-abbrv": "Enh", + "enhancement-bonus": "Enhancement Bonus", + "ensure-macros-uptodate": "Ensure macros are up to date", + "entangled": " Entangled", + "entropic": "Entropic", + "environment": "Environment", + "equation-macro-place": "#/Equation", + "equipment": "Equipment", + "equipment-abbrv": "Equip", + "equipment-list": "Equipment List", + "equipment-type-abbrv": "Equip Type", + "equipped": "Equipped", + "equipped-title": "Select which armor and shield are equipped", + "error-delete-row": "Error! You must delete this row before editing any items in this section", + "error-msg1": "Error! You must delete this row before editing any items in this section", + "escape-artist": "Escape Artist", + "every-rounds-abbrv": "Every n rnds", + "everyrounds": "Every", + "exhausted": " Exhausted", + "expand-all": "Expand All", + "expand-cmd": "Lock or unlock all rows", + "expand-multiclass": "Expand to reveal more class rows", + "experience-and-hero-points": "Experience and Hero Points", + "experience-current-place": "Current Experience", + "experience-migrated": "Prestige/ Hero Pt flag", + "experience-next": "Next Level", + "experience-points": "Experience Points", + "experience-points-abbrv": "XP", + "extra-crit-abbrv": "Extra Crit Dmg", + "extra-critical-damage": "Extra Crit Dmg", + "extra-critical-damage-title": "Extra Critical Damage", + "extra-damage": "Extra Non-Crit Dmg", + "extra-damage-condition": "Extra damage condition when dual wielding: Rake, Rend, etc", + "extra-damage-or-attack-modifiers": "Extra Damage or Attack Modifiers", + "extra-damage-section": "Extra Damage (not multiplied on crit)", + "extra-ranks": "Extra ranks:", + "extraordinary-abbrv": "Ex", + "extraordinary-abilities": "Extraordinary Abilities", + "extraordinary-abilities-desc": "Extraordinary abilities are nonmagical They are, however, not something that just anyone can do or even learn to do without extensive training Effects or areas that suppress or negate magic have no effect on extraordinary abilities", + "extraordinary-abilities-menu": "Ex", + "eyes": "Eyes", + "eyes-details": "Eyes Details", + "faction-notes": "Faction Notes", + "faction-notes-place": "Fame, Prestige, and Faction Notes", + "fame": "Fame", + "fantasy": "Fantasy (Papyrus)", + "fascinated": " Fascinated", + "fatigued": " Fatigued", + "fatigued-conditions": " Fatigued Conditions", + "favored-class": "Favored Class(es)", + "favored-class-abbrv": "FC:", + "favored-class-hit-points-abbrv": "FC hp", + "favored-class-hit-points-title": "Favored Class hp", + "favored-class-skill": "Favored Class Skill Ranks", + "favored-class-skill-abbrv": "FC Skill", + "fear": " Fear", + "fear-any": " Shaken/Frightened/Panicked", + "feat": "Feat", + "feat-name": "Feat Name", + "feats": "Feats", + "feats-available": "Feats Available", + "feats-by-level": "Feats by Level", + "feats-calculation": "Feat Calculations", + "feature-list-default-values": "Features default values", + "feature-macros-v1": "Orig feature macros to v1", + "features": "Features", + "feet": "Feet", + "feet-abbrv": "ft", + "fiendish": "Fiendish", + "finesse": "Finesse", + "flat-footed": " Flat-Footed", + "flat-footed-abbrv": "FF AC", + "flat-footed-armor-class": "Flat-Footed Armor Class", + "flat-footed-armor-class-abbrv": "Flat-Footed", + "flat-footed-combat-maneuver-defense-abbrv": "FF CMD", + "flat-footed-only-calculation-abbrv": "Flat-foot only calc", + "flat-footed-touch-abbrv": "FF Touch", + "fly": "Fly", + "font": "Font", + "font-background": "Font / Background", + "footer-aria": "Help links and footer information", + "footer-info": "Created by Samuel Marino w/contributions by Vince, Chris Buchholz, Magik, James W | Last updated:", + "footnote-a": "⒜ Evaluated at edit time. Must evaluate to number. No queries or rolls. Extended Expressions allowed. Must use ID number to refer to row value. Can refer to ⒜ expressions or number attributes only.", + "footnote-b": "⒝ Evaluated at roll time. May output string or number. Queries and rolls allowed. Must put [[brackets]] around rolls. Can refer to ⒜,⒝,⒞ expressions.", + "footnote-c": "⒞ Evaluated at roll time. Must evaluate to number. Queries and rolls allowed. [[Brackets]] automatically placed around expression. Can refer to ⒜ or ⒞ expressions or number attributes only (or ⒝ if it evaluates to a number).", + "footnote-d": "⒟ The actual roll. Sent to chat. Evaluated at roll time. Can refer to any of above", + "footnotes-aria": "Footnotes information", + "fortitude": "Fortitude", + "fortitude-abbrv": "Fort", + "fortitude-calculation-abbrv": "Fort Calc", + "fortitude-save": "Fortitude Save", + "four-legged-abbrv": "Quad", + "frequency": "Frequency", + "frequency-abbrv": "Freq", + "frequency-title": "Select how often this ability is available", + "full-caster-level-abbrv": "Lvl/HD", + "full-macro": "Full Macro:", + "full-macro-place": "Macro/Query", + "gear": "Gear", + "gear-not-used-place": "Gear not used in combat", + "gear-or-tool": "Gear or Tool", + "gear-tool": "Gear and tools", + "gear-used-place": "Gear used in combat", + "gender": "Gender", + "generic-roll-template": "Generic Roll Template ", + "geography": "Geography", + "giant": "Giant", + "global": "Global", + "gold": "Gold", + "gold-pieces": "Gold pieces", + "gold-pieces-abbrv": "GP", + "graphpaper": "Graph-paper", + "grappled": " Grappled", + "grazed": " Grazed ", + "grazed-title": "-1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", + "green": "Green", + "grey": "Grey", + "gritty-title": "All wound penalties are doubled.", + "group": "Group", + "group-by-school": " Group by school", + "group-by-school-desc": "Group spells by school in spells menu", + "group-name": "Group by name for attackbook buttons", + "hair": "Hair", + "hair-details": "Hair Details", + "half-caster-level": "½ Caster Level", + "half-caster-level-abbrv-selected": "•½ Lvl", + "half-charisma-abbrv": "1/2 CHA", + "half-constitution-abbrv": "1/2 CON", + "half-dexterity-abbrv": "1/2 DEX", + "half-intelligence-abbrv": "1/2 INT", + "half-level-selected": "•½ Level", + "half-strength-abbrv": "1/2 STR", + "half-wisdom-abbrv": "1/2 WIS", + "handle-animal": "Handle Animal", + "hands": "Hands", + "hardness-abbrv": "Hard", + "hd-not-bab": " Use Level/HD for CMD instead of BAB", + "hd-not-bab-title": "If checked use total HD not BAB for CMD", + "head": "Head", + "headband": "Headband", + "header-image": "Header Image", + "header-image-default": "Include the default header image on roll templates.(NOTE: setting can be overidden by Simple roll templates which do not display header images.)", + "header-image-none": "Do not include a header image", + "heading-border-colors": "Heading background and outlines:", + "heal": "Heal", + "heal-conditions": "Heal Conditions", + "health-and-wounds": "Health and Wounds", + "healthy": " Healthy ", + "heavy": "Heavy", + "heavy-armor": "Heavy Armor", + "height": "Height", + "help-translate": "Help Translate", + "helpless": " Helpless", + "hero-points": "Hero Points", + "hex": "Hex", + "hexfreq": "Per 24 hrs per target", + "highest-mental-ability": "Highest mental ability", + "history": "History", + "hit-dice-abbrv": "# HD", + "hit-dice-desc": "Number of Hit Dice to roll", + "hit-die": "Hit Die", + "hit-die-abbrv": "HD", + "hit-die-desc": "Number of Sides of Hit Die", + "hit-point-adjustment-2-abbrv": "hp adj2", + "hit-point-misc-migrated": "Misc hp field", + "hit-points": "Hit Points", + "hit-points-abbrv": "hp", + "hit-points-ability-title": "The Ability Score that contributes a bonus/penalty to the overall character hit points by level", + "hit-points-adjustment-1-abbrv": "hp adj1", + "hit-points-adjustment-title": "Player configurable adjustment to maximum hit points by way of a formula", + "hit-points-class-title": "Hit Points due to Class Only", + "hit-points-due-to-hit-dice-abbrv": "Class/HD hp", + "hit-points-due-to-hit-dice-title": "Hit points due to class levels and hit dice", + "hit-points-modifier-2-title": "The value produced by the hp adj2 formula", + "hit-points-modifier-title": "The modifier that comes from the Ability Score chosen to adjust hit points per level", + "homeland": "Homeland", + "horror-adventures": "Horror Adventures", + "how-encumbrance-affects-speed": "How encumbrance affects speed", + "hybrid": "Hybrid", + "identification-abbrv": "ID", + "ignore-encumbrance": "Ignore Encumbrance", + "immunities": " Immunities", + "immunities-title": "Takes no damage from listed sources (eg acid, fire, paralysis)", + "improved": "Improved", + "improved-title": "Improved Dual Wield: check here if offhand attack gains iteratives", + "in-special-abilities-section": "In list under Special Abilities below", + "include-attack-notes": "Include notes or images in attack rolls? Notes and image will be mapped to attack type", + "include-attack-totals": "Include Attack Totals?", + "include-attacks-?": "Include Attack?", + "include-eighth-attack": "Include an 8th attack?", + "include-fifth-attack": "Include a 5th attack?", + "include-fourth-attack": "Include a 4th attack?", + "include-info": "Include info?", + "include-information": "Include info?", + "include-information-title": "Include these additional attributes with saving throws?", + "include-ninth-attack": "Include a 9th attack?", + "include-notes": "Include notes in roll", + "include-save-notes": "Include Save Notes in roll", + "include-second-attack": "Include a 2nd attack?", + "include-seventh-attack": "Include a 7th attack?", + "include-sixth-attack": "Include a 6th attack?", + "include-skill-notes": "Include Skill notes?", + "include-skill-totals": "Include Skill Totals?", + "include-spell-info": "Include these attributes with each spell roll?", + "include-third-attack": "Include a 3rd attack?", + "incorporeal": " Incorporeal", + "influence": "Influence", + "information-abbrv": "Info", + "inherent": "Inherent", + "inherent-abbrv": "Inhr", + "inherent-bonus": "Inherent Bonus", + "init-speed-full-macro": "Init and Speed Info Full Macro:", + "init-speed-info": "Initiative and Speed Info", + "init-speed-info-abbrv": "Init & Speed Info", + "init-speed-title": "%{init-speed-info} Post initiative and speed information.", + "initiative": "Initiative", + "initiative-abbrv": "Init", + "initiative-abbrv-caps": "INIT", + "initiative-and-speeds": "Initiative and Speeds", + "initiative-calculation-abbrv": "Init calc", + "initiative-notes": " Initiative Notes", + "initiative-notes-title": "Include initiative notes with roll", + "insert-macro-attack": "'Add to Attack' Macro:", + "insert-macro-damage": "'Add to Damage' Macro:", + "insight": "Insight", + "instru-a-0": "New sheets begin on the Configuration page Use the Settings button(config-show) to edit the sheet", + "instru-a-1": "Checkboxes with a label cause the section with same name (h2 or h3 header) to be revealed or hidden", + "instru-a-2": "Screenreader users please turn on reading of Title attributes A lot of information is still in the titles", + "instru-a-3": "Screenreader users should check expand all to ensure all content is visible to the reader It is the second checkbox on this page", + "intelligence": "Intelligence", + "intelligence-abbrv": "INT", + "intelligence-abbrv-default": "•INT", + "intelligence-calculation-abbrv": "INT Calc", + "intelligence-calculation-skills-abbrv": "Int skills calc", + "intelligence-penalized": "INT Penalized", + "intelligence-penalized-title": "Intelligence Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "intelligence-skills-abbrv": "INT skills", + "internal-buffer": "Internal Buffer", + "intimidate": "Intimidate", + "invalid": "Invalid", + "inventory": "Inventory", + "invisible": " Invisible", + "is-mythic": "Check if this row is Mythic", + "is-npc-check-caps": " Is NPC or monster", + "is-npc-description": "Sheet is an NPC or Monster", + "is-v1": "Is a V1 sheet", + "item": "Item", + "item-hit-points-abbrv": "hp", + "item-list-default-values": "Items Default Values", + "item-macros-current": "Equipment macros to current", + "item-name": "Item Name", + "item-tracking": "Item Tracking", + "items": "Items", + "iterative-attacks": "Iterative Attacks", + "iterative-attacks-abbrv": "Iterative Atks", + "iterative-attacks-title": "Add additional attacks for this weapon", + "key-ability": "Key Ability", + "kinetic": "Kinetic", + "kinetic-blast": "Kinetic Blast", + "kinetic-blast-attack-damage-macros": "Kinetic Blast attack and damage macros", + "kinetic-blast-damage-abbrv": "Kinetic Blast Dmg", + "kinetic-energy-blade": "Energy blade/whip", + "kinetic-energy-blast": "Energy blast", + "kinetic-physical-blade": "Physical blade/whip", + "kinetic-physical-blast": "Physical blast", + "kineticist": "Kineticist", + "kineticist-burn": "Kineticist Burn", + "knowledge": "Knowledge", + "knowledge-arcana": "Knowledge (Arcana)", + "knowledge-dungeoneering": "Knowledge (Dungeoneering)", + "knowledge-engineering": "Knowledge (Engineering)", + "knowledge-geography": "Knowledge (Geography)", + "knowledge-history": "Knowledge (History)", + "knowledge-local": "Knowledge (Local)", + "knowledge-nature": "Knowledge (Nature)", + "knowledge-nobility": "Knowledge (Nobility)", + "knowledge-planes": "Knowledge (Planes)", + "knowledge-religion": "Knowledge (Religion)", + "known-or-special": "Known / Specialties", + "languages": "Languages", + "legs": "Legs", + "legs-title": "How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", + "level": "Level", + "level-0-spells": "Level 0 Spells", + "level-1-ordinal": "1st Level", + "level-1-spells": "Level 1 Spells", + "level-10-ordinal": "10th Level", + "level-2-ordinal": "2nd Level", + "level-2-spells": "Level 2 Spells", + "level-3-ordinal": "3rd Level", + "level-3-spells": "Level 3 Spells", + "level-4-ordinal": "4th Level", + "level-4-spells": "Level 4 Spells", + "level-5-ordinal": "5th Level", + "level-5-spells": "Level 5 Spells", + "level-6-ordinal": "6th Level", + "level-6-spells": "Level 6 Spells", + "level-7-ordinal": "7th Level", + "level-7-spells": "Level 7 Spells", + "level-8-ordinal": "8th Level", + "level-8-spells": "Level 8 Spells", + "level-9-ordinal": "9th Level", + "level-9-spells": "Level 9 Spells", + "level-abbrv": "Lvl", + "level-and-ability": "Level and Caster Ability", + "level-basis": "Level Basis", + "level-current": "Current Class Level", + "level-hit-dice": "Level and Hit Dice", + "level-hit-dice-abbrv": "Level/HD", + "lift": "Lift", + "lift-levels": "Lift Levels", + "lift-modifiers": "Lift Modifiers", + "light": "Light", + "light-armor": "Light Armor", + "light-brown": "Light Brown", + "linguistics": "Linguistics", + "link-hit-points-npc-to-pc": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa", + "link-hit-points-title": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa", + "linked-attacks": "Linked attacks", + "lists": "Lists", + "load-only": "Load only", + "loading": "Loading", + "loads": "Loads", + "loads-and-lift": "Loads and Lift", + "local": "Local", + "location": "Location", + "location0": "Item is Carried", + "location1": "Item is not Carried", + "location10": "Headband", + "location11": "Neck", + "location12": "Ring1", + "location13": "Ring2", + "location14": "Shield", + "location15": "Shoulders", + "location16": "Wrist", + "location2": "Armor", + "location3": "Belt", + "location4": "Body", + "location5": "Chest", + "location6": "Eyes", + "location7": "Feet", + "location8": "Hands", + "location9": "Head", + "long": "Long", + "lore": "Lore", + "lose-dexterity-title": "Lose Dexterity to AC", + "lucida": "Lucida Sans Unicode", + "luck": "Luck", + "macro": "Macro", + "macro-options": "Macro Options", + "macro-recalc-instructions": "If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button", + "macro-text": "Macro Text", + "macro-text-advanced": "'Add-to-roll' Macros", + "macros": "Macros", + "madness-and-effects": "Madnesses and effects", + "madnesses": "Madnesses:", + "madnesses-and-effects": "Madnesses and effects", + "magic-item": "Magic Item", + "mainhand-id": "Mainhand Id or Name", + "mainhand-penalty": "Mainhand penalty when dual wielding", + "mainhand-penalty-abbrv": "M.H. Pen", + "maneuverability": "Maneuverability", + "manifester-levels": "Manifester Levels", + "manual-recalc-after-parse": "Manual ↻ Recalc after Parse", + "manual-recalc-for-high-cr": "Check to manually hit recalc after parse is complete (Recommended for high CR creatures with many abilities)", + "masterwork": "Masterwork", + "masterwork-abbrv": "Mwk", + "max-hp-title": "Automatically calculated using Class hit points, Favored Class hit points (see Classes tab), Ability bonus/penalty & Level, misc mod, Drained condition and Mythic Adventures hit points (if enabled)", + "maximum-abbrv": "Max", + "maximum-ability-abbrv": "Max Ability Dmg", + "maximum-calculation-abbrv": "Max Calc", + "maximum-damage-ability-title": "Maximum damage ability applied (for Strength score, etc)", + "maximum-dexterity-bonus-abbrv": "Max DEX", + "maximum-dexterity-bonus-source-abbrv": "Max DEX Source", + "maximum-dexterity-title": "Maximum Dexterity to AC limited due to armor or encumbrance", + "maximum-encumbrance-title": "Maximum encumbrance: 2x heavy, immobilized", + "medium": "Medium", + "medium-abbrv-default": "•Medium", + "medium-armor": "Medium Armor", + "melee": "Melee", + "melee-attack": "Melee Attack", + "melee-attack-abbrv": "Melee Atk", + "melee-attack-notes": "Melee Attack Notes", + "melee-attack-notes-place": "Put notes about context-sensitive Melee Attack bonuses here", + "melee-calculation": "Melee Atk Calc", + "melee-damage": "Melee damage", + "melee-image": " Melee Image", + "melee-notes": " Melee Notes", + "melee2": "Alt Melee", + "melee2-attack": "Alt Melee Attack", + "melee2-damage": "Alt Melee damage", + "melee2-damage-abbrv": "Alt Melee dmg", + "mental-modifiers-abbrv": "Mental", + "mental-modifiers-total": "Total of all 3 mental ability modifiers", + "menu-whisper": "Menu Whisper:", + "merge": "Merge", + "merge-buffs": "Copy old buffs list into new buffs list", + "merge-class-features": "Merge Orig Class Features into Abilities", + "merge-feats": "Merge Orig Feats into Abilities", + "merge-race-traits": "Merge Orig Racial Traits into Abilities", + "merge-slas": "Merge Orig Spell-like Abilities into Abilities", + "merge-traits": "Merge Orig Traits into Abilities", + "metamagic": "Metamagic", + "metamagic-title": "Click to show spell slot field to differentiate slot from spell level", + "migrations": "Migrations", + "migrations-completed": "Migrations Completed", + "minimize-all-cmd": "Minimize / Maximize all rows", + "minimize-cmd": "Minimize row", + "misc-skill": "Misc Skill", + "misc-skill-point-field": "Misc skill point field", + "misc-tracking": "Misc Tracking", + "miscellaneous-abbrv": "Misc", + "miscellaneous-abbrv-default": "•Misc", + "miscellaneous-attack-bonus-abbrv": "Misc Atk Bonus", + "miscellaneous-bonus": "Miscellaneous Bonus", + "miscellaneous-bonus-abbrv": "Misc Bonus", + "miscellaneous-damage-bonus-abbrv": "Misc Dmg Bonus", + "miscellaneous-macro-abbrv": "Misc Macro", + "miscellaneous-skill-abbrv": "Misc Skill", + "mode": "Mode", + "modifier-2-abbrv": "Mod2", + "modifier-abbrv": "Mod", + "monster-or-non-player-character": "Sheet represents a Monster or NPC", + "monster-or-non-player-character-abbrv": "Monster/NPC", + "monster-or-pc-indicator": "Monster or Player Character indicator", + "monster-race": "Monster Race", + "monster-racial-hit-dice-abbrv": "Racial HD and stats", + "monster-rule": "Monster Rule", + "monster-template": "Monster Template", + "morale": "Morale", + "morale-place": "List here under what condition the creature flees combat, if any", + "move-adventure-to-background": "Move Adventure to Background", + "multiclass": "Multiclass", + "multiple-spellclasses": " Has multiple spellcasting classes", + "multiplier": "Multiplier", + "multiplier-abbrv": "Mult", + "mythic-abilities": "Mythic Abilities", + "mythic-ability-name": "Mythic Feature/Ability Name", + "mythic-bonus-hit-points-abbrv": "Bonus hp", + "mythic-bonus-hit-points-title": "Bonus hit points that are gained from each tier advancement: archmage: 3, champion: 5, guardian: 5, hierophant: 4, marshal: 4, or trickster: 4", + "mythic-feat-name": "Mythic Feat Name", + "mythic-feats": "Mythic Feats", + "mythic-hero-power": "Mythic Hero Information and Mythic Power", + "mythic-hit-points": "Total Mythic hp", + "mythic-hit-points-title": "Bonus hp x Tier This is automatically added to Max hp", + "mythic-information": "Mythic Information", + "mythic-paragon": " Mythic Paragon", + "mythic-paragon-title": "Has Mythic Paragon feat", + "mythic-path": "Mythic Path", + "mythic-path-features-and-abilities": "Mythic Path Features and Abilities", + "mythic-path-name": "Path Name", + "mythic-path-title": "Mythic Path: archmage, champion, guardian, hierophant, marshal, or trickster", + "mythic-power": "Mythic Power", + "mythic-power-avail-title": "How much mythic power you have available to use", + "mythic-power-current": "Current MP", + "mythic-power-max-title": "The maximum amount of mythic power you have", + "mythic-power-maximum": "Max MP", + "mythic-power-miscellaneous-title": "Any additional mythic power you gain from abilities or feats", + "mythic-power-tier": "Tier MP", + "mythic-power-tiers-title": "The amount of mythic power you gain from tiers", + "mythic-rating-abbrv": "MR", + "mythic-tier": "Tier", + "mythic-tier-title": "Mythic tier or rank Mythic tiers range from 1 to 10", + "name": "Name", + "natural": "Natural", + "natural-armor": "Natural Armor", + "natural-armor-abbrv": "Nat Armor", + "natural-attack": "Natural Attack", + "natural-attack-secondary": "Natural Attack (Secondary)", + "natural-calculation-abbrv": "Natural Armor calc", + "nature": "Nature", + "nauseated": " Nauseated", + "nav-main-desc": "Main menubar follows this element (it is not inside the menubar element) Menuitem 'all' displays all sections", + "neck": "Neck", + "negative-number": "Use a negative number to indicate the penalty", + "neither": " Neither", + "new": "New", + "new-features": "New Features and Updates", + "next-cast": "Next cast", + "next-level": "Next Level", + "no": "No", + "no-default": "•No", + "no-harmless": "No (Harmless)", + "no-skills-available": "None Available", + "nobility": "Nobility", + "non-lethal-abbrv": "NL", + "non-player-character-abbrv": "NPC", + "non-player-character-attacks-abbrv": "NPC Attacks", + "non-player-character-class-one-spells": "NPC Class 1 Spells", + "non-player-character-class-two-spells": "NPC Class 2 Spells", + "non-player-character-feats": "NPC Feats", + "non-proficient-armor-title": "Take the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks", + "none": "None", + "none-available": "None Available", + "none-default": "•None", + "nonlethal": "Nonlethal", + "nonlethal-damage": "Nonlethal Damage", + "nonlethal-damage-title": "Player adjustable tracking of non-lethal damage Character is staggered if nonlethal damage >= current hp, field will outline in yellow", + "normal-size": "Normal Size", + "not-applicable": "N/A", + "not-applicable-abbrv": "N/A", + "not-applicable-abbrv-default": "•N/A", + "not-carried": "Not Carried", + "notes": "Notes", + "notes-and-custom-attributes": "Custom attributes", + "npc": "NPC", + "npc-abilities": "NPC Abilities", + "npc-ability-checks": "NPC Ability Checks", + "npc-ac-compendium-place": "Format: AC nn, touch nn, flat-footed nn (+n DEX, +n natural, +n size, +n dodge)", + "npc-adventure": "NPC Adventure", + "npc-all-saves": "NPC All Saves", + "npc-all-skills": "NPC All Skills", + "npc-aura-compendium-place": "Format: flaming body, unholy aura (DC 26)", + "npc-background": "NPC Background", + "npc-buttons": "NPC Buttons", + "npc-combat-skills": "NPC Combat Skills", + "npc-consolidated": "NPC Consolidated", + "npc-defenses": "NPC Defenses", + "npc-experience-points-abbrv": "XP", + "npc-feats-text": "Feats", + "npc-hp-compendium-place": "Format: 13 (3d8) +n", + "npc-initiative-abbrv": "NPC Init", + "npc-initiative-compendium-example": "Format: Alignment Type (Subtype) +Init mod", + "npc-items": "NPC Items", + "npc-melee-attacks-text-place": "Melee attacks", + "npc-migrated": "NPC Settings", + "npc-ranged-attacks-text-place": "Ranged attacks", + "npc-senses-compendium-place": "Format: blindsense 20 ft, low-light vision; Perception + 20", + "npc-special-attacks-place": "List all special combat actions here", + "npc-spellike-abilities-text-place": "Spell like abilities", + "npc-spells-known-text-place": "Spells known", + "npc-spells-prepared-place": "Cleric Spells prepared", + "npc-statblock-header": "Monster statblock input section", + "npc-statblock-import": "Monster statblock import", + "npc-statblock-parse-instructions": "Drag a monster from the compendium here, or type in the statblock values below Then hit the parse button The parser will populate the sheet with the underlying stats and attacks", + "npc-statblock-textarea-instructions": "For multiline textareas, paste in exactly as appears in source Keep newlines in input", + "number": "Number", + "number-cast": "#Cast", + "number-extra-attacks": "# O.H. Atks", + "number-extra-attacks-title": "Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "number-fill-in-skills-show": "Number of craft, perform, profession skills to show:", + "number-hit-dice-abbrv": "# HD", + "number-misc-skills-show": "Number of Misc skills to show:", + "number-prepared": "#Prep", + "number-prepared-abbrv": "#Left", + "number-prepared-title": "Indicates the number of prepared spells remaining", + "number-used": "#Used", + "number-used-title": "Indicates the number of times a spell has been cast today.", + "occult": "Occult", + "occult-adventures": "Occult Adventures", + "occult-kineticist": "Occult (Kineticist)", + "occult-other": "Occult (Other)", + "occupation": "Occupation", + "off-ground": "Off Ground", + "offense": "OFFENSE", + "offhand-damage-multiplier": "Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "offhand-damage-multiplier-abbrv": "O.H. dmg mult", + "offhand-id": "Offhand Id or Name", + "offhand-penalty": "Offhand penalty when dual wielding", + "offhand-penalty-abbrv": "O.H. Pen", + "old": "Old", + "old-school": "Old School, baby!", + "olive": "Olive", + "one-and-a-half-charisma-abbrv": "15x CHA", + "one-and-a-half-constitution-abbrv": "15x CON", + "one-and-a-half-dexterity-abbrv": "15x DEX", + "one-and-a-half-intelligence-abbrv": "15x INT", + "one-and-a-half-strength-abbrv": "15x STR", + "one-and-a-half-wisdom-abbrv": "15x WIS", + "opposed-combat-maneuver-bonus-abbrv": "CMB (Opposed)", + "opposition": "Opposition", + "opposition-school-example": "Cost double or prohibited", + "options": "Options", + "options-attacks-accessible-title": "Use simple accessible template for attacks", + "options-attacks-attack-title": "Include Attack notes", + "options-attacks-cmb-image-title": "Include the CMB header image", + "options-attacks-cmb-title": "Include CMB notes", + "options-attacks-header-title": "Include a header image", + "options-attacks-melee-image-title": "Include the Melee header image", + "options-attacks-melee-title": "Include Melee attack notes", + "options-attacks-ranged-image-title": "Include the Ranged header image", + "options-attacks-ranged-title": "Include Ranged attack notes", + "options-defenses-armor-title": "Show Armor Notes", + "options-defenses-cmd-title": "Show CMD Notes", + "options-defenses-def-title": "Show Defense Notes", + "options-defenses-defensive-abilities-title": "Show Defensive Abilities", + "options-defenses-dr-title": "Show Damage Reduction", + "options-defenses-immun-title": "Show Immunities", + "options-defenses-resis-title": "Show Spell Resistance", + "options-defenses-save-title": "Show Save Notes", + "options-defenses-weak-title": "Show Weaknesses", + "options-spell-caster-level-chk-title": "Roll Caster Level Check", + "options-spell-caster-level-title": "Include Caster Level", + "options-spell-casting-time-title": "Include Casting Time", + "options-spell-comp-title": "Include Components", + "options-spell-concentration-chk-title": "Roll Concentration Check", + "options-spell-concentration-title": "Include Concentration", + "options-spell-damage": " Spell Damage", + "options-spell-damage-title": "Include Spell Damage", + "options-spell-dc-title": "Include DC", + "options-spell-desc-title": "Include Description", + "options-spell-duration-title": "Include Duration", + "options-spell-level-title": "Include Class/Level", + "options-spell-range-title": "Include Range", + "options-spell-save-title": "Include Saving Throw", + "options-spell-school-title": "Include School", + "options-spell-spell-penetration-chk-title": "Include Spell Penetration Check", + "options-spell-spellfail-chk-title": "Include Spell Failure Check", + "options-spell-sr-title": "Include Spell Resistance", + "options-spell-target-title": "Include Targets/Area", + "options-spells-accessible-title": "Use simple accessible template for spells", + "orange": "Orange", + "organization": "Organization", + "original-abilities-menus": "Orig Abilities", + "original-class-features-list": "Orig Class Features", + "original-feats-list": "Orig Feats", + "original-racial-traits-list": "Orig Racial Traits", + "original-spell-like-abilities-list": "Orig Spell-Like Abilities", + "original-traits-list": "Orig Traits", + "other": "Other", + "other-1": "Other 1", + "other-1-abbrv": "Oth 1", + "other-2": "Other 2", + "other-2-abbrv": "Oth 2", + "other-currency": "Currency Not Carried", + "other-currency-title": "The amount of currency not actively carried by the character", + "other-gear": "Other Gear", + "other-items": "Other Items", + "other-items-2": "Other Items 2", + "other-magic": "Other Magic", + "other-magic-abbrv": "Magic", + "other-magic-items": "Other Magic Items", + "other-spells-per-day-title": "If Spells/Day represents prepared spells, use this to set total Spontaneous Spells/Day Or vice-versa", + "over": "Over", + "over-heavy-encumbrance-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it", + "overcome-spell-resistance-abbrv": "Overcome SR", + "overloaded": " Overloaded", + "overloaded-title": "While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action)", + "pages": "Pages", + "paralyzed": " Paralyzed", + "parchment-1": "Parchment 1", + "parchment-2": "Parchment 2", + "parse": "Parse", + "path": "Path", + "path-number": "Path #", + "pathfinder-logo": "Pathfinder RPG Logo © Paizo", + "pathfinder-mythic-adventures": "Mythic Adventures", + "pathfinder-psionics": "Pathfinder Psionics", + "pathfinder-unchained": "Pathfinder Unchained", + "penalty": "Penalty", + "per-day-abbrv": "/day", + "per-month-abbrv": "/month", + "per-week-abbrv": "/week", + "perception": "Perception", + "perday": "Per day", + "perform": "Perform", + "performance": "Performance", + "perlevel": "Per Level", + "permanent": "Permanent", + "permanent-abbrv": "Perm", + "permonth": "Per month", + "personal": "Personal", + "perweek": "Per week", + "petrified": " Petrified", + "physical": "Physical", + "pick-highest": "Pick Highest", + "pierce-blunt-slash-abbrv": "P/B/S", + "piercing": "Piercing", + "pink": "Pink", + "pinned": " Pinned", + "planes": "Planes", + "platinum-pieces": "Platinum pieces", + "platinum-pieces-abbrv": "PP", + "player-character": "Sheet represents a Player Character", + "player-character-abbrv": "PC", + "player-name": "Player Name", + "points-per-day": "Points/Day", + "post-identification": " Post ID", + "post-identification-abbrv": " Post ID", + "post-identification-number": " Post ID", + "post-identification-numbers": " Post IDs", + "post-v1": "V 10", + "pounds-abbrv": "lbs", + "pounds-title": "Weight in pounds", + "power-point-reserve-abbrv": "PP Reserve", + "pre-v1": "Prev 10", + "precision-abbrv": "Extra Dmg", + "precision-damage-title": "Extra or Precision Damage (not added to critical damage)", + "precision-damage-type": "Extra Damage type", + "prepared": "Prepared", + "prepared-manual": "Prepared Manual Tracking", + "prepared-spells-explanation": "On prepared casters, spells with a positive number in uses are considered 'prepared', uses represents the number of times memorized and usable that are left", + "prestige-points": "Prestige Points", + "primary-attack": "Primary Attack", + "profane": "Profane", + "profession": "Profession", + "proficiency": "Proficiency", + "proficiency-abbrv": "Prof", + "proficiency-title": "Proficient with weapon or attack", + "prone": " Prone", + "psionic-ability-title": "The psionic class key ability modifier source", + "psionic-focus": " Psionic Focus", + "psionic-focus-title": "Is maintaining psionic focus", + "psionic-information": "Psionic Information", + "psionic-manifester-level-and-power-points": "Psionic Manifester Level and Power Points", + "psionic-manifester-levels-title": "The total adjusted manifester level", + "psionic-manifester-lvls-title": "The sum of the levels of psionic classes that have a key ability score selected on the right", + "psionic-manifester-miscellaneous-title": "Any miscellaneous modifiers to the manifester level", + "psionic-power-points-available-title": "How many power points you have available to use", + "psionic-power-points-bonus-title": "The amount of bonus power points you gain from manifester level and key ability modifier", + "psionic-power-points-class-title": "The amount of base bonus power points you gain from you class(es)", + "psionic-power-points-miscellaneous-title": "Any additional power points you gain from race, traits or feats", + "psionic-power-points-reserve-title": "Your power point reserve is equal to your base power points gained from your class, bonus power points from a high key ability score, and any additional bonus power points from sources such as your character race and feat selections", + "public-roll": "Roll: Public", + "public-rolls": "Public Rolls", + "purple": "Purple", + "quantity-abbrv": "Qty", + "questions-feedback": "Questions/Feedback?", + "quick-stats": "QUICK STATS", + "race": "Race", + "race-hd": "Race only", + "race-hd-default": "•Race only", + "race-hd-only": "HD Only", + "race-hit-points": "Race Hit Points", + "race-hit-points-abbrv": "Race hp", + "racial-bonus": "Racial", + "racial-modifiers": "Racial Modifiers", + "racial-trait-name": "Racial Trait Name", + "racial-traits": "Racial Traits", + "rake-rend-etc": "Condition - Rake, Rend, etc", + "range": "Range", + "range-custom": "Custom #", + "range-custom-place": "Flat # or # /level", + "range-in-feet": "Range(′)", + "range-in-feet-long": "Range (ft)", + "range-per-level-desc": "Number ( for 'Per Level' or 'Number'), or special range desc ('line' or 'cone')", + "ranged": "Ranged", + "ranged-attack": "Ranged Attack", + "ranged-attack-abbrv": "Rng Atk", + "ranged-attack-notes": "Ranged Attack Notes", + "ranged-attack-notes-place": "Put notes about context-sensitive Ranged Attack bonuses here", + "ranged-calculation": "Rng Atk Calc", + "ranged-damage": "Ranged damage", + "ranged-image": " Ranged Image", + "ranged-notes": " Ranged Notes", + "ranged-touch-ray": "Ranged Touch / Ray", + "ranged-touch-ray2": "Alt Ranged Touch / Ray", + "ranged2": "Alt Ranged", + "ranged2-attack": "Alt Ranged Attack", + "ranged2-damage": "Alt Ranged damage", + "ranged2-damage-abbrv": "Alt Ranged dmg", + "rangeddmg-ability-buffs": "Damage and check buffs", + "ranks": "Ranks", + "ranks-remaining": "Ranks Remaining", + "reach": "Reach (ft)", + "reach-notes": "Reach Notes", + "reach-small": "Reach", + "recalculate-abbrv": "Recalc", + "recalculate-cmd": "Recalculate Sheet", + "recalculate-hit-points": "Recalculate hp and reset to max", + "recalculate-hit-points-title": "Recalculate hp and Temp hp and set current hp to max", + "recalculating": "Recalculating", + "red": "Red", + "reflex": "Reflex", + "reflex-abbrv": "Ref", + "reflex-calculation-abbrv": "Ref Calc", + "reflex-save": "Reflex Save", + "religion": "Religion", + "remove-giant": "Remove Giant", + "remove-young": "Remove Young", + "requires-training": "Requires Training", + "requires-training-abbrv": "RT", + "reset": "Reset", + "resistance": " Resistance", + "resistance-abbrv": "Resist", + "resistances": "Resistances", + "resistances-title": "Ignores some damage of the indicated type each time it takes damage of that kind (eg acid 10)", + "resolute": "Resolute", + "ride": "Ride", + "ring-one": "Ring 1", + "ring-two": "Ring 2", + "roll": "Roll", + "roll-appearance": "Roll Appearance", + "roll-configuration": "Roll Configuration", + "roll-template": "Roll Template", + "roll-template-info": "Roll Template Info", + "roll-time-custom-attributes": "Evaluate at roll time custom attributes", + "roll-time-custom-num-attributes": "Evaluate at roll time custom number attributes", + "rolls": "Rolls", + "rounds": "Rounds", + "row-id-desc": "Row ID for macros under ID section of the row. Does not appear in compact Mode.", + "row-identification-for-macros": "Row ID for macros", + "rule": "Rule", + "rule-category": "Category of rule this falls under", + "rule-options": "Rule Options", + "run": "Run", + "run-multiplier-abbrv": "Run Mult", + "sacred": "Sacred", + "sanity": "Sanity", + "sanity-abbrv": "SAN", + "sanity-beta": "Sanity", + "sanity-damage": "Sanity Damage", + "sanity-edge": "Sanity Edge", + "sanity-npc-abbrv": "NPC SAN", + "sanity-save-custom-modifier": "Custom Will save mod for save vs sanity effects", + "sanity-save-modifier": "Will Mod", + "sanity-score": "Sanity Score", + "sanity-threshold": "Sanity Threshold", + "save": "Save", + "save-difficulty-class": "Save
    DC", + "save-effect": "Save Effect", + "save-no-harmless": "No Harmless", + "save-notes": " Save Notes", + "save-notes-place": "Put notes about context-sensitive Saving Throw bonuses here", + "save-yes-harmless": "Yes Harmless", + "saves": "Saves", + "saving-throw": " Saving Throw", + "saving-throws": "Saving Throws", + "school": "School", + "school-etc": "School, etc", + "score": "Score", + "score-miscellaneous-abbrv": "Score Misc", + "script": "Script", + "scroll-desc": "Scroll long Descriptions", + "scroll-desc-title": "Scroll long descriptions in roll templates.", + "secondary-hit-die-abbrv": "HDie2", + "see-text": "See text", + "see_text": "See Text", + "segoe": "Segoe UI Unicode", + "select-buffs": "Select Buffs", + "select-class-or-manual-default": "•Select Class from grid or enter other manually", + "select-one-default": "•Select One", + "select-spell-resistance-default": "•Select SR", + "sense-motive": "Sense Motive", + "senses": "Senses", + "set-armor": "Set Armor", + "set-as-armor": "Set armor values using this row", + "set-as-shield": "Set shield values using this row", + "set-buffs": "Set Buffs", + "set-on-equipment": "Set on Equipment page", + "set-sheet-color": "Set sheet color to rolltemplate color", + "set-shield": "Set Shield", + "settings": "Settings", + "sheet-configuration": "Sheet Configuration", + "sheet-created-after-v1": "Sheet created at version 100 or later", + "sheet-guide": "KNOWN ISSUES / Wiki HOW TO Guide", + "shield": "Shield", + "shield-calculation-abbrv": "Shield calc", + "shield-default": "•Shield", + "shield-one": "Shield 1", + "shield-two": "Shield 2", + "short-description": "Short Description", + "short-description-abbrv": "Short Desc", + "shoulders": "Shoulders", + "show-all-conditions": "SHOW ALL CONDITIONS", + "show-all-conditions-desc": "Show conditions that do not have a numeric effect on sheet stats.", + "show-announcements": "Check to reveal Announcements section", + "show-arcane-reservoir-title": "Show Arcane Reservoir in spell point field", + "show-graph-paper": "Show graphpaper background", + "show-in-menu": "Show", + "show-in-menu-title": "Click to display a button for this row in the appropriate command menu", + "show-more-fields": "Show more fields", + "show-old-announcements": "Check to reveal Old Announcements section", + "show-onetime-columns": "Show onetime columns", + "show-onetime-columns-title": "Show feat, race, trait, and class and requires training columns", + "show-onetime-fields": "Show more fields", + "show-onetime-item-fields-title": "Show item equipment type, hardness, item-hp, item-hp|max, and value", + "show-phrenic-spellpoint-pool": " Show Spell Points for Phrenic Pool or Mesmerist Tricks", + "show-phrenic-spellpoint-pool-title": "Show Phrenic Pool or Mesmerist Tricks in spell point field", + "show-skills": "Expand to show more custom skills", + "show-spellpoint-arcane-reservoir": " Show Spell Points for Arcane Reservoir", + "show-uses": " Show uses", + "show-uses-spell-desc": "Show # spells used per day in spells menu", + "showsect-cmd": "Click to expand", + "sickened": " Sickened", + "silver-pieces": "Silver pieces", + "silver-pieces-abbrv": "SP", + "simple-template": "Use Simple Template", + "size": "Size", + "size-calculation-abbrv": "Size calc", + "size-colossal": "Colossal", + "size-diminutive": "Diminutive", + "size-fine": "Fine", + "size-gargantuan": "Gargantuan", + "size-huge": "Huge", + "size-large": "Large", + "size-modifier-attack": "Attack Size Modifier", + "size-small": "Small", + "size-tiny": "Tiny", + "skill": "Skill", + "skill-bonus-macro": "Skill Bonus Macro", + "skill-calculation-speed": " Skill calc speed", + "skill-checks": "Skill Checks", + "skill-checks-abbrv": "Skll chk", + "skill-checks-calculation-abbrv": "Skill check calc", + "skill-macros-current": "Skill macros to current", + "skill-macros-migrated": "Skill Macros", + "skill-miscellaneous": "Skill Misc", + "skill-notes": "Skill Notes", + "skill-notes-place": "Put notes about context-sensitive Skill bonuses here", + "skill-options": "Skill Options", + "skill-rank-totals": "Skill Rank Totals", + "skill-ranks": "Skill Ranks", + "skill-size-modifier": "Skill", + "skill-size-title": "Size adjustment for skills Double for stealth", + "skill-take10-dropdown": "Skill take 10 dropdown", + "skill-untrained": "Skill is untrained", + "skills": "Skills", + "skills-per-hit-die": "Skill Ranks per hit die due to race", + "skills-per-hit-die-abbrv": "Skill pts /HD", + "skills-per-level": "Skill Ranks per level due to Class only", + "skills-per-level-abbrv": "Skill pts /lvl", + "skin": "Skin", + "skin-details": "Skin Details", + "slashing": "Slashing", + "sleight-of-hand": "Sleight of Hand", + "slot": "Slot", + "slowed": "Slowed", + "society": "Society", + "song": "Song", + "source": "Source", + "source-ability": "Linked ability ID for", + "source-ability-placeholder": "Linked ability ID", + "source-ability-title": "ID of the ability from the Abilities list that, when changed, updates this attack entry", + "source-attack": "Linked attack ID", + "source-attack-placeholder": "Linked attack ID", + "source-attack-title": "ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-item": "Linked item ID for", + "source-item-name": "Linked item name", + "source-item-placeholder": "Linked item ID", + "source-item-title": "ID of the item from the equipment list that, when changed, updates this attack entry", + "source-mainhand": "Mainhand ID", + "source-name": "Source Name", + "source-offhand": "Offhand ID", + "source-spell": "Linked spell ID for", + "source-spell-name": "Linked spell name", + "source-spell-placeholder": "Linked spell ID", + "source-spell-title": "ID of the spell from the Spells list that, when changed, updates this attack entry", + "source-title": "Source of ability - class or race", + "space": "Space (ft)", + "space-reach": "Space and Reach", + "special": "Special", + "special-abilities": "Special Abilities", + "special-abilities-abbrv": "Spec Abil", + "special-abilities-and-content": "Special Abilities and Content", + "special-abilities-and-content-place": "Format: Special Abilities (newline) Ability Name (Ex): ability description (newline) description of monster", + "special-ability-name": "Special Ability Name", + "special-attacks": "Special Attacks", + "special-attacks-abbrv": "Spec Atk", + "special-defense": "Special Defenses", + "special-defense-notes": "Special Defenses and Notes", + "special-qualities": "Special Qualities", + "special-qualities-abbrv": "SQ", + "special-qualities-place": "Special qualities moved to abilities list for monsters parsed after v100", + "speed": "Speed", + "speed-base-title": "The base speed for the character", + "speed-calculation-abbrv": "Speed calc", + "speed-halved": " Speed Halved", + "speed-multiplier-title": "Run Multiplier", + "speed-notes": "Speed Notes", + "speed-run-title": "The maximum distance that the character can run in a straight line during your turn", + "speed-space-reach": "Speed, Space and Reach", + "speed-title": "The modified speed due to encumbrance", + "speeds": "Speeds", + "spell": "Spell", + "spell-casting-time-place": "Casting Time", + "spell-class-one": "Spell Class 1", + "spell-class-two": "Spell Class 2", + "spell-class-zero": "Spell Class 0", + "spell-components": "Components", + "spell-damage": "Spell Damage", + "spell-domain-chk": "Domain", + "spell-duration": "Duration", + "spell-failure": "Spell Fail", + "spell-failure-chance": "Spell Failure Chance", + "spell-failure-chk": "Spell Failure Check", + "spell-level": "Spell Level", + "spell-level-abbrv": "Spell lvl", + "spell-level-miscellaneous-abbrv": "Spell lvl misc", + "spell-level-miscellaneous-desc": "Spell level and DC bonus", + "spell-like-abbrv": "Sp", + "spell-like-abilities": "Spell-Like Abilities", + "spell-like-abilities-abbrv": "SLAs", + "spell-like-abilities-class-zero": "Spell Like Abilities Class 0", + "spell-like-abilities-default": "•Spell-like Abilities", + "spell-like-abilities-menu": "Sp", + "spell-like-abilities-option": "Spell Like Abilities", + "spell-lists": "Spell List", + "spell-macros-current": "Spell macros to current", + "spell-migration": "Spell Migration", + "spell-mythic-chk": "Mythic", + "spell-name": "Spell Name", + "spell-penetration-abbrv": "Spell Pen", + "spell-penetration-abbrv-short": "SP", + "spell-penetration-bonus-abbrv": "Spell Pen Bonus", + "spell-penetration-bonus-label": "Bonus to caster level check for Spell Penetration", + "spell-penetration-check": "Spell Penetration Check", + "spell-penetration-modifier-abbrv": "Spell Pen Mod", + "spell-points": "Spell Points", + "spell-points-abbrv": "SP", + "spell-range": "Spell Range", + "spell-resist-bonus-abbrv": "SR Bonus", + "spell-resistance": "Spell Resistance", + "spell-resistance-abbrv": "SR", + "spell-resistance-abbrv2": "Spell Resist", + "spell-resistance-title": "Spell Resistance: Avoids the effects of spells and spell-like abilities that directly affect it Caster Level check vs SR to negate resistance", + "spell-roll-options": "Spell Roll Options", + "spell-roll-template": "Spell Roll Template ", + "spell-school-place": "Spell School [descriptor]", + "spell-targets-area-effect": "Targets/ Area/ Effect", + "spell-tracking": "Spell Tracking", + "spellbook": "Spellbook", + "spellbook-only-prepared-spells": " Show only prepared spells in spellbook menu", + "spellcasting-ability": "Spellcasting Ability", + "spellcasting-classes": "Spellcasting Classes", + "spellclass-level-base": "Spellclass level, concentration, and base stats", + "spellclass-options": "SpellcasterOptions", + "spellcraft": "Spellcraft", + "spellpoints": "Spellpoints", + "spellranges-migrated": "Spell Ranges", + "spells": "Spells", + "spells-known": "Spells Known", + "spells-migrated": "Spells", + "spells-migrated-title": "Spells migrated If you have not deleted original spells you can remigrate To remigrate, delete all spells on spells tab and uncheck, then press refresh", + "spells-notes": "Spells Notes", + "spells-per-day": "Spells/Day", + "spells-prepared": "Spells Prepared", + "spells-ranges": "Spell Ranges", + "sphere-power": "Spheres of Power", + "spontaneous": "Spontaneous", + "spontaneous-spells-known": "(Spontaneous) Spells Known", + "stable": " Stable", + "staggered": " Staggered", + "statistics": "STATISTICS", + "statistics-rolls-abbrv": "Stats rolls:", + "statistics-rolls-title": "Defense stats and other future stat blocks", + "stealth": "Stealth", + "strength": "Strength", + "strength-abbrv": "STR", + "strength-abbrv-default": "•STR", + "strength-bonus-abbrv": "STR Bonus", + "strength-calculation-abbrv": "STR Calc", + "strength-calculation-skills-abbrv": "Str skills calc", + "strength-penalized": "STR Penalized", + "strength-penalized-title": "Strength Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "strength-skills-abbrv": "STR skills", + "stunned": "Stunned", + "suffocating": " Suffocating", + "sum-uses-from-spells": "Sum of 'Uses' fields in spell rows", + "sum-uses-spells": "Spontaneous
    # Used", + "supernatural-abbrv": "Su", + "supernatural-abilities": "Supernatural Abilities", + "supernatural-abilities-menu": "Su", + "survival": "Survival", + "swim": "Swim", + "swim-speed": "Swim", + "synchronize-class": "Sync Class", + "tactics": "TACTICS", + "tahoma": "Tahoma", + "tan": "Tan", + "target": " Target", + "targets-area-effect": "Targets/Area/Effect", + "teal": "Teal", + "template": "Template", + "temporary": "Temporary", + "temporary-abbrv": "Temp", + "temporary-hit-points-abbrv": "Temp hp", + "temporary-hit-points-buff-title": "Temporary hit points that come from active Buffs (see Core tab)", + "temporary-hit-points-calculation-abbrv": "Temp hp Calc", + "temporary-hit-points-maximum-title": "Temporary hit points max if using as secondary pool", + "temporary-hit-points-miscellaneous-title": "Player configurable temporary hit points that add to the total Temp hp value", + "temporary-hit-points-title": "Current Temporary hit points", + "temporary-hp-calculations": "Temp hp calculations", + "threshold": "Threshold", + "threshold-miscellaneous-abbrv": "Threshold Misc", + "title": "Title/Nickname", + "toggle-background-skills": " Background Skills", + "toggle-buff": "When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet Also, only the visible/selected buffs will count towards the totals", + "toggle-consolidated-skills": " Consolidated Skills", + "toggle-endurance-feat": " Has Endurance Feat", + "toggle-gritty-mode": " Gritty Mode", + "toggle-horror-adventures": " Enable Horror Adventures", + "toggle-horror-adventures-long": " Display/Enable Horror Adventures Character Sheet Items", + "toggle-mythic-adventures": " Display/Enable Mythic Adventures Character Sheet Items", + "toggle-psionics": " Display/Enable Psionics Character Sheet Items", + "toggle-unchained-skills": " Display/Enable Unchained Skills", + "toggle-wound-threshold": " Display Wound Thresholds", + "total": "Total", + "total-background-skill-ranks": "Total Background Skill Ranks", + "total-feats": "Total Feats", + "total-listed": "Total spells", + "total-spells-manually": "Total spells manually", + "total-weight-title": "Total weight carried by character", + "totals": "Totals:", + "touch": "Touch", + "touch-armor-class-abbrv": "Touch", + "touch-armor-class-calculation-abbrv": "Touch Calc", + "touch-melee2": "Alt Touch (alt melee)", + "tower": "Tower", + "tower-shield": "Tower Shield", + "trait": "Trait", + "trait-name": "Trait Name", + "traits": "Traits", + "traits-and-racial-traits": "Traits and Racial Traits", + "traits-monster-rules": "Traits/MRules", + "treasure": "Treasure", + "two-legged-default": "•Biped", + "two-weapon": "Two Weapon", + "type": "Type", + "type-or-sub-type": "Type/(sub-type)", + "unarmed-strike": "Unarmed Strike", + "uncanny-dodge-desc": " Do not lose DEX when Flat-Footed", + "uncanny-dodge-title": "If checked, AC will not auto adjust when a condition is checked that causes loss of DEX to AC, except for immobilizing conditions", + "unconscious": " Unconscious", + "undead": "Undead", + "undead-title": "Creature is undead, uses Charisma for hit points, abilities, skills instead of Constitution", + "uniform-resource-locater-abbrv": "URL", + "unknownrange": "Unknown Range", + "unlock-defense-dropdowns": "Allow AC and CMD to use different ability scores", + "unlock-defense-dropdowns-title": "If checked, CMD could use different ability in 2nd dropdown than AC uses For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both", + "untyped": "Untyped", + "untyped-default": "•Untyped", + "upcoming-changes": "Upcoming Changes", + "update": "Update", + "update-hp-when-max-changes": " Update curr HP when max HP changes", + "update-hp-when-max-changes-title": "When max hp changes, updates current hit points by same amount", + "update-spell-macros": "Update spell macros", + "update-to-latest": "Update all sheets to latest version", + "update-weapons": "Update existing dual wield attacks with new penalties or improved state", + "url-link": "URL will appear in chat", + "use-buff-bonus-stacking": " Use buff bonus types and stacking", + "use-class-features": " Use Separate Class Features List", + "use-dual-wield-beta": " Use Dual Wield", + "use-dwarf-encumbrance": " Uses dwarf encumbrance rules", + "use-dwarf-encumbrance-title": "Use Dwarf encumbrance rules: base speed not lowered due to load or armor encumbrance", + "use-feats": " Use Separate Feats List", + "use-hero-points": " Use Hero Points", + "use-kineticist-burn": " Use Kineticist Burn", + "use-magic-device": "Use Magic Device", + "use-prestige-fame": " Use Prestige and Fame Points", + "use-racial-traits": " Use Separate Racial Traits List", + "use-round-corners-on-simple-templates": " Round Corners on non-simple template", + "use-simple-template-attacks": " Use Attack Simple Template", + "use-simple-template-spells": " Use Spell Simple Template", + "use-simple-templates": " Use Other Simple Templates", + "use-size-abbrv": "Use sze", + "use-spell-like-abilities": " Use Separate spell-like ability List", + "use-traits": " Use Separate Traits List", + "used": "Used", + "user-defined": "User Defined", + "uses": "Uses", + "uses-attack-type": "Uses indicated attack type", + "uses-per-day": "Uses/Day", + "uses-spell-points": " Uses Spell Points", + "uses-spell-points-title": "Character uses spell points", + "uses-spells": " Uses Spells", + "uses-spells-migrated": "Uses Spells flag", + "uses-spells-title": "Character has spells", + "v1": "Post v1", + "value": "Value", + "value-abbrv": "Val", + "verdana": " Verdana", + "version": "Version", + "version-abbrv": "Ver", + "versus-abbrv": "Vs", + "versus-armor-class": "vs AC", + "versus-combat-maneuver-bonus": "vs CMB", + "versus-combat-maneuver-defense": "vs CMD", + "versus-flat-footed": "vs FF", + "versus-flat-footed-touch": "vs FF Touch", + "versus-touch": "vs Touch", + "violet": "Violet", + "vision": "Vision", + "vision-details": "Vision Details", + "vision-senses": "Vision/Senses", + "vision-title": "@{vision} Low-light vision('see twice as far as normal in dim light'), Darkvision('see with no light source at all'), etc", + "weaknesses": " Weaknesses", + "weaknesses-title": "Adverse conditions may apply if applicable (eg sunlight powerlessness/staggered)", + "weapon": "Weapon", + "weapon-attributes": "Weapon Attributes", + "weapon-default": "•Weapon", + "weapon-notes": "Weapon Notes", + "weapons": "Weapons", + "weight": "Weight", + "weight-abbrv": "Wt", + "whisper-character-rolls": "PC rolls:", + "whisper-gm": "Roll: GM", + "whisper-non-player-character-rolls": "NPC rolls:", + "whisper-rolls-title": "GM or Public", + "whisper-to-game-master": "Whisper GM", + "white": "White", + "willpower": "Will", + "willpower-abbrv": "Will", + "willpower-calculation-abbrv": "Will Calc", + "willpower-save": "Will Save", + "willpower-save-abbrv": "Will Save", + "wisdom": "Wisdom", + "wisdom-abbrv": "WIS", + "wisdom-abbrv-default": "•WIS", + "wisdom-calculation-abbrv": "WIS Calc", + "wisdom-calculation-skills-abbrv": "Wis skills calc", + "wisdom-penalized": "WIS Penalized", + "wisdom-penalized-title": "Wisdom Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "wisdom-skills-abbrv": "WIS skills", + "worn": "Worn", + "worn-armor": "Worn Armor", + "worn-equipment": "Worn Equipment", + "worn-equipment-hardness-title": "The hardness of the item that helps prevent it from taking hit point damage", + "worn-equipment-hp-max-title": "The maximum possible hit points of the item", + "worn-equipment-hp-title": "The current hit points of the item", + "worn-equipment-migrated": "Worn Equipment", + "worn-equipment-name-title": "Brief description of the item", + "worn-equipment-quantity-title": "Quantity or charges If the item has charges, this is how many remain", + "worn-equipment-short-desc-title": "Short description of the item, may include macro text which will print to chat", + "worn-equipment-slot-title": "Set carried/not-carried or location if item being worn or carried now", + "worn-equipment-title": "The equipment currently worn by the character", + "worn-equipment-value-title": "The value of the item measured in gold pieces", + "worn-equipment-weight-title": "The weight of the item", + "worn-item-name": "Worn Item Name", + "worn-items": "Worn Items", + "worn-shield": "Worn Shield", + "wound-threshold": "Wound Threshold", + "wounded": " Wounded ", + "wounded-title": "-2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", + "wrist": "Wrist", + "yellow": "Yellow", + "yes": "Yes", + "yes-default": "•Yes", + "yes-harmless": "Yes (Harmless)", + "yes-harmless-object": "Yes (Harmless, Object)", + "yes-object": "Yes (Object)", + "yes-or-custom": "Yes or Custom", + "young": "Young" +} \ No newline at end of file diff --git a/Pathfinder Community/translations/hu.json b/Pathfinder Community/translations/hu.json new file mode 100644 index 0000000000..7e541a46fc --- /dev/null +++ b/Pathfinder Community/translations/hu.json @@ -0,0 +1,2103 @@ +{ + "use-header-images": "Use header images", + "conditions-list": "bleed,blinded,cowering,dazed,dazzled,dead,deafened,disabled,drowning,dying,energy-drained,entangled,exhausted,fascinated,fatigued,flat-footed,grappled,helpless,incorporeal,invisible,nauseated,paralyzed,petrified,pinned,prone,fear-any,sickened,stable,staggered,stunned,suffocating,unconscious", + "skills-list": "acrobatics,appraise,artistry,artistry-00,artistry-01,artistry-02,artistry-03,artistry-04,artistry-05,artistry-06,artistry-07,artistry-08,artistry-09,artistry-10,artistry-11,artistry-12,artistry-13,bluff,climb,craft,craft-00,craft-01,craft-02,craft-03,craft-04,craft-05,craft-06,craft-07,craft-08,craft-09,craft-10,craft-11,craft-12,craft-13,diplomacy,disable-device,disguise,escape-artist,fly,handle-animal,heal,intimidate,knowledge,knowledge-00,knowledge-01,knowledge-02,knowledge-03,knowledge-arcana,knowledge-dungeoneering,knowledge-engineering,knowledge-geography,knowledge-history,knowledge-local,knowledge-nature,knowledge-nobility,knowledge-planes,knowledge-religion,linguistics,lore,lore-00,lore-01,lore-02,lore-03,lore-04,lore-05,lore-06,lore-07,lore-08,lore-09,lore-10,lore-11,lore-12,lore-13,perception,perform,perform-00,perform-01,perform-02,perform-03,perform-04,perform-05,perform-06,perform-07,perform-08,perform-09,perform-10,perform-11,perform-12,perform-13,profession,profession-00,profession-01,profession-02,profession-03,profession-04,profession-05,profession-06,profession-07,profession-08,profession-09,profession-10,profession-11,profession-12,profession-13,ride,sense-motive,sleight-of-hand,spellcraft,stealth,survival,swim,use-magic-device,miscellaneous,miscellaneous-00,miscellaneous-01,miscellaneous-02,miscellaneous-03,miscellaneous-04,miscellaneous-05,miscellaneous-06,miscellaneous-07,miscellaneous-08,miscellaneous-09,miscellaneous-10,miscellaneous-11,miscellaneous-12,miscellaneous-13,cs-acrobatics,cs-athletics,cs-finesse,cs-influence,cs-nature,cs-perception,cs-performance,cs-religion,cs-society,cs-spellcraft,cs-stealth,cs-survival,cs-miscellaneous,cs-miscellaneous-00,cs-miscellaneous-01,cs-miscellaneous-02,cs-miscellaneous-03,cs-miscellaneous-04,cs-miscellaneous-05,cs-miscellaneous-06,cs-miscellaneous-07,cs-miscellaneous-08,cs-miscellaneous-09,cs-miscellaneous-10,cs-miscellaneous-11,cs-miscellaneous-12,cs-miscellaneous-13", + "1-ordinal": "1st", + "1-ordinal-class": "1st Class", + "1-ordinal-class-level": "1st Class Lvl", + "1-ordinal-spellclass": "1st Spellcasting Class", + "1-size-larger": "1 sz larger", + "1-size-smaller": "1 sz smaller", + "10-ordinal": "10th", + "100-at-level-1": " Use max hp for first level/HD", + "100-at-level-1-title": "Use max hit points for first level Racial hit dice are considered 'first' if character has both racial and class hit dice", + "2-ordinal": "2nd", + "2-ordinal-class": "2nd Class", + "2-ordinal-class-level": "2nd Class Lvl", + "2-ordinal-spellclass": "2nd Spellcasting Class", + "2-sizes-larger": "2 sz larger", + "2-sizes-smaller": "2 sz smaller", + "24-per-target": "Per 24hrs per target", + "24-per-target-abbrv": "Hex (1/24/target)", + "3-ordinal": "3rd", + "3-ordinal-class": "3rd Class", + "3-ordinal-class-level": "3rd Class Lvl", + "3-ordinal-spellclass": "3rd Spellcasting Class", + "3-sizes-larger": "3 sz larger", + "3-sizes-smaller": "3 sz smaller", + "4-ordinal": "4th", + "4-ordinal-class": "4th Class", + "4-ordinal-class-level": "4th Class Lvl", + "5-ordinal": "5th", + "5-ordinal-class": "5th Class", + "5-ordinal-class-level": "5th Class Lvl", + "6-ordinal": "6th", + "6-ordinal-class": "6th Class", + "6-ordinal-class-level": "6th Class Lvl", + "7-ordinal": "7th", + "8-ordinal": "8th", + "9-ordinal": "9th", + "Ex": "Ex", + "NPC-all": "NPC-All", + "No (Harmless)": "No (Harmless)", + "No": "No", + "Sp": "Sp", + "Su": "Su", + "Yes (Harmless)": "Yes (Harmless)", + "Yes": "Yes", + "abilities": "Abilities", + "ability": "Ability", + "ability-attack-dropdowns": " Ability and Attack Type Dropdowns", + "ability-basis": "Ability Basis", + "ability-basis-desc": "DC Ability basis: usually CHA for spellcasting ability, CON for poison, breathweapon, or other damage abilities", + "ability-bonus": "Ability Bonus", + "ability-checks": "Ability Checks", + "ability-checks-abbrv": "Abil chk", + "ability-checks-calculation-abbrv": "Ability check calc", + "ability-damage-desc": "For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious", + "ability-drain-desc": "Ability drain actually reduces the relevant ability score Modify all skills and statistics related to that ability This might cause you to lose skill points, hit points, and other bonuses", + "ability-list-default-values": "Abilities default values", + "ability-lists-flags": "Ability list flags", + "ability-macros-current": "Ability macros to current", + "ability-menus": "Ability Menus", + "ability-name": "Ability Name", + "ability-penalty-desc": "Penalties function just like ability damage, but they cannot cause you to fall unconscious or die Penalties cannot decrease your ability score to less than 1", + "ability-roll-template": "Ability Roll Template", + "ability-score": "Ability Score", + "ability-scores": "Ability Scores", + "ability-skill-checks": "Ability & Skill Checks", + "ability-tracking": "Ability Tracking", + "ability-type": "Ability Type", + "ability-type-title": "Select the type of ability if applicable Ex(Extraordinary), Sp(Spell-like ability), or Su(Supernatural)", + "above-head": "Above Head", + "accessibility": "Accessibility", + "acp-may-apply-title": "Armor Check Penalty may apply.", + "acp-verysmall-abbrv": "ACP", + "acrobatics": "Acrobatics", + "add": "Add", + "add-class-levels": "Add Class Levels", + "add-custom-column": "Add Custom Column", + "add-hit-dice": "Add Race/Monster HD", + "add-note-to-roll": "Add note to roll", + "add-note-to-roll-desc": "To add note text as comment at bottom of a roll, select the roll type. Use for content dependent modifiers.", + "add-skill-bonus-macro": "Add Skill Bonus Macro?", + "add-template": "Quickly update character with template", + "additional-attack-macro-query-included-with-crits": "Additional Attack Macro/Query (included with crits)", + "additional-damage": "Extra Damage", + "additional-damage-macro-query-included-with-crits": "Additional Damage Macro/Query (included with crits)", + "additional-damage-title": "Add additional, precision, or extra critical damage", + "additional-modifier-or-macro": "Additional modifier or macro, eg [[1d6]], [[2d20k1]], etc", + "adjust-damage-by-size": " Adjust damage based on size", + "advanced": "Advanced", + "advanced-class-guide": "Advanced Class Guide", + "adventure": "Adventure ", + "adventure-skills": "Adventure Skills", + "adventuring-gear-tool": "Adventuring Gear or Tool", + "age": "Age", + "alchemical": "Alchemical", + "alignment": "Alignment", + "alignment-abbrv": "Align", + "alignment-type-init": "Align Type Init", + "all": "All", + "all-abilities": "All Abilities", + "all-attacks": "All Attacks", + "all-attacks-insert-macro-attack": "Add to Attack Roll macro", + "all-attacks-insert-macro-cmb": "Add to CMB Roll macro", + "all-attacks-insert-macro-cmb-damage": "Add to CMB Dmg macro", + "all-attacks-insert-macro-damage": "Add to Dmg macro", + "all-attacks-insert-macro-melee": "Add to Melee Attack Roll macro", + "all-attacks-insert-macro-melee-damage": "Add to Melee Dmg macro", + "all-attacks-insert-macro-ranged": "Add to Ranged Attack Roll macro", + "all-attacks-insert-macro-ranged-damage": "Add to Ranged Dmg macro", + "all-attacks-macro-insert-section": "Attack 'Add-to-roll' Macros", + "all-checks": "All Checks", + "all-checks-calc": "All checks calc", + "all-features-desc": "Features list contains Special Abilities, Special Qualities, Feats, etc", + "all-other-desc": "Miscellaneous includes any not found under another tab", + "all-saves": "All Saves", + "all-saves-macro": "All Saves Macro", + "all-saves-macro-title": "@{all_saves-macro} | Only affects the All Saves roll from the Defenses Menu button.", + "all-skills": "All Skills", + "alternate-ability-cmb-desc": "Alternate ability combat maneuver", + "alternate-ability-melee-desc": "Alternate ability melee attack", + "alternate-ability-ranged-desc": "Alternate ability ranged attack", + "alternate-favored-class": "Alternate Favored Class point counter", + "alternate-favored-class-abbrv": "FC Alt", + "always-show-domain-spells": " Always show spells marked 'domain' in spellbook menu", + "ammo": "Ammo", + "ammunition": "Ammunition", + "announcements": "Announcements:", + "announcements-old": "Old Announcements", + "apply-font-chatrolls": " Apply font to chat rolls", + "appraise": "Appraise", + "arcana": "Arcana", + "arial": "Arial", + "arial-default": "•Lucida Grande/Arial", + "armor": "Armor", + "armor-and-shield": "Armor and Shield", + "armor-attributes": "Armor Attributes", + "armor-calculation-abbrv": "Armor calc", + "armor-check-penalty": "Armor Check Penalty", + "armor-check-penalty-abbrv": "ACP", + "armor-class": "Armor Class", + "armor-class-abbrv": "AC", + "armor-class-abbrv-default": "•AC", + "armor-class-bonus": "AC Bonus", + "armor-class-calculation-abbrv": "AC Calc", + "armor-default": "•Armor", + "armor-notes": " Armor Notes", + "armor-notes-place": "Put notes about context-sensitive AC bonuses here", + "armor-or-shield": "Armor or Shield", + "armor-penalties": "Armor Penalties", + "armor-shield": "Armor/Shield", + "armor-shield-bonus": "Armor or Shield bonus to Armor Class", + "armor-shield-load-default": "•Armor, Shield & Load", + "armor-shield-name": "Armor or Shield Name", + "armor-shield-only": "Armor & Shield only", + "armor-two": "Armor 2", + "armor-type": "Armor or Shield Type", + "artistry": "Artistry", + "at-will": "At Will", + "athletics": "Athletics", + "attack": "Attack", + "attack-1": "Attack 1", + "attack-1-ordinal": "1st Attack", + "attack-10-ordinal": "10th Attack", + "attack-2": "Attack 2", + "attack-2-ordinal": "2nd Attack", + "attack-3": "Attack 3", + "attack-3-ordinal": "3rd Attack", + "attack-4": "Attack 4", + "attack-4-ordinal": "4th Attack", + "attack-5": "Attack 5", + "attack-5-ordinal": "5th Attack", + "attack-6": "Attack 6", + "attack-6-ordinal": "6th Attack", + "attack-7": "Attack 7", + "attack-7-ordinal": "7th Attack", + "attack-8": "Attack 8", + "attack-8-ordinal": "8th Attack", + "attack-9": "Attack 9", + "attack-9-ordinal": "9th Attack", + "attack-and-combat-maneuver-bonuses": "Attack and Combat Maneuver Bonuses", + "attack-and-damage": "Attack & dmg", + "attack-bonus-dropdowns": " Attack bonus dropdowns", + "attack-grid-rows-migrated": "Attack grid extra rows", + "attack-list-default-values": "Attacks default values", + "attack-macro": "Attack Macro", + "attack-macros-current": "Attack macros to current", + "attack-modifier-abbrv": "Attack Mod", + "attack-modifiers-abbrv": "Attack Mods", + "attack-notes": "Attack Notes", + "attack-notes-place": "Put notes about context-sensitive Attack bonuses here", + "attack-penalty": "Attack penalty", + "attack-roll-template": "Attack Roll Template ", + "attack-type": "Attack Type", + "attack-type-abbrv": "Atk Type", + "attacks": "Attacks", + "attacks-dmg-migrated": "Dmg Multiplier", + "attacks-dmg-migrated-title": "Repeating Attack damage multiplier migrated", + "attacks-macros-migrated": "Attack Macro v5", + "attacks-macros2-migrated": "Attack Macro v6", + "attacks-macros64-migrated": "Attack Macro v64", + "attacks-migrated-title": "Repeating Attack macros migrated If an attack rolltemplate does not appear correct, delete the macro text and click into another field, the system will reset the macro text to defaults Repeat for iterative attacks macros", + "atwill": "At Will", + "aura": "Aura", + "automatically-calculate-hit-points-abbrv": " Auto-calc hp", + "average-hit-point-abbrv": "Avg hp:", + "azure": "Azure", + "background": "Background", + "background-ranks-remaining": "Background Ranks Remaining", + "background-skills": " Background Skills", + "background-title": "Choose a background image", + "base": "Base", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbrv": "BAB", + "base-attacks": "Base Attacks", + "base-level": "Base Level", + "base-points-per-day": "Base Points/Day", + "base-speed": "Base", + "base-spells-per-day": "Base
    Spells/Day", + "base-statistics": "Base Statistics", + "base-statistics-place": "If the creature has buffs and other effects active that modify his stats, the base stats should be quickly summarized here", + "base-value": "Base", + "before-combat": "Before Combat", + "before-combat-place": "List any spells and/or abilities used before combat His stats should reflect these spells", + "belt": "Belt", + "black": "Black", + "black-default": "•Black", + "blank": "Blank", + "blast": "Blast", + "blast-damage-abbrv": "Blast Dmg", + "blast-damage-modifier-abbrv": "Blast Dmg Mod", + "bleed": " Bleed", + "blinded": " Blinded", + "block-roll-template": "Block Text Roll Template ", + "bludgeoning": "Bludgeoning", + "blue": "Blue", + "bluff": "Bluff", + "body": "Body", + "bonus": "Bonus", + "bonus-or-penalty": "The bonus or penalty to apply", + "bonus-points": "Ability Bonus", + "bonus-power-points-abbrv": "Bonus PP", + "bonus-spells": "Bonus Spells", + "bonus-type": "Bonus Type", + "bonus-type-title": "Type of bonus for stacking purposes. Treat armor, shield, natural armor as bonuses (on bonus dropdown), not 'type' of bonus to AC.", + "brown": "Brown", + "buff": "Buff", + "buff-ability-checks-title": "Bonus to ability checks and initiative", + "buff-ability-skill-checks": "Bonus to Ability & Skill Checks and Initiative", + "buff-aid": "Aid", + "buff-aid-note": "+@{b2_val} morale bonus on saving throws against fear effects.", + "buff-air-barrier": "Air Barrier", + "buff-air-barrier-note": "At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance.", + "buff-archons-aura": "Archon's Aura", + "buff-archons-aura-note": "lasts until it successfully hits caster with an attack", + "buff-armor-class-title": "Bonus to armor class and CMD", + "buff-armor-title": "Enhancement to armor bonus to AC", + "buff-attack-title": "Bonus to all attacks", + "buff-bane": "Bane", + "buff-bane-note": "@{b2_val} penalty on saving throws against fear effects.", + "buff-battle-spirit": "Battle Spirit", + "buff-battle-ward": "Battle Ward", + "buff-battle-ward-note": "The next time a foe makes an attack roll against the target, the ward activates and grants a @{b1_val} deflection bonus to the warded creature's AC. Each subsequent time the warded creature is attacked, the defection bonus decreases by 1.", + "buff-bless": "Bless", + "buff-bless-note": "+@{b2_val} morale bonus on saving throws against fear effects.", + "buff-blessing-of-fervor": "Blessing of Fervor", + "buff-blessing-of-fervor-note": "Pick speed bonus by checking buff 4, or Attack/AC/Reflex bonus, or other bonuses per round.", + "buff-bone-ward": "Bone Ward", + "buff-calculation": "Buff calc", + "buff-caster-level-title": "Bonus to spell caster level", + "buff-charisma-based-skills-penalty-title": "Penalty to charisma based skills", + "buff-charisma-based-skills-title": "Bonus to charisma based skills", + "buff-charisma-penalty-title": "Penalty to charisma. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-charisma-title": "Bonus to Charisma ability score", + "buff-cmd-title": "Bonus to CMD only", + "buff-combat-maneuver-bonus-title": "Bonus to all CMB attacks", + "buff-combat-maneuver-bonus2-title": "Bonus to 'Alt CMB' attacks only", + "buff-consecrate": "Consecrate (if undead)", + "buff-consecrate-note": "Channel energy DCs increase by 3. Double this and all penalties if alter present.", + "buff-constitution-based-skills-penalty-title": "Penalty to constitution based skills", + "buff-constitution-based-skills-title": "Bonus to constitution based skills", + "buff-constitution-penalty-title": "Penalty to constitution. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-constitution-title": "Bonus to Constitution ability score", + "buff-crushing-despair": "Crushing Despair", + "buff-curse": "Curse", + "buff-curse-note": "You must enable/disable -6 to any ability, or -4 to Attacks/Saves/Checks, or uncheck all for 50% chance to act normally curse.", + "buff-damage-melee-title": "Bonus to melee damage", + "buff-damage-ranged-title": "Bonus to ranged damage", + "buff-damage-title": "Bonus to all attack damage", + "buff-death-knell": "Death Knell", + "buff-deflection-title": "Deflection bonus to AC", + "buff-desecrate": "Desecrate (if undead)", + "buff-desecrate-note": "+3 to save vs channel energy. Double all bonuses if alter present.", + "buff-dexterity-based-skills-penalty-title": "Penalty to dexterity based skills", + "buff-dexterity-based-skills-title": "Bonus to dexterity based skills", + "buff-dexterity-penalty-title": "Penalty to dexterity. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-dexterity-title": "Bonus to Dexterity ability score", + "buff-divine-favor": "Divine Favor", + "buff-dodge-title": "Dodge bonus to AC", + "buff-elemental-overflow": "Elemental Overflow", + "buff-elemental-overflow-note": "chance to ignore the effects of a critical hit or sneak attack", + "buff-enlarge-person": "Enlarge Person", + "buff-enlarge-person-note": "Reach increased, height x2, weight x4.", + "buff-flat-footed-title": "Bonus to flat-footed AC only", + "buff-fortitude-title": "Bonus to fortitude saving throws", + "buff-good-hope": "Good Hope", + "buff-hampering-hex": "Hampering Hex", + "buff-haste": "Haste", + "buff-haste-note": "When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. All modes of movement increase.", + "buff-heroism": "Heroism", + "buff-initiative-title": "Bonus to initiative", + "buff-inspire-courage": "Inspire Courage", + "buff-inspire-courage-note": "+@{b2_val} morale bonus on saving throws against charm and fear effects.", + "buff-inspire-greatness": "Inspire Greatness", + "buff-inspired-rage": "Inspired Rage", + "buff-inspired-rage-note": "**Inspired Rage**, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.", + "buff-intelligence-based-skills-penalty-title": "Penalty to intelligence based skills", + "buff-intelligence-based-skills-title": "Bonus to intelligence based skills", + "buff-intelligence-penalty-title": "Penalty to intelligence. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-intelligence-title": "Bonus to Intelligence ability score", + "buff-kinetic-blast-damage-title": "Bonus to kinetic blast damage", + "buff-kinetic-blast-title": "Bonus to kinetic blast attack", + "buff-mage-armor": "Mage Armor", + "buff-magearmor-note": "made of force, incorporeal creatures can't bypass it the way they do normal armor.", + "buff-magic-vestment": "Magic Vestment", + "buff-melee-title": "Bonus to all melee attack rolls", + "buff-melee2-title": "Bonus to 'Alt Melee' attack rolls only", + "buff-natural-title": "Enhancement to natural armor bonus to AC", + "buff-notes": "Buff Notes", + "buff-prayer": "Prayer", + "buff-prayer-debuff": "Prayer (Debuff)", + "buff-rage": "Rage", + "buff-rage-note": "A barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.", + "buff-rage-unchained": "Rage (Unchained)", + "buff-ranged-title": "Bonus to all ranged attack rolls", + "buff-ranged2-title": "Bonus to 'Alt Ranged' attack rolls only", + "buff-reduce-person": "Reduce Person", + "buff-reduce-person-note": "Reach decreased, height /2, weight /4.", + "buff-reflex-title": "Bonus to reflex saving throws", + "buff-saves-title": "Bonus to saving throws", + "buff-shield": "Shield", + "buff-shield-note": "Negates magic missile attacks directed at you. This bonus applies against incorporeal touch attacks, since it is a force effect.", + "buff-shield-of-faith": "Shield of Faith", + "buff-shield-title": "Enhancement to shield bonus to AC", + "buff-size-title": "Bonus to size, +1=one size larger, -1=one size smaller", + "buff-skill-checks-title": "Bonus to skill checks", + "buff-slow": "Slow", + "buff-slow-note": "Also apply *Staggered* condition.", + "buff-speed-title": "Bonus to speed", + "buff-spell-caster-level-title": "Bonus to spell caster level", + "buff-stardust": "Stardust", + "buff-stardust-note": " @{b1_val} penalty to sight based perception checks", + "buff-strength-based-skills-penalty-title": "Penalty to strength based skills", + "buff-strength-based-skills-title": "Bonus to strength based skills", + "buff-strength-penalty-title": "Penalty to strength. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-strength-title": "Bonus to Strength ability score", + "buff-temp-hp-title": "Temporary hit points", + "buff-touch-title": "Bonus to touch AC class only", + "buff-type-title": "Tab this row will appear under. Categorize buffs for user convenience.", + "buff-ward": "Ward", + "buff-ward-note": "Lasts until the warded creature is hit or fails a saving throw", + "buff-will-title": "Bonus to will saving throws", + "buff-wisdom-based-skills-penalty-title": "Penalty to wisdom based skills", + "buff-wisdom-based-skills-title": "Bonus to wisdom based skills", + "buff-wisdom-penalty-title": "Penalty to wisdom. For every 2 points of damage you take, apply a –1 penalty to skills and statistics", + "buff-wisdom-title": "Bonus to Wisdom ability score", + "buffs": "Buffs", + "buffs-conditions-edit-section": "Set and edit buffs and conditions", + "buffs-conditions-section": "Buffs and Conditions", + "buffs-conditions-status-section": "Buff and Condition status panels", + "buffs-migrated": "Buffs", + "buffs-migrated-title": "Buffs migrated to Buffs repeating section Cannot be remigrated", + "buffs-set": "Set Buffs", + "buffs-showsect-cmd": "Click to expand buff edit area", + "burn": "Burn", + "burrow-speed": "Burrow", + "buttons": "Buttons", + "buttons-showsect-cmd": "Show chat ability command buttons", + "calculate-abbrv": "Calc", + "calculation": "Calculation", + "calculation-abbrv": "Calc", + "cannot-parse": "Cannot parse", + "cantrips": "Cantrips", + "carried": "Carried", + "carried-currency": "Carried Currency", + "carried-currency-title": "The amount of currency carried on the character that will contribute to total load", + "carried-default": "•Carried", + "carried-equipment": "Carried Equipment", + "carried-not-worn": "Carried (not worn)", + "carried-weight": "Carried Weight", + "cast-defensive-bonus": "Concentration Bonus when casting defensively", + "cast-defensive-bonus-abbrv": "Cast Def Bonus", + "cast-defensively": "Cast Defensively", + "cast-defensively-abbrv": "Cast Def", + "cast-defensively-check": "Cast Defensively Check", + "cast-defensively-difficulty-class-abbrv": "Cast Def DC", + "caster-class-level": "Spellcasting class and level", + "caster-level": " Caster Level", + "caster-level-abbrv": "CL", + "caster-level-basis-abbreviation": "CL basis", + "caster-level-basis-explanation": "Race/class basis defaults to total character level", + "caster-level-calculation": "Caster Lvl Calc", + "caster-level-check": "Casterlevel Check", + "caster-level-check-abbrv": "CL Check", + "caster-level-check-abbrv2": "Casterlvl Chk", + "caster-level-check-notes": "Caster-level Check notes", + "caster-level-miscellaneous-abbrv": "Cl misc", + "caster-level-miscellaneous-abbrv2": "Caster lvl misc", + "caster-level-modifier-abbrv": "CL Mod", + "casting-time": "Casting Time", + "casting-time-abbrv": "Cast Time", + "casting-type": "Casting Type: ", + "category": "Category", + "celestial": "Celestial", + "challenge-rating-abbrv": "CR", + "char": "Character Details", + "char-h-exp": "Expand Character Details", + "character-import": "HeroLab Character Import", + "character-import-desc": "Hero Lab XML Import
    Used to import characters from Hero Lab via XML files
    Step 1: Save the character as an XML file in Hero Lab (File -> Save Custom Output)
    Step 2: Use Code Beautify's XML to JSON converter (link below) to convert the contents of the XML file to JSON (paste contents of XML file from a text editor into the text area labelled 'Xml Input', click 'XML to JSON', then copy the text from the Result area on the right)
    Step 3: Paste the JSON into the text field below these instructions
    Step 4: Profit!
    Code Beautify: ", + "character-level": "Character Level", + "character-level-abbrv": "Character lvl", + "character-name": "Character Name", + "charged": "Charged", + "charged-magic": "Charged Magic Item", + "charged-magics": "Charged Magic Items", + "charges": "Charges", + "charisma": "Charisma", + "charisma-abbrv": "CHA", + "charisma-abbrv-default": "•CHA", + "charisma-calculation-abbrv": "CHA Calc", + "charisma-calculation-skills-abbrv": "Cha skills calc", + "charisma-penalized": "CHA Penalized", + "charisma-penalized-title": "Charisma Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "charisma-skills-abbrv": "CHA skills", + "check": "Check", + "check-calculation": "Check Calc", + "checks": "Checks", + "chest": "Chest", + "chocolate-brown": "Chocolate Brown", + "choose-background": "Choose Background:", + "circumstance": "Circumstance", + "class skill-bonus|armor-check-penalty|size-mod|condition-penalty": "Class Skill Bonus / Armor check penalty / Size mod / Condition penalty", + "class skill-bonus|armor-check-penalty|size-mod|condition-penalty-abbrv": "Cl/Ac/Sz/Co", + "class": "Class", + "class-0": "0th Class", + "class-0-default": "•0th Class", + "class-0-title": "Class 0: 1st class", + "class-1": "1st Class", + "class-1-title": "Class 1: 2nd class", + "class-2": "2nd Class", + "class-2-title": "Class 2: 3rd class", + "class-3": "3rd Class", + "class-3-title": "Class 3: 4th class", + "class-4": "4th Class", + "class-4-title": "Class 4: 5th class", + "class-5": "5th Class", + "class-5-title": "Class 5: 6th class", + "class-abilities": "Abilities", + "class-ability": "Class Ability", + "class-and-level": "Class(es) and levels", + "class-bonus": "Class Bonus", + "class-features": "Class Features", + "class-hd": "Class HD", + "class-hit-points": "Class Hit Points", + "class-hit-points-abbrv": "Class hp", + "class-information": "Class Information", + "class-level-abbrv": "CL", + "class-name": "Class Name", + "class-number": "Class #", + "class-number-explanation": "Class number, this number used in dropdowns when selecting class (cannot create select by name)", + "class-power-points-abbrv": "Class PP", + "class-race": "Class and Race", + "class-race-information-abbrv": "Class and Race Information", + "class-race-xp": "Class, Race, Experience", + "class-skill": "Class Skill", + "class-skill-abbrv": "CS", + "class-skills-migrated": "Class skill checkboxes", + "cleanup-old-attributes": "Cleanup old attributes", + "cleanup-old-spell-lists": "Cleanup old spell lists", + "climb": "Climb", + "close": "Close", + "column-cmd": "Split into two columns", + "combat-effects-migrated": "Combat Effects", + "combat-effects-migrated-title": "Attack and damage effects migrated to Buffs Cannot be remigrated", + "combat-gear": "Combat Gear", + "combat-maneuver": "Combat Maneuver", + "combat-maneuver-bonus-abbrv": "CMB", + "combat-maneuver-bonus-abbrv2": "Alt CMB", + "combat-maneuver-bonus-calculation-abbrv": "CMB calc", + "combat-maneuver-bonus-image": " CMB Image", + "combat-maneuver-bonus-notes": " CMB Notes", + "combat-maneuver-bonus-notes-place": "Put notes about context-sensitive CMB bonuses here", + "combat-maneuver-bonus-only-abbrv": "CMB Only", + "combat-maneuver-defense-abbrv": "CMD", + "combat-maneuver-defense-calculation-abbrv": "CMD Calc", + "combat-maneuver-defense-notes": "CMD Notes", + "combat-maneuver-defense-notes-place": "Put notes about context-sensitive CMD bonuses here", + "combat-maneuver-notes-place": "Put notes about context-sensitive CMD bonuses here", + "combat-skills": "Combat Skills", + "comic-sans": " Comic Sans", + "common-buff": "Common Buff", + "common-buff-title": "Quickly add common buff/debuff.", + "compact-mode": "Compact Mode", + "compendium-drag-drop-compatible": " Compendium drag-n-drop compatible ", + "compendium-drag-n-drop-desc": "Drag items, spells, etc from the compendium to an empty row below to auto populate the information Compendium is at the italic i icon above the chat", + "competence": "Competence", + "components": "Components", + "composite": "Composite", + "composite-energy-blade": "Composite energy blade/whip", + "composite-energy-blast": "Composite energy blast", + "composite-physical-blade": "Composite physical blade/whip", + "composite-physical-blast": "Composite physical blast", + "concentration": " Concentration", + "concentration-abbrv": "Conc", + "concentration-bonus-desc": "Bonus to concentration rolls = caster level plus ability score", + "concentration-check": "Concentration Check", + "concentration-check-abbrv": "Concentration", + "concentration-check-notes": "Concentration Check notes", + "concentration-label": "Concentration", + "concentration-miscellaneous-abbrv": "Conc Misc", + "concentration-modifier-abbrv": "Conc Mod", + "condition": "Condition", + "condition-abbrv": "Cond", + "condition-bleed-title": "A creature takes the listed amount of damage at the beginning of its turn. Stopped by DC 15 Heal check or spell that cures hp damage.", + "condition-blinded-note": "–4 penalty on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.", + "condition-blinded-speed": "Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed.", + "condition-blinded-title": "-2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.", + "condition-cowering-title": "-2 penalty to Armor Class and loses its Dexterity bonus", + "condition-dazed-title": "The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.", + "condition-dazzled-note": "-1 penalty on sight-based Perception checks", + "condition-dazzled-title": "-1 penalty on attack rolls and sight-based Perception checks", + "condition-dead-title": "You're dead...", + "condition-deafened-note": "-4 penalty on opposed Perception checks, automatically fails Perception checks based on sound", + "condition-deafened-spellonly": "Has a 20% chance of spell failure when casting spells with verbal components", + "condition-deafened-title": "-4 penalty on initiative rolls, -4 penalty on opposed Perception checks, automatically fails Perception checks based on sound, and has a 20% chance of spell failure when casting spells with verbal components", + "condition-description": "Modifiers due to conditions that affect this bonus", + "condition-disabled-title": "A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act.", + "condition-drowning-title": "When the character finally fails her CON check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.", + "condition-dying-title": "A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 CON check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its CON score, it dies.", + "condition-energy-drained-title": "-1 penalty on all attack rolls, combat maneuver checks, combat maneuver defense, saving throws, skill checks, and ability checks Additionally there is a 5 hp reduction to both current hp and maximum hp", + "condition-entangled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity, moves at half speed, cannot run or charge", + "condition-exhausted-title": "-6 penalty to Strength and Dexterity, moves at half speed, cannot run or charge", + "condition-fascinated-title": "–4 penalty on skill checks made as reactions, such as Perception checks", + "condition-fatigued-title": "-2 penalty to Strength and Dexterity, cannot run or charge", + "condition-fear-title": "-2 penalty on attack rolls, saving throws, skill checks, and ability checks; if frightened must also flee; if panicked must also drop items and flee.", + "condition-flat-footed-title": "Flat-Footed: loses DEX bonus to AC and CMD (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability", + "condition-grappled-cmb-note": "**+**[[2]] to grapple or escape a grapple.", + "condition-grappled-invisible-note": "If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled", + "condition-grappled-spell-note": "A character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell.", + "condition-grappled-title": "-2 penalty on all attack rolls and a -4 penalty to Dexterity, cannot move", + "condition-helpless-note": "Melee attacks against a helpless target get a +4 bonus", + "condition-helpless-title": "Set Dexterity to 0 (-5 DEX-mod), melee attacks against a helpless target get a +4 bonus", + "condition-incorporeal-title": "Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.", + "condition-invisible-title": "+2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any)", + "condition-lose-dexterity-abbrv": " Lose DEX", + "condition-maximum-dexterity-abbrv": " Max DEX", + "condition-nauseated-title": "Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.", + "condition-nocharge-note": "Cannot run or charge", + "condition-paralyzed-note": "Helpless, but can take purely mental actions", + "condition-paralyzed-title": "Effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions", + "condition-petrified-title": "A petrified character has been turned to stone and is considered unconscious.", + "condition-pinned-spell-note": "A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component.", + "condition-pinned-title": "Cannot move and is denied Dexterity bonus. Additional -4 penalty to Armor Class", + "condition-prone-note": "+4 bonus to Armor Class against ranged attacks, –4 penalty to AC against melee attacks", + "condition-prone-title": "-4 penalty on melee attack rolls, gains a +4 circumstance bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks", + "condition-sickened-title": "-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks", + "condition-stable-title": "The character is no longer dying, but is still unconscious.", + "condition-staggered-title": "A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.", + "condition-stunned-title": "-2 penalty to Armor Class, and loses Dexterity bonus to AC (if any)", + "condition-suffocating-title": "When the character fails one of these CON checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.", + "condition-unconscious-title": "Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s CON score), or from nonlethal damage in excess of current hit points.", + "conditions": "Conditions", + "conditions-set": "Set Conditions", + "conditions-showsect-cmd": "Click to expand condition edit area", + "config-header-image-info": "Header images are iconic images that appear in the header of roll templates All macros on the sheet include {{header_image=image attribute}} Each roll template has a specific image attribute that works with the options below ie The Spells roll template would use {{header_image=@{header_image-pf_spell}}} Attack images can be set from within each weapon's \"Options\" section Hover over the template names below to learn the specific image attributes You can substitute images for any roll template by using the URL column below or using the syntax {{header_image=[name](url)}} For best results, try to keep header images under 32x32px", + "config-roll-template-info1": "Roll templates use a combination of predetermined HTML, CSS, and macro-text to format the output of macros Roll templates included in the Pathfinder sheet: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block", + "config-roll-template-info2": "Macro roll template syntax: &{template:roll template name} {{key=value}}", + "config-roll-template-info3": "Below is a list of each roll template along with it's defined properties(keys) Keys can only be used once within a macro A key that is not defined may still be included in the macro and will be displayed on a new row as determined by the roll template ie {{foo=foo}} Property values may consist of text, attributes, in-line rolls, images, hyperlinks, etc, or any combination of such values", + "config-roll-template-info4": "Each has a @{toggle_accessible_flag} , this makes the following string appear or not: {{accessible=true}} If accessible is set, then an alternate rolltemplate is used that does not uses divs or tables but only labels and spans, which some users may find easier to use This can also be set globally by checking \"use simple templates\"", + "config-roll-template-info5": "Use this syntax to customize output of rolls in the "macro-text" fields found on the sheet", + "config-roll-template-pf_ability": "Ability Roll Template
    (pf_ability)
    Used for all Abilities(Class Features, Feats, Traits, etc) 2 column format except for the \"description\" property", + "config-roll-template-pf_attack": "Attack Roll Template (pf_attack)
    Used for attacks 2 column format except for the \"description\" property (note: @{macro_options} is used by the sheet to enable the toggling of notes related to attacks and contains the properties for @{melee_notes}, @{ranged_notes}, @{cmb_notes}, and @{attack_notes})\n\t\t\t\t\t\t\t", + "config-roll-template-pf_block": "Block Text Roll Template (pf_block)
    Used for Inventory rolls Key/Property names are not shown in this template Best for long blocks of text\n\t\t\t\t\t\t\t", + "config-roll-template-pf_defense": "Defense Roll Template (pf_defense)
    Used for Saving Throws (note: @{macro_options} is used by the sheet to enable the toggling of notes related to defense and contains the properties for @{dr_notes}, @{resistances_notes}, @{immunities_notes}, @{weaknesses_notes}, @{sr_notes}, @{armor_notes}, @{save_notes}, @{cmd_notes}, and @{defense-notes})\n\t\t\t\t\t\t\t", + "config-roll-template-pf_generic": "Generic Roll Template (pf_generic)
    Used for Ability checks, Initiative, Spell Failure Check, Skill Checks, Concentration Check, Caster Level Check 2 column format, except for righttext_X(1-10), lefttext_X(1-10), and the description keys\n\t\t\t\t\t\t\t", + "config-roll-template-pf_spell": "Spell Roll Template (pf_spell)
    Used for all spell-based sheet rolls Primarily formatted to emulate a typical spell stat-block (note: @{spell_options} is used by the sheet to enable the toggling of spell attributes and contains ALL pf_spell specific properties)\n\t\t\t\t\t\t\t", + "config-update-spell-macros-info1": "This is a mapping of old spell ids to new spell ids for use in upgrading macros", + "config-update-spell-macros-info2": "\n\t\t\t\t\t\tClick Modify for each spell level and delete all the old spell lists to eliminate old redundant attributes and possibly speed up your sheet\n\t\t\t\t\t\tOnce you delete the below you will not be able to re-migrate the spells\n\t\t\t\t\t", + "configuration": "Configuration", + "confirm-critical": "Crit Confirm", + "confirm-critical-bonus": "Crit Confirmation Bonus", + "confirm-critical-bonus-abbrv": "+Crit", + "confirm-delete-ability": "Confirm deletion of all Abilities", + "confirm-delete-attack": "Confirm deletion of all Attacks", + "confirm-delete-buff": "Confirm deletion of all Buffs", + "confirm-delete-class-feature": "Confirm deletion of all Orig Class Features", + "confirm-delete-feat": "Confirm deletion of all Orig Feats", + "confirm-delete-item": "Confirm deletion of all Items", + "confirm-delete-mythic-ability": "Confirm deletion of all Mythic Abilities", + "confirm-delete-mythic-feat": "Confirm deletion of all Mythic Feats", + "confirm-delete-race-trait": "Confirm deletion of all Orig Racial Traits", + "confirm-delete-spell-like-abilities": "Confirm deletion of all Orig Spell-like Abilities", + "confirm-delete-spells": "Confirm deletion of all Spells", + "confirm-delete-trait": "Confirm deletion of all Orig Traits", + "consolidated": "Consolidated", + "constant": "Constant", + "constitution": "Constitution", + "constitution-abbrv": "CON", + "constitution-abbrv-default": "•CON", + "constitution-calculation-abbrv": "CON Calc", + "constitution-calculation-skills-abbrv": "Con skills calc", + "constitution-penalized": "CON Penalized", + "constitution-penalized-title": "Constitution Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "constitution-skills-abbrv": "CON skills", + "consumable": "Consumable", + "consumable-charge": "Consumable or Item with Charges or Uses", + "consumables": "Consumables", + "content": "Content", + "copper-pieces": "Copper pieces", + "copper-pieces-abbrv": "CP", + "copperplate": "Copperplate", + "copy-duplicate-attrs": "Copy duplicate fields", + "core": "Core", + "core-rules": "Core Rule Options", + "cowering": " Cowering", + "craft": "Craft", + "create": "Create", + "create-attack": "Create Atk", + "create-attack-entry": "Create a new attack based on this weapon", + "create-dual-wield": "Create dual wield attack using mainhand weapon and offhand weapon at right", + "create-macros": "Create Macros", + "crit-confirmation-bonus": "Critical confirmation bonus", + "critical": " Critical ", + "critical-abbrv": "Crit", + "critical-confirm": "Crit Confirm", + "critical-damage": "Crit Damage", + "critical-title": "-3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", + "cs-acrobatics": "Acrobatics", + "cs-athletics": "Athletics", + "cs-finesse": "Finesse", + "cs-influence": "Influence", + "cs-misc-skill": "Misc Skill", + "cs-nature": "Nature", + "cs-perception": "Perception", + "cs-performance": "Performance", + "cs-religion": "Religion", + "cs-society": "Society", + "cs-spellcraft": "Spellcraft", + "cs-stealth": "Stealth", + "cs-survival": "Survival", + "currency": "Currency", + "current-buffs": "Current Buffs", + "current-conditions": "Current Conditions", + "current-experience": "Current Experience", + "current-hit-points-abbrv": "Curr hp", + "current-hp-title": "Player adjustable hit tracking of current hit points remaining", + "current-load": "Current Load", + "current-power-points-abbrv": "Current PP", + "custom": "Custom", + "custom-attributes": "Custom attributes", + "custom-category-desc": "Custom category such as spell school or other user defined", + "custom-crit-confirmation-bonus": "Custom critical confirmation bonus for this attack", + "custom-level-abbrv": "Custom Lvl", + "custom-name": "Custom Name", + "custom-roll": "Custom Roll", + "custom-rolls": "Custom Rolls", + "custom-url": "Custom URL", + "custom-url-title": "Include a custom header image using the provided URL", + "cyan": "Cyan", + "d-hit-die": "hitdie", + "damage": "Damage", + "damage-abbrv": "Dmg", + "damage-ability": "Dmg Ability", + "damage-blade-abbrv": "Melee Dmg", + "damage-calculation-abbrv": "Melee Dmg Calc", + "damage-dice-affected-by-size": "Damage dice affected by size changes", + "damage-macro": "Damage Macro", + "damage-macro-desc": "Damage macro, must use brackets", + "damage-melee-abbrv": "Melee dmg", + "damage-melee-calculation-abbrv": "Melee dmg calc", + "damage-modifier-abbrv": "Dmg Mods", + "damage-modifiers": "Damage Modifiers", + "damage-multiplier-place": "15 etc", + "damage-multiplier-title": "Damage ability modifier: 5, 15, 2, etc.", + "damage-ranged-abbrv": "Rng dmg", + "damage-ranged-calculation-abbrv": "Ranged dmg calc", + "damage-reduction": "Damage Reduction", + "damage-resistance-abbrv": " DR", + "damage-resistance-title": "Damage Reduction: The amount of damage ignored and the type of weapon that negates the ability (eg 5/silver)", + "damage-type": "Damage Type", + "damage-type-abbrv": "Dmg Type", + "damage-type-or-description": "Dmg type / Description", + "damage-type-title": "Pierce Blunt Slash other", + "dark-azure": "Dark Azure", + "dark-blue": "Dark Blue", + "dark-brown": "Dark Brown", + "dark-cyan": "Dark Cyan", + "dark-green": "Dark Green", + "dark-grey": "Dark Grey", + "dark-olive": "Dark Olive", + "dark-orange": "Dark Orange", + "dark-pink": "Dark Pink", + "dark-purple": "Dark Purple", + "dark-red": "Dark Red", + "dark-teal": "Dark teal", + "dark-violet": "Dark Violet", + "dark-yellow": "Dark Yellow", + "dazed": " Dazed", + "dazzled": " Dazzled", + "dead": " Dead", + "deafened": " Deafened", + "debuff": "Debuff", + "debuff-title": "Negative buffs count as penalties", + "default": "Default", + "default-size": "Default Size", + "defense": "DEFENSE", + "defense-notes": "Defense Notes", + "defense-notes-place": "Put notes about context-sensitive defense bonuses here", + "defense-options": "Defense Options", + "defense-roll-template": "Defense Roll Template ", + "defense-statistics": "Defense Statistics", + "defense-statistics-abbrv": "Defense Stats", + "defense-values-grid": "Defense Values", + "defenses": "Defense", + "defensive-abilities": "Defensive Abilities", + "defensive-casting-bonus-abbrv": "Def Cast Bonus", + "defensive-info": "Defensive Info", + "defensively": "Defensively", + "deflect": "Deflect", + "deflection": "Deflection", + "deflection-calculation-abbrv": "Deflection calc", + "degenerate": "Degenerate", + "deity": "Deity", + "delete-ability": "Delete Abilities", + "delete-ability-must-confirm-next-checkbox": "Delete all Abilities, must confirm action using next checkbox", + "delete-all-old-rows-are-you-sure": " Deletes ALL buffs in old list, are you sure?", + "delete-all-rows-are-you-sure": " Deletes ALL rows, are you sure?", + "delete-attack": "Delete Attacks", + "delete-attack-must-confirm-next-checkbox": "Delete all Attacks, must confirm action using next checkbox", + "delete-buff": "Delete Buffs", + "delete-buff-must-confirm-next-checkbox": "Delete all Buffs, must confirm action using next checkbox", + "delete-class-feature": "Delete Orig Class Features", + "delete-class-feature-must-confirm-next-checkbox": "Delete all Orig Class Features, must confirm action using next checkbox", + "delete-feat": "Delete Orig Feats", + "delete-feat-must-confirm-next-checkbox": "Delete all Orig Feats, must confirm action using next checkbox", + "delete-item": "Delete Items", + "delete-item-must-confirm-next-checkbox": "Delete all Items, must confirm action using next checkbox", + "delete-mythic-ability": "Delete Mythic Abilities", + "delete-mythic-ability-must-confirm-next-checkbox": "Delete all Mythic Abilities, must confirm action using next checkbox", + "delete-mythic-feat": "Delete Mythic Feats", + "delete-mythic-feat-must-confirm-next-checkbox": "Delete all Mythic Feats, must confirm action using next checkbox", + "delete-old-buff-list": "Deletes all buffs from the OLD list", + "delete-race-trait": "Delete Orig Racial Traits", + "delete-race-trait-must-confirm-next-checkbox": "Delete all Orig Racial Traits, must confirm action using next checkbox", + "delete-spell-like-abilities": "Delete Orig Spell-like Abilities", + "delete-spell-like-abilities-must-confirm-next-checkbox": "Delete all Orig Spell-like Abilities, must confirm action using next checkbox", + "delete-spells": "Delete Spells", + "delete-spells-must-confirm-next-checkbox": "Delete all Spells, must confirm action using next checkbox", + "delete-trait": "Delete Orig Traits", + "delete-trait-must-confirm-next-checkbox": "Delete all Orig Traits, must confirm action using next checkbox", + "description": "Description", + "details-age": "Age", + "details-deity": "Deity", + "details-height": "Height", + "details-homeland": "Homeland", + "details-languages": "Languages", + "details-occupation": "Occupation", + "details-weight": "Weight", + "devastating-infusion": "Devastating Infusion", + "dexterity": "Dexterity", + "dexterity-abbrv": "DEX", + "dexterity-abbrv-default": "•DEX", + "dexterity-calculation-abbrv": "DEX Calc", + "dexterity-calculation-skills-abbrv": "Dex skills calc", + "dexterity-penalized": "DEX Penalized", + "dexterity-penalized-title": "Dexterity Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "dexterity-skills-abbrv": "DEX skills", + "dice": "Dice", + "dice-abbrv": "d", + "die": "Die", + "difficulty-class-abbrv": "DC", + "difficulty-class-calculation-desc": "10 + Ability score modifier + DC basis level", + "difficulty-class-effect-basis": "DC Basis", + "difficulty-class-effect-basis-desc": "Base for calculation of DC and effects, defaults to one half level / hit dice", + "difficulty-class-modifier-abbrv": "DC Mod", + "diplomacy": "Diplomacy", + "disable-calculations": "Disable Calculations", + "disable-device": "Disable Device", + "disabled": " Disabled", + "disabled-at": " Disabled at ", + "disabled-buffs": "Disabled Buffs", + "disabled-only": "Disabled", + "disabled-title": "Not unconscious until hp is under this value", + "disguise": "Disguise", + "display-advanced-macros": " Display 'add-to-roll' rolltime fields", + "display-advanced-macros-title": "Display Advanced fields to add to rolls These will add to any 1d20 roll Evaluated at roll-time, so queries may be used Each requires '0' as default, and [[]] around rolls", + "display-advanced-options": " Display user defined and misc fields", + "display-advanced-options-title": "Display extra fields for advanced customization, such as columns marked 'user defined'", + "display-both-whispers": "Show both roll menu buttons for Monsters/NPCs", + "display-both-whispers-title": "Display both sets of menu buttons at top of page: for PC-Whisper and NPC-Whisper", + "display-cmb-2": " Display Alt CMB attack type", + "display-macro-text": " Display roll templates for customization", + "display-macro-text-title": "Display macro fields for customizing roll template rolls", + "display-ranged-2": " Display Alt Ranged attack type", + "display-settings-config": "Display settings and configuration page", + "display-spells-known": "Click this to display spells known column", + "do-not-show-again": "Do not show again", + "do-not-touch": "Do not use this section unless instructed to by sheet developers", + "dodge": "Dodge", + "dodge-calculation-abbrv": "Dodge calc", + "domain-etc-type-example": "(Sub)Domain/School/Bloodline/Patron", + "domain-spells-explanation": "On hybrid that use a mix of prepared and spontaneous spells, this allows the domain checkbox to be used to indicate spontaneous spells that are always available Domain can be used for Mysteries, Spirit Magic, etc", + "domains": "Domains / SubDomains / Bloodlines / Patrons / Schools", + "double-charisma-abbrv": "2x CHA", + "double-constitution-abbrv": "2x CON", + "double-dexterity-abbrv": "2x DEX", + "double-intelligence-abbrv": "2x INT", + "double-strength-abbrv": "2x STR", + "double-wisdom-abbrv": "2x WIS", + "drag-push": "Drag & Push", + "drain": "Drain", + "drowning": " Drowning", + "dual-wield": "Dual Wield", + "dual-wield-beta": "Dual Wield", + "dual-wield-instructions": "Paste the Names (if unique) or Row ID For Macros of the mainhand and offhand weapons into the fields below. Set mainhand other values, then press Create.
    When penalties, or the number of offhand attacks or damage change, update value here and press Update.", + "dungeoneering": "Dungeoneering", + "duration": "Duration", + "during-combat": "During Combat", + "during-combat-place": "List all combat tactics here, including spell, feat, and magic item use", + "dying": " Dying", + "ecology": "ECOLOGY", + "edge": "Edge", + "edit-mode": "Edit Mode", + "edit-mode-title": "Toggle Expanded mode(full editing) or Compact mode(important fields only)", + "edit-time-custom-num-attributes": "Evaluate at edit time custom number attributes", + "effect": "Effect", + "effective-caster-level": "Effective Caster/character Level: use for effects, if Sp then for caster level checks and concentration", + "effective-spell-level": "Effective spell level: use for difficulty class and concentration checks", + "effects-target": "Effects/Target", + "enable-pfs": " Set to PFS config settings", + "enable-pfs-desc": "Sets hit points autocalc, prestige and fame points", + "enable-skill-check-query-title": "Skill Checks will include an option to Roll, Take 10, or Take 20", + "enable-take-10-or-20-options": "Use Take 10 or 20 or custom?", + "enabled-buffs": "Enabled Buffs", + "enabled-chkbox": "Enabled", + "encumbered-speed": "Encumbered", + "encumbered-title": "Medium or heavy encumbrance penalties may limit speed and dexterity bonus to AC", + "encumbrance": "Encumbrance", + "encumbrance-above-title": "A character can lift as much as his maximum load over his head", + "encumbrance-based-on": "Encumbrance based on", + "encumbrance-drag-push-title": "A character can generally push or drag along the ground as much as five times his maximum load", + "encumbrance-heavy-title": "Over the medium load and up to this weight, the character is heavily encumbered", + "encumbrance-light-title": "At this weight of carried equipment or less, the character is unencumbered", + "encumbrance-max-title": "At this weight or greater the character is immobilized", + "encumbrance-medium-title": "Over the light load and up to this weight, the character is moderately encumbered", + "encumbrance-misc-title": "Miscellaneous bonus to load values", + "encumbrance-multiplier-title": "The amount that load values will be multiplied", + "encumbrance-multiplier-total-title": "Total amount that load values will be multiplied", + "encumbrance-off-ground-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it", + "encumbrance-size-multiplier-title": "The amount that load values will be multiplied for size Number of legs are accounted for", + "encumbrance-source": "Encumbrance Source", + "encumbrance-str-bonus-title": "Bonus to Strength score for carrying capacity only", + "energy": "Energy", + "energy-drained": " Energy Drain", + "enforce-requires-training": "Unusable untrained not appear in menu?", + "engineering": "Engineering", + "enhance": "Enhance", + "enhancement": "Enhancement", + "enhancement-abbrv": "Enh", + "enhancement-bonus": "Enhancement Bonus", + "ensure-macros-uptodate": "Ensure macros are up to date", + "entangled": " Entangled", + "entropic": "Entropic", + "environment": "Environment", + "equation-macro-place": "#/Equation", + "equipment": "Equipment", + "equipment-abbrv": "Equip", + "equipment-list": "Equipment List", + "equipment-type-abbrv": "Equip Type", + "equipped": "Equipped", + "equipped-title": "Select which armor and shield are equipped", + "error-delete-row": "Error! You must delete this row before editing any items in this section", + "error-msg1": "Error! You must delete this row before editing any items in this section", + "escape-artist": "Escape Artist", + "every-rounds-abbrv": "Every n rnds", + "everyrounds": "Every", + "exhausted": " Exhausted", + "expand-all": "Expand All", + "expand-cmd": "Lock or unlock all rows", + "expand-multiclass": "Expand to reveal more class rows", + "experience-and-hero-points": "Experience and Hero Points", + "experience-current-place": "Current Experience", + "experience-migrated": "Prestige/ Hero Pt flag", + "experience-next": "Next Level", + "experience-points": "Experience Points", + "experience-points-abbrv": "XP", + "extra-crit-abbrv": "Extra Crit Dmg", + "extra-critical-damage": "Extra Crit Dmg", + "extra-critical-damage-title": "Extra Critical Damage", + "extra-damage": "Extra Non-Crit Dmg", + "extra-damage-condition": "Extra damage condition when dual wielding: Rake, Rend, etc", + "extra-damage-or-attack-modifiers": "Extra Damage or Attack Modifiers", + "extra-damage-section": "Extra Damage (not multiplied on crit)", + "extra-ranks": "Extra ranks:", + "extraordinary-abbrv": "Ex", + "extraordinary-abilities": "Extraordinary Abilities", + "extraordinary-abilities-desc": "Extraordinary abilities are nonmagical They are, however, not something that just anyone can do or even learn to do without extensive training Effects or areas that suppress or negate magic have no effect on extraordinary abilities", + "extraordinary-abilities-menu": "Ex", + "eyes": "Eyes", + "eyes-details": "Eyes Details", + "faction-notes": "Faction Notes", + "faction-notes-place": "Fame, Prestige, and Faction Notes", + "fame": "Fame", + "fantasy": "Fantasy (Papyrus)", + "fascinated": " Fascinated", + "fatigued": " Fatigued", + "fatigued-conditions": " Fatigued Conditions", + "favored-class": "Favored Class(es)", + "favored-class-abbrv": "FC:", + "favored-class-hit-points-abbrv": "FC hp", + "favored-class-hit-points-title": "Favored Class hp", + "favored-class-skill": "Favored Class Skill Ranks", + "favored-class-skill-abbrv": "FC Skill", + "fear": " Fear", + "fear-any": " Shaken/Frightened/Panicked", + "feat": "Feat", + "feat-name": "Feat Name", + "feats": "Feats", + "feats-available": "Feats Available", + "feats-by-level": "Feats by Level", + "feats-calculation": "Feat Calculations", + "feature-list-default-values": "Features default values", + "feature-macros-v1": "Orig feature macros to v1", + "features": "Features", + "feet": "Feet", + "feet-abbrv": "ft", + "fiendish": "Fiendish", + "finesse": "Finesse", + "flat-footed": " Flat-Footed", + "flat-footed-abbrv": "FF AC", + "flat-footed-armor-class": "Flat-Footed Armor Class", + "flat-footed-armor-class-abbrv": "Flat-Footed", + "flat-footed-combat-maneuver-defense-abbrv": "FF CMD", + "flat-footed-only-calculation-abbrv": "Flat-foot only calc", + "flat-footed-touch-abbrv": "FF Touch", + "fly": "Fly", + "font": "Font", + "font-background": "Font / Background", + "footer-aria": "Help links and footer information", + "footer-info": "Created by Samuel Marino w/contributions by Vince, Chris Buchholz, Magik, James W | Last updated:", + "footnote-a": "⒜ Evaluated at edit time. Must evaluate to number. No queries or rolls. Extended Expressions allowed. Must use ID number to refer to row value. Can refer to ⒜ expressions or number attributes only.", + "footnote-b": "⒝ Evaluated at roll time. May output string or number. Queries and rolls allowed. Must put [[brackets]] around rolls. Can refer to ⒜,⒝,⒞ expressions.", + "footnote-c": "⒞ Evaluated at roll time. Must evaluate to number. Queries and rolls allowed. [[Brackets]] automatically placed around expression. Can refer to ⒜ or ⒞ expressions or number attributes only (or ⒝ if it evaluates to a number).", + "footnote-d": "⒟ The actual roll. Sent to chat. Evaluated at roll time. Can refer to any of above", + "footnotes-aria": "Footnotes information", + "fortitude": "Fortitude", + "fortitude-abbrv": "Fort", + "fortitude-calculation-abbrv": "Fort Calc", + "fortitude-save": "Fortitude Save", + "four-legged-abbrv": "Quad", + "frequency": "Frequency", + "frequency-abbrv": "Freq", + "frequency-title": "Select how often this ability is available", + "full-caster-level-abbrv": "Lvl/HD", + "full-macro": "Full Macro:", + "full-macro-place": "Macro/Query", + "gear": "Gear", + "gear-not-used-place": "Gear not used in combat", + "gear-or-tool": "Gear or Tool", + "gear-tool": "Gear and tools", + "gear-used-place": "Gear used in combat", + "gender": "Gender", + "generic-roll-template": "Generic Roll Template ", + "geography": "Geography", + "giant": "Giant", + "global": "Global", + "gold": "Gold", + "gold-pieces": "Gold pieces", + "gold-pieces-abbrv": "GP", + "graphpaper": "Graph-paper", + "grappled": " Grappled", + "grazed": " Grazed ", + "grazed-title": "-1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", + "green": "Green", + "grey": "Grey", + "gritty-title": "All wound penalties are doubled.", + "group": "Group", + "group-by-school": " Group by school", + "group-by-school-desc": "Group spells by school in spells menu", + "group-name": "Group by name for attackbook buttons", + "hair": "Hair", + "hair-details": "Hair Details", + "half-caster-level": "½ Caster Level", + "half-caster-level-abbrv-selected": "•½ Lvl", + "half-charisma-abbrv": "1/2 CHA", + "half-constitution-abbrv": "1/2 CON", + "half-dexterity-abbrv": "1/2 DEX", + "half-intelligence-abbrv": "1/2 INT", + "half-level-selected": "•½ Level", + "half-strength-abbrv": "1/2 STR", + "half-wisdom-abbrv": "1/2 WIS", + "handle-animal": "Handle Animal", + "hands": "Hands", + "hardness-abbrv": "Hard", + "hd-not-bab": " Use Level/HD for CMD instead of BAB", + "hd-not-bab-title": "If checked use total HD not BAB for CMD", + "head": "Head", + "headband": "Headband", + "header-image": "Header Image", + "header-image-default": "Include the default header image on roll templates.(NOTE: setting can be overidden by Simple roll templates which do not display header images.)", + "header-image-none": "Do not include a header image", + "heading-border-colors": "Heading background and outlines:", + "heal": "Heal", + "heal-conditions": "Heal Conditions", + "health-and-wounds": "Health and Wounds", + "healthy": " Healthy ", + "heavy": "Heavy", + "heavy-armor": "Heavy Armor", + "height": "Height", + "help-translate": "Help Translate", + "helpless": " Helpless", + "hero-points": "Hero Points", + "hex": "Hex", + "hexfreq": "Per 24 hrs per target", + "highest-mental-ability": "Highest mental ability", + "history": "History", + "hit-dice-abbrv": "# HD", + "hit-dice-desc": "Number of Hit Dice to roll", + "hit-die": "Hit Die", + "hit-die-abbrv": "HD", + "hit-die-desc": "Number of Sides of Hit Die", + "hit-point-adjustment-2-abbrv": "hp adj2", + "hit-point-misc-migrated": "Misc hp field", + "hit-points": "Hit Points", + "hit-points-abbrv": "hp", + "hit-points-ability-title": "The Ability Score that contributes a bonus/penalty to the overall character hit points by level", + "hit-points-adjustment-1-abbrv": "hp adj1", + "hit-points-adjustment-title": "Player configurable adjustment to maximum hit points by way of a formula", + "hit-points-class-title": "Hit Points due to Class Only", + "hit-points-due-to-hit-dice-abbrv": "Class/HD hp", + "hit-points-due-to-hit-dice-title": "Hit points due to class levels and hit dice", + "hit-points-modifier-2-title": "The value produced by the hp adj2 formula", + "hit-points-modifier-title": "The modifier that comes from the Ability Score chosen to adjust hit points per level", + "homeland": "Homeland", + "horror-adventures": "Horror Adventures", + "how-encumbrance-affects-speed": "How encumbrance affects speed", + "hybrid": "Hybrid", + "identification-abbrv": "ID", + "ignore-encumbrance": "Ignore Encumbrance", + "immunities": " Immunities", + "immunities-title": "Takes no damage from listed sources (eg acid, fire, paralysis)", + "improved": "Improved", + "improved-title": "Improved Dual Wield: check here if offhand attack gains iteratives", + "in-special-abilities-section": "In list under Special Abilities below", + "include-attack-notes": "Include notes or images in attack rolls? Notes and image will be mapped to attack type", + "include-attack-totals": "Include Attack Totals?", + "include-attacks-?": "Include Attack?", + "include-eighth-attack": "Include an 8th attack?", + "include-fifth-attack": "Include a 5th attack?", + "include-fourth-attack": "Include a 4th attack?", + "include-info": "Include info?", + "include-information": "Include info?", + "include-information-title": "Include these additional attributes with saving throws?", + "include-ninth-attack": "Include a 9th attack?", + "include-notes": "Include notes in roll", + "include-save-notes": "Include Save Notes in roll", + "include-second-attack": "Include a 2nd attack?", + "include-seventh-attack": "Include a 7th attack?", + "include-sixth-attack": "Include a 6th attack?", + "include-skill-notes": "Include Skill notes?", + "include-skill-totals": "Include Skill Totals?", + "include-spell-info": "Include these attributes with each spell roll?", + "include-third-attack": "Include a 3rd attack?", + "incorporeal": " Incorporeal", + "influence": "Influence", + "information-abbrv": "Info", + "inherent": "Inherent", + "inherent-abbrv": "Inhr", + "inherent-bonus": "Inherent Bonus", + "init-speed-full-macro": "Init and Speed Info Full Macro:", + "init-speed-info": "Initiative and Speed Info", + "init-speed-info-abbrv": "Init & Speed Info", + "init-speed-title": "%{init-speed-info} Post initiative and speed information.", + "initiative": "Initiative", + "initiative-abbrv": "Init", + "initiative-abbrv-caps": "INIT", + "initiative-and-speeds": "Initiative and Speeds", + "initiative-calculation-abbrv": "Init calc", + "initiative-notes": " Initiative Notes", + "initiative-notes-title": "Include initiative notes with roll", + "insert-macro-attack": "'Add to Attack' Macro:", + "insert-macro-damage": "'Add to Damage' Macro:", + "insight": "Insight", + "instru-a-0": "New sheets begin on the Configuration page Use the Settings button(config-show) to edit the sheet", + "instru-a-1": "Checkboxes with a label cause the section with same name (h2 or h3 header) to be revealed or hidden", + "instru-a-2": "Screenreader users please turn on reading of Title attributes A lot of information is still in the titles", + "instru-a-3": "Screenreader users should check expand all to ensure all content is visible to the reader It is the second checkbox on this page", + "intelligence": "Intelligence", + "intelligence-abbrv": "INT", + "intelligence-abbrv-default": "•INT", + "intelligence-calculation-abbrv": "INT Calc", + "intelligence-calculation-skills-abbrv": "Int skills calc", + "intelligence-penalized": "INT Penalized", + "intelligence-penalized-title": "Intelligence Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "intelligence-skills-abbrv": "INT skills", + "internal-buffer": "Internal Buffer", + "intimidate": "Intimidate", + "invalid": "Invalid", + "inventory": "Inventory", + "invisible": " Invisible", + "is-mythic": "Check if this row is Mythic", + "is-npc-check-caps": " Is NPC or monster", + "is-npc-description": "Sheet is an NPC or Monster", + "is-v1": "Is a V1 sheet", + "item": "Item", + "item-hit-points-abbrv": "hp", + "item-list-default-values": "Items Default Values", + "item-macros-current": "Equipment macros to current", + "item-name": "Item Name", + "item-tracking": "Item Tracking", + "items": "Items", + "iterative-attacks": "Iterative Attacks", + "iterative-attacks-abbrv": "Iterative Atks", + "iterative-attacks-title": "Add additional attacks for this weapon", + "key-ability": "Key Ability", + "kinetic": "Kinetic", + "kinetic-blast": "Kinetic Blast", + "kinetic-blast-attack-damage-macros": "Kinetic Blast attack and damage macros", + "kinetic-blast-damage-abbrv": "Kinetic Blast Dmg", + "kinetic-energy-blade": "Energy blade/whip", + "kinetic-energy-blast": "Energy blast", + "kinetic-physical-blade": "Physical blade/whip", + "kinetic-physical-blast": "Physical blast", + "kineticist": "Kineticist", + "kineticist-burn": "Kineticist Burn", + "knowledge": "Knowledge", + "knowledge-arcana": "Knowledge (Arcana)", + "knowledge-dungeoneering": "Knowledge (Dungeoneering)", + "knowledge-engineering": "Knowledge (Engineering)", + "knowledge-geography": "Knowledge (Geography)", + "knowledge-history": "Knowledge (History)", + "knowledge-local": "Knowledge (Local)", + "knowledge-nature": "Knowledge (Nature)", + "knowledge-nobility": "Knowledge (Nobility)", + "knowledge-planes": "Knowledge (Planes)", + "knowledge-religion": "Knowledge (Religion)", + "known-or-special": "Known / Specialties", + "languages": "Languages", + "legs": "Legs", + "legs-title": "How many legs the character has Affects carrying capacity Check if it should use quadruped carrying capacity", + "level": "Level", + "level-0-spells": "Level 0 Spells", + "level-1-ordinal": "1st Level", + "level-1-spells": "Level 1 Spells", + "level-10-ordinal": "10th Level", + "level-2-ordinal": "2nd Level", + "level-2-spells": "Level 2 Spells", + "level-3-ordinal": "3rd Level", + "level-3-spells": "Level 3 Spells", + "level-4-ordinal": "4th Level", + "level-4-spells": "Level 4 Spells", + "level-5-ordinal": "5th Level", + "level-5-spells": "Level 5 Spells", + "level-6-ordinal": "6th Level", + "level-6-spells": "Level 6 Spells", + "level-7-ordinal": "7th Level", + "level-7-spells": "Level 7 Spells", + "level-8-ordinal": "8th Level", + "level-8-spells": "Level 8 Spells", + "level-9-ordinal": "9th Level", + "level-9-spells": "Level 9 Spells", + "level-abbrv": "Lvl", + "level-and-ability": "Level and Caster Ability", + "level-basis": "Level Basis", + "level-current": "Current Class Level", + "level-hit-dice": "Level and Hit Dice", + "level-hit-dice-abbrv": "Level/HD", + "lift": "Lift", + "lift-levels": "Lift Levels", + "lift-modifiers": "Lift Modifiers", + "light": "Light", + "light-armor": "Light Armor", + "light-brown": "Light Brown", + "linguistics": "Linguistics", + "link-hit-points-npc-to-pc": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa", + "link-hit-points-title": "Updating @{NPC-hp} with sheet open updates @{hp} and vice versa", + "linked-attacks": "Linked attacks", + "lists": "Lists", + "load-only": "Load only", + "loading": "Loading", + "loads": "Loads", + "loads-and-lift": "Loads and Lift", + "local": "Local", + "location": "Location", + "location0": "Item is Carried", + "location1": "Item is not Carried", + "location10": "Headband", + "location11": "Neck", + "location12": "Ring1", + "location13": "Ring2", + "location14": "Shield", + "location15": "Shoulders", + "location16": "Wrist", + "location2": "Armor", + "location3": "Belt", + "location4": "Body", + "location5": "Chest", + "location6": "Eyes", + "location7": "Feet", + "location8": "Hands", + "location9": "Head", + "long": "Long", + "lore": "Lore", + "lose-dexterity-title": "Lose Dexterity to AC", + "lucida": "Lucida Sans Unicode", + "luck": "Luck", + "macro": "Macro", + "macro-options": "Macro Options", + "macro-recalc-instructions": "If you are having problems with list or skill macros, uncheck the appropriate box below and hit the recalc button", + "macro-text": "Macro Text", + "macro-text-advanced": "'Add-to-roll' Macros", + "macros": "Macros", + "madness-and-effects": "Madnesses and effects", + "madnesses": "Madnesses:", + "madnesses-and-effects": "Madnesses and effects", + "magic-item": "Magic Item", + "mainhand-id": "Mainhand Id or Name", + "mainhand-penalty": "Mainhand penalty when dual wielding", + "mainhand-penalty-abbrv": "M.H. Pen", + "maneuverability": "Maneuverability", + "manifester-levels": "Manifester Levels", + "manual-recalc-after-parse": "Manual ↻ Recalc after Parse", + "manual-recalc-for-high-cr": "Check to manually hit recalc after parse is complete (Recommended for high CR creatures with many abilities)", + "masterwork": "Masterwork", + "masterwork-abbrv": "Mwk", + "max-hp-title": "Automatically calculated using Class hit points, Favored Class hit points (see Classes tab), Ability bonus/penalty & Level, misc mod, Drained condition and Mythic Adventures hit points (if enabled)", + "maximum-abbrv": "Max", + "maximum-ability-abbrv": "Max Ability Dmg", + "maximum-calculation-abbrv": "Max Calc", + "maximum-damage-ability-title": "Maximum damage ability applied (for Strength score, etc)", + "maximum-dexterity-bonus-abbrv": "Max DEX", + "maximum-dexterity-bonus-source-abbrv": "Max DEX Source", + "maximum-dexterity-title": "Maximum Dexterity to AC limited due to armor or encumbrance", + "maximum-encumbrance-title": "Maximum encumbrance: 2x heavy, immobilized", + "medium": "Medium", + "medium-abbrv-default": "•Medium", + "medium-armor": "Medium Armor", + "melee": "Melee", + "melee-attack": "Melee Attack", + "melee-attack-abbrv": "Melee Atk", + "melee-attack-notes": "Melee Attack Notes", + "melee-attack-notes-place": "Put notes about context-sensitive Melee Attack bonuses here", + "melee-calculation": "Melee Atk Calc", + "melee-damage": "Melee damage", + "melee-image": " Melee Image", + "melee-notes": " Melee Notes", + "melee2": "Alt Melee", + "melee2-attack": "Alt Melee Attack", + "melee2-damage": "Alt Melee damage", + "melee2-damage-abbrv": "Alt Melee dmg", + "mental-modifiers-abbrv": "Mental", + "mental-modifiers-total": "Total of all 3 mental ability modifiers", + "menu-whisper": "Menu Whisper:", + "merge": "Merge", + "merge-buffs": "Copy old buffs list into new buffs list", + "merge-class-features": "Merge Orig Class Features into Abilities", + "merge-feats": "Merge Orig Feats into Abilities", + "merge-race-traits": "Merge Orig Racial Traits into Abilities", + "merge-slas": "Merge Orig Spell-like Abilities into Abilities", + "merge-traits": "Merge Orig Traits into Abilities", + "metamagic": "Metamagic", + "metamagic-title": "Click to show spell slot field to differentiate slot from spell level", + "migrations": "Migrations", + "migrations-completed": "Migrations Completed", + "minimize-all-cmd": "Minimize / Maximize all rows", + "minimize-cmd": "Minimize row", + "misc-skill": "Misc Skill", + "misc-skill-point-field": "Misc skill point field", + "misc-tracking": "Misc Tracking", + "miscellaneous-abbrv": "Misc", + "miscellaneous-abbrv-default": "•Misc", + "miscellaneous-attack-bonus-abbrv": "Misc Atk Bonus", + "miscellaneous-bonus": "Miscellaneous Bonus", + "miscellaneous-bonus-abbrv": "Misc Bonus", + "miscellaneous-damage-bonus-abbrv": "Misc Dmg Bonus", + "miscellaneous-macro-abbrv": "Misc Macro", + "miscellaneous-skill-abbrv": "Misc Skill", + "mode": "Mode", + "modifier-2-abbrv": "Mod2", + "modifier-abbrv": "Mod", + "monster-or-non-player-character": "Sheet represents a Monster or NPC", + "monster-or-non-player-character-abbrv": "Monster/NPC", + "monster-or-pc-indicator": "Monster or Player Character indicator", + "monster-race": "Monster Race", + "monster-racial-hit-dice-abbrv": "Racial HD and stats", + "monster-rule": "Monster Rule", + "monster-template": "Monster Template", + "morale": "Morale", + "morale-place": "List here under what condition the creature flees combat, if any", + "move-adventure-to-background": "Move Adventure to Background", + "multiclass": "Multiclass", + "multiple-spellclasses": " Has multiple spellcasting classes", + "multiplier": "Multiplier", + "multiplier-abbrv": "Mult", + "mythic-abilities": "Mythic Abilities", + "mythic-ability-name": "Mythic Feature/Ability Name", + "mythic-bonus-hit-points-abbrv": "Bonus hp", + "mythic-bonus-hit-points-title": "Bonus hit points that are gained from each tier advancement: archmage: 3, champion: 5, guardian: 5, hierophant: 4, marshal: 4, or trickster: 4", + "mythic-feat-name": "Mythic Feat Name", + "mythic-feats": "Mythic Feats", + "mythic-hero-power": "Mythic Hero Information and Mythic Power", + "mythic-hit-points": "Total Mythic hp", + "mythic-hit-points-title": "Bonus hp x Tier This is automatically added to Max hp", + "mythic-information": "Mythic Information", + "mythic-paragon": " Mythic Paragon", + "mythic-paragon-title": "Has Mythic Paragon feat", + "mythic-path": "Mythic Path", + "mythic-path-features-and-abilities": "Mythic Path Features and Abilities", + "mythic-path-name": "Path Name", + "mythic-path-title": "Mythic Path: archmage, champion, guardian, hierophant, marshal, or trickster", + "mythic-power": "Mythic Power", + "mythic-power-avail-title": "How much mythic power you have available to use", + "mythic-power-current": "Current MP", + "mythic-power-max-title": "The maximum amount of mythic power you have", + "mythic-power-maximum": "Max MP", + "mythic-power-miscellaneous-title": "Any additional mythic power you gain from abilities or feats", + "mythic-power-tier": "Tier MP", + "mythic-power-tiers-title": "The amount of mythic power you gain from tiers", + "mythic-rating-abbrv": "MR", + "mythic-tier": "Tier", + "mythic-tier-title": "Mythic tier or rank Mythic tiers range from 1 to 10", + "name": "Name", + "natural": "Natural", + "natural-armor": "Natural Armor", + "natural-armor-abbrv": "Nat Armor", + "natural-attack": "Natural Attack", + "natural-attack-secondary": "Natural Attack (Secondary)", + "natural-calculation-abbrv": "Natural Armor calc", + "nature": "Nature", + "nauseated": " Nauseated", + "nav-main-desc": "Main menubar follows this element (it is not inside the menubar element) Menuitem 'all' displays all sections", + "neck": "Neck", + "negative-number": "Use a negative number to indicate the penalty", + "neither": " Neither", + "new": "New", + "new-features": "New Features and Updates", + "next-cast": "Next cast", + "next-level": "Next Level", + "no": "No", + "no-default": "•No", + "no-harmless": "No (Harmless)", + "no-skills-available": "None Available", + "nobility": "Nobility", + "non-lethal-abbrv": "NL", + "non-player-character-abbrv": "NPC", + "non-player-character-attacks-abbrv": "NPC Attacks", + "non-player-character-class-one-spells": "NPC Class 1 Spells", + "non-player-character-class-two-spells": "NPC Class 2 Spells", + "non-player-character-feats": "NPC Feats", + "non-proficient-armor-title": "Take the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks", + "none": "None", + "none-available": "None Available", + "none-default": "•None", + "nonlethal": "Nonlethal", + "nonlethal-damage": "Nonlethal Damage", + "nonlethal-damage-title": "Player adjustable tracking of non-lethal damage Character is staggered if nonlethal damage >= current hp, field will outline in yellow", + "normal-size": "Normal Size", + "not-applicable": "N/A", + "not-applicable-abbrv": "N/A", + "not-applicable-abbrv-default": "•N/A", + "not-carried": "Not Carried", + "notes": "Notes", + "notes-and-custom-attributes": "Custom attributes", + "npc": "NPC", + "npc-abilities": "NPC Abilities", + "npc-ability-checks": "NPC Ability Checks", + "npc-ac-compendium-place": "Format: AC nn, touch nn, flat-footed nn (+n DEX, +n natural, +n size, +n dodge)", + "npc-adventure": "NPC Adventure", + "npc-all-saves": "NPC All Saves", + "npc-all-skills": "NPC All Skills", + "npc-aura-compendium-place": "Format: flaming body, unholy aura (DC 26)", + "npc-background": "NPC Background", + "npc-buttons": "NPC Buttons", + "npc-combat-skills": "NPC Combat Skills", + "npc-consolidated": "NPC Consolidated", + "npc-defenses": "NPC Defenses", + "npc-experience-points-abbrv": "XP", + "npc-feats-text": "Feats", + "npc-hp-compendium-place": "Format: 13 (3d8) +n", + "npc-initiative-abbrv": "NPC Init", + "npc-initiative-compendium-example": "Format: Alignment Type (Subtype) +Init mod", + "npc-items": "NPC Items", + "npc-melee-attacks-text-place": "Melee attacks", + "npc-migrated": "NPC Settings", + "npc-ranged-attacks-text-place": "Ranged attacks", + "npc-senses-compendium-place": "Format: blindsense 20 ft, low-light vision; Perception + 20", + "npc-special-attacks-place": "List all special combat actions here", + "npc-spellike-abilities-text-place": "Spell like abilities", + "npc-spells-known-text-place": "Spells known", + "npc-spells-prepared-place": "Cleric Spells prepared", + "npc-statblock-header": "Monster statblock input section", + "npc-statblock-import": "Monster statblock import", + "npc-statblock-parse-instructions": "Drag a monster from the compendium here, or type in the statblock values below Then hit the parse button The parser will populate the sheet with the underlying stats and attacks", + "npc-statblock-textarea-instructions": "For multiline textareas, paste in exactly as appears in source Keep newlines in input", + "number": "Number", + "number-cast": "#Cast", + "number-extra-attacks": "# O.H. Atks", + "number-extra-attacks-title": "Number of offhand attacks: 1 for Two Weapon Fighting, 2 = Improved, 3 = Greater", + "number-fill-in-skills-show": "Number of craft, perform, profession skills to show:", + "number-hit-dice-abbrv": "# HD", + "number-misc-skills-show": "Number of Misc skills to show:", + "number-prepared": "#Prep", + "number-prepared-abbrv": "#Left", + "number-prepared-title": "Indicates the number of prepared spells remaining", + "number-used": "#Used", + "number-used-title": "Indicates the number of times a spell has been cast today.", + "occult": "Occult", + "occult-adventures": "Occult Adventures", + "occult-kineticist": "Occult (Kineticist)", + "occult-other": "Occult (Other)", + "occupation": "Occupation", + "off-ground": "Off Ground", + "offense": "OFFENSE", + "offhand-damage-multiplier": "Offhand strength(or whatever ability is used for damage of an offhand attack) damage multiplier. ie 1/2 default, 1 for Double Slice", + "offhand-damage-multiplier-abbrv": "O.H. dmg mult", + "offhand-id": "Offhand Id or Name", + "offhand-penalty": "Offhand penalty when dual wielding", + "offhand-penalty-abbrv": "O.H. Pen", + "old": "Old", + "old-school": "Old School, baby!", + "olive": "Olive", + "one-and-a-half-charisma-abbrv": "15x CHA", + "one-and-a-half-constitution-abbrv": "15x CON", + "one-and-a-half-dexterity-abbrv": "15x DEX", + "one-and-a-half-intelligence-abbrv": "15x INT", + "one-and-a-half-strength-abbrv": "15x STR", + "one-and-a-half-wisdom-abbrv": "15x WIS", + "opposed-combat-maneuver-bonus-abbrv": "CMB (Opposed)", + "opposition": "Opposition", + "opposition-school-example": "Cost double or prohibited", + "options": "Options", + "options-attacks-accessible-title": "Use simple accessible template for attacks", + "options-attacks-attack-title": "Include Attack notes", + "options-attacks-cmb-image-title": "Include the CMB header image", + "options-attacks-cmb-title": "Include CMB notes", + "options-attacks-header-title": "Include a header image", + "options-attacks-melee-image-title": "Include the Melee header image", + "options-attacks-melee-title": "Include Melee attack notes", + "options-attacks-ranged-image-title": "Include the Ranged header image", + "options-attacks-ranged-title": "Include Ranged attack notes", + "options-defenses-armor-title": "Show Armor Notes", + "options-defenses-cmd-title": "Show CMD Notes", + "options-defenses-def-title": "Show Defense Notes", + "options-defenses-defensive-abilities-title": "Show Defensive Abilities", + "options-defenses-dr-title": "Show Damage Reduction", + "options-defenses-immun-title": "Show Immunities", + "options-defenses-resis-title": "Show Spell Resistance", + "options-defenses-save-title": "Show Save Notes", + "options-defenses-weak-title": "Show Weaknesses", + "options-spell-caster-level-chk-title": "Roll Caster Level Check", + "options-spell-caster-level-title": "Include Caster Level", + "options-spell-casting-time-title": "Include Casting Time", + "options-spell-comp-title": "Include Components", + "options-spell-concentration-chk-title": "Roll Concentration Check", + "options-spell-concentration-title": "Include Concentration", + "options-spell-damage": " Spell Damage", + "options-spell-damage-title": "Include Spell Damage", + "options-spell-dc-title": "Include DC", + "options-spell-desc-title": "Include Description", + "options-spell-duration-title": "Include Duration", + "options-spell-level-title": "Include Class/Level", + "options-spell-range-title": "Include Range", + "options-spell-save-title": "Include Saving Throw", + "options-spell-school-title": "Include School", + "options-spell-spell-penetration-chk-title": "Include Spell Penetration Check", + "options-spell-spellfail-chk-title": "Include Spell Failure Check", + "options-spell-sr-title": "Include Spell Resistance", + "options-spell-target-title": "Include Targets/Area", + "options-spells-accessible-title": "Use simple accessible template for spells", + "orange": "Orange", + "organization": "Organization", + "original-abilities-menus": "Orig Abilities", + "original-class-features-list": "Orig Class Features", + "original-feats-list": "Orig Feats", + "original-racial-traits-list": "Orig Racial Traits", + "original-spell-like-abilities-list": "Orig Spell-Like Abilities", + "original-traits-list": "Orig Traits", + "other": "Other", + "other-1": "Other 1", + "other-1-abbrv": "Oth 1", + "other-2": "Other 2", + "other-2-abbrv": "Oth 2", + "other-currency": "Currency Not Carried", + "other-currency-title": "The amount of currency not actively carried by the character", + "other-gear": "Other Gear", + "other-items": "Other Items", + "other-items-2": "Other Items 2", + "other-magic": "Other Magic", + "other-magic-abbrv": "Magic", + "other-magic-items": "Other Magic Items", + "other-spells-per-day-title": "If Spells/Day represents prepared spells, use this to set total Spontaneous Spells/Day Or vice-versa", + "over": "Over", + "over-heavy-encumbrance-title": "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it", + "overcome-spell-resistance-abbrv": "Overcome SR", + "overloaded": " Overloaded", + "overloaded-title": "While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action)", + "pages": "Pages", + "paralyzed": " Paralyzed", + "parchment-1": "Parchment 1", + "parchment-2": "Parchment 2", + "parse": "Parse", + "path": "Path", + "path-number": "Path #", + "pathfinder-logo": "Pathfinder RPG Logo © Paizo", + "pathfinder-mythic-adventures": "Mythic Adventures", + "pathfinder-psionics": "Pathfinder Psionics", + "pathfinder-unchained": "Pathfinder Unchained", + "penalty": "Penalty", + "per-day-abbrv": "/day", + "per-month-abbrv": "/month", + "per-week-abbrv": "/week", + "perception": "Perception", + "perday": "Per day", + "perform": "Perform", + "performance": "Performance", + "perlevel": "Per Level", + "permanent": "Permanent", + "permanent-abbrv": "Perm", + "permonth": "Per month", + "personal": "Personal", + "perweek": "Per week", + "petrified": " Petrified", + "physical": "Physical", + "pick-highest": "Pick Highest", + "pierce-blunt-slash-abbrv": "P/B/S", + "piercing": "Piercing", + "pink": "Pink", + "pinned": " Pinned", + "planes": "Planes", + "platinum-pieces": "Platinum pieces", + "platinum-pieces-abbrv": "PP", + "player-character": "Sheet represents a Player Character", + "player-character-abbrv": "PC", + "player-name": "Player Name", + "points-per-day": "Points/Day", + "post-identification": " Post ID", + "post-identification-abbrv": " Post ID", + "post-identification-number": " Post ID", + "post-identification-numbers": " Post IDs", + "post-v1": "V 10", + "pounds-abbrv": "lbs", + "pounds-title": "Weight in pounds", + "power-point-reserve-abbrv": "PP Reserve", + "pre-v1": "Prev 10", + "precision-abbrv": "Extra Dmg", + "precision-damage-title": "Extra or Precision Damage (not added to critical damage)", + "precision-damage-type": "Extra Damage type", + "prepared": "Prepared", + "prepared-manual": "Prepared Manual Tracking", + "prepared-spells-explanation": "On prepared casters, spells with a positive number in uses are considered 'prepared', uses represents the number of times memorized and usable that are left", + "prestige-points": "Prestige Points", + "primary-attack": "Primary Attack", + "profane": "Profane", + "profession": "Profession", + "proficiency": "Proficiency", + "proficiency-abbrv": "Prof", + "proficiency-title": "Proficient with weapon or attack", + "prone": " Prone", + "psionic-ability-title": "The psionic class key ability modifier source", + "psionic-focus": " Psionic Focus", + "psionic-focus-title": "Is maintaining psionic focus", + "psionic-information": "Psionic Information", + "psionic-manifester-level-and-power-points": "Psionic Manifester Level and Power Points", + "psionic-manifester-levels-title": "The total adjusted manifester level", + "psionic-manifester-lvls-title": "The sum of the levels of psionic classes that have a key ability score selected on the right", + "psionic-manifester-miscellaneous-title": "Any miscellaneous modifiers to the manifester level", + "psionic-power-points-available-title": "How many power points you have available to use", + "psionic-power-points-bonus-title": "The amount of bonus power points you gain from manifester level and key ability modifier", + "psionic-power-points-class-title": "The amount of base bonus power points you gain from you class(es)", + "psionic-power-points-miscellaneous-title": "Any additional power points you gain from race, traits or feats", + "psionic-power-points-reserve-title": "Your power point reserve is equal to your base power points gained from your class, bonus power points from a high key ability score, and any additional bonus power points from sources such as your character race and feat selections", + "public-roll": "Roll: Public", + "public-rolls": "Public Rolls", + "purple": "Purple", + "quantity-abbrv": "Qty", + "questions-feedback": "Questions/Feedback?", + "quick-stats": "QUICK STATS", + "race": "Race", + "race-hd": "Race only", + "race-hd-default": "•Race only", + "race-hd-only": "HD Only", + "race-hit-points": "Race Hit Points", + "race-hit-points-abbrv": "Race hp", + "racial-bonus": "Racial", + "racial-modifiers": "Racial Modifiers", + "racial-trait-name": "Racial Trait Name", + "racial-traits": "Racial Traits", + "rake-rend-etc": "Condition - Rake, Rend, etc", + "range": "Range", + "range-custom": "Custom #", + "range-custom-place": "Flat # or # /level", + "range-in-feet": "Range(′)", + "range-in-feet-long": "Range (ft)", + "range-per-level-desc": "Number ( for 'Per Level' or 'Number'), or special range desc ('line' or 'cone')", + "ranged": "Ranged", + "ranged-attack": "Ranged Attack", + "ranged-attack-abbrv": "Rng Atk", + "ranged-attack-notes": "Ranged Attack Notes", + "ranged-attack-notes-place": "Put notes about context-sensitive Ranged Attack bonuses here", + "ranged-calculation": "Rng Atk Calc", + "ranged-damage": "Ranged damage", + "ranged-image": " Ranged Image", + "ranged-notes": " Ranged Notes", + "ranged-touch-ray": "Ranged Touch / Ray", + "ranged-touch-ray2": "Alt Ranged Touch / Ray", + "ranged2": "Alt Ranged", + "ranged2-attack": "Alt Ranged Attack", + "ranged2-damage": "Alt Ranged damage", + "ranged2-damage-abbrv": "Alt Ranged dmg", + "rangeddmg-ability-buffs": "Damage and check buffs", + "ranks": "Ranks", + "ranks-remaining": "Ranks Remaining", + "reach": "Reach (ft)", + "reach-notes": "Reach Notes", + "reach-small": "Reach", + "recalculate-abbrv": "Recalc", + "recalculate-cmd": "Recalculate Sheet", + "recalculate-hit-points": "Recalculate hp and reset to max", + "recalculate-hit-points-title": "Recalculate hp and Temp hp and set current hp to max", + "recalculating": "Recalculating", + "red": "Red", + "reflex": "Reflex", + "reflex-abbrv": "Ref", + "reflex-calculation-abbrv": "Ref Calc", + "reflex-save": "Reflex Save", + "religion": "Religion", + "remove-giant": "Remove Giant", + "remove-young": "Remove Young", + "requires-training": "Requires Training", + "requires-training-abbrv": "RT", + "reset": "Reset", + "resistance": " Resistance", + "resistance-abbrv": "Resist", + "resistances": "Resistances", + "resistances-title": "Ignores some damage of the indicated type each time it takes damage of that kind (eg acid 10)", + "resolute": "Resolute", + "ride": "Ride", + "ring-one": "Ring 1", + "ring-two": "Ring 2", + "roll": "Roll", + "roll-appearance": "Roll Appearance", + "roll-configuration": "Roll Configuration", + "roll-template": "Roll Template", + "roll-template-info": "Roll Template Info", + "roll-time-custom-attributes": "Evaluate at roll time custom attributes", + "roll-time-custom-num-attributes": "Evaluate at roll time custom number attributes", + "rolls": "Rolls", + "rounds": "Rounds", + "row-id-desc": "Row ID for macros under ID section of the row. Does not appear in compact Mode.", + "row-identification-for-macros": "Row ID for macros", + "rule": "Rule", + "rule-category": "Category of rule this falls under", + "rule-options": "Rule Options", + "run": "Run", + "run-multiplier-abbrv": "Run Mult", + "sacred": "Sacred", + "sanity": "Sanity", + "sanity-abbrv": "SAN", + "sanity-beta": "Sanity", + "sanity-damage": "Sanity Damage", + "sanity-edge": "Sanity Edge", + "sanity-npc-abbrv": "NPC SAN", + "sanity-save-custom-modifier": "Custom Will save mod for save vs sanity effects", + "sanity-save-modifier": "Will Mod", + "sanity-score": "Sanity Score", + "sanity-threshold": "Sanity Threshold", + "save": "Save", + "save-difficulty-class": "Save
    DC", + "save-effect": "Save Effect", + "save-no-harmless": "No Harmless", + "save-notes": " Save Notes", + "save-notes-place": "Put notes about context-sensitive Saving Throw bonuses here", + "save-yes-harmless": "Yes Harmless", + "saves": "Saves", + "saving-throw": " Saving Throw", + "saving-throws": "Saving Throws", + "school": "School", + "school-etc": "School, etc", + "score": "Score", + "score-miscellaneous-abbrv": "Score Misc", + "script": "Script", + "scroll-desc": "Scroll long Descriptions", + "scroll-desc-title": "Scroll long descriptions in roll templates.", + "secondary-hit-die-abbrv": "HDie2", + "see-text": "See text", + "see_text": "See Text", + "segoe": "Segoe UI Unicode", + "select-buffs": "Select Buffs", + "select-class-or-manual-default": "•Select Class from grid or enter other manually", + "select-one-default": "•Select One", + "select-spell-resistance-default": "•Select SR", + "sense-motive": "Sense Motive", + "senses": "Senses", + "set-armor": "Set Armor", + "set-as-armor": "Set armor values using this row", + "set-as-shield": "Set shield values using this row", + "set-buffs": "Set Buffs", + "set-on-equipment": "Set on Equipment page", + "set-sheet-color": "Set sheet color to rolltemplate color", + "set-shield": "Set Shield", + "settings": "Settings", + "sheet-configuration": "Sheet Configuration", + "sheet-created-after-v1": "Sheet created at version 100 or later", + "sheet-guide": "KNOWN ISSUES / Wiki HOW TO Guide", + "shield": "Shield", + "shield-calculation-abbrv": "Shield calc", + "shield-default": "•Shield", + "shield-one": "Shield 1", + "shield-two": "Shield 2", + "short-description": "Short Description", + "short-description-abbrv": "Short Desc", + "shoulders": "Shoulders", + "show-all-conditions": "SHOW ALL CONDITIONS", + "show-all-conditions-desc": "Show conditions that do not have a numeric effect on sheet stats.", + "show-announcements": "Check to reveal Announcements section", + "show-arcane-reservoir-title": "Show Arcane Reservoir in spell point field", + "show-graph-paper": "Show graphpaper background", + "show-in-menu": "Show", + "show-in-menu-title": "Click to display a button for this row in the appropriate command menu", + "show-more-fields": "Show more fields", + "show-old-announcements": "Check to reveal Old Announcements section", + "show-onetime-columns": "Show onetime columns", + "show-onetime-columns-title": "Show feat, race, trait, and class and requires training columns", + "show-onetime-fields": "Show more fields", + "show-onetime-item-fields-title": "Show item equipment type, hardness, item-hp, item-hp|max, and value", + "show-phrenic-spellpoint-pool": " Show Spell Points for Phrenic Pool or Mesmerist Tricks", + "show-phrenic-spellpoint-pool-title": "Show Phrenic Pool or Mesmerist Tricks in spell point field", + "show-skills": "Expand to show more custom skills", + "show-spellpoint-arcane-reservoir": " Show Spell Points for Arcane Reservoir", + "show-uses": " Show uses", + "show-uses-spell-desc": "Show # spells used per day in spells menu", + "showsect-cmd": "Click to expand", + "sickened": " Sickened", + "silver-pieces": "Silver pieces", + "silver-pieces-abbrv": "SP", + "simple-template": "Use Simple Template", + "size": "Size", + "size-calculation-abbrv": "Size calc", + "size-colossal": "Colossal", + "size-diminutive": "Diminutive", + "size-fine": "Fine", + "size-gargantuan": "Gargantuan", + "size-huge": "Huge", + "size-large": "Large", + "size-modifier-attack": "Attack Size Modifier", + "size-small": "Small", + "size-tiny": "Tiny", + "skill": "Skill", + "skill-bonus-macro": "Skill Bonus Macro", + "skill-calculation-speed": " Skill calc speed", + "skill-checks": "Skill Checks", + "skill-checks-abbrv": "Skll chk", + "skill-checks-calculation-abbrv": "Skill check calc", + "skill-macros-current": "Skill macros to current", + "skill-macros-migrated": "Skill Macros", + "skill-miscellaneous": "Skill Misc", + "skill-notes": "Skill Notes", + "skill-notes-place": "Put notes about context-sensitive Skill bonuses here", + "skill-options": "Skill Options", + "skill-rank-totals": "Skill Rank Totals", + "skill-ranks": "Skill Ranks", + "skill-size-modifier": "Skill", + "skill-size-title": "Size adjustment for skills Double for stealth", + "skill-take10-dropdown": "Skill take 10 dropdown", + "skill-untrained": "Skill is untrained", + "skills": "Skills", + "skills-per-hit-die": "Skill Ranks per hit die due to race", + "skills-per-hit-die-abbrv": "Skill pts /HD", + "skills-per-level": "Skill Ranks per level due to Class only", + "skills-per-level-abbrv": "Skill pts /lvl", + "skin": "Skin", + "skin-details": "Skin Details", + "slashing": "Slashing", + "sleight-of-hand": "Sleight of Hand", + "slot": "Slot", + "slowed": "Slowed", + "society": "Society", + "song": "Song", + "source": "Source", + "source-ability": "Linked ability ID for", + "source-ability-placeholder": "Linked ability ID", + "source-ability-title": "ID of the ability from the Abilities list that, when changed, updates this attack entry", + "source-attack": "Linked attack ID", + "source-attack-placeholder": "Linked attack ID", + "source-attack-title": "ID of the attack from the Attacks list that, when changed, updates this attack entry", + "source-item": "Linked item ID for", + "source-item-name": "Linked item name", + "source-item-placeholder": "Linked item ID", + "source-item-title": "ID of the item from the equipment list that, when changed, updates this attack entry", + "source-mainhand": "Mainhand ID", + "source-name": "Source Name", + "source-offhand": "Offhand ID", + "source-spell": "Linked spell ID for", + "source-spell-name": "Linked spell name", + "source-spell-placeholder": "Linked spell ID", + "source-spell-title": "ID of the spell from the Spells list that, when changed, updates this attack entry", + "source-title": "Source of ability - class or race", + "space": "Space (ft)", + "space-reach": "Space and Reach", + "special": "Special", + "special-abilities": "Special Abilities", + "special-abilities-abbrv": "Spec Abil", + "special-abilities-and-content": "Special Abilities and Content", + "special-abilities-and-content-place": "Format: Special Abilities (newline) Ability Name (Ex): ability description (newline) description of monster", + "special-ability-name": "Special Ability Name", + "special-attacks": "Special Attacks", + "special-attacks-abbrv": "Spec Atk", + "special-defense": "Special Defenses", + "special-defense-notes": "Special Defenses and Notes", + "special-qualities": "Special Qualities", + "special-qualities-abbrv": "SQ", + "special-qualities-place": "Special qualities moved to abilities list for monsters parsed after v100", + "speed": "Speed", + "speed-base-title": "The base speed for the character", + "speed-calculation-abbrv": "Speed calc", + "speed-halved": " Speed Halved", + "speed-multiplier-title": "Run Multiplier", + "speed-notes": "Speed Notes", + "speed-run-title": "The maximum distance that the character can run in a straight line during your turn", + "speed-space-reach": "Speed, Space and Reach", + "speed-title": "The modified speed due to encumbrance", + "speeds": "Speeds", + "spell": "Spell", + "spell-casting-time-place": "Casting Time", + "spell-class-one": "Spell Class 1", + "spell-class-two": "Spell Class 2", + "spell-class-zero": "Spell Class 0", + "spell-components": "Components", + "spell-damage": "Spell Damage", + "spell-domain-chk": "Domain", + "spell-duration": "Duration", + "spell-failure": "Spell Fail", + "spell-failure-chance": "Spell Failure Chance", + "spell-failure-chk": "Spell Failure Check", + "spell-level": "Spell Level", + "spell-level-abbrv": "Spell lvl", + "spell-level-miscellaneous-abbrv": "Spell lvl misc", + "spell-level-miscellaneous-desc": "Spell level and DC bonus", + "spell-like-abbrv": "Sp", + "spell-like-abilities": "Spell-Like Abilities", + "spell-like-abilities-abbrv": "SLAs", + "spell-like-abilities-class-zero": "Spell Like Abilities Class 0", + "spell-like-abilities-default": "•Spell-like Abilities", + "spell-like-abilities-menu": "Sp", + "spell-like-abilities-option": "Spell Like Abilities", + "spell-lists": "Spell List", + "spell-macros-current": "Spell macros to current", + "spell-migration": "Spell Migration", + "spell-mythic-chk": "Mythic", + "spell-name": "Spell Name", + "spell-penetration-abbrv": "Spell Pen", + "spell-penetration-abbrv-short": "SP", + "spell-penetration-bonus-abbrv": "Spell Pen Bonus", + "spell-penetration-bonus-label": "Bonus to caster level check for Spell Penetration", + "spell-penetration-check": "Spell Penetration Check", + "spell-penetration-modifier-abbrv": "Spell Pen Mod", + "spell-points": "Spell Points", + "spell-points-abbrv": "SP", + "spell-range": "Spell Range", + "spell-resist-bonus-abbrv": "SR Bonus", + "spell-resistance": "Spell Resistance", + "spell-resistance-abbrv": "SR", + "spell-resistance-abbrv2": "Spell Resist", + "spell-resistance-title": "Spell Resistance: Avoids the effects of spells and spell-like abilities that directly affect it Caster Level check vs SR to negate resistance", + "spell-roll-options": "Spell Roll Options", + "spell-roll-template": "Spell Roll Template ", + "spell-school-place": "Spell School [descriptor]", + "spell-targets-area-effect": "Targets/ Area/ Effect", + "spell-tracking": "Spell Tracking", + "spellbook": "Spellbook", + "spellbook-only-prepared-spells": " Show only prepared spells in spellbook menu", + "spellcasting-ability": "Spellcasting Ability", + "spellcasting-classes": "Spellcasting Classes", + "spellclass-level-base": "Spellclass level, concentration, and base stats", + "spellclass-options": "SpellcasterOptions", + "spellcraft": "Spellcraft", + "spellpoints": "Spellpoints", + "spellranges-migrated": "Spell Ranges", + "spells": "Spells", + "spells-known": "Spells Known", + "spells-migrated": "Spells", + "spells-migrated-title": "Spells migrated If you have not deleted original spells you can remigrate To remigrate, delete all spells on spells tab and uncheck, then press refresh", + "spells-notes": "Spells Notes", + "spells-per-day": "Spells/Day", + "spells-prepared": "Spells Prepared", + "spells-ranges": "Spell Ranges", + "sphere-power": "Spheres of Power", + "spontaneous": "Spontaneous", + "spontaneous-spells-known": "(Spontaneous) Spells Known", + "stable": " Stable", + "staggered": " Staggered", + "statistics": "STATISTICS", + "statistics-rolls-abbrv": "Stats rolls:", + "statistics-rolls-title": "Defense stats and other future stat blocks", + "stealth": "Stealth", + "strength": "Strength", + "strength-abbrv": "STR", + "strength-abbrv-default": "•STR", + "strength-bonus-abbrv": "STR Bonus", + "strength-calculation-abbrv": "STR Calc", + "strength-calculation-skills-abbrv": "Str skills calc", + "strength-penalized": "STR Penalized", + "strength-penalized-title": "Strength Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "strength-skills-abbrv": "STR skills", + "stunned": "Stunned", + "suffocating": " Suffocating", + "sum-uses-from-spells": "Sum of 'Uses' fields in spell rows", + "sum-uses-spells": "Spontaneous
    # Used", + "supernatural-abbrv": "Su", + "supernatural-abilities": "Supernatural Abilities", + "supernatural-abilities-menu": "Su", + "survival": "Survival", + "swim": "Swim", + "swim-speed": "Swim", + "synchronize-class": "Sync Class", + "tactics": "TACTICS", + "tahoma": "Tahoma", + "tan": "Tan", + "target": " Target", + "targets-area-effect": "Targets/Area/Effect", + "teal": "Teal", + "template": "Template", + "temporary": "Temporary", + "temporary-abbrv": "Temp", + "temporary-hit-points-abbrv": "Temp hp", + "temporary-hit-points-buff-title": "Temporary hit points that come from active Buffs (see Core tab)", + "temporary-hit-points-calculation-abbrv": "Temp hp Calc", + "temporary-hit-points-maximum-title": "Temporary hit points max if using as secondary pool", + "temporary-hit-points-miscellaneous-title": "Player configurable temporary hit points that add to the total Temp hp value", + "temporary-hit-points-title": "Current Temporary hit points", + "temporary-hp-calculations": "Temp hp calculations", + "threshold": "Threshold", + "threshold-miscellaneous-abbrv": "Threshold Misc", + "title": "Title/Nickname", + "toggle-background-skills": " Background Skills", + "toggle-buff": "When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet Also, only the visible/selected buffs will count towards the totals", + "toggle-consolidated-skills": " Consolidated Skills", + "toggle-endurance-feat": " Has Endurance Feat", + "toggle-gritty-mode": " Gritty Mode", + "toggle-horror-adventures": " Enable Horror Adventures", + "toggle-horror-adventures-long": " Display/Enable Horror Adventures Character Sheet Items", + "toggle-mythic-adventures": " Display/Enable Mythic Adventures Character Sheet Items", + "toggle-psionics": " Display/Enable Psionics Character Sheet Items", + "toggle-unchained-skills": " Display/Enable Unchained Skills", + "toggle-wound-threshold": " Display Wound Thresholds", + "total": "Total", + "total-background-skill-ranks": "Total Background Skill Ranks", + "total-feats": "Total Feats", + "total-listed": "Total spells", + "total-spells-manually": "Total spells manually", + "total-weight-title": "Total weight carried by character", + "totals": "Totals:", + "touch": "Touch", + "touch-armor-class-abbrv": "Touch", + "touch-armor-class-calculation-abbrv": "Touch Calc", + "touch-melee2": "Alt Touch (alt melee)", + "tower": "Tower", + "tower-shield": "Tower Shield", + "trait": "Trait", + "trait-name": "Trait Name", + "traits": "Traits", + "traits-and-racial-traits": "Traits and Racial Traits", + "traits-monster-rules": "Traits/MRules", + "treasure": "Treasure", + "two-legged-default": "•Biped", + "two-weapon": "Two Weapon", + "type": "Type", + "type-or-sub-type": "Type/(sub-type)", + "unarmed-strike": "Unarmed Strike", + "uncanny-dodge-desc": " Do not lose DEX when Flat-Footed", + "uncanny-dodge-title": "If checked, AC will not auto adjust when a condition is checked that causes loss of DEX to AC, except for immobilizing conditions", + "unconscious": " Unconscious", + "undead": "Undead", + "undead-title": "Creature is undead, uses Charisma for hit points, abilities, skills instead of Constitution", + "uniform-resource-locater-abbrv": "URL", + "unknownrange": "Unknown Range", + "unlock-defense-dropdowns": "Allow AC and CMD to use different ability scores", + "unlock-defense-dropdowns-title": "If checked, CMD could use different ability in 2nd dropdown than AC uses For instance, DEX for AC and INT for CMD, instead of DEX or WIS for both", + "untyped": "Untyped", + "untyped-default": "•Untyped", + "upcoming-changes": "Upcoming Changes", + "update": "Update", + "update-hp-when-max-changes": " Update curr HP when max HP changes", + "update-hp-when-max-changes-title": "When max hp changes, updates current hit points by same amount", + "update-spell-macros": "Update spell macros", + "update-to-latest": "Update all sheets to latest version", + "update-weapons": "Update existing dual wield attacks with new penalties or improved state", + "url-link": "URL will appear in chat", + "use-buff-bonus-stacking": " Use buff bonus types and stacking", + "use-class-features": " Use Separate Class Features List", + "use-dual-wield-beta": " Use Dual Wield", + "use-dwarf-encumbrance": " Uses dwarf encumbrance rules", + "use-dwarf-encumbrance-title": "Use Dwarf encumbrance rules: base speed not lowered due to load or armor encumbrance", + "use-feats": " Use Separate Feats List", + "use-hero-points": " Use Hero Points", + "use-kineticist-burn": " Use Kineticist Burn", + "use-magic-device": "Use Magic Device", + "use-prestige-fame": " Use Prestige and Fame Points", + "use-racial-traits": " Use Separate Racial Traits List", + "use-round-corners-on-simple-templates": " Round Corners on non-simple template", + "use-simple-template-attacks": " Use Attack Simple Template", + "use-simple-template-spells": " Use Spell Simple Template", + "use-simple-templates": " Use Other Simple Templates", + "use-size-abbrv": "Use sze", + "use-spell-like-abilities": " Use Separate spell-like ability List", + "use-traits": " Use Separate Traits List", + "used": "Used", + "user-defined": "User Defined", + "uses": "Uses", + "uses-attack-type": "Uses indicated attack type", + "uses-per-day": "Uses/Day", + "uses-spell-points": " Uses Spell Points", + "uses-spell-points-title": "Character uses spell points", + "uses-spells": " Uses Spells", + "uses-spells-migrated": "Uses Spells flag", + "uses-spells-title": "Character has spells", + "v1": "Post v1", + "value": "Value", + "value-abbrv": "Val", + "verdana": " Verdana", + "version": "Version", + "version-abbrv": "Ver", + "versus-abbrv": "Vs", + "versus-armor-class": "vs AC", + "versus-combat-maneuver-bonus": "vs CMB", + "versus-combat-maneuver-defense": "vs CMD", + "versus-flat-footed": "vs FF", + "versus-flat-footed-touch": "vs FF Touch", + "versus-touch": "vs Touch", + "violet": "Violet", + "vision": "Vision", + "vision-details": "Vision Details", + "vision-senses": "Vision/Senses", + "vision-title": "@{vision} Low-light vision('see twice as far as normal in dim light'), Darkvision('see with no light source at all'), etc", + "weaknesses": " Weaknesses", + "weaknesses-title": "Adverse conditions may apply if applicable (eg sunlight powerlessness/staggered)", + "weapon": "Weapon", + "weapon-attributes": "Weapon Attributes", + "weapon-default": "•Weapon", + "weapon-notes": "Weapon Notes", + "weapons": "Weapons", + "weight": "Weight", + "weight-abbrv": "Wt", + "whisper-character-rolls": "PC rolls:", + "whisper-gm": "Roll: GM", + "whisper-non-player-character-rolls": "NPC rolls:", + "whisper-rolls-title": "GM or Public", + "whisper-to-game-master": "Whisper GM", + "white": "White", + "willpower": "Will", + "willpower-abbrv": "Will", + "willpower-calculation-abbrv": "Will Calc", + "willpower-save": "Will Save", + "willpower-save-abbrv": "Will Save", + "wisdom": "Wisdom", + "wisdom-abbrv": "WIS", + "wisdom-abbrv-default": "•WIS", + "wisdom-calculation-abbrv": "WIS Calc", + "wisdom-calculation-skills-abbrv": "Wis skills calc", + "wisdom-penalized": "WIS Penalized", + "wisdom-penalized-title": "Wisdom Penalized Penalties to ability scores only change the modifier, not the score itself For every 2 points of damage or penalty you take to an ability, apply a –1 penalty to relevant skills and statistics", + "wisdom-skills-abbrv": "WIS skills", + "worn": "Worn", + "worn-armor": "Worn Armor", + "worn-equipment": "Worn Equipment", + "worn-equipment-hardness-title": "The hardness of the item that helps prevent it from taking hit point damage", + "worn-equipment-hp-max-title": "The maximum possible hit points of the item", + "worn-equipment-hp-title": "The current hit points of the item", + "worn-equipment-migrated": "Worn Equipment", + "worn-equipment-name-title": "Brief description of the item", + "worn-equipment-quantity-title": "Quantity or charges If the item has charges, this is how many remain", + "worn-equipment-short-desc-title": "Short description of the item, may include macro text which will print to chat", + "worn-equipment-slot-title": "Set carried/not-carried or location if item being worn or carried now", + "worn-equipment-title": "The equipment currently worn by the character", + "worn-equipment-value-title": "The value of the item measured in gold pieces", + "worn-equipment-weight-title": "The weight of the item", + "worn-item-name": "Worn Item Name", + "worn-items": "Worn Items", + "worn-shield": "Worn Shield", + "wound-threshold": "Wound Threshold", + "wounded": " Wounded ", + "wounded-title": "-2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level", + "wrist": "Wrist", + "yellow": "Yellow", + "yes": "Yes", + "yes-default": "•Yes", + "yes-harmless": "Yes (Harmless)", + "yes-harmless-object": "Yes (Harmless, Object)", + "yes-object": "Yes (Object)", + "yes-or-custom": "Yes or Custom", + "young": "Young" +} \ No newline at end of file diff --git a/Pathfinder_Cazra/translations/ca.json b/Pathfinder_Cazra/translations/ca.json new file mode 100644 index 0000000000..1f1fb29c3f --- /dev/null +++ b/Pathfinder_Cazra/translations/ca.json @@ -0,0 +1,212 @@ +{ + "character-name": "Character Name", + "player-name": "Player Name", + "race": "Race", + "classes-and-levels": "Classes and levels", + "total-level-abbrev": "Total Lv", + "xp-u": "XP", + "active-status-conditions": "Active Status Conditions", + "hp-u": "HP", + "core": "Core", + "ability-name": "Ability Name", + "base-score": "Base Score", + "temp-plus-minus": "Temp +/-", + "modifier": "Modifier", + "str": "str", + "strength": "Strength", + "dex": "dex", + "dexterity": "Dexterity", + "con": "con", + "constitution": "Constitution", + "int": "int", + "intelligence": "Intelligence", + "wis": "wis", + "wisdom": "Wisdom", + "cha": "cha", + "charisma": "Charisma", + "gender": "Gender", + "age": "Age", + "bio-height": "Height", + "bio-weight": "Weight", + "choose-one": "Choose One", + "colossal": "Colossal", + "gargantuan": "Gargantuan", + "huge": "Huge", + "large": "Large", + "medium": "Medium", + "small": "Small", + "tiny": "Tiny", + "diminuitive": "Diminuitive", + "fine": "Fine", + "homeland": "Homeland", + "deity": "Deity", + "alignment": "Alignment", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "factions": "Factions", + "appearance": "Appearance", + "languages": "Languages", + "initiative": "Initiative", + "total": "Total", + "dex-mod": "Dex mod", + "misc": "Misc", + "conditional-modifiers": "Conditional Modifiers", + "movement-amp-speeds": "Movement & Speeds", + "senses": "Senses", + "defenses": "Defenses", + "armor-class-abbrev-u": "AC", + "armor-class": "Armor Class", + "equipment": "Equipment", + "size": "Size", + "temp": "Temp", + "touch": "Touch", + "flat-footed": "Flat-Footed", + "damage-reduction": "Damage Reduction", + "spell-resistance": "Spell Resistance", + "resistances": "Resistances", + "immunities": "Immunities", + "saving-throws": "Saving Throws", + "base-save": "Base Save", + "ability-mod": "Ability Mod", + "misc-plus-minus": "Misc +/-", + "fortitude": "Fortitude", + "reflex": "Reflex", + "will": "Will", + "attacks": "Attacks", + "base-attack-bonus": "Base Attack Bonus", + "bab-u": "BAB", + "attack-name-place": "Attack name", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "damage": "Damage", + "crit-range": "Crit Range", + "crit-multiplier": "Crit Multiplier", + "cmb-u": "CMB", + "combat-maneuver-bonus": "Combat Maneuver Bonus", + "str-mod": "Str mod", + "cmd-u": "CMD", + "combat-maneuver-defense": "Combat Maneuver Defense", + "bab": "BAB", + "skills": "Skills", + "armor-penalty": "Armor Penalty", + "class-skill-q": "Class Skill?", + "ranks": "Ranks", + "notes": "Notes", + "acrobatics": "Acrobaticsª", + "appraise": "Appraise", + "int-mod": "Int mod", + "bluff": "Bluff", + "cha-mod": "Cha mod", + "climb": "Climbª", + "craft": "Craft", + "type-place": "type", + "diplomacy": "Diplomacy", + "disable-device": "Disable device*ª", + "disguise": "Disguise", + "escape-artist": "Escape artistª", + "fly": "Flyª", + "handle-animal": "Handle animal*", + "heal": "Heal", + "wis-mod": "Wis mod", + "intimidate": "Intimidate", + "knowledge-arcana": "Knowledge(arcana)*", + "knowledge-dungeoneering": "Knowledge(dungeoneering)*", + "knowledge-engineering": "Knowledge(engineering)*", + "knowledge-geography": "Knowledge(geography)*", + "knowledge-history": "Knowledge(history)*", + "knowledge-local": "Knowledge(local)*", + "knowledge-nature": "Knowledge(nature)*", + "knowledge-nobility": "Knowledge(nobility)*", + "knowledge-planes": "Knowledge(planes)*", + "knowledge-religion": "Knowledge(religion)*", + "linguistics": "Linguistics*", + "perception": "Perception", + "perform": "Perform", + "profession": "Profession*", + "ride": "Rideª", + "sense-motive": "Sense motive", + "sleight-of-hand": "Sleight of hand*ª", + "spellcraft": "Spellcraft*", + "stealth": "Stealthª", + "survival": "Survival", + "swim": "Swimª", + "use-magic-device": "Use magic device*", + "trained-only-armor-penalty-legend": "* Trained only, ª Armor penalty", + "specials-feats": "Specials/Feats", + "racial-abilities": "Racial Abilities", + "ability-name-place": "Ability name", + "uses": "Uses", + "description-place": "Description", + "class-abilities": "Class Abilities", + "other-abilities": "Other Abilities", + "feats": "Feats", + "level-abbrev": "Lv", + "bonus": "bonus", + "feat-name-place": "Feat name", + "traits": "Traits", + "trait-name-place": "Trait name", + "favored-class-options": "Favored Class Options", + "special-gear": "Special Gear", + "item-name-place": "Item name", + "type": "Type", + "count": "Count", + "mundane-gear": "Mundane Gear", + "money": "Money", + "platinum-pieces-u": "PP", + "gold-pieces-u": "GP", + "silver-pieces-u": "SP", + "copper-pieces-u": "CP", + "magic": "Magic", + "spellcaster-class": "Spellcaster Class", + "caster-level": "Caster Level", + "ability": "Ability", + "base-dc": "Base DC", + "specialty-school-domain": "Specialty School/Domain", + "restricted-schools": "Restricted Schools", + "spellbook": "Spellbook", + "level0-spells": "Level 0 Spells", + "spells-per-day": "Spells per day", + "save-dc": "Save DC", + "prepared-title": "Prepared?", + "prepared-u": "P", + "spell-name-place": "Spell name", + "choose-school": "Choose School", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "universal": "Universal", + "level1-spells": "Level 1 Spells", + "level2-spells": "Level 2 Spells", + "level3-spells": "Level 3 Spells", + "level4-spells": "Level 4 Spells", + "level5-spells": "Level 5 Spells", + "level6-spells": "Level 6 Spells", + "level7-spells": "Level 7 Spells", + "level8-spells": "Level 8 Spells", + "level9-spells": "Level 9 Spells", + "attack-tpl": "Attack $[[0]]", + "damage-tpl": "Damage $[[1]]", + "critical-hit-tpl": "Critical Hit! $[[0]]", + "roll-to-confirm-tpl": "Roll to Confirm $[[2]]", + "crit-damage-tpl": "Crit Damage $[[3]]", + "non-crit-damage-tpl": "Non-crit Damage $[[1]]", + "result-tpl": "Result $[[0]]", + "notes-tpl": "Notes:", + "attack-notes-tpl": "Attack Notes:" +} diff --git a/Pathfinder_Cazra/translations/hu.json b/Pathfinder_Cazra/translations/hu.json new file mode 100644 index 0000000000..1f1fb29c3f --- /dev/null +++ b/Pathfinder_Cazra/translations/hu.json @@ -0,0 +1,212 @@ +{ + "character-name": "Character Name", + "player-name": "Player Name", + "race": "Race", + "classes-and-levels": "Classes and levels", + "total-level-abbrev": "Total Lv", + "xp-u": "XP", + "active-status-conditions": "Active Status Conditions", + "hp-u": "HP", + "core": "Core", + "ability-name": "Ability Name", + "base-score": "Base Score", + "temp-plus-minus": "Temp +/-", + "modifier": "Modifier", + "str": "str", + "strength": "Strength", + "dex": "dex", + "dexterity": "Dexterity", + "con": "con", + "constitution": "Constitution", + "int": "int", + "intelligence": "Intelligence", + "wis": "wis", + "wisdom": "Wisdom", + "cha": "cha", + "charisma": "Charisma", + "gender": "Gender", + "age": "Age", + "bio-height": "Height", + "bio-weight": "Weight", + "choose-one": "Choose One", + "colossal": "Colossal", + "gargantuan": "Gargantuan", + "huge": "Huge", + "large": "Large", + "medium": "Medium", + "small": "Small", + "tiny": "Tiny", + "diminuitive": "Diminuitive", + "fine": "Fine", + "homeland": "Homeland", + "deity": "Deity", + "alignment": "Alignment", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "factions": "Factions", + "appearance": "Appearance", + "languages": "Languages", + "initiative": "Initiative", + "total": "Total", + "dex-mod": "Dex mod", + "misc": "Misc", + "conditional-modifiers": "Conditional Modifiers", + "movement-amp-speeds": "Movement & Speeds", + "senses": "Senses", + "defenses": "Defenses", + "armor-class-abbrev-u": "AC", + "armor-class": "Armor Class", + "equipment": "Equipment", + "size": "Size", + "temp": "Temp", + "touch": "Touch", + "flat-footed": "Flat-Footed", + "damage-reduction": "Damage Reduction", + "spell-resistance": "Spell Resistance", + "resistances": "Resistances", + "immunities": "Immunities", + "saving-throws": "Saving Throws", + "base-save": "Base Save", + "ability-mod": "Ability Mod", + "misc-plus-minus": "Misc +/-", + "fortitude": "Fortitude", + "reflex": "Reflex", + "will": "Will", + "attacks": "Attacks", + "base-attack-bonus": "Base Attack Bonus", + "bab-u": "BAB", + "attack-name-place": "Attack name", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "damage": "Damage", + "crit-range": "Crit Range", + "crit-multiplier": "Crit Multiplier", + "cmb-u": "CMB", + "combat-maneuver-bonus": "Combat Maneuver Bonus", + "str-mod": "Str mod", + "cmd-u": "CMD", + "combat-maneuver-defense": "Combat Maneuver Defense", + "bab": "BAB", + "skills": "Skills", + "armor-penalty": "Armor Penalty", + "class-skill-q": "Class Skill?", + "ranks": "Ranks", + "notes": "Notes", + "acrobatics": "Acrobaticsª", + "appraise": "Appraise", + "int-mod": "Int mod", + "bluff": "Bluff", + "cha-mod": "Cha mod", + "climb": "Climbª", + "craft": "Craft", + "type-place": "type", + "diplomacy": "Diplomacy", + "disable-device": "Disable device*ª", + "disguise": "Disguise", + "escape-artist": "Escape artistª", + "fly": "Flyª", + "handle-animal": "Handle animal*", + "heal": "Heal", + "wis-mod": "Wis mod", + "intimidate": "Intimidate", + "knowledge-arcana": "Knowledge(arcana)*", + "knowledge-dungeoneering": "Knowledge(dungeoneering)*", + "knowledge-engineering": "Knowledge(engineering)*", + "knowledge-geography": "Knowledge(geography)*", + "knowledge-history": "Knowledge(history)*", + "knowledge-local": "Knowledge(local)*", + "knowledge-nature": "Knowledge(nature)*", + "knowledge-nobility": "Knowledge(nobility)*", + "knowledge-planes": "Knowledge(planes)*", + "knowledge-religion": "Knowledge(religion)*", + "linguistics": "Linguistics*", + "perception": "Perception", + "perform": "Perform", + "profession": "Profession*", + "ride": "Rideª", + "sense-motive": "Sense motive", + "sleight-of-hand": "Sleight of hand*ª", + "spellcraft": "Spellcraft*", + "stealth": "Stealthª", + "survival": "Survival", + "swim": "Swimª", + "use-magic-device": "Use magic device*", + "trained-only-armor-penalty-legend": "* Trained only, ª Armor penalty", + "specials-feats": "Specials/Feats", + "racial-abilities": "Racial Abilities", + "ability-name-place": "Ability name", + "uses": "Uses", + "description-place": "Description", + "class-abilities": "Class Abilities", + "other-abilities": "Other Abilities", + "feats": "Feats", + "level-abbrev": "Lv", + "bonus": "bonus", + "feat-name-place": "Feat name", + "traits": "Traits", + "trait-name-place": "Trait name", + "favored-class-options": "Favored Class Options", + "special-gear": "Special Gear", + "item-name-place": "Item name", + "type": "Type", + "count": "Count", + "mundane-gear": "Mundane Gear", + "money": "Money", + "platinum-pieces-u": "PP", + "gold-pieces-u": "GP", + "silver-pieces-u": "SP", + "copper-pieces-u": "CP", + "magic": "Magic", + "spellcaster-class": "Spellcaster Class", + "caster-level": "Caster Level", + "ability": "Ability", + "base-dc": "Base DC", + "specialty-school-domain": "Specialty School/Domain", + "restricted-schools": "Restricted Schools", + "spellbook": "Spellbook", + "level0-spells": "Level 0 Spells", + "spells-per-day": "Spells per day", + "save-dc": "Save DC", + "prepared-title": "Prepared?", + "prepared-u": "P", + "spell-name-place": "Spell name", + "choose-school": "Choose School", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "universal": "Universal", + "level1-spells": "Level 1 Spells", + "level2-spells": "Level 2 Spells", + "level3-spells": "Level 3 Spells", + "level4-spells": "Level 4 Spells", + "level5-spells": "Level 5 Spells", + "level6-spells": "Level 6 Spells", + "level7-spells": "Level 7 Spells", + "level8-spells": "Level 8 Spells", + "level9-spells": "Level 9 Spells", + "attack-tpl": "Attack $[[0]]", + "damage-tpl": "Damage $[[1]]", + "critical-hit-tpl": "Critical Hit! $[[0]]", + "roll-to-confirm-tpl": "Roll to Confirm $[[2]]", + "crit-damage-tpl": "Crit Damage $[[3]]", + "non-crit-damage-tpl": "Non-crit Damage $[[1]]", + "result-tpl": "Result $[[0]]", + "notes-tpl": "Notes:", + "attack-notes-tpl": "Attack Notes:" +} diff --git a/Pendragon5thEdition/translations/ca.json b/Pendragon5thEdition/translations/ca.json new file mode 100644 index 0000000000..60bf09f932 --- /dev/null +++ b/Pendragon5thEdition/translations/ca.json @@ -0,0 +1,329 @@ +{ + "personal data": "personal data", + "name": "name", + "age": "age", + "son number": "son number", + "homeland": "homeland", + "culture": "culture", + "religion": "religion", + "lord": "lord", + "current class": "current class", + "current home": "current home", + "personal traits": "personal traits", + "chivalry bonus": "chivalry bonus", + "religious bonus": "religious bonus", + "chaste": "chaste", + "lustful": "lustful", + "energetic": "energetic", + "lazy": "lazy", + "forgiving": "forgiving", + "vengeful": "vengeful", + "generous": "generous", + "selfish": "selfish", + "honest": "honest", + "deceitful": "deceitful", + "just": "just", + "arbitrary": "arbitrary", + "merciful": "merciful", + "cruel": "cruel", + "modest": "modest", + "proud": "proud", + "prudent": "prudent", + "reckless": "reckless", + "spiritual": "spiritual", + "wordly": "wordly", + "temperate": "temperate", + "indulgent": "indulgent", + "trusting": "trusting", + "suspicious": "suspicious", + "valorous": "valorous", + "cowardly": "cowardly", + "directed trait": "directed trait", + "trait": "trait", + "Player:": "Player:", + "personality traits": "personality traits", + "Chivalry Bonus[*](total=80+)": "Chivalry Bonus[*](total=80+)", + "Religious Bonus(traits all 16+)": "Religious Bonus(traits all 16+)", + "(15)": "(15)", + "passions": "passions", + "loyalty lord": "loyalty (lord)", + "love family": "love (family)", + "hospitality": "hospitality", + "honor": "honor", + "passion": "passion", + "equipment carried": "equipment carried", + "armor type": "armor type", + "points": "points", + "clothing": "clothing", + "libra value": "libra value", + "personal gear": "personal gear", + "travel gear": "travel gear", + "war gear": "war gear", + "on horse #": "on horse #", + "equipment": "equipment", + "attributes": "attributes", + "(Knockdown)": "(Knockdown)", + "size": "size", + "siz": "siz", + "dex": "dex", + "dexterity": "dexterity", + "str": "str", + "strength": "strength", + "(Major Wound)": "(Major Wound)", + "(+3)": "(+3)", + "con": "con", + "constitution": "constitution", + "appearance": "appearance", + "app": "app", + "Damage": "Damage", + "d6": "d6", + "damage": "damage", + "healing rate": "healing rate", + "movement rate": "movement rate", + "total hit points": "total hit points", + "unconcious": "unconcious", + "distinctive features": "distinctive features", + "awareness": "awareness", + "boating": "boating", + "compose": "compose", + "courtesy": "courtesy", + "dancing": "dancing", + "faerie lore": "faerie lore", + "falconry": "falconry", + "first aid": "first aid", + "flirting": "flirting", + "folk lore": "folk lore", + "gaming": "gaming", + "heraldry": "heraldry", + "hunting": "hunting", + "intrigue": "intrigue", + "orate": "orate", + "play": "play", + "read": "read", + "recognize": "recognize", + "romance": "romance", + "singing": "singing", + "stewardship": "stewardship", + "swimming": "swimming", + "tourney": "tourney", + "skills": "skills", + "squire": "squire", + "horsemanship": "horsemanship", + "battle": "battle", + "chirurgery needed": "chirurgery needed", + "current hit points": "current hit points", + "wounds": "wounds", + "this game": "this game", + "glory this game": "glory this game", + "glory": "glory", + "skill": "skill", + "combat skills": "combat skills", + "glory total": "glory total", + "weapon skills": "weapon skills", + "dagger": "dagger", + "lance": "lance", + "spear": "spear", + "sword": "sword", + "win": "win", + "losses": "losses", + "other horses": "other horses", + "horse type": "horse type", + "horse damage": "horse damage", + "horse move": "horse move", + "horse armor": "horse armor", + "horse hp": "horse hp", + "horse con": "horse con", + "horse siz": "horse siz", + "horse dex": "horse dex", + "horse breed": "horse breed", + "riding(#2)": "riding(#2)", + "squire(#3)": "squire(#3)", + "(#4)": "(#4)", + "move": "move", + "joust score": "joust score", + "horses": "horses", + "best warhorse (#1)": "best warhorse (#1)", + "type": "type", + "hp": "hp", + "armor": "armor", + "breed": "breed", + "knight": "knight", + "holdings": "holdings", + "annual glory rewards": "annual glory rewards", + "denarii": "denarii", + "libra": "libra", + "old knights": "old knights", + "middle aged knights": "middle aged knights", + "young knights": "young knights", + "total family knights": "total family knights", + "vassal knights": "vassal knights", + "other lineage men": "other lineage men", + "levy": "levy", + "date": "date", + "important event": "important event", + "new": "new", + "new glory": "new glory", + "total glory": "total glory", + "event": "event", + "born": "born", + "squired": "squired", + "knighted": "knighted", + "member of the round table": "member of the round table", + "landed": "landed", + "titled": "titled", + "wed": "wed", + "died": "died", + "father name": "father name", + "class": "class", + "glory to sons": "glory to sons", + "family characteristic": "family characteristic", + "lover": "lover", + "children": "children", + "will": "will", + "traits": "traits", + "chivalry": "chivalry", + "equipment at home": "equipment at home", + "character history": "character history", + "family history and events": "family history and events", + "army": "army", + "coat of arms": "coat of arms", + "motto": "motto", + "annual glory rewards traits": "annual glory rewards traits", + "annual glory rewards chivalry": "annual glory rewards chivalry", + "annual glory rewards holdings": "annual glory rewards holdings", + "annual glory rewards passions": "annual glory rewards passions", + "annual glory rewards religion": "annual glory rewards religion", + "annual glory rewards total": "annual glory rewards total", + "enter warhorse damage": "enter warhorse damage", + "shilling": "shilling", + "select character sheet knight": "select character sheet knight", + "select character sheet holdings": "select character sheet holdings", + "Holdings Character Sheet": "Holdings Character Sheet", + "horse 2": "horse 2", + "horse 3": "horse 3", + "horse 4": "horse 4", + "personal religion": "personal religion", + "play name": "play name", + "read name": "read name", + "religion name": "religion name", + "squire name": "squire name", + "fashion": "fashion", + "squire age": "squire age", + "daughter number": "daughter number", + "Gentle Woman Bonus[*](total=80+)": "Gentle Woman Bonus[*](total=80+)", + "industry": "industry", + "servant": "servant", + "woman's gift": "woman's gift", + "best horse (#1)": "best horse (#1)", + "household treasures": "household treasures", + "spouse": "spouse", + "woman": "woman", + "player name": "player name", + "chirurgery": "chirurgery", + "character": "character", + "gear": "gear", + "personal": "personal", + "war": "war", + "travel": "travel", + "enter personal gear": "enter personal gear", + "gamemaster": "gamemaster", + "feast record": "feast record", + "gamemaster characters": "gamemaster characters", + "location": "location", + "above the salt (high table)": "above the salt (high table)", + "round 5": "round 5", + "round 1": "round 1", + "round 2": "round 2", + "round 3": "round 3", + "round 4": "round 4", + "total": "total", + "seating": "seating", + "geniality mod.": "geniality mod.", + "accumulated geniality": "accumulated geniality", + "near the salt (seat of honor)": "near the salt (seat of honor)", + "notes": "notes", + "below the salt (normal seating)": "below the salt (normal seating)", + "on the floor (squires)": "on the floor (squires)", + "enter name": "enter name", + "significant gamemaster characters": "significant gamemaster characters", + "enter glory this game": "enter glory this game", + "knight's entourage": "knight's entourage", + "lady's entourage": "lady's entourage", + "position": "position", + "cost £": "cost £", + "value": "value", + "entourage": "entourage", + "mod": "mod", + "loyalty": "loyalty", + "squire skill": "squire skill", + "weapon": "weapon", + "mw": "mw", + "horse": "horse", + "weapon 1": "weapon 1", + "weapon 2": "weapon 2", + "value 1": "value 1", + "value 2": "value 2", + "value 3": "value 3", + "skill 1": "skill 1", + "skill 2": "skill 2", + "skill 3": "skill 3", + "cost": "cost", + "modifier": "modifier", + "dowry": "dowry", + "love (family)": "love (family)", + "number of children": "number of children", + "wife": "wife", + "lady skill": "lady skill", + "dower": "dower", + "maid-in-waiting": "maid-in-waiting", + "loyalty lady": "loyalty (lady)", + "hand maiden skill": "hand maiden skill", + "skill industry": "skill industry", + "husband": "husband", + "knight skill": "knight skill", + "mesnie": "mesnie", + "improvable skill": "improvable skill", + "feast": "feast", + "feast location": "feast location", + "feast type": "feast type", + "feast date": "feast date", + "Success": "Success", + "Failure": "Failure", + "Critical": "Critical", + "Fumble": "Fumble", + "sheet: character": "sheet: character", + "sheet: holdings": "sheet: holdings", + "sheet: entourage": "sheet: entourage", + "sheet: settings": "sheet: settings", + "sheet: gamemaster characters": "sheet: gamemaster characters", + "sheet: feast record": "sheet: feast record", + "character sheet type": "character sheet type", + "feast size": "feast size", + "enter total glory": "enter total glory", + "enter date": "enter date", + "enter event": "enter event", + "enter new glory": "enter new glory", + "armor value": "armor value", + "wife name": "wife name", + "wife born": "wife born", + "wife age": "wife age", + "wife modifier": "wife modifier", + "wife skill 1": "wife skill 1", + "wife skill 2": "wife skill 2", + "wife love": "wife love", + "wife dower": "wife dower", + "wife dowry": "wife dowry", + "wife value 1": "wife value 1", + "wife value 2": "wife value 2", + "wife value 3": "wife value 3", + "npc": "npc", + "enter player name": "enter player name", + "description": "description", + "unconscious": "unconscious", + "major wound": "major wound", + "knockdown": "knockdown", + "hit points": "hit points", + "glory won": "glory won", + "abilities": "abilities", + "skills / passions": "skills / passions" +} \ No newline at end of file diff --git a/Pendragon5thEdition/translations/hu.json b/Pendragon5thEdition/translations/hu.json new file mode 100644 index 0000000000..60bf09f932 --- /dev/null +++ b/Pendragon5thEdition/translations/hu.json @@ -0,0 +1,329 @@ +{ + "personal data": "personal data", + "name": "name", + "age": "age", + "son number": "son number", + "homeland": "homeland", + "culture": "culture", + "religion": "religion", + "lord": "lord", + "current class": "current class", + "current home": "current home", + "personal traits": "personal traits", + "chivalry bonus": "chivalry bonus", + "religious bonus": "religious bonus", + "chaste": "chaste", + "lustful": "lustful", + "energetic": "energetic", + "lazy": "lazy", + "forgiving": "forgiving", + "vengeful": "vengeful", + "generous": "generous", + "selfish": "selfish", + "honest": "honest", + "deceitful": "deceitful", + "just": "just", + "arbitrary": "arbitrary", + "merciful": "merciful", + "cruel": "cruel", + "modest": "modest", + "proud": "proud", + "prudent": "prudent", + "reckless": "reckless", + "spiritual": "spiritual", + "wordly": "wordly", + "temperate": "temperate", + "indulgent": "indulgent", + "trusting": "trusting", + "suspicious": "suspicious", + "valorous": "valorous", + "cowardly": "cowardly", + "directed trait": "directed trait", + "trait": "trait", + "Player:": "Player:", + "personality traits": "personality traits", + "Chivalry Bonus[*](total=80+)": "Chivalry Bonus[*](total=80+)", + "Religious Bonus(traits all 16+)": "Religious Bonus(traits all 16+)", + "(15)": "(15)", + "passions": "passions", + "loyalty lord": "loyalty (lord)", + "love family": "love (family)", + "hospitality": "hospitality", + "honor": "honor", + "passion": "passion", + "equipment carried": "equipment carried", + "armor type": "armor type", + "points": "points", + "clothing": "clothing", + "libra value": "libra value", + "personal gear": "personal gear", + "travel gear": "travel gear", + "war gear": "war gear", + "on horse #": "on horse #", + "equipment": "equipment", + "attributes": "attributes", + "(Knockdown)": "(Knockdown)", + "size": "size", + "siz": "siz", + "dex": "dex", + "dexterity": "dexterity", + "str": "str", + "strength": "strength", + "(Major Wound)": "(Major Wound)", + "(+3)": "(+3)", + "con": "con", + "constitution": "constitution", + "appearance": "appearance", + "app": "app", + "Damage": "Damage", + "d6": "d6", + "damage": "damage", + "healing rate": "healing rate", + "movement rate": "movement rate", + "total hit points": "total hit points", + "unconcious": "unconcious", + "distinctive features": "distinctive features", + "awareness": "awareness", + "boating": "boating", + "compose": "compose", + "courtesy": "courtesy", + "dancing": "dancing", + "faerie lore": "faerie lore", + "falconry": "falconry", + "first aid": "first aid", + "flirting": "flirting", + "folk lore": "folk lore", + "gaming": "gaming", + "heraldry": "heraldry", + "hunting": "hunting", + "intrigue": "intrigue", + "orate": "orate", + "play": "play", + "read": "read", + "recognize": "recognize", + "romance": "romance", + "singing": "singing", + "stewardship": "stewardship", + "swimming": "swimming", + "tourney": "tourney", + "skills": "skills", + "squire": "squire", + "horsemanship": "horsemanship", + "battle": "battle", + "chirurgery needed": "chirurgery needed", + "current hit points": "current hit points", + "wounds": "wounds", + "this game": "this game", + "glory this game": "glory this game", + "glory": "glory", + "skill": "skill", + "combat skills": "combat skills", + "glory total": "glory total", + "weapon skills": "weapon skills", + "dagger": "dagger", + "lance": "lance", + "spear": "spear", + "sword": "sword", + "win": "win", + "losses": "losses", + "other horses": "other horses", + "horse type": "horse type", + "horse damage": "horse damage", + "horse move": "horse move", + "horse armor": "horse armor", + "horse hp": "horse hp", + "horse con": "horse con", + "horse siz": "horse siz", + "horse dex": "horse dex", + "horse breed": "horse breed", + "riding(#2)": "riding(#2)", + "squire(#3)": "squire(#3)", + "(#4)": "(#4)", + "move": "move", + "joust score": "joust score", + "horses": "horses", + "best warhorse (#1)": "best warhorse (#1)", + "type": "type", + "hp": "hp", + "armor": "armor", + "breed": "breed", + "knight": "knight", + "holdings": "holdings", + "annual glory rewards": "annual glory rewards", + "denarii": "denarii", + "libra": "libra", + "old knights": "old knights", + "middle aged knights": "middle aged knights", + "young knights": "young knights", + "total family knights": "total family knights", + "vassal knights": "vassal knights", + "other lineage men": "other lineage men", + "levy": "levy", + "date": "date", + "important event": "important event", + "new": "new", + "new glory": "new glory", + "total glory": "total glory", + "event": "event", + "born": "born", + "squired": "squired", + "knighted": "knighted", + "member of the round table": "member of the round table", + "landed": "landed", + "titled": "titled", + "wed": "wed", + "died": "died", + "father name": "father name", + "class": "class", + "glory to sons": "glory to sons", + "family characteristic": "family characteristic", + "lover": "lover", + "children": "children", + "will": "will", + "traits": "traits", + "chivalry": "chivalry", + "equipment at home": "equipment at home", + "character history": "character history", + "family history and events": "family history and events", + "army": "army", + "coat of arms": "coat of arms", + "motto": "motto", + "annual glory rewards traits": "annual glory rewards traits", + "annual glory rewards chivalry": "annual glory rewards chivalry", + "annual glory rewards holdings": "annual glory rewards holdings", + "annual glory rewards passions": "annual glory rewards passions", + "annual glory rewards religion": "annual glory rewards religion", + "annual glory rewards total": "annual glory rewards total", + "enter warhorse damage": "enter warhorse damage", + "shilling": "shilling", + "select character sheet knight": "select character sheet knight", + "select character sheet holdings": "select character sheet holdings", + "Holdings Character Sheet": "Holdings Character Sheet", + "horse 2": "horse 2", + "horse 3": "horse 3", + "horse 4": "horse 4", + "personal religion": "personal religion", + "play name": "play name", + "read name": "read name", + "religion name": "religion name", + "squire name": "squire name", + "fashion": "fashion", + "squire age": "squire age", + "daughter number": "daughter number", + "Gentle Woman Bonus[*](total=80+)": "Gentle Woman Bonus[*](total=80+)", + "industry": "industry", + "servant": "servant", + "woman's gift": "woman's gift", + "best horse (#1)": "best horse (#1)", + "household treasures": "household treasures", + "spouse": "spouse", + "woman": "woman", + "player name": "player name", + "chirurgery": "chirurgery", + "character": "character", + "gear": "gear", + "personal": "personal", + "war": "war", + "travel": "travel", + "enter personal gear": "enter personal gear", + "gamemaster": "gamemaster", + "feast record": "feast record", + "gamemaster characters": "gamemaster characters", + "location": "location", + "above the salt (high table)": "above the salt (high table)", + "round 5": "round 5", + "round 1": "round 1", + "round 2": "round 2", + "round 3": "round 3", + "round 4": "round 4", + "total": "total", + "seating": "seating", + "geniality mod.": "geniality mod.", + "accumulated geniality": "accumulated geniality", + "near the salt (seat of honor)": "near the salt (seat of honor)", + "notes": "notes", + "below the salt (normal seating)": "below the salt (normal seating)", + "on the floor (squires)": "on the floor (squires)", + "enter name": "enter name", + "significant gamemaster characters": "significant gamemaster characters", + "enter glory this game": "enter glory this game", + "knight's entourage": "knight's entourage", + "lady's entourage": "lady's entourage", + "position": "position", + "cost £": "cost £", + "value": "value", + "entourage": "entourage", + "mod": "mod", + "loyalty": "loyalty", + "squire skill": "squire skill", + "weapon": "weapon", + "mw": "mw", + "horse": "horse", + "weapon 1": "weapon 1", + "weapon 2": "weapon 2", + "value 1": "value 1", + "value 2": "value 2", + "value 3": "value 3", + "skill 1": "skill 1", + "skill 2": "skill 2", + "skill 3": "skill 3", + "cost": "cost", + "modifier": "modifier", + "dowry": "dowry", + "love (family)": "love (family)", + "number of children": "number of children", + "wife": "wife", + "lady skill": "lady skill", + "dower": "dower", + "maid-in-waiting": "maid-in-waiting", + "loyalty lady": "loyalty (lady)", + "hand maiden skill": "hand maiden skill", + "skill industry": "skill industry", + "husband": "husband", + "knight skill": "knight skill", + "mesnie": "mesnie", + "improvable skill": "improvable skill", + "feast": "feast", + "feast location": "feast location", + "feast type": "feast type", + "feast date": "feast date", + "Success": "Success", + "Failure": "Failure", + "Critical": "Critical", + "Fumble": "Fumble", + "sheet: character": "sheet: character", + "sheet: holdings": "sheet: holdings", + "sheet: entourage": "sheet: entourage", + "sheet: settings": "sheet: settings", + "sheet: gamemaster characters": "sheet: gamemaster characters", + "sheet: feast record": "sheet: feast record", + "character sheet type": "character sheet type", + "feast size": "feast size", + "enter total glory": "enter total glory", + "enter date": "enter date", + "enter event": "enter event", + "enter new glory": "enter new glory", + "armor value": "armor value", + "wife name": "wife name", + "wife born": "wife born", + "wife age": "wife age", + "wife modifier": "wife modifier", + "wife skill 1": "wife skill 1", + "wife skill 2": "wife skill 2", + "wife love": "wife love", + "wife dower": "wife dower", + "wife dowry": "wife dowry", + "wife value 1": "wife value 1", + "wife value 2": "wife value 2", + "wife value 3": "wife value 3", + "npc": "npc", + "enter player name": "enter player name", + "description": "description", + "unconscious": "unconscious", + "major wound": "major wound", + "knockdown": "knockdown", + "hit points": "hit points", + "glory won": "glory won", + "abilities": "abilities", + "skills / passions": "skills / passions" +} \ No newline at end of file diff --git a/Polaris/translations/ca.json b/Polaris/translations/ca.json new file mode 100644 index 0000000000..c03abfebc4 --- /dev/null +++ b/Polaris/translations/ca.json @@ -0,0 +1,490 @@ +{ + "human": "Human", + "techno-hybrid": "Techo-Hybrid", + "geno-hybrid": "Geno-Hybrid", + "natural-hybrid": "Natural Hybrid", + "acrobatics-balance": "Acrobatics/Balance", + "acting-storytelling": "Acting/Storytelling", + "ada": "ADA", + "adaptation": "Adaptation", + "age": "Age", + "age-title": "Character Age", + "ambidextrous": "Ambidextrous", + "ancient-language": "Ancient Languages", + "annexes": "Annexes", + "annexes-states-health-and-protection-exp": "Expand the table", + "annexes-states-health-and-protection-h": "Health State & Protection", + "annexes-success-failure-margin-exp": "Expand the table", + "annexes-success-failure-margin-h": "Success and Failure Marging", + "apnea": "Apnea", + "aquaculture-livestock-farming": "Aquaculture/Livestock Farming", + "archetype": "Archetype", + "archetype-place": "Character Archetype", + "armed-combat": "Armed Combat", + "armor": "Armor", + "armor-attack": "Armor Weaponery", + "armor-attributes-exp": "Expand the armor attributes", + "armor-attributes-h": "Armor Attributes", + "armor-desc": "Armor Attributs", + "armor-desc-exp": "Expand the Armor Description", + "armor-desc-h": "Armor Description", + "armor-down": "Down", + "armor-down-place": "Armor Down", + "armor-exo-force": "Exo-Force", + "armor-exo-force-title": "Armor Exo-force", + "armor-hull-type": "Hull Type", + "armor-hull-type-place": "Hull Type / Material", + "armor-maneuver": "Armor Maneuvers", + "armor-notes-place": "Armor Notes", + "armor-on-ground-init-penalty": "OG IP", + "armor-on-ground-init-penalty-title": "On Ground Initiative Penalty", + "armor-on-ground-speed": "OG Speed", + "armor-on-ground-speed-title": "On Ground Speed", + "armor-safety-flap-visor": "Safety Flap on Visor", + "armor-seizure-penalty": "Seizure Penalty", + "armor-seizure-penalty-place": "Armor Seizure Penalty", + "armor-underwater-init-penalty": "UW IP", + "armor-underwater-init-penalty-title": "UnderWater Initiative Penalty", + "armor-underwater-speed": "UW Speed", + "armor-underwater-speed-title": "UnderWater Speed", + "armory": "Armory", + "art-craftmanship": "Art/Craftmanship", + "athletics": "Athletics", + "attack": "", + "attributes": "ATTRIBUTES", + "attributes-abbrv": "Attr.", + "attributes-exp": "Expand the attributes", + "attributes-h": "Attributes", + "automatic-shoot": "Automatic Shoot", + "autonomy": "Autonomy", + "autonomy-armor-place": "Armor Autonomy", + "autonomy-vehicle-place": "Vehicle Autonomy", + "auxiliary-system-description-place": "Auxiliary System Description", + "auxiliary-system-integrity-title": "Auxiliary System Integrity", + "auxiliary-system-level-title": "Auxiliary System Level", + "auxiliary-system-name-place": "Auxiliary System name", + "auxiliary-systems": "Auxiliary Systems", + "auxiliary-systems-exp": "Expand the equipments", + "auxiliary-systems-h": "Auxiliary System", + "auxiliary-systems-level": "Lvl.", + "base": "Base", + "base-level": "Base Level", + "base-level-reaction": "Base Level = Reaction", + "battery-type": "Battery Type", + "battery-type-armor-place": "Battery type which powered the armor", + "battery-type-vehicle-place": "Battery type which powered the vehicle", + "benefits": "Benefits", + "benefits-and-disadvantages": "Benefits & Disadvantages", + "benefits-and-disadvantages-description-place": "Benefit or Disadvantages Description", + "benefits-and-disadvantages-exp": "Expand the Benefits & Disadvantages", + "benefits-and-disadvantages-h": "Benefits & Disadvantages", + "benefits-and-disadvantages-name-place": "Benefit or Disadvantages Name", + "body": "Body", + "bureaucracy": "Bureaucracy", + "business-trafficking": "Business/Trafficking", + "camouflage-concealment": "Camouflage/Concealment", + "cartography": "Cartography", + "category": "Category", + "category-armor-place": "Armor Category", + "category-vehicle-place": "Vehicle Category", + "character": "Character", + "character-desc": "Character Description", + "character-desc-exp": "Expand the Character Description", + "character-name": "Character Name", + "character-name-place": "Character Name", + "climbing": "Climbing", + "combat-melee": "Combat (melee)", + "combat-shooting": "Combat (shooting)", + "communications-social-relations": "Communication/Social Relations", + "complexion": "Complexion", + "complexion-place": "Complexion Details", + "computer-desc": "Computer Description", + "computer-emp-shielding": "EMP Shielding", + "computer-emp-shielding-place": "Computer's EMP Shielding", + "computer-exp": "Expand the computer", + "computer-generation": "Generation", + "computer-generation-place": "Computer Generation", + "computer-h": "Computer", + "computer-hacking": "Computer Hacking", + "computer-integrity": "Integrity", + "computer-integrity-place": "Computer Integrity", + "computer-max-level-programs": "Max Lvl.", + "computer-max-level-programs-title": "Programs Maximum Level", + "computer-potential": "Potential", + "computer-potential-place": "Computer Potential", + "computer-program-description-place": "Program Description", + "computer-program-name-place": "Program name", + "computer-programs": "Programs", + "computer-systems-management": "System Management", + "computer-systems-management-place": "Computer Systems Management", + "computer-type": "Type", + "computer-type-place": "Material Type", + "computer-weight": "Weight", + "computer-weight-title": "Computer weight in lbs", + "computing": "Computing", + "con": "CON", + "config": "Configuration", + "constitution": "Constitution", + "contact-weapon-damage-place": "ex: 1d6+2", + "contact-weapon-name-place": "Weapon Name", + "contact-weapon-shock-place": "ex: 1d4+1", + "coo": "COO", + "coordination": "Coordination", + "corpulence": "Corpulence", + "corpulence-place": "Character Corpulence", + "creation-points-modifier": "Creation Points Mod. (CP)", + "critical": "Critical", + "critical-reroll": "Critical Reroll", + "critical-result": "Critical !", + "crushing-depth": "Depth (Crushing)", + "crushing-depth-armor-title": "Armor Crushing Depth", + "crushing-depth-vehicle-title": "Vehicle Crushing Depth", + "cryptography": "Cryptography", + "current-level": "Current Level", + "current-luck": "Current", + "current-luck-title": "Current Luck", + "damage-modifier": "DM", + "damage-modifier-title": "Damages Modifier", + "damage-resistance": "Damage Resistance", + "damage-resistance-title": "Damages Resistance", + "damages": "Damages", + "damages-exp": "Expand the damages", + "damages-h": "Damages", + "damages-up": "DAMAGES", + "dancing": "Dancing", + "death-limb-destroy": "Death/Limb Destroyed", + "description": "Description", + "destruction": "Destruction", + "diameter": "Diameter", + "diameter-vehicle-place": "Vehicle Diameter", + "disadvantage": "Disadvantage", + "disastrous": "Disastrous", + "disguise-deception": "Disguise/Deception", + "distinctive-signs": "Distinctive Signs", + "distinctive-signs-place": "Character Distinctive Signs", + "drugs": "Drugs", + "education-general-knowledge": "Education/General knowledge", + "electronics": "Electronic", + "eloquence-persuasion": "Eloquence/Persuasion", + "empathic-analysis": "Empathic Analysis", + "enable-ask-for-difficulty": "Ask Roll Difficulty?", + "endurance": "Endurance", + "equipment-maximum-place": "Maximum", + "equipment-name-place": "Equipment Name", + "equipment-number-place": "Number", + "equipment-value-place": "Equipment Value", + "equipments": "EQUIPMENTS", + "equipments-exp": "Expand the equipments", + "equipments-h": "Equipments", + "escape": "Escape", + "exclusive-skill": "(X) : exclusive skill;", + "exoskeleton": "Exoskeleton", + "explosives": "Explosives", + "eyes": "Eyes", + "eyes-place": "Eyes Details", + "fail-result": "Fail", + "fast-speed": "Fast speed", + "female": "Female", + "fertile": "Fertile", + "fertility": "Fertility", + "finding-information": "Finding Information", + "first-aid": "First Aid", + "fof-breathing": "FOF Breathing", + "fof-breathing-title": "Foreing Organic Fluid Breathing", + "footer-created-by": "Created By", + "footer-inspired": "(highly inspired by Pathfinder sheet)", + "footer-last-update": "Last Update", + "foreign-language": "Foreign Language", + "furtive-silent-movement": "Furtive/Silent Movement", + "gambling": "Gambling", + "gender": "Gender", + "generator": "Generator", + "genetic-type": "Genetic Type", + "genetic-type-modifier": "Genetic Type Mod.", + "genetic-type-place": "Character Genetic Type", + "geographic-origin": "Geographic Origin", + "geographic-origin-place": "Character Geographic Origin", + "global-abbrv": "Glob.", + "hair": "Hair", + "hair-place": "Hair Details", + "hand-to-hand-combat": "Hand to Hand Combat", + "handguns": "Handguns", + "hands": "Guiding Hand", + "head": "Head", + "heavy-weapons-melee": "Heavy Weapons (melee)", + "heavy-weapons-shooting": "Heavy Weapons (shooting)", + "height": "Height", + "height-place": "Character Height", + "higher-eductation": "Higher Education", + "higher-eductation-place": "Character Studies & Degree", + "hunting-tracking": "Hunting/Tracking", + "impossible-action": "impossible action", + "incident-modifier": "Incident
    Modifier", + "incidents-effects": "Incidents Effects", + "incidents-effects-description-place": "Incidents & Effects Description", + "incidents-effects-name-place": "Effect name", + "incidents-exp": "Expand the incidents", + "incidents-h": "Incidents", + "incidents-localisation": "INCIDENTS LOCALISATION", + "initial-training": "Initial Training", + "initial-training-place": "Character Initial Training", + "initiative": "Initiative", + "initiative-exp": "Expand the initiative", + "initiative-h": "Initiative", + "int": "INT", + "integrity": "Integrity", + "integrity-abbrv": "ITG", + "integrity-permanent-loss": "ITG (structure)
    Permanent Loss", + "intelligence": "Intelligence", + "intimidation": "Intimidation", + "item": "Items", + "knockout-threshold": "Knockout Threshold", + "knowledge": "Knowledge", + "languages-dialects": "Languages/Dialects", + "leadership": "Leadership", + "left-arm": "Left Arm", + "left-handed": "Left Handed", + "left-leg": "Left Leg", + "length": "Length", + "length-vehicle-place": "Vehicle Length", + "light": "Light", + "light-ship": "[Light Ship]", + "limit-depth": "Depth (Limit)", + "limit-depth-armor-title": "Armor Limit Depth", + "limit-depth-vehicle-title": "Vehicle Limit Depth", + "limiting-skill": "limiting skill;", + "localisation": "Localisation", + "luck": "Luck", + "male": "Male", + "margin": "Margin", + "martial-art-defense": "Martial Art [Defense]", + "martial-art-offense": "Martial Art [Offense]", + "martial-art-wrestling": "Martial Art [Wrestling]", + "mastered-abbrv": "Mast.", + "max": "Max", + "maximum-speed": "Max Speed", + "mechanic": "Mechanic", + "melee": "Melee", + "melee-attack": "Melee Attack", + "melee-damage-modifier": "Damage Mod. (melee)", + "meleeWeapons": "WEAPONS (MELEE)", + "meleeWeapons-exp": "Expand the melee weapons", + "meleeWeapons-h": "Weapons (Melee)", + "minimize-cmd": "Minimize Row", + "moderate": "Moderate", + "moderate-speed": "Moderate Speed", + "modifier": "Modifier", + "mortal": "Mortal", + "moves": "MOVES", + "moves-exp": "Expand the moves", + "moves-h": "Moves", + "music-instrument": "Music Instruments", + "mutation": "Mutation", + "mutation-and-polaris-description-place": "Mutation or Polaris Flux Description", + "mutation-and-polaris-name-place": "Mutation or Polaris Flux Name", + "mutations-and-polaris": "Mutations & Polaris", + "mutations-and-polaris-exp": "Expand the Mutation & Polaris Flux", + "mutations-and-polaris-h": "Mutations & Polaris", + "name": "Name", + "nations-and-orga-knowledge": "Nations & Orga Knowledge", + "natural-ability": "Natural Ability", + "natural-environment-knowledge": "Natural Env. Knowledge", + "natural-progression-abbrv": "NP", + "natural-progression-skill": "NP : natural progression skill;", + "natural-resistance": "Natural Resistance", + "naval-combat": "Naval Combat", + "navigate": "Navigate", + "no": "No", + "notes": "Notes", + "number-abbrv": "Nb.", + "observation": "Observation", + "oceans": "Oceans", + "on-the-ground": "On the ground", + "onboard-weapons-artillery": "Onboard Weaponds/Artillery", + "optimum-depth": "Depth (Optimum)", + "optimum-depth-armor-title": "Armor Optimum Depth", + "optimum-depth-vehicle-title": "Vehicle Optimum Depth", + "orientation": "Orientation", + "page-annexes": "Annexes", + "page-armor": "Armore", + "page-character": "Character", + "page-config": "Configuration", + "page-vehicle": "Vehicle", + "penalties": "Penalties", + "penalty": "Penalty", + "per": "PER", + "perception": "Perception", + "physical-abilities": "Physical Abilities", + "pickpocket": "Pickpoket", + "pilot": "Pilot", + "piloting": "Piloting", + "player-name": "Player Name", + "player-name-place": "Player Name", + "poisons-deseases-radiations": "Deseases, Poisons & Radiations", + "polaris": "Polaris Flux", + "pre": "PRE", + "precision-shoot": "Precision Shoot", + "presence": "Presence", + "protection-localisation-place": "Protection Localisation", + "protection-name-place": "Protection Name", + "protection-penalty-place": "Protection Penalty", + "protection-shock-place": "Taking Shock", + "protection-value-place": "Protection Value", + "protections": "PROTECTIONS", + "protections-exp": "Expand the protections", + "protections-h": "Protections", + "ranged": "Ranged", + "ranged-attack": "Ranged Attack", + "ranged-weapon": "Ranged Weapons", + "ranged-weapon-damage-place": "ex: 1d6+2", + "ranged-weapon-extrem-range": "Xtr. Rg.", + "ranged-weapon-extrem-range-title": "Extrem Range", + "ranged-weapon-long-range": "Long. Rg.", + "ranged-weapon-long-range-title": "Long Range", + "ranged-weapon-max-range": "Max Rg.", + "ranged-weapon-max-range-title": "Max Range", + "ranged-weapon-medium-range": "Med. Rg.", + "ranged-weapon-medium-range-title": "Medium Range", + "ranged-weapon-name-place": "Weapon Name", + "ranged-weapon-shock-place": "ex: 1d4+1", + "ranged-weapon-short-range": "Sht. Rg.", + "ranged-weapon-short-range-title": "Short Range", + "rangedWeapons": "WEAPONS (RANGED)", + "rangedWeapons-exp": "Expand the ranged weapon", + "rangedWeapons-h": "Weapons (Ranged)", + "rate-of-fire": "Rate Of Fire", + "reach": "Reach", + "reaction": "Reaction", + "remote-piloting": "Remote Piloting", + "rifles-shoulder-fired-weapons": "Rifles/Shoulder Fired Weapons", + "right-arm": "Right Arm", + "right-handed": "Right Handed", + "right-leg": "Right Leg", + "roman-numeral-five": "V", + "roman-numeral-four": "IV", + "roman-numeral-height": "VIII", + "roman-numeral-one": "I", + "roman-numeral-seven": "VII", + "roman-numeral-six": "VI", + "roman-numeral-three": "III", + "roman-numeral-two": "II", + "science-specialized-knowledge": "Sciences/Special Knowledge", + "secondary-attributes": "SECONDARY ATTRIBUTES", + "secondary-attributes-exp": "Expand the secondary attributes", + "secondary-attributes-h": "Secondary Attributes", + "security-systems": "Security Systems", + "sequels": "Sequels", + "serious": "Serious", + "sharpshooting": "SharpShooting", + "sheet-configuration": "Character Sheet Configuration", + "shielding": "Shielding", + "shielding-title": "Shielding Value", + "shock": "Shock", + "shooting-mode-long-burst": "LB", + "shooting-mode-short-burst": "SB", + "shooting-mode-snap-shot": "SS", + "showsect-cmd": "Click to expand", + "singing": "Singing", + "size": "Size", + "size-armor-place": "Armor Size", + "size-vehicle-title": "Vehicle Size", + "skill": "Skill", + "skill-with-prerequisites": "skill with prerequisites (optional);", + "skills-exp": "Expand the skills", + "skills-h": "Skills", + "skills-title": "SKILLS", + "slow-speed": "Slow Speed", + "social-origins": "Social Origins", + "social-origins-place": "Character Social Origins", + "socializing-seduction": "Socializing/Seduction", + "soundscan-analysis": "Soundscan Analysis", + "special-skills": "Special Skills", + "special-weapons": "Special Weapons", + "special-weapons-melee": "Special Weapons", + "specific-language": "Specific Languages", + "spying-surveillance": "Spying/Surveillance", + "states-health-and-protection": "HEALT STATES & PROTECTIONS", + "stealth-shadowing": "Stealth/Shadowing", + "stealth-subterfuge": "Stealth/Subterfuge", + "sterile": "Sterile", + "str": "STR", + "strategy": "Strategy", + "strength": "Strength", + "structure": "Structure", + "stun-threshold": "Stun Threshold", + "submarine-armor-maneuver": "Armor Maneuvers [Submarine]", + "submarine-maneuvering": "Submarine Maneuvering", + "submarine-scooter": "[Submarine Scooter]", + "submarine-weapons": "Submarine Weapons", + "success-and-failure-margin-table": "SUCCESS & FAILURE MARGIN TABLE", + "success-result": "Success", + "surface": "Surface", + "surgery": "Surgery", + "survival": "Survival", + "survival-outside": "Survival/Outside", + "survival-system-and-generators": "Generators/Survival Systems", + "tactics": "Tactics", + "technical-engineering": "Technical Engineering", + "techniques": "Techniques", + "technological-level": "TL", + "throwing-weapons": "Throwing Weapons", + "total-luck": "Total", + "total-luck-title": "Total Luck", + "training": "Training", + "traps": "Traps", + "type": "Type", + "type-name": "Type/Name", + "type-name-armor-place": "Armor Type/Name", + "type-name-vehicle-place": "Vehicle Type/Name", + "underground": "Underground", + "underwater": "Under Water", + "value": "Value", + "vehicle": "Vehicle", + "vehicle-attack": "Vehicle Weaponery", + "vehicle-attributs-exp": "Expand the vehicule attributes", + "vehicle-attributs-h": "Vehicle Attributes", + "vehicle-block-name-place": "Vehicle Block Name", + "vehicle-blocks": "Blocks", + "vehicle-blocks-exp": "Expand the blocks", + "vehicle-blocks-h": "Blocks", + "vehicle-crew": "Crew", + "vehicle-crew-title": "Number of people in the vehicle crew", + "vehicle-desc": "Vehicle Attributes", + "vehicle-desc-exp": "Expand the vehicle description", + "vehicle-desc-h": "Vehicle Description", + "vehicle-freight ": "Freight", + "vehicle-freight-title": "Number of Freight that the vehicle can take", + "vehicle-is-damage": "Is Damage?", + "vehicle-maneuvrability": "Man.", + "vehicle-maneuvrability-title": "Vehicle Maneuvrability", + "vehicle-movement-points": "Mv. Pts.", + "vehicle-movement-points-title": "Movement Points", + "vehicle-notes-place": "Vehicle Notes", + "vehicle-passengers": "Passengers", + "vehicle-passengers-title": "Number of Passengers that the vehicle can take", + "vehicle-safety-flap-pilot": "Safety Flap on the cockpit", + "vehicle-speed": "Spd.", + "vehicle-speed-title": "Speed", + "vehicle-thrust-type": "Thrust", + "vehicle-thrust-type-place": "Thrust Type", + "weapon-damage": "Damages", + "weaponAmmunition": "Ammo", + "weaponAmmunitionCost": "cost", + "weaponery-exp": "Expand the weaponery", + "weaponery-h": "Weaponery", + "weaponery-up": "WEAPONERY", + "weaponry": "Weaponery", + "weapons": "Weapons", + "weight": "Weight", + "weight-title": "Character Weight", + "wil": "WIL", + "willpower": "Willpower", + "wounds": "WOUNDS", + "wounds-and-sequels": "Wounds & Sequels", + "wounds-and-sequels-description-place": "Wound Sequel Description", + "wounds-and-sequels-name-place": "Wound Name", + "wounds-exp": "Expand the wounds", + "wounds-h": "Wounds", + "yes": "Yes", + "zero-g-maneuvering": "0G Maneuvering" +} \ No newline at end of file diff --git a/Polaris/translations/hu.json b/Polaris/translations/hu.json new file mode 100644 index 0000000000..c03abfebc4 --- /dev/null +++ b/Polaris/translations/hu.json @@ -0,0 +1,490 @@ +{ + "human": "Human", + "techno-hybrid": "Techo-Hybrid", + "geno-hybrid": "Geno-Hybrid", + "natural-hybrid": "Natural Hybrid", + "acrobatics-balance": "Acrobatics/Balance", + "acting-storytelling": "Acting/Storytelling", + "ada": "ADA", + "adaptation": "Adaptation", + "age": "Age", + "age-title": "Character Age", + "ambidextrous": "Ambidextrous", + "ancient-language": "Ancient Languages", + "annexes": "Annexes", + "annexes-states-health-and-protection-exp": "Expand the table", + "annexes-states-health-and-protection-h": "Health State & Protection", + "annexes-success-failure-margin-exp": "Expand the table", + "annexes-success-failure-margin-h": "Success and Failure Marging", + "apnea": "Apnea", + "aquaculture-livestock-farming": "Aquaculture/Livestock Farming", + "archetype": "Archetype", + "archetype-place": "Character Archetype", + "armed-combat": "Armed Combat", + "armor": "Armor", + "armor-attack": "Armor Weaponery", + "armor-attributes-exp": "Expand the armor attributes", + "armor-attributes-h": "Armor Attributes", + "armor-desc": "Armor Attributs", + "armor-desc-exp": "Expand the Armor Description", + "armor-desc-h": "Armor Description", + "armor-down": "Down", + "armor-down-place": "Armor Down", + "armor-exo-force": "Exo-Force", + "armor-exo-force-title": "Armor Exo-force", + "armor-hull-type": "Hull Type", + "armor-hull-type-place": "Hull Type / Material", + "armor-maneuver": "Armor Maneuvers", + "armor-notes-place": "Armor Notes", + "armor-on-ground-init-penalty": "OG IP", + "armor-on-ground-init-penalty-title": "On Ground Initiative Penalty", + "armor-on-ground-speed": "OG Speed", + "armor-on-ground-speed-title": "On Ground Speed", + "armor-safety-flap-visor": "Safety Flap on Visor", + "armor-seizure-penalty": "Seizure Penalty", + "armor-seizure-penalty-place": "Armor Seizure Penalty", + "armor-underwater-init-penalty": "UW IP", + "armor-underwater-init-penalty-title": "UnderWater Initiative Penalty", + "armor-underwater-speed": "UW Speed", + "armor-underwater-speed-title": "UnderWater Speed", + "armory": "Armory", + "art-craftmanship": "Art/Craftmanship", + "athletics": "Athletics", + "attack": "", + "attributes": "ATTRIBUTES", + "attributes-abbrv": "Attr.", + "attributes-exp": "Expand the attributes", + "attributes-h": "Attributes", + "automatic-shoot": "Automatic Shoot", + "autonomy": "Autonomy", + "autonomy-armor-place": "Armor Autonomy", + "autonomy-vehicle-place": "Vehicle Autonomy", + "auxiliary-system-description-place": "Auxiliary System Description", + "auxiliary-system-integrity-title": "Auxiliary System Integrity", + "auxiliary-system-level-title": "Auxiliary System Level", + "auxiliary-system-name-place": "Auxiliary System name", + "auxiliary-systems": "Auxiliary Systems", + "auxiliary-systems-exp": "Expand the equipments", + "auxiliary-systems-h": "Auxiliary System", + "auxiliary-systems-level": "Lvl.", + "base": "Base", + "base-level": "Base Level", + "base-level-reaction": "Base Level = Reaction", + "battery-type": "Battery Type", + "battery-type-armor-place": "Battery type which powered the armor", + "battery-type-vehicle-place": "Battery type which powered the vehicle", + "benefits": "Benefits", + "benefits-and-disadvantages": "Benefits & Disadvantages", + "benefits-and-disadvantages-description-place": "Benefit or Disadvantages Description", + "benefits-and-disadvantages-exp": "Expand the Benefits & Disadvantages", + "benefits-and-disadvantages-h": "Benefits & Disadvantages", + "benefits-and-disadvantages-name-place": "Benefit or Disadvantages Name", + "body": "Body", + "bureaucracy": "Bureaucracy", + "business-trafficking": "Business/Trafficking", + "camouflage-concealment": "Camouflage/Concealment", + "cartography": "Cartography", + "category": "Category", + "category-armor-place": "Armor Category", + "category-vehicle-place": "Vehicle Category", + "character": "Character", + "character-desc": "Character Description", + "character-desc-exp": "Expand the Character Description", + "character-name": "Character Name", + "character-name-place": "Character Name", + "climbing": "Climbing", + "combat-melee": "Combat (melee)", + "combat-shooting": "Combat (shooting)", + "communications-social-relations": "Communication/Social Relations", + "complexion": "Complexion", + "complexion-place": "Complexion Details", + "computer-desc": "Computer Description", + "computer-emp-shielding": "EMP Shielding", + "computer-emp-shielding-place": "Computer's EMP Shielding", + "computer-exp": "Expand the computer", + "computer-generation": "Generation", + "computer-generation-place": "Computer Generation", + "computer-h": "Computer", + "computer-hacking": "Computer Hacking", + "computer-integrity": "Integrity", + "computer-integrity-place": "Computer Integrity", + "computer-max-level-programs": "Max Lvl.", + "computer-max-level-programs-title": "Programs Maximum Level", + "computer-potential": "Potential", + "computer-potential-place": "Computer Potential", + "computer-program-description-place": "Program Description", + "computer-program-name-place": "Program name", + "computer-programs": "Programs", + "computer-systems-management": "System Management", + "computer-systems-management-place": "Computer Systems Management", + "computer-type": "Type", + "computer-type-place": "Material Type", + "computer-weight": "Weight", + "computer-weight-title": "Computer weight in lbs", + "computing": "Computing", + "con": "CON", + "config": "Configuration", + "constitution": "Constitution", + "contact-weapon-damage-place": "ex: 1d6+2", + "contact-weapon-name-place": "Weapon Name", + "contact-weapon-shock-place": "ex: 1d4+1", + "coo": "COO", + "coordination": "Coordination", + "corpulence": "Corpulence", + "corpulence-place": "Character Corpulence", + "creation-points-modifier": "Creation Points Mod. (CP)", + "critical": "Critical", + "critical-reroll": "Critical Reroll", + "critical-result": "Critical !", + "crushing-depth": "Depth (Crushing)", + "crushing-depth-armor-title": "Armor Crushing Depth", + "crushing-depth-vehicle-title": "Vehicle Crushing Depth", + "cryptography": "Cryptography", + "current-level": "Current Level", + "current-luck": "Current", + "current-luck-title": "Current Luck", + "damage-modifier": "DM", + "damage-modifier-title": "Damages Modifier", + "damage-resistance": "Damage Resistance", + "damage-resistance-title": "Damages Resistance", + "damages": "Damages", + "damages-exp": "Expand the damages", + "damages-h": "Damages", + "damages-up": "DAMAGES", + "dancing": "Dancing", + "death-limb-destroy": "Death/Limb Destroyed", + "description": "Description", + "destruction": "Destruction", + "diameter": "Diameter", + "diameter-vehicle-place": "Vehicle Diameter", + "disadvantage": "Disadvantage", + "disastrous": "Disastrous", + "disguise-deception": "Disguise/Deception", + "distinctive-signs": "Distinctive Signs", + "distinctive-signs-place": "Character Distinctive Signs", + "drugs": "Drugs", + "education-general-knowledge": "Education/General knowledge", + "electronics": "Electronic", + "eloquence-persuasion": "Eloquence/Persuasion", + "empathic-analysis": "Empathic Analysis", + "enable-ask-for-difficulty": "Ask Roll Difficulty?", + "endurance": "Endurance", + "equipment-maximum-place": "Maximum", + "equipment-name-place": "Equipment Name", + "equipment-number-place": "Number", + "equipment-value-place": "Equipment Value", + "equipments": "EQUIPMENTS", + "equipments-exp": "Expand the equipments", + "equipments-h": "Equipments", + "escape": "Escape", + "exclusive-skill": "(X) : exclusive skill;", + "exoskeleton": "Exoskeleton", + "explosives": "Explosives", + "eyes": "Eyes", + "eyes-place": "Eyes Details", + "fail-result": "Fail", + "fast-speed": "Fast speed", + "female": "Female", + "fertile": "Fertile", + "fertility": "Fertility", + "finding-information": "Finding Information", + "first-aid": "First Aid", + "fof-breathing": "FOF Breathing", + "fof-breathing-title": "Foreing Organic Fluid Breathing", + "footer-created-by": "Created By", + "footer-inspired": "(highly inspired by Pathfinder sheet)", + "footer-last-update": "Last Update", + "foreign-language": "Foreign Language", + "furtive-silent-movement": "Furtive/Silent Movement", + "gambling": "Gambling", + "gender": "Gender", + "generator": "Generator", + "genetic-type": "Genetic Type", + "genetic-type-modifier": "Genetic Type Mod.", + "genetic-type-place": "Character Genetic Type", + "geographic-origin": "Geographic Origin", + "geographic-origin-place": "Character Geographic Origin", + "global-abbrv": "Glob.", + "hair": "Hair", + "hair-place": "Hair Details", + "hand-to-hand-combat": "Hand to Hand Combat", + "handguns": "Handguns", + "hands": "Guiding Hand", + "head": "Head", + "heavy-weapons-melee": "Heavy Weapons (melee)", + "heavy-weapons-shooting": "Heavy Weapons (shooting)", + "height": "Height", + "height-place": "Character Height", + "higher-eductation": "Higher Education", + "higher-eductation-place": "Character Studies & Degree", + "hunting-tracking": "Hunting/Tracking", + "impossible-action": "impossible action", + "incident-modifier": "Incident
    Modifier", + "incidents-effects": "Incidents Effects", + "incidents-effects-description-place": "Incidents & Effects Description", + "incidents-effects-name-place": "Effect name", + "incidents-exp": "Expand the incidents", + "incidents-h": "Incidents", + "incidents-localisation": "INCIDENTS LOCALISATION", + "initial-training": "Initial Training", + "initial-training-place": "Character Initial Training", + "initiative": "Initiative", + "initiative-exp": "Expand the initiative", + "initiative-h": "Initiative", + "int": "INT", + "integrity": "Integrity", + "integrity-abbrv": "ITG", + "integrity-permanent-loss": "ITG (structure)
    Permanent Loss", + "intelligence": "Intelligence", + "intimidation": "Intimidation", + "item": "Items", + "knockout-threshold": "Knockout Threshold", + "knowledge": "Knowledge", + "languages-dialects": "Languages/Dialects", + "leadership": "Leadership", + "left-arm": "Left Arm", + "left-handed": "Left Handed", + "left-leg": "Left Leg", + "length": "Length", + "length-vehicle-place": "Vehicle Length", + "light": "Light", + "light-ship": "[Light Ship]", + "limit-depth": "Depth (Limit)", + "limit-depth-armor-title": "Armor Limit Depth", + "limit-depth-vehicle-title": "Vehicle Limit Depth", + "limiting-skill": "limiting skill;", + "localisation": "Localisation", + "luck": "Luck", + "male": "Male", + "margin": "Margin", + "martial-art-defense": "Martial Art [Defense]", + "martial-art-offense": "Martial Art [Offense]", + "martial-art-wrestling": "Martial Art [Wrestling]", + "mastered-abbrv": "Mast.", + "max": "Max", + "maximum-speed": "Max Speed", + "mechanic": "Mechanic", + "melee": "Melee", + "melee-attack": "Melee Attack", + "melee-damage-modifier": "Damage Mod. (melee)", + "meleeWeapons": "WEAPONS (MELEE)", + "meleeWeapons-exp": "Expand the melee weapons", + "meleeWeapons-h": "Weapons (Melee)", + "minimize-cmd": "Minimize Row", + "moderate": "Moderate", + "moderate-speed": "Moderate Speed", + "modifier": "Modifier", + "mortal": "Mortal", + "moves": "MOVES", + "moves-exp": "Expand the moves", + "moves-h": "Moves", + "music-instrument": "Music Instruments", + "mutation": "Mutation", + "mutation-and-polaris-description-place": "Mutation or Polaris Flux Description", + "mutation-and-polaris-name-place": "Mutation or Polaris Flux Name", + "mutations-and-polaris": "Mutations & Polaris", + "mutations-and-polaris-exp": "Expand the Mutation & Polaris Flux", + "mutations-and-polaris-h": "Mutations & Polaris", + "name": "Name", + "nations-and-orga-knowledge": "Nations & Orga Knowledge", + "natural-ability": "Natural Ability", + "natural-environment-knowledge": "Natural Env. Knowledge", + "natural-progression-abbrv": "NP", + "natural-progression-skill": "NP : natural progression skill;", + "natural-resistance": "Natural Resistance", + "naval-combat": "Naval Combat", + "navigate": "Navigate", + "no": "No", + "notes": "Notes", + "number-abbrv": "Nb.", + "observation": "Observation", + "oceans": "Oceans", + "on-the-ground": "On the ground", + "onboard-weapons-artillery": "Onboard Weaponds/Artillery", + "optimum-depth": "Depth (Optimum)", + "optimum-depth-armor-title": "Armor Optimum Depth", + "optimum-depth-vehicle-title": "Vehicle Optimum Depth", + "orientation": "Orientation", + "page-annexes": "Annexes", + "page-armor": "Armore", + "page-character": "Character", + "page-config": "Configuration", + "page-vehicle": "Vehicle", + "penalties": "Penalties", + "penalty": "Penalty", + "per": "PER", + "perception": "Perception", + "physical-abilities": "Physical Abilities", + "pickpocket": "Pickpoket", + "pilot": "Pilot", + "piloting": "Piloting", + "player-name": "Player Name", + "player-name-place": "Player Name", + "poisons-deseases-radiations": "Deseases, Poisons & Radiations", + "polaris": "Polaris Flux", + "pre": "PRE", + "precision-shoot": "Precision Shoot", + "presence": "Presence", + "protection-localisation-place": "Protection Localisation", + "protection-name-place": "Protection Name", + "protection-penalty-place": "Protection Penalty", + "protection-shock-place": "Taking Shock", + "protection-value-place": "Protection Value", + "protections": "PROTECTIONS", + "protections-exp": "Expand the protections", + "protections-h": "Protections", + "ranged": "Ranged", + "ranged-attack": "Ranged Attack", + "ranged-weapon": "Ranged Weapons", + "ranged-weapon-damage-place": "ex: 1d6+2", + "ranged-weapon-extrem-range": "Xtr. Rg.", + "ranged-weapon-extrem-range-title": "Extrem Range", + "ranged-weapon-long-range": "Long. Rg.", + "ranged-weapon-long-range-title": "Long Range", + "ranged-weapon-max-range": "Max Rg.", + "ranged-weapon-max-range-title": "Max Range", + "ranged-weapon-medium-range": "Med. Rg.", + "ranged-weapon-medium-range-title": "Medium Range", + "ranged-weapon-name-place": "Weapon Name", + "ranged-weapon-shock-place": "ex: 1d4+1", + "ranged-weapon-short-range": "Sht. Rg.", + "ranged-weapon-short-range-title": "Short Range", + "rangedWeapons": "WEAPONS (RANGED)", + "rangedWeapons-exp": "Expand the ranged weapon", + "rangedWeapons-h": "Weapons (Ranged)", + "rate-of-fire": "Rate Of Fire", + "reach": "Reach", + "reaction": "Reaction", + "remote-piloting": "Remote Piloting", + "rifles-shoulder-fired-weapons": "Rifles/Shoulder Fired Weapons", + "right-arm": "Right Arm", + "right-handed": "Right Handed", + "right-leg": "Right Leg", + "roman-numeral-five": "V", + "roman-numeral-four": "IV", + "roman-numeral-height": "VIII", + "roman-numeral-one": "I", + "roman-numeral-seven": "VII", + "roman-numeral-six": "VI", + "roman-numeral-three": "III", + "roman-numeral-two": "II", + "science-specialized-knowledge": "Sciences/Special Knowledge", + "secondary-attributes": "SECONDARY ATTRIBUTES", + "secondary-attributes-exp": "Expand the secondary attributes", + "secondary-attributes-h": "Secondary Attributes", + "security-systems": "Security Systems", + "sequels": "Sequels", + "serious": "Serious", + "sharpshooting": "SharpShooting", + "sheet-configuration": "Character Sheet Configuration", + "shielding": "Shielding", + "shielding-title": "Shielding Value", + "shock": "Shock", + "shooting-mode-long-burst": "LB", + "shooting-mode-short-burst": "SB", + "shooting-mode-snap-shot": "SS", + "showsect-cmd": "Click to expand", + "singing": "Singing", + "size": "Size", + "size-armor-place": "Armor Size", + "size-vehicle-title": "Vehicle Size", + "skill": "Skill", + "skill-with-prerequisites": "skill with prerequisites (optional);", + "skills-exp": "Expand the skills", + "skills-h": "Skills", + "skills-title": "SKILLS", + "slow-speed": "Slow Speed", + "social-origins": "Social Origins", + "social-origins-place": "Character Social Origins", + "socializing-seduction": "Socializing/Seduction", + "soundscan-analysis": "Soundscan Analysis", + "special-skills": "Special Skills", + "special-weapons": "Special Weapons", + "special-weapons-melee": "Special Weapons", + "specific-language": "Specific Languages", + "spying-surveillance": "Spying/Surveillance", + "states-health-and-protection": "HEALT STATES & PROTECTIONS", + "stealth-shadowing": "Stealth/Shadowing", + "stealth-subterfuge": "Stealth/Subterfuge", + "sterile": "Sterile", + "str": "STR", + "strategy": "Strategy", + "strength": "Strength", + "structure": "Structure", + "stun-threshold": "Stun Threshold", + "submarine-armor-maneuver": "Armor Maneuvers [Submarine]", + "submarine-maneuvering": "Submarine Maneuvering", + "submarine-scooter": "[Submarine Scooter]", + "submarine-weapons": "Submarine Weapons", + "success-and-failure-margin-table": "SUCCESS & FAILURE MARGIN TABLE", + "success-result": "Success", + "surface": "Surface", + "surgery": "Surgery", + "survival": "Survival", + "survival-outside": "Survival/Outside", + "survival-system-and-generators": "Generators/Survival Systems", + "tactics": "Tactics", + "technical-engineering": "Technical Engineering", + "techniques": "Techniques", + "technological-level": "TL", + "throwing-weapons": "Throwing Weapons", + "total-luck": "Total", + "total-luck-title": "Total Luck", + "training": "Training", + "traps": "Traps", + "type": "Type", + "type-name": "Type/Name", + "type-name-armor-place": "Armor Type/Name", + "type-name-vehicle-place": "Vehicle Type/Name", + "underground": "Underground", + "underwater": "Under Water", + "value": "Value", + "vehicle": "Vehicle", + "vehicle-attack": "Vehicle Weaponery", + "vehicle-attributs-exp": "Expand the vehicule attributes", + "vehicle-attributs-h": "Vehicle Attributes", + "vehicle-block-name-place": "Vehicle Block Name", + "vehicle-blocks": "Blocks", + "vehicle-blocks-exp": "Expand the blocks", + "vehicle-blocks-h": "Blocks", + "vehicle-crew": "Crew", + "vehicle-crew-title": "Number of people in the vehicle crew", + "vehicle-desc": "Vehicle Attributes", + "vehicle-desc-exp": "Expand the vehicle description", + "vehicle-desc-h": "Vehicle Description", + "vehicle-freight ": "Freight", + "vehicle-freight-title": "Number of Freight that the vehicle can take", + "vehicle-is-damage": "Is Damage?", + "vehicle-maneuvrability": "Man.", + "vehicle-maneuvrability-title": "Vehicle Maneuvrability", + "vehicle-movement-points": "Mv. Pts.", + "vehicle-movement-points-title": "Movement Points", + "vehicle-notes-place": "Vehicle Notes", + "vehicle-passengers": "Passengers", + "vehicle-passengers-title": "Number of Passengers that the vehicle can take", + "vehicle-safety-flap-pilot": "Safety Flap on the cockpit", + "vehicle-speed": "Spd.", + "vehicle-speed-title": "Speed", + "vehicle-thrust-type": "Thrust", + "vehicle-thrust-type-place": "Thrust Type", + "weapon-damage": "Damages", + "weaponAmmunition": "Ammo", + "weaponAmmunitionCost": "cost", + "weaponery-exp": "Expand the weaponery", + "weaponery-h": "Weaponery", + "weaponery-up": "WEAPONERY", + "weaponry": "Weaponery", + "weapons": "Weapons", + "weight": "Weight", + "weight-title": "Character Weight", + "wil": "WIL", + "willpower": "Willpower", + "wounds": "WOUNDS", + "wounds-and-sequels": "Wounds & Sequels", + "wounds-and-sequels-description-place": "Wound Sequel Description", + "wounds-and-sequels-name-place": "Wound Name", + "wounds-exp": "Expand the wounds", + "wounds-h": "Wounds", + "yes": "Yes", + "zero-g-maneuvering": "0G Maneuvering" +} \ No newline at end of file diff --git a/Qin Warring States/translations/ca.json b/Qin Warring States/translations/ca.json new file mode 100644 index 0000000000..1f341643a6 --- /dev/null +++ b/Qin Warring States/translations/ca.json @@ -0,0 +1,120 @@ +{ + "Age": "Age", + "Breath-of-Life": "Breath of Life", + "Bruised": "Bruised", + "C": "C", + "Character-Type": "Character Type", + "Chi": "Chi", + "Chu": "Chu", + "Current-Chi": "Current Chi", + "DEFINING-DEEDS": "DEFINING DEEDS", + "DMG": "DMG", + "E": "E", + "Earth": "Earth", + "Earth-button": "Earth", + "Effects": "Effects", + "EQUIPMENT": "EQUIPMENT", + "Experience": "Experience", + "Fatally-Injured": "Fatally Injured", + "Fire": "Fire", + "Fire-button": "Fire", + "Gift": "Gift", + "Gift-Acuity-of-the-Kilin": "Acuity of the Kilin", + "Gift-Agility-of-the-Monkey": "Agility of the Monkey", + "Gift-Audacity-of-the-Phoenix": "Audacity of the Phoenix", + "Gift-Beloved-of-Nature": "Beloved of Nature", + "Gift-Blessed-by-the-dragon-kings": "Blessed by the Dragon-Kings", + "Gift-Breastplate-of-Bronze": "Breastplate of Bronze", + "Gift-Child-of-the-Shadows": "Child of the Shadows", + "Gift-Claws-of-the-Tiger": "Claws of the Tiger", + "Gift-Courage-of-the-Tiger": "Courage of the Tiger", + "Gift-Ease-of-the-Courtier": "Ease of the Courtier", + "Gift-Eye-of-the-Snake": "Eye of the Snake", + "Gift-Favorite-of-Wen-Chang": "Favorite of Wen Chang", + "Gift-Feline-Grace": "Feline Grace", + "Gift-Gift-of-Nezha": "Gift of Nezha", + "Gift-Hand-of-the Monkey": "Hand of the Monkey", + "Gift-Health-of-the-Rat": "Health of the Rat", + "Gift-Heir-of-Sun-Zi": "Heir of Sun Zi", + "Gift-Inspiration-of-the-Gods": "Inspiration of the Gods", + "Gift-Inspiration-of-the-Tao": "Inspiration of the Tao", + "Gift-Linguist": "Linguist", + "Gift-Luck-of-the-Hare": "Luck of the Hare", + "Gift-Mask-of-the-Demon": "Mask of the Demon", + "Gift-Memory-of-the-Zhongguo": "Memory of the Zhongguo", + "Gift-Not-Applicable": "Not Applicable", + "Gift-On-the-Shell-of-the-Turtle": "On the Shell of the Turtle", + "Gift-Paw-of-the-Bear": "Paw of the Bear", + "Gift-Placidity-of-the-Turtle": "Placidity of the Turtle", + "Gift-Presence-of-the-Phoenix": "Presence of the Phoenix", + "Gift-Sense-of-the-Tao": "Sense of the Tao", + "Gift-Sharp-Senses": "Sharp Senses", + "Gift-specialization": "Gift Specialization", + "Gift-Spirit-of-Horses": "Spirit of Horses", + "Gift-Strength-of-the-Ox": "Strength of the Ox", + "Gift-Tongue-of-Tsai-Chen": "Tongue of Tsai Chen", + "Gift-Unsettling-Beauty": "Unsettling Beauty", + "Han": "Han", + "Height": "Height", + "L": "L", + "Level": "Level", + "M": "M", + "Metal": "Metal", + "Metal-button": "Metal", + "Name": "Name", + "Normal": "Normal", + "Not-Applicable": "Not Applicable", + "Passive-Defense": "Passive Defense", + "Protection": "Protection", + "Qi": "Qi", + "Qin": "Qin", + "Renown": "Renown", + "Resistance": "Resistance", + "Seriously-Injured": "Seriously Injured", + "Sex": "Sex", + "SKILLS": "SKILLS", + "Slightly-Injured": "Slightly Injured", + "State": "State", + "T": "T", + "TAO-MAGIC": "TAO - MAGIC", + "Tao-Techniques": "Tao - Techniques", + "Techniques": "Techniques", + "Total-DMG": "Total DMG", + "Water": "Water", + "Water-button": "Water", + "Weakness": "Weakness", + "Wei": "Wei", + "Weight": "Weight", + "Wood": "Wood", + "Wood-button": "Wood", + "Yan": "Yan", + "Zhao": "Zhao", + "Air-of-the-Snake": "Air of the Snake", + "Alcoholic": "Alcoholic", + "Amnesiac": "Amnesiac", + "Ascetic": "Ascetic", + "Blessed-by-Chang-E": "Blessed by Chang-E", + "Clown": "Clown", + "Code-of-Honor": "Code of Honor", + "Curiousity-of-the-Rat": "Curiousity of the Rat", + "Curse-of-the-Five-Poisons": "Curse of the Five Poisons", + "Curse-of-Zhu-Rong": "Curse of Zhu Rong", + "Disgrace-of-Fu-Xing": "Disgrace of Fu Xing", + "Hard-of-Hearing": "Hard of Hearing", + "Haunted-Soul": "Haunted Soul", + "Impetuosity-of-the-Horse": "Impetuosity of the Horse", + "Impure-Blood": "Impure Blood", + "Lookalike": "Lookalike", + "Loudmouth": "Loudmouth", + "Loyalty-of-the-Dog": "Loyalty of the Dog", + "Mind-of-the-Hare": "Mind of the Hare", + "Mysogynist/Misandrist": "Mysogynist/Misandrist", + "Naive": "Naive", + "Obsessive-Compulsive": "Obsessive-Compulsive", + "Phobia": "Phobia", + "Pride-of-the-Rooster": "Pride of the Rooster", + "Short-sighted": "Short-sighted", + "Sickly": "Sickly", + "Timidity-of-the-Kilin": "Timidity of the Kilin", + "Wanted": "Wanted" +} diff --git a/Qin Warring States/translations/hu.json b/Qin Warring States/translations/hu.json new file mode 100644 index 0000000000..1f341643a6 --- /dev/null +++ b/Qin Warring States/translations/hu.json @@ -0,0 +1,120 @@ +{ + "Age": "Age", + "Breath-of-Life": "Breath of Life", + "Bruised": "Bruised", + "C": "C", + "Character-Type": "Character Type", + "Chi": "Chi", + "Chu": "Chu", + "Current-Chi": "Current Chi", + "DEFINING-DEEDS": "DEFINING DEEDS", + "DMG": "DMG", + "E": "E", + "Earth": "Earth", + "Earth-button": "Earth", + "Effects": "Effects", + "EQUIPMENT": "EQUIPMENT", + "Experience": "Experience", + "Fatally-Injured": "Fatally Injured", + "Fire": "Fire", + "Fire-button": "Fire", + "Gift": "Gift", + "Gift-Acuity-of-the-Kilin": "Acuity of the Kilin", + "Gift-Agility-of-the-Monkey": "Agility of the Monkey", + "Gift-Audacity-of-the-Phoenix": "Audacity of the Phoenix", + "Gift-Beloved-of-Nature": "Beloved of Nature", + "Gift-Blessed-by-the-dragon-kings": "Blessed by the Dragon-Kings", + "Gift-Breastplate-of-Bronze": "Breastplate of Bronze", + "Gift-Child-of-the-Shadows": "Child of the Shadows", + "Gift-Claws-of-the-Tiger": "Claws of the Tiger", + "Gift-Courage-of-the-Tiger": "Courage of the Tiger", + "Gift-Ease-of-the-Courtier": "Ease of the Courtier", + "Gift-Eye-of-the-Snake": "Eye of the Snake", + "Gift-Favorite-of-Wen-Chang": "Favorite of Wen Chang", + "Gift-Feline-Grace": "Feline Grace", + "Gift-Gift-of-Nezha": "Gift of Nezha", + "Gift-Hand-of-the Monkey": "Hand of the Monkey", + "Gift-Health-of-the-Rat": "Health of the Rat", + "Gift-Heir-of-Sun-Zi": "Heir of Sun Zi", + "Gift-Inspiration-of-the-Gods": "Inspiration of the Gods", + "Gift-Inspiration-of-the-Tao": "Inspiration of the Tao", + "Gift-Linguist": "Linguist", + "Gift-Luck-of-the-Hare": "Luck of the Hare", + "Gift-Mask-of-the-Demon": "Mask of the Demon", + "Gift-Memory-of-the-Zhongguo": "Memory of the Zhongguo", + "Gift-Not-Applicable": "Not Applicable", + "Gift-On-the-Shell-of-the-Turtle": "On the Shell of the Turtle", + "Gift-Paw-of-the-Bear": "Paw of the Bear", + "Gift-Placidity-of-the-Turtle": "Placidity of the Turtle", + "Gift-Presence-of-the-Phoenix": "Presence of the Phoenix", + "Gift-Sense-of-the-Tao": "Sense of the Tao", + "Gift-Sharp-Senses": "Sharp Senses", + "Gift-specialization": "Gift Specialization", + "Gift-Spirit-of-Horses": "Spirit of Horses", + "Gift-Strength-of-the-Ox": "Strength of the Ox", + "Gift-Tongue-of-Tsai-Chen": "Tongue of Tsai Chen", + "Gift-Unsettling-Beauty": "Unsettling Beauty", + "Han": "Han", + "Height": "Height", + "L": "L", + "Level": "Level", + "M": "M", + "Metal": "Metal", + "Metal-button": "Metal", + "Name": "Name", + "Normal": "Normal", + "Not-Applicable": "Not Applicable", + "Passive-Defense": "Passive Defense", + "Protection": "Protection", + "Qi": "Qi", + "Qin": "Qin", + "Renown": "Renown", + "Resistance": "Resistance", + "Seriously-Injured": "Seriously Injured", + "Sex": "Sex", + "SKILLS": "SKILLS", + "Slightly-Injured": "Slightly Injured", + "State": "State", + "T": "T", + "TAO-MAGIC": "TAO - MAGIC", + "Tao-Techniques": "Tao - Techniques", + "Techniques": "Techniques", + "Total-DMG": "Total DMG", + "Water": "Water", + "Water-button": "Water", + "Weakness": "Weakness", + "Wei": "Wei", + "Weight": "Weight", + "Wood": "Wood", + "Wood-button": "Wood", + "Yan": "Yan", + "Zhao": "Zhao", + "Air-of-the-Snake": "Air of the Snake", + "Alcoholic": "Alcoholic", + "Amnesiac": "Amnesiac", + "Ascetic": "Ascetic", + "Blessed-by-Chang-E": "Blessed by Chang-E", + "Clown": "Clown", + "Code-of-Honor": "Code of Honor", + "Curiousity-of-the-Rat": "Curiousity of the Rat", + "Curse-of-the-Five-Poisons": "Curse of the Five Poisons", + "Curse-of-Zhu-Rong": "Curse of Zhu Rong", + "Disgrace-of-Fu-Xing": "Disgrace of Fu Xing", + "Hard-of-Hearing": "Hard of Hearing", + "Haunted-Soul": "Haunted Soul", + "Impetuosity-of-the-Horse": "Impetuosity of the Horse", + "Impure-Blood": "Impure Blood", + "Lookalike": "Lookalike", + "Loudmouth": "Loudmouth", + "Loyalty-of-the-Dog": "Loyalty of the Dog", + "Mind-of-the-Hare": "Mind of the Hare", + "Mysogynist/Misandrist": "Mysogynist/Misandrist", + "Naive": "Naive", + "Obsessive-Compulsive": "Obsessive-Compulsive", + "Phobia": "Phobia", + "Pride-of-the-Rooster": "Pride of the Rooster", + "Short-sighted": "Short-sighted", + "Sickly": "Sickly", + "Timidity-of-the-Kilin": "Timidity of the Kilin", + "Wanted": "Wanted" +} diff --git a/Raspberry Heaven/translations/ca.json b/Raspberry Heaven/translations/ca.json new file mode 100644 index 0000000000..188ad3801e --- /dev/null +++ b/Raspberry Heaven/translations/ca.json @@ -0,0 +1,8 @@ +{ + "name": "Your Name", + "description": "Description", + "special": "Special Move", + "roll": "Roll", + "movehappens": "What Happens?", + "number": "Number" +} \ No newline at end of file diff --git a/Raspberry Heaven/translations/hu.json b/Raspberry Heaven/translations/hu.json new file mode 100644 index 0000000000..188ad3801e --- /dev/null +++ b/Raspberry Heaven/translations/hu.json @@ -0,0 +1,8 @@ +{ + "name": "Your Name", + "description": "Description", + "special": "Special Move", + "roll": "Roll", + "movehappens": "What Happens?", + "number": "Number" +} \ No newline at end of file diff --git a/RatasEnLasParedes/translations/ca.json b/RatasEnLasParedes/translations/ca.json new file mode 100644 index 0000000000..70dfef13c8 --- /dev/null +++ b/RatasEnLasParedes/translations/ca.json @@ -0,0 +1,17 @@ +{ + "nombre": "NOMBRE", + "profesion": "PROFESION", + "reputacion": "REPUTACION", + "destreza": "DESTREZA", + "ingenio": "INGENIO", + "musculo": "MUSCULO", + "violencia": "VIOLENCIA", + "voluntad": "VOLUNTAD", + "pv": "PV", + "pc": "PC", + "pe": "PE", + "damage": "DAÑO", + "armas-1-mano": "Armas 1 Mano", + "armas-2-manos": "Armas 2 Manos", + "armas-grandes": "Armas Grandes" +} \ No newline at end of file diff --git a/RatasEnLasParedes/translations/hu.json b/RatasEnLasParedes/translations/hu.json new file mode 100644 index 0000000000..70dfef13c8 --- /dev/null +++ b/RatasEnLasParedes/translations/hu.json @@ -0,0 +1,17 @@ +{ + "nombre": "NOMBRE", + "profesion": "PROFESION", + "reputacion": "REPUTACION", + "destreza": "DESTREZA", + "ingenio": "INGENIO", + "musculo": "MUSCULO", + "violencia": "VIOLENCIA", + "voluntad": "VOLUNTAD", + "pv": "PV", + "pc": "PC", + "pe": "PE", + "damage": "DAÑO", + "armas-1-mano": "Armas 1 Mano", + "armas-2-manos": "Armas 2 Manos", + "armas-grandes": "Armas Grandes" +} \ No newline at end of file diff --git a/ReachofTitan/translations/ca.json b/ReachofTitan/translations/ca.json new file mode 100644 index 0000000000..3eb48ef747 --- /dev/null +++ b/ReachofTitan/translations/ca.json @@ -0,0 +1,36 @@ +{ + "abilities": "Abilities:", + "actions": "Actions", + "anchorattack": "Anchor Attack:", + "armor": "Armor:", + "attacks": "Attacks", + "available": "Available: ", + "basiccombatorder": "Basic Combat Order:", + "class": "Class:", + "climb": "Climb:", + "creaturestats": "Creature Stats", + "damage": "Damage", + "evasion": "Evasion:", + "evasion-p": "Evasion", + "exhausted": "Exhausted: ", + "hp": "HP:", + "intellect": "Intellect:", + "items": "Items:", + "meleeattack": "Melee Attack:", + "name": "Name:", + "nodamage": " (No damage) The Titan is anchored.", + "numberofactions": "Number of Actions:", + "rangedattack": "Ranged Attack:", + "relatedsections": "Related Section:", + "rolldicefordamage": " Roll dice for damage.", + "rolldicetopiece": " Roll dice to pierce armor ", + "sections": "Sections", + "shake": "Shake:", + "shake-p": "Shake", + "specialabilities": "Special Abilities", + "strength": "Strength:", + "templateheader": "Action Roll", + "thirdact": "Third Act Publishing", + "titan": "Titan:", + "upondamage": "Upon Damage" +} \ No newline at end of file diff --git a/ReachofTitan/translations/hu.json b/ReachofTitan/translations/hu.json new file mode 100644 index 0000000000..3eb48ef747 --- /dev/null +++ b/ReachofTitan/translations/hu.json @@ -0,0 +1,36 @@ +{ + "abilities": "Abilities:", + "actions": "Actions", + "anchorattack": "Anchor Attack:", + "armor": "Armor:", + "attacks": "Attacks", + "available": "Available: ", + "basiccombatorder": "Basic Combat Order:", + "class": "Class:", + "climb": "Climb:", + "creaturestats": "Creature Stats", + "damage": "Damage", + "evasion": "Evasion:", + "evasion-p": "Evasion", + "exhausted": "Exhausted: ", + "hp": "HP:", + "intellect": "Intellect:", + "items": "Items:", + "meleeattack": "Melee Attack:", + "name": "Name:", + "nodamage": " (No damage) The Titan is anchored.", + "numberofactions": "Number of Actions:", + "rangedattack": "Ranged Attack:", + "relatedsections": "Related Section:", + "rolldicefordamage": " Roll dice for damage.", + "rolldicetopiece": " Roll dice to pierce armor ", + "sections": "Sections", + "shake": "Shake:", + "shake-p": "Shake", + "specialabilities": "Special Abilities", + "strength": "Strength:", + "templateheader": "Action Roll", + "thirdact": "Third Act Publishing", + "titan": "Titan:", + "upondamage": "Upon Damage" +} \ No newline at end of file diff --git a/Rhapsody of Blood/translations/ca.json b/Rhapsody of Blood/translations/ca.json new file mode 100644 index 0000000000..625e9d0835 --- /dev/null +++ b/Rhapsody of Blood/translations/ca.json @@ -0,0 +1,807 @@ +{ + "a_backup_pistol": "A backup pistol (ranged, reload).", + "a_bag_of_healing_salves": "A bag of healing salves.", + "a_clever_disguise": "A clever disguise (can pass as a castle minion).", + "a_collar_with_a_glowing_light": "A collar with a glowing light.", + "a_crossbow": "A crossbow (ranged, reload).", + "a_deck_of_playing_cards": "A deck of playing cards.", + "a_hip_flask_wineskin_or_tobacco_pouch": "A hip flask, wineskin or tobacco pouch.", + "a_last_ditch_ice_burst": "A last-ditch ice burst (stun, painful).", + "a_musical_instrument": "A musical instrument.", + "a_pouch_of_alchemical_samples": "A pouch of alchemical samples.", + "a_shield": "A shield (advantage on Confront, disadvantage on Dodge).", + "a_small_light_source": "A small light source.", + "a_theodolite_and_a_spirit_level": "A theodolite and a spirit level.", + "a_toolbox": "A toolbox.", + "a_warhorse": "A warhorse.", + "an_amulet": "An amulet (destroy to lose 1 contamination).", + "an_old_map": "An old map (sacrifice to get 2 Travel the Labyrinth hold).", + "anti_venoms_and_stimulants": "Anti-venoms and stimulants.", + "antitoxins_and_miracle_cures": "Antitoxins and miracle cures.", + "armoured_plates": "Armoured Plates (1 Armour).", + "as_many_rations_as_you_need": "As many rations as you need.", + "assassin": "The Assassin", + "assassin_covenant_example_1": "You healed them up from a mortal wound.", + "assassin_covenant_example_2": "They’re heavily in debt to you.", + "assassin_covenant_example_3": "You’ve sworn loyalty to them.", + "assassin_death_move": "

    When you die, you may reveal that your body was a mere shadow or effigy, and you actually survived. Tell us where you were all along. That trick won’t work again. Cross off this move.

    ", + "assassin_moves": "Assassin Moves", + "assassin_names": "Deviant, Weary, Dagger, Edge, Whisper", + "assassin_starting_array": "Iron 0 Glass 0 Sulphur -1 Mercury +1", + "assorted_coins_from_your_home_country": "Assorted coins from your home country.", + "bandages_and_healing_salves": "Bandages and healing salves.", + "blood": "Blood", + "blood_starts_at_zero": "Blood starts at 0.", + "bloodline": "Bloodline", + "bloodline_move_a_miracle_of_science": "A Miracle of Science", + "bloodline_move_a_miracle_of_science_desc": "

    When your explorer dissects a defeated Acolyte, gain 1-organ. With a few minutes of preparation, they may spend 1-organ to:

    • Craft a healing salve and remove a minor or major wound.
    • Merge it with a weapon and give the weapon a new perk.
    • Graft it on and raise Blood by 1.
    • Inspire those around them, restoring 4 harm to all explorers nearby or rejuvenating any wraiths.
    ", + "bloodline_move_a_web_of_influence": "A Web of Influence", + "bloodline_move_a_web_of_influence_desc": "

    Your contacts stand ready to support your war against evil. When you roll a 7+ on ReinIronments, you may pick one extra option.

    ", + "bloodline_move_arcane_library": "Arcane Library†", + "bloodline_move_arcane_library_desc": "

    While at your safe camps, any explorer can archive a spell (learned via Drink Deep) and receive a Relic in return. At any later point anyone can spend a Relic to learn a spell from the archive. Choose two spells to have in your archive already:

    • See your foes with perfect clarity.
    • Charge your weapon with lightning (add perk: stun).
    • Float gently down instead of falling.
    ", + "bloodline_move_arcane_power": "Arcane Power", + "bloodline_move_audacious": "Audacious†", + "bloodline_move_audacious_desc": "

    When your explorer confronts the Regent, roll +Swords. On a 7-9 pick 1, on a 10+ pick 2:

    • They’ll talk for a time before attacking or leaving.
    • They let slip a weakness of their plans.
    • They focus on your explorer and ignore the others.
    ", + "bloodline_move_avarice": "Avarice", + "bloodline_move_avarice_desc": "

    The strange by-products of the castle's intrusion into our reality retain their power, if you let them feed from you. When you would spend a relic, you may mark contamination to keep it in your bloodline's stocks.

    ", + "bloodline_move_bodyguard": "Bodyguard†", + "bloodline_move_bodyguard_desc": "

    Your explorer has a skilled companion to back them up in the castle. Pick one when you make your explorer:

    • Your companion fights beside you, giving your attacks the cleave tag.
    • Your companion protects you, giving you advantage on Confront.
    • Your companion heals you: whenever you Shelter, heal 4 Harm.
    ", + "bloodline_move_communication_devices": "Communication Devices†", + "bloodline_move_communication_devices_desc": "

    You have effective means of long-distance communication. Your explorer and their allies can communicate with each other through great distances without having to Summon Aid.

    ", + "bloodline_move_dark_legacy": "Dark Legacy†", + "bloodline_move_dark_legacy_desc": "

    All your explorers bear the curse of the castle, starts with a Blood Move; when using it, you may choose to take 1 harm instead of marking contamination.

    ", + "bloodline_move_death_ray": "Death Ray", + "bloodline_move_death_ray_desc": "

    Exactly once, when Darkness Falls, you may declare that you have a final solution. Negate the effects of Darkness Falling, but it will cost you a fragment of your souls. Your future characters start at Blood 1, as if you had left the castle without claiming the grail and with Blood 4+.

    ", + "bloodline_move_defeat_means_friendship": "Defeat Means Friendship†", + "bloodline_move_defeat_means_friendship_desc": "

    When your explorer would inflict the killing blow on an Acolyte, they may stay their hand. If you do, roll +Chalices. On a 7-9 pick 1 they get enough control to tell you:

    • How the Regent’s ritual can be set back.
    • How the Acolyte can be saved.
    • A secret weakness of another Acolyte.

    They then retreat into the maze-like corridors of the castle.

    On a 10+ they gain enough control to change sides and work alongside you, though they cannot act directly against the Regent.

    ", + "bloodline_move_dimensional_relocation": "Dimensional Relocation", + "bloodline_move_dimensional_relocation_desc": "

    When you warp space to move explorers between two safe camps, roll +Wands. On a hit, they make the journey successfully; on a 7-9, pick one:

    • They leave something important behind.
    • They bring something nasty with them.
    ", + "bloodline_move_eldritch_insight": "Eldritch Insight", + "bloodline_move_eldritch_insight_desc": "

    You have learned how to turn the castle's burgeoning power towards your own ends. Whenever the Regent's clock ticks down, gain a Relic.

    ", + "bloodline_move_electric_eye": "Electric Eye", + "bloodline_move_electric_eye_desc": "

    When you claim a Forward Base, you may spend 1 Relic to install hidden cameras that will warn you when the base is about to come under attack.

    ", + "bloodline_move_empowered_wards": "Empowered Wards", + "bloodline_move_empowered_wards_desc": "

    When you roll 10+ on Resist Doom, your ritual lingers providing active opposition to the Regent. The next time their clock would tick down, it's stopped from doing so.

    ", + "bloodline_move_experimental_weaponry": "Experimental Weaponry", + "bloodline_move_experimental_weaponry_desc": "

    Your bloodline's resources are devoted to the creation of new weapons to be used against darkness. Once a generation, you can gain one of these weapons for your struggle.

    When your scholars bring their most recent creation to your camp, roll +Coins. On a 7-9 pick one, on a 10+ pick two:

    • You can sacrifice it to Strike without needing an Opening.
    • You may spend a relic to give it the holy tag for the rest of the fight.
    • It has three perks and a flaw, or two perks and no flaw.
    ", + "bloodline_move_forward_base": "Forward Base", + "bloodline_move_good_measure": "Good Measure", + "bloodline_move_good_measure_desc": "

    When you use Rest and Relaxation, you may spend 1 Relic to pick an additional option from the list.

    ", + "bloodline_move_grim_portents": "Grim Portents", + "bloodline_move_grim_portents_desc": "

    When you Resist Doom, you add the following option to the list:

    • You learn what the world’s blight will be. All Acolytes that speed the world’s blight will act on the clock tick after they’re initially supposed to.
    ", + "bloodline_move_holy_vanguard": "Holy Vanguard†", + "bloodline_move_holy_vanguard_desc": "

    You are vigilant protectors of the mundane. When an Acolyte ventures out to attack the mortal world, your explorer can spend 1 Travel the Labyrinth hold to immediately intervene and confront them.

    ", + "bloodline_move_lend_aid": "Lend Aid", + "bloodline_move_martyrdom": "Martyrdom", + "bloodline_move_martyrdom_desc": "

    When you Resist Doom, your explorer can sacrifice some of their lifespan to channel greater power. You may substitute a minor wound for 1 relic, a major wound for 2 relics, or a deadly wound for 3 relics.

    ", + "bloodline_move_medicinal_herbs": "Medicinal Herbs", + "bloodline_move_medicinal_herbs_desc": "

    When you have access to natural herbs and poultices, choose one more option from Rest and Relaxation, even on a miss.

    ", + "bloodline_move_more_than_human": "More Than Human", + "bloodline_move_more_than_human_desc": "

    When you make an explorer, choose one:

    • They have natural weapons: claws, spines, etc. Give them a perk and a flaw.
    • They have resistance to harm: fur, chitin, thick skin etc. Get 1 Armour.
    • They have unnatural agility. They can climb walls, run on water or leap dozens of metres, and get advantage on Dodge.
    ", + "bloodline_move_natural_vigor": "Natural Vigor†", + "bloodline_move_natural_vigor_desc": "

    Your explorers can mark a second Minor Wound.

    ", + "bloodline_move_one_of_the_horde": "One of the Horde", + "bloodline_move_one_of_the_horde_desc": "

    When you send your bloodline members to blend in with the castle’s denizens, roll +Wands. On a 7-9 hold one, on a 10+ hold three. Spend the hold 1-for-1 to get them to:

    • Strike from within a group of castle denizens, sending them into disarray.
    • Help you navigate, giving you 1 Travel the Labyrinth hold.
    • Smuggle you a useful item.
    ", + "bloodline_move_opulence": "Opulence", + "bloodline_move_opulence_desc": "

    When you shower luxury on a party of explorers, you may roll +Coins to give them Rest & Relaxation.

    ", + "bloodline_move_our_town": "Our Town", + "bloodline_move_our_town_desc": "

    When you call on your reputation in a community that knows your legend, roll +Chalices on Reinforcements instead of +Coins.

    ", + "bloodline_move_out_of_this_world": "Out of This World", + "bloodline_move_out_of_this_world_desc": "

    When you call for Reinforcements, add the following to the list:

    • You hear about otherworldly friends trapped in the castle. Free them, and they will aid you for the rest of this generation.
    ", + "bloodline_move_panacea": "Panacea", + "bloodline_move_panacea_desc": "

    When you claim a Forward Base, you may mark contamination to reduce the Regent’s Clock by 1.

    ", + "bloodline_move_phases_of_the_moon_": "Phases Of The Moon ", + "bloodline_move_phases_of_the_moon__desc": "

    You can tell what is wrong with the world by looking at the moon. At the beginning of a generation, the GM will tell you if there are any Acolytes that speed the world’s blight, what blight they bring, and on what ticks.

    ", + "bloodline_move_plant_whisperer": "Plant Whisperer†", + "bloodline_move_plant_whisperer_desc": "

    You can communicate with trees and other flora. When you seek Shelter near a tree, you may treat it as a contact of your choice.

    ", + "bloodline_move_reinforcements": "Reinforcements", + "bloodline_move_resist_doom": "Resist Doom", + "bloodline_move_rest_and_relaxation": "Rest And Relaxation", + "bloodline_move_science": "Science", + "bloodline_move_science_desc": "

    When you Resist Doom by replacing occult resources and ceremonial paraphernalia with technological baubles and devices, roll +Swords instead of +Wands.

    ", + "bloodline_move_secret_technique": "Secret Technique†", + "bloodline_move_secret_technique_desc": "

    There’s a particular fighting style passed down your bloodline through training, genetics, or mystical empowerment. Pick one:

    • Cheating Death: The first time your explorer triggers their Death Move, they survive hanging onto the barest thread of life.
    • Consecrated Blood: Any monster that consumes your blood feels agonising pain. Your explorer can take 1 Harm to give their weapon the Holy tag for one strike.
    • Accelerate Perceptions: Can take 1 Harm to move incredibly fast for a few seconds, at the cost of being exhausted and unable to move for a few seconds after.
    ", + "bloodline_move_shadows_of_humanity": "Shadows of Humanity", + "bloodline_move_shadows_of_humanity_desc": "

    Human society may recoil from you, but that doesn’t mean you’re powerless. If you intimidate people into helping you or appeal to their baser urges, roll +Swords on Reinforcements instead of +Coins.

    ", + "bloodline_move_shield_of_faith": "Shield of Faith†", + "bloodline_move_shield_of_faith_desc": "

    So long as your camps maintain a constant vigil of prayer, they will not come under attack.

    When your explorer attempts to manifest this shield, roll +Sulphur. On a hit, radiant light prevents creatures of the castle from coming within a few metres of you. On a 7-9 pick two, on a 10+ pick one:

    • Moving breaks the shield.
    • Attacking breaks the shield.
    • No-one else can shelter under the shield.
    ", + "bloodline_move_soothsayers_for_hire": "Soothsayers for Hire", + "bloodline_move_soothsayers_for_hire_desc": "

    When you sell your fortune-telling services while calling for Reinforcements, you always get 1 Relic in addition to any other choice.

    ", + "bloodline_move_stoke_the_flame": "Stoke the Flame", + "bloodline_move_stoke_the_flame_desc": "

    When an explorer on the verge of death is brought back to one of your camps, roll +Chalices. On a 7-9 the deadly wound is stepped down to a major wound; on a 10+ it's gone entirely. On a 6- their soul gutters out entirely, replaced by something dark: they'll die and become an undead Acolyte, unless 1 Relic is sacrificed to stop it.

    ", + "bloodline_move_switcheroo": "Switcheroo†", + "bloodline_move_switcheroo_desc": "
    • When an explorer passes on their misfortune onto you, they mark contamination.
    • When your explorer forces their misfortune onto someone else, mark contamination.
    ", + "bloodline_move_the_flesh_is_weak": "The Flesh is Weak†", + "bloodline_move_the_flesh_is_weak_desc": "

    You can concentrate the castle's corruption in one part of an explorer's body. Actions using the body part have advantage, but the explorer marks an additional point every time they mark contamination. Amputating the node of corruption deals the explorer a major wound, and they lose a point of Blood and a Blood Gift. The removed body part counts as 1 relic.

    ", + "bloodline_move_the_will_to_fight": "The Will to Fight†", + "bloodline_move_the_will_to_fight_desc": "

    Your bloodline has a tenacity that lets them cheat death so long as they have something to fight for. All of your explorers start with +1 Armour. Whenever they take a blow for another explorer, they can refresh the Armour box

    ", + "bloodline_move_two_faced_coin_": "Two-Faced Coin† ", + "bloodline_move_two_faced_coin__desc": "

    When your explorer rolls a miss, hold 1. Spend that hold to gain advantage on a roll.

    ", + "bloodline_move_voice_of_the_regent": "Voice of the Regent", + "bloodline_move_voice_of_the_regent_desc": "

    Add the following option to Resist Doom:

    • Give your explorer a one-time ability to command the castle's denizens.

    When they use this, the denizens become their loyal servants. When they fight alongside you, your attacks gain the cleave tag. When you send them to act independently of you, the GM will decide how well they do. When you take Harm, you can choose to have the denizens be destroyed instead.

    ", + "body_built_muscular_lithe_hard": "Built, muscular, lithe, hard.", + "body_bulky_muscular_fit_lithe": "Bulky, muscular, fit, lithe.", + "body_burly_bent_stocky_weaselly": "Burly, bent, stocky, weaselly.", + "body_lanky_lithe_fit_warped": "Lanky, lithe, fit, warped.", + "body_lanky_strange_pretty_wide": "Lanky, strange, pretty, wide.", + "body_maimed_lithe_muscular_stout": "Maimed, lithe, muscular, stout.", + "body_normal_dire_cartoonish": "Normal, dire, cartoonish.", + "body_scrawny_lithe_spindly_frail": "Scrawny, lithe, spindly, frail.", + "body_slim_athletic_stout_frail": "Slim, athletic, stout, frail.", + "body_spindly_stout_athletic_out_of_shape": "Spindly, stout, athletic, out-of-shape.", + "body_thin_fit_portly_hard": "Thin, fit, portly, hard.", + "bonded": "The Bonded", + "bonded_covenant_example_1": "You grew up together.", + "bonded_covenant_example_2": "You were close friends or lovers.", + "bonded_covenant_example_3": "You have a grudge between you.", + "bonded_death_move": "

    As your life fades, the spirit and the castle fight for your soul. Pick one:

    Transfiguration: You come back to life: you're immune to harm, but die at the end of the fight.
    Guardian Angel: The spirit vows to continue your mission, aiding the other explorers.
    Damnation: Heal fully, but be damned. From then on, mark contamination instead of taking harm.
    ", + "bonded_desc": "The Bonded has forged a link with a powerful spirit - a ghost of an ancestor, an avatar of their god, an elemental force or something stranger. With this spirit standing behind them, they can work strange miracles and walk between worlds.", + "bonded_moves": "Bonded Moves", + "bonded_names": "Kujo, Aamir, Malkhazi, Aretha, Temperance, Christa, Camilla, Sebastian, Drahomíra", + "bonded_starting_array": "Iron 0 Glass 0 Sulphur +1 Mercury -1", + "bound_to_a_ghost": "Bound to a ghost, an angel, a demon, an elemental.", + "breach": "Breach", + "breastplate_or_mail_shirt": "Breastplate or mail shirt (1 Armour).", + "bulky_protective_gear": "Bulky protective gear (1 armour).", + "candles_and_matches": "Candles and matches.", + "captain": "The Captain", + "captain_covenant_example_1": "You healed them up from a mortal wound.", + "captain_covenant_example_2": "They’re heavily in debt to you.", + "captain_covenant_example_3": "You’ve sworn loyalty to them.", + "captain_death_move": "

    As you’re dying, name another explorer to lead the expedition. They gain all Captain Moves, even those you haven’t chosen.

    ", + "captain_desc": "The Captain is a supportive leader and combatant.", + "captain_moves": "Captain Moves", + "captain_names": "Brigitte, Ash, Reinhardt, Tirant, Quixote, Rodrigo", + "captain_starting_array": "Iron 0 Glass 1 Sulphur +1 Mercury 0", + "making_your_heroes": "Making Your Heroes", + "castle_exploration": "Castle Exploration", + "castle_exploration_drink_deep": "Drink Deep", + "castle_exploration_face_the_horde": "Face The Horde", + "castle_exploration_flow_like_water": "Flow Like Water", + "castle_exploration_see_clear": "See Clear", + "castle_exploration_shelter": "Shelter", + "castle_exploration_travel_the_labyrinth": "Travel The Labyrinth", + "chalices": "Chalices", + "chalices_description": "Their ability to provide aid to the characters and let them rest and heal.", + "chalk_paints_and_dyes_to_mark_the_corridors": "Chalk, paints and dyes to mark the corridors.", + "claws_fangs_or_other_natural_weapons": "Claws, fangs, or other natural weapons (piercing, close).", + "coins": "Coins", + "coins_description": "Their ability to influence mortal institutions and draw resources from them.", + "confrontation_move_confront": "Confront", + "confrontation_move_dodge": "Dodge", + "confrontation_move_flee": "Flee", + "confrontation_move_line_it_up": "Line It Up", + "confrontation_move_stand_with_me": "Stand With Me", + "confrontation_move_strike": "Strike", + "confrontation_move_victory": "Victory", + "contamination": "Contamination", + "convenant_instructions_4": "Add extra details and context for the covenant the player to your right has chosen.", + "covenant_betray_when": "Betray the Covenant When...", + "covenant_instructions_1": "Go around the table, introducing your explorer to the group.", + "covenant_instructions_2": "Pick a covenant you have with the player to your left at rank 1.", + "covenant_instructions_3": "Examples:", + "covenant_rating": "Rating", + "covenant_strengthen_when": "Strengthen the Covenant When...", + "covenants": "Covenants", + "crossbow": "Crossbow (ranged, reload).", + "crystals_that_glow_like_candles": "Crystals that glow like candles.", + "dark_cloaks_and_camouflage": "Dark cloaks and camouflage.", + "death_move": "Death Move", + "defenders_of_tomorrow": "The Defenders Of Tomorrow", + "defenders_of_tomorrow_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a strange, yet useful device. They hold 2. They may spend hold 1-for-1 to ask any question in the See Clear list.", + "defenders_of_tomorrow_bloodline_name": "The name of a future organization; a numeric designation; an unknown name.", + "defenders_of_tomorrow_breach_1": "Beaming technology.", + "defenders_of_tomorrow_breach_2": "A time machine.", + "defenders_of_tomorrow_breach_3": "An anomaly in the space-time continuum.", + "defenders_of_tomorrow_desc": "", + "defenders_of_tomorrow_drive_1": "The future, lost to the castle.", + "defenders_of_tomorrow_drive_2": "An individual that must survive until the end.", + "defenders_of_tomorrow_drive_3": "Knowledge of historical events.", + "defenders_of_tomorrow_founder_desc": "You came here to stop the greatest threat ever known to the universe. You’ve gotten this far with the help of the locals, and you will aid them with your knowledge. Failure is not an option.", + "defenders_of_tomorrow_founder_title": "The Visitor", + "defenders_of_tomorrow_history": "One bloodline told you about current events… to them. Raise your pact with them by 1. They say how this event is significant now. You say why it doesn’t matter in the future. ", + "defenders_of_tomorrow_lore": "Notes on the other Bloodlines; technology of a time to be; scraps of knowledge.", + "defenders_of_tomorrow_pact_name": "The Way of Chrome", + "defenders_of_tomorrow_prizes": "You prize the preservation of the future. At the end of each session, pick the explorer who was most interested in events to come and raise their pact with your bloodline by 1. ", + "defenders_of_tomorrow_refuge_1": "An orbital satellite.", + "defenders_of_tomorrow_refuge_2": "The machine which brought you here.", + "defenders_of_tomorrow_refuge_3": "The ruins of an ancient civilization.", + "defenders_of_tomorrow_shelter": "When your explorer finds Shelter in the castle, they may send scouts ahead. Gain 1 hold to Travel the Labyrinth.", + "defenders_of_tomorrow_starting_array_1": "Chalices -1 Swords 1 Coins 1 Wands 0", + "defenders_of_tomorrow_starting_array_1_desc": "if your military might is unparalleled, but you stick out like a sore thumb.", + "defenders_of_tomorrow_starting_array_2": "Chalices 1 Swords 1 Coins -1 Wands 0", + "defenders_of_tomorrow_starting_array_2_desc": "if you’re stranded in this world with no resources to get back.", + "defenders_of_tomorrow_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", + "defenders_of_tomorrow_starting_array_3_desc": "if your knowledge of technology is vast, but know next to nothing about the supernatural.", + "defenders_of_tomorrow_style": "Flowing robes; skin-tight suits; trench coats.", + "drive": "Drive", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "empty_explorer": "The Empty Explorer", + "empty_explorer_desc": "The Empty Explorer is a blank playbook.", + "empty_explorer_moves": "Playbook Moves", + "enchanted_shirt": "Enchanted shirt (1 Armour).", + "explorer": "Explorer", + "explorer_blood_gift_apotheosis": "Apotheosis", + "explorer_blood_gift_apotheosis_description": "

    Your spirit's true, terrifying form guides your blows. Mark contamination to give an attack advantage and a tag of your choice.

    ", + "explorer_blood_gift_arcane_device": "Arcane Device", + "explorer_blood_gift_arcane_device_description": "

    When you build an invention, you can mark contamination to store a spell in it. You don’t need to know the spell beforehand.

    ", + "explorer_blood_gift_blink": "Blink", + "explorer_blood_gift_blink_description": "

    When your spirit is away from you thanks to Astral Projection, you may mark contamination to swap places with it.

    ", + "explorer_blood_gift_blood_sword": "Blood Sword", + "explorer_blood_gift_blood_sword_description": "

    You craft a legendary sword with your own blood. It is a weapon with lingering, piercing, heirloom.

    ", + "explorer_blood_gift_burning_blood": "Burning Blood", + "explorer_blood_gift_burning_blood_description": "

    Your blood burns as it leaves your body. You may mark contamination to create a wall of fire most monsters won’t willingly cross.

    ", + "explorer_blood_gift_chaos_eyes": "Chaos Eyes", + "explorer_blood_gift_chaos_eyes_description": "

    The shifting chaos of the castle bleeds out of your mind and into those that meet your gaze. Your eyes are a weapon with ranged, piercing, unstable.

    ", + "explorer_blood_gift_contamination_engine": "Contamination Engine", + "explorer_blood_gift_contamination_engine_description": "

    When you next have shelter, you build a device that stores the effects of the castle. Describe it. Any explorer who uses it may transfer contamination to it, for a price. For each 3 contamination it stores, advance the Regent’s clock.

    ", + "explorer_blood_gift_creatures_of_darkness": "Creatures of Darkness", + "explorer_blood_gift_creatures_of_darkness_description": "

    When you consume a fallen Acolyte, you gain their properties. Mark contamination to...

    If it was strengthening the Regent:
    ...give another explorer fleeting advantage.

    If it was guarding the Regent:
    ...negate a hit worth 3 Harm or less.

    If it was speeding the world’s blight:
    ...prevent the clock from ticking down.

    ", + "explorer_blood_gift_dark_knight": "Dark Knight", + "explorer_blood_gift_dark_knight_description": "

    You may mark contamination instead of spending honour for any of your moves.

    ", + "explorer_blood_gift_dont_split_the_party": "Don’t Split the Party", + "explorer_blood_gift_dont_split_the_party_description": "

    When an ally Summons Aid, you can mark contamination to physically show up.

    ", + "explorer_blood_gift_dummy!": "Dummy!", + "explorer_blood_gift_dummy_description!": "

    When you Flow Like Water, you may leave behind an effigy of yourself. Mark contamination to have it act in your place.

    ", + "explorer_blood_gift_eldritch_bloodletting": "Eldritch Bloodletting", + "explorer_blood_gift_eldritch_bloodletting_description": "

    When you would take harm, you can choose to mark contamination 1-for-1 instead.

    ", + "explorer_blood_gift_everything_is_permitted": "Everything is Permitted", + "explorer_blood_gift_everything_is_permitted_description": "

    When you successfully Strike an enemy, you can mark contamination to gain the lost Quality as a spell. The GM will tell you what it does.

    ", + "explorer_blood_gift_eyes_on_the_inside": "Eyes on the Inside", + "explorer_blood_gift_eyes_on_the_inside_description": "

    You can mark contamination to perceive the intangible and immaterial. When you Line it Up or See Clear with this sight, you can roll +Mercury instead of +Glass.

    ", + "explorer_blood_gift_frenzy": "Frenzy", + "explorer_blood_gift_frenzy_description": "

    When you roll a miss on Strike, you can mark contamination to immediately make another Strike.

    ", + "explorer_blood_gift_fridge_logic": "Fridge Logic", + "explorer_blood_gift_fridge_logic_description": "

    When you Line It Up by contemplating the weird and surreal nature of the castle, do so with +Sulphur instead of +Glass. You may mark contamination to roll with advantage.

    ", + "explorer_blood_gift_ghost_eater": "Ghost Eater", + "explorer_blood_gift_ghost_eater_description": "

    You can consume the spirits trapped in your Soul Vessel. When you do, mark contamination but heal your last wound.

    ", + "explorer_blood_gift_guiding_light": "Guiding Light", + "explorer_blood_gift_guiding_light_description": "

    When you attune your senses to the castle, you may spend honor 1-to-1 to ask a question from the See Clear list.

    ", + "explorer_blood_gift_half_dead": "Half-Dead", + "explorer_blood_gift_half_dead_description": "

    You're losing your mortality. Gain 1 Armour against physical attacks, but take 1 more harm from magical/spiritual attacks.

    ", + "explorer_blood_gift_healers_touch": "Healer’s Touch", + "explorer_blood_gift_healers_touch_description": "

    When you treat someone else’s wounds, mark contamination to heal yourself for the same amount.

    ", + "explorer_blood_gift_healing_corruption": "Healing Corruption", + "explorer_blood_gift_healing_corruption_description": "

    When you hurt an enemy, you can mark contamination to hold 1. Spend that hold to heal yourself or an ally 1 harm.

    ", + "explorer_blood_gift_junk_homunculus": "Junk Homunculus", + "explorer_blood_gift_junk_homunculus_description": "

    When you assemble the odds and ends in your pack into a rough human form, you can mark contamination to give it life. It will follow your commands to the best of its ability, but cannot leave the castle.

    ", + "explorer_blood_gift_just_you_and_me": "Just You and Me", + "explorer_blood_gift_just_you_and_me_description": "

    If you're within arm's reach of a foe, you can mark contamination to reshape the castle and trap you both within an empty room. The previous state is restored when you will it, or when you take a major wound.

    ", + "explorer_blood_gift_knives_of_shadow": "Knives of Shadow", + "explorer_blood_gift_knives_of_shadow_description": "

    You can craft knives from the very shadows. Treat them as weapons with flexible, ranged, painful.

    ", + "explorer_blood_gift_last_surprise": "Last Surprise", + "explorer_blood_gift_last_surprise_description": "

    When you successfully Strike an enemy, mark contamination to damage them twice instead.

    ", + "explorer_blood_gift_laugh_away_the_pain": "Laugh Away the Pain", + "explorer_blood_gift_laugh_away_the_pain_description": "

    You can mark contamination to clear a Minor Wound, or raise Blood to clear a Major Wound.

    ", + "explorer_blood_gift_lupine": "Lupine", + "explorer_blood_gift_lupine_description": "

    Your teeth and fingernails gain a keen edge. You always have access to them, as a weapon with (piercing, close).

    ", + "explorer_blood_gift_maw_of_the_void": "Maw of the Void", + "explorer_blood_gift_maw_of_the_void_description": "

    If you get something in your bag, it cannot escape without your say-so. You can mark contamination to turn the void inside the bag into a powerful vacuum (tether, close).

    ", + "explorer_blood_gift_medium": "Medium", + "explorer_blood_gift_medium_description": "

    You can mark contamination to summon a lesser version of your spirit. They won’t be hostile - at least, at first.

    ", + "explorer_blood_gift_paradox_bag": "Paradox Bag", + "explorer_blood_gift_paradox_bag_description": "

    When you reach into your sack, you can mark contamination to pull out something impossible: something too big, or too dangerous, or on the other side of the world, or in your antagonist's hands.

    ", + "explorer_blood_gift_psychopomp": "Psychopomp", + "explorer_blood_gift_psychopomp_description": "

    You can mark contamination and spend 1 Travel the Labyrinth hold to take your group to or from: an individual's psyche, the land of the dead, where the castle comes from.

    ", + "explorer_blood_gift_pushing_the_limit": "Pushing the Limit", + "explorer_blood_gift_pushing_the_limit_description": "

    When you build an invention, you may mark contamination to boost it with a Professor move you don’t have as if you had it.

    ", + "explorer_blood_gift_questionable_sources": "Questionable Sources", + "explorer_blood_gift_questionable_sources_description": "

    When you draw upon your most feral instinct, mark contamination to roll +Iron on Drink Deep instead of +Sulphur.

    ", + "explorer_blood_gift_rabid_attack": "Rabid Attack", + "explorer_blood_gift_rabid_attack_description": "

    You can mark contamination to maul an enemy brutally, and create an Opening for other explorers to use.

    ", + "explorer_blood_gift_shadow_walking": "Shadow-Walking", + "explorer_blood_gift_shadow_walking_description": "

    When you hide in the shadows, you can mark contamination to move from one shadow to another, bringing any people you wish with you.

    ", + "explorer_blood_gift_shared_information": "Shared Information", + "explorer_blood_gift_shared_information_description": "

    When you Drink Deep, you can mark contamination to share the spell with your allies.

    ", + "explorer_blood_gift_summon_blade": "Summon Blade", + "explorer_blood_gift_summon_blade_description": "

    You can’t lose your Bloodline’s weapons. You may mark contamination to immediately call a weapon with heirloom to you.

    ", + "explorer_blood_gift_the_blood_is_life": "The Blood is Life", + "explorer_blood_gift_the_blood_is_life_description": "

    When you shed your blood to create a body for a spirit, roll +Harm taken. On a 7-9 pick 1, on a 10+ pick 2: they're obedient, they're knowledgeable, you can banish them at will.

    ", + "explorer_blood_gift_the_unquiet_flesh": "The Unquiet Flesh", + "explorer_blood_gift_the_unquiet_flesh_description": "

    Your body is shifting to become something ancient. You may mark contamination to grow an organ or limb - arms, tentacles, etc.

    ", + "explorer_blood_gift_titans_might": "Titan's Might", + "explorer_blood_gift_titans_might_description": "

    You can mark contamination to augment your strength, letting you carry any weight. Leverage may still present issues.

    ", + "explorer_blood_gift_trailblazer": "Trailblazer", + "explorer_blood_gift_trailblazer_description": "

    When you Travel the Labyrinth, you may choose to mark contamination to automatically gain 1 hold.

    ", + "explorer_blood_gift_venom_veins": "Venom Veins", + "explorer_blood_gift_venom_veins_description": "

    When you bleed, you can mark contamination to turn the spilt blood into a poison that gives weapons lingering or stun.

    ", + "explorer_blood_gift_voice_of_command": "Voice of Command", + "explorer_blood_gift_voice_of_command_description": "

    When an Adversary is bearing down on an ally, you can mark contamination to force them to target you instead.

    ", + "explorer_blood_gift_void_needle": "Void Needle", + "explorer_blood_gift_void_needle_description": "

    When you wield a stabbing weapon, you can mark contamination to give it the lingering tag.

    ", + "explorer_blood_gift_war_cry": "War Cry", + "explorer_blood_gift_war_cry_description": "

    When you let out an intimidating war cry, mark contamination to choose an option from Stand With Me and apply it to yourself.

    ", + "explorer_blood_gift_wild_card": "Wild Card", + "explorer_blood_gift_wild_card_description": "

    Choose a Blood Gift from another Explorer playbook.

    ", + "explorer_blood_gift_wild_roar": "Wild Roar", + "explorer_blood_gift_wild_roar_description": "

    When you let out a powerful roar, mark contamination and gain fleeting advantage to Strike and Face the Horde.

    ", + "explorer_blood_gift_worlds_away": "Worlds Away", + "explorer_blood_gift_worlds_away_description": "

    If a foe's within arm's reach, you can mark contamination to reshape the castle such that you are separated by a deep chasm, a barricade or a surging river (of what?).

    ", + "explorer_move_ace_up_my_sleeve": "Ace Up My Sleeve", + "explorer_move_ace_up_my_sleeve_description": "

    When you hold the enemy’s attention, tell the GM what trick you pull out and Line It Up with +Mercury instead of +Glass.

    ", + "explorer_move_always_vigilant": "Always Vigilant", + "explorer_move_always_vigilant_description": "

    You have everyone’s back. You may Stand With Me outside of confrontations.

    ", + "explorer_move_and_next_youll_say": "And Next You'll Say...", + "explorer_move_and_next_youll_say_description": "

    When you tell an opponent what they'll do next, roll +Glass. On a hit, they pick one:

    • They do exactly what you predicted.
    • They stumble, hesitate or flinch.

    On a 10+, reveal a trap you set up to take advantage of your prediction. If they do what you predicted, the trap creates an immediate Opening or takes out a minion.

    ", + "explorer_move_apothecary": "Apothecary", + "explorer_move_apothecary_description": "

    You can spend 1-stock to create a poultice that can heal a minor wound, or a draught that will heal 3 Harm. In the field, you can convert a Relic into 1-stock.

    ", + "explorer_move_arcanist": "Arcanist", + "explorer_move_arcanist_description": "

    When you use a spell from Drink Deep, pick one:

    • The spell’s effects last as long as you like.
    • The spell affects more or fewer targets.
    • The spell doesn’t take effect now, but when a condition you set out is met.
    ", + "explorer_move_astral_projection": "Astral Projection", + "explorer_move_astral_projection_description": "

    So long as you concentrate, you can project your spirit away from you, see through its eyes, and - with effort - pull switches, open doors, move small objects, etc.

    ", + "explorer_move_bend_time": "Bend Time", + "explorer_move_bend_time_description": "

    When you roll 10+ on Dodge, time slows for everyone but you. If you can do an action within a few seconds, it'll have advantage.

    ", + "explorer_move_best_friend": "Best Friend", + "explorer_move_best_friend_description": "

    Choose an explorer you have a covenant with. While the covenant has a rating of 1 or more, you have access to a single move of theirs, your choice.

    ", + "explorer_move_binding": "Binding", + "explorer_move_binding_description": "

    When you land a Strike on an adversary, choose one:

    • It must not cross a specified boundary.
    • A specified explorer gets advantage to Dodge its attacks.
    • You can use the wound as a sympathetic weapon: ranged, piercing, painful.
    ", + "explorer_move_blood_reinforcement": "Blood Reinforcement", + "explorer_move_blood_reinforcement_description": "

    When you perform rites to manipulate the castle’s power, roll +Relics sacrificed. On a 7-9 pick one, on a 10+ pick two:

    • Add a perk to a weapon.
    • Remove a flaw from a weapon.
    • Make an outfit give 1 Armour.
    • Create an elixir that heals all harm.
    ", + "explorer_move_blood_trail": "Blood Trail", + "explorer_move_blood_trail_description": "

    You're merciless in pressing your advantage. Once you’ve landed a Strike on a target, get advantage on future Strikes.

    ", + "explorer_move_bloody_insight": "Bloody Insight", + "explorer_move_bloody_insight_description": "

    When you take harm from an adversary, hold 1. Spend 1 to reveal a weakness in their fighting style and give an ally advantage against them. Spend 3 to create an Opening.

    ", + "explorer_move_cast_the_runes": "Cast the Runes", + "explorer_move_cast_the_runes_description": "

    When you scry into the future, ask the GM a yes or no question and roll +Mercury. On a hit, they’ll answer truthfully; get fleeting advantage acting on the answer. On a 10+ you may ask a follow-up question.

    ", + "explorer_move_copycat": "Copycat", + "explorer_move_copycat_description": "

    Choose a move from another Explorer playbook. If you pick the Packrat’s Cornucopia move, you only have 3-stock. If you pick the Mascot’s Real Person move, you have an animal form instead.

    ", + "explorer_move_cornucopia": "Cornucopia", + "explorer_move_cornucopia_description": "

    You carry endless satchels, packs, pouches and bandoleers. Within them is anything your party might need as they explore the castle. You start with 5-stock; reset to 5 every time you return to a safe camp. Spend 1-stock to pull out a useful item: matches, rations, rope, a mirror, pitons, chalk, etc.

    ", + "explorer_move_doctors_orders": "Doctor’s Orders", + "explorer_move_doctors_orders_description": "

    When you give another explorer advice and they follow through with it, they gain fleeting advantage.

    ", + "explorer_move_first_aid": "First Aid", + "explorer_move_first_aid_description": "

    When you heal or tend to an ally, they heal 1 additional Harm.

    ", + "explorer_move_free_running": "Free Running", + "explorer_move_free_running_description": "

    When you Flow Like Water, on a 10+ you can ask the GM to give you an additional cost to choose another option from the list.

    ", + "explorer_move_get_behind_me!": "Get Behind Me!", + "explorer_move_get_behind_me_description!": "

    When you take the hit for a teammate, roll +Sulphur. On a hit, you take the blow. On a 7-9, it’s worse than you thought: the GM will give you an additional cost: harm, contamination, or lost gear.

    ", + "explorer_move_glorious_combat": "Glorious Combat", + "explorer_move_glorious_combat_description": "

    When you successfully Strike an enemy, you may spend 1-honour to do one of the following:

    • Create another Opening immediately.
    • Remove one of the options from the 7-9 list for this exchange.
    ", + "explorer_move_hirelings": "Hirelings", + "explorer_move_hirelings_description": "

    You have servants helping you carry gear. Your maximum stock is 8 instead of 5, and your staff can perform useful duties: lift something heavy, barricade a door, etc. When they fight alongside you, get advantage on Strike and Face the Horde.

    ", + "explorer_move_honorable_ally": "Honorable Ally", + "explorer_move_honorable_ally_description": "

    When you Stand With Me, you may spend 1 honour and roll +Iron instead of +Sulphur.

    ", + "explorer_move_i_can_do_that_better": "I Can Do That Better", + "explorer_move_i_can_do_that_better_description": "

    When you observe another explorer’s miss, get fleeting advantage to do the exact same thing.

    ", + "explorer_move_inspire": "Inspire", + "explorer_move_inspire_description": "

    When you roll 12+ on Face the Horde, you and your teammates heal 2 Harm.

    ", + "explorer_move_invention": "Invention", + "explorer_move_invention_description": "

    When you spend time in a safe space developing and building a new invention, roll +Sulphur. On a hit, you build the invention. Choose 1 and describe it:

    • It’s a weapon. Give it 2 perks and 1 flaw
    • It’s an enhancer. Pick an exploration move. It gives advantage on that.
    • It’s just shiny and vaguely useful. Gain 2-Relic.

    On a 7-9, choose 1 drawback from below.

    • It requires a portion of darkness. Mark contamination.
    • It’s not as effective as you thought. Weapons have 1 more flaw, enhancing objects give fleeting advantage, and shiny stuff is just worth 1-Relic.
    • You got hurt in the process. Take 1 Harm.
    ", + "explorer_move_jury_rig": "Jury Rig", + "explorer_move_jury_rig_description": "

    When you build an invention on the field, roll with disadvantage, and choose an additional drawback on a 7-9.

    ", + "explorer_move_knights_honour": "Knight’s Honour", + "explorer_move_knights_honour_description": "

    Your honourable soul protects you from the castle’s corruption. Start with 3-honour and reset to 3 every time you return to a safe camp. Spend 1-honour to avoid marking contamination.

    ", + "explorer_move_legerdemain": "Legerdemain", + "explorer_move_legerdemain_description": "

    When you get 12+ on Flow Like Water or Dodge, you spot an opportunity to acquire an asset: gain 1-Relic.

    ", + "explorer_move_lightning_swift": "Lightning Swift", + "explorer_move_lightning_swift_description": "

    You're incredibly fast. Your attacks always have the cleave tag, and you have advantage on Dodge.

    ", + "explorer_move_literal_packrat": "Literal Packrat", + "explorer_move_literal_packrat_description": "

    You get the Packrat’s Cornucopia move, but you only have 3-stock.

    ", + "explorer_move_lucky_cigarette_case": "Lucky Cigarette Case", + "explorer_move_lucky_cigarette_case_description": "

    When your pack intercepts a blow, roll +stock spent (minimum 1). On a hit, the harm is negated; on a 7-9, the GM will name one other piece of gear you have that is destroyed in the process.

    ", + "explorer_move_more_firepower": "More Firepower", + "explorer_move_more_firepower_description": "

    When you choose to invent a weapon, give it an extra perk.

    ", + "explorer_move_nerves_of_steel": "Nerves of Steel", + "explorer_move_nerves_of_steel_description": "

    Your honour protects you even from physical harm. You may spend honour 1-for-1 to reduce harm taken.

    ", + "explorer_move_noble_charge": "Noble Charge", + "explorer_move_noble_charge_description": "

    When you Face the Horde, on a hit, you may choose an additional option. If you do, gain 1-honour, up to a maximum of 3-honor.

    ", + "explorer_move_nothing_is_true": "Nothing is True", + "explorer_move_nothing_is_true_description": "

    When you See Clear, add these questions to the list:

    • What here is not what it appears to be?
    • How are my enemies truly vulnerable to me?
    ", + "explorer_move_physician_heal_thyself": "Physician, Heal Thyself", + "explorer_move_physician_heal_thyself_description": "

    When you tend to your own wounds, you can use any Medic move - even ones you haven’t chosen.

    ", + "explorer_move_pinning_fire": "Pinning Fire", + "explorer_move_pinning_fire_description": "

    Your shots are precise and lethal. When you attack a foe with a ranged weapon, the foe must choose: remain where they are, or be taken out (if they're a minion) or provide an Opening (if they're an adversary).

    ", + "explorer_move_poisoner": "Poisoner", + "explorer_move_poisoner_description": "

    When you spend time in a safe space crafting a poison, describe it. You can use it to give a weapon lingering or stun.

    ", + "explorer_move_professional_distance": "Professional Distance", + "explorer_move_professional_distance_description": "

    When you heal or aid someone but keep yourself emotionally distant, roll Stand With Me with +Glass instead of +Sulphur.

    ", + "explorer_move_rally": "Rally", + "explorer_move_rally_description": "

    When all hope seems lost and you rally your teammates, roll +Sulphur. On a hit, pick one:

    • They gain fleeting advantage to Strike and Face the Horde.
    • They gain 2 Armour.

    On a 7-9, the GM will give you a cost: harm, contamination, or lost gear.

    ", + "explorer_move_real_person": "Real Person", + "explorer_move_real_person_description": "

    You have a human form you can switch to at will.

    ", + "explorer_move_regain_momentum": "Regain Momentum", + "explorer_move_regain_momentum_description": "

    Flesh and blood is less important that confidence. When you land a successful Strike, heal the last Harm you took.

    ", + "explorer_move_reshape_chaos": "Reshape Chaos", + "explorer_move_reshape_chaos_description": "

    You may spend Travel the Labyrinth hold, 1-for-1, to uncover one of these details in your environment:

    • A mechanism to close off a passage.
    • A secret place to shelter from harm.
    • An environmental hazard (caustic vat, rock-slide, etc) ready to be unleashed.
    ", + "explorer_move_sacred_toxins": "Sacred Toxins", + "explorer_move_sacred_toxins_description": "

    Poisons you make or have also give weapons they’re applied to the holy tag.

    ", + "explorer_move_sniper": "Sniper", + "explorer_move_sniper_description": "

    When you take advantage of an Opening with a ranged or thrown weapon and your enemy can’t see you, treat the result as if you rolled a 10+.

    ", + "explorer_move_soul_blade": "Soul Blade", + "explorer_move_soul_blade_description": "

    Your spirit has its own weapon: give it a perk and a flaw. When the spirit fights, roll +Sulphur to Strike and Face the Horde. If you have Astral Projection, the spirit can fight while you take independent action.

    ", + "explorer_move_soul_vessel": "Soul Vessel", + "explorer_move_soul_vessel_description": "

    When you try to catch the spirit of a defeated minion, roll +Sulphur. On a hit, you catch it; on a 7-9, it taints you and you mark contamination. So long as a spirit is contained, you can freely use one of its moves. When you mark contamination you can shift it onto the vessel, destroying the spirit. You may have one spirit at a time.

    ", + "explorer_move_spectral_knowledge": "Spectral Knowledge", + "explorer_move_spectral_knowledge_description": "

    When you ask your spirit for advice, roll +Glass. On a hit, ask a question and the GM will answer honestly... for the most part. On a 7-9 pick two, on a 10+ pick one:

    • The spirit confuses its past and the present.
    • The spirit misses one significant detail.
    • The spirit will ask you to agree to something before it answers.
    ", + "explorer_move_spiritual_fusion": "Spiritual Fusion", + "explorer_move_spiritual_fusion_description": "

    When you fuse with your spirit, roll +Sulphur. On a 7-9 hold 2, on a 10+ hold 3. On a 6- hold 1 but mark contamination. Spend a hold to use the spirit's power; work it out with the GM, but it should be about the level of a spell from Drink Deep. This power is draining: to use it again, you must use Shelter or Rest and Recreation.

    ", + "explorer_move_stampede": "Stampede", + "explorer_move_stampede_description": "

    You can communicate with other animals. When you coordinate your efforts with them, gain fleeting advantage.

    ", + "explorer_move_standard_bearer": "Standard Bearer", + "explorer_move_standard_bearer_description": "

    You proudly carry the banner of your expedition with you. When you show your pride and wave the banner, gain fleeting advantage on Stand With Me.

    ", + "explorer_move_triage": "Triage", + "explorer_move_triage_description": "

    When you assess the type of harm another character has taken, roll +Glass. On a 10+, choose 3. On a 7-9, choose 1.

    • You may ask a question from the See Clear list, gaining fleeting advantage when you act upon the answer. You may choose this option multiple times.
    • You treat their wounds. They heal 2 Harm.
    • You make sure they’re not in any danger from the castle’s effects. The next time they would mark contamination, they ignore it.
    ", + "explorer_move_trick_weapon": "Trick Weapon", + "explorer_move_trick_weapon_description": "

    Your weapon is versatile, enchanted or a marvel of engineering. Pick two perk/flaw sets for it: you can switch between the two at a moment’s notice.

    ", + "explorer_move_trophy": "Trophy", + "explorer_move_trophy_description": "

    You know secret rituals to preserve an enemy's power in a severed part of their body. When you draw on the power of a trophy carved from an Acolyte, roll +Iron on Drink Deep instead of +Sulphur.

    ", + "explorer_move_true_sight": "True Sight", + "explorer_move_true_sight_description": "

    You can always recognise an illusion or supernatural deception as what it truly is. In addition, you get advantage on See Clear.

    ", + "explorer_move_trump_card": "Trump Card", + "explorer_move_trump_card_description": "

    Exactly once during a confrontation with an Acolyte, you may declare you have a solution to your current predicament. Tell the GM what it is and roll +Mercury.

    On a hit, you defeat the Acolyte by the skin of your teeth. On a 7-9, it costs you a lot. Cross off an unmarked Blood Advance other than Retirement: you cannot take that advance. If there are none left, immediately take Retirement. On a miss, you mess up real bad: trigger your Death Move.

    ", + "explorer_move_unnatural_habitat": "Unnatural Habitat", + "explorer_move_unnatural_habitat_description": "

    When you Flow Like Water in an environment that resembles your natural habitat, roll +Iron instead of +Mercury.

    ", + "explorer_move_useful_bling": "Useful Bling", + "explorer_move_useful_bling_description": "

    When you choose to invent a shiny object, choose 1 more from the same list.

    ", + "explorer_move_versatility": "Versatility", + "explorer_move_versatility_description": "

    When you choose to invent an enhancer, pick two exploration moves it boosts instead of one.

    ", + "explorer_move_walking_armory": "Walking Armory", + "explorer_move_walking_armory_description": "

    Your bags are bristling with weaponry and armour. Spend 1-stock to:

    • Pull out a basic weapon (1 perk, 1 flaw)
    • Ready a weapon with (fragile, ammo).
    • Give someone 1-armour that can take 1 hit.
    ", + "extraordinary_wine": "Extraordinary wine (when you find Shelter hold), sacrifice to pick an extra option.", + "family_name": "Bloodline Name", + "fate_dealers": "The Fate Dealers", + "fate_dealers_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to get a glimpse of what might kill them. They hold 1. They may spend that hold to declare that this is the vision that they saw, and gain advantage on the roll. On a miss, they cannot avoid the noose: they die.", + "fate_dealers_bloodline_name": "A mystical name; a defiant name; Keepers of ________.", + "fate_dealers_breach_1": "Hidden away in a caravan transporting goods.", + "fate_dealers_breach_2": "A false pact with an Acolyte.", + "fate_dealers_breach_3": "The right place at the right time.", + "fate_dealers_desc": "", + "fate_dealers_drive_1": "Ill omens through your readings.", + "fate_dealers_drive_2": "Strange happenings in your local neighborhood.", + "fate_dealers_drive_3": "A traveller from the most likely future.", + "fate_dealers_founder_desc": "You may not be lucky, per se, but you work with what you get. Whatever hand Fate deals you, you manage to get what you want, and then some. This evil threatens to give more than just a few lemons, though.", + "fate_dealers_founder_title": "The Escapist", + "fate_dealers_history": "

    One bloodline goes to you for prophecies and omens. Raise your pact with them by 1. They say what fate you saved them from. You say what ill fortune you haven’t told them about yet.

    ", + "fate_dealers_lore": "Cartomancy; astrology; runecasting.", + "fate_dealers_pact_name": "The Way of Violet", + "fate_dealers_prizes": "You prize the struggle against Fate. At the end of each session, pick the explorer who had the worst luck and yet prevailed against it, and raise their pact with your bloodline by 1. ", + "fate_dealers_refuge_1": "A souvenir shop of trinkets and accessories.", + "fate_dealers_refuge_2": "The local fortune-teller’s tent.", + "fate_dealers_refuge_3": "Your house, strangely untouched by evil.", + "fate_dealers_shelter": "When your explorer finds Shelter in the castle, they may conduct a divination. They gain a glimpse of an Acolyte’s activities in the castle and thus their role.", + "fate_dealers_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "fate_dealers_starting_array_1_desc": "if you advise people against the coming harm but lack the military strength to save them alone.", + "fate_dealers_starting_array_2": "Chalices -1 Swords 0 Coins 1 Wands 1", + "fate_dealers_starting_array_2_desc": "if you defy Fate by gathering as many resources as possible at the expense of others.", + "fate_dealers_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "fate_dealers_starting_array_3_desc": "if you stare death in the face, everything else be damned.", + "fate_dealers_style": "Ostentatious clothing; simple robes; unrecognizable from common folk.", + "first_aid_kit": "First Aid Kit (Use to heal 1 Harm).", + "flail": "Flail (cleave, brace).", + "gear": "Gear", + "gender": "Ambiguous, Concealed, Feminine, Masculine.", + "glass": "Glass", + "glass_description": "Your ability to stay sane and clear-eyed. When exploring, use it to find your way through and assess your surroundings. When fighting a powerful adversary, use it to spot openings and help your allies exploit them.", + "glowing_crystals": "Glowing crystals.", + "guardians_of_nature": "The Guardians Of Nature", + "guardians_of_nature_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain an animal companion. While the animal is alive, they share one of your explorer’s moves.", + "guardians_of_nature_bloodline_name": "A sacred tree or animal; the name the whispers give you; no given name.", + "guardians_of_nature_breach_1": "The worn pelt of a beast of the castle.", + "guardians_of_nature_breach_2": "A growing branch tearing through a wall.", + "guardians_of_nature_breach_3": "The wind which carries you to the roof.", + "guardians_of_nature_desc": "", + "guardians_of_nature_drive_1": "The dying wildlife in the local area.", + "guardians_of_nature_drive_2": "A great beast turned evil by the Regent.", + "guardians_of_nature_drive_3": "The encroaching industry of the castle.", + "guardians_of_nature_founder_desc": "You’ve left the comfort of the wilds to find the source of all evil. Now that you have found it, it’s time to destroy it, for the good of the natural order.", + "guardians_of_nature_founder_title": "The Archdruid", + "guardians_of_nature_history": "

    One bloodline taught you how to fit in with the rest of society. Set your pact with them to 1. You say what social expectation they taught you. They say how it has changed since.

    ", + "guardians_of_nature_lore": "Secret meetings; whispers of nature; hidden enclaves.", + "guardians_of_nature_pact_name": "The Way of Green", + "guardians_of_nature_prizes": "You prize the natural order. At the end of each session, pick the explorer who went out of their way to destroy the castle, and raise their pact with your bloodline by 1.", + "guardians_of_nature_refuge_1": "A great tree, untouched by the castle’s corruption.", + "guardians_of_nature_refuge_2": "The forest closest to the castle.", + "guardians_of_nature_refuge_3": "A place the civilized dare not enter.", + "guardians_of_nature_shelter": "When your explorer finds Shelter in the castle, they cleanse the area of the castle’s evil. Each explorer may clear their contamination track. Their Blood remains the same.", + "guardians_of_nature_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_1_desc": "if you focus on caring for people while the castle corrupts the outskirts.", + "guardians_of_nature_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 0", + "guardians_of_nature_starting_array_2_desc": "if you focus on fighting the corruption at the source, caring little for material gain.", + "guardians_of_nature_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_3_desc": "if you focus on defending your territory at the cost of personal relations.", + "guardians_of_nature_style": "Rustic clothing; furs and pelts; barely any clothing.", + "half_damned": "The Half-Damned", + "half_damned_at_camp": "While at one of your camps, other bloodlines can spend 1-pact to transfer a point of contamination to a member of your bloodline. Say how the recipient is further twisted.", + "half_damned_bloodline_name": "A shared mark or feature; after your progenitor; what zealots and bigots call you.", + "half_damned_breach_1": "The regent's menagerie, using yourself as bait for the game wardens.", + "half_damned_breach_2": "The servant's quarters, and a stolen uniform.", + "half_damned_breach_3": "The barracks, and notes on the patrol schedule.", + "half_damned_desc": "The Half-Damned show clearer than most the marks of corruption. Lurking on the fringes of society, they fight a constant struggle against the dark blood within. In the castle they have the unique advantage of blending in with its inhabitants, giving them unmatched powers to infiltrate and gain information on the regent’s plans.", + "half_damned_drive_1": "The beast that turned you, serving the Regent.", + "half_damned_drive_2": "Your sibling, called to the castle by an irresistible compulsion.", + "half_damned_drive_3": "A mob whipped into a frenzy by fear of the Regent.", + "half_damned_founder_desc": "Maybe the castle almost claimed you, and it was only thanks to your fellows that you remained human. Maybe the darkness was always inside you, and your struggle to stay in control is even harder now the castle has given it physical form. Either way, it's time to put these gifts to use.", + "half_damned_founder_title": "The Tainted", + "half_damned_history": "

    One bloodline hunted you as monsters before you forged a treaty. Set your pact each other to 1. You say how you proved your humanity, they say how they made amends.

    ", + "half_damned_lore": "Ancient immortals with flawed memories; a voice whispering in your nightmares; religious texts that damn you but offer advice.", + "half_damned_pact_name": "The Way of Red", + "half_damned_prizes": "You prize integrity and sacrifice. At the end of each play session, pick the explorer whose mercy most impressed you and raise their bloodline’s pact with you by 1.", + "half_damned_refuge_1": "A graveyard where your peers shelter.", + "half_damned_refuge_2": "An aerie overlooking the land.", + "half_damned_refuge_3": "Underground tunnels forgotten by man.", + "half_damned_shelter": "When your explorer finds Shelter in the castle, they can use the power of the blood to push back death. Anyone in the party can mark contamination to heal 1d6 Harm.", + "half_damned_starting_array_1": "Chalices 0 Swords 1 Coins -1 Wands 1", + "half_damned_starting_array_1_desc": "if your bloodline is cursed with obvious signs of damnation and must live on the fringes of society.", + "half_damned_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "half_damned_starting_array_2_desc": "if your bloodline is cursed with terrible hungers or a lingering blight, even as they appear completely human.", + "half_damned_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "half_damned_starting_array_3_desc": "if one bloodline member in each generation shows the physical gifts of the curse, while the rest suffer the frailties imposed.", + "half_damned_style": "Ragged fabrics and animal skins; fastidiously clean and modern clothing; anonymous peasant or low class clothing.", + "harm": "Harm", + "heavy_cloak": "Heavy cloak (1 Armour).", + "hidden_hand": "The Hidden Hand", + "hidden_hand_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to get access to more luxurious supplies, giving them advantage on Shelter until they return to a safe camp.", + "hidden_hand_bloodline_name": "a mythical creature, an alchemical process, a feudal role.", + "hidden_hand_breach_1": "The deeper vaults, and a brace of explosives.", + "hidden_hand_breach_2": "A grand soiree, and a forged invitation.", + "hidden_hand_breach_3": "The clock tower, and a zip line from great height.", + "hidden_hand_desc": "The Hidden Hand focus on temporal power, using the treasures of the blood to shape mortal society. When the castle returns they call on legions of allies and cutting-edge technology to push it back and get rich in the process.", + "hidden_hand_drive_1": "A treasure rumoured to bring eternal life.", + "hidden_hand_drive_2": "Your political rival, empowered by the regent's corruption.", + "hidden_hand_drive_3": "Rare reagents created by abhorrent rites.", + "hidden_hand_founder_desc": "You're not here out of the goodness of your heart, but raw pragmatism. Frankly, hordes of monsters are liable to ruin your plans for wealth, prestige and power. At least your talent for command has come in useful managing this ragtag band of 'heroes'.", + "hidden_hand_founder_title": "The Mastermind", + "hidden_hand_history": "

    You split the fabulous wealth you found with another bloodline. Gain 1 pact on them. They say what they used the wealth for; you say how entropy and betrayal robbed them of it.

    ", + "hidden_hand_lore": "Reports from agents scattered around the world, an iron grip on the rare book market, a private institution of scholars probing the boundaries of knowledge.", + "hidden_hand_pact_name": "The Way of Silver", + "hidden_hand_prizes": "You prize entrepreneurship. At the end of each play session, pick the explorer who most increased their wealth or power and raise their bloodline’s pact with you by 1.", + "hidden_hand_refuge_1": "A mansion filled with helpful servants.", + "hidden_hand_refuge_2": "A watch station, barricaded up against the darkness.", + "hidden_hand_refuge_3": "A scholar's laboratory, fizzing with strange chemicals.", + "hidden_hand_shelter": "When your explorer finds Shelter in the castle, they may upgrade and reinforce their party's gear. They each hold 1: spend it to get fleeting advantage on Strike or Confront.", + "hidden_hand_starting_array_1": "Chalices 1 Swords 0 Coins 1 Wands -1", + "hidden_hand_starting_array_1_desc": "if you live lives of luxury and try not to think too hard about the source of your wealth.", + "hidden_hand_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "hidden_hand_starting_array_2_desc": "if you act as a mercenary group, guiding the world’s conflicts in a direction that benefits you.", + "hidden_hand_starting_array_3": "Chalices 0 Swords -1 Coins 1 Wands 1", + "hidden_hand_starting_array_3_desc": "if you’ve suborned the world’s elite into a secret society bound by occult rituals and mutual blackmail.", + "hidden_hand_style": "Formal wear and subtle marks of membership, opulent clothes and impractical accessories, state-of-the-art arms and armour.", + "history": "History", + "history_and_notes": "History and Notes", + "holy_church": "The Holy Church", + "holy_church_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to take a Relic from your stores. Describe it, and suggest how it came to be owned by your order.", + "holy_church_bloodline_name": "The virtue you follow, the mark you wear, your hope for the future.", + "holy_church_breach_1": "The tainted chapel, and the supply wagons that bring in sacraments.", + "holy_church_breach_2": "The burial catacombs, and a crevasse that's opened them to the world.", + "holy_church_breach_3": "A marble-floored museum, and its skylights.", + "holy_church_desc": "The Holy Church draw power from their faith. Whatever the truth of their particular creed they’re defenders of humanity able to purge contamination, build protections against evil and provide respite to the afflicted.", + "holy_church_drive_1": "A saint's relics stolen from a desecrated grave.", + "holy_church_drive_2": "A great demon only vulnerable to the righteous.", + "holy_church_drive_3": "A sin that only martyrdom can wash clean.", + "holy_church_founder_desc": "You may not be trained in occult lore, or mortal combat. But you know evil, and you know good. And so long as good people stand against evil, you will be there with them to keep them safe.", + "holy_church_founder_title": "The Saint", + "holy_church_history": "

    You saved another bloodline from falling to darkness. Set your pact with them to 1. They say what dark temptation was twisting them into servants of the castle; you say what you did to redeem them.

    ", + "holy_church_lore": "Dreams of whispering martyrs, a holy book filled with ecstatic visions, accumulated folkGlass from your flock.", + "holy_church_pact_name": "The Way of White", + "holy_church_prizes": "You prize self-sacrifice. At the end of each play session, pick the explorer who risked the most to help others and raise their bloodline’s pact with you by 1. ", + "holy_church_refuge_1": "An old church warded against malign influences.", + "holy_church_refuge_2": "A memorial remembering the dead of the last great war.", + "holy_church_refuge_3": "The home of a believer, where the faithful are waiting out the horrors.", + "holy_church_shelter": "When your explorer finds Shelter in the castle, they may lead the group in prayer. They each hold 1: spend it to miraculously avoid a curse, spell or mystical attack.", + "holy_church_starting_array_1": "Chalices 1 Swords 0 Coins -1 Wands 1", + "holy_church_starting_array_1_desc": "if you act as a mystery cult, revealing deeper truths to those who have earned them.", + "holy_church_starting_array_2": "Chalices 1 Swords 0 Coins 1 Wands -1", + "holy_church_starting_array_2_desc": "if you are part of a grander church, trading freedom to dabble in the occult for temporal influence.", + "holy_church_starting_array_3": "Chalices 1 Swords 1 Coins -1 Wands 0", + "holy_church_starting_array_3_desc": "if you're a scattered group of devotees resisting persecution in pursuit of righteousness.", + "holy_church_style": "A simple symbol of faith, fastidious clerical robes, joyous flowing colours.", + "homemade_explosives": "Homemade explosives (lingering, ammo).", + "honoured_longsword": "Honoured longsword (piercing, heirloom).", + "human_voice_animal_noises_a_weird_combination": "Human voice, animal noises, a weird combination.", + "iron": "Iron", + "iron_description": "Your stubborn will and ability to fight and kill. When exploring, you use it to fight hordes. When fighting a powerful adversary, use this to take advantage of an opening and strike them down.", + "joker": "The Joker", + "joker_covenant_example_1": "You healed them up from a mortal wound.", + "joker_covenant_example_2": "They’re heavily in debt to you.", + "joker_covenant_example_3": "You’ve sworn loyalty to them.", + "joker_death_move": "

    Well, the charade’s up. Switch to a different playbook or die. If you switch, keep your stats and Blood Advances, but none of your Joker moves.

    ", + "joker_desc": "The Joker is a trickster and a jack-of-all-trades.", + "joker_moves": "Joker Moves", + "joker_names": "Akira, Jack, Nancy, Ivan, Renart, Lilith", + "joker_starting_array": "Iron 0 Glass -1 Sulphur 0 Mercury +1", + "knight": "The Knight", + "knight_covenant_example_1": "You healed them up from a mortal wound.", + "knight_covenant_example_2": "They’re heavily in debt to you.", + "knight_covenant_example_3": "You’ve sworn loyalty to them.", + "knight_death_move": "

    When you die, name another explorer who was moved by your bravery. They gain the Knight’s Honor move, except their base honor is 5 instead of 3.

    ", + "knight_desc": "The Knight is an honorbound warrior.", + "knight_moves": "Knight Moves", + "knight_names": "Alexander, Bertrand, Jeanne, Athena, Camilla, Brunhild", + "knight_starting_array": "Iron +1 Glass 0 Sulphur -1 Mercury 0", + "knight_take_moves": "Take Knight’s Honour and one more:", + "lantern_and_oil": "Lantern and oil.", + "legendary_heroes": "The Legendary Heroes", + "legendary_heroes_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a weapon from your stores. Give it two perks and a flaw, and describe its history.", + "legendary_heroes_bloodline_name": "A noble title; an inherited naming convention; bearers of the ________.", + "legendary_heroes_breach_1": "A grand door and a sturdy boot.", + "legendary_heroes_breach_2": "A great stained glass window and a hefted brick.", + "legendary_heroes_breach_3": "A high wall and a knotted rope", + "legendary_heroes_desc": "The Legendary Heroes are a bloodline in the truest sense of the word: a lineage where the virtues of heroism recur again and again. Whether they’ve been trained from birth to match the deeds of their forbears or brought to the castle by the winds of fate ignorant of their destiny, they’re tenacious and audacious foes of the regent.", + "legendary_heroes_drive_1": "Your love, kidnapped by the Regent.", + "legendary_heroes_drive_2": "Your parent, cursed to waste away", + "legendary_heroes_drive_3": "A neighbourhood, devastated by monsters.", + "legendary_heroes_founder_desc": "You're brave and bold, and where your fellows faltered you inspired them to press on. Now the regent stands before you, and they will answer for the evils they have brought to the land.", + "legendary_heroes_founder_title": "The Paladin", + "legendary_heroes_history": "

    One bloodline’s legends taught you how to be heroes. Set your pact with them to 1. You say what legend you’ve heard, they say what secret failure the legend left out.

    ", + "legendary_heroes_lore": "Picking it up as they go along; ancestor’s crumbling journals; oral history passed from parent to child.", + "legendary_heroes_pact_name": "The Way of Gold", + "legendary_heroes_prizes": "You prize heroism and valour. At the end of each play session, pick the explorer whose heroism most impressed you and raise their pact with your bloodline by 1.", + "legendary_heroes_refuge_1": "An inn or cafe where your sister plays music.", + "legendary_heroes_refuge_2": "A general shop run by your grandfather.", + "legendary_heroes_refuge_3": "A club, park or back alley where friendly gangs hang out", + "legendary_heroes_shelter": "When your explorer finds Shelter in the castle, they can inspire the others with tales of selfless heroism. The next time their allies would mark contamination while trying to aid or protect another explorer, they ignore it.", + "legendary_heroes_starting_array_1": "Chalices 1 Swords 1 Coins 0 Wands -1", + "legendary_heroes_starting_array_1_desc": "if fate and coincidence keep bringing your bloodline to the castle despite their ignorance of mystical matters.", + "legendary_heroes_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "legendary_heroes_starting_array_2_desc": "if your bloodline is tested from childhood for martial aptitude and trained to face the castle.", + "legendary_heroes_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", + "legendary_heroes_starting_array_3_desc": "if your bloodline are world travellers with a fortune built on castle raids.", + "legendary_heroes_style": "Stylish contemporary fashion; bloodline crests and heirlooms; rustic or utilitarian clothing.", + "light_bulbs_and_mechanical_lanterns": "Light bulbs and mechanical lanterns.", + "long-burning_glow_sticks": "Long-burning glow sticks.", + "looks": "Looks", + "looks_regional": "Asian, South Asian, Black, Caucasian, Hispanic, Latino, Indigenous, Middle Eastern, ________.", + "lore": "Lore", + "lucky_charm": "Lucky charm (destroy to negate up to 2 Harm).", + "magi": "The Magi", + "magi_at_camp": "While at one of your camps, other bloodlines can spend 1 pact on you to get an item of power from your stores. They can destroy it to cast a spell as per Drink Deep.", + "magi_bloodline_name": "The name of your school, The ____ Way, The Path of ______ .", + "magi_breach_1": "A garden of perfect geometric statuary, and a hole in its iron fence.", + "magi_breach_2": "A pocket dimension outside reality, and a ritual to transport you there.", + "magi_breach_3": "An alchemical storage vault, and the combination for the vault door.", + "magi_desc": "The Magi use secretive and arcane rituals to draw power from the blood. Where other bloodlines may draw on its power recklessly and spiral down into corruption, the Magi precisely measure out each portion of their soul as they trade it for power.", + "magi_drive_1": "A celestial conjunction promising great change.", + "magi_drive_2": "A chance to fix a mistake made in your training.", + "magi_drive_3": "An unnatural plague infesting the city's slums.", + "magi_founder_desc": "Ancient lore and improvised cantrips have got you this far, but you can feel the power rolling off the Regent in the next chamber. You'll set your soul alight if that's what it takes to burn this place down.", + "magi_founder_title": "The Ritualist", + "magi_history": "

    You taught another bloodline how to use the castle’s power safely. Gain 1 pact on them. They say what the ritual allows them to do; you say what it costs them instead of their souls.

    ", + "magi_lore": "A bag full of scholarly texts, drilled-in mnemonics, a chorus of spirits bound into your gear to offer advice.", + "magi_pact_name": "The Way of Blue", + "magi_prizes": "You prize arcane insight. At the end of each session, pick the explorer who wielded the most supernatural power and raise their pact with your bloodline by 1. ", + "magi_refuge_1": "A caravan on the city's outskirts selling charms and occult paraphernalia.", + "magi_refuge_2": "A visionary doctor's surgery-laboratory.", + "magi_refuge_3": "A cafe where the intelligentsia gather and debate.", + "magi_shelter": "When your explorer finds Shelter in the castle, they may lead the group in a ritual of controlled corruption. Each explorer may transfer 1 point of contamination to another explorer, with that explorer's consent.", + "magi_starting_array_1": "Chalices 0 Swords -1 Coins 1 Wands 1", + "magi_starting_array_1_desc": "if you’re a selective academic institution teaching occult rituals to those that can afford your fees.", + "magi_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "magi_starting_array_2_desc": "if you’re hands-on learners, extracting occult wisdom from the beasts and devils you hunt.", + "magi_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "magi_starting_array_3_desc": "if you’re occultists without borders, travelling the world and pushing back blights wherever you find them.", + "magi_style": "Skin covered in arcane glyphs, thick robes of strange fabrics, bags and bandoleers loaded with reagents.", + "major_wound": "Major Wound", + "make_a_weapon": "Make a weapon (1 perk, 1 flaw).", + "martial_arts_training": "Martial arts training (tether, close).", + "mascot": "The Mascot", + "mascot_covenant_example_1": "You healed them up from a mortal wound.", + "mascot_covenant_example_2": "They’re heavily in debt to you.", + "mascot_covenant_example_3": "You’ve sworn loyalty to them.", + "mascot_death_move": "

    When you die, your death inspires the other explorers to act, at least for the time being. They all gain fleeting advantage.

    ", + "mascot_desc": "The Mascot is an animal or creature that is sapient.", + "mascot_moves": "Mascot Moves", + "mascot_names": "Rex, Lucky, Teddie, Whiskers, Grump", + "mascot_starting_array": "Iron +1 Glass -1 Sulphur 0 Mercury 0", + "medic": "The Medic", + "medic_covenant_example_1": "You healed them up from a mortal wound.", + "medic_covenant_example_2": "They’re heavily in debt to you.", + "medic_covenant_example_3": "You’ve sworn loyalty to them.", + "medic_death_move": "

    You can’t prevent your own death, but you can save others. When someone else would die, tell us how you helped them survive instead, and cross off this move.

    ", + "medic_desc": "The Medic is a perceptive healer.", + "medic_moves": "Medic Moves", + "medic_names": "Shrishti, Elizabeth, Charaka, Galen, Benedict, Sushruta, Paul, Virginia", + "medic_starting_array": "Iron 0 Glass +1 Sulphur 0 Mercury -1", + "medic_take_moves": "Take Triage and one more:", + "mercury": "Mercury", + "mercury_description": "Your ability to be stealthy, quick and graceful. When exploring, use it to find safe refuge from the castle’s inhabitants; when fighting, use it to dodge away from blows and use trickery and guile. Blood tracks how corrupted your explorer has been by the castle’s power. As it increases you unlock advances, gaining improved stats and strange gifts, but risk falling under the permanent sway of the regent.", + "minor_wound": "Minor Wound", + "miscellaneous_trinkets": "Miscellaneous trinkets.", + "miss": "Miss", + "mortal_wound": "Mortal Wound", + "mystic": "The Mystic", + "mystic_covenant_example_1": "You’re afflicted with the same curse.", + "mystic_covenant_example_2": "You’re studying their dreams.", + "mystic_covenant_example_3": "You follow different faiths.", + "mystic_death_move": "

    As you die, you perform a feat of soul alchemy. Each explorer may lose a point of Blood and a Blood Advance of their choice but keep the stat advance/blood gift. For each, one part of your corpse becomes a Relic.

    ", + "mystic_desc": "The Mystic is an expert at extracting occult power from the castle. In their hands the blood is coaxed into amulets, weapons and explosive incantations.", + "mystic_moves": "Mystic Moves", + "mystic_names": "Reuben, Harland, Maria, Ume, Emilio, Mercurio, Abaris, Julia, Hugh, Miles", + "mystic_starting_array": "Iron -1 Glass 0 Sulphur 0 Mercury +1", + "nice_leather_jacket": "Nice leather jacket (1 Armour).", + "odd_fighting_style": "Odd fighting style (cleave, close).", + "old_journals_from_past_explorers": "Old journals from past explorers.", + "open_bloodline": "The Open Bloodline", + "open_bloodline_desc": "The Open Bloodline is a blank Bloodline.", + "open_bloodline_founder_desc": "", + "open_bloodline_founder_title": "The Founder of the Open Bloodline.", + "open_bloodline_shelter": "When your explorer finds Shelter in the castle,", + "packrat": "The Packrat", + "packrat_covenant_example_1": "You healed them up from a mortal wound.", + "packrat_covenant_example_2": "They’re heavily in debt to you.", + "packrat_covenant_example_3": "You’ve sworn loyalty to them.", + "packrat_death_move": "

    As you die, you reveal a final pouch - one packed with explosives. Pick one:

    • The explosion destroys a Quality
    • The smoke gives your allies advantage on Dodge and Stand With Me for the rest of the fight.
    ", + "packrat_desc": "The Packrat is comprehensively prepared for this expedition. Within their pack you might find the perfect weapon, the needed medicine, or just the matches you need to light your pipe.", + "packrat_moves": "Packrat Moves", + "packrat_names": "Yasmin, Vyasa, Cathaoir, Aleksander, Cecilia, Angela, Clement, Krister, Orinth, Elizabeta", + "packrat_starting_array": "Iron -1 Glass +1 Sulphur 0 Mercury 0", + "packrat_take_moves": "Take Cornucopia and one more:", + "pact_with_them": "Pact With Them", + "partial_success": "Partial Success", + "pick_extra_armament": "Pick one extra armament:", + "pick_two": "Pick two:", + "pick_two_utilities": "Pick two pieces of utility gear:", + "plate_armour": "Plate Armour (1 Armour).", + "position": "Position", + "pouches_full_of_materials": "Pouches full of materials.", + "professor": "The Professor", + "professor_covenant_example_1": "You healed them up from a mortal wound.", + "professor_covenant_example_2": "They’re heavily in debt to you.", + "professor_covenant_example_3": "You’ve sworn loyalty to them.", + "professor_death_move": "

    You have created an invention specifically for this moment. Tell the GM what it does. Afterwards it becomes a valuable object worth 3-Relic.

    ", + "professor_desc": "The Professor is an inventor and a tinkerer.", + "professor_moves": "Professor Moves", + "professor_names": "Dr. Micawber, Amadeus, Victoria, Sergio, Roger, Samuel, Kukui", + "professor_starting_array": "Iron -1 Glass 0 Sulphur +1 Mercury 0", + "professor_take_moves": "Take Invention and one more:", + "purified_salt": "Purified salt (1 Armour when you stand within a circle of it).", + "reckoner": "The Reckoner", + "reckoner_covenant_example_1": "You’re working together to find a lost treasure.", + "reckoner_covenant_example_2": "You’re heavily in debt to them.", + "reckoner_covenant_example_3": "You’ve hunted many monsters together.", + "reckoner_death_move": "

    As you die, you work one final effort of will to enforce order on the castle. Pick one:

    • Give your fellows advantage on all future Travel the Labyrinth rolls.
    • Prevent the Regent and their Acolytes leaving their respective wards.
    ", + "reckoner_desc": "The Reckoner is a navigator, able to force order on the shifting chaos of the castle and get their allies where they need to be. In combat they’re experts at using the castle as a weapon, turning traps on their owners and finding escape routes.", + "reckoner_moves": "Reckoner Moves", + "reckoner_names": "Hector, Taniqua, Lamia, Oscar, Arsene, Richter, Sypha, Kasi, Joseph, Grant", + "reckoner_starting_array": "Iron -1 Glass +1 Sulphur 0 Mercury 0", + "refuge": "Refuge", + "reinforced_coat": "Reinforced coat (1 Armour).", + "relics": "Relics", + "relics_description": "Objects imbued with the castle’s power that can fetch a high price in the mortal world or be used in grand rituals.", + "repair_kit": "Repair kit (can make an ineffective device fully functional).", + "roll": "roll", + "rolls": "rolls", + "shiny_metal_coins_in_hundreds_of_denominations": "Shiny metal coins, in hundreds of denominations.", + "sigil_of_authority": "Sigil of Authority (sacrifice to give an order to an explorer. If they follow it, they gain fleeting advantage).", + "slayer": "The Slayer", + "slayer_covenant_example_1": "You’re teaching them to fight.", + "slayer_covenant_example_2": "They nursed you back to health.", + "slayer_covenant_example_3": "You’re monster-hunter partners.", + "slayer_death_move": "

    As the final blow comes down you choose not to defend yourself, instead using your attacker’s momentum to drive your weapon home. Now it’s lodged in them, slowing them down and creating a weakness your allies can use to take revenge. Until the embedded weapon is used as an Opening, your allies take advantage on Dodge and Confront.

    ", + "slayer_desc": "The Slayer is a monster hunter, plain and simple. They’re fast and lethal, equally at home confronting a horde of beasts and a single towering colossus.", + "slayer_moves": "Slayer Moves", + "slayer_names": "Lilianna, Isidor, Ayako, Farhana, Laura, Peter, Simon, Julian, Laurens, Jiddu", + "slayer_starting_array": "Iron +1 Glass 0 Sulphur 0 Mercury -1", + "spiritual_aura": "Spiritual aura (Advantage to attack intangible foes).", + "squire": "Squire (A contact of your choice).", + "starting_stats": "Starting Stats", + "starting_stats_help": "(Choose One)", + "stats": "Stats", + "stock": "Stock", + "style": "Style", + "success": "Success!", + "sulphur": "Sulphur", + "sulphur_description": "The strength of your passions and ability to tap into occult power. When exploring, use it to learn magic from the castle’s relics. When fighting a powerful adversary, use it to pull allies from danger.", + "survivalist_gear": "Survivalist gear.", + "swords": "Swords", + "swords_description": "Their ability to project force into the castle and claim forward bases.", + "syringe": "Syringe (lingering, close).", + "thick_hide_or_suit": "Thick hide or suit (1 Armour).", + "thick_mask_or_suit": "Thick mask or suit (1 Armour).", + "thieves_tools": "Thieves’ tools.", + "three_uses_of_a_poison": "3 uses of a poison (describe it, 1 use gives a weapon lingering or stun).", + "titles_and_honours": "Titles and honours.", + "torches_and_fire_lighting_kit": "Torches and fire lighting kit.", + "tower_shield": "Tower Shield (1 Armour).", + "traditions": "Traditions", + "traditions_help": "Choose one of each or invent your own.", + "unstable_gun_prototype": "Unstable Gun Prototype (ranged, painful).", + "wands": "Wands", + "wands_description": "Their ability to push back against the occult predations of the regent.", + "when_blood_increases": "Pick one when blood increases", + "when_blood_increases_get_gift": "Get a Blood Gift.", + "when_blood_increases_get_stat": "Get +1 to a stat (max 3).", + "when_blood_increases_retire": "Retire your explorer; they may return as an Acolyte.", + "you_start_with_this_array": "You start with this array; add 1 to a stat of your choice:", + "test_evaluation": "", + "zzend_of_file": "" +} \ No newline at end of file diff --git a/Rhapsody of Blood/translations/hu.json b/Rhapsody of Blood/translations/hu.json new file mode 100644 index 0000000000..625e9d0835 --- /dev/null +++ b/Rhapsody of Blood/translations/hu.json @@ -0,0 +1,807 @@ +{ + "a_backup_pistol": "A backup pistol (ranged, reload).", + "a_bag_of_healing_salves": "A bag of healing salves.", + "a_clever_disguise": "A clever disguise (can pass as a castle minion).", + "a_collar_with_a_glowing_light": "A collar with a glowing light.", + "a_crossbow": "A crossbow (ranged, reload).", + "a_deck_of_playing_cards": "A deck of playing cards.", + "a_hip_flask_wineskin_or_tobacco_pouch": "A hip flask, wineskin or tobacco pouch.", + "a_last_ditch_ice_burst": "A last-ditch ice burst (stun, painful).", + "a_musical_instrument": "A musical instrument.", + "a_pouch_of_alchemical_samples": "A pouch of alchemical samples.", + "a_shield": "A shield (advantage on Confront, disadvantage on Dodge).", + "a_small_light_source": "A small light source.", + "a_theodolite_and_a_spirit_level": "A theodolite and a spirit level.", + "a_toolbox": "A toolbox.", + "a_warhorse": "A warhorse.", + "an_amulet": "An amulet (destroy to lose 1 contamination).", + "an_old_map": "An old map (sacrifice to get 2 Travel the Labyrinth hold).", + "anti_venoms_and_stimulants": "Anti-venoms and stimulants.", + "antitoxins_and_miracle_cures": "Antitoxins and miracle cures.", + "armoured_plates": "Armoured Plates (1 Armour).", + "as_many_rations_as_you_need": "As many rations as you need.", + "assassin": "The Assassin", + "assassin_covenant_example_1": "You healed them up from a mortal wound.", + "assassin_covenant_example_2": "They’re heavily in debt to you.", + "assassin_covenant_example_3": "You’ve sworn loyalty to them.", + "assassin_death_move": "

    When you die, you may reveal that your body was a mere shadow or effigy, and you actually survived. Tell us where you were all along. That trick won’t work again. Cross off this move.

    ", + "assassin_moves": "Assassin Moves", + "assassin_names": "Deviant, Weary, Dagger, Edge, Whisper", + "assassin_starting_array": "Iron 0 Glass 0 Sulphur -1 Mercury +1", + "assorted_coins_from_your_home_country": "Assorted coins from your home country.", + "bandages_and_healing_salves": "Bandages and healing salves.", + "blood": "Blood", + "blood_starts_at_zero": "Blood starts at 0.", + "bloodline": "Bloodline", + "bloodline_move_a_miracle_of_science": "A Miracle of Science", + "bloodline_move_a_miracle_of_science_desc": "

    When your explorer dissects a defeated Acolyte, gain 1-organ. With a few minutes of preparation, they may spend 1-organ to:

    • Craft a healing salve and remove a minor or major wound.
    • Merge it with a weapon and give the weapon a new perk.
    • Graft it on and raise Blood by 1.
    • Inspire those around them, restoring 4 harm to all explorers nearby or rejuvenating any wraiths.
    ", + "bloodline_move_a_web_of_influence": "A Web of Influence", + "bloodline_move_a_web_of_influence_desc": "

    Your contacts stand ready to support your war against evil. When you roll a 7+ on ReinIronments, you may pick one extra option.

    ", + "bloodline_move_arcane_library": "Arcane Library†", + "bloodline_move_arcane_library_desc": "

    While at your safe camps, any explorer can archive a spell (learned via Drink Deep) and receive a Relic in return. At any later point anyone can spend a Relic to learn a spell from the archive. Choose two spells to have in your archive already:

    • See your foes with perfect clarity.
    • Charge your weapon with lightning (add perk: stun).
    • Float gently down instead of falling.
    ", + "bloodline_move_arcane_power": "Arcane Power", + "bloodline_move_audacious": "Audacious†", + "bloodline_move_audacious_desc": "

    When your explorer confronts the Regent, roll +Swords. On a 7-9 pick 1, on a 10+ pick 2:

    • They’ll talk for a time before attacking or leaving.
    • They let slip a weakness of their plans.
    • They focus on your explorer and ignore the others.
    ", + "bloodline_move_avarice": "Avarice", + "bloodline_move_avarice_desc": "

    The strange by-products of the castle's intrusion into our reality retain their power, if you let them feed from you. When you would spend a relic, you may mark contamination to keep it in your bloodline's stocks.

    ", + "bloodline_move_bodyguard": "Bodyguard†", + "bloodline_move_bodyguard_desc": "

    Your explorer has a skilled companion to back them up in the castle. Pick one when you make your explorer:

    • Your companion fights beside you, giving your attacks the cleave tag.
    • Your companion protects you, giving you advantage on Confront.
    • Your companion heals you: whenever you Shelter, heal 4 Harm.
    ", + "bloodline_move_communication_devices": "Communication Devices†", + "bloodline_move_communication_devices_desc": "

    You have effective means of long-distance communication. Your explorer and their allies can communicate with each other through great distances without having to Summon Aid.

    ", + "bloodline_move_dark_legacy": "Dark Legacy†", + "bloodline_move_dark_legacy_desc": "

    All your explorers bear the curse of the castle, starts with a Blood Move; when using it, you may choose to take 1 harm instead of marking contamination.

    ", + "bloodline_move_death_ray": "Death Ray", + "bloodline_move_death_ray_desc": "

    Exactly once, when Darkness Falls, you may declare that you have a final solution. Negate the effects of Darkness Falling, but it will cost you a fragment of your souls. Your future characters start at Blood 1, as if you had left the castle without claiming the grail and with Blood 4+.

    ", + "bloodline_move_defeat_means_friendship": "Defeat Means Friendship†", + "bloodline_move_defeat_means_friendship_desc": "

    When your explorer would inflict the killing blow on an Acolyte, they may stay their hand. If you do, roll +Chalices. On a 7-9 pick 1 they get enough control to tell you:

    • How the Regent’s ritual can be set back.
    • How the Acolyte can be saved.
    • A secret weakness of another Acolyte.

    They then retreat into the maze-like corridors of the castle.

    On a 10+ they gain enough control to change sides and work alongside you, though they cannot act directly against the Regent.

    ", + "bloodline_move_dimensional_relocation": "Dimensional Relocation", + "bloodline_move_dimensional_relocation_desc": "

    When you warp space to move explorers between two safe camps, roll +Wands. On a hit, they make the journey successfully; on a 7-9, pick one:

    • They leave something important behind.
    • They bring something nasty with them.
    ", + "bloodline_move_eldritch_insight": "Eldritch Insight", + "bloodline_move_eldritch_insight_desc": "

    You have learned how to turn the castle's burgeoning power towards your own ends. Whenever the Regent's clock ticks down, gain a Relic.

    ", + "bloodline_move_electric_eye": "Electric Eye", + "bloodline_move_electric_eye_desc": "

    When you claim a Forward Base, you may spend 1 Relic to install hidden cameras that will warn you when the base is about to come under attack.

    ", + "bloodline_move_empowered_wards": "Empowered Wards", + "bloodline_move_empowered_wards_desc": "

    When you roll 10+ on Resist Doom, your ritual lingers providing active opposition to the Regent. The next time their clock would tick down, it's stopped from doing so.

    ", + "bloodline_move_experimental_weaponry": "Experimental Weaponry", + "bloodline_move_experimental_weaponry_desc": "

    Your bloodline's resources are devoted to the creation of new weapons to be used against darkness. Once a generation, you can gain one of these weapons for your struggle.

    When your scholars bring their most recent creation to your camp, roll +Coins. On a 7-9 pick one, on a 10+ pick two:

    • You can sacrifice it to Strike without needing an Opening.
    • You may spend a relic to give it the holy tag for the rest of the fight.
    • It has three perks and a flaw, or two perks and no flaw.
    ", + "bloodline_move_forward_base": "Forward Base", + "bloodline_move_good_measure": "Good Measure", + "bloodline_move_good_measure_desc": "

    When you use Rest and Relaxation, you may spend 1 Relic to pick an additional option from the list.

    ", + "bloodline_move_grim_portents": "Grim Portents", + "bloodline_move_grim_portents_desc": "

    When you Resist Doom, you add the following option to the list:

    • You learn what the world’s blight will be. All Acolytes that speed the world’s blight will act on the clock tick after they’re initially supposed to.
    ", + "bloodline_move_holy_vanguard": "Holy Vanguard†", + "bloodline_move_holy_vanguard_desc": "

    You are vigilant protectors of the mundane. When an Acolyte ventures out to attack the mortal world, your explorer can spend 1 Travel the Labyrinth hold to immediately intervene and confront them.

    ", + "bloodline_move_lend_aid": "Lend Aid", + "bloodline_move_martyrdom": "Martyrdom", + "bloodline_move_martyrdom_desc": "

    When you Resist Doom, your explorer can sacrifice some of their lifespan to channel greater power. You may substitute a minor wound for 1 relic, a major wound for 2 relics, or a deadly wound for 3 relics.

    ", + "bloodline_move_medicinal_herbs": "Medicinal Herbs", + "bloodline_move_medicinal_herbs_desc": "

    When you have access to natural herbs and poultices, choose one more option from Rest and Relaxation, even on a miss.

    ", + "bloodline_move_more_than_human": "More Than Human", + "bloodline_move_more_than_human_desc": "

    When you make an explorer, choose one:

    • They have natural weapons: claws, spines, etc. Give them a perk and a flaw.
    • They have resistance to harm: fur, chitin, thick skin etc. Get 1 Armour.
    • They have unnatural agility. They can climb walls, run on water or leap dozens of metres, and get advantage on Dodge.
    ", + "bloodline_move_natural_vigor": "Natural Vigor†", + "bloodline_move_natural_vigor_desc": "

    Your explorers can mark a second Minor Wound.

    ", + "bloodline_move_one_of_the_horde": "One of the Horde", + "bloodline_move_one_of_the_horde_desc": "

    When you send your bloodline members to blend in with the castle’s denizens, roll +Wands. On a 7-9 hold one, on a 10+ hold three. Spend the hold 1-for-1 to get them to:

    • Strike from within a group of castle denizens, sending them into disarray.
    • Help you navigate, giving you 1 Travel the Labyrinth hold.
    • Smuggle you a useful item.
    ", + "bloodline_move_opulence": "Opulence", + "bloodline_move_opulence_desc": "

    When you shower luxury on a party of explorers, you may roll +Coins to give them Rest & Relaxation.

    ", + "bloodline_move_our_town": "Our Town", + "bloodline_move_our_town_desc": "

    When you call on your reputation in a community that knows your legend, roll +Chalices on Reinforcements instead of +Coins.

    ", + "bloodline_move_out_of_this_world": "Out of This World", + "bloodline_move_out_of_this_world_desc": "

    When you call for Reinforcements, add the following to the list:

    • You hear about otherworldly friends trapped in the castle. Free them, and they will aid you for the rest of this generation.
    ", + "bloodline_move_panacea": "Panacea", + "bloodline_move_panacea_desc": "

    When you claim a Forward Base, you may mark contamination to reduce the Regent’s Clock by 1.

    ", + "bloodline_move_phases_of_the_moon_": "Phases Of The Moon ", + "bloodline_move_phases_of_the_moon__desc": "

    You can tell what is wrong with the world by looking at the moon. At the beginning of a generation, the GM will tell you if there are any Acolytes that speed the world’s blight, what blight they bring, and on what ticks.

    ", + "bloodline_move_plant_whisperer": "Plant Whisperer†", + "bloodline_move_plant_whisperer_desc": "

    You can communicate with trees and other flora. When you seek Shelter near a tree, you may treat it as a contact of your choice.

    ", + "bloodline_move_reinforcements": "Reinforcements", + "bloodline_move_resist_doom": "Resist Doom", + "bloodline_move_rest_and_relaxation": "Rest And Relaxation", + "bloodline_move_science": "Science", + "bloodline_move_science_desc": "

    When you Resist Doom by replacing occult resources and ceremonial paraphernalia with technological baubles and devices, roll +Swords instead of +Wands.

    ", + "bloodline_move_secret_technique": "Secret Technique†", + "bloodline_move_secret_technique_desc": "

    There’s a particular fighting style passed down your bloodline through training, genetics, or mystical empowerment. Pick one:

    • Cheating Death: The first time your explorer triggers their Death Move, they survive hanging onto the barest thread of life.
    • Consecrated Blood: Any monster that consumes your blood feels agonising pain. Your explorer can take 1 Harm to give their weapon the Holy tag for one strike.
    • Accelerate Perceptions: Can take 1 Harm to move incredibly fast for a few seconds, at the cost of being exhausted and unable to move for a few seconds after.
    ", + "bloodline_move_shadows_of_humanity": "Shadows of Humanity", + "bloodline_move_shadows_of_humanity_desc": "

    Human society may recoil from you, but that doesn’t mean you’re powerless. If you intimidate people into helping you or appeal to their baser urges, roll +Swords on Reinforcements instead of +Coins.

    ", + "bloodline_move_shield_of_faith": "Shield of Faith†", + "bloodline_move_shield_of_faith_desc": "

    So long as your camps maintain a constant vigil of prayer, they will not come under attack.

    When your explorer attempts to manifest this shield, roll +Sulphur. On a hit, radiant light prevents creatures of the castle from coming within a few metres of you. On a 7-9 pick two, on a 10+ pick one:

    • Moving breaks the shield.
    • Attacking breaks the shield.
    • No-one else can shelter under the shield.
    ", + "bloodline_move_soothsayers_for_hire": "Soothsayers for Hire", + "bloodline_move_soothsayers_for_hire_desc": "

    When you sell your fortune-telling services while calling for Reinforcements, you always get 1 Relic in addition to any other choice.

    ", + "bloodline_move_stoke_the_flame": "Stoke the Flame", + "bloodline_move_stoke_the_flame_desc": "

    When an explorer on the verge of death is brought back to one of your camps, roll +Chalices. On a 7-9 the deadly wound is stepped down to a major wound; on a 10+ it's gone entirely. On a 6- their soul gutters out entirely, replaced by something dark: they'll die and become an undead Acolyte, unless 1 Relic is sacrificed to stop it.

    ", + "bloodline_move_switcheroo": "Switcheroo†", + "bloodline_move_switcheroo_desc": "
    • When an explorer passes on their misfortune onto you, they mark contamination.
    • When your explorer forces their misfortune onto someone else, mark contamination.
    ", + "bloodline_move_the_flesh_is_weak": "The Flesh is Weak†", + "bloodline_move_the_flesh_is_weak_desc": "

    You can concentrate the castle's corruption in one part of an explorer's body. Actions using the body part have advantage, but the explorer marks an additional point every time they mark contamination. Amputating the node of corruption deals the explorer a major wound, and they lose a point of Blood and a Blood Gift. The removed body part counts as 1 relic.

    ", + "bloodline_move_the_will_to_fight": "The Will to Fight†", + "bloodline_move_the_will_to_fight_desc": "

    Your bloodline has a tenacity that lets them cheat death so long as they have something to fight for. All of your explorers start with +1 Armour. Whenever they take a blow for another explorer, they can refresh the Armour box

    ", + "bloodline_move_two_faced_coin_": "Two-Faced Coin† ", + "bloodline_move_two_faced_coin__desc": "

    When your explorer rolls a miss, hold 1. Spend that hold to gain advantage on a roll.

    ", + "bloodline_move_voice_of_the_regent": "Voice of the Regent", + "bloodline_move_voice_of_the_regent_desc": "

    Add the following option to Resist Doom:

    • Give your explorer a one-time ability to command the castle's denizens.

    When they use this, the denizens become their loyal servants. When they fight alongside you, your attacks gain the cleave tag. When you send them to act independently of you, the GM will decide how well they do. When you take Harm, you can choose to have the denizens be destroyed instead.

    ", + "body_built_muscular_lithe_hard": "Built, muscular, lithe, hard.", + "body_bulky_muscular_fit_lithe": "Bulky, muscular, fit, lithe.", + "body_burly_bent_stocky_weaselly": "Burly, bent, stocky, weaselly.", + "body_lanky_lithe_fit_warped": "Lanky, lithe, fit, warped.", + "body_lanky_strange_pretty_wide": "Lanky, strange, pretty, wide.", + "body_maimed_lithe_muscular_stout": "Maimed, lithe, muscular, stout.", + "body_normal_dire_cartoonish": "Normal, dire, cartoonish.", + "body_scrawny_lithe_spindly_frail": "Scrawny, lithe, spindly, frail.", + "body_slim_athletic_stout_frail": "Slim, athletic, stout, frail.", + "body_spindly_stout_athletic_out_of_shape": "Spindly, stout, athletic, out-of-shape.", + "body_thin_fit_portly_hard": "Thin, fit, portly, hard.", + "bonded": "The Bonded", + "bonded_covenant_example_1": "You grew up together.", + "bonded_covenant_example_2": "You were close friends or lovers.", + "bonded_covenant_example_3": "You have a grudge between you.", + "bonded_death_move": "

    As your life fades, the spirit and the castle fight for your soul. Pick one:

    Transfiguration: You come back to life: you're immune to harm, but die at the end of the fight.
    Guardian Angel: The spirit vows to continue your mission, aiding the other explorers.
    Damnation: Heal fully, but be damned. From then on, mark contamination instead of taking harm.
    ", + "bonded_desc": "The Bonded has forged a link with a powerful spirit - a ghost of an ancestor, an avatar of their god, an elemental force or something stranger. With this spirit standing behind them, they can work strange miracles and walk between worlds.", + "bonded_moves": "Bonded Moves", + "bonded_names": "Kujo, Aamir, Malkhazi, Aretha, Temperance, Christa, Camilla, Sebastian, Drahomíra", + "bonded_starting_array": "Iron 0 Glass 0 Sulphur +1 Mercury -1", + "bound_to_a_ghost": "Bound to a ghost, an angel, a demon, an elemental.", + "breach": "Breach", + "breastplate_or_mail_shirt": "Breastplate or mail shirt (1 Armour).", + "bulky_protective_gear": "Bulky protective gear (1 armour).", + "candles_and_matches": "Candles and matches.", + "captain": "The Captain", + "captain_covenant_example_1": "You healed them up from a mortal wound.", + "captain_covenant_example_2": "They’re heavily in debt to you.", + "captain_covenant_example_3": "You’ve sworn loyalty to them.", + "captain_death_move": "

    As you’re dying, name another explorer to lead the expedition. They gain all Captain Moves, even those you haven’t chosen.

    ", + "captain_desc": "The Captain is a supportive leader and combatant.", + "captain_moves": "Captain Moves", + "captain_names": "Brigitte, Ash, Reinhardt, Tirant, Quixote, Rodrigo", + "captain_starting_array": "Iron 0 Glass 1 Sulphur +1 Mercury 0", + "making_your_heroes": "Making Your Heroes", + "castle_exploration": "Castle Exploration", + "castle_exploration_drink_deep": "Drink Deep", + "castle_exploration_face_the_horde": "Face The Horde", + "castle_exploration_flow_like_water": "Flow Like Water", + "castle_exploration_see_clear": "See Clear", + "castle_exploration_shelter": "Shelter", + "castle_exploration_travel_the_labyrinth": "Travel The Labyrinth", + "chalices": "Chalices", + "chalices_description": "Their ability to provide aid to the characters and let them rest and heal.", + "chalk_paints_and_dyes_to_mark_the_corridors": "Chalk, paints and dyes to mark the corridors.", + "claws_fangs_or_other_natural_weapons": "Claws, fangs, or other natural weapons (piercing, close).", + "coins": "Coins", + "coins_description": "Their ability to influence mortal institutions and draw resources from them.", + "confrontation_move_confront": "Confront", + "confrontation_move_dodge": "Dodge", + "confrontation_move_flee": "Flee", + "confrontation_move_line_it_up": "Line It Up", + "confrontation_move_stand_with_me": "Stand With Me", + "confrontation_move_strike": "Strike", + "confrontation_move_victory": "Victory", + "contamination": "Contamination", + "convenant_instructions_4": "Add extra details and context for the covenant the player to your right has chosen.", + "covenant_betray_when": "Betray the Covenant When...", + "covenant_instructions_1": "Go around the table, introducing your explorer to the group.", + "covenant_instructions_2": "Pick a covenant you have with the player to your left at rank 1.", + "covenant_instructions_3": "Examples:", + "covenant_rating": "Rating", + "covenant_strengthen_when": "Strengthen the Covenant When...", + "covenants": "Covenants", + "crossbow": "Crossbow (ranged, reload).", + "crystals_that_glow_like_candles": "Crystals that glow like candles.", + "dark_cloaks_and_camouflage": "Dark cloaks and camouflage.", + "death_move": "Death Move", + "defenders_of_tomorrow": "The Defenders Of Tomorrow", + "defenders_of_tomorrow_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a strange, yet useful device. They hold 2. They may spend hold 1-for-1 to ask any question in the See Clear list.", + "defenders_of_tomorrow_bloodline_name": "The name of a future organization; a numeric designation; an unknown name.", + "defenders_of_tomorrow_breach_1": "Beaming technology.", + "defenders_of_tomorrow_breach_2": "A time machine.", + "defenders_of_tomorrow_breach_3": "An anomaly in the space-time continuum.", + "defenders_of_tomorrow_desc": "", + "defenders_of_tomorrow_drive_1": "The future, lost to the castle.", + "defenders_of_tomorrow_drive_2": "An individual that must survive until the end.", + "defenders_of_tomorrow_drive_3": "Knowledge of historical events.", + "defenders_of_tomorrow_founder_desc": "You came here to stop the greatest threat ever known to the universe. You’ve gotten this far with the help of the locals, and you will aid them with your knowledge. Failure is not an option.", + "defenders_of_tomorrow_founder_title": "The Visitor", + "defenders_of_tomorrow_history": "One bloodline told you about current events… to them. Raise your pact with them by 1. They say how this event is significant now. You say why it doesn’t matter in the future. ", + "defenders_of_tomorrow_lore": "Notes on the other Bloodlines; technology of a time to be; scraps of knowledge.", + "defenders_of_tomorrow_pact_name": "The Way of Chrome", + "defenders_of_tomorrow_prizes": "You prize the preservation of the future. At the end of each session, pick the explorer who was most interested in events to come and raise their pact with your bloodline by 1. ", + "defenders_of_tomorrow_refuge_1": "An orbital satellite.", + "defenders_of_tomorrow_refuge_2": "The machine which brought you here.", + "defenders_of_tomorrow_refuge_3": "The ruins of an ancient civilization.", + "defenders_of_tomorrow_shelter": "When your explorer finds Shelter in the castle, they may send scouts ahead. Gain 1 hold to Travel the Labyrinth.", + "defenders_of_tomorrow_starting_array_1": "Chalices -1 Swords 1 Coins 1 Wands 0", + "defenders_of_tomorrow_starting_array_1_desc": "if your military might is unparalleled, but you stick out like a sore thumb.", + "defenders_of_tomorrow_starting_array_2": "Chalices 1 Swords 1 Coins -1 Wands 0", + "defenders_of_tomorrow_starting_array_2_desc": "if you’re stranded in this world with no resources to get back.", + "defenders_of_tomorrow_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", + "defenders_of_tomorrow_starting_array_3_desc": "if your knowledge of technology is vast, but know next to nothing about the supernatural.", + "defenders_of_tomorrow_style": "Flowing robes; skin-tight suits; trench coats.", + "drive": "Drive", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "empty_explorer": "The Empty Explorer", + "empty_explorer_desc": "The Empty Explorer is a blank playbook.", + "empty_explorer_moves": "Playbook Moves", + "enchanted_shirt": "Enchanted shirt (1 Armour).", + "explorer": "Explorer", + "explorer_blood_gift_apotheosis": "Apotheosis", + "explorer_blood_gift_apotheosis_description": "

    Your spirit's true, terrifying form guides your blows. Mark contamination to give an attack advantage and a tag of your choice.

    ", + "explorer_blood_gift_arcane_device": "Arcane Device", + "explorer_blood_gift_arcane_device_description": "

    When you build an invention, you can mark contamination to store a spell in it. You don’t need to know the spell beforehand.

    ", + "explorer_blood_gift_blink": "Blink", + "explorer_blood_gift_blink_description": "

    When your spirit is away from you thanks to Astral Projection, you may mark contamination to swap places with it.

    ", + "explorer_blood_gift_blood_sword": "Blood Sword", + "explorer_blood_gift_blood_sword_description": "

    You craft a legendary sword with your own blood. It is a weapon with lingering, piercing, heirloom.

    ", + "explorer_blood_gift_burning_blood": "Burning Blood", + "explorer_blood_gift_burning_blood_description": "

    Your blood burns as it leaves your body. You may mark contamination to create a wall of fire most monsters won’t willingly cross.

    ", + "explorer_blood_gift_chaos_eyes": "Chaos Eyes", + "explorer_blood_gift_chaos_eyes_description": "

    The shifting chaos of the castle bleeds out of your mind and into those that meet your gaze. Your eyes are a weapon with ranged, piercing, unstable.

    ", + "explorer_blood_gift_contamination_engine": "Contamination Engine", + "explorer_blood_gift_contamination_engine_description": "

    When you next have shelter, you build a device that stores the effects of the castle. Describe it. Any explorer who uses it may transfer contamination to it, for a price. For each 3 contamination it stores, advance the Regent’s clock.

    ", + "explorer_blood_gift_creatures_of_darkness": "Creatures of Darkness", + "explorer_blood_gift_creatures_of_darkness_description": "

    When you consume a fallen Acolyte, you gain their properties. Mark contamination to...

    If it was strengthening the Regent:
    ...give another explorer fleeting advantage.

    If it was guarding the Regent:
    ...negate a hit worth 3 Harm or less.

    If it was speeding the world’s blight:
    ...prevent the clock from ticking down.

    ", + "explorer_blood_gift_dark_knight": "Dark Knight", + "explorer_blood_gift_dark_knight_description": "

    You may mark contamination instead of spending honour for any of your moves.

    ", + "explorer_blood_gift_dont_split_the_party": "Don’t Split the Party", + "explorer_blood_gift_dont_split_the_party_description": "

    When an ally Summons Aid, you can mark contamination to physically show up.

    ", + "explorer_blood_gift_dummy!": "Dummy!", + "explorer_blood_gift_dummy_description!": "

    When you Flow Like Water, you may leave behind an effigy of yourself. Mark contamination to have it act in your place.

    ", + "explorer_blood_gift_eldritch_bloodletting": "Eldritch Bloodletting", + "explorer_blood_gift_eldritch_bloodletting_description": "

    When you would take harm, you can choose to mark contamination 1-for-1 instead.

    ", + "explorer_blood_gift_everything_is_permitted": "Everything is Permitted", + "explorer_blood_gift_everything_is_permitted_description": "

    When you successfully Strike an enemy, you can mark contamination to gain the lost Quality as a spell. The GM will tell you what it does.

    ", + "explorer_blood_gift_eyes_on_the_inside": "Eyes on the Inside", + "explorer_blood_gift_eyes_on_the_inside_description": "

    You can mark contamination to perceive the intangible and immaterial. When you Line it Up or See Clear with this sight, you can roll +Mercury instead of +Glass.

    ", + "explorer_blood_gift_frenzy": "Frenzy", + "explorer_blood_gift_frenzy_description": "

    When you roll a miss on Strike, you can mark contamination to immediately make another Strike.

    ", + "explorer_blood_gift_fridge_logic": "Fridge Logic", + "explorer_blood_gift_fridge_logic_description": "

    When you Line It Up by contemplating the weird and surreal nature of the castle, do so with +Sulphur instead of +Glass. You may mark contamination to roll with advantage.

    ", + "explorer_blood_gift_ghost_eater": "Ghost Eater", + "explorer_blood_gift_ghost_eater_description": "

    You can consume the spirits trapped in your Soul Vessel. When you do, mark contamination but heal your last wound.

    ", + "explorer_blood_gift_guiding_light": "Guiding Light", + "explorer_blood_gift_guiding_light_description": "

    When you attune your senses to the castle, you may spend honor 1-to-1 to ask a question from the See Clear list.

    ", + "explorer_blood_gift_half_dead": "Half-Dead", + "explorer_blood_gift_half_dead_description": "

    You're losing your mortality. Gain 1 Armour against physical attacks, but take 1 more harm from magical/spiritual attacks.

    ", + "explorer_blood_gift_healers_touch": "Healer’s Touch", + "explorer_blood_gift_healers_touch_description": "

    When you treat someone else’s wounds, mark contamination to heal yourself for the same amount.

    ", + "explorer_blood_gift_healing_corruption": "Healing Corruption", + "explorer_blood_gift_healing_corruption_description": "

    When you hurt an enemy, you can mark contamination to hold 1. Spend that hold to heal yourself or an ally 1 harm.

    ", + "explorer_blood_gift_junk_homunculus": "Junk Homunculus", + "explorer_blood_gift_junk_homunculus_description": "

    When you assemble the odds and ends in your pack into a rough human form, you can mark contamination to give it life. It will follow your commands to the best of its ability, but cannot leave the castle.

    ", + "explorer_blood_gift_just_you_and_me": "Just You and Me", + "explorer_blood_gift_just_you_and_me_description": "

    If you're within arm's reach of a foe, you can mark contamination to reshape the castle and trap you both within an empty room. The previous state is restored when you will it, or when you take a major wound.

    ", + "explorer_blood_gift_knives_of_shadow": "Knives of Shadow", + "explorer_blood_gift_knives_of_shadow_description": "

    You can craft knives from the very shadows. Treat them as weapons with flexible, ranged, painful.

    ", + "explorer_blood_gift_last_surprise": "Last Surprise", + "explorer_blood_gift_last_surprise_description": "

    When you successfully Strike an enemy, mark contamination to damage them twice instead.

    ", + "explorer_blood_gift_laugh_away_the_pain": "Laugh Away the Pain", + "explorer_blood_gift_laugh_away_the_pain_description": "

    You can mark contamination to clear a Minor Wound, or raise Blood to clear a Major Wound.

    ", + "explorer_blood_gift_lupine": "Lupine", + "explorer_blood_gift_lupine_description": "

    Your teeth and fingernails gain a keen edge. You always have access to them, as a weapon with (piercing, close).

    ", + "explorer_blood_gift_maw_of_the_void": "Maw of the Void", + "explorer_blood_gift_maw_of_the_void_description": "

    If you get something in your bag, it cannot escape without your say-so. You can mark contamination to turn the void inside the bag into a powerful vacuum (tether, close).

    ", + "explorer_blood_gift_medium": "Medium", + "explorer_blood_gift_medium_description": "

    You can mark contamination to summon a lesser version of your spirit. They won’t be hostile - at least, at first.

    ", + "explorer_blood_gift_paradox_bag": "Paradox Bag", + "explorer_blood_gift_paradox_bag_description": "

    When you reach into your sack, you can mark contamination to pull out something impossible: something too big, or too dangerous, or on the other side of the world, or in your antagonist's hands.

    ", + "explorer_blood_gift_psychopomp": "Psychopomp", + "explorer_blood_gift_psychopomp_description": "

    You can mark contamination and spend 1 Travel the Labyrinth hold to take your group to or from: an individual's psyche, the land of the dead, where the castle comes from.

    ", + "explorer_blood_gift_pushing_the_limit": "Pushing the Limit", + "explorer_blood_gift_pushing_the_limit_description": "

    When you build an invention, you may mark contamination to boost it with a Professor move you don’t have as if you had it.

    ", + "explorer_blood_gift_questionable_sources": "Questionable Sources", + "explorer_blood_gift_questionable_sources_description": "

    When you draw upon your most feral instinct, mark contamination to roll +Iron on Drink Deep instead of +Sulphur.

    ", + "explorer_blood_gift_rabid_attack": "Rabid Attack", + "explorer_blood_gift_rabid_attack_description": "

    You can mark contamination to maul an enemy brutally, and create an Opening for other explorers to use.

    ", + "explorer_blood_gift_shadow_walking": "Shadow-Walking", + "explorer_blood_gift_shadow_walking_description": "

    When you hide in the shadows, you can mark contamination to move from one shadow to another, bringing any people you wish with you.

    ", + "explorer_blood_gift_shared_information": "Shared Information", + "explorer_blood_gift_shared_information_description": "

    When you Drink Deep, you can mark contamination to share the spell with your allies.

    ", + "explorer_blood_gift_summon_blade": "Summon Blade", + "explorer_blood_gift_summon_blade_description": "

    You can’t lose your Bloodline’s weapons. You may mark contamination to immediately call a weapon with heirloom to you.

    ", + "explorer_blood_gift_the_blood_is_life": "The Blood is Life", + "explorer_blood_gift_the_blood_is_life_description": "

    When you shed your blood to create a body for a spirit, roll +Harm taken. On a 7-9 pick 1, on a 10+ pick 2: they're obedient, they're knowledgeable, you can banish them at will.

    ", + "explorer_blood_gift_the_unquiet_flesh": "The Unquiet Flesh", + "explorer_blood_gift_the_unquiet_flesh_description": "

    Your body is shifting to become something ancient. You may mark contamination to grow an organ or limb - arms, tentacles, etc.

    ", + "explorer_blood_gift_titans_might": "Titan's Might", + "explorer_blood_gift_titans_might_description": "

    You can mark contamination to augment your strength, letting you carry any weight. Leverage may still present issues.

    ", + "explorer_blood_gift_trailblazer": "Trailblazer", + "explorer_blood_gift_trailblazer_description": "

    When you Travel the Labyrinth, you may choose to mark contamination to automatically gain 1 hold.

    ", + "explorer_blood_gift_venom_veins": "Venom Veins", + "explorer_blood_gift_venom_veins_description": "

    When you bleed, you can mark contamination to turn the spilt blood into a poison that gives weapons lingering or stun.

    ", + "explorer_blood_gift_voice_of_command": "Voice of Command", + "explorer_blood_gift_voice_of_command_description": "

    When an Adversary is bearing down on an ally, you can mark contamination to force them to target you instead.

    ", + "explorer_blood_gift_void_needle": "Void Needle", + "explorer_blood_gift_void_needle_description": "

    When you wield a stabbing weapon, you can mark contamination to give it the lingering tag.

    ", + "explorer_blood_gift_war_cry": "War Cry", + "explorer_blood_gift_war_cry_description": "

    When you let out an intimidating war cry, mark contamination to choose an option from Stand With Me and apply it to yourself.

    ", + "explorer_blood_gift_wild_card": "Wild Card", + "explorer_blood_gift_wild_card_description": "

    Choose a Blood Gift from another Explorer playbook.

    ", + "explorer_blood_gift_wild_roar": "Wild Roar", + "explorer_blood_gift_wild_roar_description": "

    When you let out a powerful roar, mark contamination and gain fleeting advantage to Strike and Face the Horde.

    ", + "explorer_blood_gift_worlds_away": "Worlds Away", + "explorer_blood_gift_worlds_away_description": "

    If a foe's within arm's reach, you can mark contamination to reshape the castle such that you are separated by a deep chasm, a barricade or a surging river (of what?).

    ", + "explorer_move_ace_up_my_sleeve": "Ace Up My Sleeve", + "explorer_move_ace_up_my_sleeve_description": "

    When you hold the enemy’s attention, tell the GM what trick you pull out and Line It Up with +Mercury instead of +Glass.

    ", + "explorer_move_always_vigilant": "Always Vigilant", + "explorer_move_always_vigilant_description": "

    You have everyone’s back. You may Stand With Me outside of confrontations.

    ", + "explorer_move_and_next_youll_say": "And Next You'll Say...", + "explorer_move_and_next_youll_say_description": "

    When you tell an opponent what they'll do next, roll +Glass. On a hit, they pick one:

    • They do exactly what you predicted.
    • They stumble, hesitate or flinch.

    On a 10+, reveal a trap you set up to take advantage of your prediction. If they do what you predicted, the trap creates an immediate Opening or takes out a minion.

    ", + "explorer_move_apothecary": "Apothecary", + "explorer_move_apothecary_description": "

    You can spend 1-stock to create a poultice that can heal a minor wound, or a draught that will heal 3 Harm. In the field, you can convert a Relic into 1-stock.

    ", + "explorer_move_arcanist": "Arcanist", + "explorer_move_arcanist_description": "

    When you use a spell from Drink Deep, pick one:

    • The spell’s effects last as long as you like.
    • The spell affects more or fewer targets.
    • The spell doesn’t take effect now, but when a condition you set out is met.
    ", + "explorer_move_astral_projection": "Astral Projection", + "explorer_move_astral_projection_description": "

    So long as you concentrate, you can project your spirit away from you, see through its eyes, and - with effort - pull switches, open doors, move small objects, etc.

    ", + "explorer_move_bend_time": "Bend Time", + "explorer_move_bend_time_description": "

    When you roll 10+ on Dodge, time slows for everyone but you. If you can do an action within a few seconds, it'll have advantage.

    ", + "explorer_move_best_friend": "Best Friend", + "explorer_move_best_friend_description": "

    Choose an explorer you have a covenant with. While the covenant has a rating of 1 or more, you have access to a single move of theirs, your choice.

    ", + "explorer_move_binding": "Binding", + "explorer_move_binding_description": "

    When you land a Strike on an adversary, choose one:

    • It must not cross a specified boundary.
    • A specified explorer gets advantage to Dodge its attacks.
    • You can use the wound as a sympathetic weapon: ranged, piercing, painful.
    ", + "explorer_move_blood_reinforcement": "Blood Reinforcement", + "explorer_move_blood_reinforcement_description": "

    When you perform rites to manipulate the castle’s power, roll +Relics sacrificed. On a 7-9 pick one, on a 10+ pick two:

    • Add a perk to a weapon.
    • Remove a flaw from a weapon.
    • Make an outfit give 1 Armour.
    • Create an elixir that heals all harm.
    ", + "explorer_move_blood_trail": "Blood Trail", + "explorer_move_blood_trail_description": "

    You're merciless in pressing your advantage. Once you’ve landed a Strike on a target, get advantage on future Strikes.

    ", + "explorer_move_bloody_insight": "Bloody Insight", + "explorer_move_bloody_insight_description": "

    When you take harm from an adversary, hold 1. Spend 1 to reveal a weakness in their fighting style and give an ally advantage against them. Spend 3 to create an Opening.

    ", + "explorer_move_cast_the_runes": "Cast the Runes", + "explorer_move_cast_the_runes_description": "

    When you scry into the future, ask the GM a yes or no question and roll +Mercury. On a hit, they’ll answer truthfully; get fleeting advantage acting on the answer. On a 10+ you may ask a follow-up question.

    ", + "explorer_move_copycat": "Copycat", + "explorer_move_copycat_description": "

    Choose a move from another Explorer playbook. If you pick the Packrat’s Cornucopia move, you only have 3-stock. If you pick the Mascot’s Real Person move, you have an animal form instead.

    ", + "explorer_move_cornucopia": "Cornucopia", + "explorer_move_cornucopia_description": "

    You carry endless satchels, packs, pouches and bandoleers. Within them is anything your party might need as they explore the castle. You start with 5-stock; reset to 5 every time you return to a safe camp. Spend 1-stock to pull out a useful item: matches, rations, rope, a mirror, pitons, chalk, etc.

    ", + "explorer_move_doctors_orders": "Doctor’s Orders", + "explorer_move_doctors_orders_description": "

    When you give another explorer advice and they follow through with it, they gain fleeting advantage.

    ", + "explorer_move_first_aid": "First Aid", + "explorer_move_first_aid_description": "

    When you heal or tend to an ally, they heal 1 additional Harm.

    ", + "explorer_move_free_running": "Free Running", + "explorer_move_free_running_description": "

    When you Flow Like Water, on a 10+ you can ask the GM to give you an additional cost to choose another option from the list.

    ", + "explorer_move_get_behind_me!": "Get Behind Me!", + "explorer_move_get_behind_me_description!": "

    When you take the hit for a teammate, roll +Sulphur. On a hit, you take the blow. On a 7-9, it’s worse than you thought: the GM will give you an additional cost: harm, contamination, or lost gear.

    ", + "explorer_move_glorious_combat": "Glorious Combat", + "explorer_move_glorious_combat_description": "

    When you successfully Strike an enemy, you may spend 1-honour to do one of the following:

    • Create another Opening immediately.
    • Remove one of the options from the 7-9 list for this exchange.
    ", + "explorer_move_hirelings": "Hirelings", + "explorer_move_hirelings_description": "

    You have servants helping you carry gear. Your maximum stock is 8 instead of 5, and your staff can perform useful duties: lift something heavy, barricade a door, etc. When they fight alongside you, get advantage on Strike and Face the Horde.

    ", + "explorer_move_honorable_ally": "Honorable Ally", + "explorer_move_honorable_ally_description": "

    When you Stand With Me, you may spend 1 honour and roll +Iron instead of +Sulphur.

    ", + "explorer_move_i_can_do_that_better": "I Can Do That Better", + "explorer_move_i_can_do_that_better_description": "

    When you observe another explorer’s miss, get fleeting advantage to do the exact same thing.

    ", + "explorer_move_inspire": "Inspire", + "explorer_move_inspire_description": "

    When you roll 12+ on Face the Horde, you and your teammates heal 2 Harm.

    ", + "explorer_move_invention": "Invention", + "explorer_move_invention_description": "

    When you spend time in a safe space developing and building a new invention, roll +Sulphur. On a hit, you build the invention. Choose 1 and describe it:

    • It’s a weapon. Give it 2 perks and 1 flaw
    • It’s an enhancer. Pick an exploration move. It gives advantage on that.
    • It’s just shiny and vaguely useful. Gain 2-Relic.

    On a 7-9, choose 1 drawback from below.

    • It requires a portion of darkness. Mark contamination.
    • It’s not as effective as you thought. Weapons have 1 more flaw, enhancing objects give fleeting advantage, and shiny stuff is just worth 1-Relic.
    • You got hurt in the process. Take 1 Harm.
    ", + "explorer_move_jury_rig": "Jury Rig", + "explorer_move_jury_rig_description": "

    When you build an invention on the field, roll with disadvantage, and choose an additional drawback on a 7-9.

    ", + "explorer_move_knights_honour": "Knight’s Honour", + "explorer_move_knights_honour_description": "

    Your honourable soul protects you from the castle’s corruption. Start with 3-honour and reset to 3 every time you return to a safe camp. Spend 1-honour to avoid marking contamination.

    ", + "explorer_move_legerdemain": "Legerdemain", + "explorer_move_legerdemain_description": "

    When you get 12+ on Flow Like Water or Dodge, you spot an opportunity to acquire an asset: gain 1-Relic.

    ", + "explorer_move_lightning_swift": "Lightning Swift", + "explorer_move_lightning_swift_description": "

    You're incredibly fast. Your attacks always have the cleave tag, and you have advantage on Dodge.

    ", + "explorer_move_literal_packrat": "Literal Packrat", + "explorer_move_literal_packrat_description": "

    You get the Packrat’s Cornucopia move, but you only have 3-stock.

    ", + "explorer_move_lucky_cigarette_case": "Lucky Cigarette Case", + "explorer_move_lucky_cigarette_case_description": "

    When your pack intercepts a blow, roll +stock spent (minimum 1). On a hit, the harm is negated; on a 7-9, the GM will name one other piece of gear you have that is destroyed in the process.

    ", + "explorer_move_more_firepower": "More Firepower", + "explorer_move_more_firepower_description": "

    When you choose to invent a weapon, give it an extra perk.

    ", + "explorer_move_nerves_of_steel": "Nerves of Steel", + "explorer_move_nerves_of_steel_description": "

    Your honour protects you even from physical harm. You may spend honour 1-for-1 to reduce harm taken.

    ", + "explorer_move_noble_charge": "Noble Charge", + "explorer_move_noble_charge_description": "

    When you Face the Horde, on a hit, you may choose an additional option. If you do, gain 1-honour, up to a maximum of 3-honor.

    ", + "explorer_move_nothing_is_true": "Nothing is True", + "explorer_move_nothing_is_true_description": "

    When you See Clear, add these questions to the list:

    • What here is not what it appears to be?
    • How are my enemies truly vulnerable to me?
    ", + "explorer_move_physician_heal_thyself": "Physician, Heal Thyself", + "explorer_move_physician_heal_thyself_description": "

    When you tend to your own wounds, you can use any Medic move - even ones you haven’t chosen.

    ", + "explorer_move_pinning_fire": "Pinning Fire", + "explorer_move_pinning_fire_description": "

    Your shots are precise and lethal. When you attack a foe with a ranged weapon, the foe must choose: remain where they are, or be taken out (if they're a minion) or provide an Opening (if they're an adversary).

    ", + "explorer_move_poisoner": "Poisoner", + "explorer_move_poisoner_description": "

    When you spend time in a safe space crafting a poison, describe it. You can use it to give a weapon lingering or stun.

    ", + "explorer_move_professional_distance": "Professional Distance", + "explorer_move_professional_distance_description": "

    When you heal or aid someone but keep yourself emotionally distant, roll Stand With Me with +Glass instead of +Sulphur.

    ", + "explorer_move_rally": "Rally", + "explorer_move_rally_description": "

    When all hope seems lost and you rally your teammates, roll +Sulphur. On a hit, pick one:

    • They gain fleeting advantage to Strike and Face the Horde.
    • They gain 2 Armour.

    On a 7-9, the GM will give you a cost: harm, contamination, or lost gear.

    ", + "explorer_move_real_person": "Real Person", + "explorer_move_real_person_description": "

    You have a human form you can switch to at will.

    ", + "explorer_move_regain_momentum": "Regain Momentum", + "explorer_move_regain_momentum_description": "

    Flesh and blood is less important that confidence. When you land a successful Strike, heal the last Harm you took.

    ", + "explorer_move_reshape_chaos": "Reshape Chaos", + "explorer_move_reshape_chaos_description": "

    You may spend Travel the Labyrinth hold, 1-for-1, to uncover one of these details in your environment:

    • A mechanism to close off a passage.
    • A secret place to shelter from harm.
    • An environmental hazard (caustic vat, rock-slide, etc) ready to be unleashed.
    ", + "explorer_move_sacred_toxins": "Sacred Toxins", + "explorer_move_sacred_toxins_description": "

    Poisons you make or have also give weapons they’re applied to the holy tag.

    ", + "explorer_move_sniper": "Sniper", + "explorer_move_sniper_description": "

    When you take advantage of an Opening with a ranged or thrown weapon and your enemy can’t see you, treat the result as if you rolled a 10+.

    ", + "explorer_move_soul_blade": "Soul Blade", + "explorer_move_soul_blade_description": "

    Your spirit has its own weapon: give it a perk and a flaw. When the spirit fights, roll +Sulphur to Strike and Face the Horde. If you have Astral Projection, the spirit can fight while you take independent action.

    ", + "explorer_move_soul_vessel": "Soul Vessel", + "explorer_move_soul_vessel_description": "

    When you try to catch the spirit of a defeated minion, roll +Sulphur. On a hit, you catch it; on a 7-9, it taints you and you mark contamination. So long as a spirit is contained, you can freely use one of its moves. When you mark contamination you can shift it onto the vessel, destroying the spirit. You may have one spirit at a time.

    ", + "explorer_move_spectral_knowledge": "Spectral Knowledge", + "explorer_move_spectral_knowledge_description": "

    When you ask your spirit for advice, roll +Glass. On a hit, ask a question and the GM will answer honestly... for the most part. On a 7-9 pick two, on a 10+ pick one:

    • The spirit confuses its past and the present.
    • The spirit misses one significant detail.
    • The spirit will ask you to agree to something before it answers.
    ", + "explorer_move_spiritual_fusion": "Spiritual Fusion", + "explorer_move_spiritual_fusion_description": "

    When you fuse with your spirit, roll +Sulphur. On a 7-9 hold 2, on a 10+ hold 3. On a 6- hold 1 but mark contamination. Spend a hold to use the spirit's power; work it out with the GM, but it should be about the level of a spell from Drink Deep. This power is draining: to use it again, you must use Shelter or Rest and Recreation.

    ", + "explorer_move_stampede": "Stampede", + "explorer_move_stampede_description": "

    You can communicate with other animals. When you coordinate your efforts with them, gain fleeting advantage.

    ", + "explorer_move_standard_bearer": "Standard Bearer", + "explorer_move_standard_bearer_description": "

    You proudly carry the banner of your expedition with you. When you show your pride and wave the banner, gain fleeting advantage on Stand With Me.

    ", + "explorer_move_triage": "Triage", + "explorer_move_triage_description": "

    When you assess the type of harm another character has taken, roll +Glass. On a 10+, choose 3. On a 7-9, choose 1.

    • You may ask a question from the See Clear list, gaining fleeting advantage when you act upon the answer. You may choose this option multiple times.
    • You treat their wounds. They heal 2 Harm.
    • You make sure they’re not in any danger from the castle’s effects. The next time they would mark contamination, they ignore it.
    ", + "explorer_move_trick_weapon": "Trick Weapon", + "explorer_move_trick_weapon_description": "

    Your weapon is versatile, enchanted or a marvel of engineering. Pick two perk/flaw sets for it: you can switch between the two at a moment’s notice.

    ", + "explorer_move_trophy": "Trophy", + "explorer_move_trophy_description": "

    You know secret rituals to preserve an enemy's power in a severed part of their body. When you draw on the power of a trophy carved from an Acolyte, roll +Iron on Drink Deep instead of +Sulphur.

    ", + "explorer_move_true_sight": "True Sight", + "explorer_move_true_sight_description": "

    You can always recognise an illusion or supernatural deception as what it truly is. In addition, you get advantage on See Clear.

    ", + "explorer_move_trump_card": "Trump Card", + "explorer_move_trump_card_description": "

    Exactly once during a confrontation with an Acolyte, you may declare you have a solution to your current predicament. Tell the GM what it is and roll +Mercury.

    On a hit, you defeat the Acolyte by the skin of your teeth. On a 7-9, it costs you a lot. Cross off an unmarked Blood Advance other than Retirement: you cannot take that advance. If there are none left, immediately take Retirement. On a miss, you mess up real bad: trigger your Death Move.

    ", + "explorer_move_unnatural_habitat": "Unnatural Habitat", + "explorer_move_unnatural_habitat_description": "

    When you Flow Like Water in an environment that resembles your natural habitat, roll +Iron instead of +Mercury.

    ", + "explorer_move_useful_bling": "Useful Bling", + "explorer_move_useful_bling_description": "

    When you choose to invent a shiny object, choose 1 more from the same list.

    ", + "explorer_move_versatility": "Versatility", + "explorer_move_versatility_description": "

    When you choose to invent an enhancer, pick two exploration moves it boosts instead of one.

    ", + "explorer_move_walking_armory": "Walking Armory", + "explorer_move_walking_armory_description": "

    Your bags are bristling with weaponry and armour. Spend 1-stock to:

    • Pull out a basic weapon (1 perk, 1 flaw)
    • Ready a weapon with (fragile, ammo).
    • Give someone 1-armour that can take 1 hit.
    ", + "extraordinary_wine": "Extraordinary wine (when you find Shelter hold), sacrifice to pick an extra option.", + "family_name": "Bloodline Name", + "fate_dealers": "The Fate Dealers", + "fate_dealers_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to get a glimpse of what might kill them. They hold 1. They may spend that hold to declare that this is the vision that they saw, and gain advantage on the roll. On a miss, they cannot avoid the noose: they die.", + "fate_dealers_bloodline_name": "A mystical name; a defiant name; Keepers of ________.", + "fate_dealers_breach_1": "Hidden away in a caravan transporting goods.", + "fate_dealers_breach_2": "A false pact with an Acolyte.", + "fate_dealers_breach_3": "The right place at the right time.", + "fate_dealers_desc": "", + "fate_dealers_drive_1": "Ill omens through your readings.", + "fate_dealers_drive_2": "Strange happenings in your local neighborhood.", + "fate_dealers_drive_3": "A traveller from the most likely future.", + "fate_dealers_founder_desc": "You may not be lucky, per se, but you work with what you get. Whatever hand Fate deals you, you manage to get what you want, and then some. This evil threatens to give more than just a few lemons, though.", + "fate_dealers_founder_title": "The Escapist", + "fate_dealers_history": "

    One bloodline goes to you for prophecies and omens. Raise your pact with them by 1. They say what fate you saved them from. You say what ill fortune you haven’t told them about yet.

    ", + "fate_dealers_lore": "Cartomancy; astrology; runecasting.", + "fate_dealers_pact_name": "The Way of Violet", + "fate_dealers_prizes": "You prize the struggle against Fate. At the end of each session, pick the explorer who had the worst luck and yet prevailed against it, and raise their pact with your bloodline by 1. ", + "fate_dealers_refuge_1": "A souvenir shop of trinkets and accessories.", + "fate_dealers_refuge_2": "The local fortune-teller’s tent.", + "fate_dealers_refuge_3": "Your house, strangely untouched by evil.", + "fate_dealers_shelter": "When your explorer finds Shelter in the castle, they may conduct a divination. They gain a glimpse of an Acolyte’s activities in the castle and thus their role.", + "fate_dealers_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "fate_dealers_starting_array_1_desc": "if you advise people against the coming harm but lack the military strength to save them alone.", + "fate_dealers_starting_array_2": "Chalices -1 Swords 0 Coins 1 Wands 1", + "fate_dealers_starting_array_2_desc": "if you defy Fate by gathering as many resources as possible at the expense of others.", + "fate_dealers_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "fate_dealers_starting_array_3_desc": "if you stare death in the face, everything else be damned.", + "fate_dealers_style": "Ostentatious clothing; simple robes; unrecognizable from common folk.", + "first_aid_kit": "First Aid Kit (Use to heal 1 Harm).", + "flail": "Flail (cleave, brace).", + "gear": "Gear", + "gender": "Ambiguous, Concealed, Feminine, Masculine.", + "glass": "Glass", + "glass_description": "Your ability to stay sane and clear-eyed. When exploring, use it to find your way through and assess your surroundings. When fighting a powerful adversary, use it to spot openings and help your allies exploit them.", + "glowing_crystals": "Glowing crystals.", + "guardians_of_nature": "The Guardians Of Nature", + "guardians_of_nature_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain an animal companion. While the animal is alive, they share one of your explorer’s moves.", + "guardians_of_nature_bloodline_name": "A sacred tree or animal; the name the whispers give you; no given name.", + "guardians_of_nature_breach_1": "The worn pelt of a beast of the castle.", + "guardians_of_nature_breach_2": "A growing branch tearing through a wall.", + "guardians_of_nature_breach_3": "The wind which carries you to the roof.", + "guardians_of_nature_desc": "", + "guardians_of_nature_drive_1": "The dying wildlife in the local area.", + "guardians_of_nature_drive_2": "A great beast turned evil by the Regent.", + "guardians_of_nature_drive_3": "The encroaching industry of the castle.", + "guardians_of_nature_founder_desc": "You’ve left the comfort of the wilds to find the source of all evil. Now that you have found it, it’s time to destroy it, for the good of the natural order.", + "guardians_of_nature_founder_title": "The Archdruid", + "guardians_of_nature_history": "

    One bloodline taught you how to fit in with the rest of society. Set your pact with them to 1. You say what social expectation they taught you. They say how it has changed since.

    ", + "guardians_of_nature_lore": "Secret meetings; whispers of nature; hidden enclaves.", + "guardians_of_nature_pact_name": "The Way of Green", + "guardians_of_nature_prizes": "You prize the natural order. At the end of each session, pick the explorer who went out of their way to destroy the castle, and raise their pact with your bloodline by 1.", + "guardians_of_nature_refuge_1": "A great tree, untouched by the castle’s corruption.", + "guardians_of_nature_refuge_2": "The forest closest to the castle.", + "guardians_of_nature_refuge_3": "A place the civilized dare not enter.", + "guardians_of_nature_shelter": "When your explorer finds Shelter in the castle, they cleanse the area of the castle’s evil. Each explorer may clear their contamination track. Their Blood remains the same.", + "guardians_of_nature_starting_array_1": "Chalices 1 Swords -1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_1_desc": "if you focus on caring for people while the castle corrupts the outskirts.", + "guardians_of_nature_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 0", + "guardians_of_nature_starting_array_2_desc": "if you focus on fighting the corruption at the source, caring little for material gain.", + "guardians_of_nature_starting_array_3": "Chalices -1 Swords 1 Coins 0 Wands 1", + "guardians_of_nature_starting_array_3_desc": "if you focus on defending your territory at the cost of personal relations.", + "guardians_of_nature_style": "Rustic clothing; furs and pelts; barely any clothing.", + "half_damned": "The Half-Damned", + "half_damned_at_camp": "While at one of your camps, other bloodlines can spend 1-pact to transfer a point of contamination to a member of your bloodline. Say how the recipient is further twisted.", + "half_damned_bloodline_name": "A shared mark or feature; after your progenitor; what zealots and bigots call you.", + "half_damned_breach_1": "The regent's menagerie, using yourself as bait for the game wardens.", + "half_damned_breach_2": "The servant's quarters, and a stolen uniform.", + "half_damned_breach_3": "The barracks, and notes on the patrol schedule.", + "half_damned_desc": "The Half-Damned show clearer than most the marks of corruption. Lurking on the fringes of society, they fight a constant struggle against the dark blood within. In the castle they have the unique advantage of blending in with its inhabitants, giving them unmatched powers to infiltrate and gain information on the regent’s plans.", + "half_damned_drive_1": "The beast that turned you, serving the Regent.", + "half_damned_drive_2": "Your sibling, called to the castle by an irresistible compulsion.", + "half_damned_drive_3": "A mob whipped into a frenzy by fear of the Regent.", + "half_damned_founder_desc": "Maybe the castle almost claimed you, and it was only thanks to your fellows that you remained human. Maybe the darkness was always inside you, and your struggle to stay in control is even harder now the castle has given it physical form. Either way, it's time to put these gifts to use.", + "half_damned_founder_title": "The Tainted", + "half_damned_history": "

    One bloodline hunted you as monsters before you forged a treaty. Set your pact each other to 1. You say how you proved your humanity, they say how they made amends.

    ", + "half_damned_lore": "Ancient immortals with flawed memories; a voice whispering in your nightmares; religious texts that damn you but offer advice.", + "half_damned_pact_name": "The Way of Red", + "half_damned_prizes": "You prize integrity and sacrifice. At the end of each play session, pick the explorer whose mercy most impressed you and raise their bloodline’s pact with you by 1.", + "half_damned_refuge_1": "A graveyard where your peers shelter.", + "half_damned_refuge_2": "An aerie overlooking the land.", + "half_damned_refuge_3": "Underground tunnels forgotten by man.", + "half_damned_shelter": "When your explorer finds Shelter in the castle, they can use the power of the blood to push back death. Anyone in the party can mark contamination to heal 1d6 Harm.", + "half_damned_starting_array_1": "Chalices 0 Swords 1 Coins -1 Wands 1", + "half_damned_starting_array_1_desc": "if your bloodline is cursed with obvious signs of damnation and must live on the fringes of society.", + "half_damned_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "half_damned_starting_array_2_desc": "if your bloodline is cursed with terrible hungers or a lingering blight, even as they appear completely human.", + "half_damned_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "half_damned_starting_array_3_desc": "if one bloodline member in each generation shows the physical gifts of the curse, while the rest suffer the frailties imposed.", + "half_damned_style": "Ragged fabrics and animal skins; fastidiously clean and modern clothing; anonymous peasant or low class clothing.", + "harm": "Harm", + "heavy_cloak": "Heavy cloak (1 Armour).", + "hidden_hand": "The Hidden Hand", + "hidden_hand_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to get access to more luxurious supplies, giving them advantage on Shelter until they return to a safe camp.", + "hidden_hand_bloodline_name": "a mythical creature, an alchemical process, a feudal role.", + "hidden_hand_breach_1": "The deeper vaults, and a brace of explosives.", + "hidden_hand_breach_2": "A grand soiree, and a forged invitation.", + "hidden_hand_breach_3": "The clock tower, and a zip line from great height.", + "hidden_hand_desc": "The Hidden Hand focus on temporal power, using the treasures of the blood to shape mortal society. When the castle returns they call on legions of allies and cutting-edge technology to push it back and get rich in the process.", + "hidden_hand_drive_1": "A treasure rumoured to bring eternal life.", + "hidden_hand_drive_2": "Your political rival, empowered by the regent's corruption.", + "hidden_hand_drive_3": "Rare reagents created by abhorrent rites.", + "hidden_hand_founder_desc": "You're not here out of the goodness of your heart, but raw pragmatism. Frankly, hordes of monsters are liable to ruin your plans for wealth, prestige and power. At least your talent for command has come in useful managing this ragtag band of 'heroes'.", + "hidden_hand_founder_title": "The Mastermind", + "hidden_hand_history": "

    You split the fabulous wealth you found with another bloodline. Gain 1 pact on them. They say what they used the wealth for; you say how entropy and betrayal robbed them of it.

    ", + "hidden_hand_lore": "Reports from agents scattered around the world, an iron grip on the rare book market, a private institution of scholars probing the boundaries of knowledge.", + "hidden_hand_pact_name": "The Way of Silver", + "hidden_hand_prizes": "You prize entrepreneurship. At the end of each play session, pick the explorer who most increased their wealth or power and raise their bloodline’s pact with you by 1.", + "hidden_hand_refuge_1": "A mansion filled with helpful servants.", + "hidden_hand_refuge_2": "A watch station, barricaded up against the darkness.", + "hidden_hand_refuge_3": "A scholar's laboratory, fizzing with strange chemicals.", + "hidden_hand_shelter": "When your explorer finds Shelter in the castle, they may upgrade and reinforce their party's gear. They each hold 1: spend it to get fleeting advantage on Strike or Confront.", + "hidden_hand_starting_array_1": "Chalices 1 Swords 0 Coins 1 Wands -1", + "hidden_hand_starting_array_1_desc": "if you live lives of luxury and try not to think too hard about the source of your wealth.", + "hidden_hand_starting_array_2": "Chalices -1 Swords 1 Coins 1 Wands 0", + "hidden_hand_starting_array_2_desc": "if you act as a mercenary group, guiding the world’s conflicts in a direction that benefits you.", + "hidden_hand_starting_array_3": "Chalices 0 Swords -1 Coins 1 Wands 1", + "hidden_hand_starting_array_3_desc": "if you’ve suborned the world’s elite into a secret society bound by occult rituals and mutual blackmail.", + "hidden_hand_style": "Formal wear and subtle marks of membership, opulent clothes and impractical accessories, state-of-the-art arms and armour.", + "history": "History", + "history_and_notes": "History and Notes", + "holy_church": "The Holy Church", + "holy_church_at_camp": "While at one of your camps, other bloodlines can spend 1-pact on you to take a Relic from your stores. Describe it, and suggest how it came to be owned by your order.", + "holy_church_bloodline_name": "The virtue you follow, the mark you wear, your hope for the future.", + "holy_church_breach_1": "The tainted chapel, and the supply wagons that bring in sacraments.", + "holy_church_breach_2": "The burial catacombs, and a crevasse that's opened them to the world.", + "holy_church_breach_3": "A marble-floored museum, and its skylights.", + "holy_church_desc": "The Holy Church draw power from their faith. Whatever the truth of their particular creed they’re defenders of humanity able to purge contamination, build protections against evil and provide respite to the afflicted.", + "holy_church_drive_1": "A saint's relics stolen from a desecrated grave.", + "holy_church_drive_2": "A great demon only vulnerable to the righteous.", + "holy_church_drive_3": "A sin that only martyrdom can wash clean.", + "holy_church_founder_desc": "You may not be trained in occult lore, or mortal combat. But you know evil, and you know good. And so long as good people stand against evil, you will be there with them to keep them safe.", + "holy_church_founder_title": "The Saint", + "holy_church_history": "

    You saved another bloodline from falling to darkness. Set your pact with them to 1. They say what dark temptation was twisting them into servants of the castle; you say what you did to redeem them.

    ", + "holy_church_lore": "Dreams of whispering martyrs, a holy book filled with ecstatic visions, accumulated folkGlass from your flock.", + "holy_church_pact_name": "The Way of White", + "holy_church_prizes": "You prize self-sacrifice. At the end of each play session, pick the explorer who risked the most to help others and raise their bloodline’s pact with you by 1. ", + "holy_church_refuge_1": "An old church warded against malign influences.", + "holy_church_refuge_2": "A memorial remembering the dead of the last great war.", + "holy_church_refuge_3": "The home of a believer, where the faithful are waiting out the horrors.", + "holy_church_shelter": "When your explorer finds Shelter in the castle, they may lead the group in prayer. They each hold 1: spend it to miraculously avoid a curse, spell or mystical attack.", + "holy_church_starting_array_1": "Chalices 1 Swords 0 Coins -1 Wands 1", + "holy_church_starting_array_1_desc": "if you act as a mystery cult, revealing deeper truths to those who have earned them.", + "holy_church_starting_array_2": "Chalices 1 Swords 0 Coins 1 Wands -1", + "holy_church_starting_array_2_desc": "if you are part of a grander church, trading freedom to dabble in the occult for temporal influence.", + "holy_church_starting_array_3": "Chalices 1 Swords 1 Coins -1 Wands 0", + "holy_church_starting_array_3_desc": "if you're a scattered group of devotees resisting persecution in pursuit of righteousness.", + "holy_church_style": "A simple symbol of faith, fastidious clerical robes, joyous flowing colours.", + "homemade_explosives": "Homemade explosives (lingering, ammo).", + "honoured_longsword": "Honoured longsword (piercing, heirloom).", + "human_voice_animal_noises_a_weird_combination": "Human voice, animal noises, a weird combination.", + "iron": "Iron", + "iron_description": "Your stubborn will and ability to fight and kill. When exploring, you use it to fight hordes. When fighting a powerful adversary, use this to take advantage of an opening and strike them down.", + "joker": "The Joker", + "joker_covenant_example_1": "You healed them up from a mortal wound.", + "joker_covenant_example_2": "They’re heavily in debt to you.", + "joker_covenant_example_3": "You’ve sworn loyalty to them.", + "joker_death_move": "

    Well, the charade’s up. Switch to a different playbook or die. If you switch, keep your stats and Blood Advances, but none of your Joker moves.

    ", + "joker_desc": "The Joker is a trickster and a jack-of-all-trades.", + "joker_moves": "Joker Moves", + "joker_names": "Akira, Jack, Nancy, Ivan, Renart, Lilith", + "joker_starting_array": "Iron 0 Glass -1 Sulphur 0 Mercury +1", + "knight": "The Knight", + "knight_covenant_example_1": "You healed them up from a mortal wound.", + "knight_covenant_example_2": "They’re heavily in debt to you.", + "knight_covenant_example_3": "You’ve sworn loyalty to them.", + "knight_death_move": "

    When you die, name another explorer who was moved by your bravery. They gain the Knight’s Honor move, except their base honor is 5 instead of 3.

    ", + "knight_desc": "The Knight is an honorbound warrior.", + "knight_moves": "Knight Moves", + "knight_names": "Alexander, Bertrand, Jeanne, Athena, Camilla, Brunhild", + "knight_starting_array": "Iron +1 Glass 0 Sulphur -1 Mercury 0", + "knight_take_moves": "Take Knight’s Honour and one more:", + "lantern_and_oil": "Lantern and oil.", + "legendary_heroes": "The Legendary Heroes", + "legendary_heroes_at_camp": "While at one of your camps, members of other bloodlines can spend 1-pact to gain a weapon from your stores. Give it two perks and a flaw, and describe its history.", + "legendary_heroes_bloodline_name": "A noble title; an inherited naming convention; bearers of the ________.", + "legendary_heroes_breach_1": "A grand door and a sturdy boot.", + "legendary_heroes_breach_2": "A great stained glass window and a hefted brick.", + "legendary_heroes_breach_3": "A high wall and a knotted rope", + "legendary_heroes_desc": "The Legendary Heroes are a bloodline in the truest sense of the word: a lineage where the virtues of heroism recur again and again. Whether they’ve been trained from birth to match the deeds of their forbears or brought to the castle by the winds of fate ignorant of their destiny, they’re tenacious and audacious foes of the regent.", + "legendary_heroes_drive_1": "Your love, kidnapped by the Regent.", + "legendary_heroes_drive_2": "Your parent, cursed to waste away", + "legendary_heroes_drive_3": "A neighbourhood, devastated by monsters.", + "legendary_heroes_founder_desc": "You're brave and bold, and where your fellows faltered you inspired them to press on. Now the regent stands before you, and they will answer for the evils they have brought to the land.", + "legendary_heroes_founder_title": "The Paladin", + "legendary_heroes_history": "

    One bloodline’s legends taught you how to be heroes. Set your pact with them to 1. You say what legend you’ve heard, they say what secret failure the legend left out.

    ", + "legendary_heroes_lore": "Picking it up as they go along; ancestor’s crumbling journals; oral history passed from parent to child.", + "legendary_heroes_pact_name": "The Way of Gold", + "legendary_heroes_prizes": "You prize heroism and valour. At the end of each play session, pick the explorer whose heroism most impressed you and raise their pact with your bloodline by 1.", + "legendary_heroes_refuge_1": "An inn or cafe where your sister plays music.", + "legendary_heroes_refuge_2": "A general shop run by your grandfather.", + "legendary_heroes_refuge_3": "A club, park or back alley where friendly gangs hang out", + "legendary_heroes_shelter": "When your explorer finds Shelter in the castle, they can inspire the others with tales of selfless heroism. The next time their allies would mark contamination while trying to aid or protect another explorer, they ignore it.", + "legendary_heroes_starting_array_1": "Chalices 1 Swords 1 Coins 0 Wands -1", + "legendary_heroes_starting_array_1_desc": "if fate and coincidence keep bringing your bloodline to the castle despite their ignorance of mystical matters.", + "legendary_heroes_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "legendary_heroes_starting_array_2_desc": "if your bloodline is tested from childhood for martial aptitude and trained to face the castle.", + "legendary_heroes_starting_array_3": "Chalices 0 Swords 1 Coins 1 Wands -1", + "legendary_heroes_starting_array_3_desc": "if your bloodline are world travellers with a fortune built on castle raids.", + "legendary_heroes_style": "Stylish contemporary fashion; bloodline crests and heirlooms; rustic or utilitarian clothing.", + "light_bulbs_and_mechanical_lanterns": "Light bulbs and mechanical lanterns.", + "long-burning_glow_sticks": "Long-burning glow sticks.", + "looks": "Looks", + "looks_regional": "Asian, South Asian, Black, Caucasian, Hispanic, Latino, Indigenous, Middle Eastern, ________.", + "lore": "Lore", + "lucky_charm": "Lucky charm (destroy to negate up to 2 Harm).", + "magi": "The Magi", + "magi_at_camp": "While at one of your camps, other bloodlines can spend 1 pact on you to get an item of power from your stores. They can destroy it to cast a spell as per Drink Deep.", + "magi_bloodline_name": "The name of your school, The ____ Way, The Path of ______ .", + "magi_breach_1": "A garden of perfect geometric statuary, and a hole in its iron fence.", + "magi_breach_2": "A pocket dimension outside reality, and a ritual to transport you there.", + "magi_breach_3": "An alchemical storage vault, and the combination for the vault door.", + "magi_desc": "The Magi use secretive and arcane rituals to draw power from the blood. Where other bloodlines may draw on its power recklessly and spiral down into corruption, the Magi precisely measure out each portion of their soul as they trade it for power.", + "magi_drive_1": "A celestial conjunction promising great change.", + "magi_drive_2": "A chance to fix a mistake made in your training.", + "magi_drive_3": "An unnatural plague infesting the city's slums.", + "magi_founder_desc": "Ancient lore and improvised cantrips have got you this far, but you can feel the power rolling off the Regent in the next chamber. You'll set your soul alight if that's what it takes to burn this place down.", + "magi_founder_title": "The Ritualist", + "magi_history": "

    You taught another bloodline how to use the castle’s power safely. Gain 1 pact on them. They say what the ritual allows them to do; you say what it costs them instead of their souls.

    ", + "magi_lore": "A bag full of scholarly texts, drilled-in mnemonics, a chorus of spirits bound into your gear to offer advice.", + "magi_pact_name": "The Way of Blue", + "magi_prizes": "You prize arcane insight. At the end of each session, pick the explorer who wielded the most supernatural power and raise their pact with your bloodline by 1. ", + "magi_refuge_1": "A caravan on the city's outskirts selling charms and occult paraphernalia.", + "magi_refuge_2": "A visionary doctor's surgery-laboratory.", + "magi_refuge_3": "A cafe where the intelligentsia gather and debate.", + "magi_shelter": "When your explorer finds Shelter in the castle, they may lead the group in a ritual of controlled corruption. Each explorer may transfer 1 point of contamination to another explorer, with that explorer's consent.", + "magi_starting_array_1": "Chalices 0 Swords -1 Coins 1 Wands 1", + "magi_starting_array_1_desc": "if you’re a selective academic institution teaching occult rituals to those that can afford your fees.", + "magi_starting_array_2": "Chalices 0 Swords 1 Coins -1 Wands 1", + "magi_starting_array_2_desc": "if you’re hands-on learners, extracting occult wisdom from the beasts and devils you hunt.", + "magi_starting_array_3": "Chalices 1 Swords 0 Coins -1 Wands 1", + "magi_starting_array_3_desc": "if you’re occultists without borders, travelling the world and pushing back blights wherever you find them.", + "magi_style": "Skin covered in arcane glyphs, thick robes of strange fabrics, bags and bandoleers loaded with reagents.", + "major_wound": "Major Wound", + "make_a_weapon": "Make a weapon (1 perk, 1 flaw).", + "martial_arts_training": "Martial arts training (tether, close).", + "mascot": "The Mascot", + "mascot_covenant_example_1": "You healed them up from a mortal wound.", + "mascot_covenant_example_2": "They’re heavily in debt to you.", + "mascot_covenant_example_3": "You’ve sworn loyalty to them.", + "mascot_death_move": "

    When you die, your death inspires the other explorers to act, at least for the time being. They all gain fleeting advantage.

    ", + "mascot_desc": "The Mascot is an animal or creature that is sapient.", + "mascot_moves": "Mascot Moves", + "mascot_names": "Rex, Lucky, Teddie, Whiskers, Grump", + "mascot_starting_array": "Iron +1 Glass -1 Sulphur 0 Mercury 0", + "medic": "The Medic", + "medic_covenant_example_1": "You healed them up from a mortal wound.", + "medic_covenant_example_2": "They’re heavily in debt to you.", + "medic_covenant_example_3": "You’ve sworn loyalty to them.", + "medic_death_move": "

    You can’t prevent your own death, but you can save others. When someone else would die, tell us how you helped them survive instead, and cross off this move.

    ", + "medic_desc": "The Medic is a perceptive healer.", + "medic_moves": "Medic Moves", + "medic_names": "Shrishti, Elizabeth, Charaka, Galen, Benedict, Sushruta, Paul, Virginia", + "medic_starting_array": "Iron 0 Glass +1 Sulphur 0 Mercury -1", + "medic_take_moves": "Take Triage and one more:", + "mercury": "Mercury", + "mercury_description": "Your ability to be stealthy, quick and graceful. When exploring, use it to find safe refuge from the castle’s inhabitants; when fighting, use it to dodge away from blows and use trickery and guile. Blood tracks how corrupted your explorer has been by the castle’s power. As it increases you unlock advances, gaining improved stats and strange gifts, but risk falling under the permanent sway of the regent.", + "minor_wound": "Minor Wound", + "miscellaneous_trinkets": "Miscellaneous trinkets.", + "miss": "Miss", + "mortal_wound": "Mortal Wound", + "mystic": "The Mystic", + "mystic_covenant_example_1": "You’re afflicted with the same curse.", + "mystic_covenant_example_2": "You’re studying their dreams.", + "mystic_covenant_example_3": "You follow different faiths.", + "mystic_death_move": "

    As you die, you perform a feat of soul alchemy. Each explorer may lose a point of Blood and a Blood Advance of their choice but keep the stat advance/blood gift. For each, one part of your corpse becomes a Relic.

    ", + "mystic_desc": "The Mystic is an expert at extracting occult power from the castle. In their hands the blood is coaxed into amulets, weapons and explosive incantations.", + "mystic_moves": "Mystic Moves", + "mystic_names": "Reuben, Harland, Maria, Ume, Emilio, Mercurio, Abaris, Julia, Hugh, Miles", + "mystic_starting_array": "Iron -1 Glass 0 Sulphur 0 Mercury +1", + "nice_leather_jacket": "Nice leather jacket (1 Armour).", + "odd_fighting_style": "Odd fighting style (cleave, close).", + "old_journals_from_past_explorers": "Old journals from past explorers.", + "open_bloodline": "The Open Bloodline", + "open_bloodline_desc": "The Open Bloodline is a blank Bloodline.", + "open_bloodline_founder_desc": "", + "open_bloodline_founder_title": "The Founder of the Open Bloodline.", + "open_bloodline_shelter": "When your explorer finds Shelter in the castle,", + "packrat": "The Packrat", + "packrat_covenant_example_1": "You healed them up from a mortal wound.", + "packrat_covenant_example_2": "They’re heavily in debt to you.", + "packrat_covenant_example_3": "You’ve sworn loyalty to them.", + "packrat_death_move": "

    As you die, you reveal a final pouch - one packed with explosives. Pick one:

    • The explosion destroys a Quality
    • The smoke gives your allies advantage on Dodge and Stand With Me for the rest of the fight.
    ", + "packrat_desc": "The Packrat is comprehensively prepared for this expedition. Within their pack you might find the perfect weapon, the needed medicine, or just the matches you need to light your pipe.", + "packrat_moves": "Packrat Moves", + "packrat_names": "Yasmin, Vyasa, Cathaoir, Aleksander, Cecilia, Angela, Clement, Krister, Orinth, Elizabeta", + "packrat_starting_array": "Iron -1 Glass +1 Sulphur 0 Mercury 0", + "packrat_take_moves": "Take Cornucopia and one more:", + "pact_with_them": "Pact With Them", + "partial_success": "Partial Success", + "pick_extra_armament": "Pick one extra armament:", + "pick_two": "Pick two:", + "pick_two_utilities": "Pick two pieces of utility gear:", + "plate_armour": "Plate Armour (1 Armour).", + "position": "Position", + "pouches_full_of_materials": "Pouches full of materials.", + "professor": "The Professor", + "professor_covenant_example_1": "You healed them up from a mortal wound.", + "professor_covenant_example_2": "They’re heavily in debt to you.", + "professor_covenant_example_3": "You’ve sworn loyalty to them.", + "professor_death_move": "

    You have created an invention specifically for this moment. Tell the GM what it does. Afterwards it becomes a valuable object worth 3-Relic.

    ", + "professor_desc": "The Professor is an inventor and a tinkerer.", + "professor_moves": "Professor Moves", + "professor_names": "Dr. Micawber, Amadeus, Victoria, Sergio, Roger, Samuel, Kukui", + "professor_starting_array": "Iron -1 Glass 0 Sulphur +1 Mercury 0", + "professor_take_moves": "Take Invention and one more:", + "purified_salt": "Purified salt (1 Armour when you stand within a circle of it).", + "reckoner": "The Reckoner", + "reckoner_covenant_example_1": "You’re working together to find a lost treasure.", + "reckoner_covenant_example_2": "You’re heavily in debt to them.", + "reckoner_covenant_example_3": "You’ve hunted many monsters together.", + "reckoner_death_move": "

    As you die, you work one final effort of will to enforce order on the castle. Pick one:

    • Give your fellows advantage on all future Travel the Labyrinth rolls.
    • Prevent the Regent and their Acolytes leaving their respective wards.
    ", + "reckoner_desc": "The Reckoner is a navigator, able to force order on the shifting chaos of the castle and get their allies where they need to be. In combat they’re experts at using the castle as a weapon, turning traps on their owners and finding escape routes.", + "reckoner_moves": "Reckoner Moves", + "reckoner_names": "Hector, Taniqua, Lamia, Oscar, Arsene, Richter, Sypha, Kasi, Joseph, Grant", + "reckoner_starting_array": "Iron -1 Glass +1 Sulphur 0 Mercury 0", + "refuge": "Refuge", + "reinforced_coat": "Reinforced coat (1 Armour).", + "relics": "Relics", + "relics_description": "Objects imbued with the castle’s power that can fetch a high price in the mortal world or be used in grand rituals.", + "repair_kit": "Repair kit (can make an ineffective device fully functional).", + "roll": "roll", + "rolls": "rolls", + "shiny_metal_coins_in_hundreds_of_denominations": "Shiny metal coins, in hundreds of denominations.", + "sigil_of_authority": "Sigil of Authority (sacrifice to give an order to an explorer. If they follow it, they gain fleeting advantage).", + "slayer": "The Slayer", + "slayer_covenant_example_1": "You’re teaching them to fight.", + "slayer_covenant_example_2": "They nursed you back to health.", + "slayer_covenant_example_3": "You’re monster-hunter partners.", + "slayer_death_move": "

    As the final blow comes down you choose not to defend yourself, instead using your attacker’s momentum to drive your weapon home. Now it’s lodged in them, slowing them down and creating a weakness your allies can use to take revenge. Until the embedded weapon is used as an Opening, your allies take advantage on Dodge and Confront.

    ", + "slayer_desc": "The Slayer is a monster hunter, plain and simple. They’re fast and lethal, equally at home confronting a horde of beasts and a single towering colossus.", + "slayer_moves": "Slayer Moves", + "slayer_names": "Lilianna, Isidor, Ayako, Farhana, Laura, Peter, Simon, Julian, Laurens, Jiddu", + "slayer_starting_array": "Iron +1 Glass 0 Sulphur 0 Mercury -1", + "spiritual_aura": "Spiritual aura (Advantage to attack intangible foes).", + "squire": "Squire (A contact of your choice).", + "starting_stats": "Starting Stats", + "starting_stats_help": "(Choose One)", + "stats": "Stats", + "stock": "Stock", + "style": "Style", + "success": "Success!", + "sulphur": "Sulphur", + "sulphur_description": "The strength of your passions and ability to tap into occult power. When exploring, use it to learn magic from the castle’s relics. When fighting a powerful adversary, use it to pull allies from danger.", + "survivalist_gear": "Survivalist gear.", + "swords": "Swords", + "swords_description": "Their ability to project force into the castle and claim forward bases.", + "syringe": "Syringe (lingering, close).", + "thick_hide_or_suit": "Thick hide or suit (1 Armour).", + "thick_mask_or_suit": "Thick mask or suit (1 Armour).", + "thieves_tools": "Thieves’ tools.", + "three_uses_of_a_poison": "3 uses of a poison (describe it, 1 use gives a weapon lingering or stun).", + "titles_and_honours": "Titles and honours.", + "torches_and_fire_lighting_kit": "Torches and fire lighting kit.", + "tower_shield": "Tower Shield (1 Armour).", + "traditions": "Traditions", + "traditions_help": "Choose one of each or invent your own.", + "unstable_gun_prototype": "Unstable Gun Prototype (ranged, painful).", + "wands": "Wands", + "wands_description": "Their ability to push back against the occult predations of the regent.", + "when_blood_increases": "Pick one when blood increases", + "when_blood_increases_get_gift": "Get a Blood Gift.", + "when_blood_increases_get_stat": "Get +1 to a stat (max 3).", + "when_blood_increases_retire": "Retire your explorer; they may return as an Acolyte.", + "you_start_with_this_array": "You start with this array; add 1 to a stat of your choice:", + "test_evaluation": "", + "zzend_of_file": "" +} \ No newline at end of file diff --git a/Rolemaster 2nd-classic/translations/ca.json b/Rolemaster 2nd-classic/translations/ca.json new file mode 100644 index 0000000000..fa2084a59a --- /dev/null +++ b/Rolemaster 2nd-classic/translations/ca.json @@ -0,0 +1,109 @@ +{ + "race": "Race", + "profession": "Profession", + "level": "Niveau", + "experience": "Exp.", + "character": "Personnage", + "equipment": "Equipement", + "magic": "Magie", + "settings": "Config.", + "realmpower": "Roy. pouvoir", + "powerpoints": "Pts pouvoir", + "basehp": "PdC base", + "totalhp": "PdC total", + "actualhp": "PdC actuels", + "attributes": "Caractéristiques", + "temporary-abbr": "Temp.", + "potential-abbr": "Pot.", + "development-abbr": "Dev.", + "base-abbr": "Base", + "race-abbr": "Race", + "total-abbr": "Total", + "constitution": "Constitution", + "agility": "Agilité", + "selfdiscipline": "Autodiscipline", + "memory": "Mémoire", + "reasoning": "Raisonnement", + "strength": "Force", + "quickness": "Rapidité", + "presence": "Présence", + "empathy": "Empathie", + "intuition": "Intuition", + "defenses": "Défenses", + "armor-at": "Armure (TA)", + "defensivebonus-db": "Bonus défensif (BD)", + "withshield": "Avec bouclier", + "movementpenalty": "Malus mouv.", + "helmet": "Casque", + "armgreaves": "Brassards", + "leggreaves": "Jambières", + "distancepenalty": "Malus tir", + "wounds": "Blessures", + "languages": "Langages", + "spoken": "parlé", + "writen": "écrit", + "miscellaneous": "Divers", + "hitdice": "Dé de vie", + "developmentpoints": "Pts de Dév", + "primaryskills": "Comp. principales", + "attributemod-abbr": "Mod. carac", + "cost": "Coût", + "profession-abbr": "Prof.", + "nbranks": "#Rangs", + "attribute-abbr": "Carac.", + "miscellaneous-abbr": "Div.", + "item-abbr": "Obj.", + "secondaryskills": "Comp. secondaires", + "weaponskills": "Compétences d'armes", + "ob": "BO", + "db": "BD", + "resistances": "Résistances", + "notes": "Notes", + "weight": "Poids kg", + "possessions": "Possessions", + "mithril": "Mithril", + "gold": "Or", + "silver": "Argent", + "bronze": "Bronze", + "copper": "Cuivre", + "iron": "Fer", + "show": "Afficher", + "localization": "Localisation", + "spelllists": "Listes de sorts", + "realm": "Royaume", + "listtype": "Type de liste", + "levelmax": "Niv. max", + "learnchances": "%Apprent.", + "bookandpage": "Manuel et page", + "spellname": "Nom", + "spellclass": "Classe", + "spellduration": "Durée", + "spellrange": "Portée", + "description": "Description", + "relations": "Relations", + "constitutioncheck": "Jet de constitution", + "agilitycheck": "Jet d'agilité", + "selfdisciplinecheck": "Jet d'autodiscipline", + "memorycheck": "Jet de mémoire", + "reasoningcheck": "Jet de raisonnement", + "strengthcheck": "Jet de force", + "quicknesscheck": "Jet de rapidité", + "presencecheck": "Jet de présence", + "empathycheck": "Jet d'empathie", + "intuitioncheck": "Jet d'intuition", + "resistancecheck": "Jet de résistance", + "ennemydb": "BD adverse", + "result": "Résultat", + "dev-abbr": "Dev.", + "loadcapacity": "Capacité de charge (kg)", + "weighttotal": "Poids total (kg)", + "sheet-colors": "Couleurs de la feuille", + "totalhpcalcmode": "Mode de calcul des PdC totaux", + "legacycalc": "Règles de base", + "nocalc": "Mode manuel", + "hpcalcdescription": "Choisissez un type de calcul de Points de Coups totaux. Par défaut, les PdC totaux sont calculés à partir des PdC de base*(1+bonus constitution/100). En sélectionnant le mode manuel, vous pouvez entrer la valeur de PdC total de votre choix, la valeur de PdC de base peut éventuellement être ignorée.", + "professionbonusmode": "Mode de calcul des bonus de profession", + "legacyprofbonus": "Par niveaux", + "flatprofbonus": "Bonus plat", + "profbonusmodedescription": "Choissez le type de calcul des bonus de profession. Par défaut, les bonus de professions sont octroyés par niveau, il est également possible de choisir les bonus de professions en tant que bonus plats à attribuer à la création du personnage, ou à certains paliers de leurs progression." +} \ No newline at end of file diff --git a/Rolemaster 2nd-classic/translations/hu.json b/Rolemaster 2nd-classic/translations/hu.json new file mode 100644 index 0000000000..fa2084a59a --- /dev/null +++ b/Rolemaster 2nd-classic/translations/hu.json @@ -0,0 +1,109 @@ +{ + "race": "Race", + "profession": "Profession", + "level": "Niveau", + "experience": "Exp.", + "character": "Personnage", + "equipment": "Equipement", + "magic": "Magie", + "settings": "Config.", + "realmpower": "Roy. pouvoir", + "powerpoints": "Pts pouvoir", + "basehp": "PdC base", + "totalhp": "PdC total", + "actualhp": "PdC actuels", + "attributes": "Caractéristiques", + "temporary-abbr": "Temp.", + "potential-abbr": "Pot.", + "development-abbr": "Dev.", + "base-abbr": "Base", + "race-abbr": "Race", + "total-abbr": "Total", + "constitution": "Constitution", + "agility": "Agilité", + "selfdiscipline": "Autodiscipline", + "memory": "Mémoire", + "reasoning": "Raisonnement", + "strength": "Force", + "quickness": "Rapidité", + "presence": "Présence", + "empathy": "Empathie", + "intuition": "Intuition", + "defenses": "Défenses", + "armor-at": "Armure (TA)", + "defensivebonus-db": "Bonus défensif (BD)", + "withshield": "Avec bouclier", + "movementpenalty": "Malus mouv.", + "helmet": "Casque", + "armgreaves": "Brassards", + "leggreaves": "Jambières", + "distancepenalty": "Malus tir", + "wounds": "Blessures", + "languages": "Langages", + "spoken": "parlé", + "writen": "écrit", + "miscellaneous": "Divers", + "hitdice": "Dé de vie", + "developmentpoints": "Pts de Dév", + "primaryskills": "Comp. principales", + "attributemod-abbr": "Mod. carac", + "cost": "Coût", + "profession-abbr": "Prof.", + "nbranks": "#Rangs", + "attribute-abbr": "Carac.", + "miscellaneous-abbr": "Div.", + "item-abbr": "Obj.", + "secondaryskills": "Comp. secondaires", + "weaponskills": "Compétences d'armes", + "ob": "BO", + "db": "BD", + "resistances": "Résistances", + "notes": "Notes", + "weight": "Poids kg", + "possessions": "Possessions", + "mithril": "Mithril", + "gold": "Or", + "silver": "Argent", + "bronze": "Bronze", + "copper": "Cuivre", + "iron": "Fer", + "show": "Afficher", + "localization": "Localisation", + "spelllists": "Listes de sorts", + "realm": "Royaume", + "listtype": "Type de liste", + "levelmax": "Niv. max", + "learnchances": "%Apprent.", + "bookandpage": "Manuel et page", + "spellname": "Nom", + "spellclass": "Classe", + "spellduration": "Durée", + "spellrange": "Portée", + "description": "Description", + "relations": "Relations", + "constitutioncheck": "Jet de constitution", + "agilitycheck": "Jet d'agilité", + "selfdisciplinecheck": "Jet d'autodiscipline", + "memorycheck": "Jet de mémoire", + "reasoningcheck": "Jet de raisonnement", + "strengthcheck": "Jet de force", + "quicknesscheck": "Jet de rapidité", + "presencecheck": "Jet de présence", + "empathycheck": "Jet d'empathie", + "intuitioncheck": "Jet d'intuition", + "resistancecheck": "Jet de résistance", + "ennemydb": "BD adverse", + "result": "Résultat", + "dev-abbr": "Dev.", + "loadcapacity": "Capacité de charge (kg)", + "weighttotal": "Poids total (kg)", + "sheet-colors": "Couleurs de la feuille", + "totalhpcalcmode": "Mode de calcul des PdC totaux", + "legacycalc": "Règles de base", + "nocalc": "Mode manuel", + "hpcalcdescription": "Choisissez un type de calcul de Points de Coups totaux. Par défaut, les PdC totaux sont calculés à partir des PdC de base*(1+bonus constitution/100). En sélectionnant le mode manuel, vous pouvez entrer la valeur de PdC total de votre choix, la valeur de PdC de base peut éventuellement être ignorée.", + "professionbonusmode": "Mode de calcul des bonus de profession", + "legacyprofbonus": "Par niveaux", + "flatprofbonus": "Bonus plat", + "profbonusmodedescription": "Choissez le type de calcul des bonus de profession. Par défaut, les bonus de professions sont octroyés par niveau, il est également possible de choisir les bonus de professions en tant que bonus plats à attribuer à la création du personnage, ou à certains paliers de leurs progression." +} \ No newline at end of file diff --git a/Rolemaster-Standard-System/translations/ca.json b/Rolemaster-Standard-System/translations/ca.json new file mode 100644 index 0000000000..185ad9daae --- /dev/null +++ b/Rolemaster-Standard-System/translations/ca.json @@ -0,0 +1,995 @@ +{ + "sheettype": "Sheet Type:", + "sheettypedescription": "PC is the sheet for Player Characters or NPC's with Player Character-like data. It contains tabs for stats, combat-related information, equipment, known spell lists, notes, experience, and a set-up tab. NPC is the sheet which matches the Creatures and Monster's data sets. It has room for additional notes as well as a JSON converter and JSON example data. Roll Template has information about the RMSS sheet's roll templates.", + "standard-stat-bonus-based-on-categories-directions": "Set to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "coins-per-pound-n": "Coins per Pound", + "coins-per-pound-desc": "Number of coins in a pound, RMSS suggested value is 64 coins weigh 1 pound.", + "dismiss-announcement": "Dismiss Announcement", + "pc": "PC", + "npc": "NPC", + "roll-templates": "Roll Templates", + "character": "Character", + "combat": "Combat", + "skills": "Skills", + "spells": "Spells", + "equipment": "Equipment", + "notes": "Notes", + "experience": "Experience", + "setup": "Setup", + "macros": "Macros", + "character-name": "Character Name", + "nickname": "Nickname", + "title(s)": "Title(s)", + "homeland": "Homeland", + "player": "Player", + "race": "Race", + "culture": "Culture", + "profession": "Profession", + "realm": "Realm", + "channeling": "Channeling", + "essence": "Essence", + "mentalism": "Mentalism", + "channeling-essence-t": "Chan/Ess", + "channeling-mentalism-t": "Chan/Ment", + "essence-mentalism-t": "Ess/Ment", + "arcane": "Arcane", + "deity": "Deity", + "level": "Level", + "experience-t": "Exp", + "stats": "Stats", + "stat": "Stat", + "temporary-t": "Temp", + "potential": "Potential", + "basic": "Basic", + "bonus": "Bonus", + "racial": "Racial", + "special": "Special", + "agility": "Agility", + "constitution": "Constitution", + "memory": "Memory", + "reasoning": "Reasoning", + "self-discipline": "Self Discipline", + "empathy": "Empathy", + "intuition": "Intuition", + "presence": "Presence", + "quickness": "Quickness", + "strength": "Strength", + "development-points": "Development Points", + "fates": "Fates", + "role-traits": "Role Traits", + "appearance": "Appearance", + "gender": "Gender", + "apparent-age": "Apparent Age", + "actual-age": "Actual Age", + "skin-color": "Skin Color", + "eyes": "Eyes", + "hair": "Hair", + "height-in": "Height", + "foot-a": "ft", + "inch-a": "in", + "weight": "Weight", + "size": "Size", + "current-movement-rate": "Current Movement Rate", + "base-movement-rate": "Base Movement Rate", + "bonus-base-movement-rate": "Bonus Base Movement Rate", + "running-horizontal-jump": "Running Horizontal Jump", + "standing-horizontal-jump": "Standing Horizontal Jump", + "running-vertical-jump": "Running Vertical Jump", + "standing-vertical-jump": "Standing Vertical Jump", + "race-stat-fixed-information": "Race/Stat Fixed Information", + "soul-departure": "Soul Departure", + "rounds-a": "rnds", + "recovery-multiplier": "Recovery Multiplier", + "race-type-for-stat-loss": "Race Type (for stat loss)", + "recovery-rates": "Recovery Rates", + "hit-points-per-hour-resting": "Hit Points / hr resting", + "power-points-per-hour-resting": "Power Points / hr resting", + "hit-points-per-3-hours-sleeping": "Hit Points / 3 hrs sleep", + "power-points-per-3-hours-sleeping": "Power Points / 3 hrs sleep", + "hit-points-per-3-hours-active": "Hit Points / 3 hrs active", + "power-points-per-3-hours-active": "Power Points / 3 hrs active", + "exhaustion-points-per-minute-resting": "Exhaustion Points / min resting", + "exhaustion-points-per-half-hour-sleeping": "Exhaustion Points / .5 hrs sleep", + "exhaustion-points-per-3-minutes-active": "Exhaustion Points / 3 mins active", + "languages": "Languages", + "language": "Language", + "spoken": "Spoken", + "written": "Written", + "trade": "Trade", + "racial-notes": "Racial Notes", + "cultural-notes": "Cultural Notes", + "character-notes": "Character Notes", + "other": "Other", + "hit-points": "Hit Points", + "power-points": "Power Points", + "exhaustion-points": "Exhaustion Points", + "initiative": "Initiative", + "rounds-of-stun-before-unconsciousness-a": "Rnds stun b4 unc", + "power-point-multiplier-a": "PP Mult", + "adder": "Adder", + "used": "used", + "bonus-exhaustion-points": "Bonus Exhaustion Points", + "bonus-mental-exhaustion-points": "Bonus Mental Exhaustion Points", + "exhaustion-points-remaining-a": "Exh. Pts Remaining", + "mental-exhaustion-points-remaining-a": "Ment. Exh. Pts Remaining", + "exhaustion-point-scaling": "Exhaustion Point Scaling", + "more-than": "more than", + "quickness-bonus-a": "Qu bonus", + "initiative-bonus-a": "Init bonus", + "armor": "Armor", + "worn": "Worn", + "primary": "Primary", + "secondary": "Secondary", + "tertiary": "Tertiary", + "active": "Active", + "armor-type": "Armor Type", + "armor-type-function-as": "Functions As", + "1-skin-cloth": "1 - Skin/Cloth", + "2-robes": "2 - Robes", + "3-light-hide": "3 - Light Hide", + "4-heavy-hide": "4 - Heavy Hide", + "5-leather-jerkin": "5 - Leather Jerkin", + "6-leather-coat": "6 - Leather Coat", + "7-reinforced-leather-coat": "7 - Reinforced Leather Coat", + "8-reinforced-full-length-leather-coat": "8 - Reinforced Full-Length Leather Coat", + "9-rigid-leather-breastplate": "9 - Rigid Leather Breastplate", + "10-rigid-leather-breastplate-and-greaves": "10 - Rigid Leather Breastplate & Greaves", + "11-half-hide-plate": "11 - Half-Hide Plate", + "12-full-hide-plate": "12 - Full-Hide Plate", + "13-chain-shirt": "13 - Chain Shirt", + "14-chain-shirt-and-greaves": "14 - Chain Shirt & Greaves", + "15-full-chain": "15 - Full Chain", + "16-chain-hauberk": "16 - Chain Hauberk", + "17-metal-breastplate": "17 - Metal Breastplate", + "18-metal-breastplate-and-greaves": "18 - Metal Breastplate & Greaves", + "19-half-plate": "19 - Half Plate", + "20-full-plate": "20 - Full Plate", + "percent-weight": "% Weight", + "weight-penalty": "Weight Penalty", + "minimum-maneuver-penalty": "Min Maneuver Penalty", + "missile-penalty": "Missile Penalty", + "armor-defensive-bonus": "Armor Defensive Bonus", + "quickness-penalty": "Quickness Penalty", + "quickness-bonus": "Quickness Bonus", + "adrenal-defense": "Adrenal Defense", + "shield-melee": "Shield (melee)", + "shield-ranged": "Shield (ranged)", + "shield-defensive-bonus": "Shield Defensive Bonus", + "versus-evil-spell-casters-resistance-roll-defensive-bonus": "Vs Evil Spell Casters (RR/DB)", + "other-magic-bonus": "Other Magic Bonus", + "temporary-bonus": "Temporary Bonus", + "parry": "Parry", + "defensive-bonus-melee": "Defensive Bonus (vs Melee):", + "defensive-bonus-ranged": "Defensive Bonus (vs Ranged):", + "total-defensive-bonus": "Total Defensive Bonus:", + "resistances": "Resistances", + "conditional-defenses": "Conditional Defenses", + "special-a": "Spec", + "total": "Total", + "intuition-a": "In", + "empathy-a": "Em", + "presence-a": "Pr", + "channeling-a": "Chan", + "essence-a": "Ess", + "mentalism-a": "Ment", + "poison": "Poison", + "constitution-a": "Co", + "disease": "Disease", + "fear": "Fear", + "self-discipline-a": "SD", + "will": "Will", + "reasoning-a": "Re", + "copyob": "Copy OB", + "attacks": "Attacks", + "attack": "Attack", + "weapon": "Weapon", + "type": "Type", + "offensive-bonus-a": "OB", + "fumble": "Fumble", + "strength-t": "Str", + "breakage-number-a": "B#", + "range": "Range", + "macro": "Macro", + "attack-calculation-a": "ACalc", + "roll-type-a": "RType", + "attack-name": "Attack Name", + "melee": "Melee", + "ranged": "Ranged", + "basic-spell": "Basic Spell", + "directed-spell": "Directed Spell", + "area-spell": "Area Spell", + "category": "Category", + "skill": "Skill", + "category-total-a": "Cat/Total", + "ranks": "Ranks", + "rank": "Rank", + "or-category": "or Category", + "item": "Item", + "armor-heavy": "Armor, Heavy", + "strength-a": "St", + "agility-a": "Ag", + "plate": "Plate", + "armor-light": "Armor, Light", + "soft-leather": "Soft Leather", + "rigid-leather": "Rigid Leather", + "armor-medium": "Armor, Medium", + "chain": "Chain", + "artistic": "Artistic", + "artistic-active": "Artistic, Active", + "acting": "Acting", + "dancing": "Dancing", + "mimery": "Mimery", + "mimicry": "Mimicry", + "memory-a": "Me", + "play-instrument": "Play Instrument", + "poetic-improvisation": "Poetic Improvisation", + "singing": "Singing", + "tale-telling": "Tale Telling", + "ventriloquism": "Ventriloquism", + "artistic-passive": "Artistic, Passive", + "music": "Music", + "painting": "Painting", + "poetry": "Poetry", + "sculpting": "Sculpting", + "athletic": "Athletic", + "athletic-brawn": "Athletic, Brawn", + "athletic-games-brawn": "Athletic Games (Brawn)", + "jumping": "Jumping", + "power-striking": "Power-striking", + "power-throwing": "Power-throwing", + "weight-lifting": "Weight-lifting", + "athletic-endurance": "Athletic, Endurance", + "athletic-games-endurance": "Athletic Games (Endurance)", + "distance-running": "Distance Running", + "rowing": "Rowing", + "scaling": "Scaling", + "sprinting": "Sprinting", + "quickness-a": "Qu", + "swimming": "Swimming", + "athletic-gymnastics": "Athletic, Gymnastics", + "acrobatics": "Acrobatics", + "athletic-games-gymnastics": "Athletic Games (Gymnastics)", + "climbing": "Climbing", + "contortions": "Contortions", + "diving": "Diving", + "flying-gliding": "Flying/Gliding", + "juggling": "Juggling", + "pole-vaulting": "Pole-vaulting", + "rappelling": "Rappelling", + "skating": "Skating", + "skiing": "Skiing", + "stilt-walking": "Stilt-walking", + "surfing": "Surfing", + "tightrope-walking": "Tightrope-walking", + "tumbling": "Tumbling", + "awareness": "Awareness", + "awareness-perceptions": "Awareness, Perceptions", + "alertness": "Alertness", + "sense-ambush": "Sense Ambush", + "awareness-searching": "Awareness, Searching", + "detect-traps": "Detect Traps", + "lie-perception": "Lie Perception", + "locate-hidden": "Locate Hidden", + "observation": "Observation", + "poison-perception": "Poison Perception", + "reading-tracks": "Reading Tracks", + "surveillance": "Surveillance", + "tracking": "Tracking", + "awareness-senses": "Awareness, Senses", + "direction-sense": "Direction Sense", + "reality-awareness": "Reality Awareness", + "sense-awareness": "Sense Awareness", + "situational-awareness": "Situational Awareness", + "spatial-location-awareness": "Spatial Location Awareness", + "time-sense": "Time Sense", + "body-development": "Body Development", + "combat-maneuvers": "Combat Maneuvers", + "combined": "Combined", + "adrenal-deflecting": "Adrenal Deflecting", + "mounted-combat": "Mounted Combat", + "quickdraw": "Quickdraw", + "reverse-stroke": "Reverse Stroke", + "subdual": "Subdual", + "swashbuckling": "Swashbuckling", + "tumbling-evasion": "Tumbling Evasion", + "two-weapon-fighting": "Two-Weapon Fighting", + "communications": "Communications", + "language-name": "Language Name", + "lip-reading": "Lip Reading", + "signaling": "Signaling", + "crafts": "Crafts", + "cooking": "Cooking", + "drafting": "Drafting", + "fletching": "Fletching", + "horticulture": "Horticulture", + "leather-crafts": "Leather-crafts", + "metal-crafts": "Metal-crafts", + "rope-mastery": "Rope Mastery", + "scribing": "Scribing", + "service": "Service", + "sewing-weaving": "Sewing/Weaving", + "skinning": "Skinning", + "stone-crafts": "Stone-crafts", + "trapping": "Trapping", + "wood-crafts": "Wood-crafts", + "directed-spells": "Directed Spells", + "fire-bolt": "Fire Bolt", + "ice-bolt": "Ice Bolt", + "lightning-bolt": "Lightning Bolt", + "shock-bolt": "Shock Bolt", + "water-bolt": "Water Bolt", + "other-bolt": "Other Bolt", + "influence": "Influence", + "bribery": "Bribery", + "diplomacy": "Diplomacy", + "duping": "Duping", + "interrogation": "Interrogation", + "leadership": "Leadership", + "propaganda": "Propaganda", + "public-speaking": "Public Speaking", + "seduction": "Seduction", + "trading": "Trading", + "lore": "Lore", + "lore-general": "Lore-General", + "culture-lore": "Culture Lore", + "fauna-lore": "Fauna Lore", + "flora-lore": "Flora Lore", + "heraldry": "Heraldry", + "history": "History", + "philosophy": "Philosophy", + "region-lore": "Region Lore", + "religion": "Religion", + "other-general-lore": "Other General Lore", + "lore-magical": "Lore-Magical", + "artifact-lore": "Artifact Lore", + "circle-lore": "Circle Lore", + "planar-lore": "Planar Lore", + "spell-lore": "Spell Lore", + "symbol-lore": "Symbol Lore", + "undead-lore": "Undead Lore", + "warding-lore": "Warding Lore", + "lore-obscure": "Lore-Obscure", + "demon-devil-lore": "Demon/Devil Lore", + "dragon-lore": "Dragon Lore", + "faerie-lore": "Faerie Lore", + "xeno-lore": "Xeno-lore", + "lore-technical": "Lore-Technical", + "herb-lore": "Herb Lore", + "lock-lore": "Lock Lore", + "metal-lore": "Metal Lore", + "poison-lore": "Poison Lore", + "stone-lore": "Stone Lore", + "trading-lore": "Trading Lore", + "martial-arts": "Martial Arts", + "martial-arts-striking": "Martial Arts-Striking", + "boxing": "Boxing", + "striking-degree-1": "Striking Degree 1", + "striking-degree-2": "Striking Degree 2", + "striking-degree-3": "Striking Degree 3", + "striking-degree-4": "Striking Degree 4", + "tackling": "Tackling", + "martial-arts-sweeps": "Martial Arts-Sweeps", + "blocking": "Blocking", + "sweeps-degree-1": "Sweeps Degree 1", + "sweeps-degree-2": "Sweeps Degree 2", + "sweeps-degree-3": "Sweeps Degree 3", + "sweeps-degree-4": "Sweeps Degree 4", + "wrestling": "Wrestling", + "outdoor": "Outdoor", + "outdoor-animal": "Outdoor-Animal", + "animal-handling": "Animal Handling", + "animal-healing": "Animal Healing", + "animal-mastery": "Animal Mastery", + "animal-training": "Animal Training", + "driving": "Driving", + "herding": "Herding", + "riding": "Riding", + "outdoor-environmental": "Outdoor-Environmental", + "caving-spelunking": "Caving (Spelunking)", + "foraging": "Foraging", + "hunting": "Hunting", + "star-gazing": "Star-gazing", + "survival": "Survival", + "weather-watching": "Weather Watching", + "power": "Power", + "power-awareness": "Power Awareness", + "attunement": "Attunement", + "divination": "Divination", + "power-perception": "Power Perception", + "read-runes": "Read Runes", + "power-manipulation": "Power Manipulation", + "magic-ritual": "Magic Ritual", + "spell-mastery": "Spell Mastery", + "transcend-armor": "Transcend Armor", + "power-point-development": "Power Point Development", + "science-analytic": "Science/Analytic", + "science-analytic-basic": "Science/Analytic-Basic", + "basic-math": "Basic Math", + "research": "Research", + "science-analytic-specialized": "Science/Analytic-Specialized", + "advanced-math": "Advanced Math", + "anthropology": "Anthropology", + "alchemy": "Alchemy", + "astronomy": "Astronomy", + "biochemistry": "Biochemistry", + "psychology": "Psychology", + "self-control": "Self Control", + "adrenal-balance": "Adrenal Balance", + "adrenal-concentration": "Adrenal Concentration", + "adrenal-landing": "Adrenal Landing", + "adrenal-leaping": "Adrenal Leaping", + "adrenal-quickdraw": "Adrenal Quickdraw", + "adrenal-speed": "Adrenal Speed", + "adrenal-stabilization": "Adrenal Stabilization", + "adrenal-strength": "Adrenal Strength", + "cleansing-trance": "Cleansing Trance", + "control-lycanthropy": "Control Lycanthropy", + "death-trance": "Death Trance", + "frenzy": "Frenzy", + "healing-trance": "Healing Trance", + "meditation": "Meditation", + "mnemonics": "Mnemonics", + "sleep-trance": "Sleep Trance", + "stunned-maneuvering": "Stunned Maneuvering", + "special-attacks": "Special Attacks", + "brawling": "Brawling", + "disarm-foe-armed": "Disarm Foe (Armed)", + "disarm-foe-armed-vs-1-handed": "Disarm Foe (Armed) vs 1-Handed", + "disarm-foe-armed-vs-2-handed": "Disarm Foe (Armed) vs 2-Handed", + "disarm-foe-armed-vs-pole-arm": "Disarm Foe (Armed) vs Pole Arm", + "disarm-foe-armed-vs-two-weapon-combination": "Disarm Foe (Armed) vs Two Weapon Combo", + "disarm-foe-unarmed": "Disarm Foe (Unarmed)", + "disarm-foe-unarmed-vs-1-handed-edged": "Disarm Foe (Unarmed) vs 1-Handed-Edged", + "disarm-foe-unarmed-vs-1-handed-concussion": "Disarm Foe (Unarmed) vs 1-Handed-Concussion", + "disarm-foe-unarmed-vs-2-handed": "Disarm Foe (Unarmed) vs 2-Handed", + "disarm-foe-unarmed-vs-pole-arm": "Disarm Foe (Unarmed) vs Pole Arm", + "jousting-lancing": "Jousting (Lancing)", + "special-defenses": "Special Defenses", + "none-u": "NONE", + "adrenal-toughness": "Adrenal Toughness", + "spell-skills": "Spell Skills", + "spell-skills-lists-location": " Spell skills/lists are on Spell tab. ", + "subterfuge": "Subterfuge", + "subterfuge-attack": "Subterfuge-Attack", + "ambush": "Ambush", + "silent-kill": "Silent Kill", + "subterfuge-mechanics": "Subterfuge-Mechanics", + "camouflage": "Camouflage", + "disarming-traps": "Disarming Traps", + "disguise": "Disguise", + "counterfeiting": "Counterfeiting", + "forgery": "Forgery", + "hiding-items": "Hiding Items", + "picking-locks": "Picking Locks", + "setting-traps": "Setting Traps", + "trap-building": "Trap Building", + "using-removing-poison": "Using/Removing Poison", + "subterfuge-stealth": "Subterfuge-Stealth", + "hiding": "Hiding", + "picking-pockets": "Picking Pockets", + "stalking": "Stalking", + "trickery": "Trickery", + "technical-trade": "Technical/Trade", + "technical-trade-general": "Technical/Trade-General", + "begging": "Begging", + "first-aid": "First Aid", + "gambling": "Gambling", + "mapping": "Mapping", + "operating-equipment": "Operating Equipment", + "orienteering": "Orienteering", + "sailing": "Sailing", + "tactical-games": "Tactical Games", + "using-prepared-herbs": "Using Prepared Herbs", + "technical-trade-professional": "Technical/Trade-Professional", + "advertising": "Advertising", + "architecture": "Architecture", + "diagnostics": "Diagnostics", + "dowsing": "Dowsing", + "engineering": "Engineering", + "mechanition": "Mechanition", + "military-organization": "Military Organization", + "mining": "Mining", + "second-aid": "Second Aid", + "surgery": "Surgery", + "technical-trade-vocational": "Technical/Trade-Vocational", + "administration": "Administration", + "appraisal": "Appraisal", + "boat-pilot": "Boat Pilot", + "cartography": "Cartography", + "evaluate-armor": "Evaluate Armor", + "evaluate-metal": "Evaluate Metal", + "evaluate-stone": "Evaluate Stone", + "evaluate-weapon": "Evaluate Weapon", + "gimmickry": "Gimmickry", + "hypnosis": "Hypnosis", + "midwifery": "Midwifery", + "navigation": "Navigation", + "preparing-herbs": "Preparing Herbs", + "preparing-poisons": "Preparing Poisons", + "siege-engineering": "Siege Engineering", + "tactics": "Tactics", + "urban": "Urban", + "contacting": "Contacting", + "mingling": "Mingling", + "scrounging": "Scrounging", + "streetwise": "Streetwise", + "weapons": "Weapon", + "1-handed-concussion-a": "1-H Concussion", + "wc1": "WC1", + "wc2": "WC2", + "wc3": "WC3", + "wc4": "WC4", + "wc5": "WC5", + "wc6": "WC6", + "wc7": "WC7", + "1-handed-concussion-weapon-name": "1 Handed Concussion Weapon Name", + "1-hand-edged": "1-Hand Edged", + "1-handed-edged-weapon-name": "1 Handed Edged Weapon Name", + "2-handed": "2-Handed", + "2-handed-weapon-name": "2-Handed Weapon Name", + "missile": "Missile", + "missile-weapon-name": "Missile Weapon Name", + "missile-artillery": "Missile Artillery", + "missile-artillery-weapon-name": "Missile Artillery Weapon Name", + "thrown": "Thrown", + "thrown-weapon-name": "Thrown Weapon Name", + "pole-arms": "Pole Arms", + "pole-arm-weapon-name": "Pole Arm Weapon Name", + "other-skills": "Other Skills", + "category-skill": "Category/Skill", + "category-a": "Cat", + "progression": "Progression", + "stat1": "Stat1", + "stat2": "Stat2", + "stat3": "Stat3", + "profession-a": "Prof", + "standard": "Standard", + "special-spell": "Special/Spell", + "body-development-a": "Bodydev", + "power-point-development-a": "PPDev", + "custom1": "Custom1", + "custom2": "Custom2", + "same-realm-own-base-spells": "Same Realm Own Base Spells", + "stat-bonus": "Stat bonus", + "profession-bonus": "Profession bonus", + "special-bonus": "Special bonus", + "total-bonus": "Total bonus", + "spell-list-name": "Spell List Name", + "same-realm-open-spells": "Same Realm Open Spells", + "same-realm-closed-spells": "Same Realm Closed Spells", + "same-realm-other-base-spell": "Same Realm Other Base Spells", + "other-realm-open-spells": "Other Realm Open Spells", + "other-realm-closed-spells": "Other Realm Closed Spells", + "other-realm-base-spells": "Other Realm Base Spells", + "arcane-open-spells": "Arcane Open Spells", + "arcane-closed-spells": "Arcane Closed Spells", + "arcane-own-base-spells": "Arcane Own Base Spells", + "arcane-other-base-spells": "Arcane Other Base Spells", + "coins": "Coins", + "gems-and-jewelry": "Gems & Jewelry", + "mithril": "Mithril", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "bronze": "Bronze", + "copper": "Copper", + "tin": "Tin", + "iron": "Iron", + "coin-total": "Coin Total", + "coin-weight": "Coin Weight (lbs)", + "total-weight": "Total Weight", + "pounds-a": "lbs.", + "weight-allowance": "Weight Allowance", + "base-weight-allowance": "Base Weight Allowance", + "bonus-weight-allowance": "Bonus Weight Allowance", + "encumbrance-penalty": "Encumbrance Penalty", + "weight-worn-carried": "Weight Worn/Carried", + "weight-in-backpack": "Weight in Backpack", + "weight-in-storage1": "Weight in Storage (Location 1)", + "weight-in-storage2": "Weight in Storage (Location 2)", + "weight-worn-armor": "Armor/Clothing Weight (does not encumber)", + "weight-worn-othernone": "Other/No Location Category Weight (does not encumber)", + "items": "Item", + "amount-a": "Amt", + "each": "each", + "location": "Location", + "none": "None", + "worn-carried": "Worn/Carried", + "backpack-or-other-droppable": "Backpack (or other easy to drop)", + "stored1-pack-animal-lodging-etc": "1 Storage Loc 1 (Pack animal, lodging, etc.)", + "stored2-pack-animal-lodging-etc": "2 Storage Loc 2 (Pack animal, lodging, etc.)", + "armor-clothing-no-encumbrance": "Armor/Clothing (does not encumber)", + "notes-section1": "Notes Section1", + "date": "Date", + "note-etc": "Note etc", + "notes-section2": "Notes Section2", + "total-experience": "Total Experience", + "not-copied": "Not Copied", + "experience-copied-to-pc-character-tab": "XP copied to PC/Char tab", + "experience-tracker": "Experience Tracker", + "session-notes-important-information": "Session notes/important information", + "pronouns": "Pronouns", + "directions-for-pronoun-section": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "upper-case": "Upper Case", + "subjective": "Subjective", + "he-she-it-they-etc-uf": "He/She/It/They/etc", + "objective": "Objective", + "him-her-it-them-etc-uf": "Him/Her/It/Them/etc", + "possessive": "Possessive", + "his-hers-its-their-etc-uf": "His/Hers/Its/Their/etc", + "lower-case": "Lower Case", + "he-she-it-they-etc": "he/she/it/they/etc", + "him-her-it-them-etc": "him/her/it/them/etc", + "his-hers-its-their-etc": "his/hers/its/their/etc", + "stat-bonus-setup-for-skills": "Stat Bonus Setup For Skills", + "variable-stat-bonus-based-on-skills": "Variable Stat Bonuses for Skills Based on Skill", + "variable-stat-bonus-directions": "Set up to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "standard-stat-bonus-based-on-categories": "Standard Stat Bonuses for Skills Based on Categories.", + "stats-standard-stats-for-skills": "(Check the box to switch to the standard category stats for the skills.)", + "auto-calculations-setup": "Auto Calculations Setup", + "auto-calculations-primary-directions": "Check the box(es) next to the area(s) you wish to have autocalculated. All calculations are per the rules in the RMSS Standard Rules.", + "auto-calculate-everything": "Auto calculate everything.", + "stats-skills-ranks-etc": "(stats, skills/skill ranks, etc)", + "auto-calculate-stat-bonuses": "Auto calculate Stat bonuses.", + "auto-calculate-experience-for-next-level": "Auto calculate experience needed for next level (using RMSS std scale where level 1 is at 10000 xp).", + "auto-calculate-development-points": "Auto calculate development points.", + "auto-calculate-rank-bonus-information": "Auto calculate Skill and Spell rank bonuses. These include PPDev and BodyDev and use the values in the Progression set-up table below.", + "auto-populate-racial-information": "Auto populate Racial bonuses for Stats, Resistances, Soul Departure, Recovery Multiplier, and PPDev/BodyDev skill progression, for races in the Rolemaster Standard Rules book.", + "supported": "Supported", + "racial-box-additional-information": "If this box is checked and the Race field does not match the spelling of one of the above races, no bonuses will be populated. To clear the racial bonuses, enter the keyword", + "auto-populate-profession-information": "Auto populate profession skill-category bonuses for professions in the Rolemaster Standard Rules book.", + "profession-box-additional-information": "If this box is checked and the Profession field does not match the spelling of one of the above professions, no bonuses will be populated. To clear the profession bonuses, enter the keyword", + "unchecking-boxes-information": "Uncheck the boxes if you no longer wish to auto-calc that area; values will not revert to previously entered values so do not check if you wish to keep current values.", + "attack-calculation-setup": "Attack Calculation Setup", + "attack-calculation-setup-directions": "Ajust these calculations to adjust how attacks are calculated. This will affect all attack calculations in the selects on the Combat tab. Attack types are: Melee, Ranged, Basic Spell, Directed Spell, and Area Spell. The roll and the attack bonus are hard-coded into the attack; the queries can be ajusted to game specifications.", + "melee-attack-calculation": "Melee Attack Calculation.", + "ranged-attack-calculation": "Ranged Attack Calculation.", + "basic-spell-attack-calculation": "Basic Spell Attack Calculation.", + "directed-spell-attack-calculation": "Directed Spell Attack Calculation.", + "area-spell-attack-calculation": "Area Spell Attack Calculation.", + "skill-progression-setup": "Skill Progression Setup", + "skill-progression-information": "These Skill Rank Progressions are per the rules in the RMSS Standard Rules.", + "copyobinfo": "Copy Offensive Bonus from Skills tab to Combat tab.", + "copyobdetails": "Names must match exactly. Will try to match to subnames instead of skill name. Does not match to spell lists. If it cannot find a match, it will revert to whatever is in the OB spot currently.", + "recalculate-skill-totals": "Recalculate skill totals", + "recalculate-skills": "Recalculate all category and skill totals.", + "recalc-skill-additional": "Includes recopying stat scores over to category and skills, recopying the category bonus to each skill, and then calculating the resulting total.", + "othercharsetup": "Other Character Setup", + "directions-for-othercharsetup-section": "Setup for miscellaneous bonuses and penalties, often from talents and/or flaws.", + "high_open-ended-roll-value": "High Open Ended Roll Value", + "low-open-ended-roll-value": "Low Open Ended Roll Value", + "encumbrance-penalty-scaling": "Encumbrance Penalty Scaling", + "weight-unit": "Unit for Weight", + "height-unit": "Unit for Height", + "change-height-unit": "Change from inches to centimeters or other length unit of choice.", + "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.", + "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.", + "coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)", + "standard-progression": "Standard Progression", + "progression-for-standard-progression-skills": "Progression for Standard-Progression Skills", + "category-progression": "Category Progression", + "progression-for-standard-progression-skill-categories": "Progression for Standard-Progression Skill Categories", + "combined-progression": "Combined Progression", + "progression-for-combined-progression-skills": "Progression for Combined-Progression Skills", + "special-progression": "Special Progression", + "progression-for-spells-and-skills-with-special-progression": "Progression for Spells and Skills with Special-Progression", + "body-development-progression": "Body Development Progression", + "progression-for-body-development-for": "Progression for Body Development for", + "power-point-progression": "Power Point Progression", + "progression-for-power-point-development-for": "Progression for Power Point Development for", + "custom-progression1": "Custom Progression1", + "custom-skill-progression1-for-custom-skills": "Custom Skill Progression1 (for custom skills)", + "custom-progression2": "Custom Progression2", + "custom-skill-progression2-for-custom-skills": "Custom Skill Progression2 (for custom skills)", + "stat-rolls": "Stat Rolls", + "resistance-rolls": "Resistance Rolls", + "skill-checks": "Skill Checks", + "armor-skills": "Armor Skills", + "artistic-skills": "Artistic Skills", + "athletic-skills": "Athletic Skills", + "awareness-skills": "Awareness Skills", + "combat-maneuver-skills": "Combat Maneuver Skills", + "communication-skills": "Communication Skills", + "craft-skills": "Craft Skills", + "influence-skills": "Influence Skills", + "lore-skills": "Lore Skills", + "outdoor-skills": "Outdoor Skills", + "power-skills": "Power Skills", + "science-analytic-skills": "Science/Analytic Skills", + "self-control-skills": "Self Control Skills", + "special-attack-defense-skills": "Special Attack/Defence Skills", + "subterfuge-skills": "Subterfuge Skills", + "technical-trade-skills": "Technical/Trade Skills", + "urban-skills": "Urban Skills", + "base-lists": "Base Lists", + "open-lists": "Open Lists", + "closed-lists": "Closed Lists", + "other-base-lists": "Other Base Lists", + "other-realm-open-lists": "Other Realm Open Lists", + "other-realm-closed-lists": "Other Realm Closed Lists", + "other-realm-base-lists": "Other Realm Base Lists", + "arcane-open-lists": "Arcane Open Lists", + "arcane-closed-lists": "Arcane Closed Lists", + "arcane-own-base-lists": "Arcane Own Base Lists", + "arcane-other-base-lists": "Arcane Other Base Lists", + "name": "Name", + "demon-type-or-undead-class": "Demon Type or Undead Class", + "level-code": "Level Code", + "movement-combat": "Movement/Combat", + "encounter-stats": "Encounter Stats", + "general-description": "General Description", + "input": "Input", + "npc-input": "NPC Input", + "npc-input-for-import": "NPC input for import", + "npc-import": "NPC Import.", + "npc-import-directions": "Click this box to import data from the input above to fill in the npc sheet. This will overwrite any information already in the NPC sheet. This operation is not reversable.", + "npc-import-data-format": "The data should be in the following format:", + "other-information": "Other Information", + "enter-other-information-here": "Enter other information here", + "carry-capacity": "Carry Capacity", + "riding-bonus": "Riding Bonus", + "description": "Description", + "npc-description": "NPC Description", + "lifestyle": "Lifestyle", + "npc-lifestyle": "NPC Lifestyle", + "npc-combat": "NPC Combat", + "background": "Background", + "npc-background": "NPC Background", + "observations": "Observations", + "npc-observations": "NPC Observations", + "number-encountered-a": "# Encountered", + "offspring": "Offspring", + "treasure": "Treasure", + "bonus-experience-a": "Bonus XP", + "outlook": "Outlook", + "none(---)": "---", + "aggressive-a": "Aggres.", + "aloof": "Aloof", + "altruistic-a": "Altru.", + "belligerent-a": "Bellig.", + "berserk": "Berserk", + "carefree": "Carefree", + "cruel": "Cruel", + "domineering-a": "Domin.", + "good": "Good", + "greedy": "Greedy", + "hostile": "Hostile", + "hungry": "Hungry", + "inquisitive-a": "Inquis.", + "jumpy": "Jumpy", + "mission": "Mission", + "normal": "Normal", + "passive": "Passive", + "playful": "Playful", + "protective-a": "Protect", + "timid": "Timid", + "varies": "Varies", + "unknown": "Unknown", + "iq": "IQ", + "habitat-codes": "Habitat Codes", + "no-preferred-special-features": " No preferred special features. ", + "none-appropriate": " None appropriate. ", + "climate-hot-humid-temp-hot-humidity-precipitation-rainy-humid": " Climate=hot/humid; Temp=hot; Humidity/Precipitation=rainy, humid. ", + "climate-hot-average-temp-hot-humidity-precipitation-temperate": " Climate=hot/average; Temp=hot; Humidity/Precipitation=temperate. ", + "climate-hot-dry-temp-hot-humidity-precipitation-dry-arid": " Climate=hot/dry; Temp=hot; Humidity/Precipitation=dry, arid. ", + "climate-warm-humid-temp-warm-temperate-humidity-precipitation-rainy-humid": " Climate=warm/humid; Temp=warm, temperate; Humidity/Precipitation=rainy, humid. ", + "climate-warm-average-temp-warm-temperate-humidity-precipitation-temperate": " Climate=warm/average; Temp=warm, temperate; Humidity/Precipitation=temperate. ", + "climate-warm-dry-temp-warm-temperate-humidity-precipitation-dry-arid": " Climate=warm/dry; Temp=warm, temperate; Humidity/Precipitation=dry, arid. ", + "climate-cool-humid-temp-cool-humidity-precipitation-rainy-humid": "Climate=cool/humid; Temp=cool; Humidity/Precipitation=rainy, humid. ", + "climate-cool-average-temp-cool-humidity-precipitation-temperate": " Climate=cool/average; Temp=cool; Humidity/Precipitation=temperate. ", + "climate-cool-dry-temp-cool-humidity-precipitation-dry-arid": " Climate=cool/dry; Temp=cool; Humidity/Precipitation=dry, arid. ", + "climate-frigid-temp-cool-humidity-precipitation-arid": " Climate=frigid; Temp=cool; Humidity/Precipitation=arid. ", + "clear-all": "Clear all", + "environment-codes": "Environment Codes", + "special-features": "Special Features", + "enchanted-or-magical-places": " Enchanted or magical places. ", + "cross-over-points-between-dimensions": " Cross-over points between dimensions. ", + "near-villages-towns-cities-or-castles": " Near villages, towns, cities, or castles. ", + "volcanic-areas": " Volcanic areas. ", + "cavern-complexes": " Cavern complexes. ", + "battlefields-or-shipwrecks": " Battlefields or shipwrecks. ", + "rural-inhabited-or-cultivated-areas": " Rural inhabited or cultivated areas. ", + "cave-entrances-overhangs-or-lairs": " Cave entrances, overhangs, or lairs. ", + "burial-areas": " Burial areas. ", + "ruins": " Ruins. ", + "water-sources": "Water Sources", + "no-preferred-watersources": " No preferred watersources. ", + "breaks-or-wadis": " Breaks or wadis. ", + "freshwater-coasts-and-banks": " Freshwater coasts and banks. ", + "glaciers-or-snowfields": " Glaciers or snowfields. ", + "tropical-islets-reefs-and-or-atolls": " Tropical islets, reefs, and/or atolls. ", + "lakes-or-rivers": " Lakes or rivers. ", + "marshes-or-swamps": " Marshes or swamps. ", + "oceans": " Oceans. ", + "oasis-or-isolated-water-sources": " Oasis or isolated water sources. ", + "saltwater-shores-or-shallows": " Saltwater shores or shallows. ", + "deserts": " Deserts. ", + "terrain": "Terrain", + "no-preferred-terrain": " No preferred terrain. ", + "alpine-high-altitude-and-or-mountainous": " Alpine, high altitude, and/or mountainous. ", + "rough-rugged-and-or-rocky-hills": " Rough, rugged, and/or rocky hills. ", + "underground": " Underground. ", + "waste-and-or-barren": " Waste and/or barren. ", + "vegetation": "Vegetation", + "no-preferred-vegetation": " No preferred vegetation. ", + "coniferous-forest-and-or-taiga": " Coniferous forest and/or taiga. ", + "deciduous-coniferous-mixed-forest": " Deciduous/coniferous (mixed) forest. ", + "heath-scrub-and-or-moor": " Heath, scrub, and/or moor. ", + "jungle-and-or-rainforest": " Jungle and/or rain forest. ", + "plains-and-or-grassland": " Plains and/or grassland. ", + "tundra": " Tundra. ", + "frequency": "Frequency", + "1-routine": "1 - Routine", + "2-easy": "2 - Easy", + "3-light": "3 - Light", + "4-medium": "4 - Medium", + "5-hard": "5 - Hard", + "6-very-hard": "6 - Very Hard", + "7-extremely-hard": "7 - Extremely Hard", + "8-sheer-folly": "8 - Sheer Folly", + "9-absurd": "9 - Absurd", + "Unknown": "Unknown", + "Hunting modifier=+30; Frequency Occurring=100%": "Hunting modifier=+30; Frequency Occurring=100%", + "Hunting modifier=+20; Frequency Occurring=90%": "Hunting modifier=+20; Frequency Occurring=90%", + "Hunting modifier=+10; Frequency Occurring=75%": "Hunting modifier=+10; Frequency Occurring=75%", + "Hunting modifier=+0; Frequency Occurring=50%": "Hunting modifier=+0; Frequency Occurring=50%", + "Hunting modifier=-10; Frequency Occurring=40%": "Hunting modifier=-10; Frequency Occurring=40%", + "Hunting modifier=-20; Frequency Occurring=30%": "Hunting modifier=-20; Frequency Occurring=30%", + "Hunting modifier=-30; Frequency Occurring=20%": "Hunting modifier=-30; Frequency Occurring=20%", + "Hunting modifier=-50; Frequency Occurring=9%": "Hunting modifier=-50; Frequency Occurring=9%", + "Hunting modifier=-70; Frequency Occurring=4%": "Hunting modifier=-70; Frequency Occurring=4%", + "movement-stats": "Movement Stats", + "max-pace": "Max Pace", + "walk": "Walk", + "fast-walk-jog": "Jog (Fast Walk / Jog)", + "run": "Run", + "sprint-fast-run": "Spt (Sprint / Fast Run)", + "fast-sprint": "FSpt (Fast Sprint)", + "dash-moderately-fast": "Dash (Moderately Fast)", + "varies-due-to-armor": "Var (Varies due to armor)", + "pace-multiplier-a": "Pace Mult", + "moving-maneuver-bonus-a": "MM Bonus", + "movement-speed": "MS (Movement Speed)", + "inching": "IN (Inching)", + "creeping": "CR (Creeping)", + "very-slow": "VS (Very Slow)", + "slow": "SL (Slow)", + "medium": "MD (Medium)", + "moderately-fast": "MF (Moderately Fast)", + "fast": "FA (Fast)", + "very-fast": "VF (Very Fast)", + "blindingly-fast": "BF (Blindingly Fast)", + "base-defensive-bonus-a": "Base DB", + "flee-evade": "Flee/Evade", + "attack-quickness": "AQ (Attack Quickness)", + "initiative-modifier-a": "Init Mod", + "charge-lunge": "Charge/Lunge", + "combat-stats": "Combat Stats", + "base-hits-code": "Base Hits Code", + "criticals-a": "Crits", + "Normal crits.": "Normal crits.", + "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).": "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).", + "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).": "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).", + "Use Large Creature Critical Strike Table.": "Use Large Creature Critical Strike Table.", + "Use Super Large Creature Critical Strike Table.": "Use Super Large Creature Critical Strike Table.", + "---": "---", + "Stun results do not affect creature.": "Stun results do not affect creature.", + "Stun results and bleeders do not affect creature.": "Stun results and bleeders do not affect creature.", + "hitpoint-max-calculation-reminder": "Max Hitpoints= Creature Hits + Stamina Bonus +/- ( (Level Difference) * (Hits/Level Difference) )", + "None; Animal Instincts": "None; Animal Instincts", + "Very Low; Re/Me=1-5": "Very Low; Re/Me=1-5", + "Low; Re/Me=3-12": "Low; Re/Me=3-12", + "Little; Re/Me=7-25": "Little; Re/Me=7-25", + "Inferior; Re/Me=13-40": "Inferior; Re/Me=13-40", + "Mediocre; Re/Me=23-50": "Mediocre; Re/Me=23-50", + "Average; Re/Me=35-65": "Average; Re/Me=35-65", + "Above Average; Re/Me=50-77": "Above Average; Re/Me=50-77", + "Superior; Re/Me=60-86": "Superior; Re/Me=60-86", + "High; Re/Me=80-98": "High; Re/Me=80-98", + "Very High; Re/Me=94-99": "Very High; Re/Me=94-99", + "Exceptional; Re/Me=100-102": "Exceptional; Re/Me=100-102", + "*": "*", + "Aggressive and will attack if provoked or hungry.": "Aggressive and will attack if provoked or hungry.", + "Ignores other creatures unless interfered with or attacked.": "Ignores other creatures unless interfered with or attacked.", + "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.": "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.", + "Belligerent, often attacks without provocation.": "Belligerent, often attacks without provocation.", + "Attacks closest living creature until it is destroyed.": "Attacks closest living creature until it is destroyed.", + "Does not believe danger or misfortune exists for it.": "Does not believe danger or misfortune exists for it.", + "Not only hostile, but delights in death, pain, and suffering.": "Not only hostile, but delights in death, pain, and suffering.", + "Desires power, attempts to control or dominate other creatures.": "Desires power, attempts to control or dominate other creatures.", + "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.": "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.", + "Will attack or attempt to steal from other creatures if risk does not seem too high.": "Will attack or attempt to steal from other creatures if risk does not seem too high.", + "Normally attacks other creatures on sight.": "Normally attacks other creatures on sight.", + "If hungry, will attack anything edible; otherwise normal.": "If hungry, will attack anything edible; otherwise normal.", + "Inquisitive and curious; will approach and examine unusual situations.": "Inquisitive and curious; will approach and examine unusual situations.", + "Created with a specific purpose or mission.": "Created with a specific purpose or mission.", + "Normally bolts at any sign of other creatures.": "Normally bolts at any sign of other creatures.", + "Watches and is wary of other creatures; will sometimes attack if hungry.": "Watches and is wary of other creatures; will sometimes attack if hungry.", + "Ignores the presence of other creatures unless threatened.": "Ignores the presence of other creatures unless threatened.", + "Mischievous but playful; will attempt to play with or play pranks on other creatures.": "Mischievous but playful; will attempt to play with or play pranks on other creatures.", + "Protective of a thing, place, other creature, etc.": "Protective of a thing, place, other creature, etc.", + "Skittish around other creatures, runs at the slightest hint of danger.": "Skittish around other creatures, runs at the slightest hint of danger.", + "Varies by individual.": "Varies by individual.", + "None": "None", + "Special; see description": "Special; see description", + "Items= Very Poor": "Items= Very Poor", + "Items= Poor": "Items= Poor", + "Items= Normal": "Items= Normal", + "Items= Rich": "Items= Rich", + "Items= Very Rich": "Items= Very Rich", + "Items= Special": "Items= Special", + "Wealth = Very Poor;": "Wealth = Very Poor;", + "Wealth = Poor;": "Wealth = Poor;", + "Wealth = Normal;": "Wealth = Normal;", + "Wealth = Rich;": "Wealth = Rich;", + "Wealth = Very Rich;": "Wealth = Very Rich;", + "Wealth = Special;": "Wealth = Special;", + "Items= Very Poor; Wealth = Very Poor;": "Items= Very Poor; Wealth = Very Poor;", + "Items= Very Poor; Wealth = Poor;": "Items= Very Poor; Wealth = Poor;", + "Items= Very Poor; Wealth = Normal;": "Items= Very Poor; Wealth = Normal;", + "Items= Very Poor; Wealth = Rich;": "Items= Very Poor; Wealth = Rich;", + "Items= Very Poor; Wealth = Very Rich;": "Items= Very Poor; Wealth = Very Rich;", + "Items= Poor; Wealth = Very Poor;": "Items= Poor; Wealth = Very Poor;", + "Items= Poor; Wealth = Poor;": "Items= Poor; Wealth = Poor;", + "Items= Poor; Wealth = Normal;": "Items= Poor; Wealth = Normal;", + "Items= Poor; Wealth = Rich;": "Items= Poor; Wealth = Rich;", + "Items= Poor; Wealth = Very Rich;": "Items= Poor; Wealth = Very Rich;", + "Items= Normal; Wealth = Very Poor;": "Items= Normal; Wealth = Very Poor;", + "Items= Normal; Wealth = Poor;": "Items= Normal; Wealth = Poor;", + "Items= Normal; Wealth = Normal;": "Items= Normal; Wealth = Normal;", + "Items= Normal; Wealth = Rich;": "Items= Normal; Wealth = Rich;", + "Items= Normal; Wealth = Very Rich;": "Items= Normal; Wealth = Very Rich;", + "Items= Rich; Wealth = Very Poor;": "Items= Rich; Wealth = Very Poor;", + "Items= Rich; Wealth = Poor;": "Items= Rich; Wealth = Poor;", + "Items= Rich; Wealth = Normal;": "Items= Rich; Wealth = Normal;", + "Items= Rich; Wealth = Rich;": "Items= Rich; Wealth = Rich;", + "Items= Rich; Wealth = Very Rich;": "Items= Rich; Wealth = Very Rich;", + "Items= Very Rich; Wealth = Very Poor;": "Items= Very Rich; Wealth = Very Poor;", + "Items= Very Rich; Wealth = Poor;": "Items= Very Rich; Wealth = Poor;", + "Items= Very Rich; Wealth = Normal;": "Items= Very Rich; Wealth = Normal;", + "Items= Very Rich; Wealth = Rich;": "Items= Very Rich; Wealth = Rich;", + "Items= Very Rich; Wealth = Very Rich;": "Items= Very Rich; Wealth = Very Rich;", + "Items= Special; Wealth = Special;": "Items= Special; Wealth = Special;", + "hits-per-level-difference": "Hits per Level Difference", + "stamina-bonus": "Stamina Bonus", + "armor-type-a": "AT", + "defensive-bonus-a": "DB", + "special-defenses-other-combat-information": "Special defences/other combat information", + "special-defence-and-other-combat-related-information": "Special defense and other combat-related information", + "attacks-code-reminder": "Attacks: (reminder: √=(if non-tiny crit, then next rnd); «=(if non-tiny crit, then same rnd))", + "other-attack-related-information": "Other attack-related information", + "percent-chance-of-attack-a": "% Chance", + "attack-weapon": "Attack/Weapon", + "show-roll-templates": "Show Roll Templates?", + "rolltemplate-intro": "All of the roll templates use flags to vary the roll template appearance. These flags are:", + "see-below-for-more-detail": "See below for more detail.", + "rmssattackroll-template-introduction": "This roll template allows up to 8 attacks to be displayed in the same block. If 'attackroll#' is a critical failure, it will display 'fumbleroll#'. 'Crit#' and 'critroll#' always display.", + "example-macro": "Example Macro", + "the": "The", + "pcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the right.", + "pc-attack-example": "This example displays two attacks pulled from Attack/Weapon 1 and 2.", + "attack-version2-npc": "Attack v2 (NPC)", + "npcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the left.", + "npcflag-definition2": "This example is set to whisper the NPC's attacks to the GM and uses @{Target} to show the defender's AT, DB, and Parry. A 15% arrow break notification is in the 'notes' section.", + "initiative-roll-template-info": "This roll template consists of 'name' 'check' and 'checkroll' on the same line. 'Notes' can be added below. There is no dividing line in this template.", + "initiative-flag-information": "can be used with the 'RMSSStdRoll' or 'RMSSAttack' and sets the 'name' this same yellow while adding a thin solid yellow dividing line.", + "rmssstdroll-template-info1": "In this roll template, the 'oedownroll' is called if the 'checkroll' results in a critical failure; so to model an open ended down d100, I call it with [[d100cf<5]].", + "rmssstdroll-template-info2": "If the roll type does not have an open ended down roll, but instead has a fumble, you can use 'fumbleroll', which gets its own line in the output instead of being placed on the same line as the roll like the 'oedownroll' does. It is called in the same way as 'oedownroll' i.e.: [[d100cf<@{attack1fumble}]].", + "rmssstdroll-template-info3": "The 'critroll' activates on a critical success and also gets its own line. For example, [[d100cs=66cs=100]] will show the critical success line for only a 66 and a 100 on the roll.", + "rmssstdroll-template-info4": "The next section is a repeating section where you can give a key and a value which will be displayed in columns. Key words which cannot be used (since they are used in other parts of the template) are:", + "rmssstdroll-template-info5": "The 'compcheck' line expects a comparison type roll [[d100<50]] and will display 'succeedcheck' if the result is a 1 or 'failcheck' if the result is a 0.", + "rmssstdroll-template-info6": "Any or all of the sections can be used; if you don't put in the key word, the section will not be displayed. Note that you cannot use the 'check' keyword by itself; you must include 'checkroll' as well for that section to display.", + "standard-roll-spell-check": "Standard Roll, Spell check", + "spellflag-definition": "keyword sets the dividing line to be a blue 4-pointed star pattern and the name to be blue.", + "standard-roll-ability-check": "Standard Roll, Ability check", + "abilityflag-definition": "keyword sets the name and dividing line brown.", + "standard-roll-save-check": "Standard Roll, Save check", + "saveflag-definition": "keyword sets the name and thick dividing line to be purple.", + "standard-roll-skill-check": "Standard Roll, Skill check", + "skillflag-definition": "keyword sets the name and double-arrow dividing line a darkish green.", + "standard-roll-skill-category-check": "Standard Roll, Skill Category check", + "skillcatflag-definition": "keyword sets the dividing line to be an upward pointed arrow and both it and the name are a teal color.", + "standard-roll-basic": "Standard Roll, Basic", + "basic-flag-definition1": "This basic grey and white appearance can be used with the various templates by setting", + "basic-flag-divider-appearance": "There is no dividing line with this appearance flag." +} \ No newline at end of file diff --git a/Rolemaster-Standard-System/translations/hu.json b/Rolemaster-Standard-System/translations/hu.json new file mode 100644 index 0000000000..185ad9daae --- /dev/null +++ b/Rolemaster-Standard-System/translations/hu.json @@ -0,0 +1,995 @@ +{ + "sheettype": "Sheet Type:", + "sheettypedescription": "PC is the sheet for Player Characters or NPC's with Player Character-like data. It contains tabs for stats, combat-related information, equipment, known spell lists, notes, experience, and a set-up tab. NPC is the sheet which matches the Creatures and Monster's data sets. It has room for additional notes as well as a JSON converter and JSON example data. Roll Template has information about the RMSS sheet's roll templates.", + "standard-stat-bonus-based-on-categories-directions": "Set to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "coins-per-pound-n": "Coins per Pound", + "coins-per-pound-desc": "Number of coins in a pound, RMSS suggested value is 64 coins weigh 1 pound.", + "dismiss-announcement": "Dismiss Announcement", + "pc": "PC", + "npc": "NPC", + "roll-templates": "Roll Templates", + "character": "Character", + "combat": "Combat", + "skills": "Skills", + "spells": "Spells", + "equipment": "Equipment", + "notes": "Notes", + "experience": "Experience", + "setup": "Setup", + "macros": "Macros", + "character-name": "Character Name", + "nickname": "Nickname", + "title(s)": "Title(s)", + "homeland": "Homeland", + "player": "Player", + "race": "Race", + "culture": "Culture", + "profession": "Profession", + "realm": "Realm", + "channeling": "Channeling", + "essence": "Essence", + "mentalism": "Mentalism", + "channeling-essence-t": "Chan/Ess", + "channeling-mentalism-t": "Chan/Ment", + "essence-mentalism-t": "Ess/Ment", + "arcane": "Arcane", + "deity": "Deity", + "level": "Level", + "experience-t": "Exp", + "stats": "Stats", + "stat": "Stat", + "temporary-t": "Temp", + "potential": "Potential", + "basic": "Basic", + "bonus": "Bonus", + "racial": "Racial", + "special": "Special", + "agility": "Agility", + "constitution": "Constitution", + "memory": "Memory", + "reasoning": "Reasoning", + "self-discipline": "Self Discipline", + "empathy": "Empathy", + "intuition": "Intuition", + "presence": "Presence", + "quickness": "Quickness", + "strength": "Strength", + "development-points": "Development Points", + "fates": "Fates", + "role-traits": "Role Traits", + "appearance": "Appearance", + "gender": "Gender", + "apparent-age": "Apparent Age", + "actual-age": "Actual Age", + "skin-color": "Skin Color", + "eyes": "Eyes", + "hair": "Hair", + "height-in": "Height", + "foot-a": "ft", + "inch-a": "in", + "weight": "Weight", + "size": "Size", + "current-movement-rate": "Current Movement Rate", + "base-movement-rate": "Base Movement Rate", + "bonus-base-movement-rate": "Bonus Base Movement Rate", + "running-horizontal-jump": "Running Horizontal Jump", + "standing-horizontal-jump": "Standing Horizontal Jump", + "running-vertical-jump": "Running Vertical Jump", + "standing-vertical-jump": "Standing Vertical Jump", + "race-stat-fixed-information": "Race/Stat Fixed Information", + "soul-departure": "Soul Departure", + "rounds-a": "rnds", + "recovery-multiplier": "Recovery Multiplier", + "race-type-for-stat-loss": "Race Type (for stat loss)", + "recovery-rates": "Recovery Rates", + "hit-points-per-hour-resting": "Hit Points / hr resting", + "power-points-per-hour-resting": "Power Points / hr resting", + "hit-points-per-3-hours-sleeping": "Hit Points / 3 hrs sleep", + "power-points-per-3-hours-sleeping": "Power Points / 3 hrs sleep", + "hit-points-per-3-hours-active": "Hit Points / 3 hrs active", + "power-points-per-3-hours-active": "Power Points / 3 hrs active", + "exhaustion-points-per-minute-resting": "Exhaustion Points / min resting", + "exhaustion-points-per-half-hour-sleeping": "Exhaustion Points / .5 hrs sleep", + "exhaustion-points-per-3-minutes-active": "Exhaustion Points / 3 mins active", + "languages": "Languages", + "language": "Language", + "spoken": "Spoken", + "written": "Written", + "trade": "Trade", + "racial-notes": "Racial Notes", + "cultural-notes": "Cultural Notes", + "character-notes": "Character Notes", + "other": "Other", + "hit-points": "Hit Points", + "power-points": "Power Points", + "exhaustion-points": "Exhaustion Points", + "initiative": "Initiative", + "rounds-of-stun-before-unconsciousness-a": "Rnds stun b4 unc", + "power-point-multiplier-a": "PP Mult", + "adder": "Adder", + "used": "used", + "bonus-exhaustion-points": "Bonus Exhaustion Points", + "bonus-mental-exhaustion-points": "Bonus Mental Exhaustion Points", + "exhaustion-points-remaining-a": "Exh. Pts Remaining", + "mental-exhaustion-points-remaining-a": "Ment. Exh. Pts Remaining", + "exhaustion-point-scaling": "Exhaustion Point Scaling", + "more-than": "more than", + "quickness-bonus-a": "Qu bonus", + "initiative-bonus-a": "Init bonus", + "armor": "Armor", + "worn": "Worn", + "primary": "Primary", + "secondary": "Secondary", + "tertiary": "Tertiary", + "active": "Active", + "armor-type": "Armor Type", + "armor-type-function-as": "Functions As", + "1-skin-cloth": "1 - Skin/Cloth", + "2-robes": "2 - Robes", + "3-light-hide": "3 - Light Hide", + "4-heavy-hide": "4 - Heavy Hide", + "5-leather-jerkin": "5 - Leather Jerkin", + "6-leather-coat": "6 - Leather Coat", + "7-reinforced-leather-coat": "7 - Reinforced Leather Coat", + "8-reinforced-full-length-leather-coat": "8 - Reinforced Full-Length Leather Coat", + "9-rigid-leather-breastplate": "9 - Rigid Leather Breastplate", + "10-rigid-leather-breastplate-and-greaves": "10 - Rigid Leather Breastplate & Greaves", + "11-half-hide-plate": "11 - Half-Hide Plate", + "12-full-hide-plate": "12 - Full-Hide Plate", + "13-chain-shirt": "13 - Chain Shirt", + "14-chain-shirt-and-greaves": "14 - Chain Shirt & Greaves", + "15-full-chain": "15 - Full Chain", + "16-chain-hauberk": "16 - Chain Hauberk", + "17-metal-breastplate": "17 - Metal Breastplate", + "18-metal-breastplate-and-greaves": "18 - Metal Breastplate & Greaves", + "19-half-plate": "19 - Half Plate", + "20-full-plate": "20 - Full Plate", + "percent-weight": "% Weight", + "weight-penalty": "Weight Penalty", + "minimum-maneuver-penalty": "Min Maneuver Penalty", + "missile-penalty": "Missile Penalty", + "armor-defensive-bonus": "Armor Defensive Bonus", + "quickness-penalty": "Quickness Penalty", + "quickness-bonus": "Quickness Bonus", + "adrenal-defense": "Adrenal Defense", + "shield-melee": "Shield (melee)", + "shield-ranged": "Shield (ranged)", + "shield-defensive-bonus": "Shield Defensive Bonus", + "versus-evil-spell-casters-resistance-roll-defensive-bonus": "Vs Evil Spell Casters (RR/DB)", + "other-magic-bonus": "Other Magic Bonus", + "temporary-bonus": "Temporary Bonus", + "parry": "Parry", + "defensive-bonus-melee": "Defensive Bonus (vs Melee):", + "defensive-bonus-ranged": "Defensive Bonus (vs Ranged):", + "total-defensive-bonus": "Total Defensive Bonus:", + "resistances": "Resistances", + "conditional-defenses": "Conditional Defenses", + "special-a": "Spec", + "total": "Total", + "intuition-a": "In", + "empathy-a": "Em", + "presence-a": "Pr", + "channeling-a": "Chan", + "essence-a": "Ess", + "mentalism-a": "Ment", + "poison": "Poison", + "constitution-a": "Co", + "disease": "Disease", + "fear": "Fear", + "self-discipline-a": "SD", + "will": "Will", + "reasoning-a": "Re", + "copyob": "Copy OB", + "attacks": "Attacks", + "attack": "Attack", + "weapon": "Weapon", + "type": "Type", + "offensive-bonus-a": "OB", + "fumble": "Fumble", + "strength-t": "Str", + "breakage-number-a": "B#", + "range": "Range", + "macro": "Macro", + "attack-calculation-a": "ACalc", + "roll-type-a": "RType", + "attack-name": "Attack Name", + "melee": "Melee", + "ranged": "Ranged", + "basic-spell": "Basic Spell", + "directed-spell": "Directed Spell", + "area-spell": "Area Spell", + "category": "Category", + "skill": "Skill", + "category-total-a": "Cat/Total", + "ranks": "Ranks", + "rank": "Rank", + "or-category": "or Category", + "item": "Item", + "armor-heavy": "Armor, Heavy", + "strength-a": "St", + "agility-a": "Ag", + "plate": "Plate", + "armor-light": "Armor, Light", + "soft-leather": "Soft Leather", + "rigid-leather": "Rigid Leather", + "armor-medium": "Armor, Medium", + "chain": "Chain", + "artistic": "Artistic", + "artistic-active": "Artistic, Active", + "acting": "Acting", + "dancing": "Dancing", + "mimery": "Mimery", + "mimicry": "Mimicry", + "memory-a": "Me", + "play-instrument": "Play Instrument", + "poetic-improvisation": "Poetic Improvisation", + "singing": "Singing", + "tale-telling": "Tale Telling", + "ventriloquism": "Ventriloquism", + "artistic-passive": "Artistic, Passive", + "music": "Music", + "painting": "Painting", + "poetry": "Poetry", + "sculpting": "Sculpting", + "athletic": "Athletic", + "athletic-brawn": "Athletic, Brawn", + "athletic-games-brawn": "Athletic Games (Brawn)", + "jumping": "Jumping", + "power-striking": "Power-striking", + "power-throwing": "Power-throwing", + "weight-lifting": "Weight-lifting", + "athletic-endurance": "Athletic, Endurance", + "athletic-games-endurance": "Athletic Games (Endurance)", + "distance-running": "Distance Running", + "rowing": "Rowing", + "scaling": "Scaling", + "sprinting": "Sprinting", + "quickness-a": "Qu", + "swimming": "Swimming", + "athletic-gymnastics": "Athletic, Gymnastics", + "acrobatics": "Acrobatics", + "athletic-games-gymnastics": "Athletic Games (Gymnastics)", + "climbing": "Climbing", + "contortions": "Contortions", + "diving": "Diving", + "flying-gliding": "Flying/Gliding", + "juggling": "Juggling", + "pole-vaulting": "Pole-vaulting", + "rappelling": "Rappelling", + "skating": "Skating", + "skiing": "Skiing", + "stilt-walking": "Stilt-walking", + "surfing": "Surfing", + "tightrope-walking": "Tightrope-walking", + "tumbling": "Tumbling", + "awareness": "Awareness", + "awareness-perceptions": "Awareness, Perceptions", + "alertness": "Alertness", + "sense-ambush": "Sense Ambush", + "awareness-searching": "Awareness, Searching", + "detect-traps": "Detect Traps", + "lie-perception": "Lie Perception", + "locate-hidden": "Locate Hidden", + "observation": "Observation", + "poison-perception": "Poison Perception", + "reading-tracks": "Reading Tracks", + "surveillance": "Surveillance", + "tracking": "Tracking", + "awareness-senses": "Awareness, Senses", + "direction-sense": "Direction Sense", + "reality-awareness": "Reality Awareness", + "sense-awareness": "Sense Awareness", + "situational-awareness": "Situational Awareness", + "spatial-location-awareness": "Spatial Location Awareness", + "time-sense": "Time Sense", + "body-development": "Body Development", + "combat-maneuvers": "Combat Maneuvers", + "combined": "Combined", + "adrenal-deflecting": "Adrenal Deflecting", + "mounted-combat": "Mounted Combat", + "quickdraw": "Quickdraw", + "reverse-stroke": "Reverse Stroke", + "subdual": "Subdual", + "swashbuckling": "Swashbuckling", + "tumbling-evasion": "Tumbling Evasion", + "two-weapon-fighting": "Two-Weapon Fighting", + "communications": "Communications", + "language-name": "Language Name", + "lip-reading": "Lip Reading", + "signaling": "Signaling", + "crafts": "Crafts", + "cooking": "Cooking", + "drafting": "Drafting", + "fletching": "Fletching", + "horticulture": "Horticulture", + "leather-crafts": "Leather-crafts", + "metal-crafts": "Metal-crafts", + "rope-mastery": "Rope Mastery", + "scribing": "Scribing", + "service": "Service", + "sewing-weaving": "Sewing/Weaving", + "skinning": "Skinning", + "stone-crafts": "Stone-crafts", + "trapping": "Trapping", + "wood-crafts": "Wood-crafts", + "directed-spells": "Directed Spells", + "fire-bolt": "Fire Bolt", + "ice-bolt": "Ice Bolt", + "lightning-bolt": "Lightning Bolt", + "shock-bolt": "Shock Bolt", + "water-bolt": "Water Bolt", + "other-bolt": "Other Bolt", + "influence": "Influence", + "bribery": "Bribery", + "diplomacy": "Diplomacy", + "duping": "Duping", + "interrogation": "Interrogation", + "leadership": "Leadership", + "propaganda": "Propaganda", + "public-speaking": "Public Speaking", + "seduction": "Seduction", + "trading": "Trading", + "lore": "Lore", + "lore-general": "Lore-General", + "culture-lore": "Culture Lore", + "fauna-lore": "Fauna Lore", + "flora-lore": "Flora Lore", + "heraldry": "Heraldry", + "history": "History", + "philosophy": "Philosophy", + "region-lore": "Region Lore", + "religion": "Religion", + "other-general-lore": "Other General Lore", + "lore-magical": "Lore-Magical", + "artifact-lore": "Artifact Lore", + "circle-lore": "Circle Lore", + "planar-lore": "Planar Lore", + "spell-lore": "Spell Lore", + "symbol-lore": "Symbol Lore", + "undead-lore": "Undead Lore", + "warding-lore": "Warding Lore", + "lore-obscure": "Lore-Obscure", + "demon-devil-lore": "Demon/Devil Lore", + "dragon-lore": "Dragon Lore", + "faerie-lore": "Faerie Lore", + "xeno-lore": "Xeno-lore", + "lore-technical": "Lore-Technical", + "herb-lore": "Herb Lore", + "lock-lore": "Lock Lore", + "metal-lore": "Metal Lore", + "poison-lore": "Poison Lore", + "stone-lore": "Stone Lore", + "trading-lore": "Trading Lore", + "martial-arts": "Martial Arts", + "martial-arts-striking": "Martial Arts-Striking", + "boxing": "Boxing", + "striking-degree-1": "Striking Degree 1", + "striking-degree-2": "Striking Degree 2", + "striking-degree-3": "Striking Degree 3", + "striking-degree-4": "Striking Degree 4", + "tackling": "Tackling", + "martial-arts-sweeps": "Martial Arts-Sweeps", + "blocking": "Blocking", + "sweeps-degree-1": "Sweeps Degree 1", + "sweeps-degree-2": "Sweeps Degree 2", + "sweeps-degree-3": "Sweeps Degree 3", + "sweeps-degree-4": "Sweeps Degree 4", + "wrestling": "Wrestling", + "outdoor": "Outdoor", + "outdoor-animal": "Outdoor-Animal", + "animal-handling": "Animal Handling", + "animal-healing": "Animal Healing", + "animal-mastery": "Animal Mastery", + "animal-training": "Animal Training", + "driving": "Driving", + "herding": "Herding", + "riding": "Riding", + "outdoor-environmental": "Outdoor-Environmental", + "caving-spelunking": "Caving (Spelunking)", + "foraging": "Foraging", + "hunting": "Hunting", + "star-gazing": "Star-gazing", + "survival": "Survival", + "weather-watching": "Weather Watching", + "power": "Power", + "power-awareness": "Power Awareness", + "attunement": "Attunement", + "divination": "Divination", + "power-perception": "Power Perception", + "read-runes": "Read Runes", + "power-manipulation": "Power Manipulation", + "magic-ritual": "Magic Ritual", + "spell-mastery": "Spell Mastery", + "transcend-armor": "Transcend Armor", + "power-point-development": "Power Point Development", + "science-analytic": "Science/Analytic", + "science-analytic-basic": "Science/Analytic-Basic", + "basic-math": "Basic Math", + "research": "Research", + "science-analytic-specialized": "Science/Analytic-Specialized", + "advanced-math": "Advanced Math", + "anthropology": "Anthropology", + "alchemy": "Alchemy", + "astronomy": "Astronomy", + "biochemistry": "Biochemistry", + "psychology": "Psychology", + "self-control": "Self Control", + "adrenal-balance": "Adrenal Balance", + "adrenal-concentration": "Adrenal Concentration", + "adrenal-landing": "Adrenal Landing", + "adrenal-leaping": "Adrenal Leaping", + "adrenal-quickdraw": "Adrenal Quickdraw", + "adrenal-speed": "Adrenal Speed", + "adrenal-stabilization": "Adrenal Stabilization", + "adrenal-strength": "Adrenal Strength", + "cleansing-trance": "Cleansing Trance", + "control-lycanthropy": "Control Lycanthropy", + "death-trance": "Death Trance", + "frenzy": "Frenzy", + "healing-trance": "Healing Trance", + "meditation": "Meditation", + "mnemonics": "Mnemonics", + "sleep-trance": "Sleep Trance", + "stunned-maneuvering": "Stunned Maneuvering", + "special-attacks": "Special Attacks", + "brawling": "Brawling", + "disarm-foe-armed": "Disarm Foe (Armed)", + "disarm-foe-armed-vs-1-handed": "Disarm Foe (Armed) vs 1-Handed", + "disarm-foe-armed-vs-2-handed": "Disarm Foe (Armed) vs 2-Handed", + "disarm-foe-armed-vs-pole-arm": "Disarm Foe (Armed) vs Pole Arm", + "disarm-foe-armed-vs-two-weapon-combination": "Disarm Foe (Armed) vs Two Weapon Combo", + "disarm-foe-unarmed": "Disarm Foe (Unarmed)", + "disarm-foe-unarmed-vs-1-handed-edged": "Disarm Foe (Unarmed) vs 1-Handed-Edged", + "disarm-foe-unarmed-vs-1-handed-concussion": "Disarm Foe (Unarmed) vs 1-Handed-Concussion", + "disarm-foe-unarmed-vs-2-handed": "Disarm Foe (Unarmed) vs 2-Handed", + "disarm-foe-unarmed-vs-pole-arm": "Disarm Foe (Unarmed) vs Pole Arm", + "jousting-lancing": "Jousting (Lancing)", + "special-defenses": "Special Defenses", + "none-u": "NONE", + "adrenal-toughness": "Adrenal Toughness", + "spell-skills": "Spell Skills", + "spell-skills-lists-location": " Spell skills/lists are on Spell tab. ", + "subterfuge": "Subterfuge", + "subterfuge-attack": "Subterfuge-Attack", + "ambush": "Ambush", + "silent-kill": "Silent Kill", + "subterfuge-mechanics": "Subterfuge-Mechanics", + "camouflage": "Camouflage", + "disarming-traps": "Disarming Traps", + "disguise": "Disguise", + "counterfeiting": "Counterfeiting", + "forgery": "Forgery", + "hiding-items": "Hiding Items", + "picking-locks": "Picking Locks", + "setting-traps": "Setting Traps", + "trap-building": "Trap Building", + "using-removing-poison": "Using/Removing Poison", + "subterfuge-stealth": "Subterfuge-Stealth", + "hiding": "Hiding", + "picking-pockets": "Picking Pockets", + "stalking": "Stalking", + "trickery": "Trickery", + "technical-trade": "Technical/Trade", + "technical-trade-general": "Technical/Trade-General", + "begging": "Begging", + "first-aid": "First Aid", + "gambling": "Gambling", + "mapping": "Mapping", + "operating-equipment": "Operating Equipment", + "orienteering": "Orienteering", + "sailing": "Sailing", + "tactical-games": "Tactical Games", + "using-prepared-herbs": "Using Prepared Herbs", + "technical-trade-professional": "Technical/Trade-Professional", + "advertising": "Advertising", + "architecture": "Architecture", + "diagnostics": "Diagnostics", + "dowsing": "Dowsing", + "engineering": "Engineering", + "mechanition": "Mechanition", + "military-organization": "Military Organization", + "mining": "Mining", + "second-aid": "Second Aid", + "surgery": "Surgery", + "technical-trade-vocational": "Technical/Trade-Vocational", + "administration": "Administration", + "appraisal": "Appraisal", + "boat-pilot": "Boat Pilot", + "cartography": "Cartography", + "evaluate-armor": "Evaluate Armor", + "evaluate-metal": "Evaluate Metal", + "evaluate-stone": "Evaluate Stone", + "evaluate-weapon": "Evaluate Weapon", + "gimmickry": "Gimmickry", + "hypnosis": "Hypnosis", + "midwifery": "Midwifery", + "navigation": "Navigation", + "preparing-herbs": "Preparing Herbs", + "preparing-poisons": "Preparing Poisons", + "siege-engineering": "Siege Engineering", + "tactics": "Tactics", + "urban": "Urban", + "contacting": "Contacting", + "mingling": "Mingling", + "scrounging": "Scrounging", + "streetwise": "Streetwise", + "weapons": "Weapon", + "1-handed-concussion-a": "1-H Concussion", + "wc1": "WC1", + "wc2": "WC2", + "wc3": "WC3", + "wc4": "WC4", + "wc5": "WC5", + "wc6": "WC6", + "wc7": "WC7", + "1-handed-concussion-weapon-name": "1 Handed Concussion Weapon Name", + "1-hand-edged": "1-Hand Edged", + "1-handed-edged-weapon-name": "1 Handed Edged Weapon Name", + "2-handed": "2-Handed", + "2-handed-weapon-name": "2-Handed Weapon Name", + "missile": "Missile", + "missile-weapon-name": "Missile Weapon Name", + "missile-artillery": "Missile Artillery", + "missile-artillery-weapon-name": "Missile Artillery Weapon Name", + "thrown": "Thrown", + "thrown-weapon-name": "Thrown Weapon Name", + "pole-arms": "Pole Arms", + "pole-arm-weapon-name": "Pole Arm Weapon Name", + "other-skills": "Other Skills", + "category-skill": "Category/Skill", + "category-a": "Cat", + "progression": "Progression", + "stat1": "Stat1", + "stat2": "Stat2", + "stat3": "Stat3", + "profession-a": "Prof", + "standard": "Standard", + "special-spell": "Special/Spell", + "body-development-a": "Bodydev", + "power-point-development-a": "PPDev", + "custom1": "Custom1", + "custom2": "Custom2", + "same-realm-own-base-spells": "Same Realm Own Base Spells", + "stat-bonus": "Stat bonus", + "profession-bonus": "Profession bonus", + "special-bonus": "Special bonus", + "total-bonus": "Total bonus", + "spell-list-name": "Spell List Name", + "same-realm-open-spells": "Same Realm Open Spells", + "same-realm-closed-spells": "Same Realm Closed Spells", + "same-realm-other-base-spell": "Same Realm Other Base Spells", + "other-realm-open-spells": "Other Realm Open Spells", + "other-realm-closed-spells": "Other Realm Closed Spells", + "other-realm-base-spells": "Other Realm Base Spells", + "arcane-open-spells": "Arcane Open Spells", + "arcane-closed-spells": "Arcane Closed Spells", + "arcane-own-base-spells": "Arcane Own Base Spells", + "arcane-other-base-spells": "Arcane Other Base Spells", + "coins": "Coins", + "gems-and-jewelry": "Gems & Jewelry", + "mithril": "Mithril", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "bronze": "Bronze", + "copper": "Copper", + "tin": "Tin", + "iron": "Iron", + "coin-total": "Coin Total", + "coin-weight": "Coin Weight (lbs)", + "total-weight": "Total Weight", + "pounds-a": "lbs.", + "weight-allowance": "Weight Allowance", + "base-weight-allowance": "Base Weight Allowance", + "bonus-weight-allowance": "Bonus Weight Allowance", + "encumbrance-penalty": "Encumbrance Penalty", + "weight-worn-carried": "Weight Worn/Carried", + "weight-in-backpack": "Weight in Backpack", + "weight-in-storage1": "Weight in Storage (Location 1)", + "weight-in-storage2": "Weight in Storage (Location 2)", + "weight-worn-armor": "Armor/Clothing Weight (does not encumber)", + "weight-worn-othernone": "Other/No Location Category Weight (does not encumber)", + "items": "Item", + "amount-a": "Amt", + "each": "each", + "location": "Location", + "none": "None", + "worn-carried": "Worn/Carried", + "backpack-or-other-droppable": "Backpack (or other easy to drop)", + "stored1-pack-animal-lodging-etc": "1 Storage Loc 1 (Pack animal, lodging, etc.)", + "stored2-pack-animal-lodging-etc": "2 Storage Loc 2 (Pack animal, lodging, etc.)", + "armor-clothing-no-encumbrance": "Armor/Clothing (does not encumber)", + "notes-section1": "Notes Section1", + "date": "Date", + "note-etc": "Note etc", + "notes-section2": "Notes Section2", + "total-experience": "Total Experience", + "not-copied": "Not Copied", + "experience-copied-to-pc-character-tab": "XP copied to PC/Char tab", + "experience-tracker": "Experience Tracker", + "session-notes-important-information": "Session notes/important information", + "pronouns": "Pronouns", + "directions-for-pronoun-section": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "upper-case": "Upper Case", + "subjective": "Subjective", + "he-she-it-they-etc-uf": "He/She/It/They/etc", + "objective": "Objective", + "him-her-it-them-etc-uf": "Him/Her/It/Them/etc", + "possessive": "Possessive", + "his-hers-its-their-etc-uf": "His/Hers/Its/Their/etc", + "lower-case": "Lower Case", + "he-she-it-they-etc": "he/she/it/they/etc", + "him-her-it-them-etc": "him/her/it/them/etc", + "his-hers-its-their-etc": "his/hers/its/their/etc", + "stat-bonus-setup-for-skills": "Stat Bonus Setup For Skills", + "variable-stat-bonus-based-on-skills": "Variable Stat Bonuses for Skills Based on Skill", + "variable-stat-bonus-directions": "Set up to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "standard-stat-bonus-based-on-categories": "Standard Stat Bonuses for Skills Based on Categories.", + "stats-standard-stats-for-skills": "(Check the box to switch to the standard category stats for the skills.)", + "auto-calculations-setup": "Auto Calculations Setup", + "auto-calculations-primary-directions": "Check the box(es) next to the area(s) you wish to have autocalculated. All calculations are per the rules in the RMSS Standard Rules.", + "auto-calculate-everything": "Auto calculate everything.", + "stats-skills-ranks-etc": "(stats, skills/skill ranks, etc)", + "auto-calculate-stat-bonuses": "Auto calculate Stat bonuses.", + "auto-calculate-experience-for-next-level": "Auto calculate experience needed for next level (using RMSS std scale where level 1 is at 10000 xp).", + "auto-calculate-development-points": "Auto calculate development points.", + "auto-calculate-rank-bonus-information": "Auto calculate Skill and Spell rank bonuses. These include PPDev and BodyDev and use the values in the Progression set-up table below.", + "auto-populate-racial-information": "Auto populate Racial bonuses for Stats, Resistances, Soul Departure, Recovery Multiplier, and PPDev/BodyDev skill progression, for races in the Rolemaster Standard Rules book.", + "supported": "Supported", + "racial-box-additional-information": "If this box is checked and the Race field does not match the spelling of one of the above races, no bonuses will be populated. To clear the racial bonuses, enter the keyword", + "auto-populate-profession-information": "Auto populate profession skill-category bonuses for professions in the Rolemaster Standard Rules book.", + "profession-box-additional-information": "If this box is checked and the Profession field does not match the spelling of one of the above professions, no bonuses will be populated. To clear the profession bonuses, enter the keyword", + "unchecking-boxes-information": "Uncheck the boxes if you no longer wish to auto-calc that area; values will not revert to previously entered values so do not check if you wish to keep current values.", + "attack-calculation-setup": "Attack Calculation Setup", + "attack-calculation-setup-directions": "Ajust these calculations to adjust how attacks are calculated. This will affect all attack calculations in the selects on the Combat tab. Attack types are: Melee, Ranged, Basic Spell, Directed Spell, and Area Spell. The roll and the attack bonus are hard-coded into the attack; the queries can be ajusted to game specifications.", + "melee-attack-calculation": "Melee Attack Calculation.", + "ranged-attack-calculation": "Ranged Attack Calculation.", + "basic-spell-attack-calculation": "Basic Spell Attack Calculation.", + "directed-spell-attack-calculation": "Directed Spell Attack Calculation.", + "area-spell-attack-calculation": "Area Spell Attack Calculation.", + "skill-progression-setup": "Skill Progression Setup", + "skill-progression-information": "These Skill Rank Progressions are per the rules in the RMSS Standard Rules.", + "copyobinfo": "Copy Offensive Bonus from Skills tab to Combat tab.", + "copyobdetails": "Names must match exactly. Will try to match to subnames instead of skill name. Does not match to spell lists. If it cannot find a match, it will revert to whatever is in the OB spot currently.", + "recalculate-skill-totals": "Recalculate skill totals", + "recalculate-skills": "Recalculate all category and skill totals.", + "recalc-skill-additional": "Includes recopying stat scores over to category and skills, recopying the category bonus to each skill, and then calculating the resulting total.", + "othercharsetup": "Other Character Setup", + "directions-for-othercharsetup-section": "Setup for miscellaneous bonuses and penalties, often from talents and/or flaws.", + "high_open-ended-roll-value": "High Open Ended Roll Value", + "low-open-ended-roll-value": "Low Open Ended Roll Value", + "encumbrance-penalty-scaling": "Encumbrance Penalty Scaling", + "weight-unit": "Unit for Weight", + "height-unit": "Unit for Height", + "change-height-unit": "Change from inches to centimeters or other length unit of choice.", + "change-weight-unit": "Change from pounds to kilograms or other weight unit of choice.", + "movement-calculation-plea": "Movement calculations for centimeters/meters are not in; if you know what the formula looks like, please let me know.", + "coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)", + "standard-progression": "Standard Progression", + "progression-for-standard-progression-skills": "Progression for Standard-Progression Skills", + "category-progression": "Category Progression", + "progression-for-standard-progression-skill-categories": "Progression for Standard-Progression Skill Categories", + "combined-progression": "Combined Progression", + "progression-for-combined-progression-skills": "Progression for Combined-Progression Skills", + "special-progression": "Special Progression", + "progression-for-spells-and-skills-with-special-progression": "Progression for Spells and Skills with Special-Progression", + "body-development-progression": "Body Development Progression", + "progression-for-body-development-for": "Progression for Body Development for", + "power-point-progression": "Power Point Progression", + "progression-for-power-point-development-for": "Progression for Power Point Development for", + "custom-progression1": "Custom Progression1", + "custom-skill-progression1-for-custom-skills": "Custom Skill Progression1 (for custom skills)", + "custom-progression2": "Custom Progression2", + "custom-skill-progression2-for-custom-skills": "Custom Skill Progression2 (for custom skills)", + "stat-rolls": "Stat Rolls", + "resistance-rolls": "Resistance Rolls", + "skill-checks": "Skill Checks", + "armor-skills": "Armor Skills", + "artistic-skills": "Artistic Skills", + "athletic-skills": "Athletic Skills", + "awareness-skills": "Awareness Skills", + "combat-maneuver-skills": "Combat Maneuver Skills", + "communication-skills": "Communication Skills", + "craft-skills": "Craft Skills", + "influence-skills": "Influence Skills", + "lore-skills": "Lore Skills", + "outdoor-skills": "Outdoor Skills", + "power-skills": "Power Skills", + "science-analytic-skills": "Science/Analytic Skills", + "self-control-skills": "Self Control Skills", + "special-attack-defense-skills": "Special Attack/Defence Skills", + "subterfuge-skills": "Subterfuge Skills", + "technical-trade-skills": "Technical/Trade Skills", + "urban-skills": "Urban Skills", + "base-lists": "Base Lists", + "open-lists": "Open Lists", + "closed-lists": "Closed Lists", + "other-base-lists": "Other Base Lists", + "other-realm-open-lists": "Other Realm Open Lists", + "other-realm-closed-lists": "Other Realm Closed Lists", + "other-realm-base-lists": "Other Realm Base Lists", + "arcane-open-lists": "Arcane Open Lists", + "arcane-closed-lists": "Arcane Closed Lists", + "arcane-own-base-lists": "Arcane Own Base Lists", + "arcane-other-base-lists": "Arcane Other Base Lists", + "name": "Name", + "demon-type-or-undead-class": "Demon Type or Undead Class", + "level-code": "Level Code", + "movement-combat": "Movement/Combat", + "encounter-stats": "Encounter Stats", + "general-description": "General Description", + "input": "Input", + "npc-input": "NPC Input", + "npc-input-for-import": "NPC input for import", + "npc-import": "NPC Import.", + "npc-import-directions": "Click this box to import data from the input above to fill in the npc sheet. This will overwrite any information already in the NPC sheet. This operation is not reversable.", + "npc-import-data-format": "The data should be in the following format:", + "other-information": "Other Information", + "enter-other-information-here": "Enter other information here", + "carry-capacity": "Carry Capacity", + "riding-bonus": "Riding Bonus", + "description": "Description", + "npc-description": "NPC Description", + "lifestyle": "Lifestyle", + "npc-lifestyle": "NPC Lifestyle", + "npc-combat": "NPC Combat", + "background": "Background", + "npc-background": "NPC Background", + "observations": "Observations", + "npc-observations": "NPC Observations", + "number-encountered-a": "# Encountered", + "offspring": "Offspring", + "treasure": "Treasure", + "bonus-experience-a": "Bonus XP", + "outlook": "Outlook", + "none(---)": "---", + "aggressive-a": "Aggres.", + "aloof": "Aloof", + "altruistic-a": "Altru.", + "belligerent-a": "Bellig.", + "berserk": "Berserk", + "carefree": "Carefree", + "cruel": "Cruel", + "domineering-a": "Domin.", + "good": "Good", + "greedy": "Greedy", + "hostile": "Hostile", + "hungry": "Hungry", + "inquisitive-a": "Inquis.", + "jumpy": "Jumpy", + "mission": "Mission", + "normal": "Normal", + "passive": "Passive", + "playful": "Playful", + "protective-a": "Protect", + "timid": "Timid", + "varies": "Varies", + "unknown": "Unknown", + "iq": "IQ", + "habitat-codes": "Habitat Codes", + "no-preferred-special-features": " No preferred special features. ", + "none-appropriate": " None appropriate. ", + "climate-hot-humid-temp-hot-humidity-precipitation-rainy-humid": " Climate=hot/humid; Temp=hot; Humidity/Precipitation=rainy, humid. ", + "climate-hot-average-temp-hot-humidity-precipitation-temperate": " Climate=hot/average; Temp=hot; Humidity/Precipitation=temperate. ", + "climate-hot-dry-temp-hot-humidity-precipitation-dry-arid": " Climate=hot/dry; Temp=hot; Humidity/Precipitation=dry, arid. ", + "climate-warm-humid-temp-warm-temperate-humidity-precipitation-rainy-humid": " Climate=warm/humid; Temp=warm, temperate; Humidity/Precipitation=rainy, humid. ", + "climate-warm-average-temp-warm-temperate-humidity-precipitation-temperate": " Climate=warm/average; Temp=warm, temperate; Humidity/Precipitation=temperate. ", + "climate-warm-dry-temp-warm-temperate-humidity-precipitation-dry-arid": " Climate=warm/dry; Temp=warm, temperate; Humidity/Precipitation=dry, arid. ", + "climate-cool-humid-temp-cool-humidity-precipitation-rainy-humid": "Climate=cool/humid; Temp=cool; Humidity/Precipitation=rainy, humid. ", + "climate-cool-average-temp-cool-humidity-precipitation-temperate": " Climate=cool/average; Temp=cool; Humidity/Precipitation=temperate. ", + "climate-cool-dry-temp-cool-humidity-precipitation-dry-arid": " Climate=cool/dry; Temp=cool; Humidity/Precipitation=dry, arid. ", + "climate-frigid-temp-cool-humidity-precipitation-arid": " Climate=frigid; Temp=cool; Humidity/Precipitation=arid. ", + "clear-all": "Clear all", + "environment-codes": "Environment Codes", + "special-features": "Special Features", + "enchanted-or-magical-places": " Enchanted or magical places. ", + "cross-over-points-between-dimensions": " Cross-over points between dimensions. ", + "near-villages-towns-cities-or-castles": " Near villages, towns, cities, or castles. ", + "volcanic-areas": " Volcanic areas. ", + "cavern-complexes": " Cavern complexes. ", + "battlefields-or-shipwrecks": " Battlefields or shipwrecks. ", + "rural-inhabited-or-cultivated-areas": " Rural inhabited or cultivated areas. ", + "cave-entrances-overhangs-or-lairs": " Cave entrances, overhangs, or lairs. ", + "burial-areas": " Burial areas. ", + "ruins": " Ruins. ", + "water-sources": "Water Sources", + "no-preferred-watersources": " No preferred watersources. ", + "breaks-or-wadis": " Breaks or wadis. ", + "freshwater-coasts-and-banks": " Freshwater coasts and banks. ", + "glaciers-or-snowfields": " Glaciers or snowfields. ", + "tropical-islets-reefs-and-or-atolls": " Tropical islets, reefs, and/or atolls. ", + "lakes-or-rivers": " Lakes or rivers. ", + "marshes-or-swamps": " Marshes or swamps. ", + "oceans": " Oceans. ", + "oasis-or-isolated-water-sources": " Oasis or isolated water sources. ", + "saltwater-shores-or-shallows": " Saltwater shores or shallows. ", + "deserts": " Deserts. ", + "terrain": "Terrain", + "no-preferred-terrain": " No preferred terrain. ", + "alpine-high-altitude-and-or-mountainous": " Alpine, high altitude, and/or mountainous. ", + "rough-rugged-and-or-rocky-hills": " Rough, rugged, and/or rocky hills. ", + "underground": " Underground. ", + "waste-and-or-barren": " Waste and/or barren. ", + "vegetation": "Vegetation", + "no-preferred-vegetation": " No preferred vegetation. ", + "coniferous-forest-and-or-taiga": " Coniferous forest and/or taiga. ", + "deciduous-coniferous-mixed-forest": " Deciduous/coniferous (mixed) forest. ", + "heath-scrub-and-or-moor": " Heath, scrub, and/or moor. ", + "jungle-and-or-rainforest": " Jungle and/or rain forest. ", + "plains-and-or-grassland": " Plains and/or grassland. ", + "tundra": " Tundra. ", + "frequency": "Frequency", + "1-routine": "1 - Routine", + "2-easy": "2 - Easy", + "3-light": "3 - Light", + "4-medium": "4 - Medium", + "5-hard": "5 - Hard", + "6-very-hard": "6 - Very Hard", + "7-extremely-hard": "7 - Extremely Hard", + "8-sheer-folly": "8 - Sheer Folly", + "9-absurd": "9 - Absurd", + "Unknown": "Unknown", + "Hunting modifier=+30; Frequency Occurring=100%": "Hunting modifier=+30; Frequency Occurring=100%", + "Hunting modifier=+20; Frequency Occurring=90%": "Hunting modifier=+20; Frequency Occurring=90%", + "Hunting modifier=+10; Frequency Occurring=75%": "Hunting modifier=+10; Frequency Occurring=75%", + "Hunting modifier=+0; Frequency Occurring=50%": "Hunting modifier=+0; Frequency Occurring=50%", + "Hunting modifier=-10; Frequency Occurring=40%": "Hunting modifier=-10; Frequency Occurring=40%", + "Hunting modifier=-20; Frequency Occurring=30%": "Hunting modifier=-20; Frequency Occurring=30%", + "Hunting modifier=-30; Frequency Occurring=20%": "Hunting modifier=-30; Frequency Occurring=20%", + "Hunting modifier=-50; Frequency Occurring=9%": "Hunting modifier=-50; Frequency Occurring=9%", + "Hunting modifier=-70; Frequency Occurring=4%": "Hunting modifier=-70; Frequency Occurring=4%", + "movement-stats": "Movement Stats", + "max-pace": "Max Pace", + "walk": "Walk", + "fast-walk-jog": "Jog (Fast Walk / Jog)", + "run": "Run", + "sprint-fast-run": "Spt (Sprint / Fast Run)", + "fast-sprint": "FSpt (Fast Sprint)", + "dash-moderately-fast": "Dash (Moderately Fast)", + "varies-due-to-armor": "Var (Varies due to armor)", + "pace-multiplier-a": "Pace Mult", + "moving-maneuver-bonus-a": "MM Bonus", + "movement-speed": "MS (Movement Speed)", + "inching": "IN (Inching)", + "creeping": "CR (Creeping)", + "very-slow": "VS (Very Slow)", + "slow": "SL (Slow)", + "medium": "MD (Medium)", + "moderately-fast": "MF (Moderately Fast)", + "fast": "FA (Fast)", + "very-fast": "VF (Very Fast)", + "blindingly-fast": "BF (Blindingly Fast)", + "base-defensive-bonus-a": "Base DB", + "flee-evade": "Flee/Evade", + "attack-quickness": "AQ (Attack Quickness)", + "initiative-modifier-a": "Init Mod", + "charge-lunge": "Charge/Lunge", + "combat-stats": "Combat Stats", + "base-hits-code": "Base Hits Code", + "criticals-a": "Crits", + "Normal crits.": "Normal crits.", + "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).": "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).", + "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).": "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).", + "Use Large Creature Critical Strike Table.": "Use Large Creature Critical Strike Table.", + "Use Super Large Creature Critical Strike Table.": "Use Super Large Creature Critical Strike Table.", + "---": "---", + "Stun results do not affect creature.": "Stun results do not affect creature.", + "Stun results and bleeders do not affect creature.": "Stun results and bleeders do not affect creature.", + "hitpoint-max-calculation-reminder": "Max Hitpoints= Creature Hits + Stamina Bonus +/- ( (Level Difference) * (Hits/Level Difference) )", + "None; Animal Instincts": "None; Animal Instincts", + "Very Low; Re/Me=1-5": "Very Low; Re/Me=1-5", + "Low; Re/Me=3-12": "Low; Re/Me=3-12", + "Little; Re/Me=7-25": "Little; Re/Me=7-25", + "Inferior; Re/Me=13-40": "Inferior; Re/Me=13-40", + "Mediocre; Re/Me=23-50": "Mediocre; Re/Me=23-50", + "Average; Re/Me=35-65": "Average; Re/Me=35-65", + "Above Average; Re/Me=50-77": "Above Average; Re/Me=50-77", + "Superior; Re/Me=60-86": "Superior; Re/Me=60-86", + "High; Re/Me=80-98": "High; Re/Me=80-98", + "Very High; Re/Me=94-99": "Very High; Re/Me=94-99", + "Exceptional; Re/Me=100-102": "Exceptional; Re/Me=100-102", + "*": "*", + "Aggressive and will attack if provoked or hungry.": "Aggressive and will attack if provoked or hungry.", + "Ignores other creatures unless interfered with or attacked.": "Ignores other creatures unless interfered with or attacked.", + "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.": "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.", + "Belligerent, often attacks without provocation.": "Belligerent, often attacks without provocation.", + "Attacks closest living creature until it is destroyed.": "Attacks closest living creature until it is destroyed.", + "Does not believe danger or misfortune exists for it.": "Does not believe danger or misfortune exists for it.", + "Not only hostile, but delights in death, pain, and suffering.": "Not only hostile, but delights in death, pain, and suffering.", + "Desires power, attempts to control or dominate other creatures.": "Desires power, attempts to control or dominate other creatures.", + "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.": "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.", + "Will attack or attempt to steal from other creatures if risk does not seem too high.": "Will attack or attempt to steal from other creatures if risk does not seem too high.", + "Normally attacks other creatures on sight.": "Normally attacks other creatures on sight.", + "If hungry, will attack anything edible; otherwise normal.": "If hungry, will attack anything edible; otherwise normal.", + "Inquisitive and curious; will approach and examine unusual situations.": "Inquisitive and curious; will approach and examine unusual situations.", + "Created with a specific purpose or mission.": "Created with a specific purpose or mission.", + "Normally bolts at any sign of other creatures.": "Normally bolts at any sign of other creatures.", + "Watches and is wary of other creatures; will sometimes attack if hungry.": "Watches and is wary of other creatures; will sometimes attack if hungry.", + "Ignores the presence of other creatures unless threatened.": "Ignores the presence of other creatures unless threatened.", + "Mischievous but playful; will attempt to play with or play pranks on other creatures.": "Mischievous but playful; will attempt to play with or play pranks on other creatures.", + "Protective of a thing, place, other creature, etc.": "Protective of a thing, place, other creature, etc.", + "Skittish around other creatures, runs at the slightest hint of danger.": "Skittish around other creatures, runs at the slightest hint of danger.", + "Varies by individual.": "Varies by individual.", + "None": "None", + "Special; see description": "Special; see description", + "Items= Very Poor": "Items= Very Poor", + "Items= Poor": "Items= Poor", + "Items= Normal": "Items= Normal", + "Items= Rich": "Items= Rich", + "Items= Very Rich": "Items= Very Rich", + "Items= Special": "Items= Special", + "Wealth = Very Poor;": "Wealth = Very Poor;", + "Wealth = Poor;": "Wealth = Poor;", + "Wealth = Normal;": "Wealth = Normal;", + "Wealth = Rich;": "Wealth = Rich;", + "Wealth = Very Rich;": "Wealth = Very Rich;", + "Wealth = Special;": "Wealth = Special;", + "Items= Very Poor; Wealth = Very Poor;": "Items= Very Poor; Wealth = Very Poor;", + "Items= Very Poor; Wealth = Poor;": "Items= Very Poor; Wealth = Poor;", + "Items= Very Poor; Wealth = Normal;": "Items= Very Poor; Wealth = Normal;", + "Items= Very Poor; Wealth = Rich;": "Items= Very Poor; Wealth = Rich;", + "Items= Very Poor; Wealth = Very Rich;": "Items= Very Poor; Wealth = Very Rich;", + "Items= Poor; Wealth = Very Poor;": "Items= Poor; Wealth = Very Poor;", + "Items= Poor; Wealth = Poor;": "Items= Poor; Wealth = Poor;", + "Items= Poor; Wealth = Normal;": "Items= Poor; Wealth = Normal;", + "Items= Poor; Wealth = Rich;": "Items= Poor; Wealth = Rich;", + "Items= Poor; Wealth = Very Rich;": "Items= Poor; Wealth = Very Rich;", + "Items= Normal; Wealth = Very Poor;": "Items= Normal; Wealth = Very Poor;", + "Items= Normal; Wealth = Poor;": "Items= Normal; Wealth = Poor;", + "Items= Normal; Wealth = Normal;": "Items= Normal; Wealth = Normal;", + "Items= Normal; Wealth = Rich;": "Items= Normal; Wealth = Rich;", + "Items= Normal; Wealth = Very Rich;": "Items= Normal; Wealth = Very Rich;", + "Items= Rich; Wealth = Very Poor;": "Items= Rich; Wealth = Very Poor;", + "Items= Rich; Wealth = Poor;": "Items= Rich; Wealth = Poor;", + "Items= Rich; Wealth = Normal;": "Items= Rich; Wealth = Normal;", + "Items= Rich; Wealth = Rich;": "Items= Rich; Wealth = Rich;", + "Items= Rich; Wealth = Very Rich;": "Items= Rich; Wealth = Very Rich;", + "Items= Very Rich; Wealth = Very Poor;": "Items= Very Rich; Wealth = Very Poor;", + "Items= Very Rich; Wealth = Poor;": "Items= Very Rich; Wealth = Poor;", + "Items= Very Rich; Wealth = Normal;": "Items= Very Rich; Wealth = Normal;", + "Items= Very Rich; Wealth = Rich;": "Items= Very Rich; Wealth = Rich;", + "Items= Very Rich; Wealth = Very Rich;": "Items= Very Rich; Wealth = Very Rich;", + "Items= Special; Wealth = Special;": "Items= Special; Wealth = Special;", + "hits-per-level-difference": "Hits per Level Difference", + "stamina-bonus": "Stamina Bonus", + "armor-type-a": "AT", + "defensive-bonus-a": "DB", + "special-defenses-other-combat-information": "Special defences/other combat information", + "special-defence-and-other-combat-related-information": "Special defense and other combat-related information", + "attacks-code-reminder": "Attacks: (reminder: √=(if non-tiny crit, then next rnd); «=(if non-tiny crit, then same rnd))", + "other-attack-related-information": "Other attack-related information", + "percent-chance-of-attack-a": "% Chance", + "attack-weapon": "Attack/Weapon", + "show-roll-templates": "Show Roll Templates?", + "rolltemplate-intro": "All of the roll templates use flags to vary the roll template appearance. These flags are:", + "see-below-for-more-detail": "See below for more detail.", + "rmssattackroll-template-introduction": "This roll template allows up to 8 attacks to be displayed in the same block. If 'attackroll#' is a critical failure, it will display 'fumbleroll#'. 'Crit#' and 'critroll#' always display.", + "example-macro": "Example Macro", + "the": "The", + "pcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the right.", + "pc-attack-example": "This example displays two attacks pulled from Attack/Weapon 1 and 2.", + "attack-version2-npc": "Attack v2 (NPC)", + "npcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the left.", + "npcflag-definition2": "This example is set to whisper the NPC's attacks to the GM and uses @{Target} to show the defender's AT, DB, and Parry. A 15% arrow break notification is in the 'notes' section.", + "initiative-roll-template-info": "This roll template consists of 'name' 'check' and 'checkroll' on the same line. 'Notes' can be added below. There is no dividing line in this template.", + "initiative-flag-information": "can be used with the 'RMSSStdRoll' or 'RMSSAttack' and sets the 'name' this same yellow while adding a thin solid yellow dividing line.", + "rmssstdroll-template-info1": "In this roll template, the 'oedownroll' is called if the 'checkroll' results in a critical failure; so to model an open ended down d100, I call it with [[d100cf<5]].", + "rmssstdroll-template-info2": "If the roll type does not have an open ended down roll, but instead has a fumble, you can use 'fumbleroll', which gets its own line in the output instead of being placed on the same line as the roll like the 'oedownroll' does. It is called in the same way as 'oedownroll' i.e.: [[d100cf<@{attack1fumble}]].", + "rmssstdroll-template-info3": "The 'critroll' activates on a critical success and also gets its own line. For example, [[d100cs=66cs=100]] will show the critical success line for only a 66 and a 100 on the roll.", + "rmssstdroll-template-info4": "The next section is a repeating section where you can give a key and a value which will be displayed in columns. Key words which cannot be used (since they are used in other parts of the template) are:", + "rmssstdroll-template-info5": "The 'compcheck' line expects a comparison type roll [[d100<50]] and will display 'succeedcheck' if the result is a 1 or 'failcheck' if the result is a 0.", + "rmssstdroll-template-info6": "Any or all of the sections can be used; if you don't put in the key word, the section will not be displayed. Note that you cannot use the 'check' keyword by itself; you must include 'checkroll' as well for that section to display.", + "standard-roll-spell-check": "Standard Roll, Spell check", + "spellflag-definition": "keyword sets the dividing line to be a blue 4-pointed star pattern and the name to be blue.", + "standard-roll-ability-check": "Standard Roll, Ability check", + "abilityflag-definition": "keyword sets the name and dividing line brown.", + "standard-roll-save-check": "Standard Roll, Save check", + "saveflag-definition": "keyword sets the name and thick dividing line to be purple.", + "standard-roll-skill-check": "Standard Roll, Skill check", + "skillflag-definition": "keyword sets the name and double-arrow dividing line a darkish green.", + "standard-roll-skill-category-check": "Standard Roll, Skill Category check", + "skillcatflag-definition": "keyword sets the dividing line to be an upward pointed arrow and both it and the name are a teal color.", + "standard-roll-basic": "Standard Roll, Basic", + "basic-flag-definition1": "This basic grey and white appearance can be used with the various templates by setting", + "basic-flag-divider-appearance": "There is no dividing line with this appearance flag." +} \ No newline at end of file diff --git a/Rolemaster_2E/translations/ca.json b/Rolemaster_2E/translations/ca.json new file mode 100644 index 0000000000..e96065c781 --- /dev/null +++ b/Rolemaster_2E/translations/ca.json @@ -0,0 +1,985 @@ +{ + "sheettype": "Sheet Type:", + "sheettypedescription": "PC is the sheet for Player Characters or NPC's with Player Character-like data. It contains tabs for stats, combat-related information, equipment, known spell lists, notes, experience, and a set-up tab. NPC is the sheet which matches the Creatures and Monster's data sets. It has room for additional notes as well as a JSON converter and JSON example data. Roll Template has information about the RMSS sheet's roll templates.", + "standard-stat-bonus-based-on-categories-directions": "Set to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "coins-per-pound-n": "Coins per Pound", + "coins-per-pound-desc": "Number of coins in a pound, RMSS suggested value is 64 coins weigh 1 pound.", + "dismiss-announcement": "Dismiss Announcement", + "pc": "PC", + "npc": "NPC", + "roll-templates": "Roll Templates", + "character": "Character", + "combat": "Combat", + "skills": "Skills", + "spells": "Spells", + "equipment": "Equipment", + "notes": "Notes", + "experience": "Experience", + "setup": "Setup", + "macros": "Macros", + "character-name": "Character Name", + "nickname": "Nickname", + "title(s)": "Title(s)", + "homeland": "Homeland", + "player": "Player", + "race": "Race", + "culture": "Culture", + "profession": "Profession", + "realm": "Realm", + "channeling": "Channeling", + "essence": "Essence", + "mentalism": "Mentalism", + "channeling-essence-t": "Chan/Ess", + "channeling-mentalism-t": "Chan/Ment", + "essence-mentalism-t": "Ess/Ment", + "arcane": "Arcane", + "deity": "Deity", + "level": "Level", + "experience-t": "Exp", + "stats": "Stats", + "stat": "Stat", + "temporary-t": "Temp", + "potential": "Potential", + "basic": "Basic", + "bonus": "Bonus", + "racial": "Racial", + "special": "Special", + "agility": "Agility", + "constitution": "Constitution", + "memory": "Memory", + "reasoning": "Reasoning", + "self-discipline": "Self Discipline", + "empathy": "Empathy", + "intuition": "Intuition", + "presence": "Presence", + "quickness": "Quickness", + "strength": "Strength", + "development-points": "Development Points", + "fates": "Fates", + "role-traits": "Role Traits", + "appearance": "Appearance", + "gender": "Gender", + "apparent-age": "Apparent Age", + "actual-age": "Actual Age", + "skin-color": "Skin Color", + "eyes": "Eyes", + "hair": "Hair", + "height-in": "Height", + "foot-a": "ft", + "inch-a": "in", + "weight": "Weight", + "size": "Size", + "base-movement-rate": "Base Movement Rate", + "bonus-base-movement-rate": "Bonus Base Movement Rate", + "running-horizontal-jump": "Running Horizontal Jump", + "standing-horizontal-jump": "Standing Horizontal Jump", + "running-vertical-jump": "Running Vertical Jump", + "standing-vertical-jump": "Standing Vertical Jump", + "race-stat-fixed-information": "Race/Stat Fixed Information", + "soul-departure": "Soul Departure", + "rounds-a": "rnds", + "recovery-multiplier": "Recovery Multiplier", + "race-type-for-stat-loss": "Race Type (for stat loss)", + "recovery-rates": "Recovery Rates", + "hit-points-per-hour-resting": "Hit Points / hr resting", + "power-points-per-hour-resting": "Power Points / hr resting", + "hit-points-per-3-hours-sleeping": "Hit Points / 3 hrs sleep", + "power-points-per-3-hours-sleeping": "Power Points / 3 hrs sleep", + "hit-points-per-3-hours-active": "Hit Points / 3 hrs active", + "power-points-per-3-hours-active": "Power Points / 3 hrs active", + "exhaustion-points-per-minute-resting": "Exhaustion Points / min resting", + "exhaustion-points-per-half-hour-sleeping": "Exhaustion Points / .5 hrs sleep", + "exhaustion-points-per-3-minutes-active": "Exhaustion Points / 3 mins active", + "languages": "Languages", + "language": "Language", + "spoken": "Spoken", + "written": "Written", + "trade": "Trade", + "racial-notes": "Racial Notes", + "cultural-notes": "Cultural Notes", + "character-notes": "Character Notes", + "other": "Other", + "hit-points": "Hit Points", + "power-points": "Power Points", + "exhaustion-points": "Exhaustion Points", + "initiative": "Initiative", + "rounds-of-stun-before-unconsciousness-a": "Rnds stun b4 unc", + "power-point-multiplier-a": "PP Mult", + "adder": "Adder", + "used": "used", + "bonus-exhaustion-points": "Bonus Exhaustion Points", + "bonus-mental-exhaustion-points": "Bonus Mental Exhaustion Points", + "exhaustion-points-remaining-a": "Exh. Pts Remaining", + "mental-exhaustion-points-remaining-a": "Ment. Exh. Pts Remaining", + "exhaustion-point-scaling": "Exhaustion Point Scaling", + "more-than": "more than", + "quickness-bonus-a": "Qu bonus", + "initiative-bonus-a": "Init bonus", + "armor": "Armor", + "worn": "Worn", + "primary": "Primary", + "secondary": "Secondary", + "tertiary": "Tertiary", + "active": "Active", + "armor-type": "Armor Type", + "armor-type-function-as": "Functions As", + "1-skin-cloth": "1 - Skin/Cloth", + "2-robes": "2 - Robes", + "3-light-hide": "3 - Light Hide", + "4-heavy-hide": "4 - Heavy Hide", + "5-leather-jerkin": "5 - Leather Jerkin", + "6-leather-coat": "6 - Leather Coat", + "7-reinforced-leather-coat": "7 - Reinforced Leather Coat", + "8-reinforced-full-length-leather-coat": "8 - Reinforced Full-Length Leather Coat", + "9-rigid-leather-breastplate": "9 - Rigid Leather Breastplate", + "10-rigid-leather-breastplate-and-greaves": "10 - Rigid Leather Breastplate & Greaves", + "11-half-hide-plate": "11 - Half-Hide Plate", + "12-full-hide-plate": "12 - Full-Hide Plate", + "13-chain-shirt": "13 - Chain Shirt", + "14-chain-shirt-and-greaves": "14 - Chain Shirt & Greaves", + "15-full-chain": "15 - Full Chain", + "16-chain-hauberk": "16 - Chain Hauberk", + "17-metal-breastplate": "17 - Metal Breastplate", + "18-metal-breastplate-and-greaves": "18 - Metal Breastplate & Greaves", + "19-half-plate": "19 - Half Plate", + "20-full-plate": "20 - Full Plate", + "percent-weight": "% Weight", + "weight-penalty": "Weight Penalty", + "missile-penalty": "Missile Penalty", + "armor-defensive-bonus": "Armor Defensive Bonus", + "quickness-penalty": "Quickness Penalty", + "quickness-bonus": "Quickness Bonus", + "adrenal-defense": "Adrenal Defense", + "shield-melee": "Shield (melee)", + "shield-ranged": "Shield (ranged)", + "shield-defensive-bonus": "Shield Defensive Bonus", + "versus-evil-spell-casters-resistance-roll-defensive-bonus": "Vs Evil Spell Casters (RR/DB)", + "other-magic-bonus": "Other Magic Bonus", + "temporary-bonus": "Temporary Bonus", + "parry": "Parry", + "defensive-bonus-melee": "Defensive Bonus (vs Melee):", + "defensive-bonus-ranged": "Defensive Bonus (vs Ranged):", + "total-defensive-bonus": "Total Defensive Bonus:", + "resistances": "Resistances", + "conditional-defenses": "Conditional Defenses", + "special-a": "Spec", + "total": "Total", + "intuition-a": "In", + "empathy-a": "Em", + "presence-a": "Pr", + "channeling-a": "Chan", + "essence-a": "Ess", + "mentalism-a": "Ment", + "poison": "Poison", + "constitution-a": "Co", + "disease": "Disease", + "fear": "Fear", + "self-discipline-a": "SD", + "will": "Will", + "reasoning-a": "Re", + "copyob": "Copy OB", + "attacks": "Attacks", + "attack": "Attack", + "weapon": "Weapon", + "type": "Type", + "offensive-bonus-a": "OB", + "fumble": "Fumble", + "strength-t": "Str", + "breakage-number-a": "B#", + "range": "Range", + "macro": "Macro", + "attack-calculation-a": "ACalc", + "roll-type-a": "RType", + "attack-name": "Attack Name", + "melee": "Melee", + "ranged": "Ranged", + "basic-spell": "Basic Spell", + "directed-spell": "Directed Spell", + "area-spell": "Area Spell", + "category": "Category", + "skill": "Skill", + "category-total-a": "Cat/Total", + "ranks": "Ranks", + "rank": "Rank", + "or-category": "or Category", + "item": "Item", + "armor-heavy": "Armor, Heavy", + "strength-a": "St", + "agility-a": "Ag", + "plate": "Plate", + "armor-light": "Armor, Light", + "soft-leather": "Soft Leather", + "rigid-leather": "Rigid Leather", + "armor-medium": "Armor, Medium", + "chain": "Chain", + "artistic": "Artistic", + "artistic-active": "Artistic, Active", + "acting": "Acting", + "dancing": "Dancing", + "mimery": "Mimery", + "mimicry": "Mimicry", + "memory-a": "Me", + "play-instrument": "Play Instrument", + "poetic-improvisation": "Poetic Improvisation", + "singing": "Singing", + "tale-telling": "Tale Telling", + "ventriloquism": "Ventriloquism", + "artistic-passive": "Artistic, Passive", + "music": "Music", + "painting": "Painting", + "poetry": "Poetry", + "sculpting": "Sculpting", + "athletic": "Athletic", + "athletic-brawn": "Athletic, Brawn", + "athletic-games-brawn": "Athletic Games (Brawn)", + "jumping": "Jumping", + "power-striking": "Power-striking", + "power-throwing": "Power-throwing", + "weight-lifting": "Weight-lifting", + "athletic-endurance": "Athletic, Endurance", + "athletic-games-endurance": "Athletic Games (Endurance)", + "distance-running": "Distance Running", + "rowing": "Rowing", + "scaling": "Scaling", + "sprinting": "Sprinting", + "quickness-a": "Qu", + "swimming": "Swimming", + "athletic-gymnastics": "Athletic, Gymnastics", + "acrobatics": "Acrobatics", + "athletic-games-gymnastics": "Athletic Games (Gymnastics)", + "climbing": "Climbing", + "contortions": "Contortions", + "diving": "Diving", + "flying-gliding": "Flying/Gliding", + "juggling": "Juggling", + "pole-vaulting": "Pole-vaulting", + "rappelling": "Rappelling", + "skating": "Skating", + "skiing": "Skiing", + "stilt-walking": "Stilt-walking", + "surfing": "Surfing", + "tightrope-walking": "Tightrope-walking", + "tumbling": "Tumbling", + "awareness": "Awareness", + "awareness-perceptions": "Awareness, Perceptions", + "alertness": "Alertness", + "sense-ambush": "Sense Ambush", + "awareness-searching": "Awareness, Searching", + "detect-traps": "Detect Traps", + "lie-perception": "Lie Perception", + "locate-hidden": "Locate Hidden", + "observation": "Observation", + "poison-perception": "Poison Perception", + "reading-tracks": "Reading Tracks", + "surveillance": "Surveillance", + "tracking": "Tracking", + "awareness-senses": "Awareness, Senses", + "direction-sense": "Direction Sense", + "reality-awareness": "Reality Awareness", + "sense-awareness": "Sense Awareness", + "situational-awareness": "Situational Awareness", + "spatial-location-awareness": "Spatial Location Awareness", + "time-sense": "Time Sense", + "body-development": "Body Development", + "combat-maneuvers": "Combat Maneuvers", + "combined": "Combined", + "adrenal-deflecting": "Adrenal Deflecting", + "mounted-combat": "Mounted Combat", + "quickdraw": "Quickdraw", + "reverse-stroke": "Reverse Stroke", + "subdual": "Subdual", + "swashbuckling": "Swashbuckling", + "tumbling-evasion": "Tumbling Evasion", + "two-weapon-fighting": "Two-Weapon Fighting", + "communications": "Communications", + "language-name": "Language Name", + "lip-reading": "Lip Reading", + "signaling": "Signaling", + "crafts": "Crafts", + "cooking": "Cooking", + "fletching": "Fletching", + "leather-crafts": "Leather-crafts", + "metal-crafts": "Metal-crafts", + "rope-mastery": "Rope Mastery", + "scribing": "Scribing", + "sewing-weaving": "Sewing/Weaving", + "skinning": "Skinning", + "stone-crafts": "Stone-crafts", + "trapping": "Trapping", + "wood-crafts": "Wood-crafts", + "directed-spells": "Directed Spells", + "fire-bolt": "Fire Bolt", + "ice-bolt": "Ice Bolt", + "lightning-bolt": "Lightning Bolt", + "shock-bolt": "Shock Bolt", + "water-bolt": "Water Bolt", + "other-bolt": "Other Bolt", + "influence": "Influence", + "bribery": "Bribery", + "diplomacy": "Diplomacy", + "duping": "Duping", + "interrogation": "Interrogation", + "leadership": "Leadership", + "propaganda": "Propaganda", + "public-speaking": "Public Speaking", + "seduction": "Seduction", + "trading": "Trading", + "lore": "Lore", + "lore-general": "Lore-General", + "culture-lore": "Culture Lore", + "fauna-lore": "Fauna Lore", + "flora-lore": "Flora Lore", + "heraldry": "Heraldry", + "history": "History", + "philosophy": "Philosophy", + "region-lore": "Region Lore", + "religion": "Religion", + "other-general-lore": "Other General Lore", + "lore-magical": "Lore-Magical", + "artifact-lore": "Artifact Lore", + "circle-lore": "Circle Lore", + "planar-lore": "Planar Lore", + "spell-lore": "Spell Lore", + "symbol-lore": "Symbol Lore", + "undead-lore": "Undead Lore", + "warding-lore": "Warding Lore", + "lore-obscure": "Lore-Obscure", + "demon-devil-lore": "Demon/Devil Lore", + "dragon-lore": "Dragon Lore", + "faerie-lore": "Faerie Lore", + "xeno-lore": "Xeno-lore", + "lore-technical": "Lore-Technical", + "herb-lore": "Herb Lore", + "lock-lore": "Lock Lore", + "metal-lore": "Metal Lore", + "poison-lore": "Poison Lore", + "stone-lore": "Stone Lore", + "trading-lore": "Trading Lore", + "martial-arts": "Martial Arts", + "martial-arts-striking": "Martial Arts-Striking", + "boxing": "Boxing", + "striking-degree-1": "Striking Degree 1", + "striking-degree-2": "Striking Degree 2", + "striking-degree-3": "Striking Degree 3", + "striking-degree-4": "Striking Degree 4", + "tackling": "Tackling", + "martial-arts-sweeps": "Martial Arts-Sweeps", + "blocking": "Blocking", + "sweeps-degree-1": "Sweeps Degree 1", + "sweeps-degree-2": "Sweeps Degree 2", + "sweeps-degree-3": "Sweeps Degree 3", + "sweeps-degree-4": "Sweeps Degree 4", + "wrestling": "Wrestling", + "outdoor": "Outdoor", + "outdoor-animal": "Outdoor-Animal", + "animal-handling": "Animal Handling", + "animal-healing": "Animal Healing", + "animal-mastery": "Animal Mastery", + "animal-training": "Animal Training", + "driving": "Driving", + "herding": "Herding", + "riding": "Riding", + "outdoor-environmental": "Outdoor-Environmental", + "caving-spelunking": "Caving (Spelunking)", + "foraging": "Foraging", + "hunting": "Hunting", + "star-gazing": "Star-gazing", + "survival": "Survival", + "weather-watching": "Weather Watching", + "power": "Power", + "power-awareness": "Power Awareness", + "attunement": "Attunement", + "divination": "Divination", + "power-perception": "Power Perception", + "read-runes": "Read Runes", + "power-manipulation": "Power Manipulation", + "magic-ritual": "Magic Ritual", + "spell-mastery": "Spell Mastery", + "transcend-armor": "Transcend Armor", + "power-point-development": "Power Point Development", + "science-analytic": "Science/Analytic", + "science-analytic-basic": "Science/Analytic-Basic", + "basic-math": "Basic Math", + "research": "Research", + "science-analytic-specialized": "Science/Analytic-Specialized", + "advanced-math": "Advanced Math", + "anthropology": "Anthropology", + "alchemy": "Alchemy", + "astronomy": "Astronomy", + "biochemistry": "Biochemistry", + "psychology": "Psychology", + "self-control": "Self Control", + "adrenal-balance": "Adrenal Balance", + "adrenal-concentration": "Adrenal Concentration", + "adrenal-landing": "Adrenal Landing", + "adrenal-leaping": "Adrenal Leaping", + "adrenal-quickdraw": "Adrenal Quickdraw", + "adrenal-speed": "Adrenal Speed", + "adrenal-stabilization": "Adrenal Stabilization", + "adrenal-strength": "Adrenal Strength", + "cleansing-trance": "Cleansing Trance", + "control-lycanthropy": "Control Lycanthropy", + "death-trance": "Death Trance", + "frenzy": "Frenzy", + "healing-trance": "Healing Trance", + "meditation": "Meditation", + "mnemonics": "Mnemonics", + "sleep-trance": "Sleep Trance", + "stunned-maneuvering": "Stunned Maneuvering", + "special-attacks": "Special Attacks", + "brawling": "Brawling", + "disarm-foe-armed": "Disarm Foe (Armed)", + "disarm-foe-armed-vs-1-handed": "Disarm Foe (Armed) vs 1-Handed", + "disarm-foe-armed-vs-2-handed": "Disarm Foe (Armed) vs 2-Handed", + "disarm-foe-armed-vs-pole-arm": "Disarm Foe (Armed) vs Pole Arm", + "disarm-foe-armed-vs-two-weapon-combination": "Disarm Foe (Armed) vs Two Weapon Combo", + "disarm-foe-unarmed": "Disarm Foe (Unarmed)", + "disarm-foe-unarmed-vs-1-handed-edged": "Disarm Foe (Unarmed) vs 1-Handed-Edged", + "disarm-foe-unarmed-vs-1-handed-concussion": "Disarm Foe (Unarmed) vs 1-Handed-Concussion", + "disarm-foe-unarmed-vs-2-handed": "Disarm Foe (Unarmed) vs 2-Handed", + "disarm-foe-unarmed-vs-pole-arm": "Disarm Foe (Unarmed) vs Pole Arm", + "jousting-lancing": "Jousting (Lancing)", + "special-defenses": "Special Defenses", + "none-u": "NONE", + "adrenal-toughness": "Adrenal Toughness", + "spell-skills": "Spell Skills", + "spell-skills-lists-location": " Spell skills/lists are on Spell tab. ", + "subterfuge": "Subterfuge", + "subterfuge-attack": "Subterfuge-Attack", + "ambush": "Ambush", + "silent-kill": "Silent Kill", + "subterfuge-mechanics": "Subterfuge-Mechanics", + "camouflage": "Camouflage", + "disarming-traps": "Disarming Traps", + "disguise": "Disguise", + "counterfeiting": "Counterfeiting", + "forgery": "Forgery", + "hiding-items": "Hiding Items", + "picking-locks": "Picking Locks", + "setting-traps": "Setting Traps", + "trap-building": "Trap Building", + "using-removing-poison": "Using/Removing Poison", + "subterfuge-stealth": "Subterfuge-Stealth", + "hiding": "Hiding", + "picking-pockets": "Picking Pockets", + "stalking": "Stalking", + "trickery": "Trickery", + "technical-trade": "Technical/Trade", + "technical-trade-general": "Technical/Trade-General", + "begging": "Begging", + "first-aid": "First Aid", + "gambling": "Gambling", + "mapping": "Mapping", + "operating-equipment": "Operating Equipment", + "orienteering": "Orienteering", + "sailing": "Sailing", + "tactical-games": "Tactical Games", + "using-prepared-herbs": "Using Prepared Herbs", + "technical-trade-professional": "Technical/Trade-Professional", + "advertising": "Advertising", + "architecture": "Architecture", + "diagnostics": "Diagnostics", + "dowsing": "Dowsing", + "engineering": "Engineering", + "mechanition": "Mechanition", + "military-organization": "Military Organization", + "mining": "Mining", + "second-aid": "Second Aid", + "surgery": "Surgery", + "technical-trade-vocational": "Technical/Trade-Vocational", + "administration": "Administration", + "appraisal": "Appraisal", + "boat-pilot": "Boat Pilot", + "cartography": "Cartography", + "evaluate-armor": "Evaluate Armor", + "evaluate-metal": "Evaluate Metal", + "evaluate-stone": "Evaluate Stone", + "evaluate-weapon": "Evaluate Weapon", + "gimmickry": "Gimmickry", + "hypnosis": "Hypnosis", + "midwifery": "Midwifery", + "navigation": "Navigation", + "preparing-herbs": "Preparing Herbs", + "preparing-poisons": "Preparing Poisons", + "siege-engineering": "Siege Engineering", + "tactics": "Tactics", + "urban": "Urban", + "contacting": "Contacting", + "mingling": "Mingling", + "scrounging": "Scrounging", + "streetwise": "Streetwise", + "weapons": "Weapon", + "1-handed-concussion-a": "1-H Concussion", + "wc1": "WC1", + "wc2": "WC2", + "wc3": "WC3", + "wc4": "WC4", + "wc5": "WC5", + "wc6": "WC6", + "wc7": "WC7", + "1-handed-concussion-weapon-name": "1 Handed Concussion Weapon Name", + "1-hand-edged": "1-Hand Edged", + "1-handed-edged-weapon-name": "1 Handed Edged Weapon Name", + "2-handed": "2-Handed", + "2-handed-weapon-name": "2-Handed Weapon Name", + "missile": "Missile", + "missile-weapon-name": "Missile Weapon Name", + "missile-artillery": "Missile Artillery", + "missile-artillery-weapon-name": "Missile Artillery Weapon Name", + "thrown": "Thrown", + "thrown-weapon-name": "Thrown Weapon Name", + "pole-arms": "Pole Arms", + "pole-arm-weapon-name": "Pole Arm Weapon Name", + "other-skills": "Other Skills", + "category-skill": "Category/Skill", + "category-a": "Cat", + "progression": "Progression", + "stat1": "Stat1", + "stat2": "Stat2", + "stat3": "Stat3", + "profession-a": "Prof", + "standard": "Standard", + "special-spell": "Special/Spell", + "body-development-a": "Bodydev", + "power-point-development-a": "PPDev", + "custom1": "Custom1", + "custom2": "Custom2", + "same-realm-own-base-spells": "Same Realm Own Base Spells", + "stat-bonus": "Stat bonus", + "profession-bonus": "Profession bonus", + "special-bonus": "Special bonus", + "total-bonus": "Total bonus", + "spell-list-name": "Spell List Name", + "same-realm-open-spells": "Same Realm Open Spells", + "same-realm-closed-spells": "Same Realm Closed Spells", + "same-realm-other-base-spell": "Same Realm Other Base Spells", + "other-realm-open-spells": "Other Realm Open Spells", + "other-realm-closed-spells": "Other Realm Closed Spells", + "other-realm-base-spells": "Other Realm Base Spells", + "arcane-open-spells": "Arcane Open Spells", + "arcane-closed-spells": "Arcane Closed Spells", + "arcane-own-base-spells": "Arcane Own Base Spells", + "arcane-other-base-spells": "Arcane Other Base Spells", + "coins": "Coins", + "gems-and-jewelry": "Gems & Jewelry", + "mithril": "Mithril", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "bronze": "Bronze", + "copper": "Copper", + "tin": "Tin", + "iron": "Iron", + "coin-total": "Coin Total", + "coin-weight": "Coin Weight (lbs)", + "total-weight": "Total Weight", + "pounds-a": "lbs.", + "weight-allowance": "Weight Allowance", + "base-weight-allowance": "Base Weight Allowance", + "bonus-weight-allowance": "Bonus Weight Allowance", + "encumbrance-penalty": "Encumbrance Penalty", + "weight-worn-carried": "Weight Worn/Carried", + "weight-in-backpack": "Weight in Backpack", + "weight-in-storage1": "Weight in Storage (Location 1)", + "weight-in-storage2": "Weight in Storage (Location 2)", + "weight-worn-armor": "Armor/Clothing Weight (does not encumber)", + "weight-worn-othernone": "Other/No Location Category Weight (does not encumber)", + "items": "Item", + "amount-a": "Amt", + "each": "each", + "location": "Location", + "none": "None", + "worn-carried": "Worn/Carried", + "backpack-or-other-droppable": "Backpack (or other easy to drop)", + "stored1-pack-animal-lodging-etc": "1 Storage Loc 1 (Pack animal, lodging, etc.)", + "stored2-pack-animal-lodging-etc": "2 Storage Loc 2 (Pack animal, lodging, etc.)", + "armor-clothing-no-encumbrance": "Armor/Clothing (does not encumber)", + "notes-section1": "Notes Section1", + "date": "Date", + "note-etc": "Note etc", + "notes-section2": "Notes Section2", + "total-experience": "Total Experience", + "not-copied": "Not Copied", + "experience-copied-to-pc-character-tab": "XP copied to PC/Char tab", + "experience-tracker": "Experience Tracker", + "session-notes-important-information": "Session notes/important information", + "pronouns": "Pronouns", + "directions-for-pronoun-section": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "upper-case": "Upper Case", + "subjective": "Subjective", + "he-she-it-they-etc-uf": "He/She/It/They/etc", + "objective": "Objective", + "him-her-it-them-etc-uf": "Him/Her/It/Them/etc", + "possessive": "Possessive", + "his-hers-its-their-etc-uf": "His/Hers/Its/Their/etc", + "lower-case": "Lower Case", + "he-she-it-they-etc": "he/she/it/they/etc", + "him-her-it-them-etc": "him/her/it/them/etc", + "his-hers-its-their-etc": "his/hers/its/their/etc", + "stat-bonus-setup-for-skills": "Stat Bonus Setup For Skills", + "variable-stat-bonus-based-on-skills": "Variable Stat Bonuses for Skills Based on Skill", + "variable-stat-bonus-directions": "Set up to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "standard-stat-bonus-based-on-categories": "Standard Stat Bonuses for Skills Based on Categories.", + "stats-standard-stats-for-skills": "(Check the box to switch to the standard category stats for the skills.)", + "auto-calculations-setup": "Auto Calculations Setup", + "auto-calculations-primary-directions": "Check the box(es) next to the area(s) you wish to have autocalculated. All calculations are per the rules in the RMSS Standard Rules.", + "auto-calculate-everything": "Auto calculate everything.", + "stats-skills-ranks-etc": "(stats, skills/skill ranks, etc)", + "auto-calculate-stat-bonuses": "Auto calculate Stat bonuses.", + "auto-calculate-experience-for-next-level": "Auto calculate experience needed for next level (using RMSS std scale where level 1 is at 10000 xp).", + "auto-calculate-development-points": "Auto calculate development points.", + "auto-calculate-rank-bonus-information": "Auto calculate Skill and Spell rank bonuses. These include PPDev and BodyDev and use the values in the Progression set-up table below.", + "auto-populate-racial-information": "Auto populate Racial bonuses for Stats, Resistances, Soul Departure, Recovery Multiplier, and PPDev/BodyDev skill progression, for races in the Rolemaster Standard Rules book.", + "supported": "Supported", + "racial-box-additional-information": "If this box is checked and the Race field does not match the spelling of one of the above races, no bonuses will be populated. To clear the racial bonuses, enter the keyword", + "auto-populate-profession-information": "Auto populate profession skill-category bonuses for professions in the Rolemaster Standard Rules book.", + "profession-box-additional-information": "If this box is checked and the Profession field does not match the spelling of one of the above professions, no bonuses will be populated. To clear the profession bonuses, enter the keyword", + "unchecking-boxes-information": "Uncheck the boxes if you no longer wish to auto-calc that area; values will not revert to previously entered values so do not check if you wish to keep current values.", + "attack-calculation-setup": "Attack Calculation Setup", + "attack-calculation-setup-directions": "Ajust these calculations to adjust how attacks are calculated. This will affect all attack calculations in the selects on the Combat tab. Attack types are: Melee, Ranged, Basic Spell, Directed Spell, and Area Spell. The roll and the attack bonus are hard-coded into the attack; the queries can be ajusted to game specifications.", + "melee-attack-calculation": "Melee Attack Calculation.", + "ranged-attack-calculation": "Ranged Attack Calculation.", + "basic-spell-attack-calculation": "Basic Spell Attack Calculation.", + "directed-spell-attack-calculation": "Directed Spell Attack Calculation.", + "area-spell-attack-calculation": "Area Spell Attack Calculation.", + "skill-progression-setup": "Skill Progression Setup", + "skill-progression-information": "These Skill Rank Progressions are per the rules in the RMSS Standard Rules.", + "copyobinfo": "Copy Offensive Bonus from Skills tab to Combat tab.", + "copyobdetails": "Names must match exactly. Will try to match to subnames instead of skill name. Does not match to spell lists. If it cannot find a match, it will revert to whatever is in the OB spot currently.", + "recalculate-skill-totals": "Recalculate skill totals", + "recalculate-skills": "Recalculate all category and skill totals.", + "recalc-skill-additional": "Includes recopying stat scores over to category and skills, recopying the category bonus to each skill, and then calculating the resulting total.", + "othercharsetup": "Other Character Setup", + "directions-for-othercharsetup-section": "Setup for miscellaneous bonuses and penalties, often from talents and/or flaws.", + "high_open-ended-roll-value": "High Open Ended Roll Value", + "low-open-ended-roll-value": "Low Open Ended Roll Value", + "encumbrance-penalty-scaling": "Encumbrance Penalty Scaling", + "coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)", + "standard-progression": "Standard Progression", + "progression-for-standard-progression-skills": "Progression for Standard-Progression Skills", + "category-progression": "Category Progression", + "progression-for-standard-progression-skill-categories": "Progression for Standard-Progression Skill Categories", + "combined-progression": "Combined Progression", + "progression-for-combined-progression-skills": "Progression for Combined-Progression Skills", + "special-progression": "Special Progression", + "progression-for-spells-and-skills-with-special-progression": "Progression for Spells and Skills with Special-Progression", + "body-development-progression": "Body Development Progression", + "progression-for-body-development-for": "Progression for Body Development for", + "power-point-progression": "Power Point Progression", + "progression-for-power-point-development-for": "Progression for Power Point Development for", + "custom-progression1": "Custom Progression1", + "custom-skill-progression1-for-custom-skills": "Custom Skill Progression1 (for custom skills)", + "custom-progression2": "Custom Progression2", + "custom-skill-progression2-for-custom-skills": "Custom Skill Progression2 (for custom skills)", + "stat-rolls": "Stat Rolls", + "resistance-rolls": "Resistance Rolls", + "skill-checks": "Skill Checks", + "armor-skills": "Armor Skills", + "artistic-skills": "Artistic Skills", + "athletic-skills": "Athletic Skills", + "awareness-skills": "Awareness Skills", + "combat-maneuver-skills": "Combat Maneuver Skills", + "communication-skills": "Communication Skills", + "craft-skills": "Craft Skills", + "influence-skills": "Influence Skills", + "lore-skills": "Lore Skills", + "outdoor-skills": "Outdoor Skills", + "power-skills": "Power Skills", + "science-analytic-skills": "Science/Analytic Skills", + "self-control-skills": "Self Control Skills", + "special-attack-defense-skills": "Special Attack/Defence Skills", + "subterfuge-skills": "Subterfuge Skills", + "technical-trade-skills": "Technical/Trade Skills", + "urban-skills": "Urban Skills", + "base-lists": "Base Lists", + "open-lists": "Open Lists", + "closed-lists": "Closed Lists", + "other-base-lists": "Other Base Lists", + "other-realm-open-lists": "Other Realm Open Lists", + "other-realm-closed-lists": "Other Realm Closed Lists", + "other-realm-base-lists": "Other Realm Base Lists", + "arcane-open-lists": "Arcane Open Lists", + "arcane-closed-lists": "Arcane Closed Lists", + "arcane-own-base-lists": "Arcane Own Base Lists", + "arcane-other-base-lists": "Arcane Other Base Lists", + "name": "Name", + "demon-type-or-undead-class": "Demon Type or Undead Class", + "level-code": "Level Code", + "movement-combat": "Movement/Combat", + "encounter-stats": "Encounter Stats", + "general-description": "General Description", + "input": "Input", + "npc-input": "NPC Input", + "npc-input-for-import": "NPC input for import", + "npc-import": "NPC Import.", + "npc-import-directions": "Click this box to import data from the input above to fill in the npc sheet. This will overwrite any information already in the NPC sheet. This operation is not reversable.", + "npc-import-data-format": "The data should be in the following format:", + "other-information": "Other Information", + "enter-other-information-here": "Enter other information here", + "carry-capacity": "Carry Capacity", + "riding-bonus": "Riding Bonus", + "description": "Description", + "npc-description": "NPC Description", + "lifestyle": "Lifestyle", + "npc-lifestyle": "NPC Lifestyle", + "npc-combat": "NPC Combat", + "background": "Background", + "npc-background": "NPC Background", + "observations": "Observations", + "npc-observations": "NPC Observations", + "number-encountered-a": "# Encountered", + "offspring": "Offspring", + "treasure": "Treasure", + "bonus-experience-a": "Bonus XP", + "outlook": "Outlook", + "none(---)": "---", + "aggressive-a": "Aggres.", + "aloof": "Aloof", + "altruistic-a": "Altru.", + "belligerent-a": "Bellig.", + "berserk": "Berserk", + "carefree": "Carefree", + "cruel": "Cruel", + "domineering-a": "Domin.", + "good": "Good", + "greedy": "Greedy", + "hostile": "Hostile", + "hungry": "Hungry", + "inquisitive-a": "Inquis.", + "jumpy": "Jumpy", + "mission": "Mission", + "normal": "Normal", + "passive": "Passive", + "playful": "Playful", + "protective-a": "Protect", + "timid": "Timid", + "varies": "Varies", + "unknown": "Unknown", + "iq": "IQ", + "habitat-codes": "Habitat Codes", + "no-preferred-special-features": " No preferred special features. ", + "none-appropriate": " None appropriate. ", + "climate-hot-humid-temp-hot-humidity-precipitation-rainy-humid": " Climate=hot/humid; Temp=hot; Humidity/Precipitation=rainy, humid. ", + "climate-hot-average-temp-hot-humidity-precipitation-temperate": " Climate=hot/average; Temp=hot; Humidity/Precipitation=temperate. ", + "climate-hot-dry-temp-hot-humidity-precipitation-dry-arid": " Climate=hot/dry; Temp=hot; Humidity/Precipitation=dry, arid. ", + "climate-warm-humid-temp-warm-temperate-humidity-precipitation-rainy-humid": " Climate=warm/humid; Temp=warm, temperate; Humidity/Precipitation=rainy, humid. ", + "climate-warm-average-temp-warm-temperate-humidity-precipitation-temperate": " Climate=warm/average; Temp=warm, temperate; Humidity/Precipitation=temperate. ", + "climate-warm-dry-temp-warm-temperate-humidity-precipitation-dry-arid": " Climate=warm/dry; Temp=warm, temperate; Humidity/Precipitation=dry, arid. ", + "climate-cool-humid-temp-cool-humidity-precipitation-rainy-humid": "Climate=cool/humid; Temp=cool; Humidity/Precipitation=rainy, humid. ", + "climate-cool-average-temp-cool-humidity-precipitation-temperate": " Climate=cool/average; Temp=cool; Humidity/Precipitation=temperate. ", + "climate-cool-dry-temp-cool-humidity-precipitation-dry-arid": " Climate=cool/dry; Temp=cool; Humidity/Precipitation=dry, arid. ", + "climate-frigid-temp-cool-humidity-precipitation-arid": " Climate=frigid; Temp=cool; Humidity/Precipitation=arid. ", + "clear-all": "Clear all", + "environment-codes": "Environment Codes", + "special-features": "Special Features", + "enchanted-or-magical-places": " Enchanted or magical places. ", + "cross-over-points-between-dimensions": " Cross-over points between dimensions. ", + "near-villages-towns-cities-or-castles": " Near villages, towns, cities, or castles. ", + "volcanic-areas": " Volcanic areas. ", + "cavern-complexes": " Cavern complexes. ", + "battlefields-or-shipwrecks": " Battlefields or shipwrecks. ", + "rural-inhabited-or-cultivated-areas": " Rural inhabited or cultivated areas. ", + "cave-entrances-overhangs-or-lairs": " Cave entrances, overhangs, or lairs. ", + "burial-areas": " Burial areas. ", + "ruins": " Ruins. ", + "water-sources": "Water Sources", + "no-preferred-watersources": " No preferred watersources. ", + "breaks-or-wadis": " Breaks or wadis. ", + "freshwater-coasts-and-banks": " Freshwater coasts and banks. ", + "glaciers-or-snowfields": " Glaciers or snowfields. ", + "tropical-islets-reefs-and-or-atolls": " Tropical islets, reefs, and/or atolls. ", + "lakes-or-rivers": " Lakes or rivers. ", + "marshes-or-swamps": " Marshes or swamps. ", + "oceans": " Oceans. ", + "oasis-or-isolated-water-sources": " Oasis or isolated water sources. ", + "saltwater-shores-or-shallows": " Saltwater shores or shallows. ", + "deserts": " Deserts. ", + "terrain": "Terrain", + "no-preferred-terrain": " No preferred terrain. ", + "alpine-high-altitude-and-or-mountainous": " Alpine, high altitude, and/or mountainous. ", + "rough-rugged-and-or-rocky-hills": " Rough, rugged, and/or rocky hills. ", + "underground": " Underground. ", + "waste-and-or-barren": " Waste and/or barren. ", + "vegetation": "Vegetation", + "no-preferred-vegetation": " No preferred vegetation. ", + "coniferous-forest-and-or-taiga": " Coniferous forest and/or taiga. ", + "deciduous-coniferous-mixed-forest": " Deciduous/coniferous (mixed) forest. ", + "heath-scrub-and-or-moor": " Heath, scrub, and/or moor. ", + "jungle-and-or-rainforest": " Jungle and/or rain forest. ", + "plains-and-or-grassland": " Plains and/or grassland. ", + "tundra": " Tundra. ", + "frequency": "Frequency", + "1-routine": "1 - Routine", + "2-easy": "2 - Easy", + "3-light": "3 - Light", + "4-medium": "4 - Medium", + "5-hard": "5 - Hard", + "6-very-hard": "6 - Very Hard", + "7-extremely-hard": "7 - Extremely Hard", + "8-sheer-folly": "8 - Sheer Folly", + "9-absurd": "9 - Absurd", + "Unknown": "Unknown", + "Hunting modifier=+30; Frequency Occurring=100%": "Hunting modifier=+30; Frequency Occurring=100%", + "Hunting modifier=+20; Frequency Occurring=90%": "Hunting modifier=+20; Frequency Occurring=90%", + "Hunting modifier=+10; Frequency Occurring=75%": "Hunting modifier=+10; Frequency Occurring=75%", + "Hunting modifier=+0; Frequency Occurring=50%": "Hunting modifier=+0; Frequency Occurring=50%", + "Hunting modifier=-10; Frequency Occurring=40%": "Hunting modifier=-10; Frequency Occurring=40%", + "Hunting modifier=-20; Frequency Occurring=30%": "Hunting modifier=-20; Frequency Occurring=30%", + "Hunting modifier=-30; Frequency Occurring=20%": "Hunting modifier=-30; Frequency Occurring=20%", + "Hunting modifier=-50; Frequency Occurring=9%": "Hunting modifier=-50; Frequency Occurring=9%", + "Hunting modifier=-70; Frequency Occurring=4%": "Hunting modifier=-70; Frequency Occurring=4%", + "movement-stats": "Movement Stats", + "max-pace": "Max Pace", + "walk": "Walk", + "fast-walk-jog": "Jog (Fast Walk / Jog)", + "run": "Run", + "sprint-fast-run": "Spt (Sprint / Fast Run)", + "fast-sprint": "FSpt (Fast Sprint)", + "dash-moderately-fast": "Dash (Moderately Fast)", + "varies-due-to-armor": "Var (Varies due to armor)", + "pace-multiplier-a": "Pace Mult", + "moving-maneuver-bonus-a": "MM Bonus", + "movement-speed": "MS (Movement Speed)", + "inching": "IN (Inching)", + "creeping": "CR (Creeping)", + "very-slow": "VS (Very Slow)", + "slow": "SL (Slow)", + "medium": "MD (Medium)", + "moderately-fast": "MF (Moderately Fast)", + "fast": "FA (Fast)", + "very-fast": "VF (Very Fast)", + "blindingly-fast": "BF (Blindingly Fast)", + "base-defensive-bonus-a": "Base DB", + "flee-evade": "Flee/Evade", + "attack-quickness": "AQ (Attack Quickness)", + "initiative-modifier-a": "Init Mod", + "charge-lunge": "Charge/Lunge", + "combat-stats": "Combat Stats", + "base-hits-code": "Base Hits Code", + "criticals-a": "Crits", + "Normal crits.": "Normal crits.", + "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).": "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).", + "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).": "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).", + "Use Large Creature Critical Strike Table.": "Use Large Creature Critical Strike Table.", + "Use Super Large Creature Critical Strike Table.": "Use Super Large Creature Critical Strike Table.", + "---": "---", + "Stun results do not affect creature.": "Stun results do not affect creature.", + "Stun results and bleeders do not affect creature.": "Stun results and bleeders do not affect creature.", + "hitpoint-max-calculation-reminder": "Max Hitpoints= Creature Hits + Stamina Bonus +/- ( (Level Difference) * (Hits/Level Difference) )", + "None; Animal Instincts": "None; Animal Instincts", + "Very Low; Re/Me=1-5": "Very Low; Re/Me=1-5", + "Low; Re/Me=3-12": "Low; Re/Me=3-12", + "Little; Re/Me=7-25": "Little; Re/Me=7-25", + "Inferior; Re/Me=13-40": "Inferior; Re/Me=13-40", + "Mediocre; Re/Me=23-50": "Mediocre; Re/Me=23-50", + "Average; Re/Me=35-65": "Average; Re/Me=35-65", + "Above Average; Re/Me=50-77": "Above Average; Re/Me=50-77", + "Superior; Re/Me=60-86": "Superior; Re/Me=60-86", + "High; Re/Me=80-98": "High; Re/Me=80-98", + "Very High; Re/Me=94-99": "Very High; Re/Me=94-99", + "Exceptional; Re/Me=100-102": "Exceptional; Re/Me=100-102", + "*": "*", + "Aggressive and will attack if provoked or hungry.": "Aggressive and will attack if provoked or hungry.", + "Ignores other creatures unless interfered with or attacked.": "Ignores other creatures unless interfered with or attacked.", + "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.": "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.", + "Belligerent, often attacks without provocation.": "Belligerent, often attacks without provocation.", + "Attacks closest living creature until it is destroyed.": "Attacks closest living creature until it is destroyed.", + "Does not believe danger or misfortune exists for it.": "Does not believe danger or misfortune exists for it.", + "Not only hostile, but delights in death, pain, and suffering.": "Not only hostile, but delights in death, pain, and suffering.", + "Desires power, attempts to control or dominate other creatures.": "Desires power, attempts to control or dominate other creatures.", + "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.": "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.", + "Will attack or attempt to steal from other creatures if risk does not seem too high.": "Will attack or attempt to steal from other creatures if risk does not seem too high.", + "Normally attacks other creatures on sight.": "Normally attacks other creatures on sight.", + "If hungry, will attack anything edible; otherwise normal.": "If hungry, will attack anything edible; otherwise normal.", + "Inquisitive and curious; will approach and examine unusual situations.": "Inquisitive and curious; will approach and examine unusual situations.", + "Created with a specific purpose or mission.": "Created with a specific purpose or mission.", + "Normally bolts at any sign of other creatures.": "Normally bolts at any sign of other creatures.", + "Watches and is wary of other creatures; will sometimes attack if hungry.": "Watches and is wary of other creatures; will sometimes attack if hungry.", + "Ignores the presence of other creatures unless threatened.": "Ignores the presence of other creatures unless threatened.", + "Mischievous but playful; will attempt to play with or play pranks on other creatures.": "Mischievous but playful; will attempt to play with or play pranks on other creatures.", + "Protective of a thing, place, other creature, etc.": "Protective of a thing, place, other creature, etc.", + "Skittish around other creatures, runs at the slightest hint of danger.": "Skittish around other creatures, runs at the slightest hint of danger.", + "Varies by individual.": "Varies by individual.", + "None": "None", + "Special; see description": "Special; see description", + "Items= Very Poor": "Items= Very Poor", + "Items= Poor": "Items= Poor", + "Items= Normal": "Items= Normal", + "Items= Rich": "Items= Rich", + "Items= Very Rich": "Items= Very Rich", + "Items= Special": "Items= Special", + "Wealth = Very Poor;": "Wealth = Very Poor;", + "Wealth = Poor;": "Wealth = Poor;", + "Wealth = Normal;": "Wealth = Normal;", + "Wealth = Rich;": "Wealth = Rich;", + "Wealth = Very Rich;": "Wealth = Very Rich;", + "Wealth = Special;": "Wealth = Special;", + "Items= Very Poor; Wealth = Very Poor;": "Items= Very Poor; Wealth = Very Poor;", + "Items= Very Poor; Wealth = Poor;": "Items= Very Poor; Wealth = Poor;", + "Items= Very Poor; Wealth = Normal;": "Items= Very Poor; Wealth = Normal;", + "Items= Very Poor; Wealth = Rich;": "Items= Very Poor; Wealth = Rich;", + "Items= Very Poor; Wealth = Very Rich;": "Items= Very Poor; Wealth = Very Rich;", + "Items= Poor; Wealth = Very Poor;": "Items= Poor; Wealth = Very Poor;", + "Items= Poor; Wealth = Poor;": "Items= Poor; Wealth = Poor;", + "Items= Poor; Wealth = Normal;": "Items= Poor; Wealth = Normal;", + "Items= Poor; Wealth = Rich;": "Items= Poor; Wealth = Rich;", + "Items= Poor; Wealth = Very Rich;": "Items= Poor; Wealth = Very Rich;", + "Items= Normal; Wealth = Very Poor;": "Items= Normal; Wealth = Very Poor;", + "Items= Normal; Wealth = Poor;": "Items= Normal; Wealth = Poor;", + "Items= Normal; Wealth = Normal;": "Items= Normal; Wealth = Normal;", + "Items= Normal; Wealth = Rich;": "Items= Normal; Wealth = Rich;", + "Items= Normal; Wealth = Very Rich;": "Items= Normal; Wealth = Very Rich;", + "Items= Rich; Wealth = Very Poor;": "Items= Rich; Wealth = Very Poor;", + "Items= Rich; Wealth = Poor;": "Items= Rich; Wealth = Poor;", + "Items= Rich; Wealth = Normal;": "Items= Rich; Wealth = Normal;", + "Items= Rich; Wealth = Rich;": "Items= Rich; Wealth = Rich;", + "Items= Rich; Wealth = Very Rich;": "Items= Rich; Wealth = Very Rich;", + "Items= Very Rich; Wealth = Very Poor;": "Items= Very Rich; Wealth = Very Poor;", + "Items= Very Rich; Wealth = Poor;": "Items= Very Rich; Wealth = Poor;", + "Items= Very Rich; Wealth = Normal;": "Items= Very Rich; Wealth = Normal;", + "Items= Very Rich; Wealth = Rich;": "Items= Very Rich; Wealth = Rich;", + "Items= Very Rich; Wealth = Very Rich;": "Items= Very Rich; Wealth = Very Rich;", + "Items= Special; Wealth = Special;": "Items= Special; Wealth = Special;", + "hits-per-level-difference": "Hits per Level Difference", + "stamina-bonus": "Stamina Bonus", + "armor-type-a": "AT", + "defensive-bonus-a": "DB", + "special-defenses-other-combat-information": "Special defences/other combat information", + "special-defence-and-other-combat-related-information": "Special defense and other combat-related information", + "attacks-code-reminder": "Attacks: (reminder: √=(if non-tiny crit, then next rnd); «=(if non-tiny crit, then same rnd))", + "other-attack-related-information": "Other attack-related information", + "percent-chance-of-attack-a": "% Chance", + "attack-weapon": "Attack/Weapon", + "show-roll-templates": "Show Roll Templates?", + "rolltemplate-intro": "All of the roll templates use flags to vary the roll template appearance. These flags are:", + "see-below-for-more-detail": "See below for more detail.", + "rmssattackroll-template-introduction": "This roll template allows up to 8 attacks to be displayed in the same block. If 'attackroll#' is a critical failure, it will display 'fumbleroll#'. 'Crit#' and 'critroll#' always display.", + "example-macro": "Example Macro", + "the": "The", + "pcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the right.", + "pc-attack-example": "This example displays two attacks pulled from Attack/Weapon 1 and 2.", + "attack-version2-npc": "Attack v2 (NPC)", + "npcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the left.", + "npcflag-definition2": "This example is set to whisper the NPC's attacks to the GM and uses @{Target} to show the defender's AT, DB, and Parry. A 15% arrow break notification is in the 'notes' section.", + "initiative-roll-template-info": "This roll template consists of 'name' 'check' and 'checkroll' on the same line. 'Notes' can be added below. There is no dividing line in this template.", + "initiative-flag-information": "can be used with the 'RMSSStdRoll' or 'RMSSAttack' and sets the 'name' this same yellow while adding a thin solid yellow dividing line.", + "rmssstdroll-template-info1": "In this roll template, the 'oedownroll' is called if the 'checkroll' results in a critical failure; so to model an open ended down d100, I call it with [[d100cf<5]].", + "rmssstdroll-template-info2": "If the roll type does not have an open ended down roll, but instead has a fumble, you can use 'fumbleroll', which gets its own line in the output instead of being placed on the same line as the roll like the 'oedownroll' does. It is called in the same way as 'oedownroll' i.e.: [[d100cf<@{attack1fumble}]].", + "rmssstdroll-template-info3": "The 'critroll' activates on a critical success and also gets its own line. For example, [[d100cs=66cs=100]] will show the critical success line for only a 66 and a 100 on the roll.", + "rmssstdroll-template-info4": "The next section is a repeating section where you can give a key and a value which will be displayed in columns. Key words which cannot be used (since they are used in other parts of the template) are:", + "rmssstdroll-template-info5": "The 'compcheck' line expects a comparison type roll [[d100<50]] and will display 'succeedcheck' if the result is a 1 or 'failcheck' if the result is a 0.", + "rmssstdroll-template-info6": "Any or all of the sections can be used; if you don't put in the key word, the section will not be displayed. Note that you cannot use the 'check' keyword by itself; you must include 'checkroll' as well for that section to display.", + "standard-roll-spell-check": "Standard Roll, Spell check", + "spellflag-definition": "keyword sets the dividing line to be a blue 4-pointed star pattern and the name to be blue.", + "standard-roll-ability-check": "Standard Roll, Ability check", + "abilityflag-definition": "keyword sets the name and dividing line brown.", + "standard-roll-save-check": "Standard Roll, Save check", + "saveflag-definition": "keyword sets the name and thick dividing line to be purple.", + "standard-roll-skill-check": "Standard Roll, Skill check", + "skillflag-definition": "keyword sets the name and double-arrow dividing line a darkish green.", + "standard-roll-skill-category-check": "Standard Roll, Skill Category check", + "skillcatflag-definition": "keyword sets the dividing line to be an upward pointed arrow and both it and the name are a teal color.", + "standard-roll-basic": "Standard Roll, Basic", + "basic-flag-definition1": "This basic grey and white appearance can be used with the various templates by setting", + "basic-flag-divider-appearance": "There is no dividing line with this appearance flag." +} \ No newline at end of file diff --git a/Rolemaster_2E/translations/hu.json b/Rolemaster_2E/translations/hu.json new file mode 100644 index 0000000000..e96065c781 --- /dev/null +++ b/Rolemaster_2E/translations/hu.json @@ -0,0 +1,985 @@ +{ + "sheettype": "Sheet Type:", + "sheettypedescription": "PC is the sheet for Player Characters or NPC's with Player Character-like data. It contains tabs for stats, combat-related information, equipment, known spell lists, notes, experience, and a set-up tab. NPC is the sheet which matches the Creatures and Monster's data sets. It has room for additional notes as well as a JSON converter and JSON example data. Roll Template has information about the RMSS sheet's roll templates.", + "standard-stat-bonus-based-on-categories-directions": "Set to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "coins-per-pound-n": "Coins per Pound", + "coins-per-pound-desc": "Number of coins in a pound, RMSS suggested value is 64 coins weigh 1 pound.", + "dismiss-announcement": "Dismiss Announcement", + "pc": "PC", + "npc": "NPC", + "roll-templates": "Roll Templates", + "character": "Character", + "combat": "Combat", + "skills": "Skills", + "spells": "Spells", + "equipment": "Equipment", + "notes": "Notes", + "experience": "Experience", + "setup": "Setup", + "macros": "Macros", + "character-name": "Character Name", + "nickname": "Nickname", + "title(s)": "Title(s)", + "homeland": "Homeland", + "player": "Player", + "race": "Race", + "culture": "Culture", + "profession": "Profession", + "realm": "Realm", + "channeling": "Channeling", + "essence": "Essence", + "mentalism": "Mentalism", + "channeling-essence-t": "Chan/Ess", + "channeling-mentalism-t": "Chan/Ment", + "essence-mentalism-t": "Ess/Ment", + "arcane": "Arcane", + "deity": "Deity", + "level": "Level", + "experience-t": "Exp", + "stats": "Stats", + "stat": "Stat", + "temporary-t": "Temp", + "potential": "Potential", + "basic": "Basic", + "bonus": "Bonus", + "racial": "Racial", + "special": "Special", + "agility": "Agility", + "constitution": "Constitution", + "memory": "Memory", + "reasoning": "Reasoning", + "self-discipline": "Self Discipline", + "empathy": "Empathy", + "intuition": "Intuition", + "presence": "Presence", + "quickness": "Quickness", + "strength": "Strength", + "development-points": "Development Points", + "fates": "Fates", + "role-traits": "Role Traits", + "appearance": "Appearance", + "gender": "Gender", + "apparent-age": "Apparent Age", + "actual-age": "Actual Age", + "skin-color": "Skin Color", + "eyes": "Eyes", + "hair": "Hair", + "height-in": "Height", + "foot-a": "ft", + "inch-a": "in", + "weight": "Weight", + "size": "Size", + "base-movement-rate": "Base Movement Rate", + "bonus-base-movement-rate": "Bonus Base Movement Rate", + "running-horizontal-jump": "Running Horizontal Jump", + "standing-horizontal-jump": "Standing Horizontal Jump", + "running-vertical-jump": "Running Vertical Jump", + "standing-vertical-jump": "Standing Vertical Jump", + "race-stat-fixed-information": "Race/Stat Fixed Information", + "soul-departure": "Soul Departure", + "rounds-a": "rnds", + "recovery-multiplier": "Recovery Multiplier", + "race-type-for-stat-loss": "Race Type (for stat loss)", + "recovery-rates": "Recovery Rates", + "hit-points-per-hour-resting": "Hit Points / hr resting", + "power-points-per-hour-resting": "Power Points / hr resting", + "hit-points-per-3-hours-sleeping": "Hit Points / 3 hrs sleep", + "power-points-per-3-hours-sleeping": "Power Points / 3 hrs sleep", + "hit-points-per-3-hours-active": "Hit Points / 3 hrs active", + "power-points-per-3-hours-active": "Power Points / 3 hrs active", + "exhaustion-points-per-minute-resting": "Exhaustion Points / min resting", + "exhaustion-points-per-half-hour-sleeping": "Exhaustion Points / .5 hrs sleep", + "exhaustion-points-per-3-minutes-active": "Exhaustion Points / 3 mins active", + "languages": "Languages", + "language": "Language", + "spoken": "Spoken", + "written": "Written", + "trade": "Trade", + "racial-notes": "Racial Notes", + "cultural-notes": "Cultural Notes", + "character-notes": "Character Notes", + "other": "Other", + "hit-points": "Hit Points", + "power-points": "Power Points", + "exhaustion-points": "Exhaustion Points", + "initiative": "Initiative", + "rounds-of-stun-before-unconsciousness-a": "Rnds stun b4 unc", + "power-point-multiplier-a": "PP Mult", + "adder": "Adder", + "used": "used", + "bonus-exhaustion-points": "Bonus Exhaustion Points", + "bonus-mental-exhaustion-points": "Bonus Mental Exhaustion Points", + "exhaustion-points-remaining-a": "Exh. Pts Remaining", + "mental-exhaustion-points-remaining-a": "Ment. Exh. Pts Remaining", + "exhaustion-point-scaling": "Exhaustion Point Scaling", + "more-than": "more than", + "quickness-bonus-a": "Qu bonus", + "initiative-bonus-a": "Init bonus", + "armor": "Armor", + "worn": "Worn", + "primary": "Primary", + "secondary": "Secondary", + "tertiary": "Tertiary", + "active": "Active", + "armor-type": "Armor Type", + "armor-type-function-as": "Functions As", + "1-skin-cloth": "1 - Skin/Cloth", + "2-robes": "2 - Robes", + "3-light-hide": "3 - Light Hide", + "4-heavy-hide": "4 - Heavy Hide", + "5-leather-jerkin": "5 - Leather Jerkin", + "6-leather-coat": "6 - Leather Coat", + "7-reinforced-leather-coat": "7 - Reinforced Leather Coat", + "8-reinforced-full-length-leather-coat": "8 - Reinforced Full-Length Leather Coat", + "9-rigid-leather-breastplate": "9 - Rigid Leather Breastplate", + "10-rigid-leather-breastplate-and-greaves": "10 - Rigid Leather Breastplate & Greaves", + "11-half-hide-plate": "11 - Half-Hide Plate", + "12-full-hide-plate": "12 - Full-Hide Plate", + "13-chain-shirt": "13 - Chain Shirt", + "14-chain-shirt-and-greaves": "14 - Chain Shirt & Greaves", + "15-full-chain": "15 - Full Chain", + "16-chain-hauberk": "16 - Chain Hauberk", + "17-metal-breastplate": "17 - Metal Breastplate", + "18-metal-breastplate-and-greaves": "18 - Metal Breastplate & Greaves", + "19-half-plate": "19 - Half Plate", + "20-full-plate": "20 - Full Plate", + "percent-weight": "% Weight", + "weight-penalty": "Weight Penalty", + "missile-penalty": "Missile Penalty", + "armor-defensive-bonus": "Armor Defensive Bonus", + "quickness-penalty": "Quickness Penalty", + "quickness-bonus": "Quickness Bonus", + "adrenal-defense": "Adrenal Defense", + "shield-melee": "Shield (melee)", + "shield-ranged": "Shield (ranged)", + "shield-defensive-bonus": "Shield Defensive Bonus", + "versus-evil-spell-casters-resistance-roll-defensive-bonus": "Vs Evil Spell Casters (RR/DB)", + "other-magic-bonus": "Other Magic Bonus", + "temporary-bonus": "Temporary Bonus", + "parry": "Parry", + "defensive-bonus-melee": "Defensive Bonus (vs Melee):", + "defensive-bonus-ranged": "Defensive Bonus (vs Ranged):", + "total-defensive-bonus": "Total Defensive Bonus:", + "resistances": "Resistances", + "conditional-defenses": "Conditional Defenses", + "special-a": "Spec", + "total": "Total", + "intuition-a": "In", + "empathy-a": "Em", + "presence-a": "Pr", + "channeling-a": "Chan", + "essence-a": "Ess", + "mentalism-a": "Ment", + "poison": "Poison", + "constitution-a": "Co", + "disease": "Disease", + "fear": "Fear", + "self-discipline-a": "SD", + "will": "Will", + "reasoning-a": "Re", + "copyob": "Copy OB", + "attacks": "Attacks", + "attack": "Attack", + "weapon": "Weapon", + "type": "Type", + "offensive-bonus-a": "OB", + "fumble": "Fumble", + "strength-t": "Str", + "breakage-number-a": "B#", + "range": "Range", + "macro": "Macro", + "attack-calculation-a": "ACalc", + "roll-type-a": "RType", + "attack-name": "Attack Name", + "melee": "Melee", + "ranged": "Ranged", + "basic-spell": "Basic Spell", + "directed-spell": "Directed Spell", + "area-spell": "Area Spell", + "category": "Category", + "skill": "Skill", + "category-total-a": "Cat/Total", + "ranks": "Ranks", + "rank": "Rank", + "or-category": "or Category", + "item": "Item", + "armor-heavy": "Armor, Heavy", + "strength-a": "St", + "agility-a": "Ag", + "plate": "Plate", + "armor-light": "Armor, Light", + "soft-leather": "Soft Leather", + "rigid-leather": "Rigid Leather", + "armor-medium": "Armor, Medium", + "chain": "Chain", + "artistic": "Artistic", + "artistic-active": "Artistic, Active", + "acting": "Acting", + "dancing": "Dancing", + "mimery": "Mimery", + "mimicry": "Mimicry", + "memory-a": "Me", + "play-instrument": "Play Instrument", + "poetic-improvisation": "Poetic Improvisation", + "singing": "Singing", + "tale-telling": "Tale Telling", + "ventriloquism": "Ventriloquism", + "artistic-passive": "Artistic, Passive", + "music": "Music", + "painting": "Painting", + "poetry": "Poetry", + "sculpting": "Sculpting", + "athletic": "Athletic", + "athletic-brawn": "Athletic, Brawn", + "athletic-games-brawn": "Athletic Games (Brawn)", + "jumping": "Jumping", + "power-striking": "Power-striking", + "power-throwing": "Power-throwing", + "weight-lifting": "Weight-lifting", + "athletic-endurance": "Athletic, Endurance", + "athletic-games-endurance": "Athletic Games (Endurance)", + "distance-running": "Distance Running", + "rowing": "Rowing", + "scaling": "Scaling", + "sprinting": "Sprinting", + "quickness-a": "Qu", + "swimming": "Swimming", + "athletic-gymnastics": "Athletic, Gymnastics", + "acrobatics": "Acrobatics", + "athletic-games-gymnastics": "Athletic Games (Gymnastics)", + "climbing": "Climbing", + "contortions": "Contortions", + "diving": "Diving", + "flying-gliding": "Flying/Gliding", + "juggling": "Juggling", + "pole-vaulting": "Pole-vaulting", + "rappelling": "Rappelling", + "skating": "Skating", + "skiing": "Skiing", + "stilt-walking": "Stilt-walking", + "surfing": "Surfing", + "tightrope-walking": "Tightrope-walking", + "tumbling": "Tumbling", + "awareness": "Awareness", + "awareness-perceptions": "Awareness, Perceptions", + "alertness": "Alertness", + "sense-ambush": "Sense Ambush", + "awareness-searching": "Awareness, Searching", + "detect-traps": "Detect Traps", + "lie-perception": "Lie Perception", + "locate-hidden": "Locate Hidden", + "observation": "Observation", + "poison-perception": "Poison Perception", + "reading-tracks": "Reading Tracks", + "surveillance": "Surveillance", + "tracking": "Tracking", + "awareness-senses": "Awareness, Senses", + "direction-sense": "Direction Sense", + "reality-awareness": "Reality Awareness", + "sense-awareness": "Sense Awareness", + "situational-awareness": "Situational Awareness", + "spatial-location-awareness": "Spatial Location Awareness", + "time-sense": "Time Sense", + "body-development": "Body Development", + "combat-maneuvers": "Combat Maneuvers", + "combined": "Combined", + "adrenal-deflecting": "Adrenal Deflecting", + "mounted-combat": "Mounted Combat", + "quickdraw": "Quickdraw", + "reverse-stroke": "Reverse Stroke", + "subdual": "Subdual", + "swashbuckling": "Swashbuckling", + "tumbling-evasion": "Tumbling Evasion", + "two-weapon-fighting": "Two-Weapon Fighting", + "communications": "Communications", + "language-name": "Language Name", + "lip-reading": "Lip Reading", + "signaling": "Signaling", + "crafts": "Crafts", + "cooking": "Cooking", + "fletching": "Fletching", + "leather-crafts": "Leather-crafts", + "metal-crafts": "Metal-crafts", + "rope-mastery": "Rope Mastery", + "scribing": "Scribing", + "sewing-weaving": "Sewing/Weaving", + "skinning": "Skinning", + "stone-crafts": "Stone-crafts", + "trapping": "Trapping", + "wood-crafts": "Wood-crafts", + "directed-spells": "Directed Spells", + "fire-bolt": "Fire Bolt", + "ice-bolt": "Ice Bolt", + "lightning-bolt": "Lightning Bolt", + "shock-bolt": "Shock Bolt", + "water-bolt": "Water Bolt", + "other-bolt": "Other Bolt", + "influence": "Influence", + "bribery": "Bribery", + "diplomacy": "Diplomacy", + "duping": "Duping", + "interrogation": "Interrogation", + "leadership": "Leadership", + "propaganda": "Propaganda", + "public-speaking": "Public Speaking", + "seduction": "Seduction", + "trading": "Trading", + "lore": "Lore", + "lore-general": "Lore-General", + "culture-lore": "Culture Lore", + "fauna-lore": "Fauna Lore", + "flora-lore": "Flora Lore", + "heraldry": "Heraldry", + "history": "History", + "philosophy": "Philosophy", + "region-lore": "Region Lore", + "religion": "Religion", + "other-general-lore": "Other General Lore", + "lore-magical": "Lore-Magical", + "artifact-lore": "Artifact Lore", + "circle-lore": "Circle Lore", + "planar-lore": "Planar Lore", + "spell-lore": "Spell Lore", + "symbol-lore": "Symbol Lore", + "undead-lore": "Undead Lore", + "warding-lore": "Warding Lore", + "lore-obscure": "Lore-Obscure", + "demon-devil-lore": "Demon/Devil Lore", + "dragon-lore": "Dragon Lore", + "faerie-lore": "Faerie Lore", + "xeno-lore": "Xeno-lore", + "lore-technical": "Lore-Technical", + "herb-lore": "Herb Lore", + "lock-lore": "Lock Lore", + "metal-lore": "Metal Lore", + "poison-lore": "Poison Lore", + "stone-lore": "Stone Lore", + "trading-lore": "Trading Lore", + "martial-arts": "Martial Arts", + "martial-arts-striking": "Martial Arts-Striking", + "boxing": "Boxing", + "striking-degree-1": "Striking Degree 1", + "striking-degree-2": "Striking Degree 2", + "striking-degree-3": "Striking Degree 3", + "striking-degree-4": "Striking Degree 4", + "tackling": "Tackling", + "martial-arts-sweeps": "Martial Arts-Sweeps", + "blocking": "Blocking", + "sweeps-degree-1": "Sweeps Degree 1", + "sweeps-degree-2": "Sweeps Degree 2", + "sweeps-degree-3": "Sweeps Degree 3", + "sweeps-degree-4": "Sweeps Degree 4", + "wrestling": "Wrestling", + "outdoor": "Outdoor", + "outdoor-animal": "Outdoor-Animal", + "animal-handling": "Animal Handling", + "animal-healing": "Animal Healing", + "animal-mastery": "Animal Mastery", + "animal-training": "Animal Training", + "driving": "Driving", + "herding": "Herding", + "riding": "Riding", + "outdoor-environmental": "Outdoor-Environmental", + "caving-spelunking": "Caving (Spelunking)", + "foraging": "Foraging", + "hunting": "Hunting", + "star-gazing": "Star-gazing", + "survival": "Survival", + "weather-watching": "Weather Watching", + "power": "Power", + "power-awareness": "Power Awareness", + "attunement": "Attunement", + "divination": "Divination", + "power-perception": "Power Perception", + "read-runes": "Read Runes", + "power-manipulation": "Power Manipulation", + "magic-ritual": "Magic Ritual", + "spell-mastery": "Spell Mastery", + "transcend-armor": "Transcend Armor", + "power-point-development": "Power Point Development", + "science-analytic": "Science/Analytic", + "science-analytic-basic": "Science/Analytic-Basic", + "basic-math": "Basic Math", + "research": "Research", + "science-analytic-specialized": "Science/Analytic-Specialized", + "advanced-math": "Advanced Math", + "anthropology": "Anthropology", + "alchemy": "Alchemy", + "astronomy": "Astronomy", + "biochemistry": "Biochemistry", + "psychology": "Psychology", + "self-control": "Self Control", + "adrenal-balance": "Adrenal Balance", + "adrenal-concentration": "Adrenal Concentration", + "adrenal-landing": "Adrenal Landing", + "adrenal-leaping": "Adrenal Leaping", + "adrenal-quickdraw": "Adrenal Quickdraw", + "adrenal-speed": "Adrenal Speed", + "adrenal-stabilization": "Adrenal Stabilization", + "adrenal-strength": "Adrenal Strength", + "cleansing-trance": "Cleansing Trance", + "control-lycanthropy": "Control Lycanthropy", + "death-trance": "Death Trance", + "frenzy": "Frenzy", + "healing-trance": "Healing Trance", + "meditation": "Meditation", + "mnemonics": "Mnemonics", + "sleep-trance": "Sleep Trance", + "stunned-maneuvering": "Stunned Maneuvering", + "special-attacks": "Special Attacks", + "brawling": "Brawling", + "disarm-foe-armed": "Disarm Foe (Armed)", + "disarm-foe-armed-vs-1-handed": "Disarm Foe (Armed) vs 1-Handed", + "disarm-foe-armed-vs-2-handed": "Disarm Foe (Armed) vs 2-Handed", + "disarm-foe-armed-vs-pole-arm": "Disarm Foe (Armed) vs Pole Arm", + "disarm-foe-armed-vs-two-weapon-combination": "Disarm Foe (Armed) vs Two Weapon Combo", + "disarm-foe-unarmed": "Disarm Foe (Unarmed)", + "disarm-foe-unarmed-vs-1-handed-edged": "Disarm Foe (Unarmed) vs 1-Handed-Edged", + "disarm-foe-unarmed-vs-1-handed-concussion": "Disarm Foe (Unarmed) vs 1-Handed-Concussion", + "disarm-foe-unarmed-vs-2-handed": "Disarm Foe (Unarmed) vs 2-Handed", + "disarm-foe-unarmed-vs-pole-arm": "Disarm Foe (Unarmed) vs Pole Arm", + "jousting-lancing": "Jousting (Lancing)", + "special-defenses": "Special Defenses", + "none-u": "NONE", + "adrenal-toughness": "Adrenal Toughness", + "spell-skills": "Spell Skills", + "spell-skills-lists-location": " Spell skills/lists are on Spell tab. ", + "subterfuge": "Subterfuge", + "subterfuge-attack": "Subterfuge-Attack", + "ambush": "Ambush", + "silent-kill": "Silent Kill", + "subterfuge-mechanics": "Subterfuge-Mechanics", + "camouflage": "Camouflage", + "disarming-traps": "Disarming Traps", + "disguise": "Disguise", + "counterfeiting": "Counterfeiting", + "forgery": "Forgery", + "hiding-items": "Hiding Items", + "picking-locks": "Picking Locks", + "setting-traps": "Setting Traps", + "trap-building": "Trap Building", + "using-removing-poison": "Using/Removing Poison", + "subterfuge-stealth": "Subterfuge-Stealth", + "hiding": "Hiding", + "picking-pockets": "Picking Pockets", + "stalking": "Stalking", + "trickery": "Trickery", + "technical-trade": "Technical/Trade", + "technical-trade-general": "Technical/Trade-General", + "begging": "Begging", + "first-aid": "First Aid", + "gambling": "Gambling", + "mapping": "Mapping", + "operating-equipment": "Operating Equipment", + "orienteering": "Orienteering", + "sailing": "Sailing", + "tactical-games": "Tactical Games", + "using-prepared-herbs": "Using Prepared Herbs", + "technical-trade-professional": "Technical/Trade-Professional", + "advertising": "Advertising", + "architecture": "Architecture", + "diagnostics": "Diagnostics", + "dowsing": "Dowsing", + "engineering": "Engineering", + "mechanition": "Mechanition", + "military-organization": "Military Organization", + "mining": "Mining", + "second-aid": "Second Aid", + "surgery": "Surgery", + "technical-trade-vocational": "Technical/Trade-Vocational", + "administration": "Administration", + "appraisal": "Appraisal", + "boat-pilot": "Boat Pilot", + "cartography": "Cartography", + "evaluate-armor": "Evaluate Armor", + "evaluate-metal": "Evaluate Metal", + "evaluate-stone": "Evaluate Stone", + "evaluate-weapon": "Evaluate Weapon", + "gimmickry": "Gimmickry", + "hypnosis": "Hypnosis", + "midwifery": "Midwifery", + "navigation": "Navigation", + "preparing-herbs": "Preparing Herbs", + "preparing-poisons": "Preparing Poisons", + "siege-engineering": "Siege Engineering", + "tactics": "Tactics", + "urban": "Urban", + "contacting": "Contacting", + "mingling": "Mingling", + "scrounging": "Scrounging", + "streetwise": "Streetwise", + "weapons": "Weapon", + "1-handed-concussion-a": "1-H Concussion", + "wc1": "WC1", + "wc2": "WC2", + "wc3": "WC3", + "wc4": "WC4", + "wc5": "WC5", + "wc6": "WC6", + "wc7": "WC7", + "1-handed-concussion-weapon-name": "1 Handed Concussion Weapon Name", + "1-hand-edged": "1-Hand Edged", + "1-handed-edged-weapon-name": "1 Handed Edged Weapon Name", + "2-handed": "2-Handed", + "2-handed-weapon-name": "2-Handed Weapon Name", + "missile": "Missile", + "missile-weapon-name": "Missile Weapon Name", + "missile-artillery": "Missile Artillery", + "missile-artillery-weapon-name": "Missile Artillery Weapon Name", + "thrown": "Thrown", + "thrown-weapon-name": "Thrown Weapon Name", + "pole-arms": "Pole Arms", + "pole-arm-weapon-name": "Pole Arm Weapon Name", + "other-skills": "Other Skills", + "category-skill": "Category/Skill", + "category-a": "Cat", + "progression": "Progression", + "stat1": "Stat1", + "stat2": "Stat2", + "stat3": "Stat3", + "profession-a": "Prof", + "standard": "Standard", + "special-spell": "Special/Spell", + "body-development-a": "Bodydev", + "power-point-development-a": "PPDev", + "custom1": "Custom1", + "custom2": "Custom2", + "same-realm-own-base-spells": "Same Realm Own Base Spells", + "stat-bonus": "Stat bonus", + "profession-bonus": "Profession bonus", + "special-bonus": "Special bonus", + "total-bonus": "Total bonus", + "spell-list-name": "Spell List Name", + "same-realm-open-spells": "Same Realm Open Spells", + "same-realm-closed-spells": "Same Realm Closed Spells", + "same-realm-other-base-spell": "Same Realm Other Base Spells", + "other-realm-open-spells": "Other Realm Open Spells", + "other-realm-closed-spells": "Other Realm Closed Spells", + "other-realm-base-spells": "Other Realm Base Spells", + "arcane-open-spells": "Arcane Open Spells", + "arcane-closed-spells": "Arcane Closed Spells", + "arcane-own-base-spells": "Arcane Own Base Spells", + "arcane-other-base-spells": "Arcane Other Base Spells", + "coins": "Coins", + "gems-and-jewelry": "Gems & Jewelry", + "mithril": "Mithril", + "platinum": "Platinum", + "gold": "Gold", + "silver": "Silver", + "bronze": "Bronze", + "copper": "Copper", + "tin": "Tin", + "iron": "Iron", + "coin-total": "Coin Total", + "coin-weight": "Coin Weight (lbs)", + "total-weight": "Total Weight", + "pounds-a": "lbs.", + "weight-allowance": "Weight Allowance", + "base-weight-allowance": "Base Weight Allowance", + "bonus-weight-allowance": "Bonus Weight Allowance", + "encumbrance-penalty": "Encumbrance Penalty", + "weight-worn-carried": "Weight Worn/Carried", + "weight-in-backpack": "Weight in Backpack", + "weight-in-storage1": "Weight in Storage (Location 1)", + "weight-in-storage2": "Weight in Storage (Location 2)", + "weight-worn-armor": "Armor/Clothing Weight (does not encumber)", + "weight-worn-othernone": "Other/No Location Category Weight (does not encumber)", + "items": "Item", + "amount-a": "Amt", + "each": "each", + "location": "Location", + "none": "None", + "worn-carried": "Worn/Carried", + "backpack-or-other-droppable": "Backpack (or other easy to drop)", + "stored1-pack-animal-lodging-etc": "1 Storage Loc 1 (Pack animal, lodging, etc.)", + "stored2-pack-animal-lodging-etc": "2 Storage Loc 2 (Pack animal, lodging, etc.)", + "armor-clothing-no-encumbrance": "Armor/Clothing (does not encumber)", + "notes-section1": "Notes Section1", + "date": "Date", + "note-etc": "Note etc", + "notes-section2": "Notes Section2", + "total-experience": "Total Experience", + "not-copied": "Not Copied", + "experience-copied-to-pc-character-tab": "XP copied to PC/Char tab", + "experience-tracker": "Experience Tracker", + "session-notes-important-information": "Session notes/important information", + "pronouns": "Pronouns", + "directions-for-pronoun-section": "For use in macros if desired. Enter your preferred pronoun for the following categories.", + "upper-case": "Upper Case", + "subjective": "Subjective", + "he-she-it-they-etc-uf": "He/She/It/They/etc", + "objective": "Objective", + "him-her-it-them-etc-uf": "Him/Her/It/Them/etc", + "possessive": "Possessive", + "his-hers-its-their-etc-uf": "His/Hers/Its/Their/etc", + "lower-case": "Lower Case", + "he-she-it-they-etc": "he/she/it/they/etc", + "him-her-it-them-etc": "him/her/it/them/etc", + "his-hers-its-their-etc": "his/hers/its/their/etc", + "stat-bonus-setup-for-skills": "Stat Bonus Setup For Skills", + "variable-stat-bonus-based-on-skills": "Variable Stat Bonuses for Skills Based on Skill", + "variable-stat-bonus-directions": "Set up to use the standard category stats with the skills rather than the alternate (individual) stats as explained in Variable Stat Bonuses Based on Skills, section A-9.2 in the Rolemaster Standard Rules.", + "standard-stat-bonus-based-on-categories": "Standard Stat Bonuses for Skills Based on Categories.", + "stats-standard-stats-for-skills": "(Check the box to switch to the standard category stats for the skills.)", + "auto-calculations-setup": "Auto Calculations Setup", + "auto-calculations-primary-directions": "Check the box(es) next to the area(s) you wish to have autocalculated. All calculations are per the rules in the RMSS Standard Rules.", + "auto-calculate-everything": "Auto calculate everything.", + "stats-skills-ranks-etc": "(stats, skills/skill ranks, etc)", + "auto-calculate-stat-bonuses": "Auto calculate Stat bonuses.", + "auto-calculate-experience-for-next-level": "Auto calculate experience needed for next level (using RMSS std scale where level 1 is at 10000 xp).", + "auto-calculate-development-points": "Auto calculate development points.", + "auto-calculate-rank-bonus-information": "Auto calculate Skill and Spell rank bonuses. These include PPDev and BodyDev and use the values in the Progression set-up table below.", + "auto-populate-racial-information": "Auto populate Racial bonuses for Stats, Resistances, Soul Departure, Recovery Multiplier, and PPDev/BodyDev skill progression, for races in the Rolemaster Standard Rules book.", + "supported": "Supported", + "racial-box-additional-information": "If this box is checked and the Race field does not match the spelling of one of the above races, no bonuses will be populated. To clear the racial bonuses, enter the keyword", + "auto-populate-profession-information": "Auto populate profession skill-category bonuses for professions in the Rolemaster Standard Rules book.", + "profession-box-additional-information": "If this box is checked and the Profession field does not match the spelling of one of the above professions, no bonuses will be populated. To clear the profession bonuses, enter the keyword", + "unchecking-boxes-information": "Uncheck the boxes if you no longer wish to auto-calc that area; values will not revert to previously entered values so do not check if you wish to keep current values.", + "attack-calculation-setup": "Attack Calculation Setup", + "attack-calculation-setup-directions": "Ajust these calculations to adjust how attacks are calculated. This will affect all attack calculations in the selects on the Combat tab. Attack types are: Melee, Ranged, Basic Spell, Directed Spell, and Area Spell. The roll and the attack bonus are hard-coded into the attack; the queries can be ajusted to game specifications.", + "melee-attack-calculation": "Melee Attack Calculation.", + "ranged-attack-calculation": "Ranged Attack Calculation.", + "basic-spell-attack-calculation": "Basic Spell Attack Calculation.", + "directed-spell-attack-calculation": "Directed Spell Attack Calculation.", + "area-spell-attack-calculation": "Area Spell Attack Calculation.", + "skill-progression-setup": "Skill Progression Setup", + "skill-progression-information": "These Skill Rank Progressions are per the rules in the RMSS Standard Rules.", + "copyobinfo": "Copy Offensive Bonus from Skills tab to Combat tab.", + "copyobdetails": "Names must match exactly. Will try to match to subnames instead of skill name. Does not match to spell lists. If it cannot find a match, it will revert to whatever is in the OB spot currently.", + "recalculate-skill-totals": "Recalculate skill totals", + "recalculate-skills": "Recalculate all category and skill totals.", + "recalc-skill-additional": "Includes recopying stat scores over to category and skills, recopying the category bonus to each skill, and then calculating the resulting total.", + "othercharsetup": "Other Character Setup", + "directions-for-othercharsetup-section": "Setup for miscellaneous bonuses and penalties, often from talents and/or flaws.", + "high_open-ended-roll-value": "High Open Ended Roll Value", + "low-open-ended-roll-value": "Low Open Ended Roll Value", + "encumbrance-penalty-scaling": "Encumbrance Penalty Scaling", + "coins-per-pound": "Coins per Pound (RMSS suggested value is 64 coins weigh 1 pound)", + "standard-progression": "Standard Progression", + "progression-for-standard-progression-skills": "Progression for Standard-Progression Skills", + "category-progression": "Category Progression", + "progression-for-standard-progression-skill-categories": "Progression for Standard-Progression Skill Categories", + "combined-progression": "Combined Progression", + "progression-for-combined-progression-skills": "Progression for Combined-Progression Skills", + "special-progression": "Special Progression", + "progression-for-spells-and-skills-with-special-progression": "Progression for Spells and Skills with Special-Progression", + "body-development-progression": "Body Development Progression", + "progression-for-body-development-for": "Progression for Body Development for", + "power-point-progression": "Power Point Progression", + "progression-for-power-point-development-for": "Progression for Power Point Development for", + "custom-progression1": "Custom Progression1", + "custom-skill-progression1-for-custom-skills": "Custom Skill Progression1 (for custom skills)", + "custom-progression2": "Custom Progression2", + "custom-skill-progression2-for-custom-skills": "Custom Skill Progression2 (for custom skills)", + "stat-rolls": "Stat Rolls", + "resistance-rolls": "Resistance Rolls", + "skill-checks": "Skill Checks", + "armor-skills": "Armor Skills", + "artistic-skills": "Artistic Skills", + "athletic-skills": "Athletic Skills", + "awareness-skills": "Awareness Skills", + "combat-maneuver-skills": "Combat Maneuver Skills", + "communication-skills": "Communication Skills", + "craft-skills": "Craft Skills", + "influence-skills": "Influence Skills", + "lore-skills": "Lore Skills", + "outdoor-skills": "Outdoor Skills", + "power-skills": "Power Skills", + "science-analytic-skills": "Science/Analytic Skills", + "self-control-skills": "Self Control Skills", + "special-attack-defense-skills": "Special Attack/Defence Skills", + "subterfuge-skills": "Subterfuge Skills", + "technical-trade-skills": "Technical/Trade Skills", + "urban-skills": "Urban Skills", + "base-lists": "Base Lists", + "open-lists": "Open Lists", + "closed-lists": "Closed Lists", + "other-base-lists": "Other Base Lists", + "other-realm-open-lists": "Other Realm Open Lists", + "other-realm-closed-lists": "Other Realm Closed Lists", + "other-realm-base-lists": "Other Realm Base Lists", + "arcane-open-lists": "Arcane Open Lists", + "arcane-closed-lists": "Arcane Closed Lists", + "arcane-own-base-lists": "Arcane Own Base Lists", + "arcane-other-base-lists": "Arcane Other Base Lists", + "name": "Name", + "demon-type-or-undead-class": "Demon Type or Undead Class", + "level-code": "Level Code", + "movement-combat": "Movement/Combat", + "encounter-stats": "Encounter Stats", + "general-description": "General Description", + "input": "Input", + "npc-input": "NPC Input", + "npc-input-for-import": "NPC input for import", + "npc-import": "NPC Import.", + "npc-import-directions": "Click this box to import data from the input above to fill in the npc sheet. This will overwrite any information already in the NPC sheet. This operation is not reversable.", + "npc-import-data-format": "The data should be in the following format:", + "other-information": "Other Information", + "enter-other-information-here": "Enter other information here", + "carry-capacity": "Carry Capacity", + "riding-bonus": "Riding Bonus", + "description": "Description", + "npc-description": "NPC Description", + "lifestyle": "Lifestyle", + "npc-lifestyle": "NPC Lifestyle", + "npc-combat": "NPC Combat", + "background": "Background", + "npc-background": "NPC Background", + "observations": "Observations", + "npc-observations": "NPC Observations", + "number-encountered-a": "# Encountered", + "offspring": "Offspring", + "treasure": "Treasure", + "bonus-experience-a": "Bonus XP", + "outlook": "Outlook", + "none(---)": "---", + "aggressive-a": "Aggres.", + "aloof": "Aloof", + "altruistic-a": "Altru.", + "belligerent-a": "Bellig.", + "berserk": "Berserk", + "carefree": "Carefree", + "cruel": "Cruel", + "domineering-a": "Domin.", + "good": "Good", + "greedy": "Greedy", + "hostile": "Hostile", + "hungry": "Hungry", + "inquisitive-a": "Inquis.", + "jumpy": "Jumpy", + "mission": "Mission", + "normal": "Normal", + "passive": "Passive", + "playful": "Playful", + "protective-a": "Protect", + "timid": "Timid", + "varies": "Varies", + "unknown": "Unknown", + "iq": "IQ", + "habitat-codes": "Habitat Codes", + "no-preferred-special-features": " No preferred special features. ", + "none-appropriate": " None appropriate. ", + "climate-hot-humid-temp-hot-humidity-precipitation-rainy-humid": " Climate=hot/humid; Temp=hot; Humidity/Precipitation=rainy, humid. ", + "climate-hot-average-temp-hot-humidity-precipitation-temperate": " Climate=hot/average; Temp=hot; Humidity/Precipitation=temperate. ", + "climate-hot-dry-temp-hot-humidity-precipitation-dry-arid": " Climate=hot/dry; Temp=hot; Humidity/Precipitation=dry, arid. ", + "climate-warm-humid-temp-warm-temperate-humidity-precipitation-rainy-humid": " Climate=warm/humid; Temp=warm, temperate; Humidity/Precipitation=rainy, humid. ", + "climate-warm-average-temp-warm-temperate-humidity-precipitation-temperate": " Climate=warm/average; Temp=warm, temperate; Humidity/Precipitation=temperate. ", + "climate-warm-dry-temp-warm-temperate-humidity-precipitation-dry-arid": " Climate=warm/dry; Temp=warm, temperate; Humidity/Precipitation=dry, arid. ", + "climate-cool-humid-temp-cool-humidity-precipitation-rainy-humid": "Climate=cool/humid; Temp=cool; Humidity/Precipitation=rainy, humid. ", + "climate-cool-average-temp-cool-humidity-precipitation-temperate": " Climate=cool/average; Temp=cool; Humidity/Precipitation=temperate. ", + "climate-cool-dry-temp-cool-humidity-precipitation-dry-arid": " Climate=cool/dry; Temp=cool; Humidity/Precipitation=dry, arid. ", + "climate-frigid-temp-cool-humidity-precipitation-arid": " Climate=frigid; Temp=cool; Humidity/Precipitation=arid. ", + "clear-all": "Clear all", + "environment-codes": "Environment Codes", + "special-features": "Special Features", + "enchanted-or-magical-places": " Enchanted or magical places. ", + "cross-over-points-between-dimensions": " Cross-over points between dimensions. ", + "near-villages-towns-cities-or-castles": " Near villages, towns, cities, or castles. ", + "volcanic-areas": " Volcanic areas. ", + "cavern-complexes": " Cavern complexes. ", + "battlefields-or-shipwrecks": " Battlefields or shipwrecks. ", + "rural-inhabited-or-cultivated-areas": " Rural inhabited or cultivated areas. ", + "cave-entrances-overhangs-or-lairs": " Cave entrances, overhangs, or lairs. ", + "burial-areas": " Burial areas. ", + "ruins": " Ruins. ", + "water-sources": "Water Sources", + "no-preferred-watersources": " No preferred watersources. ", + "breaks-or-wadis": " Breaks or wadis. ", + "freshwater-coasts-and-banks": " Freshwater coasts and banks. ", + "glaciers-or-snowfields": " Glaciers or snowfields. ", + "tropical-islets-reefs-and-or-atolls": " Tropical islets, reefs, and/or atolls. ", + "lakes-or-rivers": " Lakes or rivers. ", + "marshes-or-swamps": " Marshes or swamps. ", + "oceans": " Oceans. ", + "oasis-or-isolated-water-sources": " Oasis or isolated water sources. ", + "saltwater-shores-or-shallows": " Saltwater shores or shallows. ", + "deserts": " Deserts. ", + "terrain": "Terrain", + "no-preferred-terrain": " No preferred terrain. ", + "alpine-high-altitude-and-or-mountainous": " Alpine, high altitude, and/or mountainous. ", + "rough-rugged-and-or-rocky-hills": " Rough, rugged, and/or rocky hills. ", + "underground": " Underground. ", + "waste-and-or-barren": " Waste and/or barren. ", + "vegetation": "Vegetation", + "no-preferred-vegetation": " No preferred vegetation. ", + "coniferous-forest-and-or-taiga": " Coniferous forest and/or taiga. ", + "deciduous-coniferous-mixed-forest": " Deciduous/coniferous (mixed) forest. ", + "heath-scrub-and-or-moor": " Heath, scrub, and/or moor. ", + "jungle-and-or-rainforest": " Jungle and/or rain forest. ", + "plains-and-or-grassland": " Plains and/or grassland. ", + "tundra": " Tundra. ", + "frequency": "Frequency", + "1-routine": "1 - Routine", + "2-easy": "2 - Easy", + "3-light": "3 - Light", + "4-medium": "4 - Medium", + "5-hard": "5 - Hard", + "6-very-hard": "6 - Very Hard", + "7-extremely-hard": "7 - Extremely Hard", + "8-sheer-folly": "8 - Sheer Folly", + "9-absurd": "9 - Absurd", + "Unknown": "Unknown", + "Hunting modifier=+30; Frequency Occurring=100%": "Hunting modifier=+30; Frequency Occurring=100%", + "Hunting modifier=+20; Frequency Occurring=90%": "Hunting modifier=+20; Frequency Occurring=90%", + "Hunting modifier=+10; Frequency Occurring=75%": "Hunting modifier=+10; Frequency Occurring=75%", + "Hunting modifier=+0; Frequency Occurring=50%": "Hunting modifier=+0; Frequency Occurring=50%", + "Hunting modifier=-10; Frequency Occurring=40%": "Hunting modifier=-10; Frequency Occurring=40%", + "Hunting modifier=-20; Frequency Occurring=30%": "Hunting modifier=-20; Frequency Occurring=30%", + "Hunting modifier=-30; Frequency Occurring=20%": "Hunting modifier=-30; Frequency Occurring=20%", + "Hunting modifier=-50; Frequency Occurring=9%": "Hunting modifier=-50; Frequency Occurring=9%", + "Hunting modifier=-70; Frequency Occurring=4%": "Hunting modifier=-70; Frequency Occurring=4%", + "movement-stats": "Movement Stats", + "max-pace": "Max Pace", + "walk": "Walk", + "fast-walk-jog": "Jog (Fast Walk / Jog)", + "run": "Run", + "sprint-fast-run": "Spt (Sprint / Fast Run)", + "fast-sprint": "FSpt (Fast Sprint)", + "dash-moderately-fast": "Dash (Moderately Fast)", + "varies-due-to-armor": "Var (Varies due to armor)", + "pace-multiplier-a": "Pace Mult", + "moving-maneuver-bonus-a": "MM Bonus", + "movement-speed": "MS (Movement Speed)", + "inching": "IN (Inching)", + "creeping": "CR (Creeping)", + "very-slow": "VS (Very Slow)", + "slow": "SL (Slow)", + "medium": "MD (Medium)", + "moderately-fast": "MF (Moderately Fast)", + "fast": "FA (Fast)", + "very-fast": "VF (Very Fast)", + "blindingly-fast": "BF (Blindingly Fast)", + "base-defensive-bonus-a": "Base DB", + "flee-evade": "Flee/Evade", + "attack-quickness": "AQ (Attack Quickness)", + "initiative-modifier-a": "Init Mod", + "charge-lunge": "Charge/Lunge", + "combat-stats": "Combat Stats", + "base-hits-code": "Base Hits Code", + "criticals-a": "Crits", + "Normal crits.": "Normal crits.", + "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).": "Decrease crit severity by 1 (A mod by -20; B becomes A, etc.).", + "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).": "Decrease crit severity by 2 (A mod by -50; B by -20; C becomes A, etc).", + "Use Large Creature Critical Strike Table.": "Use Large Creature Critical Strike Table.", + "Use Super Large Creature Critical Strike Table.": "Use Super Large Creature Critical Strike Table.", + "---": "---", + "Stun results do not affect creature.": "Stun results do not affect creature.", + "Stun results and bleeders do not affect creature.": "Stun results and bleeders do not affect creature.", + "hitpoint-max-calculation-reminder": "Max Hitpoints= Creature Hits + Stamina Bonus +/- ( (Level Difference) * (Hits/Level Difference) )", + "None; Animal Instincts": "None; Animal Instincts", + "Very Low; Re/Me=1-5": "Very Low; Re/Me=1-5", + "Low; Re/Me=3-12": "Low; Re/Me=3-12", + "Little; Re/Me=7-25": "Little; Re/Me=7-25", + "Inferior; Re/Me=13-40": "Inferior; Re/Me=13-40", + "Mediocre; Re/Me=23-50": "Mediocre; Re/Me=23-50", + "Average; Re/Me=35-65": "Average; Re/Me=35-65", + "Above Average; Re/Me=50-77": "Above Average; Re/Me=50-77", + "Superior; Re/Me=60-86": "Superior; Re/Me=60-86", + "High; Re/Me=80-98": "High; Re/Me=80-98", + "Very High; Re/Me=94-99": "Very High; Re/Me=94-99", + "Exceptional; Re/Me=100-102": "Exceptional; Re/Me=100-102", + "*": "*", + "Aggressive and will attack if provoked or hungry.": "Aggressive and will attack if provoked or hungry.", + "Ignores other creatures unless interfered with or attacked.": "Ignores other creatures unless interfered with or attacked.", + "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.": "Altruistic, has an unselfish regard for the interests of others, often to the extent of risking own safety.", + "Belligerent, often attacks without provocation.": "Belligerent, often attacks without provocation.", + "Attacks closest living creature until it is destroyed.": "Attacks closest living creature until it is destroyed.", + "Does not believe danger or misfortune exists for it.": "Does not believe danger or misfortune exists for it.", + "Not only hostile, but delights in death, pain, and suffering.": "Not only hostile, but delights in death, pain, and suffering.", + "Desires power, attempts to control or dominate other creatures.": "Desires power, attempts to control or dominate other creatures.", + "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.": "Opposed to those who are evil(cruel, hostile, belligerent, etc); supportive of those who are also good.", + "Will attack or attempt to steal from other creatures if risk does not seem too high.": "Will attack or attempt to steal from other creatures if risk does not seem too high.", + "Normally attacks other creatures on sight.": "Normally attacks other creatures on sight.", + "If hungry, will attack anything edible; otherwise normal.": "If hungry, will attack anything edible; otherwise normal.", + "Inquisitive and curious; will approach and examine unusual situations.": "Inquisitive and curious; will approach and examine unusual situations.", + "Created with a specific purpose or mission.": "Created with a specific purpose or mission.", + "Normally bolts at any sign of other creatures.": "Normally bolts at any sign of other creatures.", + "Watches and is wary of other creatures; will sometimes attack if hungry.": "Watches and is wary of other creatures; will sometimes attack if hungry.", + "Ignores the presence of other creatures unless threatened.": "Ignores the presence of other creatures unless threatened.", + "Mischievous but playful; will attempt to play with or play pranks on other creatures.": "Mischievous but playful; will attempt to play with or play pranks on other creatures.", + "Protective of a thing, place, other creature, etc.": "Protective of a thing, place, other creature, etc.", + "Skittish around other creatures, runs at the slightest hint of danger.": "Skittish around other creatures, runs at the slightest hint of danger.", + "Varies by individual.": "Varies by individual.", + "None": "None", + "Special; see description": "Special; see description", + "Items= Very Poor": "Items= Very Poor", + "Items= Poor": "Items= Poor", + "Items= Normal": "Items= Normal", + "Items= Rich": "Items= Rich", + "Items= Very Rich": "Items= Very Rich", + "Items= Special": "Items= Special", + "Wealth = Very Poor;": "Wealth = Very Poor;", + "Wealth = Poor;": "Wealth = Poor;", + "Wealth = Normal;": "Wealth = Normal;", + "Wealth = Rich;": "Wealth = Rich;", + "Wealth = Very Rich;": "Wealth = Very Rich;", + "Wealth = Special;": "Wealth = Special;", + "Items= Very Poor; Wealth = Very Poor;": "Items= Very Poor; Wealth = Very Poor;", + "Items= Very Poor; Wealth = Poor;": "Items= Very Poor; Wealth = Poor;", + "Items= Very Poor; Wealth = Normal;": "Items= Very Poor; Wealth = Normal;", + "Items= Very Poor; Wealth = Rich;": "Items= Very Poor; Wealth = Rich;", + "Items= Very Poor; Wealth = Very Rich;": "Items= Very Poor; Wealth = Very Rich;", + "Items= Poor; Wealth = Very Poor;": "Items= Poor; Wealth = Very Poor;", + "Items= Poor; Wealth = Poor;": "Items= Poor; Wealth = Poor;", + "Items= Poor; Wealth = Normal;": "Items= Poor; Wealth = Normal;", + "Items= Poor; Wealth = Rich;": "Items= Poor; Wealth = Rich;", + "Items= Poor; Wealth = Very Rich;": "Items= Poor; Wealth = Very Rich;", + "Items= Normal; Wealth = Very Poor;": "Items= Normal; Wealth = Very Poor;", + "Items= Normal; Wealth = Poor;": "Items= Normal; Wealth = Poor;", + "Items= Normal; Wealth = Normal;": "Items= Normal; Wealth = Normal;", + "Items= Normal; Wealth = Rich;": "Items= Normal; Wealth = Rich;", + "Items= Normal; Wealth = Very Rich;": "Items= Normal; Wealth = Very Rich;", + "Items= Rich; Wealth = Very Poor;": "Items= Rich; Wealth = Very Poor;", + "Items= Rich; Wealth = Poor;": "Items= Rich; Wealth = Poor;", + "Items= Rich; Wealth = Normal;": "Items= Rich; Wealth = Normal;", + "Items= Rich; Wealth = Rich;": "Items= Rich; Wealth = Rich;", + "Items= Rich; Wealth = Very Rich;": "Items= Rich; Wealth = Very Rich;", + "Items= Very Rich; Wealth = Very Poor;": "Items= Very Rich; Wealth = Very Poor;", + "Items= Very Rich; Wealth = Poor;": "Items= Very Rich; Wealth = Poor;", + "Items= Very Rich; Wealth = Normal;": "Items= Very Rich; Wealth = Normal;", + "Items= Very Rich; Wealth = Rich;": "Items= Very Rich; Wealth = Rich;", + "Items= Very Rich; Wealth = Very Rich;": "Items= Very Rich; Wealth = Very Rich;", + "Items= Special; Wealth = Special;": "Items= Special; Wealth = Special;", + "hits-per-level-difference": "Hits per Level Difference", + "stamina-bonus": "Stamina Bonus", + "armor-type-a": "AT", + "defensive-bonus-a": "DB", + "special-defenses-other-combat-information": "Special defences/other combat information", + "special-defence-and-other-combat-related-information": "Special defense and other combat-related information", + "attacks-code-reminder": "Attacks: (reminder: √=(if non-tiny crit, then next rnd); «=(if non-tiny crit, then same rnd))", + "other-attack-related-information": "Other attack-related information", + "percent-chance-of-attack-a": "% Chance", + "attack-weapon": "Attack/Weapon", + "show-roll-templates": "Show Roll Templates?", + "rolltemplate-intro": "All of the roll templates use flags to vary the roll template appearance. These flags are:", + "see-below-for-more-detail": "See below for more detail.", + "rmssattackroll-template-introduction": "This roll template allows up to 8 attacks to be displayed in the same block. If 'attackroll#' is a critical failure, it will display 'fumbleroll#'. 'Crit#' and 'critroll#' always display.", + "example-macro": "Example Macro", + "the": "The", + "pcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the right.", + "pc-attack-example": "This example displays two attacks pulled from Attack/Weapon 1 and 2.", + "attack-version2-npc": "Attack v2 (NPC)", + "npcflag-definition1": "keyword sets the name and dividing line to be red. For this flag, the arrow in the dividing line points to the left.", + "npcflag-definition2": "This example is set to whisper the NPC's attacks to the GM and uses @{Target} to show the defender's AT, DB, and Parry. A 15% arrow break notification is in the 'notes' section.", + "initiative-roll-template-info": "This roll template consists of 'name' 'check' and 'checkroll' on the same line. 'Notes' can be added below. There is no dividing line in this template.", + "initiative-flag-information": "can be used with the 'RMSSStdRoll' or 'RMSSAttack' and sets the 'name' this same yellow while adding a thin solid yellow dividing line.", + "rmssstdroll-template-info1": "In this roll template, the 'oedownroll' is called if the 'checkroll' results in a critical failure; so to model an open ended down d100, I call it with [[d100cf<5]].", + "rmssstdroll-template-info2": "If the roll type does not have an open ended down roll, but instead has a fumble, you can use 'fumbleroll', which gets its own line in the output instead of being placed on the same line as the roll like the 'oedownroll' does. It is called in the same way as 'oedownroll' i.e.: [[d100cf<@{attack1fumble}]].", + "rmssstdroll-template-info3": "The 'critroll' activates on a critical success and also gets its own line. For example, [[d100cs=66cs=100]] will show the critical success line for only a 66 and a 100 on the roll.", + "rmssstdroll-template-info4": "The next section is a repeating section where you can give a key and a value which will be displayed in columns. Key words which cannot be used (since they are used in other parts of the template) are:", + "rmssstdroll-template-info5": "The 'compcheck' line expects a comparison type roll [[d100<50]] and will display 'succeedcheck' if the result is a 1 or 'failcheck' if the result is a 0.", + "rmssstdroll-template-info6": "Any or all of the sections can be used; if you don't put in the key word, the section will not be displayed. Note that you cannot use the 'check' keyword by itself; you must include 'checkroll' as well for that section to display.", + "standard-roll-spell-check": "Standard Roll, Spell check", + "spellflag-definition": "keyword sets the dividing line to be a blue 4-pointed star pattern and the name to be blue.", + "standard-roll-ability-check": "Standard Roll, Ability check", + "abilityflag-definition": "keyword sets the name and dividing line brown.", + "standard-roll-save-check": "Standard Roll, Save check", + "saveflag-definition": "keyword sets the name and thick dividing line to be purple.", + "standard-roll-skill-check": "Standard Roll, Skill check", + "skillflag-definition": "keyword sets the name and double-arrow dividing line a darkish green.", + "standard-roll-skill-category-check": "Standard Roll, Skill Category check", + "skillcatflag-definition": "keyword sets the dividing line to be an upward pointed arrow and both it and the name are a teal color.", + "standard-roll-basic": "Standard Roll, Basic", + "basic-flag-definition1": "This basic grey and white appearance can be used with the various templates by setting", + "basic-flag-divider-appearance": "There is no dividing line with this appearance flag." +} \ No newline at end of file diff --git a/Ryuutama/translations/ca.json b/Ryuutama/translations/ca.json new file mode 100644 index 0000000000..ecae5f3b9f --- /dev/null +++ b/Ryuutama/translations/ca.json @@ -0,0 +1,263 @@ +{ + "@{currentStr}": "STR", + "@{currentDex}": "DEX", + "@{currentInt}": "INT", + "@{currentSpi}": "SPI", + "abilities": "Abilities", + "accuracy": "Accuracy", + "accuracy-check": "accuracy check", + "add-crit-die": "Add Critical Die", + "additional-checks": "Additional Checks", + "age": "Age", + "all": "All", + "alt-shape": "Alt Shape", + "animal-tracking": "Animal Tracking", + "animals": "Animals", + "appearance": "Image Color/Appearance", + "appearance-personality": "Appearance, Personality", + "apply-concentration": "Apply Concentration to next roll?", + "apply-overburden": "Apply overburden penalties", + "apply-terrain": "Apply terrain bonuses/penalties", + "apply-weather": "Apply weather bonuses/penalties", + "armor": "Armor", + "artefact": "Artefact", + "artisan": "Artisan", + "artisan-checks": "Artisan Checks", + "automatic-negativeone": "Automatic -1 is applied", + "background-color": "Background color", + "base": "Base", + "benediction": "Bénédiction", + "blue": "Blue", + "book": "Book", + "camp": "Camp", + "capacity": "Capacity", + "capacity-animal": "Animal Capacity", + "capacity-item": "Item Capacity", + "capacity-water": "Water Capacity", + "capacity-weapon-armor": "Equipped Weapon & Armor Capacity", + "char-name": "Character Name", + "class": "Class", + "class-list": "artisan,farmer,healer,hunter,merchant,minstrel,navigator,noble,other", + "class-other-ph": "If other, type class name here", + "classification": "Classification", + "common-checks": "Common Checks", + "concentration-note": "Note: Concentration cannot be applied to initiative, condition, or damage rolls.", + "condition": "Condition", + "condition-bonus": "If >=10 add 1 dice size to", + "containers": "Containers", + "count-abbreviation": "Ct", + "crafting": "Crafting", + "critical": "CRITICAL SUCCESS!!!", + "currency": "Currency", + "current": "Current", + "current-season": "Current Season", + "current-terrain": "Current Terrain", + "current-weather": "Current Weather", + "damage": "Damage", + "date": "Date", + "date-example": "9/6", + "default": "Default", + "defense-points": "Defense Points", + "delicate-work": "Delicate Work", + "dex": "DEX", + "direction": "Direction", + "dodge": "Dodge", + "draconica-number": "Draconica Number", + "drinking": "Drinking", + "durability": "Durability", + "duration": "Duration", + "effect": "Effect", + "empty-string": " ", + "etiquette": "Etiquette", + "exp": "Experience", + "farmer": "Farmer", + "first-meeting": "First meeting with trouble", + "firstaid": "First Aid", + "fumble": "FUMBLE!!!", + "fumble-points": "Fumble Points", + "gender": "Gender", + "gm": "GM", + "goal": "Goal", + "grayscale": "Grayscale", + "habitat": "Habitat", + "hard-exercise": "Hard Exercise", + "header": "Header", + "header-color": "Header color", + "healer": "Healer", + "healer-checks": "Healer Checks", + "healing": "Healing", + "herb-gathering": "Herb Gathering", + "history-of-tales": "History of Tales", + "holdhands": "Hold Hands", + "hometown": "Hometown/Reason for Travel", + "hp": "HP", + "hp-words": "Hit Points", + "human": "Human", + "hunter": "Hunter", + "hunter-checks": "Hunter Checks", + "hunting": "Hunting", + "icon-color": "Icon background color", + "in-combat": "in combat", + "incantation": "Incantation", + "incantation-ritual": "Incantation (Ritual)", + "initiative": "Initiative", + "inscription": "Inscription", + "instant": "Instant", + "int": "INT", + "items": "Items", + "job-knowledge": "Job Knowledge", + "journey-rules": "Journey Rules", + "knowledge-of-tradition": "Knowledge of Tradition", + "koneko": "Koneko Goblin", + "level": "Level", + "lifepoints": "Lifepoints", + "lilac": "Lilac", + "living-quarters": "Living Quarters", + "lp-cost": "LP Cost", + "magic": "Magic", + "mastered-weapons": "Mastered Weapons", + "materials": "Materials", + "merchant": "Merchant", + "merchant-checks": "Merchant Checks", + "minstrel": "Minstrel", + "minstrel-checks": "Minstrel Checks", + "monster-knowledge": "Monster Knowledge", + "mp": "MP", + "mp-words": "Mental Points", + "music": "Music", + "name": "Name", + "navigation": "Navigation", + "navigator": "Navigator", + "navigator-checks": "Navigator Checks", + "negotiation": "Negotiation", + "noble": "Noble", + "noble-checks": "Noble Checks", + "notes": "Notes", + "npc": "NPC", + "number-of-slots": "# of slots", + "npc-freetext-instruction": "Space for npc details or special abilities. You can use inline rolls if needed, ex. [[1d6]].", + "onetarget": "1 Target", + "optional-modifiers": "Optional Modifiers", + "other": "Other", + "out-of-combat": "out of combat", + "output-description": "Output Description Box to chat", + "overburden-penalties": "Overburden Penalties", + "partyrole": "Party Role", + "pc": "PC", + "penalty": "Penalty", + "perception": "Perception", + "personalitem": "Personal Item", + "price-example": "Shell (1000G)", + "protected-travelers": "Protected Travelers", + "protected-worlds": "Protected Worlds", + "race": "Race", + "range": "Range", + "refined-education": "Refined Education", + "repair": "Repair", + "reveil": "Réveil", + "role-list": "role-journalkeeper,role-leader,role-mapper,role-quartermaster", + "role-journalkeeper": "Journal Keeper", + "role-leader": "Leader", + "role-mapper": "Mapper", + "role-quartermaster": "Quartermaster", + "roll": "Roll", + "scenario-name": "Scenario name", + "search-for-food": "Search for Food", + "season": "Season", + "season-fall": "Fall", + "season-fall-ritual": "Fall (Ritual)", + "season-spring": "Spring", + "season-spring-ritual": "Spring (Ritual)", + "season-summer": "Summer", + "season-summer-ritual": "Summer (Ritual)", + "season-winter": "Winter", + "season-winter-ritual": "Winter (Ritual)", + "selection": "Selection", + "selection-color": "Selection color", + "sense": "Sense", + "shields-armor": "Shields & Armor", + "side-job": "Side Job", + "size": "Size", + "skills-list": "condition,delicate-work,dodge,drinking,hard-exercise,initiative,job-knowledge,magic,monster-knowledge,negotiation,perception,search-for-food,sense,stealth", + "species": "Species", + "spells-music-other": "Spells/Music/Other Abilities", + "spi": "SPI", + "status-exhaustion": "Exhaustion", + "status-injury": "Injury", + "status-lowerall": "lowers all dice sizes", + "status-lowerdex": "lowers DEX die size", + "status-lowerint": "lowers INT die size", + "status-lowerspi": "lowers SPI die size", + "status-lowerstr": "lowers STR die size", + "status-muddled": "Muddled", + "status-poison": "Poison", + "status-shock": "Shock", + "status-sickness": "Sickness", + "stealth": "Stealth", + "str": "STR", + "tab-character": "Character", + "tab-modifiers": "Modifiers", + "tab-class": "Class", + "tab-history": "History", + "tab-info": "Info", + "tab-inv": "Inventory", + "tab-stats": "Stats", + "target": "Target", + "terrain-list": "terrain-alpine,terrain-deepforest,terrain-desert,terrain-grassland,terrain-highlands,terrain-jungle,terrain-modifiers,terrain-mountain,terrain-rocky,terrain-swamp,terrain-wasteland", + "terrain-alpine": "Alpine", + "terrain-deepforest": "Deep Forest", + "terrain-desert": "Desert", + "terrain-grassland": "Grassland", + "terrain-highlands": "Highlands", + "terrain-jungle": "Jungle", + "terrain-modifiers": "Terrain Modifiers", + "terrain-mountain": "Mountain", + "terrain-rocky": "Rocky Terrain", + "terrain-swamp": "Swamp", + "terrain-wasteland": "Wasteland", + "terrain-woods": "Woods", + "touch": "Touch", + "trader": "Trader", + "trapping": "Trapping", + "travel": "Travel", + "traveler-name-examples": "Haruka, Leo", + "travelers-names": "Traveler's names", + "travelers-outfit": "Traveler's Outfit", + "type": "Type", + "type-attack": "Attack", + "type-magic": "Magic", + "type-technical": "Technical", + "use-fumble": "Use Fumble Point", + "use-mp": "Use MP", + "water": "water", + "weapon-axe": "Axe", + "weapon-blade": "Blade", + "weapon-bow": "Bow", + "weapon-lightblade": "Light Blade", + "weapon-polearm": "Polearm", + "weapon-unarmed": "Unarmed", + "weaponmastery-attacktype": "Select bonus weapon mastery gained from the attack type:", + "weaponmastery-attacktype2": "Select additional bonus weapon mastery gained from having the attack type twice:", + "weaponmastery-initial": "Select initial weapon mastery:", + "weaponmastery-noble": "Select bonus weapon mastery gained from the noble class (can be the same as a previously selected weapon mastery):", + "weaponmastery-noble2": "Select additional bonus weapon mastery gained from having the noble class twice:", + "weapons": "Weapons", + "weather": "Weather", + "weather-list": "weather-blizzard,weather-cold,weather-dark,weather-deepfog,weather-fog,weather-hardrain,weather-hot,weather-hurricane,weather-modifiers,weather-rain,weather-snow", + "weather-blizzard": "Blizzard", + "weather-cold": "Cold", + "weather-dark": "Dark", + "weather-deepfog": "Deep Fog", + "weather-fog": "Fog", + "weather-hardrain": "Hard Rain", + "weather-hot": "Hot", + "weather-hurricane": "Hurricane", + "weather-modifiers": "Weather Modifiers", + "weather-rain": "Rain", + "weather-snow": "Snow", + "weather-strongwind": "Strong Wind", + "whisper-always": "Always Whisper Rolls", + "whisper-never": "Never Whisper Rolls", + "whisper-query": "Query Whisper", + "white": "White" +} \ No newline at end of file diff --git a/Ryuutama/translations/hu.json b/Ryuutama/translations/hu.json new file mode 100644 index 0000000000..ecae5f3b9f --- /dev/null +++ b/Ryuutama/translations/hu.json @@ -0,0 +1,263 @@ +{ + "@{currentStr}": "STR", + "@{currentDex}": "DEX", + "@{currentInt}": "INT", + "@{currentSpi}": "SPI", + "abilities": "Abilities", + "accuracy": "Accuracy", + "accuracy-check": "accuracy check", + "add-crit-die": "Add Critical Die", + "additional-checks": "Additional Checks", + "age": "Age", + "all": "All", + "alt-shape": "Alt Shape", + "animal-tracking": "Animal Tracking", + "animals": "Animals", + "appearance": "Image Color/Appearance", + "appearance-personality": "Appearance, Personality", + "apply-concentration": "Apply Concentration to next roll?", + "apply-overburden": "Apply overburden penalties", + "apply-terrain": "Apply terrain bonuses/penalties", + "apply-weather": "Apply weather bonuses/penalties", + "armor": "Armor", + "artefact": "Artefact", + "artisan": "Artisan", + "artisan-checks": "Artisan Checks", + "automatic-negativeone": "Automatic -1 is applied", + "background-color": "Background color", + "base": "Base", + "benediction": "Bénédiction", + "blue": "Blue", + "book": "Book", + "camp": "Camp", + "capacity": "Capacity", + "capacity-animal": "Animal Capacity", + "capacity-item": "Item Capacity", + "capacity-water": "Water Capacity", + "capacity-weapon-armor": "Equipped Weapon & Armor Capacity", + "char-name": "Character Name", + "class": "Class", + "class-list": "artisan,farmer,healer,hunter,merchant,minstrel,navigator,noble,other", + "class-other-ph": "If other, type class name here", + "classification": "Classification", + "common-checks": "Common Checks", + "concentration-note": "Note: Concentration cannot be applied to initiative, condition, or damage rolls.", + "condition": "Condition", + "condition-bonus": "If >=10 add 1 dice size to", + "containers": "Containers", + "count-abbreviation": "Ct", + "crafting": "Crafting", + "critical": "CRITICAL SUCCESS!!!", + "currency": "Currency", + "current": "Current", + "current-season": "Current Season", + "current-terrain": "Current Terrain", + "current-weather": "Current Weather", + "damage": "Damage", + "date": "Date", + "date-example": "9/6", + "default": "Default", + "defense-points": "Defense Points", + "delicate-work": "Delicate Work", + "dex": "DEX", + "direction": "Direction", + "dodge": "Dodge", + "draconica-number": "Draconica Number", + "drinking": "Drinking", + "durability": "Durability", + "duration": "Duration", + "effect": "Effect", + "empty-string": " ", + "etiquette": "Etiquette", + "exp": "Experience", + "farmer": "Farmer", + "first-meeting": "First meeting with trouble", + "firstaid": "First Aid", + "fumble": "FUMBLE!!!", + "fumble-points": "Fumble Points", + "gender": "Gender", + "gm": "GM", + "goal": "Goal", + "grayscale": "Grayscale", + "habitat": "Habitat", + "hard-exercise": "Hard Exercise", + "header": "Header", + "header-color": "Header color", + "healer": "Healer", + "healer-checks": "Healer Checks", + "healing": "Healing", + "herb-gathering": "Herb Gathering", + "history-of-tales": "History of Tales", + "holdhands": "Hold Hands", + "hometown": "Hometown/Reason for Travel", + "hp": "HP", + "hp-words": "Hit Points", + "human": "Human", + "hunter": "Hunter", + "hunter-checks": "Hunter Checks", + "hunting": "Hunting", + "icon-color": "Icon background color", + "in-combat": "in combat", + "incantation": "Incantation", + "incantation-ritual": "Incantation (Ritual)", + "initiative": "Initiative", + "inscription": "Inscription", + "instant": "Instant", + "int": "INT", + "items": "Items", + "job-knowledge": "Job Knowledge", + "journey-rules": "Journey Rules", + "knowledge-of-tradition": "Knowledge of Tradition", + "koneko": "Koneko Goblin", + "level": "Level", + "lifepoints": "Lifepoints", + "lilac": "Lilac", + "living-quarters": "Living Quarters", + "lp-cost": "LP Cost", + "magic": "Magic", + "mastered-weapons": "Mastered Weapons", + "materials": "Materials", + "merchant": "Merchant", + "merchant-checks": "Merchant Checks", + "minstrel": "Minstrel", + "minstrel-checks": "Minstrel Checks", + "monster-knowledge": "Monster Knowledge", + "mp": "MP", + "mp-words": "Mental Points", + "music": "Music", + "name": "Name", + "navigation": "Navigation", + "navigator": "Navigator", + "navigator-checks": "Navigator Checks", + "negotiation": "Negotiation", + "noble": "Noble", + "noble-checks": "Noble Checks", + "notes": "Notes", + "npc": "NPC", + "number-of-slots": "# of slots", + "npc-freetext-instruction": "Space for npc details or special abilities. You can use inline rolls if needed, ex. [[1d6]].", + "onetarget": "1 Target", + "optional-modifiers": "Optional Modifiers", + "other": "Other", + "out-of-combat": "out of combat", + "output-description": "Output Description Box to chat", + "overburden-penalties": "Overburden Penalties", + "partyrole": "Party Role", + "pc": "PC", + "penalty": "Penalty", + "perception": "Perception", + "personalitem": "Personal Item", + "price-example": "Shell (1000G)", + "protected-travelers": "Protected Travelers", + "protected-worlds": "Protected Worlds", + "race": "Race", + "range": "Range", + "refined-education": "Refined Education", + "repair": "Repair", + "reveil": "Réveil", + "role-list": "role-journalkeeper,role-leader,role-mapper,role-quartermaster", + "role-journalkeeper": "Journal Keeper", + "role-leader": "Leader", + "role-mapper": "Mapper", + "role-quartermaster": "Quartermaster", + "roll": "Roll", + "scenario-name": "Scenario name", + "search-for-food": "Search for Food", + "season": "Season", + "season-fall": "Fall", + "season-fall-ritual": "Fall (Ritual)", + "season-spring": "Spring", + "season-spring-ritual": "Spring (Ritual)", + "season-summer": "Summer", + "season-summer-ritual": "Summer (Ritual)", + "season-winter": "Winter", + "season-winter-ritual": "Winter (Ritual)", + "selection": "Selection", + "selection-color": "Selection color", + "sense": "Sense", + "shields-armor": "Shields & Armor", + "side-job": "Side Job", + "size": "Size", + "skills-list": "condition,delicate-work,dodge,drinking,hard-exercise,initiative,job-knowledge,magic,monster-knowledge,negotiation,perception,search-for-food,sense,stealth", + "species": "Species", + "spells-music-other": "Spells/Music/Other Abilities", + "spi": "SPI", + "status-exhaustion": "Exhaustion", + "status-injury": "Injury", + "status-lowerall": "lowers all dice sizes", + "status-lowerdex": "lowers DEX die size", + "status-lowerint": "lowers INT die size", + "status-lowerspi": "lowers SPI die size", + "status-lowerstr": "lowers STR die size", + "status-muddled": "Muddled", + "status-poison": "Poison", + "status-shock": "Shock", + "status-sickness": "Sickness", + "stealth": "Stealth", + "str": "STR", + "tab-character": "Character", + "tab-modifiers": "Modifiers", + "tab-class": "Class", + "tab-history": "History", + "tab-info": "Info", + "tab-inv": "Inventory", + "tab-stats": "Stats", + "target": "Target", + "terrain-list": "terrain-alpine,terrain-deepforest,terrain-desert,terrain-grassland,terrain-highlands,terrain-jungle,terrain-modifiers,terrain-mountain,terrain-rocky,terrain-swamp,terrain-wasteland", + "terrain-alpine": "Alpine", + "terrain-deepforest": "Deep Forest", + "terrain-desert": "Desert", + "terrain-grassland": "Grassland", + "terrain-highlands": "Highlands", + "terrain-jungle": "Jungle", + "terrain-modifiers": "Terrain Modifiers", + "terrain-mountain": "Mountain", + "terrain-rocky": "Rocky Terrain", + "terrain-swamp": "Swamp", + "terrain-wasteland": "Wasteland", + "terrain-woods": "Woods", + "touch": "Touch", + "trader": "Trader", + "trapping": "Trapping", + "travel": "Travel", + "traveler-name-examples": "Haruka, Leo", + "travelers-names": "Traveler's names", + "travelers-outfit": "Traveler's Outfit", + "type": "Type", + "type-attack": "Attack", + "type-magic": "Magic", + "type-technical": "Technical", + "use-fumble": "Use Fumble Point", + "use-mp": "Use MP", + "water": "water", + "weapon-axe": "Axe", + "weapon-blade": "Blade", + "weapon-bow": "Bow", + "weapon-lightblade": "Light Blade", + "weapon-polearm": "Polearm", + "weapon-unarmed": "Unarmed", + "weaponmastery-attacktype": "Select bonus weapon mastery gained from the attack type:", + "weaponmastery-attacktype2": "Select additional bonus weapon mastery gained from having the attack type twice:", + "weaponmastery-initial": "Select initial weapon mastery:", + "weaponmastery-noble": "Select bonus weapon mastery gained from the noble class (can be the same as a previously selected weapon mastery):", + "weaponmastery-noble2": "Select additional bonus weapon mastery gained from having the noble class twice:", + "weapons": "Weapons", + "weather": "Weather", + "weather-list": "weather-blizzard,weather-cold,weather-dark,weather-deepfog,weather-fog,weather-hardrain,weather-hot,weather-hurricane,weather-modifiers,weather-rain,weather-snow", + "weather-blizzard": "Blizzard", + "weather-cold": "Cold", + "weather-dark": "Dark", + "weather-deepfog": "Deep Fog", + "weather-fog": "Fog", + "weather-hardrain": "Hard Rain", + "weather-hot": "Hot", + "weather-hurricane": "Hurricane", + "weather-modifiers": "Weather Modifiers", + "weather-rain": "Rain", + "weather-snow": "Snow", + "weather-strongwind": "Strong Wind", + "whisper-always": "Always Whisper Rolls", + "whisper-never": "Never Whisper Rolls", + "whisper-query": "Query Whisper", + "white": "White" +} \ No newline at end of file diff --git a/Savage Worlds - Graph Paper/translations/ca.json b/Savage Worlds - Graph Paper/translations/ca.json new file mode 100644 index 0000000000..42513f559a --- /dev/null +++ b/Savage Worlds - Graph Paper/translations/ca.json @@ -0,0 +1,656 @@ +{ + "_height": "Height", + "abilities": "Abilities", + "abilities-placeholder": "Abilities", + "ability-placeholder": "Ability: Description", + "ace-damage": "Ace Damage", + "ace-damage-title": "Exploding Damage Dice On/Off", + "advancements-heroic-placeholder": "Heroic", + "advancements-legendary-placeholder": "Legendary", + "advancements-novice-placeholder": "Novice", + "advancements-rank-h": "H", + "advancements-rank-l": "L", + "advancements-rank-n": "N", + "advancements-rank-s": "S", + "advancements-rank-v": "V", + "advancements-seasoned-placeholder": "Seasoned", + "advancements-veteran-placeholder": "Veteran", + "age": "Age", + "agi-u": "AGI", + "agility-mod": "Bonus", + "agility-natural": "Natural", + "agility-wd": "WD", + "allies": "Allies", + "allies-name-placeholder": "Name", + "allies-note-box-placeholder": "Notes", + "allies-note-field-1-placeholder": "Note #1", + "allies-note-field-10-placeholder": "Note #10", + "allies-note-field-11-placeholder": "Note #11", + "allies-note-field-12-placeholder": "Note #12", + "allies-note-field-13-placeholder": "Note #13", + "allies-note-field-14-placeholder": "Note #14", + "allies-note-field-15-placeholder": "Note #15", + "allies-note-field-16-placeholder": "Note #16", + "allies-note-field-17-placeholder": "Note #17", + "allies-note-field-18-placeholder": "Note #18", + "allies-note-field-19-placeholder": "Note #19", + "allies-note-field-2-placeholder": "Note #2", + "allies-note-field-20-placeholder": "Note #20", + "allies-note-field-3-placeholder": "Note #3", + "allies-note-field-4-placeholder": "Note #4", + "allies-note-field-5-placeholder": "Note #5", + "allies-note-field-6-placeholder": "Note #6", + "allies-note-field-7-placeholder": "Note #7", + "allies-note-field-8-placeholder": "Note #8", + "allies-note-field-9-placeholder": "Note #9", + "ally": "Ally", + "ammunition": "Ammunition", + "ammunition-reset": "R", + "ammunition-set": "S", + "apparel": "Apparel", + "apparel-armor": "Armor", + "apparel-name-placeholder": "Apparel", + "apparel-note-box-placeholder": "Notes", + "apparel-notes-label": "Notes:", + "apparel-notes-placeholder": "Notes, Tags, Trappings, Requirements, etc.", + "apparel-properties": "Properties", + "apparel-properties-placeholder": "Protection/Resistance/Tags", + "apparel-total-weight": "Total Weight: ", + "apparel-weight": "WGT", + "apparel-weight-placeholder": "WGT", + "apparel-weight-toggle-title": "Weight On/Off", + "armor-and-statistics": "Armor & Statistics", + "armor-arms": "Arms", + "armor-head": "Head", + "armor-legs": "Legs", + "armor-notes-u": "NOTES", + "armor-torso": "Torso", + "attributes": "Attributes", + "augmentations": "Augmentations", + "augmentations-grade": "Grade", + "augmentations-grade-placeholder": "Iron", + "augmentations-loss": "Loss", + "augmentations-name-placeholder": "[Advanced/Superior] Augmentation [Level] (Upgrades)", + "augmentations-note-box-placeholder": "Notes", + "augmentations-notes-label": "Notes:", + "augmentations-notes-placeholder": "Effect/Description", + "augmentations-power": "Power", + "augmentations-slots": "Slots", + "augmentations-strain": "Strain", + "augmentations-toggle-title": "Loss/Strain On/Off", + "augmentations-total-loss": "Total Loss: ", + "augmentations-total-strain": "Total Strain: ", + "battle": "Battle", + "bennies": "Bennies", + "bits": "#Bits", + "boating": "Boating", + "bonus-wd": "Bonus WD", + "bonus-wild-die": "Bonus Wild Die", + "carried-weight-total": "Total Carried Weight", + "custom-skill-1": "Custom Skill 1", + "custom-skill-2": "Custom Skill 2", + "custom-skill-3": "Custom Skill 3", + "custom-skill-4": "Custom Skill 4", + "custom-skill-5": "Custom Skill 5", + "custom-skill-6": "Custom Skill 6", + "custom-u": "CUSTOM", + "damage": "Damage", + "damage-modifier": "Damage Modifier", + "defaults-block-show-abilities": "[Block] Show Abilities", + "defaults-block-show-abilities-description": "List special abilities or monstrous powers.", + "defaults-block-show-allies": "[Block] Show Allies", + "defaults-block-show-allies-description": "Keep track of allied characters with a barebone mini sheet.", + "defaults-block-show-ammunition": "[Block] Show Ammunition", + "defaults-block-show-ammunition-description": "Keep track of your \"magazines\" for three weapons.", + "defaults-block-show-augmentations": "[Block] Show Augmentations", + "defaults-block-show-augmentations-description": "Install augmentations/cyberware and keep track of the Loss/Strain.", + "defaults-block-show-engrams": "[Block] Show Engrams", + "defaults-block-show-engrams-description": "Special programs or hardware to execute Hacking actions.", + "defaults-block-show-integrity": "[Block] Show Integrity", + "defaults-block-show-integrity-description": "Quantifies mental health/sanity and keeps track of mental afflictions. Maschinenleben.", + "defaults-block-show-power": "[Block] Show Power/Energy", + "defaults-block-show-power-description": "The energy/mana/etc. reserves of a character.", + "defaults-block-show-powerarmors": "[Block] Show Power Armors", + "defaults-block-show-powerarmors-description": "Vehicles and their modifications/weapons.", + "defaults-block-show-powers": "[Block] Show Powers/Spells", + "defaults-block-show-powers-description": "The known powers/spells of a character.", + "defaults-block-show-vehicles": "[Block] Show Vehicles", + "defaults-block-show-vehicles-description": "Vehicles and their modifications/weapons.", + "defaults-block-show-walkers": "[Block] Show Walkers", + "defaults-block-show-walkers-description": "Walkers/Mechs and their modifications/weapons.

    Show/Hide Skills

    You can show or hide skills from the list in accordance with the played Game Setting. This can also be done manually for each individual sheet in its Settings tab. There are two custom skills that can be renamed and modified within the sheet as well, for example to make specialized skills (e.g. specific weapons with custom bonus or Wild Die).

    ", + "defaults-function-explode-run-die": "[Function] Explode Run Die", + "defaults-function-explode-run-die-description": "Makes the run die Ace.", + "defaults-function-running-applies-fatigue": "[Function] Running Applies Fatigue", + "defaults-function-running-applies-fatigue-description": "Fatigue penalties are subtracted from the run roll.

    Show/Hide Blocks

    You can show or hide content blocks in accordance with the played Game Setting. This can also be done manually for each individual sheet in its Settings tab. Some blocks that were designed for Maschinenleben, such as Augmentations and Engrams, can be adapted for other purposes as well.

    ", + "defaults-function-running-ignores-wounds": "[Function] Running Ignores Wounds", + "defaults-function-running-ignores-wounds-description": "Wound penalties are not subtracted from the run roll.", + "defaults-rename-attribute-agi": "[Rename] Attribute: AGI to ", + "defaults-rename-attribute-agi-description": "Renamed via the attribute rename_agi.", + "defaults-rename-attribute-agility": "[Rename] Attribute: Agility to ", + "defaults-rename-attribute-agility-description": "Renamed via the attribute rename_agility.", + "defaults-rename-attribute-sma": "[Rename] Attribute: SMA to ", + "defaults-rename-attribute-sma-description": "Renamed via the attribute rename_sma.", + "defaults-rename-attribute-smarts": "[Rename] Attribute: Smarts to ", + "defaults-rename-attribute-smarts-description": "Renamed via the attribute rename_smarts.", + "defaults-rename-attribute-spi": "[Rename] Attribute: SPI to ", + "defaults-rename-attribute-spi-description": "Renamed via the attribute rename_spi.", + "defaults-rename-attribute-spirit": "[Rename] Attribute: Spirit to ", + "defaults-rename-attribute-spirit-description": "Renamed via the attribute rename_spirit.", + "defaults-rename-attribute-str": "[Rename] Attribute: STR to ", + "defaults-rename-attribute-str-description": "Renamed via the attribute rename_str.", + "defaults-rename-attribute-strength": "[Rename] Attribute: Strength to ", + "defaults-rename-attribute-strength-description": "Renamed via the attribute rename_strength.", + "defaults-rename-attribute-vig": "[Rename] Attribute: VIG to ", + "defaults-rename-attribute-vig-description": "Renamed via the attribute rename_vig.

    Rename Skills

    You can rename the labels of each skill, best kept below 15 characters due to layout constrains. This can also be done manually with the @{rename_attribute} for each individual sheet. Note that changing the label does not affect the reference @{attribute} for rolls. They will always be in English.

    ", + "defaults-rename-attribute-vigor": "[Rename] Attribute: Vigor to ", + "defaults-rename-attribute-vigor-description": "Renamed via the attribute rename_vigor.", + "defaults-rename-block-allies": "[Rename] Block: Allies to ", + "defaults-rename-block-allies-description": "Renamed via the attribute rename_block_allies.", + "defaults-rename-block-ammunition": "[Rename] Block: Ammunition to ", + "defaults-rename-block-ammunition-description": "Renamed via the attribute rename_block_ammunition.", + "defaults-rename-block-apparel": "[Rename] Block: Apparel to ", + "defaults-rename-block-apparel-description": "Renamed via the attribute rename_block_apparel.", + "defaults-rename-block-augmentations": "[Rename] Block: Augmentations to ", + "defaults-rename-block-augmentations-description": "Renamed via the attribute rename_block_augmentations.", + "defaults-rename-block-engrams": "[Rename] Block: Engrams to ", + "defaults-rename-block-engrams-description": "Renamed via the attribute rename_block_engrams.", + "defaults-rename-block-integrity": "[Rename] Block: Integrity to ", + "defaults-rename-block-integrity-description": "Renamed via the attribute rename_block_integrity.", + "defaults-rename-block-inventory": "[Rename] Block: Inventory to ", + "defaults-rename-block-inventory-description": "Renamed via the attribute rename_block_inventory.", + "defaults-rename-block-power": "[Rename] Block: Power to ", + "defaults-rename-block-power-description": "Renamed via the attribute rename_block_power.", + "defaults-rename-block-powerarmors": "[Rename] Block: Power Armors to ", + "defaults-rename-block-powerarmors-description": "Renamed via the attribute rename_block_powerarmors.", + "defaults-rename-block-powers": "[Rename] Block: Powers to ", + "defaults-rename-block-powers-description": "Renamed via the attribute rename_block_powers.", + "defaults-rename-block-quick-notes": "[Rename] Block: Quick Notes to ", + "defaults-rename-block-quick-notes-description": "Renamed via the attribute rename_block_quick_notes.", + "defaults-rename-block-vehicles": "[Rename] Block: Vehicles to ", + "defaults-rename-block-vehicles-description": "Renamed via the attribute rename_block_vehicles.", + "defaults-rename-block-walkers": "[Rename] Block: Walkers to ", + "defaults-rename-block-walkers-description": "Renamed via the attribute rename_block_walkers.", + "defaults-rename-block-weapons": "[Rename] Block: Weapons to ", + "defaults-rename-block-weapons-description": "Renamed via the attribute rename_block_weapons.

    Rename Integrity Hindrances (Maschinenleben)

    You can rename the Hindrances caused by the loss of Integrity (Sanity, Purity, etc.). This can also be done manually with the @{rename_integrity-attribute} for each individual sheet. Note that they activate in intervals with each fraction of 10 below 70 — Discord triggers on 69.9 or lower, Dissonance on 59.9 or lower, and so forth.

    ", + "defaults-rename-integrity-alienation": "[Rename] Integrity: Alienation to ", + "defaults-rename-integrity-alienation-description": "Renamed via the attribute rename_alienation.", + "defaults-rename-integrity-depersonalization": "[Rename] Integrity: Depersonalization to ", + "defaults-rename-integrity-depersonalization-description": "Renamed via the attribute rename_depersonalization.", + "defaults-rename-integrity-derealization": "[Rename] Integrity: Derealization to ", + "defaults-rename-integrity-derealization-description": "Renamed via the attribute rename_derealization.", + "defaults-rename-integrity-discord": "[Rename] Integrity: Discord to ", + "defaults-rename-integrity-discord-description": "Renamed via the attribute rename_discord.", + "defaults-rename-integrity-dissonance": "[Rename] Integrity: Dissonance to ", + "defaults-rename-integrity-dissonance-description": "Renamed via the attribute rename_dissonance.", + "defaults-rename-integrity-ego-death": "[Rename] Integrity: Ego Death to ", + "defaults-rename-integrity-ego-death-description": "Renamed via the attribute rename_ego_death.", + "defaults-rename-integrity-psychosis": "[Rename] Integrity: Psychosis to ", + "defaults-rename-integrity-psychosis-description": "Renamed via the attribute rename_psychosis.", + "defaults-rename-integrity-seizures": "[Rename] Integrity: Seizures to ", + "defaults-rename-integrity-seizures-description": "Renamed via the attribute rename_seizures.", + "defaults-rename-label-age": "[Rename] Label: Age to ", + "defaults-rename-label-age-description": "Renamed via the attribute rename_label_age (e.g. Number or Incarnation).", + "defaults-rename-label-bits": "[Rename] Label: #Bits to ", + "defaults-rename-label-bits-description": "Renamed via the attribute rename_label_bits (e.g. Money or Gold).

    Rename Blocks

    You can rename the blocks to better fit the Game Setting, such as \"Powers\" to \"Talismans\" or \"Walkers\" to \"Frames\". This can also be done manually with the @{rename_block_attribute} for each individual sheet.

    ", + "defaults-rename-label-exp": "[Rename] Label: EXP to ", + "defaults-rename-label-exp-description": "Renamed via the attribute rename_label_exp (e.g. Karma or Gems).", + "defaults-rename-label-eyes": "[Rename] Label: Eyes to ", + "defaults-rename-label-eyes-description": "Renamed via the attribute rename_label_eyes (e.g. Sensors or Optics).", + "defaults-rename-label-gender": "[Rename] Label: Gender to ", + "defaults-rename-label-gender-description": "Renamed via the attribute rename_label_gender (e.g. Sex or Version).", + "defaults-rename-label-hair": "[Rename] Label: Hair to ", + "defaults-rename-label-hair-description": "Renamed via the attribute rename_label_hair (e.g. Horns or Mane).", + "defaults-rename-label-height": "[Rename] Label: Height to ", + "defaults-rename-label-height-description": "Renamed via the attribute rename_label_height (e.g. Scale or Length).", + "defaults-rename-label-level": "[Rename] Label: Level to ", + "defaults-rename-label-level-description": "Renamed via the attribute rename_label_level (e.g. Circle or Year).", + "defaults-rename-label-name": "[Rename] Label: Name to ", + "defaults-rename-label-name-description": "Renamed via the attribute rename_label_name (e.g. Alias or Codename).", + "defaults-rename-label-origin": "[Rename] Label: Origin to ", + "defaults-rename-label-origin-description": "Renamed via the attribute rename_label_origin (e.g. Race or Species).", + "defaults-rename-label-rank": "[Rename] Label: Rank to ", + "defaults-rename-label-rank-description": "Renamed via the attribute rename_label_rank (e.g. Grade or Titel).", + "defaults-rename-label-weight": "[Rename] Label: Weight to ", + "defaults-rename-label-weight-description": "Renamed via the attribute rename_label_weight (e.g. Mass or Your Mom).", + "defaults-rename-skill-academics": "[Rename] Skill: Academics to ", + "defaults-rename-skill-academics-description": "Renamed via the attribute rename_academics.", + "defaults-rename-skill-athletics": "[Rename] Skill: Athletics to ", + "defaults-rename-skill-athletics-description": "Renamed via the attribute rename_athletics.", + "defaults-rename-skill-boating": "[Rename] Skill: Boating to ", + "defaults-rename-skill-boating-description": "Renamed via the attribute rename_boating.", + "defaults-rename-skill-common-knowledge": "[Rename] Skill: Common Knowl. to ", + "defaults-rename-skill-common-knowledge-description": "Renamed via the attribute rename_common_knowledge.", + "defaults-rename-skill-custom-skill-1": "[Rename] Skill: Custom Skill #1 to ", + "defaults-rename-skill-custom-skill-1-description": "Can be renamed directly in the sheet's Settings tab.", + "defaults-rename-skill-custom-skill-2": "[Rename] Skill: Custom Skill #2 to ", + "defaults-rename-skill-custom-skill-2-description": "Can be renamed directly in the sheet's Settings tab.

    Rename Labels

    You can rename the labels at the top of the sheet, such as \"Name\" to \"Alias\" or \"Origin\" to \"Race\". This can also be done manually with the @{rename_label_attribute} for each individual sheet. Note that the labels are separated from the actual fields and do not affect the references (e.g. @{name}). They will always be in English.

    ", + "defaults-rename-skill-driving": "[Rename] Skill: Driving to ", + "defaults-rename-skill-driving-description": "Renamed via the attribute rename_driving.", + "defaults-rename-skill-electronics": "[Rename] Skill: Electronics to ", + "defaults-rename-skill-electronics-description": "Renamed via the attribute rename_electronics.", + "defaults-rename-skill-faith": "[Rename] Skill: Faith to ", + "defaults-rename-skill-faith-description": "Renamed via the attribute rename_faith.", + "defaults-rename-skill-fighting": "[Rename] Skill: Fighting to ", + "defaults-rename-skill-fighting-description": "Renamed via the attribute rename_fighting.", + "defaults-rename-skill-focus": "[Rename] Skill: Focus to ", + "defaults-rename-skill-focus-description": "Renamed via the attribute rename_focus.", + "defaults-rename-skill-gambling": "[Rename] Skill: Gambling to ", + "defaults-rename-skill-gambling-description": "Renamed via the attribute rename_gambling.", + "defaults-rename-skill-hacking": "[Rename] Skill: Hacking to ", + "defaults-rename-skill-hacking-description": "Renamed via the attribute rename_hacking.", + "defaults-rename-skill-healing": "[Rename] Skill: Healing to ", + "defaults-rename-skill-healing-description": "Renamed via the attribute rename_healing.", + "defaults-rename-skill-intimidation": "[Rename] Skill: Intimidation to ", + "defaults-rename-skill-intimidation-description": "Renamed via the attribute rename_intimidation.", + "defaults-rename-skill-language": "[Rename] Skill: Language to ", + "defaults-rename-skill-language-description": "Renamed via the attribute rename_language.", + "defaults-rename-skill-magic": "[Rename] Skill: Magic to ", + "defaults-rename-skill-magic-description": "Renamed via the attribute rename_magic.", + "defaults-rename-skill-notice": "[Rename] Skill: Notice to ", + "defaults-rename-skill-notice-description": "Renamed via the attribute rename_notice.", + "defaults-rename-skill-occult": "[Rename] Skill: Occult to ", + "defaults-rename-skill-occult-description": "Renamed via the attribute rename_occult.", + "defaults-rename-skill-performance": "[Rename] Skill: Performance to ", + "defaults-rename-skill-performance-description": "Renamed via the attribute rename_performance.", + "defaults-rename-skill-persuasion": "[Rename] Skill: Persuasion to ", + "defaults-rename-skill-persuasion-description": "Renamed via the attribute rename_persuasion.", + "defaults-rename-skill-piloting": "[Rename] Skill: Piloting to ", + "defaults-rename-skill-piloting-description": "Renamed via the attribute rename_piloting.", + "defaults-rename-skill-psionics": "[Rename] Skill: Psionics to ", + "defaults-rename-skill-psionics-description": "Renamed via the attribute rename_psionics.", + "defaults-rename-skill-repair": "[Rename] Skill: Repair to ", + "defaults-rename-skill-repair-description": "Renamed via the attribute rename_repair.", + "defaults-rename-skill-research": "[Rename] Skill: Research to ", + "defaults-rename-skill-research-description": "Renamed via the attribute rename_research.", + "defaults-rename-skill-riding": "[Rename] Skill: Riding to ", + "defaults-rename-skill-riding-description": "Renamed via the attribute rename_riding.", + "defaults-rename-skill-science": "[Rename] Skill: Science to ", + "defaults-rename-skill-science-description": "Renamed via the attribute rename_science.", + "defaults-rename-skill-shooting": "[Rename] Skill: Shooting to ", + "defaults-rename-skill-shooting-description": "Renamed via the attribute rename_shooting.", + "defaults-rename-skill-spellcasting": "[Rename] Skill: Spellcasting to ", + "defaults-rename-skill-spellcasting-description": "Renamed via the attribute rename_spellcasting.", + "defaults-rename-skill-stealth": "[Rename] Skill: Stealth to ", + "defaults-rename-skill-stealth-description": "Renamed via the attribute rename_stealth.", + "defaults-rename-skill-survival": "[Rename] Skill: Survival to ", + "defaults-rename-skill-survival-description": "Renamed via the attribute rename_survival.", + "defaults-rename-skill-taunt": "[Rename] Skill: Taunt to ", + "defaults-rename-skill-taunt-description": "Renamed via the attribute rename_taunt.", + "defaults-rename-skill-thievery": "[Rename] Skill: Thievery to ", + "defaults-rename-skill-thievery-description": "Renamed via the attribute rename_thievery.", + "defaults-rename-skill-weird-science": "[Rename] Skill: Weird Science to ", + "defaults-rename-skill-weird-science-description": "Renamed via the attribute rename_weird_science.", + "defaults-rule-augmentation-strain": "[Rule] Augmentation Strain", + "defaults-rule-augmentation-strain-description": "Use the Strain rules from the Science Fiction Companion (SFC 29).", + "defaults-rule-no-power-points": "[Rule] No Power Points", + "defaults-rule-no-power-points-description": "Use the No Power Points Setting Rule (SWADE 140).", + "defaults-skill-show-boating": "[Skill] Show Boating Skill", + "defaults-skill-show-boating-description": "Show the Boating (Agility) skill.", + "defaults-skill-show-custom-skill-1": "[Skill] Show Custom Skill #1", + "defaults-skill-show-custom-skill-1-description": "Show the Custom Skill #1, which can be renamed further down.", + "defaults-skill-show-custom-skill-2": "[Skill] Show Custom Skill #2", + "defaults-skill-show-custom-skill-2-description": "Show the Custom Skill #2, which can be renamed further down.

    Rename Attributes

    You can rename the labels of each attribute and its abbreviation (max. 3 characters). This can also be done manually with the @{rename_attribute} for each individual sheet. Note that changing the label does not affect the reference @{attribute} for rolls. They will always be in English.

    ", + "defaults-skill-show-driving": "[Skill] Show Driving Skill", + "defaults-skill-show-driving-description": "Show the Driving (Agility) skill.", + "defaults-skill-show-electronics": "[Skill] Show Electronics Skill", + "defaults-skill-show-electronics-description": "Show the Electronics (Smarts) skill.", + "defaults-skill-show-faith": "[Skill] Show Faith Skill", + "defaults-skill-show-faith-description": "Show the Faith (Spirit) skill.", + "defaults-skill-show-focus": "[Skill] Show Focus Skill", + "defaults-skill-show-focus-description": "Show the Focus (Spirit) skill.", + "defaults-skill-show-language": "[Skill] Show Language Skill", + "defaults-skill-show-language-description": "Show the Language (Smarts) skill.", + "defaults-skill-show-magic": "[Skill] Show MAGIC Skill", + "defaults-skill-show-magic-description": "Show the MAGIC (Smarts) skill. Maschinenleben.", + "defaults-skill-show-occult": "[Skill] Show Occult Skill", + "defaults-skill-show-occult-description": "Show the Occult (Smarts) skill.", + "defaults-skill-show-piloting": "[Skill] Show Piloting Skill", + "defaults-skill-show-piloting-description": "Show the Piloting (Agility) skill.", + "defaults-skill-show-psionics": "[Skill] Show Psionics Skill", + "defaults-skill-show-psionics-description": "Show the Psionics (Smarts) skill.", + "defaults-skill-show-riding": "[Skill] Show Riding Skill", + "defaults-skill-show-riding-description": "Show the Riding (Agility) skill.", + "defaults-skill-show-spellcasting": "[Skill] Show Spellcasting Skill", + "defaults-skill-show-spellcasting-description": "Show the Spellcasting (Smarts) skill.", + "defaults-skill-show-weird-science": "[Skill] Show Weird Science Skill", + "defaults-skill-show-weird-science-description": "Show the Weird Science (Smarts) skill.", + "dice-roller-code-placeholder": "2d6!+2", + "dice-roller-damage": "Damage", + "dice-roller-hidden": "Hidden", + "dice-roller-roll": "Roll", + "dice-roller-run": "Run", + "dice-roller-run-ace": "Run!", + "die-button-number-10": "10", + "die-button-number-12": "12", + "die-button-number-2": "2", + "die-button-number-4": "4", + "die-button-number-6": "6", + "die-button-number-8": "8", + "driving": "Driving", + "edges-and-hindrances": "Edges & Hindrances", + "electronics": "Electronics", + "engrams": "Engrams", + "engrams-description": "Description", + "engrams-description-placeholder": "e.g. entangle (SWADE 161) power but resisted by Smarts", + "engrams-name-placeholder": "Engram", + "engrams-note-box-placeholder": "Notes", + "engrams-notes-placeholder": "Effect/Description", + "engrams-penalty": "Penalty", + "engrams-skill-placeholder": "Hacking", + "exclamation-mark": "!", + "exp": "EXP", + "extra-fatigue": "FTG", + "extra-trait-mod-placeholder": "+/−", + "extra-trait-wd-placeholder": "WD", + "extra-wounds": "WDS", + "eyes": "Eyes", + "faith": "Faith", + "fatigue": "Fatigue", + "feature-name-new": "New", + "flight": "Flight", + "focus": "Focus", + "gambling": "Gambling", + "gender": "Gender", + "gm-roll": "GM Roll", + "hacking": "Hacking", + "hair": "Hair", + "healing": "Healing", + "integrity": "Integrity", + "integrity-alienation": "Alienation", + "integrity-depersonalization": "Depersonalization", + "integrity-derealization": "Derealization", + "integrity-discord": "Discord", + "integrity-dissonance": "Dissonance", + "integrity-ego-death": "Ego Death", + "integrity-maximum": "Max", + "integrity-mod": "Mod", + "integrity-psychosis": "Psychosis", + "integrity-seizures": "Seizures", + "inventory": "Inventory", + "inventory-name-placeholder": "Item", + "inventory-note-box-placeholder": "Notes", + "inventory-notes-placeholder": "About this item...", + "inventory-total-weight": "Total Weight: ", + "inventory-weight-placeholder-u": "WGT", + "inventory-weight-toggle-title": "Weight On/Off", + "inventory-weight-u": "WGT", + "language": "Language", + "level": "Level", + "magic": "MAGIC", + "mod": "Mod", + "modifier": "Modifier", + "multiplier": "Multiplier", + "name": "Name", + "none": "None", + "notes": "Notes", + "occult": "Occult", + "origin": "Origin", + "pace": "Pace", + "parry": "Parry", + "penalty": "Penalty", + "performance": "Performance", + "piloting": "Piloting", + "power": "Power", + "power-consumed": "Consumed", + "power-energy": "Power", + "power-maximum": "Max", + "powerarmor": "Power Armor", + "powerarmors": "Power Armors", + "powerarmors-armor": "Armor", + "powerarmors-build-placeholder": "Chassis | Modifications, Notes, etc.", + "powerarmors-mods": "Mods", + "powerarmors-mods-placeholder": "0/5", + "powerarmors-name-placeholder": "Power Armor Type", + "powerarmors-pace": "Pace", + "powerarmors-size": "Size", + "powerarmors-weapons": "Weap.", + "powerarmors-weight": "Weight", + "powerarmors-weight-placeholder": "500", + "powers": "Powers", + "powers-ap": "AP", + "powers-damage": "Damage", + "powers-damage-placeholder": "2d6", + "powers-duration": "Duration", + "powers-duration-placeholder": "Duration", + "powers-name-placeholder": "Power", + "powers-note-box-placeholder": "Notes", + "powers-notes-placeholder": "Effect/Description", + "powers-penalty": "Penalty", + "powers-pp": "PP", + "powers-pp-placeholder": "2", + "powers-range": "Range", + "powers-range-placeholder": "Range/Melee", + "powers-skill-placeholder": "Spellcasting", + "powers-trapping-placeholder": "Fire, Light, etc.", + "psionics": "Psionics", + "query-rof": "Query RoF", + "query-wd": "Query WD", + "quick-notes": "Quick Notes", + "rads": "Rads", + "raise-calculator": "Raise Calculator", + "raises": "raises", + "rank": "Rank", + "rate-of-fire": "Rate of Fire", + "repair": "Repair", + "research": "Research", + "riding": "Riding", + "roll-button": "Roll Button", + "roll-description": "Description", + "roll-description-placeholder": "Narrative or functional description below the header in the Roll Template. Leave empty to disable.", + "roll-injection": "Roll Injection", + "roll-injection-placeholder": "{{source_label=}} {{source=}} {{custom3_label=}} {{custom3=}} {{rof=[[ 1 ]]}} {{traitroll8=}}", + "roll-of": "Roll of", + "roll-result": "Roll Result", + "roll-tooltip-prefix": "Roll ", + "roll-tooltip-suffix": "RoF ", + "rolls": "rolls", + "rolltemplate-armor-piercing": "Armor Piercing", + "rolltemplate-bonus-wild-die": "Bonus Wild Die", + "rolltemplate-commander": "Commander", + "rolltemplate-damage": "Damage", + "rolltemplate-damage-modifier": "Damage Modifier", + "rolltemplate-damage-title": "Roll Damage", + "rolltemplate-dice-rof": "Dice/RoF", + "rolltemplate-fatigue": "Fatigue", + "rolltemplate-hits-rof": "Hits/RoF", + "rolltemplate-modifier": "Modifier", + "rolltemplate-range": "Range", + "rolltemplate-reroll-title": "Reroll", + "rolltemplate-trapping": "Trapping", + "rolltemplate-wild-die": "Wild Die", + "rolltemplate-wound-penalty": "Wound Penalty", + "run": "Run", + "runs-ellipsis": "runs...", + "science": "Science", + "settings-abilities-label": "Abilities", + "settings-allies-label": "Allies", + "settings-ammunition-container-1": "Ammo #1", + "settings-ammunition-container-2": "Ammo #2", + "settings-ammunition-container-3": "Ammo #3", + "settings-ammunition-label": "Ammunition", + "settings-apparel-label": "Apparel", + "settings-augmentations-label": "Augmentations", + "settings-custom-button-1-label": "Custom Button #1", + "settings-custom-button-2-label": "Custom Button #2", + "settings-custom-button-3-label": "Custom Button #3", + "settings-custom-buttons-placeholder": "UnShake/Detox/etc.", + "settings-engrams-label": "Engrams", + "settings-function-augmentation-markers": "Augmentation Markers", + "settings-function-explode-run-die": "Explode Run Die", + "settings-function-halve-untrained-penalty": "Halve Untrained Penalty (-1)", + "settings-function-roll-description-inputs": "List Roll Description Inputs", + "settings-function-roll-injection-inputs": "List Roll Injection Inputs", + "settings-function-running-applies-fatigue": "Running Applies Fatigue", + "settings-function-running-ignores-wounds": "Running Ignores Wounds", + "settings-function-silhouette-markers": "Silhouette Markers", + "settings-function-skill-markers": "Skill Markers", + "settings-help-ammunition": "Ammunition", + "settings-help-ammunition-description": "You can keep track of up to three named \"magazines\" in the Ammunition block. The buttons allow you to quickly add to or subtract from the values. You can save a value with [S] and restore it with [R].", + "settings-help-armor-and-notes": "Armor & Notes", + "settings-help-armor-and-notes-description": "Enter your Armor ratings for the corresponding limbs. They are not self-calculating since there are too many factors; this is more convenient. You can add notes for Resistances, circumstance modifiers, or relevant augmentations such as subdermal armor to keep things in one place.", + "settings-help-attribute-reference": "Attribute Reference", + "settings-help-attribute-reference-description": "The attributes of this sheet follow a simple naming pattern and can be easily derived from their labels. Just remove any dots or special characters, expand abbreviations, convert to lowercase, and replace whitespaces with underscores (_). Adjacent/Sibling attributes are appended like this as well. Agility becomes @{agility}, @{agility_mod}, @{agility_wd}, @{agility_extra_wd} (for Extras only), and @{agility_natural}. Tough. expands @{toughness} and Armor is referenced with @{armor_head|_torso|_arms|_legs}. English only!", + "settings-help-edges-and-hindrances": "Edges & Hindrances", + "settings-help-edges-and-hindrances-description": "Manage your Edges and Hindrances here. They follow a horizontal masonry layout to save space and remain visible for convenience. The width is automatically adjusted once you press enter and you can cycle through colored labels to indicate Rank, type, and more. Sorting is wonky though.", + "settings-help-extra-sheet": "Extra Sheet", + "settings-help-extra-sheet-description": "For non-player characters, you can change the layout to a more compact alternative with the switch right above the sheet. This version lacks many features but is primed for Extras without Wild Die. Of course, you can add Wild Dice if needed. Edit Traits by clicking on their die, opening a small menu, and roll with the label. Hovering reveals buttons for direct die rolls. Add skills by clicking the framed pencil icon in the header. Lists work as usual.", + "settings-help-helper-buttons": "Helper Buttons", + "settings-help-helper-buttons-description": "The buttons above the skill section provide selected actions and convenience functions. The dice roller input is parsed, so you can write codes like \"Sma+2d6\". You may also use references such as @{athletics} or macros, but beware that the parser is not smart. Hidden rolls are sent only to the GM. The toggles can enable/disable additional roll queries for the whole sheet.", + "settings-help-hexagon-fields": "Hexagon Fields", + "settings-help-hexagon-fields-description": "Your attributes and secondary statistics. They either accept dice codes (d4 to d12) or integers. Positive modifiers are automatically prefixed. Hovering reveals additional fields that are otherwise invisible until relevant. You can leave them empty to use defaults, such as a d6 as Wild Die. The Wild Die can be disabled with \"n/a\". The labels act as roll buttons.", + "settings-help-list-item-options": "List Item Options", + "settings-help-list-item-options-description": "Interactive list items, such as weapons and powers, come with options. When the item is folded out, you can access them via the gear icon. Typical options include toggles for buttons and fields, but some also allow to override the Wild Die and more. Mind that the inputs are not validated; do not enter nonsense!", + "settings-help-raise-damage": "Raise Damage", + "settings-help-raise-damage-description": "There is no general function or field to apply raise damage since this modifier is too flexible. But nothing can stop you from entering \"d6!\" when prompted for a damage modifier. You could also add \"2d4!+2\" or whatever may apply in your case. Do not forget to add the exclamation mark after the die or the roll will not explode.", + "settings-help-rate-of-fire": "Rate of Fire (Multiple Dice)", + "settings-help-rate-of-fire-description": "To roll multiple skill dice, you have two options. If you lock the skills, you can click directly on the desired die bubble, always prompting you to enter the Rate of Fire. Alternatively, you can toggle the [Query RoF] helper button, enabling the feature for the whole sheet.", + "settings-help-roll-injections": "Roll Injections", + "settings-help-roll-injections-description": "

    When you enable the option under Setup, you can append and toggle custom code to list item rolls. Mind that the inputs are not validated; do not enter nonsense! Following is a collection of useful template hooks.

    • {{header}}Header content like \"X rolls Y\"
    • {{description}}Italic text shown below the header
    • {{reroll}}Link of the reroll button
    • {{damageroll}}Link of the damage button
    • {{source_label}}Label for the source, e.g. \"Weapon\"
    • {{source}}Content of the source, e.g. \"Pistol\"
    • {{trait}}Name of the Trait rolled
    • {{traitdie}}Die of the Trait rolled
    • {{flat}}Modifier of the Trait rolled
    • {{wd}}Wild Die of the Trait rolled
    • {{commander}}Commander of an ally
    • {{modifier}}Queried modifier for the roll
    • {{rof}}Rate of Fire as inline roll, e.g. [[ 1 ]]
    • {{wounds}}Wound penalty applied to the roll
    • {{fatigue}}Fatigue penalty applied to the roll
    • {{custom#_label}}[1-3] Label for freeform content
    • {{custom#}}[1-3] Freeform content
    • {{wdroll}}Inline roll of the Wild Die (> -1001)
    • {{traitroll#}}[1-8] Inline roll(s) of the Trait(s)
    ", + "settings-help-silhouette": "Silhouette", + "settings-help-silhouette-description": "Choose your silhouette; it looks fancy! You can set color markers all over the silhouette for any purpose, indicating augmentations or injuries or whatever you like.", + "settings-help-skill-tracks": "Skill Tracks", + "settings-help-skill-tracks-description": "Enter your skill die by clicking on the corresponding bubble (d4-2 to d12). The skill name will darken once you become trained and acts as roll button. You can enter a modifier and custom Wild Die or leave these fields empty to use defaults; the Wild Die can be disabled with \"n/a\". Positive modifiers are automatically prefixed. On the far right, you can set a color marker for any purpose.", + "settings-help-track-rolls": "Track Rolls", + "settings-help-track-rolls-description": "When you lock the skill tracks with the icon in the top-right corner above the color marker column, you can click on the bubbles to roll the corresponding die independently. This is useful for effects that dynamically alter your skill die, such as boost/lower trait.", + "settings-help-vehicles-and-more": "Vehicles & More", + "settings-help-vehicles-and-more-description": "You can enable blocks for vehicles and other vessels in the Blocks tab under Settings. The silhouette of vehicles can be cycled through by clicking; the switch can take a moment. Both blocks can display weapons by adding a number to the corresponding attribute (0-10).", + "settings-help-weapon-damage-rolls": "Damage Rolls", + "settings-help-weapon-damage-rolls-description": "You can enable damage rolls for list items by clicking the damage label. This will disable editing. Note that the dice codes must be valid, but you can use \"Str\" or \"Agi\" (etc.) as shorthands to reference attributes. The parser is not smart, however, so please also refer to the Roll20 Dice Reference.", + "settings-integrity-label": "Integrity", + "settings-misc-extent-prefix": "Extend ", + "settings-power-energy-label": "Power/Energy/Mana", + "settings-powerarmors-label": "Power Armors", + "settings-powers-spells-label": "Powers/Spells", + "settings-quick-notes-label": "Quick Notes", + "settings-rule-augmentation-strain": "Augmentation Strain (SciFi Companion)", + "settings-rule-no-power-points": "No Power Points (SWADE 140)", + "settings-style-background-grid": "Background Grid", + "settings-style-dark-labels": "Dark Labels", + "settings-style-roboto-font": "Roboto Font (Off: Helvetica Neue)", + "settings-style-rounded-corners": "Rounded Corners", + "settings-style-skill-die-numbers": "Skill Die Numbers", + "settings-style-transition-delays": "Transition Delays", + "settings-style-transitions": "Transitions", + "settings-tab-blocks": "Blocks", + "settings-tab-help": "Help", + "settings-tab-setup": "Setup", + "settings-tab-skills": "Skills", + "settings-tab-styles": "Styles", + "settings-vehicles-label": "Vehicles", + "settings-walkers-label": "Walkers", + "settings-weapons-label": "Weapons", + "size": "Size", + "skill-track-die-label-d10": "10", + "skill-track-die-label-d12": "12", + "skill-track-die-label-d4": "4", + "skill-track-die-label-d4-2": "2", + "skill-track-die-label-d6": "6", + "skill-track-die-label-d8": "8", + "skill-track-mod-placeholder-u": "MOD", + "skill-track-mod-u": "MOD", + "skill-track-wd-placeholder-u": "WD", + "skill-track-wd-u": "WD", + "skills": "Skills", + "sma-u": "SMA", + "smarts-mod": "Bonus", + "smarts-natural": "Natural", + "smarts-wd": "WD", + "soak": "Soak", + "soak-mod": "Bonus", + "soak-wd": "WD", + "source": "Source", + "spellcasting": "Spellcasting", + "spi-u": "SPI", + "spirit-mod": "Bonus", + "spirit-natural": "Natural", + "spirit-wd": "WD", + "str-u": "STR", + "strength-mod": "Bonus", + "strength-natural": "Natural", + "strength-wd": "WD", + "sublist-weapons-ap-damage": "AP Damage", + "sublist-weapons-ap-damage-placeholder": "3d10, AP 8", + "sublist-weapons-he-damage": "HE Damage", + "sublist-weapons-he-damage-placeholder": "3d8, AP 4, MBT", + "sublist-weapons-name": "Weapon", + "sublist-weapons-name-placeholder-1": "Weapon #1", + "sublist-weapons-name-placeholder-10": "Weapon #10", + "sublist-weapons-name-placeholder-2": "Weapon #2", + "sublist-weapons-name-placeholder-3": "Weapon #3", + "sublist-weapons-name-placeholder-4": "Weapon #4", + "sublist-weapons-name-placeholder-5": "Weapon #5", + "sublist-weapons-name-placeholder-6": "Weapon #6", + "sublist-weapons-name-placeholder-7": "Weapon #7", + "sublist-weapons-name-placeholder-8": "Weapon #8", + "sublist-weapons-name-placeholder-9": "Weapon #9", + "sublist-weapons-note-box-placeholder": "Notes", + "sublist-weapons-notes-label": "Notes:", + "sublist-weapons-notes-placeholder": "Notes, Tags, Trappings, etc.", + "sublist-weapons-range": "Range", + "sublist-weapons-range-placeholder": "50/100/200", + "sublist-weapons-rof": "ROF", + "survival": "Survival", + "tab-advancements": "Advancements", + "tab-notebook": "Notebook", + "tab-settings": "Settings", + "tab-skills": "Skills", + "target-number": "Target Number", + "taunt": "Taunt", + "toggle-damage-rolls-title": "Toggle Damage Rolls", + "toughness": "Tough.", + "trapping": "Trapping", + "unskilled": "Unskilled", + "vehicles": "Vehicles", + "vehicles-build-placeholder": "Chassis | Modifications, Notes, etc.", + "vehicles-crew": "Crew", + "vehicles-crew-placeholder": "1+3", + "vehicles-handling": "Handling", + "vehicles-name-placeholder": "Vehicle Type", + "vehicles-size": "Size", + "vehicles-speed": "Speed", + "vehicles-toughness": "Tough.", + "vehicles-toughness-placeholder": "4 (0)", + "vehicles-weapons": "Weap.", + "vig-u": "VIG", + "vigor-mod": "Bonus", + "vigor-natural": "Natural", + "vigor-wd": "WD", + "vs-tn": "vs. TN", + "walkers": "Walkers", + "walkers-build-placeholder": "Chassis | Modifications, Notes, etc.", + "walkers-crew": "Crew", + "walkers-mods": "Mods", + "walkers-mods-placeholder": "0/20", + "walkers-name-placeholder": "Walker Type", + "walkers-pace": "Pace", + "walkers-size": "Size", + "walkers-strength": "Strength", + "walkers-toughness": "Tough.", + "walkers-toughness-placeholder": "20 (5)", + "walkers-weapons": "Weap.", + "weapon": "Weapon", + "weapons": "Weapons", + "weapons-ap": "AP", + "weapons-damage": "Damage", + "weapons-damage-placeholder": "STR+d6", + "weapons-name-placeholder": "Weapon (Ammo)", + "weapons-note-box-placeholder": "Notes", + "weapons-notes-placeholder": "Notes, Tags, Requirements, etc.", + "weapons-range": "Range", + "weapons-range-placeholder": "Range/Melee", + "weapons-rof": "ROF", + "weapons-shots": "Shots", + "weapons-skill-placeholder": "Shooting", + "weapons-total-weight": "Total Weight: ", + "weapons-trapping-placeholder": "Piercing/etc.", + "weapons-weight": "WGT", + "weapons-weight-toggle-title": "Weight On/Off", + "weight": "Weight", + "weird-science": "Weird Science", + "wild-die": "Wild Die", + "wild-die-override": "WD Override", + "wound-mitigation": "Wound Mitigation", + "wounds": "Wounds", + "{": "{", + "}": "}" +} diff --git a/Savage Worlds - Graph Paper/translations/hu.json b/Savage Worlds - Graph Paper/translations/hu.json new file mode 100644 index 0000000000..42513f559a --- /dev/null +++ b/Savage Worlds - Graph Paper/translations/hu.json @@ -0,0 +1,656 @@ +{ + "_height": "Height", + "abilities": "Abilities", + "abilities-placeholder": "Abilities", + "ability-placeholder": "Ability: Description", + "ace-damage": "Ace Damage", + "ace-damage-title": "Exploding Damage Dice On/Off", + "advancements-heroic-placeholder": "Heroic", + "advancements-legendary-placeholder": "Legendary", + "advancements-novice-placeholder": "Novice", + "advancements-rank-h": "H", + "advancements-rank-l": "L", + "advancements-rank-n": "N", + "advancements-rank-s": "S", + "advancements-rank-v": "V", + "advancements-seasoned-placeholder": "Seasoned", + "advancements-veteran-placeholder": "Veteran", + "age": "Age", + "agi-u": "AGI", + "agility-mod": "Bonus", + "agility-natural": "Natural", + "agility-wd": "WD", + "allies": "Allies", + "allies-name-placeholder": "Name", + "allies-note-box-placeholder": "Notes", + "allies-note-field-1-placeholder": "Note #1", + "allies-note-field-10-placeholder": "Note #10", + "allies-note-field-11-placeholder": "Note #11", + "allies-note-field-12-placeholder": "Note #12", + "allies-note-field-13-placeholder": "Note #13", + "allies-note-field-14-placeholder": "Note #14", + "allies-note-field-15-placeholder": "Note #15", + "allies-note-field-16-placeholder": "Note #16", + "allies-note-field-17-placeholder": "Note #17", + "allies-note-field-18-placeholder": "Note #18", + "allies-note-field-19-placeholder": "Note #19", + "allies-note-field-2-placeholder": "Note #2", + "allies-note-field-20-placeholder": "Note #20", + "allies-note-field-3-placeholder": "Note #3", + "allies-note-field-4-placeholder": "Note #4", + "allies-note-field-5-placeholder": "Note #5", + "allies-note-field-6-placeholder": "Note #6", + "allies-note-field-7-placeholder": "Note #7", + "allies-note-field-8-placeholder": "Note #8", + "allies-note-field-9-placeholder": "Note #9", + "ally": "Ally", + "ammunition": "Ammunition", + "ammunition-reset": "R", + "ammunition-set": "S", + "apparel": "Apparel", + "apparel-armor": "Armor", + "apparel-name-placeholder": "Apparel", + "apparel-note-box-placeholder": "Notes", + "apparel-notes-label": "Notes:", + "apparel-notes-placeholder": "Notes, Tags, Trappings, Requirements, etc.", + "apparel-properties": "Properties", + "apparel-properties-placeholder": "Protection/Resistance/Tags", + "apparel-total-weight": "Total Weight: ", + "apparel-weight": "WGT", + "apparel-weight-placeholder": "WGT", + "apparel-weight-toggle-title": "Weight On/Off", + "armor-and-statistics": "Armor & Statistics", + "armor-arms": "Arms", + "armor-head": "Head", + "armor-legs": "Legs", + "armor-notes-u": "NOTES", + "armor-torso": "Torso", + "attributes": "Attributes", + "augmentations": "Augmentations", + "augmentations-grade": "Grade", + "augmentations-grade-placeholder": "Iron", + "augmentations-loss": "Loss", + "augmentations-name-placeholder": "[Advanced/Superior] Augmentation [Level] (Upgrades)", + "augmentations-note-box-placeholder": "Notes", + "augmentations-notes-label": "Notes:", + "augmentations-notes-placeholder": "Effect/Description", + "augmentations-power": "Power", + "augmentations-slots": "Slots", + "augmentations-strain": "Strain", + "augmentations-toggle-title": "Loss/Strain On/Off", + "augmentations-total-loss": "Total Loss: ", + "augmentations-total-strain": "Total Strain: ", + "battle": "Battle", + "bennies": "Bennies", + "bits": "#Bits", + "boating": "Boating", + "bonus-wd": "Bonus WD", + "bonus-wild-die": "Bonus Wild Die", + "carried-weight-total": "Total Carried Weight", + "custom-skill-1": "Custom Skill 1", + "custom-skill-2": "Custom Skill 2", + "custom-skill-3": "Custom Skill 3", + "custom-skill-4": "Custom Skill 4", + "custom-skill-5": "Custom Skill 5", + "custom-skill-6": "Custom Skill 6", + "custom-u": "CUSTOM", + "damage": "Damage", + "damage-modifier": "Damage Modifier", + "defaults-block-show-abilities": "[Block] Show Abilities", + "defaults-block-show-abilities-description": "List special abilities or monstrous powers.", + "defaults-block-show-allies": "[Block] Show Allies", + "defaults-block-show-allies-description": "Keep track of allied characters with a barebone mini sheet.", + "defaults-block-show-ammunition": "[Block] Show Ammunition", + "defaults-block-show-ammunition-description": "Keep track of your \"magazines\" for three weapons.", + "defaults-block-show-augmentations": "[Block] Show Augmentations", + "defaults-block-show-augmentations-description": "Install augmentations/cyberware and keep track of the Loss/Strain.", + "defaults-block-show-engrams": "[Block] Show Engrams", + "defaults-block-show-engrams-description": "Special programs or hardware to execute Hacking actions.", + "defaults-block-show-integrity": "[Block] Show Integrity", + "defaults-block-show-integrity-description": "Quantifies mental health/sanity and keeps track of mental afflictions. Maschinenleben.", + "defaults-block-show-power": "[Block] Show Power/Energy", + "defaults-block-show-power-description": "The energy/mana/etc. reserves of a character.", + "defaults-block-show-powerarmors": "[Block] Show Power Armors", + "defaults-block-show-powerarmors-description": "Vehicles and their modifications/weapons.", + "defaults-block-show-powers": "[Block] Show Powers/Spells", + "defaults-block-show-powers-description": "The known powers/spells of a character.", + "defaults-block-show-vehicles": "[Block] Show Vehicles", + "defaults-block-show-vehicles-description": "Vehicles and their modifications/weapons.", + "defaults-block-show-walkers": "[Block] Show Walkers", + "defaults-block-show-walkers-description": "Walkers/Mechs and their modifications/weapons.

    Show/Hide Skills

    You can show or hide skills from the list in accordance with the played Game Setting. This can also be done manually for each individual sheet in its Settings tab. There are two custom skills that can be renamed and modified within the sheet as well, for example to make specialized skills (e.g. specific weapons with custom bonus or Wild Die).

    ", + "defaults-function-explode-run-die": "[Function] Explode Run Die", + "defaults-function-explode-run-die-description": "Makes the run die Ace.", + "defaults-function-running-applies-fatigue": "[Function] Running Applies Fatigue", + "defaults-function-running-applies-fatigue-description": "Fatigue penalties are subtracted from the run roll.

    Show/Hide Blocks

    You can show or hide content blocks in accordance with the played Game Setting. This can also be done manually for each individual sheet in its Settings tab. Some blocks that were designed for Maschinenleben, such as Augmentations and Engrams, can be adapted for other purposes as well.

    ", + "defaults-function-running-ignores-wounds": "[Function] Running Ignores Wounds", + "defaults-function-running-ignores-wounds-description": "Wound penalties are not subtracted from the run roll.", + "defaults-rename-attribute-agi": "[Rename] Attribute: AGI to ", + "defaults-rename-attribute-agi-description": "Renamed via the attribute rename_agi.", + "defaults-rename-attribute-agility": "[Rename] Attribute: Agility to ", + "defaults-rename-attribute-agility-description": "Renamed via the attribute rename_agility.", + "defaults-rename-attribute-sma": "[Rename] Attribute: SMA to ", + "defaults-rename-attribute-sma-description": "Renamed via the attribute rename_sma.", + "defaults-rename-attribute-smarts": "[Rename] Attribute: Smarts to ", + "defaults-rename-attribute-smarts-description": "Renamed via the attribute rename_smarts.", + "defaults-rename-attribute-spi": "[Rename] Attribute: SPI to ", + "defaults-rename-attribute-spi-description": "Renamed via the attribute rename_spi.", + "defaults-rename-attribute-spirit": "[Rename] Attribute: Spirit to ", + "defaults-rename-attribute-spirit-description": "Renamed via the attribute rename_spirit.", + "defaults-rename-attribute-str": "[Rename] Attribute: STR to ", + "defaults-rename-attribute-str-description": "Renamed via the attribute rename_str.", + "defaults-rename-attribute-strength": "[Rename] Attribute: Strength to ", + "defaults-rename-attribute-strength-description": "Renamed via the attribute rename_strength.", + "defaults-rename-attribute-vig": "[Rename] Attribute: VIG to ", + "defaults-rename-attribute-vig-description": "Renamed via the attribute rename_vig.

    Rename Skills

    You can rename the labels of each skill, best kept below 15 characters due to layout constrains. This can also be done manually with the @{rename_attribute} for each individual sheet. Note that changing the label does not affect the reference @{attribute} for rolls. They will always be in English.

    ", + "defaults-rename-attribute-vigor": "[Rename] Attribute: Vigor to ", + "defaults-rename-attribute-vigor-description": "Renamed via the attribute rename_vigor.", + "defaults-rename-block-allies": "[Rename] Block: Allies to ", + "defaults-rename-block-allies-description": "Renamed via the attribute rename_block_allies.", + "defaults-rename-block-ammunition": "[Rename] Block: Ammunition to ", + "defaults-rename-block-ammunition-description": "Renamed via the attribute rename_block_ammunition.", + "defaults-rename-block-apparel": "[Rename] Block: Apparel to ", + "defaults-rename-block-apparel-description": "Renamed via the attribute rename_block_apparel.", + "defaults-rename-block-augmentations": "[Rename] Block: Augmentations to ", + "defaults-rename-block-augmentations-description": "Renamed via the attribute rename_block_augmentations.", + "defaults-rename-block-engrams": "[Rename] Block: Engrams to ", + "defaults-rename-block-engrams-description": "Renamed via the attribute rename_block_engrams.", + "defaults-rename-block-integrity": "[Rename] Block: Integrity to ", + "defaults-rename-block-integrity-description": "Renamed via the attribute rename_block_integrity.", + "defaults-rename-block-inventory": "[Rename] Block: Inventory to ", + "defaults-rename-block-inventory-description": "Renamed via the attribute rename_block_inventory.", + "defaults-rename-block-power": "[Rename] Block: Power to ", + "defaults-rename-block-power-description": "Renamed via the attribute rename_block_power.", + "defaults-rename-block-powerarmors": "[Rename] Block: Power Armors to ", + "defaults-rename-block-powerarmors-description": "Renamed via the attribute rename_block_powerarmors.", + "defaults-rename-block-powers": "[Rename] Block: Powers to ", + "defaults-rename-block-powers-description": "Renamed via the attribute rename_block_powers.", + "defaults-rename-block-quick-notes": "[Rename] Block: Quick Notes to ", + "defaults-rename-block-quick-notes-description": "Renamed via the attribute rename_block_quick_notes.", + "defaults-rename-block-vehicles": "[Rename] Block: Vehicles to ", + "defaults-rename-block-vehicles-description": "Renamed via the attribute rename_block_vehicles.", + "defaults-rename-block-walkers": "[Rename] Block: Walkers to ", + "defaults-rename-block-walkers-description": "Renamed via the attribute rename_block_walkers.", + "defaults-rename-block-weapons": "[Rename] Block: Weapons to ", + "defaults-rename-block-weapons-description": "Renamed via the attribute rename_block_weapons.

    Rename Integrity Hindrances (Maschinenleben)

    You can rename the Hindrances caused by the loss of Integrity (Sanity, Purity, etc.). This can also be done manually with the @{rename_integrity-attribute} for each individual sheet. Note that they activate in intervals with each fraction of 10 below 70 — Discord triggers on 69.9 or lower, Dissonance on 59.9 or lower, and so forth.

    ", + "defaults-rename-integrity-alienation": "[Rename] Integrity: Alienation to ", + "defaults-rename-integrity-alienation-description": "Renamed via the attribute rename_alienation.", + "defaults-rename-integrity-depersonalization": "[Rename] Integrity: Depersonalization to ", + "defaults-rename-integrity-depersonalization-description": "Renamed via the attribute rename_depersonalization.", + "defaults-rename-integrity-derealization": "[Rename] Integrity: Derealization to ", + "defaults-rename-integrity-derealization-description": "Renamed via the attribute rename_derealization.", + "defaults-rename-integrity-discord": "[Rename] Integrity: Discord to ", + "defaults-rename-integrity-discord-description": "Renamed via the attribute rename_discord.", + "defaults-rename-integrity-dissonance": "[Rename] Integrity: Dissonance to ", + "defaults-rename-integrity-dissonance-description": "Renamed via the attribute rename_dissonance.", + "defaults-rename-integrity-ego-death": "[Rename] Integrity: Ego Death to ", + "defaults-rename-integrity-ego-death-description": "Renamed via the attribute rename_ego_death.", + "defaults-rename-integrity-psychosis": "[Rename] Integrity: Psychosis to ", + "defaults-rename-integrity-psychosis-description": "Renamed via the attribute rename_psychosis.", + "defaults-rename-integrity-seizures": "[Rename] Integrity: Seizures to ", + "defaults-rename-integrity-seizures-description": "Renamed via the attribute rename_seizures.", + "defaults-rename-label-age": "[Rename] Label: Age to ", + "defaults-rename-label-age-description": "Renamed via the attribute rename_label_age (e.g. Number or Incarnation).", + "defaults-rename-label-bits": "[Rename] Label: #Bits to ", + "defaults-rename-label-bits-description": "Renamed via the attribute rename_label_bits (e.g. Money or Gold).

    Rename Blocks

    You can rename the blocks to better fit the Game Setting, such as \"Powers\" to \"Talismans\" or \"Walkers\" to \"Frames\". This can also be done manually with the @{rename_block_attribute} for each individual sheet.

    ", + "defaults-rename-label-exp": "[Rename] Label: EXP to ", + "defaults-rename-label-exp-description": "Renamed via the attribute rename_label_exp (e.g. Karma or Gems).", + "defaults-rename-label-eyes": "[Rename] Label: Eyes to ", + "defaults-rename-label-eyes-description": "Renamed via the attribute rename_label_eyes (e.g. Sensors or Optics).", + "defaults-rename-label-gender": "[Rename] Label: Gender to ", + "defaults-rename-label-gender-description": "Renamed via the attribute rename_label_gender (e.g. Sex or Version).", + "defaults-rename-label-hair": "[Rename] Label: Hair to ", + "defaults-rename-label-hair-description": "Renamed via the attribute rename_label_hair (e.g. Horns or Mane).", + "defaults-rename-label-height": "[Rename] Label: Height to ", + "defaults-rename-label-height-description": "Renamed via the attribute rename_label_height (e.g. Scale or Length).", + "defaults-rename-label-level": "[Rename] Label: Level to ", + "defaults-rename-label-level-description": "Renamed via the attribute rename_label_level (e.g. Circle or Year).", + "defaults-rename-label-name": "[Rename] Label: Name to ", + "defaults-rename-label-name-description": "Renamed via the attribute rename_label_name (e.g. Alias or Codename).", + "defaults-rename-label-origin": "[Rename] Label: Origin to ", + "defaults-rename-label-origin-description": "Renamed via the attribute rename_label_origin (e.g. Race or Species).", + "defaults-rename-label-rank": "[Rename] Label: Rank to ", + "defaults-rename-label-rank-description": "Renamed via the attribute rename_label_rank (e.g. Grade or Titel).", + "defaults-rename-label-weight": "[Rename] Label: Weight to ", + "defaults-rename-label-weight-description": "Renamed via the attribute rename_label_weight (e.g. Mass or Your Mom).", + "defaults-rename-skill-academics": "[Rename] Skill: Academics to ", + "defaults-rename-skill-academics-description": "Renamed via the attribute rename_academics.", + "defaults-rename-skill-athletics": "[Rename] Skill: Athletics to ", + "defaults-rename-skill-athletics-description": "Renamed via the attribute rename_athletics.", + "defaults-rename-skill-boating": "[Rename] Skill: Boating to ", + "defaults-rename-skill-boating-description": "Renamed via the attribute rename_boating.", + "defaults-rename-skill-common-knowledge": "[Rename] Skill: Common Knowl. to ", + "defaults-rename-skill-common-knowledge-description": "Renamed via the attribute rename_common_knowledge.", + "defaults-rename-skill-custom-skill-1": "[Rename] Skill: Custom Skill #1 to ", + "defaults-rename-skill-custom-skill-1-description": "Can be renamed directly in the sheet's Settings tab.", + "defaults-rename-skill-custom-skill-2": "[Rename] Skill: Custom Skill #2 to ", + "defaults-rename-skill-custom-skill-2-description": "Can be renamed directly in the sheet's Settings tab.

    Rename Labels

    You can rename the labels at the top of the sheet, such as \"Name\" to \"Alias\" or \"Origin\" to \"Race\". This can also be done manually with the @{rename_label_attribute} for each individual sheet. Note that the labels are separated from the actual fields and do not affect the references (e.g. @{name}). They will always be in English.

    ", + "defaults-rename-skill-driving": "[Rename] Skill: Driving to ", + "defaults-rename-skill-driving-description": "Renamed via the attribute rename_driving.", + "defaults-rename-skill-electronics": "[Rename] Skill: Electronics to ", + "defaults-rename-skill-electronics-description": "Renamed via the attribute rename_electronics.", + "defaults-rename-skill-faith": "[Rename] Skill: Faith to ", + "defaults-rename-skill-faith-description": "Renamed via the attribute rename_faith.", + "defaults-rename-skill-fighting": "[Rename] Skill: Fighting to ", + "defaults-rename-skill-fighting-description": "Renamed via the attribute rename_fighting.", + "defaults-rename-skill-focus": "[Rename] Skill: Focus to ", + "defaults-rename-skill-focus-description": "Renamed via the attribute rename_focus.", + "defaults-rename-skill-gambling": "[Rename] Skill: Gambling to ", + "defaults-rename-skill-gambling-description": "Renamed via the attribute rename_gambling.", + "defaults-rename-skill-hacking": "[Rename] Skill: Hacking to ", + "defaults-rename-skill-hacking-description": "Renamed via the attribute rename_hacking.", + "defaults-rename-skill-healing": "[Rename] Skill: Healing to ", + "defaults-rename-skill-healing-description": "Renamed via the attribute rename_healing.", + "defaults-rename-skill-intimidation": "[Rename] Skill: Intimidation to ", + "defaults-rename-skill-intimidation-description": "Renamed via the attribute rename_intimidation.", + "defaults-rename-skill-language": "[Rename] Skill: Language to ", + "defaults-rename-skill-language-description": "Renamed via the attribute rename_language.", + "defaults-rename-skill-magic": "[Rename] Skill: Magic to ", + "defaults-rename-skill-magic-description": "Renamed via the attribute rename_magic.", + "defaults-rename-skill-notice": "[Rename] Skill: Notice to ", + "defaults-rename-skill-notice-description": "Renamed via the attribute rename_notice.", + "defaults-rename-skill-occult": "[Rename] Skill: Occult to ", + "defaults-rename-skill-occult-description": "Renamed via the attribute rename_occult.", + "defaults-rename-skill-performance": "[Rename] Skill: Performance to ", + "defaults-rename-skill-performance-description": "Renamed via the attribute rename_performance.", + "defaults-rename-skill-persuasion": "[Rename] Skill: Persuasion to ", + "defaults-rename-skill-persuasion-description": "Renamed via the attribute rename_persuasion.", + "defaults-rename-skill-piloting": "[Rename] Skill: Piloting to ", + "defaults-rename-skill-piloting-description": "Renamed via the attribute rename_piloting.", + "defaults-rename-skill-psionics": "[Rename] Skill: Psionics to ", + "defaults-rename-skill-psionics-description": "Renamed via the attribute rename_psionics.", + "defaults-rename-skill-repair": "[Rename] Skill: Repair to ", + "defaults-rename-skill-repair-description": "Renamed via the attribute rename_repair.", + "defaults-rename-skill-research": "[Rename] Skill: Research to ", + "defaults-rename-skill-research-description": "Renamed via the attribute rename_research.", + "defaults-rename-skill-riding": "[Rename] Skill: Riding to ", + "defaults-rename-skill-riding-description": "Renamed via the attribute rename_riding.", + "defaults-rename-skill-science": "[Rename] Skill: Science to ", + "defaults-rename-skill-science-description": "Renamed via the attribute rename_science.", + "defaults-rename-skill-shooting": "[Rename] Skill: Shooting to ", + "defaults-rename-skill-shooting-description": "Renamed via the attribute rename_shooting.", + "defaults-rename-skill-spellcasting": "[Rename] Skill: Spellcasting to ", + "defaults-rename-skill-spellcasting-description": "Renamed via the attribute rename_spellcasting.", + "defaults-rename-skill-stealth": "[Rename] Skill: Stealth to ", + "defaults-rename-skill-stealth-description": "Renamed via the attribute rename_stealth.", + "defaults-rename-skill-survival": "[Rename] Skill: Survival to ", + "defaults-rename-skill-survival-description": "Renamed via the attribute rename_survival.", + "defaults-rename-skill-taunt": "[Rename] Skill: Taunt to ", + "defaults-rename-skill-taunt-description": "Renamed via the attribute rename_taunt.", + "defaults-rename-skill-thievery": "[Rename] Skill: Thievery to ", + "defaults-rename-skill-thievery-description": "Renamed via the attribute rename_thievery.", + "defaults-rename-skill-weird-science": "[Rename] Skill: Weird Science to ", + "defaults-rename-skill-weird-science-description": "Renamed via the attribute rename_weird_science.", + "defaults-rule-augmentation-strain": "[Rule] Augmentation Strain", + "defaults-rule-augmentation-strain-description": "Use the Strain rules from the Science Fiction Companion (SFC 29).", + "defaults-rule-no-power-points": "[Rule] No Power Points", + "defaults-rule-no-power-points-description": "Use the No Power Points Setting Rule (SWADE 140).", + "defaults-skill-show-boating": "[Skill] Show Boating Skill", + "defaults-skill-show-boating-description": "Show the Boating (Agility) skill.", + "defaults-skill-show-custom-skill-1": "[Skill] Show Custom Skill #1", + "defaults-skill-show-custom-skill-1-description": "Show the Custom Skill #1, which can be renamed further down.", + "defaults-skill-show-custom-skill-2": "[Skill] Show Custom Skill #2", + "defaults-skill-show-custom-skill-2-description": "Show the Custom Skill #2, which can be renamed further down.

    Rename Attributes

    You can rename the labels of each attribute and its abbreviation (max. 3 characters). This can also be done manually with the @{rename_attribute} for each individual sheet. Note that changing the label does not affect the reference @{attribute} for rolls. They will always be in English.

    ", + "defaults-skill-show-driving": "[Skill] Show Driving Skill", + "defaults-skill-show-driving-description": "Show the Driving (Agility) skill.", + "defaults-skill-show-electronics": "[Skill] Show Electronics Skill", + "defaults-skill-show-electronics-description": "Show the Electronics (Smarts) skill.", + "defaults-skill-show-faith": "[Skill] Show Faith Skill", + "defaults-skill-show-faith-description": "Show the Faith (Spirit) skill.", + "defaults-skill-show-focus": "[Skill] Show Focus Skill", + "defaults-skill-show-focus-description": "Show the Focus (Spirit) skill.", + "defaults-skill-show-language": "[Skill] Show Language Skill", + "defaults-skill-show-language-description": "Show the Language (Smarts) skill.", + "defaults-skill-show-magic": "[Skill] Show MAGIC Skill", + "defaults-skill-show-magic-description": "Show the MAGIC (Smarts) skill. Maschinenleben.", + "defaults-skill-show-occult": "[Skill] Show Occult Skill", + "defaults-skill-show-occult-description": "Show the Occult (Smarts) skill.", + "defaults-skill-show-piloting": "[Skill] Show Piloting Skill", + "defaults-skill-show-piloting-description": "Show the Piloting (Agility) skill.", + "defaults-skill-show-psionics": "[Skill] Show Psionics Skill", + "defaults-skill-show-psionics-description": "Show the Psionics (Smarts) skill.", + "defaults-skill-show-riding": "[Skill] Show Riding Skill", + "defaults-skill-show-riding-description": "Show the Riding (Agility) skill.", + "defaults-skill-show-spellcasting": "[Skill] Show Spellcasting Skill", + "defaults-skill-show-spellcasting-description": "Show the Spellcasting (Smarts) skill.", + "defaults-skill-show-weird-science": "[Skill] Show Weird Science Skill", + "defaults-skill-show-weird-science-description": "Show the Weird Science (Smarts) skill.", + "dice-roller-code-placeholder": "2d6!+2", + "dice-roller-damage": "Damage", + "dice-roller-hidden": "Hidden", + "dice-roller-roll": "Roll", + "dice-roller-run": "Run", + "dice-roller-run-ace": "Run!", + "die-button-number-10": "10", + "die-button-number-12": "12", + "die-button-number-2": "2", + "die-button-number-4": "4", + "die-button-number-6": "6", + "die-button-number-8": "8", + "driving": "Driving", + "edges-and-hindrances": "Edges & Hindrances", + "electronics": "Electronics", + "engrams": "Engrams", + "engrams-description": "Description", + "engrams-description-placeholder": "e.g. entangle (SWADE 161) power but resisted by Smarts", + "engrams-name-placeholder": "Engram", + "engrams-note-box-placeholder": "Notes", + "engrams-notes-placeholder": "Effect/Description", + "engrams-penalty": "Penalty", + "engrams-skill-placeholder": "Hacking", + "exclamation-mark": "!", + "exp": "EXP", + "extra-fatigue": "FTG", + "extra-trait-mod-placeholder": "+/−", + "extra-trait-wd-placeholder": "WD", + "extra-wounds": "WDS", + "eyes": "Eyes", + "faith": "Faith", + "fatigue": "Fatigue", + "feature-name-new": "New", + "flight": "Flight", + "focus": "Focus", + "gambling": "Gambling", + "gender": "Gender", + "gm-roll": "GM Roll", + "hacking": "Hacking", + "hair": "Hair", + "healing": "Healing", + "integrity": "Integrity", + "integrity-alienation": "Alienation", + "integrity-depersonalization": "Depersonalization", + "integrity-derealization": "Derealization", + "integrity-discord": "Discord", + "integrity-dissonance": "Dissonance", + "integrity-ego-death": "Ego Death", + "integrity-maximum": "Max", + "integrity-mod": "Mod", + "integrity-psychosis": "Psychosis", + "integrity-seizures": "Seizures", + "inventory": "Inventory", + "inventory-name-placeholder": "Item", + "inventory-note-box-placeholder": "Notes", + "inventory-notes-placeholder": "About this item...", + "inventory-total-weight": "Total Weight: ", + "inventory-weight-placeholder-u": "WGT", + "inventory-weight-toggle-title": "Weight On/Off", + "inventory-weight-u": "WGT", + "language": "Language", + "level": "Level", + "magic": "MAGIC", + "mod": "Mod", + "modifier": "Modifier", + "multiplier": "Multiplier", + "name": "Name", + "none": "None", + "notes": "Notes", + "occult": "Occult", + "origin": "Origin", + "pace": "Pace", + "parry": "Parry", + "penalty": "Penalty", + "performance": "Performance", + "piloting": "Piloting", + "power": "Power", + "power-consumed": "Consumed", + "power-energy": "Power", + "power-maximum": "Max", + "powerarmor": "Power Armor", + "powerarmors": "Power Armors", + "powerarmors-armor": "Armor", + "powerarmors-build-placeholder": "Chassis | Modifications, Notes, etc.", + "powerarmors-mods": "Mods", + "powerarmors-mods-placeholder": "0/5", + "powerarmors-name-placeholder": "Power Armor Type", + "powerarmors-pace": "Pace", + "powerarmors-size": "Size", + "powerarmors-weapons": "Weap.", + "powerarmors-weight": "Weight", + "powerarmors-weight-placeholder": "500", + "powers": "Powers", + "powers-ap": "AP", + "powers-damage": "Damage", + "powers-damage-placeholder": "2d6", + "powers-duration": "Duration", + "powers-duration-placeholder": "Duration", + "powers-name-placeholder": "Power", + "powers-note-box-placeholder": "Notes", + "powers-notes-placeholder": "Effect/Description", + "powers-penalty": "Penalty", + "powers-pp": "PP", + "powers-pp-placeholder": "2", + "powers-range": "Range", + "powers-range-placeholder": "Range/Melee", + "powers-skill-placeholder": "Spellcasting", + "powers-trapping-placeholder": "Fire, Light, etc.", + "psionics": "Psionics", + "query-rof": "Query RoF", + "query-wd": "Query WD", + "quick-notes": "Quick Notes", + "rads": "Rads", + "raise-calculator": "Raise Calculator", + "raises": "raises", + "rank": "Rank", + "rate-of-fire": "Rate of Fire", + "repair": "Repair", + "research": "Research", + "riding": "Riding", + "roll-button": "Roll Button", + "roll-description": "Description", + "roll-description-placeholder": "Narrative or functional description below the header in the Roll Template. Leave empty to disable.", + "roll-injection": "Roll Injection", + "roll-injection-placeholder": "{{source_label=}} {{source=}} {{custom3_label=}} {{custom3=}} {{rof=[[ 1 ]]}} {{traitroll8=}}", + "roll-of": "Roll of", + "roll-result": "Roll Result", + "roll-tooltip-prefix": "Roll ", + "roll-tooltip-suffix": "RoF ", + "rolls": "rolls", + "rolltemplate-armor-piercing": "Armor Piercing", + "rolltemplate-bonus-wild-die": "Bonus Wild Die", + "rolltemplate-commander": "Commander", + "rolltemplate-damage": "Damage", + "rolltemplate-damage-modifier": "Damage Modifier", + "rolltemplate-damage-title": "Roll Damage", + "rolltemplate-dice-rof": "Dice/RoF", + "rolltemplate-fatigue": "Fatigue", + "rolltemplate-hits-rof": "Hits/RoF", + "rolltemplate-modifier": "Modifier", + "rolltemplate-range": "Range", + "rolltemplate-reroll-title": "Reroll", + "rolltemplate-trapping": "Trapping", + "rolltemplate-wild-die": "Wild Die", + "rolltemplate-wound-penalty": "Wound Penalty", + "run": "Run", + "runs-ellipsis": "runs...", + "science": "Science", + "settings-abilities-label": "Abilities", + "settings-allies-label": "Allies", + "settings-ammunition-container-1": "Ammo #1", + "settings-ammunition-container-2": "Ammo #2", + "settings-ammunition-container-3": "Ammo #3", + "settings-ammunition-label": "Ammunition", + "settings-apparel-label": "Apparel", + "settings-augmentations-label": "Augmentations", + "settings-custom-button-1-label": "Custom Button #1", + "settings-custom-button-2-label": "Custom Button #2", + "settings-custom-button-3-label": "Custom Button #3", + "settings-custom-buttons-placeholder": "UnShake/Detox/etc.", + "settings-engrams-label": "Engrams", + "settings-function-augmentation-markers": "Augmentation Markers", + "settings-function-explode-run-die": "Explode Run Die", + "settings-function-halve-untrained-penalty": "Halve Untrained Penalty (-1)", + "settings-function-roll-description-inputs": "List Roll Description Inputs", + "settings-function-roll-injection-inputs": "List Roll Injection Inputs", + "settings-function-running-applies-fatigue": "Running Applies Fatigue", + "settings-function-running-ignores-wounds": "Running Ignores Wounds", + "settings-function-silhouette-markers": "Silhouette Markers", + "settings-function-skill-markers": "Skill Markers", + "settings-help-ammunition": "Ammunition", + "settings-help-ammunition-description": "You can keep track of up to three named \"magazines\" in the Ammunition block. The buttons allow you to quickly add to or subtract from the values. You can save a value with [S] and restore it with [R].", + "settings-help-armor-and-notes": "Armor & Notes", + "settings-help-armor-and-notes-description": "Enter your Armor ratings for the corresponding limbs. They are not self-calculating since there are too many factors; this is more convenient. You can add notes for Resistances, circumstance modifiers, or relevant augmentations such as subdermal armor to keep things in one place.", + "settings-help-attribute-reference": "Attribute Reference", + "settings-help-attribute-reference-description": "The attributes of this sheet follow a simple naming pattern and can be easily derived from their labels. Just remove any dots or special characters, expand abbreviations, convert to lowercase, and replace whitespaces with underscores (_). Adjacent/Sibling attributes are appended like this as well. Agility becomes @{agility}, @{agility_mod}, @{agility_wd}, @{agility_extra_wd} (for Extras only), and @{agility_natural}. Tough. expands @{toughness} and Armor is referenced with @{armor_head|_torso|_arms|_legs}. English only!", + "settings-help-edges-and-hindrances": "Edges & Hindrances", + "settings-help-edges-and-hindrances-description": "Manage your Edges and Hindrances here. They follow a horizontal masonry layout to save space and remain visible for convenience. The width is automatically adjusted once you press enter and you can cycle through colored labels to indicate Rank, type, and more. Sorting is wonky though.", + "settings-help-extra-sheet": "Extra Sheet", + "settings-help-extra-sheet-description": "For non-player characters, you can change the layout to a more compact alternative with the switch right above the sheet. This version lacks many features but is primed for Extras without Wild Die. Of course, you can add Wild Dice if needed. Edit Traits by clicking on their die, opening a small menu, and roll with the label. Hovering reveals buttons for direct die rolls. Add skills by clicking the framed pencil icon in the header. Lists work as usual.", + "settings-help-helper-buttons": "Helper Buttons", + "settings-help-helper-buttons-description": "The buttons above the skill section provide selected actions and convenience functions. The dice roller input is parsed, so you can write codes like \"Sma+2d6\". You may also use references such as @{athletics} or macros, but beware that the parser is not smart. Hidden rolls are sent only to the GM. The toggles can enable/disable additional roll queries for the whole sheet.", + "settings-help-hexagon-fields": "Hexagon Fields", + "settings-help-hexagon-fields-description": "Your attributes and secondary statistics. They either accept dice codes (d4 to d12) or integers. Positive modifiers are automatically prefixed. Hovering reveals additional fields that are otherwise invisible until relevant. You can leave them empty to use defaults, such as a d6 as Wild Die. The Wild Die can be disabled with \"n/a\". The labels act as roll buttons.", + "settings-help-list-item-options": "List Item Options", + "settings-help-list-item-options-description": "Interactive list items, such as weapons and powers, come with options. When the item is folded out, you can access them via the gear icon. Typical options include toggles for buttons and fields, but some also allow to override the Wild Die and more. Mind that the inputs are not validated; do not enter nonsense!", + "settings-help-raise-damage": "Raise Damage", + "settings-help-raise-damage-description": "There is no general function or field to apply raise damage since this modifier is too flexible. But nothing can stop you from entering \"d6!\" when prompted for a damage modifier. You could also add \"2d4!+2\" or whatever may apply in your case. Do not forget to add the exclamation mark after the die or the roll will not explode.", + "settings-help-rate-of-fire": "Rate of Fire (Multiple Dice)", + "settings-help-rate-of-fire-description": "To roll multiple skill dice, you have two options. If you lock the skills, you can click directly on the desired die bubble, always prompting you to enter the Rate of Fire. Alternatively, you can toggle the [Query RoF] helper button, enabling the feature for the whole sheet.", + "settings-help-roll-injections": "Roll Injections", + "settings-help-roll-injections-description": "

    When you enable the option under Setup, you can append and toggle custom code to list item rolls. Mind that the inputs are not validated; do not enter nonsense! Following is a collection of useful template hooks.

    • {{header}}Header content like \"X rolls Y\"
    • {{description}}Italic text shown below the header
    • {{reroll}}Link of the reroll button
    • {{damageroll}}Link of the damage button
    • {{source_label}}Label for the source, e.g. \"Weapon\"
    • {{source}}Content of the source, e.g. \"Pistol\"
    • {{trait}}Name of the Trait rolled
    • {{traitdie}}Die of the Trait rolled
    • {{flat}}Modifier of the Trait rolled
    • {{wd}}Wild Die of the Trait rolled
    • {{commander}}Commander of an ally
    • {{modifier}}Queried modifier for the roll
    • {{rof}}Rate of Fire as inline roll, e.g. [[ 1 ]]
    • {{wounds}}Wound penalty applied to the roll
    • {{fatigue}}Fatigue penalty applied to the roll
    • {{custom#_label}}[1-3] Label for freeform content
    • {{custom#}}[1-3] Freeform content
    • {{wdroll}}Inline roll of the Wild Die (> -1001)
    • {{traitroll#}}[1-8] Inline roll(s) of the Trait(s)
    ", + "settings-help-silhouette": "Silhouette", + "settings-help-silhouette-description": "Choose your silhouette; it looks fancy! You can set color markers all over the silhouette for any purpose, indicating augmentations or injuries or whatever you like.", + "settings-help-skill-tracks": "Skill Tracks", + "settings-help-skill-tracks-description": "Enter your skill die by clicking on the corresponding bubble (d4-2 to d12). The skill name will darken once you become trained and acts as roll button. You can enter a modifier and custom Wild Die or leave these fields empty to use defaults; the Wild Die can be disabled with \"n/a\". Positive modifiers are automatically prefixed. On the far right, you can set a color marker for any purpose.", + "settings-help-track-rolls": "Track Rolls", + "settings-help-track-rolls-description": "When you lock the skill tracks with the icon in the top-right corner above the color marker column, you can click on the bubbles to roll the corresponding die independently. This is useful for effects that dynamically alter your skill die, such as boost/lower trait.", + "settings-help-vehicles-and-more": "Vehicles & More", + "settings-help-vehicles-and-more-description": "You can enable blocks for vehicles and other vessels in the Blocks tab under Settings. The silhouette of vehicles can be cycled through by clicking; the switch can take a moment. Both blocks can display weapons by adding a number to the corresponding attribute (0-10).", + "settings-help-weapon-damage-rolls": "Damage Rolls", + "settings-help-weapon-damage-rolls-description": "You can enable damage rolls for list items by clicking the damage label. This will disable editing. Note that the dice codes must be valid, but you can use \"Str\" or \"Agi\" (etc.) as shorthands to reference attributes. The parser is not smart, however, so please also refer to the Roll20 Dice Reference.", + "settings-integrity-label": "Integrity", + "settings-misc-extent-prefix": "Extend ", + "settings-power-energy-label": "Power/Energy/Mana", + "settings-powerarmors-label": "Power Armors", + "settings-powers-spells-label": "Powers/Spells", + "settings-quick-notes-label": "Quick Notes", + "settings-rule-augmentation-strain": "Augmentation Strain (SciFi Companion)", + "settings-rule-no-power-points": "No Power Points (SWADE 140)", + "settings-style-background-grid": "Background Grid", + "settings-style-dark-labels": "Dark Labels", + "settings-style-roboto-font": "Roboto Font (Off: Helvetica Neue)", + "settings-style-rounded-corners": "Rounded Corners", + "settings-style-skill-die-numbers": "Skill Die Numbers", + "settings-style-transition-delays": "Transition Delays", + "settings-style-transitions": "Transitions", + "settings-tab-blocks": "Blocks", + "settings-tab-help": "Help", + "settings-tab-setup": "Setup", + "settings-tab-skills": "Skills", + "settings-tab-styles": "Styles", + "settings-vehicles-label": "Vehicles", + "settings-walkers-label": "Walkers", + "settings-weapons-label": "Weapons", + "size": "Size", + "skill-track-die-label-d10": "10", + "skill-track-die-label-d12": "12", + "skill-track-die-label-d4": "4", + "skill-track-die-label-d4-2": "2", + "skill-track-die-label-d6": "6", + "skill-track-die-label-d8": "8", + "skill-track-mod-placeholder-u": "MOD", + "skill-track-mod-u": "MOD", + "skill-track-wd-placeholder-u": "WD", + "skill-track-wd-u": "WD", + "skills": "Skills", + "sma-u": "SMA", + "smarts-mod": "Bonus", + "smarts-natural": "Natural", + "smarts-wd": "WD", + "soak": "Soak", + "soak-mod": "Bonus", + "soak-wd": "WD", + "source": "Source", + "spellcasting": "Spellcasting", + "spi-u": "SPI", + "spirit-mod": "Bonus", + "spirit-natural": "Natural", + "spirit-wd": "WD", + "str-u": "STR", + "strength-mod": "Bonus", + "strength-natural": "Natural", + "strength-wd": "WD", + "sublist-weapons-ap-damage": "AP Damage", + "sublist-weapons-ap-damage-placeholder": "3d10, AP 8", + "sublist-weapons-he-damage": "HE Damage", + "sublist-weapons-he-damage-placeholder": "3d8, AP 4, MBT", + "sublist-weapons-name": "Weapon", + "sublist-weapons-name-placeholder-1": "Weapon #1", + "sublist-weapons-name-placeholder-10": "Weapon #10", + "sublist-weapons-name-placeholder-2": "Weapon #2", + "sublist-weapons-name-placeholder-3": "Weapon #3", + "sublist-weapons-name-placeholder-4": "Weapon #4", + "sublist-weapons-name-placeholder-5": "Weapon #5", + "sublist-weapons-name-placeholder-6": "Weapon #6", + "sublist-weapons-name-placeholder-7": "Weapon #7", + "sublist-weapons-name-placeholder-8": "Weapon #8", + "sublist-weapons-name-placeholder-9": "Weapon #9", + "sublist-weapons-note-box-placeholder": "Notes", + "sublist-weapons-notes-label": "Notes:", + "sublist-weapons-notes-placeholder": "Notes, Tags, Trappings, etc.", + "sublist-weapons-range": "Range", + "sublist-weapons-range-placeholder": "50/100/200", + "sublist-weapons-rof": "ROF", + "survival": "Survival", + "tab-advancements": "Advancements", + "tab-notebook": "Notebook", + "tab-settings": "Settings", + "tab-skills": "Skills", + "target-number": "Target Number", + "taunt": "Taunt", + "toggle-damage-rolls-title": "Toggle Damage Rolls", + "toughness": "Tough.", + "trapping": "Trapping", + "unskilled": "Unskilled", + "vehicles": "Vehicles", + "vehicles-build-placeholder": "Chassis | Modifications, Notes, etc.", + "vehicles-crew": "Crew", + "vehicles-crew-placeholder": "1+3", + "vehicles-handling": "Handling", + "vehicles-name-placeholder": "Vehicle Type", + "vehicles-size": "Size", + "vehicles-speed": "Speed", + "vehicles-toughness": "Tough.", + "vehicles-toughness-placeholder": "4 (0)", + "vehicles-weapons": "Weap.", + "vig-u": "VIG", + "vigor-mod": "Bonus", + "vigor-natural": "Natural", + "vigor-wd": "WD", + "vs-tn": "vs. TN", + "walkers": "Walkers", + "walkers-build-placeholder": "Chassis | Modifications, Notes, etc.", + "walkers-crew": "Crew", + "walkers-mods": "Mods", + "walkers-mods-placeholder": "0/20", + "walkers-name-placeholder": "Walker Type", + "walkers-pace": "Pace", + "walkers-size": "Size", + "walkers-strength": "Strength", + "walkers-toughness": "Tough.", + "walkers-toughness-placeholder": "20 (5)", + "walkers-weapons": "Weap.", + "weapon": "Weapon", + "weapons": "Weapons", + "weapons-ap": "AP", + "weapons-damage": "Damage", + "weapons-damage-placeholder": "STR+d6", + "weapons-name-placeholder": "Weapon (Ammo)", + "weapons-note-box-placeholder": "Notes", + "weapons-notes-placeholder": "Notes, Tags, Requirements, etc.", + "weapons-range": "Range", + "weapons-range-placeholder": "Range/Melee", + "weapons-rof": "ROF", + "weapons-shots": "Shots", + "weapons-skill-placeholder": "Shooting", + "weapons-total-weight": "Total Weight: ", + "weapons-trapping-placeholder": "Piercing/etc.", + "weapons-weight": "WGT", + "weapons-weight-toggle-title": "Weight On/Off", + "weight": "Weight", + "weird-science": "Weird Science", + "wild-die": "Wild Die", + "wild-die-override": "WD Override", + "wound-mitigation": "Wound Mitigation", + "wounds": "Wounds", + "{": "{", + "}": "}" +} diff --git a/SavageWorlds-Tabbed/translations/ca.json b/SavageWorlds-Tabbed/translations/ca.json new file mode 100644 index 0000000000..fa8727c174 --- /dev/null +++ b/SavageWorlds-Tabbed/translations/ca.json @@ -0,0 +1,1226 @@ +{ + "wild-card": "Wild Card", + "mook": "Mook", + "stat-block-button": "Stat Block", + "stat-block": "Stat Block", + "character-name": "Name", + "civilian-name": "Civilian Name", + "players-name": "Player Name", + "basic-info": "Basic Info", + "basic-info-u": "BASIC INFO", + "edges-n-hindrances": "Edges & Hindrances", + "edges-n-hindrances-u": "EDGES & HINDRANCES", + "skills": "Skills", + "skills-u": "SKILLS", + "equipment": "Equipment", + "equipment-u": "EQUIPMENT", + "vehicles": "Vehicles", + "vehicles-u": "VEHICLES", + "arcanum": "Arcanum", + "arcanum-u": "ARCANUM", + "journal": "Journal", + "journal-u": "JOURNAL", + "introduction-shortened": "Intro", + "configuration": "Configuration", + "all": "All", + "all-u": "ALL", + "combat-options": "Combat Options", + "demographics-u": "DEMOGRAPHICS", + "archetype": "Archetype", + "iconic-framework": "Iconic Framework", + "homeworld": "Homeworld", + "species": "Species", + "race": "Race", + "gender": "Gender", + "age": "Age", + "languages": "Languages", + "native-language": "Native Language", + "minor": "Minor", + "major": "Major", + "tap-readout": "TAP Readout", + "tap-range": "TAP Range", + "tap-range-mod": "TAP Range Mod", + "firewall": "Firewall", + "firewall-mod": "Firewall Mod", + "ams": "AMS", + "neural-toughness": "Neural Toughness", + "neural-toughness-mod": "Neural Toughness Mod", + "range": "Range", + "base": "Base", + "mod": "Mod", + "armor": "Armor", + "current": "Current", + "scholarship": "Scholarship", + "academics": "Academics", + "pace": "Pace", + "run": "Run", + "runs": "runs for", + "inches": "inches", + "parry": "Parry", + "sanity": "Sanity", + "charisma": "Charisma", + "fame": "Fame", + "reason": "Reason", + "status": "Status", + "glory": "Glory", + "grit": "Grit", + "toughness": "Toughness", + "corruption": "Corruption", + "street-cred": "Street Cred", + "street-cred-two": "Street Cred (IZ 2.0)", + "street-cred-three": "Street Cred (IZ 3.0)", + "text-info-strain-base": "Varies by system, but usually based on vigor or spirit", + "text-info-strain-mode": "Number of additional points of Strain the character can handle.", + "max": "Max", + "max-strain-tooltip": "Base + Mod = Max Strain", + "strain": "Strain", + "wild-die": "Wild Die", + "novice": "Novice", + "seasoned": "Seasoned", + "veteran": "Veteran", + "heroic": "Heroic", + "legendary": "Legendary", + "freshman": "Freshman", + "sophmore": "Sophomore", + "junior": "Junior", + "senior": "Senior", + "grad-student": "Grad Student", + "occupation": "Occupation", + "bronze-agols": "Agols", + "smerduks": "Smerduks", + "gold-rilks": "Rilks", + "ships-name": "Ship's Name", + "engrams": "Engrams", + "engram": "Engram", + "active": "Active", + "attributes": "Attributes", + "attribute": "Attribute", + "rank": "Rank", + "standard-wild-die-type": "Standard Wild Die die type", + "wealth-wild-die-type": "Wealth Wild Die die type", + "agility": "Agility", + "die-step-delta": "Boost/Lower Trait (from Base) by # of steps", + "smarts": "Smarts", + "spirit": "Spirit", + "strength": "Strength", + "vigor": "Vigor", + "animal-intelligence": "Animal intelligence", + "health": "Health", + "wounds": "Wounds", + "max-wounds": "Max Wounds", + "reduce-reason": "Edges/Abilities that reduce Wound Mods", + "increase-reason": "Hindrances/Abilities that increase Wound Mods", + "max-reason": "Edges/Abilities that change the maximum of Wound Mods", + "of": "of", + "fatigue": "Fatigue", + "max-fatigue": "Max Fatigue level", + "reduce-reason-fatigue": "Edges/Abilities that reduce Fatigue Mods", + "increase-reason-fatigue": "Hindrances/Abilities that increase Fatigue Mods", + "max-reason-fatigue": "Edges/Abilities that change the maximum of Fatigue Mods", + "no-nerves-of-steel": "No Nerves of Steel", + "nerves-of-steel": "Nerves of Steel", + "improved-nerves-of-steel": "Improved Nerves of Steel", + "permanent-injuries": "Permanent Injuries", + "miscellaneous": "Miscellaneous", + "unshake-roll-modifier": "Unshake Roll Modifier", + "trait-test-modifier": "Trait Test Modifier", + "modifiers": "modifiers", + "trait": "Trait", + "damage": "Damage", + "damage-modifier": "Damage Modifier", + "burn": "Burn", + "hide-powers-section": "Hide Powers Section", + "internal-repair-system": "Internal Repair System", + "load": "Load", + "load-limit-multiplier": "Load Limit Multiplier", + "load-limit": "Load Limit", + "limit": "Limit", + "modifier-abbr": "Mod", + "max-load-modifier": "Max Load Modifier", + "carried": "Carried", + "total-load-carried": "Total Load Carried", + "encumbrance-penalty": "Encumbrance Penalty", + "penalty": "Penalty", + "apply-encumbrance": "Apply Encumbrance", + "of-bennies": "of Bennies", + "worst-nightmare": "Worst Nightmare", + "motivation": "Motivation", + "edges-n-hidrances-u": "EDGES & HINDRANCES", + "hindrances": "Hindrances", + "hindrance": "Hindrance", + "type": "Type", + "description": "Description", + "edges": "Edges", + "edge": "Edge", + "took-at": "Took at", + "notes": "Notes", + "unskilled": "Unskilled", + "jack-of-all-trades": "Jack of All Trades", + "skill": "Skill", + "linked-att": "Linked Att", + "skill-mod": "Skill Mod", + "encumbrance": "Encumbrance", + "roll-for-it": "Roll For It", + "show-field-note": "Show field for Skill Specializations under each Skill.", + "use-skill-specialization": "Use Skill Specialization", + "fencing-style-note": "Fencing Style and Fencing Schools provide characters bonuses when fencing in certain styles. This rule is used in All For One", + "fencing-styles-n-schools": "Fencing Styles & Schools", + "ag": "Ag: ", + "show-all": "All", + "show-boating": "Boating", + "show-climbing": "Climbing", + "show-driving": "Driving", + "show-faith": "Faith", + "show-gambling": "Gambling", + "show-guts": "Guts", + "show-healing": "Healing", + "show-intimidation": "Intimidation", + "show-investigation": "Investigation", + "show-lockpicking": "Lockpicking", + "show-notice": "Notice", + "show-persuasion": "Persuasion", + "show-piloting": "Piloting", + "show-psionics": "Psionics", + "show-repair": "Repair", + "show-riding": "Riding", + "show-ritual": "Ritual", + "show-shooting": "Shooting", + "show-spellcasting": "Spellcasting", + "show-stealth": "Stealth", + "show-streetwise": "Streetwise", + "show-survival": "Survival", + "show-swimming": "Swimming", + "show-taunt": "Taunt", + "show-throwing": "Throwing", + "show-tracking": "Tracking", + "show-weird-science": "Weird Science", + "knowledge-other": "Knowledge/Other", + "fighting": "Fighting", + "specialization": "Specialization", + "core-skills": "Core Skills", + "athletics": "Athletics", + "battle": "Battle", + "boating": "Boating", + "climbing": "Climbing", + "commonknowledge": "Common Knowledge", + "driving": "Driving", + "electronics": "Electronics", + "faith": "Faith", + "focus": "Focus", + "gambling": "Gambling", + "guts": "Guts", + "hacking": "Hacking", + "healing": "Healing", + "intimidation": "Intimidation", + "investigation": "Investigation", + "language": "Language", + "lockpicking": "Lockpicking", + "notice": "Notice", + "occult": "Occult", + "performance": "Performance", + "persuasion": "Persuasion", + "piloting": "Piloting", + "psionics": "Psionics", + "psionic-ability": "Psionic Ability", + "research": "Research", + "repair": "Repair", + "riding": "Riding", + "ritual": "Ritual", + "science": "Science", + "shooting": "Shooting", + "spellcasting": "Spellcasting", + "stealth": "Stealth", + "streetwise": "Streetwise", + "survival": "Survival", + "swimming": "Swimming", + "taunt": "Taunt", + "thievery": "Thievery", + "throwing": "Throwing", + "tracking": "Tracking", + "weird-science": "Weird Science", + "hide-macro-formula": "Hide Macro Formula", + "note-u": "NOTE", + "note-template-replace": "the _$0_ represents the first added skill. For each subsequent skill added, increment the number.", + "armor-type": "Armor Type", + "area-protected": "Area Protected", + "protection": "Protection", + "protection-stacks": "Stacks", + "weight": "Weight", + "description-notes": "Description/Notes", + "leather": "Leather", + "torso": "Torso", + "total-weight-carried": "Total Weight Carried", + "melee-weapons-strength-based-weapons": "Melee Weapons / Strength-based Weapons", + "weapon-type": "Weapon Type", + "raise": "Raise", + "note-template-formula-replace-clubs": "&{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.", + "ranged-weapons-not-strength-based-weapons": "Ranged Weapons / Non-Strength-based Weapons", + "rof": "RoF", + "gear": "Gear", + "worn": "Worn", + "stashed": "Stashed", + "rippertech": "Rippertech", + "benefits-side-effects-details": "Benefits/Side Effects/Details", + "damage-formula": "Damage Formula", + "details": "Details", + "total-strain": "Total Strain", + "sailing-ship": "Sailing Ship", + "ships-captain": "Ship's Captain", + "type-of-ship": "Type of Ship", + "wounds-u": "WOUNDS", + "acceleration": "Acceleration", + "top-speed": "Top Speed", + "handling": "Handling", + "crew": "Crew", + "cargo-slots": "Cargo Slots", + "original-cost": "Original Cost", + "days-at-sea": "Days at Sea", + "provisions": "Provisions", + "cargo": "Cargo", + "critical-hits": "Critical Hits", + "ships-edges": "Ship's Edges", + "ships-weapons": "Ship's Weapons", + "ships-armaments": "Ship's Armaments", + "placement": "Placement", + "weapon": "Weapon", + "note-template-solid-damage": "&{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.", + "ships-crew": "Ship's Crew", + "name-or-number": "Name or #", + "position": "Position", + "salary": "Salary", + "shares": "Shares", + "notes-and-upgrades": "Notes and Upgrades", + "ships-purse-and-misc": "Ship's purse and misc. tidbits for ports of call, etc.", + "flying-ship": "Flying Ship", + "size": "Size", + "char-size": "Size{{0}}", + "show-size-fields": "Show Size fields", + "climb": "Climb", + "energy": "Energy", + "total-mod-slots": "Total Mod Slots", + "used-mod-slots": "Used Mod Slots", + "ground-vehicle": "Ground Vehicle", + "vehicles-armaments": "Vehicles's Armaments", + "name-or-num": "Name or #", + "walker": "Walker", + "walkers-armaments": "Walker's Armaments", + "walkers-crew": "Walkers's Crew", + "power-armor": "Power Armor", + "cost": "Cost", + "ground": "Ground", + "flight": "Flight", + "swim": "Swim", + "ranged-armaments": "Ranged Armaments", + "note-template-formula-increment": "the _$0_ represents the first added skill. For each subsequent skill added, increment the number.", + "miscellaneous-information-related-to-the-vehicle": "Miscellaneous information related to the vehicle.", + "robots-armor": "Robot Armor", + "passengers": "Passengers", + "melee-armaments": "Melee Armaments", + "isp-u": "ISP", + "damaging": "Damaging", + "duration": "Duration", + "roll-dmg": "Roll Dmg", + "non-damaging": "Non-Damaging", + "trappings-notes": "Trappings/Notes", + "spell-name": "Spell Name", + "spell-range": "Spell Range", + "talismans": "Talismans", + "talisman": "Talisman", + "activation-penalty": "Activation Penalty", + "effects": "Effects", + "activate": "Activate", + "effects-notes": "Effect/Notes/...", + "note-template-unique-repeating-item": "&{template:solidtrait} can be replaced with &{template:spadestrait2}. <id> represents the unique of each repeating item; to find that value, make sure that your macro quick bar is enabled, and drag the roll button for the item to the macro quick bar—the <id> will be prefaced with a minus sign. Replace \"<id>\" with the unique value shown on the button in the quick macro bar. You can remove the button from the macro bar once you have the <id>.", + "note-template-unique-repeating-item-2": "the <id> represents the unique of each repeating item; to find that value, make sure that your macro quick bar is enabled, and drag the roll button for the item to the macro quick bar—the <id> will be prefaced with a minus sign. Replace \"<id>\" with the unique value shown on the button in the quick macro bar. You can remove the button from the macro bar once you have the <id>.", + "quest-log": "Quest Log", + "quest-title": "Quest Title", + "boss": "Boss", + "goal": "Goal", + "who-hired-you": "Who Hired You?", + "whats-the-goal-of-the-quest": "What's the goal of the quest?", + "notes-about-the-quest": "Notes about the quest...", + "heros-journey": "Hero's Journey", + "result": "Result", + "table-event": "Table/Event", + "activities": "Activities", + "exams": "Exams", + "party-bag": "Party Bag", + "advancements-taken": "Advancements Taken", + "advancement": "Advancement", + "advance": "Advance", + "roll-results": "Roll Results", + "modifiers-applied": "Modifiers Applied", + "situational": "Situational", + "situational-notes": "Situational Notes", + "penalties": "Penalties", + "miscellaneous-notes": "Miscellaneous Notes", + "trait-roll": "Trait Roll", + "trait-roll-modifiers": "Trait Roll Modifiers", + "trait-and-damage-modifiers": "Trait and Damage Modifiers", + "the-drop": "The Drop", + "berserk": "Berserk", + "wild-attack": "Wild Attack", + "bonuses": "Bonuses", + "api-fields": "API Fields", + "dealinit-api-script": "DealInit API Script", + "api-initiative-edge": "API: Initiative Edges", + "configuration-u": "CONFIGURATION", + "edges-hindrances": "Edges/Hindrances", + "dealinit-use": "Initiative Edges must be stored in a comma separated list in an Attribute named InitEdges. (e.g. Qu,LH)", + "dealinit-shorthand": "The Edge shorthand is as follows", + "quick": "Quick", + "level-headed": "Level Headed", + "improved-level-headed": "Improved Level Headed", + "any-joker-activated": "Any Joker Activated Wild Card Edge", + "enable-nerves-of-steel": "Enable Nerves of Steel and Improved Nerves of Steel Edges", + "running-die-type": "Running Die-type", + "running-die-type-title": "Change the Running Die type from a d6 to something different for things like: Lame and Obese hindrances, Fleet Footed edge, or any racial modifications", + "sheet-settings": "Sheet Settings", + "backgrounds": "Backgrounds", + "no-background-image": "No Background Image", + "cyberpunk": "Cyberpunk", + "hellfrost": "Hellfrost", + "hellfrost-land-of-fire": "Hellfrost: Land of Fire", + "last-parsec": "Last Parsec", + "noir": "Noir", + "old-map-postsm": "Old Map (PotSM)", + "old-map": "Old Map", + "parchment": "Parchment", + "rippers": "Rippers", + "additional-setting-fields": "Additional Setting Fields", + "rifts": "Rifts", + "rifts-scifi": "Rifts/Sci Fi", + "supers": "Supers", + "superhero": "Superhero", + "zombiepocalypse": "Zombiepocalypse", + "zombie-esque": "Zombie-esque", + "logos": "Logos", + "savage-worlds-deluxe": "Savage Worlds Deluxe", + "zombie-swd": "Zombie SWD", + "savage-worlds-deluxe-bloodied": "Savage Worlds Deluxe (Bloodied)", + "all-for-one": "All For One", + "deadlands": "Deadlands", + "deadlands-noir": "Deadlands: Noir", + "deadlands-hell-on-earth": "Deadlands: Hell on Earth", + "east-texas-university": "East Texas University", + "interface-zero-20": "Interface Zero 2.0", + "interface-zero-30": "Interface Zero 3.0", + "lankhmar": "Lankhmar", + "the-last-parsec": "The Last Parsec", + "necessary-evil": "Necessary Evil", + "pirates-of-the-spanish-main": "Pirates of the Spanish Main", + "other-miscellaneous-tweaks": "Other Miscellaneous Tweaks", + "use-dice-drop-down-menus-attributes-skills": "Use Dice Drop Down Menus (Attributes & Skills)", + "use-dice-drop-down-menus-wilddie": "Use Dice Drop Down Menus (Wild Die)", + "hide-arcanum-tab": "Hide the Arcanum Tab", + "show-advancements": "Show Advancements (on Journal Tab)", + "show-shaken-checkbox": "Show Shaken Checkbox", + "show-the-vehicles-tab": "Show the Vehicles Tab", + "show-sailing-ship": "Show Sailing Ship", + "show-flying-ship": "Show Flying Ship", + "show-ground-vehicle": "Show Ground Vehicle", + "show-power-armor": "Show Power Armor", + "show-robot-armor": "Show Robot Armor", + "show-walker": "Show Walker", + "quest-font-type": "Quest Font Type", + "default": "Default", + "option": "Option", + "trait-roll-template": "Trait Roll Template", + "no-roll-template": "No Roll Template", + "solid-trait-layout": "Solid Trait Layout", + "ace-of-spades-trait-layout": "Ace of Spades Trait Layout", + "damage-roll-template": "Damage Roll Template", + "quick-setting-configuration": "Quick Setting Configuration", + "select-a-setting-text": "Select a setting to preset the configuration for the Setting", + "you-can-also": "You can also", + "reset-to-default": "Reset to Default", + "other": "Other", + "50-fathoms": "50 Fathoms", + "deadlands-reloaded": "Deadlands Reloaded", + "low-life": "Low Life", + "tour-of-darkness": "Tour of Darkness", + "additional-derived-stats": "Additional Derived Stats", + "derived-stats": "Derived Stats", + "scholarship-text": "Used to track a character's scholarship (formerly academics) score. ETU uses this field.", + "corruption-text": "Used to track a character's corruption. Settings like Lankhmar use this field.", + "fame-text": "Used to track how famous a character is. Settings like Pirates of the Spanish Main use this field.", + "glory-text": "Used to track how glorious a character is. Settings like Hellfrost use this field", + "grit-text": "A measure of one's resistance against horrors. Useful in Horror-esque settings such as Deadlands. This is a derived stat based on the character's Rank.", + "neural-toughness-text": "A measure of one's resistance against hacking attacks. Useful in cyberpunk settings such as Interface Zero 2.0. This is a derived stat based on the character's Toughness.", + "reason-text": "Used in Rippers to measure one's sanity.", + "sanity-text": "Used to track a character's sanity. Useful for most Horroresque settings. This is a derived stat based on (Spirit/2)+2.", + "status-text": "A reflection of one's position in society, and the esteem with which others regard the hero. This is used in Rippers.", + "strain-text": "Used to measure how much strain a character is under due to augmentation from bioware. This field is useful for settings like Interface Zero or other Cyberpunk settings.", + "street-cred-text": "Used to measure a character's reputation on the streets. Base = 2 per Character Rank. This field is useful for settings like Interface Zero 2.0 or other Cyberpunk settings.", + "street-cred-three-text": "Used to measure a character's general reputation and credibility. This field is a die to work with Interface Zero 3.0", + "field-name-replacements": "Field Name Replacements", + "class-rank": "Class (Rank)", + "clams-money": "Clams (Money)", + "wealth": "Wealth", + "broke": "Broke", + "use-the-wealth-system": "Use the Wealth System", + "use-smooth-dice": "Smooth Dice", + "use-smooth-dice-desc": "Smooths dice probability curves by adding 1dF (1, 0, -1) to every roll", + "40001-othermiscmod": "Fixed a bug where miscellaneous trait and skill modifiers weren't being applied to knowledge/other skills", + "scholarship-rename": "Renamed the academics derived stat to scholarship for both clarity and SWADE-ETU compatibility", + "40001-refactor": "Behind the scenes attribute name refactoring", + "smooth-dice-fix": "Added option for dice smoothing, adding 1dF to every roll. This specifically fixes the probability quirk where d4-2 was more likely to succeed against TN 4 than d6-2.", + "40000-typos": "General typo fixes", + "IZ30patch": "Added support for Interface Zero 3.0 with toggleable augmentations and a new Street Cred", + "interface-zero": "Interface Zero 2.0", + "code-name-character": "Code Name (Character Name)", + "class-rank-text": "Replaces 'Rank' with 'Class'. Appropriate for ETU.", + "clams-money-text": "Replaces 'Money' with 'Clams'. Appropriate for Low Life or any other setting where Clams may be an appropriate replacement for money.", + "code-name-character-text": "Useful for games where the character is known by a code- or superhero name such as Necessary Evil or spy themed games. This will add an additional field for Civilian Name.", + "credits-money-text": "Replaces 'Money' with 'Credits'. Appropriate for Interface Zero or any other setting where Credits may be an appropriate replacement for money.", + "credits-money": "Credits (Money)", + "cybernetics-augmentations-text": "Replaces 'Augmentations' with 'Cybernetics'. Appropriate for Rifts and any other setting where Cybernetics is the vernacular.", + "cybernetics-augmentations": "Cybernetics (Augmentations)", + "increased-max-fatigue-text": "Modify the Max Fatigue value to three (3). Useful for Interface Zero and other settings with a higher max fatigue value.", + "increased-max-fatigue": "Increased Max Fatigue", + "lankhmar-currency-money-text": "Replaces 'Money' with: Iron Tiks, Bronze Agols, Silver Smerduks, and Gold Rilks. Appropriate for the Lankhmar: City of Thieves setting.", + "lankhmar-currency-money": "Lankhmar Currency (Money)", + "livre-money-text": "Replaces 'Money' with 'Livre. Appropriate for the All for One setting.", + "livre-money": "Livre (Money)", + "pieces-of-eight-money-text": "Replaces 'Money' with 'Pieces of Eight'. Appropriate for 50 Fathoms or any other Pirate themed setting.", + "pieces-of-eight-money": "Pieces of Eight (Money)", + "origin-of-parahuman-abilities-text": "Modify the Physical Appearance Text Area to include the Origins of Parahuman Abilties. Useful for Necessary Evil and other Superhero-esque settings.", + "origin-of-parahuman-abilities": "Origin of Parahuman Abilities", + "ppe-power-points-text": "Change Power Points to PPE (Potential Psychic Energy) for Rifts", + "ppe-power-points": "PPE (Power Points)", + "power-type": "Power Type", + "miracles-text": "Replaces Powers with Miracles. Can be used for characters with Faith-based magic.", + "miracles": "Miracles", + "miracle": "Miracle", + "psionics-text": "Replaces Powers with Psionics. Can be used for characters with Psionics.", + "spells-text": "Replaces Powers with Spells. Can be used for characters with traditional-type magic.", + "spells": "Spells", + "spell": "Spell", + "rituals-text": "Replaces Powers with Rituals. Can be used for characters or settings (like ETU) where all powers are Ritualistic in nature.", + "rituals": "Rituals", + "weird-science-gadgets-text": "Replaces Powers with Weird Science. Can be used for characters who create magic through gadgets, such as Mad Scientists in Deadlands.", + "weird-science-gadgets": "Weird Science Gadgets", + "weird-science-gadget": "Weird Science Gadget", + "species-race-text": "Can be used for Sci-Fi settings like The Last Parsec, or any setting where Species is used instead of Race.", + "species-race": "Species (Race)", + "threat-rating-rank-text": "Change the Rank designation to Threat Rating ala Necessary Evil.", + "threat-rating-rank": "Threat Rating (Rank)", + "activities-and-exams-text": "Show fields to record Activities and Exams. Used in ETU.", + "activities-and-exams": "Activities & Exams", + "archetype-text": "The character's archetype. Used in settings like All for One.", + "augmentations-text": "Record the Character's Augmentations. Appropriate for Interface Zero or any other cyberpunk/sci-fi setting where people can implant augmentation devices.", + "augmentations": "Augmentations", + "burn-text": "Track the character's Burn. Appropriate for the Juicer Iconic Framework in Rifts.", + "engrams-text": "Record the Character's Engrams s/he has. Appropriate for Interface Zero 2.0", + "fencing-styles-schools-text": "Fencing Style and Fencing Schools provide characters bonuses when fencing in certain styles. This rule is used in All For One", + "home-world-text": "Can be used for Sci-Fi settings like The Last Parsec, etc.", + "home-world": "Home World", + "heros-journey-text": "Hero's Journey as found in Rifts.", + "iconic-framework-text": "Used for Rifts to capture a character's iconic framework, if one exists.", + "inner-strength-points-text": "Adds ISP (Inner Strength Points) as found in Rifts. This is part of the Arcanum section of the sheet.", + "inner-strength-points": "Inner Strength Points (ISP)", + "internal-repair-system-charges-text": "Used for Rifts to record the character's Internal Repair System Charges (IRSC or IRS Charges) for the Juicer Iconic Framework.", + "internal-repair-system-charges": "Internal Repair System Charges", + "languages-text": "Can be used for any setting where Languages are known and no Knowledge skills is required", + "max-load-modifier-text": "Enable the Max Load to be modified by a flat bonus/penalty", + "minor-major-text": "Used to declare a Minor and Major. Used in ETU. Each field is a textarea so carriage returns and resizing are allowed.", + "minor-major": "Minor/Major", + "motivation-text": "Motivation can be used in settings where the character's motivation is important, such All for One.", + "occupation-text": "Can be used for any setting where a character's occupation is important.", + "permanent-injuries-text": "Record the Character's Permanent Injuries.", + "rippertech-text": "'Add Rippertech to the equipment section. Appropriate for Rippers", + "ship-name-text": "Can be used for any setting where the characters may have a ship of some sort.", + "ship-name": "Ship Name", + "talismans-text": "Shows Talismans repeating section on the Arcanum tab.", + "tap-readout-text": "Displays the TAP Readout Information in one location. Used in the setting: Interface Zero 2.0", + "worst-nightmare-text": "Record the Character's Worst Nightmare. This is important for Deadlands, but may be useful for other settings where a character's worst dreams can come true.", + "initialize-statblock": "Initialize Statblock", + "wild-card-icon": "Wild Card Icon", + "optional-and-homebrew-rules": "Optional & Home Brew Rules", + "variable-bonus-damage-die-text": "Provides a dropdown menu to select the bonus damage die type instead of the standard d6 only.", + "variable-bonus-damage-die": "Variable Bonus Damage die type", + "power-pointless": "Power Pointless Magic System", + "skill-specialization": "Skill Specialization", + "roll-for-extra-xp-remaining-text": "Roll for extra experience based on the Bennies remaining", + "roll-for-extra-xp-remaining": "Roll for extra XP for remaining Bennies", + "roll-for-extra-xp-left-text": "Roll for extra experience based on the Bennies used", + "roll-for-extra-xp-left": "Roll for extra XP for Bennies used", + "release-notes": "Release Notes", + "under-construction": "Under Construction", + "attack-options": "Attack Options", + "attack": "Attack", + "defense-options": "Defense Options", + "defend": "Defend", + "misc-options": "Misc. Options", + "melee-attack-options": "Melee Attack Options", + "attack-option": "Attack Option", + "why-do-it": "Why do it", + "called-shot": "Called Shot", + "called-shot-text": "You can deal additional damage to your opponent, but penalties apply to Fighting.", + "head-vitals-mod": "Head/Vitals: -4 to hit, +4 Damage", + "limb-mod": "Limb: -2 to hit, +2 Damage", + "small-target-mod": "Small Target: -4 to hit, Special Damage", + "tiny-target-mod": "Tiny Target: -6 to hit, Special Damage", + "disarm": "Disarm", + "disarm-text": "Renders your opponent weaponless, requires a called shot.", + "draw-n-attack": "Draw & Attack", + "draw-n-attack-text": "Get a jab in quickly. -2 to Fighting.", + "the-drop-text": "You're catching someone completely unawares (GM's discretion). +4 to Fighting and Damage.", + "finishing-move": "Finishing Move (insta-kill)", + "finishing-move-text": "The foe is utterly helpless and needs to be taken out.", + "frenzy": "Frenzy", + "frenzy-text": "Get to two attacks with the same weapon. Requires an Edge.", + "gang-up": "Gang-up", + "gang-up-text": "Strength in numbers. +1 to Fighting/per Ally, to a max +4", + "grappling": "Grappling", + "grappling-text": "You don't want to kill your opponent, just subdue him.", + "improvised-weapon": "Improvised Weapon", + "improvised-weapon-text": "You need a weapon, and it's all that's available. -1 to Fighting and Parry", + "multi-action": "Multi-action", + "multi-action-text": "You're surrounded or just need to put your foe(s) down ASAP. -2 to all rolls per additional action.", + "non-lethal-damage": "Non-lethal Damage", + "non-lethal-damage-text": "You don't want to kill your opponent, just subdue her. If using an edged weapon, suffer a -1 to the Fighting roll.", + "off-hand-attack": "Off-hand Attack", + "off-hand-attack-text": "Your dominant hand is otherwise occupied and you need to do something. -2 to Fighting", + "push": "Push", + "push-text": "You need to reposition your opponent. Opposed Strength rolls. Can move your foe up to 2 inches.", + "rapid-attack": "Rapid Attack", + "rapid-attack-text": "You're desperate and you've done the math... Allows you to make 3 Fighting attacks. -4 to all Fighting rolls, and uses a single Wild Die. You suffer -2 to Parry until next your next action", + "touch-attack": "Touch attack", + "touch-attack-text": "You're using something that just needs to touch your opponent, but not necessarily physically hurt them. +2 to Fighting", + "use-two-weapons": "Use two weapons", + "use-two-weapons-text": "You took the Edge and want to get in two attacks with no multi-action penalty (off-hand penalty still applies)", + "unarmed-defender": "Unarmed Defender.", + "unarmed-defender-text": "Your opponent has no weapon and suffers a -2 to Parry.", + "wild-attack-text": "You need to put the enemy down, so give it all you've got. +2 to Fighting and Damage, -2 to Parry.", + "ranged-attack-options": "Ranged Attack Options", + "aim": "Aim", + "aim-text": "Improve your chances of hitting your opponent. +2 to Shooting/Throwing (requires a round to aim).", + "double-tap": "Double-tap", + "double-tap-text": "Shoot like a cop! +1 to Shooting, expends 2 bullets", + "firing-blind": "Firing Blind", + "firing-blind-text": "You know someone is 'there,' but you can't see them. -4 to Shooting/Throwing", + "full-auto": "Full Auto", + "full-auto-text": "You need to fill the air with lead, fast. Roll 3 Shooting dice and 1 Wild Die, all rolls are at -2.", + "rapid-attack-fanning-the-hammer": "Rapid Attack/Fanning the Hammer", + "rapid-attack-fanning-the-hammer-text": "You're desperate and you've done the math... Allows you to make 6 Shooting attacks. -4 to all Fighting rolls, and uses a single Wild Die. You suffer -2 to Parry until next your next action", + "suppressive-fire": "Suppressive Fire", + "suppressive-fire-text": "You need to keep heads down. Requires Full-Auto. Spray a Medium Burst Template.", + "three-round-burst": "Three Round Burst", + "three-round-burst-text": "Need to improve your accuracy to hit your opponent. +2 to Shooting, expends 3 bullets", + "cover": "Cover", + "cover-text": "You're getting attack and don't have enough armor—or you just don't want to get hit.", + "cover-light-mod": "Light: attacker suffers -1 to hit", + "cover-medium-mod": "Medium: attacker suffers -2 to hit", + "cover-heavy-mod": "Heavy: attacker suffers -4 to hit", + "cover-total-mod": "Total: attacker suffers -6 to hit", + "defend-text": "Want to withdraw from combat, or just don't want to get hit in a melee fight? +2 to Parry and can move half pace.", + "full-defense": "Full Defense", + "full-defense-text": "You really can't afford to get hit, and just need to buy some time for the cavalry to arrive... Make a Fighting roll +2, and this is your new Parry—your Parry can not get worse, because of this maneuver.", + "illumination": "Illumination", + "illumination-text": "Your opponent can see you too easily—make it dark!", + "ill-dim-mod": "Dim: attacker suffers -1 to hit", + "ill-dark-mod": "Dark: attacker suffers -2 to hit", + "ill-pitch-mod": "Pitch Dark: attacker suffers -4 to hit", + "ill-turn-on": "If you suffer these penalties, try turning on the lights...", + "prone": "Prone", + "prone-text": "Make yourself harder to hit when being shot at: in most instances functions as medium cover.", + "prone-melee-text": "Just don't go prone in Melee...-2 to Parry and Fighting.", + "withdraw": "Withdraw", + "withdraw-text": "Take your chances and get the heck out of dodge. All adjacent foes get a free attack, but you might get out unscathed and live to fight another day.", + "movement": "Movement", + "movement-text": "Don't just stand there...move around.", + "move-crawling-text": "Crawling: move 2 inches/turn and counts as prone when being fired upon.", + "move-crouching-text": "Crouching: move at half pace, ranged attacks suffer -1.", + "move-walking-text": "Walking: move your full pace as a free action.", + "move-running-text": "Running: move your full pace +1d6 as an action.", + "move-jumping-text": "Jumping: jump horizontally 1 inch (from dead stop), or 2 inches with a run. A success Strength roll adds an addition 1 inch.", + "move-go-prone-text": "Go Prone: fall prone at any time during your action. Getting up costs 2 inches of movement.", + "test-of-wills": "Test of Wills", + "test-of-wills-text": "You're quick witted or scarier than your foe. Use a Taunt or Intimidation skill. Success gives +2 to your next action against the opponent, and a Raise scores a Shaken result in addition.", + "tricks": "Tricks", + "tricks-text": "Your foe isn't as nimble, or smart as you. Use a Smarts or Agility Trick. Success and the foe suffers -2 to Parry until their next action, on a Raise your opponent is also Shaken.", + "special-abilities": "Special Abilities", + "notemplateagility": "attempts to be agile and rolls", + "notemplatefaith": "attempts to be faithful and rolls", + "notemplateguts": "attempts to be gutsy and rolls", + "notemplatestealth": "attempts to be stealthy and rolls", + "notemplateunskilled": "attempts to not suck and rolls", + "notemplatefighting": "attempts to hit something and rolls", + "notemplatefencing": "attempts to hit something, while fencing, and rolls", + "notemplateboating": "attempts to boat and rolls", + "notemplatepilot": "attempts to pilot at", + "notemplateclimbing": "attempts to climb and rolls", + "notemplatedriving": "attempts to drive and rolls", + "notemplatedrivinga": "attempts to drive a(n)", + "notemplateandrolls": "and rolls", + "notemplategambling": "attempts to gamble and rolls", + "notemplatehealing": "attempts to heal and rolls", + "notemplateintimidation": "attempts to intimidate and rolls", + "notemplateinvestigation": "attempts to investigate and rolls", + "notemplatelockpicking": "attempts to lockpick and rolls", + "notemplatenotice": "attempts to notice and rolls", + "notemplatepersuasion": "attempts to persuade and rolls", + "notemplatepiloting": "attempts to pilot and rolls", + "notemplatepsionics": "attempts to use Psionics and rolls", + "notemplaterepair": "attempts to repair and rolls", + "notemplatesmarts": "attempts to be smart and rolls", + "notemplatespirit": "attempts to be spirited and rolls", + "notemplatestrength": "attempts to be strong and rolls", + "notemplatevigor": "attempts to be healthy and rolls", + "notemplateunshaken": "rolls attempts to become unshaken and gets", + "notemplateriding": "attempts to ride and rolls", + "notemplateshooting": "attempts to shoot and rolls", + "notemplateshootings": "attempts to shoot something and rolls", + "notemplatespellcasting": "attempts to cast a spell and rolls", + "notemplatestreetwise": "attempts to be streetwise and rolls", + "notemplatesurvival": "attempts to survive and rolls", + "notemplateswimming": "attempts to swim and rolls", + "notemplatetaunt": "attempts to taunt and rolls", + "notemplatethrowing": "attempts to throw and rolls", + "notemplatetracking": "attempts to track and rolls", + "notemplatecustomskill": "attempts to do something with", + "notemplatedamage": "attempts to do damage with a", + "notemplateactivatetalisman": "attempts to activate the", + "notemplatetalismanrolls": "talisman and rolls", + "notemplatedamagethe": "attempts to do damage with the", + "notemplatespellrolls": "spell and rolls", + "notemplateritual": "attempts a ritual and rolls", + "notemplatethrowings": "attempts to throw something and rolls", + "notemplatetrackings": "attempts to track something and rolls", + "notemplateweirdscience": "attempts some weird science and rolls", + "notemplateruns": "runs", + "notemplateinches": "inches", + "community-property-money": "Community property and Money", + "trappings-notes-components-preptime": "Trappings/Notes/Components/Prep Time/...", + "bow": "Bow", + "att-mod-description": "Modifier due to edges, hindrances, etc", + "agl-u": "(AGL)", + "sma-u": "(SMA)", + "spi-u": "(SPI)", + "str-u": "(STR)", + "vig-u": "(VIG)", + "fencingstyle": "Fencing Style", + "fencing-info": "Fencing School Information", + "linked-attribute": "Linked Attribute", + "hindrance-desc": "Hindrance description/details", + "whisper-hindrance": "Whisper Hindrance Description", + "edge-desc": "Edge description/details", + "whisper-edge": "Whisper Edge Description", + "edge-type": "Type or Took at...", + "advancements": "Advancements", + "shaken": "Shaken", + "incapacitated-abbr": "Inc", + "incapacitated": "Incapacitated", + "iron-tiks": "Tiks", + "silver-smerduks": "Smerduks", + "money": "Money", + "pieces-of-eight": "Pieces of Eight", + "money-clams": "Clams", + "money-credits": "Credits", + "money-lankhmar": "Lankhmar Currency", + "livre": "Livre", + "rules-modifications": "Rules Modifications", + "variable-bonus-damage": "Variable Bonus Damage", + "variable-bonus-damage-raise-based": "Variable Bonus Damage (Raise Based)", + "variable-bonus-damage-edge-based": "Variable Bonus Damage (Edge Based)", + "no-power-points": "No Power Points", + "roll-extra-xp-unspent-text": "Roll XP on unspent Bennies", + "roll-extra-xp-left-text": "Roll XP on spent Bennies", + "use-xp": "Use Experience Points", + "manually-set-rank": "Manually set Rank", + "use-charisma": "Use Charisma", + "use-charisma-desc": "Check this box to use the Charisma attribute found in editions prior to the Adventure Edition", + "rate-of-fire-abbr": "ROF", + "weight-abbr": "Wt", + "number-of-shots-shortened": "Shots", + "weapons": "Weapons", + "attack-and-damage-abbr": "Atk + Dmg", + "multi-attack-and-damage-abbr": "Atkx+Dmg", + "damage-only": "Damage Only", + "button-behavior": "Button Behavior", + "head": "Head", + "torso-plus-arms": "Torso+Arms", + "torso-plus-legs": "Torso+Legs", + "torso-plus-arms-plus-legs": "Torso+Arms+Legs", + "arms": "Arms", + "legs": "Legs", + "full-body": "Full Body", + "yes": "Yes", + "no": "No", + "total-armor-weight-carried": "Total Armor Weight Carried", + "not-applicable-abbr": "N/A", + "extra": "Extra", + "distracted": "Distracted", + "vulnerable": "Vulnerable", + "stunned": "Stunned", + "armor-piercing-abbr-u": "AP", + "strength-abbr": "Str", + "agility-abbr": "Agl", + "smarts-abbr": "Sma", + "spirit-abbr": "Spi", + "vigor-abbr": "Vig", + "total-weapon-weight-carried": "Total Weapon Weight Carried", + "total-gear-weight-carried": "Total Gear Weight Carried", + "powers": "Powers", + "power": "Power", + "ab-section-header": "Section Header: ", + "ab-column-header": "Column Header: ", + "ab-pp": "Power Points Abbreviation: ", + "ab-name": "Arcane Background: ", + "ab-pp-name": "Power Points Label: ", + "ab-color-indicator": "Arcane Background Indicator: ", + "invested": "invested", + "power-point-abbr-u": "PP", + "power-point-abbr-u-invested": "PP Invested", + "power-points": "Power Points", + "potential-psychic-energy-abbr-u": "PPE", + "skill-only": "Skill Only", + "enable": "Enable", + "augmentation": "Augmentation", + "experience-points-abbr-u-advances": "XP (Advances)", + "experience-points-text": "Change the Advances designation used to determine rank to XP.", + "experience-points-abbr-u": "XP", + "advances": "Advances", + "class": "Class", + "threat": "Threat", + "conviction": "Conviction", + "conviction-text": "If using the Setting Rule for Conviction, this provides a visual checkbox above the Derived Stats to track Conviction.", + "use-savage-worlds-adventure-edition-abbr-u-encumbrance": "Use SWADE Encumbrance", + "use-savage-worlds-explorers-edition-abbru-u-encumbrance": "Use SWEX Encumbrance", + "dice-singular-type-delta": "Die Type Delta", + "ignore-encumbrance": "Ignore Encumbrance", + "show-modifiers": "Show Modifiers", + "prompt-modifiers-text": "Prompt for Misc. Modifiers", + "show-load-and-encumbrance": "Show Load and Encumbrance", + "miscellaneous-abbr-trait-modifier-plural-singular": "Misc. Trait Modifier(s)", + "miscellaneous-abbr-damage-modifier-plural-singular": "Misc. Damage Modifier(s)", + "physical-appearance-personal-history": "Physical Appearance + Personal History", + "physical-appearance-personal-history-parahuman-origin": "Physical Appearance + Personal History + Origins of Parahuman Abilities", + "show-background-description": "Show Background and Description", + "show-party-bag": "Show Party Bag", + "show-quest-log": "Show Quest Log", + "other-sheet-tweaks": "Other Sheet Tweaks", + "power-type-desc": "Check this box to show other options for Power Labels, such as Miracles, Spells, etc", + "custom-power-label-text": "Replaces the generic Powers label with one you write in", + "enter-custom-power-label": "Enter custom Power Label", + "bonus-damage-die-type": "Bonus Damage Die Type", + "show-notes-with-roll": "Show notes with roll", + "captain": "Captain", + "ship-type": "Ship Type", + "pay": "Pay", + "vehicle-manufacturer": "Vehicle Manufacturer", + "driver": "Driver", + "vehicle-type": "Vehicle Type", + "walker-type": "Walker Type", + "flying-vehicle": "Flying Vehicle", + "vehicle-name": "Vehicle Name", + "armaments": "Armaments", + "walker-name": "Walker Name", + "cybernetics": "Cybernetics", + "cybernetic-enhancement": "Cybernetic Enhancement", + "whisper-all-rolls-to-gm": "Whisper all rolls to GM", + "whisper-roll-to-gm": "Whisper roll to GM", + "version": "Version", + "the": "The", + "logo-info": "logo is a trademark of", + "main-character-view": "Main Character View", + "journal-and-other-info": "Journal and other Info", + "sheet-configuration": "Sheet Configuration", + "sheet-documentation": "Sheet Documentation", + "documentation": "Documentation", + "changes-this-release": "Changes this release:", + "complete-rewrite-from-the-ground-up": "Complete re-write from the ground up", + "about-half-the-size": "The sheet is about half the size of it used to be", + "complete-visual-redesign": "Complete visual redesign", + "layout-more-streamlined": "This layout should be more streamlined", + "commonly-used-features-on-one-page": "The most commonly used features on one page", + "moved-from-configuration": "Moved some things from the configuration page for ease of use", + "running-die-on-main-page": "The Running Die can now be changed on the main page", + "nerves-of-steel-under-wounds": "Nerves of Steel is now accessible under the Wounds configuration", + "skill-specialization-under-skill-config": "Skill Specialization is now toggle-able under the Skills configuration", + "savage-worlds-adventure-edition-abbr-compatability": "SWADE Compatibility", + "insheet-documentation": "In-sheet documentation", + "built-out-over-time": "This will be built out over time", + "used-with-permission-visit-website": "Used with permission. Visit their website at", + "all-for-one-logo-info": "logo © 2016 Triple Ace Games Ltd. All for One: Régime Diabolique and all related marks and logos are trademarks of Triple Ace Games Ltd. Ubiquity Roleplaying System, Exile Games Studio, and all associated logos and trademarks are copyright, Exile Games Studio, LLC", + "rifts-logo-info": "logo and Megaverse are registered trademarks of PALLADIUM BOOKS, INC. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. Savage Worlds logo is a trademark of Pinnacle Entertainment Group", + "traits": "Traits", + "health-and-derived-stats": "Health and Derived Stats", + "intro-p1v1": "This sheet is designed to be more Core Rules focused, but does allow for some customization (such as changing the Wild Die type, or modifying the Bonus Damage from Raises, etc).", + "intro-p2v1": "A quick note on character sheet conventions that apply to all sections:", + "cog-explanation": "Any place you see the cog icon, you can configure that item. In most places the cog is hidden until you hover over the configurable item; clicking the cog will force it to remain visible until clicked again.", + "hide-n-show-explanation": "These two icons hide and show (respectively) the given section.", + "intro-p3v1": "This sheet includes all the necessary core data for a Savage Worlds character, but leverages the unique capabilities of Roll20. The sheet auto-calculates, Parry and Toughness and a few other setting specific/game expanding derived stats like Strain (cyberpunk) or Sanity (horror). Additionally, this sheet includes every skill from the Savage Worlds Deluxe and Savage Worlds Adventure Edition Core rules; there are also a few popular skills, such as Faith, Guts, etc.", + "maincv-p1v1": "The Main Character View page contains the information that will be used mostly frequently. Here, you can: indicate whether the character is a Wild Card or an Extra, track your advances, manage your Attributes and Skills, etc.", + "maincv-p2v1": "All five attributes have a drop down menu to select the die rank and a modifier field. The "always" visible modifier field counts as part of the attribute rank—this means the field will usually be 0, but certain Edges can modify that. Each attribute can also be configured to Whisper the roll to the GM and also provides another modifier box; this second modifier field is really for Edges/Hindrances that may always modify a given attribute, but is not considered part of the rank.", + "maincv-p3v1": "If the Attribute section is "hidden" a list of buttons will replace it; there is a button for each of the Core Attributes along with the current rank.", + "maincv-p4v1": "The layout of the skills is identical to the Attributes section in terms of managing the Rank and modifier fields. There are a couple key differences, however.", + "maincv-p5v1": "One of the key differences is how to show each skill. Clicking the x icon will reveal the Skills Configuration panel. Here you can select optional rules, such as using Skill Specialization and/or Fencing styles and schools, and you can, also, select which skills to show on the character sheet. Fighting is shown by default, it's a skill that's used quite frequently and is necessary for calculating Parry. Selecting "All" will check all the skills to be shown, selecting "Core Skills" will show the Savage Worlds Adventure Edition Core skills (Athletics, Common Knowledge, Notice, Persuasion, and Stealth). When you're done configuring your skills, click the green 2 to close the panel.", + "maincv-p6v1": "Starting with Version 3.0 of this sheet, support for other conditions (e.g. Distracted, Vulnerable, and Stunned) is included. Any penalties to rolls as a result of these conditions is automatically accounted for in rolls made from the sheet. For great flexibility, the sheet allows you to set the maximum Wound and Fatigue levels; hovering over each field will show the configuration cog.", + "maincv-p7-v1": "The Core Derived stats (Pace, Parry, Toughness) automatically calculate based on the various inputs. For example, Parry will take the Fighting rank and determine the Base Parry score. Adding any sort of modifiers will then be taken into consideration and the final score will appear in the current column.", + "maincv-p8-v1": "A Note on Toughness: The Toughness score is calculated per the book in terms of the Base. The Current column also includes any armor worn, however, it is only worn armor that covers the Torso; this is because non-called shots automatically target the Torso (per the rules).", + "maincv-p9-v1": "Melee and Ranged weapons have been combined into a single section. This should help with keeping the clutter down, but also keep all the weapons in a single place, allowing for easier management. It also makes it easier for a weapon that is both Melee and Ranged to be documented in one place.", + "maincv-p10-v1": "Each weapon can be configured to whisper the roll(s) to the GM, as well as modify what the roll button does. The roll button can be set up to roll damage only, or Attack and Damage (Atk + Dmg). If you set the button to roll Attack and Damage, a drop down menu will be shown where you can select which skill will be rolled for the Attack the Roll. You can also configure the damage to use any of the Core Attributes (thought it defaults to Strength). The modifier field on the damage is a text box instead of a number field for flexibility. For example, if you have a weapon that does Str + d4 + d6, you'd select Strength, place a 1 in the field before the die type, select the appropriate die type, and in the modifier field you'd type 1d6!.", + "maincv-p11-v1": "Note: While it's not here yet, support will be forth coming to allow a different Bonus Damage die to be rolled instead of the standard d6.", + "maincv-p12-v1": "Powers have the same configuration options as Weapons; the skill selection drop down menu only contains Arcane skills, however.", + "config-p1v1": "The configuration window allows the GM and Player a little more control over various aspects of the character sheet. One can tweak the User Interface slightly by changing the Logo or the Background image. Additional tweaks include modifying how some of the fields display themselves, and even hiding some of the pages (like the Vehicle page).", + "config-p2v1": "There are 8 groupings of configurations. They are:", + "quick-setting-explanation": "Automatically selects all the necessary fields for a particular setting", + "background-explanation": "Select a more theme appropriate background for your character sheet.", + "select-a-different-logo": "Select a different logo", + "hide-sections-explanation": "Hide different sections and tabs (e.g. Powers and Vehicles)", + "configure-modifiers-explanation": "configure modifiers; the sheet can prompt for roll modifiers and you can choose to have them display in the roll template when rolls are made", + "configure-api-settings": "Configure API settings", + "etcetera-abbr": "Etc.", + "dont-use-power-points": "Don't use Power Points", + "use-experience-points-explanation": "Use experience points instead of the SWADE advancement mechanic", + "use-variable-die-type-bonus-damage-explanation": "Use variable die types for bonus damage (based on the number of raises)", + "doc-p1v1": "Documentation page info coming soon", + "release-p1v1": "Release Notes page info coming soon", + "journal-p1v1": "Journal page info coming soon", + "vehicle-p1v1": "Vehicles page info coming soon", + "unshake": "Unshake", + "unshake-desc1": "attempts to unshake (Spi", + "unshake-desc2": "Wild", + "unshake-desc3": "and", + "unshake-desc4": "succeeds", + "unshake-desc5": "can now act", + "unshake-desc6": "fails", + "show-unshake-button": "Show Unshake Button", + "soak": "Soak", + "show-soak-button": "Show Soak Button", + "item": "Item", + "trappings": "Trappings", + "plus-the-next": "Plus the next", + "reduce-wound-modifiers": "Reduce Wound Modifiers", + "increase-wound-modifiers": "Increase Wound Modifiers", + "maximum-wound-modifiers": "Maximum Wound Modifiers", + "wound-modifiers": "Wound Modifiers", + "fatigue-modifiers": "Fatigue Modifiers", + "reduce": "Reduce", + "increase": "Increase", + "maximum": "Maximum", + "roll-extra-xp-for-bennies": "Roll XP for un-/spent Bennies", + "weirdscience": "Weird Science", + "bug-fixes": "Bug Fixes", + "sheet-enhancements": "Sheet Enhancements", + "useability-enhancements": "Usability Enhancements", + "language-skill-changed-to-native-language": "Language Skill changed to Native Language for clarity", + "athletics-linked-to-agility": "Athletics now linked to Agility by default", + "wrong-titles-age-gender-place": "Wrong titles displaying for age, gender, and pace", + "made-money-field-longer": "Lengthened the Money input field if it's the only field to display", + "use-xp-rules-modification-fixed": "Fixed the Use Experience Points rules modification", + "fixed-whisper-for-hindrances-and-edges": "Fixed the Whisper capability for Edges and updated with the correct roll template", + "augments-no-hide": "Augments weren't hiding when clicking the hide button", + "whisper-checkboxes-for-whispering-spells": "Missing checkbox for whispering spells rolls to chat has been found", + "spells-section-now-hides": "Spells section wasn't hiding when configuration section indicated it should be hidden", + "removed-extra-space-in-rolltemplate": "Removed the extra space in the roll template header when rolling a Custom Skill", + "savage-worlds-adventure-edition-abbr-wealth-system": "SWADE Wealth System", + "completely-hide-load-and-encumbrance": "Ability to completely hide Load/Encumbrance info", + "unshake-button": "Added an Unshake button", + "configure-in-other-sheet-tweaks": "Shown by default, but can be hidden via the Configuration tab (Other Sheet Tweaks)", + "chat-out-button-for-spells": "Added Chat Output button for Spells", + "rate-of-fire-support": "Rate of Fire support", + "decimal-points-for-money": "Decimal points can be used in the Money field", + "weapon-spell-config-section-different-color": "Weapon and Spell config sections have a different background color to make them stand out a bit more", + "different-color-add-modify-remove-repeating-section-buttons": "Repeating Fields (such as Weapons, Edges/Hindrances, etc) have different colored icons for modification; this is intended to help them stand out and be a little more visible", + "trashcan-icon-larger": "The trashcan icon to delete a repeating section row has been enlarged and made red so it's easier to see and click", + "color-background-header-for-sections": "Section headers Weapons, Spells, etc. have been given a background color to make them easier to find", + "separate-field-for-power-trappings": "Separate field for power Trappings", + "action-button-for-weapon-spell-damage": "Action button replaced readonly field for Weapon and Spell damage; opens the config section and highlights the damage fields", + "configure-rate-of-fire-abbr-rolling": "Configure Rate of Fire rolling", + "maincv-p13-v1": "Rolling Attack and Damage", + "maincv-p14-v1": "Each weapon has a roll button, which can be set up to roll damage only, or Attack and Damage (Atk + Dmg). If the weapon has a rate of fire greater than 1, an additional option becomes available to support full-auto rolls; this option is called Atkx+Dmg. These options are available in the weapon config section (visible by default directly under the weapon—the section has a yellow-ish tint). To configure the roll button, select an option from the Button Behavior drop down menu.", + "maincv-p10-v2": "Setting the buttonroll to Atk + Dmg, will present a drop down menu to select which skill will be rolled for the Attack the Roll. The list of skills are only those which can normally be used for attacks, such as Fighting, Athletics/Throwing, Shooting, etc.", + "maincv-p15-v1": "Configuring the damage is also done in this section. Weapons can use any of the Core Attributes (though it defaults to Strength), or none of them (N/A). The field directly after the Core Attribute drop down is for the number of dice typically rolled for damage followed immediately by the die type. After the die type is a field for additional modifiers that are part of the damage. This field is not for situational modifiers, though. Additionally, this field is a text field, allowing you to add additional attack modifiers. Here are some examples:", + "rollexample1-v1": "N/A + 2d6 + __ (rolls 2d6)", + "rollexample1-v2": "Strength + 1d4 + __ (rolls Str+d4)", + "rollexample1-v3": "N/A + 2d6 + 1 (rolls 2d6+1)", + "rollexample1-v4": "Strength + 1d10 + 1d8! (Rolls Str+d10+d8)", + "rollexample1-v5": "N/A + 0d4 + __ (No damage to roll)", + "maincv-p16-v1": "Each weapon can be configured to whisper the roll(s) to the GM, as well as modify what the roll button does.", + "maincv-p17-v1": "Auto-fire", + "maincv-p18-v1": "If the ROF is 2+ the Atkx+Dmg option becomes visible. By default this button is configured to present a query asking how many skill dice you’d like to roll; this query has a list of options counting down from the ROF to 1 (highest to lowest). This behavior can be changed to offer the query with the options listed from 1 to the ROF (lowest to highest), or to not present a roll query and just always roll the ROF. This configuration is handled under the Other Sheet Tweaks section of the configuration tab.", + "maincv-p19-v1": "When using the Atkx+Dmg button, the number of skill dice rolled will be however you have it configured (and whichever option you selected from the drop down), but will only every roll a single Wild Die.", + "maincv-p20-v1": "You can still select Atk + Dmg for the roll button, and that will only do a single attack and a single wild die.", + "maincv-p21-v1": "NOTE: If any weapon is configured for Auto-fire before you change the configuration for how auto-fire is handled, those weapons will not be automatically updated to use the new configuration…you will need to change the ROF and then change it back to get the new configuration", + "maincv-p22-v1": "Pro Tip: You can set the ROF to 2 for a melee weapon and use this option for things like Frenzy.", + "use-wealth-modifier-field": "Use the Wealth Modifier Field", + "change-skill-names": "Skill available in your Setting", + "change-skills-explained": "Tick the skills allowed in your setting, and adapt their name if need be. Skills unticked will be hidden from the Character skill selection section. If the skill was already shown on the Character skill list, it will remain shown. Fighting can't be removed, it is mandatory (used for Parry). However you can still rename it.", + "skills-can-be-named-anything": "Skills can be named anything you like.", + "changes-reflected-in-all-areas": "Changes to skill names will be reflected in all areas of the character sheet", + "internationalization-expansion": "Various items were missing or had malformed data-i18n tags.", + "thanks-gronyon-for-your-help": "thanks-gronyon-for-your-help", + "ability-to-rename-skills": "Ability to rename skills", + "nerves-of-steel-type-functionality-for-fatigue": "Nerves of Steel type functionality for Fatigue", + "wealth-modifier-for-wealth-rolls": "Wealth modifier for Wealth Rolls", + "extra-config": "The Extra option sets new characters to default as Extras, instead of Wild Cards.", + "dont-use": "Don't Use", + "none-of-these": "None of these", + "sheet-background": "Sheet Background", + "sheet-logo": "Sheet Logo", + "show-scholarship": "Show Scholarship (Formerly the Academics Derived Stat)", + "money-label": "Money Label", + "use-class-for-etuu": "Use Class for ETU", + "use-origin-of-parahuman-abilities": "Use Origin of Parahuman Abilities", + "use-ppe-u": "Use PPE", + "use-threat-rating": "Use Threat Rating", + "hide-powers-desc": "Hide the Arcanum tab on the Character Sheet. This will hide not only Spells/Powers, but Talismans.", + "unshake-button-desc": "Show the Unshake Button. This will appear on the main character sheet tab under the Health section.", + "soak-button-desc": "Show the Soak Button. This will appear on the main character sheet tab under the Health section.", + "wild-card-icon-desc": "Select the Wild Card icon to be used in the Stat Block output.", + "no-power-points-desc": "Check this box to not use Power Points with the Arcane Backgrounds.", + "variable-bonus-damage-desc": "Selecting the Variable Bonus Damage (Raised Based) will prompt for the Bonus Damage Die Type. This is mostly useful for Damage only rolls. The other allows you to set a variable bonus type that is static and will always be rolled regardless of number of Raises; this is useful for Edges and Hindrances that have this type of effect.", + "skill-spec-desc": "Check this box to use the Skill Specialization Setting Rule.", + "extra-xp-desc": "Enables the button for rolling for extra XP based on unspent/spent bennies.", + "quick-settings-desc": "Quick Settings allows you to configure your sheet for various settings, automatically enabling setting appropriate backgrounds, logos, setting specific naming conventions, derived stats, or additional settings. **WARNING**: Selecting something here, may impact any of the fields you select/modify below. If you want tighter control over which sheet fields are displayed, you're better off leaving this part alone and manually selecting the fields you want to have on your sheet.", + "sheet-background-desc": "Select the character sheet background you'd like for your game.", + "sheet-logo-desc": "Select the character sheet setting logo you'd like for your game.", + "show-scholarship-desc": "Check this box to use Scholarship (formerly the Academics Derived Stat.)", + "show-corruption": "Show Corruption", + "show-corruption-desc": "Check this box to use the Corruption Stat.", + "show-fame": "Show Fame", + "show-fame-desc": "Check this box to use the Fame Stat.", + "show-firewall": "Show Firewall", + "show-firewall-desc": "Check this box to use the Firewall Stat.", + "show-glory": "Show Glory", + "show-glor-desc": "Check this box to use the Glory Stat.", + "show-grit": "Show Grit", + "grit-desc": "Check this box to use the Grit Stat.", + "show-neural-toughness": "Show Neural Toughness", + "show-nt-desc": "Check this box to use the Neural Toughness Stat.", + "show-reason": "Show Reason", + "show-reason-desc": "Check this box to use the Neural Toughness Stat.", + "show-sanity": "Show Sanity", + "show-sanity-desc": "Check this box to use the Sanity Stat.", + "show-size-desc": "Check this box to show the Size field under Derived Stats. This will appear above Toughness and modify Toughness.", + "show-status": "Show Status", + "show-status-desc": "Check this box to use the Status Stat.", + "show-strain": "Show Strain (IZ 2.0)", + "show-strain-desc": "Check this box to use the Strain (IZ 2.0) Stat.", + "show-street-cred": "Show Street Cred (IZ 2.0) ", + "show-street-cred-desc": "Check this box to use the Street Cred (IZ 2.0) Stat.", + "show-street-cred-three": "Show Street Cred (IZ 3.0) ", + "show-street-cred-three-desc": "Check this box to use the Street Cred (IZ 3.0) Stat.", + "street-cred-three-wild-die-type": "Set the wild die for Street Cred", + "use-wealth-desc": "Use the Wealth System found in Savage Worlds Adventure Edition", + "use-wealth-mod-desc": "Displays a modifier field for the wealth roll. Useful for things like Edges or Hindrances that always apply a modifier to the wealth roll.", + "money-label-desc": "Selecting an option will change the Money label to the one selected.", + "use-code-name": "Use Code Name", + "use-code-name-desc": "Check this box to change the Character Name label to Code Name.", + "use-cybernetics": "Use Cybernetics", + "use-cybernetics-desc": "Check this box to change the Augmentations label to Cybernetics.", + "use-class-desc": "Check this box to change the Rank label to Class (e.g. Sophomore instead of Novice).", + "parahuman-origin-desc": "Check this box to show where to enter a character's origin of parahuman abilities.", + "use-ppe-desc": "Check this box to change the Power Points label to PPE.", + "use-threat-rating-desc": "Check this box to change the Rank label to Threat Rating.", + "use-species": "Use Species", + "use-species-desc": "Check this box to change the Race label to Species.", + "show-activities-and-exams": "Show Activities & Exams", + "activities-exams-desc": "Check this box to show the Activities & Exams section.", + "show-archetypes": "Show Archetype", + "show-archetype-desc": "Check this box to show the Archetype field.", + "show-burn": "Show Burn", + "show-burn-desc": "Check this box to show the Burn field.", + "show-engrams": "Show Engrams", + "show-engrams-desc": "Check this box to show the Engrams section.", + "show-fencing-styles-n-schools": "Show Fencing Styles & Schools", + "show-fencing-desc": "Check this box to show the Fencing Styles & Schools fields under Fighting.", + "show-homeworld": "Show Homeworld", + "show-homeworld-desc": "Check this box to show the Homeworld field.", + "show-heros-journey": "Show Hero's Journey", + "show-heros-journey-desc": "Check this box to show the Hero's Journey field.", + "show-iconic-framework": "Show Iconic Framework", + "show-iconic-framework-desk": "Check this box to show the Iconic Framework field.", + "show-internal-strength-points-isp-u": "Show Internal Strength Points (ISP)", + "show-isp-desc": "Check this box to show the ISP field.", + "show-internal-system-charges": "Show Internal System Charges", + "show-isc-desc": "Check this box to show the Internal System Charges field.", + "show-load-desc": "Check this box to show the Load and Encumbrance information. This will appear below the derived stats.", + "show-majors-minors": "Show Majors/Minors", + "show-majors-desc": "Check this box to show the Major/Minor (i.e. typically used for ETU) field.", + "show-motivation": "Show Motivation", + "show-motivation-desc": "Check this box to show the Motivation field.", + "show-occupation": "Show Occupation", + "show-occupation-desc": "Check this box to show the Occupation field.", + "show-tap-readout": "Show TAP Readout (IZ 2.0)", + "show-tap-desc": "Check this box to show the TAP Readout (IZ 2.0) section.", + "show-worst-nightmare": "Show Words Nightmare", + "show-nightmare-desc": "Check this box to show the Worst Nightmare field.", + "power-armor-bug": "Power Armor and Robot Armor Strength rolls (including Damage) were incorrect", + "config-window-bug": "Configuration Window had sections with odd displays for some users", + "armor-stacking-bug": "Armor stacking wasn’t working when all Protection values were 1", + "fatiguemod-bug": "Many rolls were getting an error due to fatigueMod not being found", + "vigor-failed-bug": "Vigor roll failed when Attributes were collapsed", + "agility-roll-bug": "Agility roll was odd when Attributes were collapsed", + "occult-roll-bug": "Occult rolls had an error", + "injury-roll": "Injury Roll", + "use-gritty-damage": "Use Gritty Damage", + "move-advances-to-journal-tab": "Move Advances to the Journal Tab", + "running-text-before-number": "runs for", + "running-text-after-number": "inches", + "pace-ignores-wounds": "Pace ignore wounds", + "wild-card-icon-info": "Wild Card Icon can be up to two (2) characters, including unicode. Some examples include (copy/paste from below):", + "racial": "Racial", + "robot-armor-wasn't-working": "Robot Armor Weapon wasn't working", + "running-roll-output-wasnt-display-properly": "Running Roll output wasn't displaying properly", + "wounds-werent-reducing-pace": "Wounds weren't reducing Pace", + "support-for-gritty-damage": "Support for Gritty Damage (see documentation tab for details)", + "option-to-move-advancements-to-journal": "Option to move Advancements to the Journal Tab", + "setting-to-allow-pace-to-ignore-wounds": "Setting to allow Pace to ignore Wounds", + "option-for-custom-wild-card-icon": "Option for custom Wild Card Icon (supports unicode characters)", + "statblock-output-button": "Statblock Output button", + "gritty-damage-description": "Check this box to have a Gritty Damage Button show on the Damage roll template output. This would require you to create an Injury Table rollable table to be referenced by the button.", + "injury-table-description": "If you're using the Gritty Damage rule, provide the Injury Table Rollable Table name to be used by the button.", + "rename-skill-fighting": "Rename : Fighting", + "rename-skill-academics": "Rename : Academics", + "rename-skill-athletics": "Rename : Athletics", + "rename-skill-battle": "Rename : Battle", + "rename-skill-boating": "Rename : Boating", + "rename-skill-climbing": "Rename : Climbing", + "rename-skill-commonknowledge": "Rename : Common Knowledge", + "rename-skill-driving": "Rename : Driving", + "rename-skill-electronics": "Rename : Electronics", + "rename-skill-faith": "Rename : Faith", + "rename-skill-focus": "Rename : Focus", + "rename-skill-gambling": "Rename : Gambling", + "rename-skill-guts": "Rename : Guts", + "rename-skill-hacking": "Rename : Hacking", + "rename-skill-healing": "Rename : Healing", + "rename-skill-intimidation": "Rename : Intimidation", + "rename-skill-investigation": "Rename : Investigation", + "rename-skill-native-language": "Rename : Native Language", + "rename-skill-lockpicking": "Rename : Lockpicking", + "rename-skill-notice": "Rename : Notice", + "rename-skill-occult": "Rename : Occult", + "rename-skill-performance": "Rename : Performance", + "rename-skill-persuasion": "Rename : Persuasion", + "rename-skill-piloting": "Rename : Piloting", + "rename-skill-psionics": "Rename : Psionics", + "rename-skill-repair": "Rename : Repair", + "rename-skill-research": "Rename : Research", + "rename-skill-riding": "Rename : Riding", + "rename-skill-ritual": "Rename : Ritual", + "rename-skill-science": "Rename : Science", + "rename-skill-shooting": "Rename : Shooting", + "rename-skill-spellcasting": "Rename : Spellcasting", + "rename-skill-stealth": "Rename : Stealth", + "rename-skill-streetwise": "Rename : Streetwise", + "rename-skill-survival": "Rename : Survival", + "rename-skill-swimming": "Rename : Swimming", + "rename-skill-taunt": "Rename : Taunt", + "rename-skill-thievery": "Rename : Thievery", + "rename-skill-throwing": "Rename : Throwing", + "rename-skill-tracking": "Rename : Tracking", + "rename-skill-weird-science": "Rename : Weird Science", + "use-skill-academics": "Allow : Academics", + "use-skill-athletics": "Allow : Athletics", + "use-skill-battle": "Allow : Battle", + "use-skill-boating": "Allow : Boating", + "use-skill-climbing": "Allow : Climbing", + "use-skill-commonknowledge": "Allow : Common Knowledge", + "use-skill-driving": "Allow : Driving", + "use-skill-electronics": "Allow : Electronics", + "use-skill-faith": "Allow : Faith", + "use-skill-focus": "Allow : Focus", + "use-skill-gambling": "Allow : Gambling", + "use-skill-guts": "Allow : Guts", + "use-skill-hacking": "Allow : Hacking", + "use-skill-healing": "Allow : Healing", + "use-skill-intimidation": "Allow : Intimidation", + "use-skill-investigation": "Allow : Investigation", + "use-skill-native-language": "Allow : Native Language", + "use-skill-lockpicking": "Allow : Lockpicking", + "use-skill-notice": "Allow : Notice", + "use-skill-occult": "Allow : Occult", + "use-skill-performance": "Allow : Performance", + "use-skill-persuasion": "Allow : Persuasion", + "use-skill-piloting": "Allow : Piloting", + "use-skill-psionics": "Allow : Psionics", + "use-skill-repair": "Allow : Repair", + "use-skill-research": "Allow : Research", + "use-skill-riding": "Allow : Riding", + "use-skill-ritual": "Allow : Ritual", + "use-skill-science": "Allow : Science", + "use-skill-shooting": "Allow : Shooting", + "use-skill-spellcasting": "Allow : Spellcasting", + "use-skill-stealth": "Allow : Stealth", + "use-skill-streetwise": "Allow : Streetwise", + "use-skill-survival": "Allow : Survival", + "use-skill-swimming": "Allow : Swimming", + "use-skill-taunt": "Allow : Taunt", + "use-skill-thievery": "Allow : Thievery", + "use-skill-throwing": "Allow : Throwing", + "use-skill-tracking": "Allow : Tracking", + "use-skill-weird-science": "Allow : Weird Science", + "skill-allowed-desc": "Whether this skill is allowed in your setting.", + "known-issues": "Known Issues", + "statblock-doesnt-support": "Statblock Output Button doesn't currently output:", + "spell-information": "Spell information", + "cybernetics-slash-augmentations": "Cybernetics/Augmentations", + "talismans-are-missing-from-sheet": "Talismans are missing from the sheet completely", + "derived-stats-not-using-sheet-workers": "Derived Stats weren't using Sheet Workers and should have been.", + "soak-button-added": "Added a Soak button (based on vigor, allow to set mods dedicated to Soak rolls)", + "allow-skills-settings": "Ability to select which skills are available in your setting (and hide them by default in the character sheet).", + "missing-translations-with-multiple-ab": "Added translation extensions for the new multiple arcane background sections.", + "another-wound-translation-issue-french": "Fixed again issue with Wounds/Fatigue in certain languages (when label too long, like in French).", + "fixed-labels-and-i18n-in-health": "In Wounds and Fatigue modifiers section : fixed labels, added tooltips and enabled additionnal translations.", + "rename-skills-from-game-settings": "Allow to rename skills directly from game settings page", + "wounds-fatigue-wonky-display": "Wounds and Fatigue modifiers display going wonky when translations where too long (e.g. French). Fixed by reducing the font size for all languages.", + "allow-translations-academics": "Allowed Academics (derived stat) and Acedemics (SWADE Skill) to have different translations (e.g. French).", + "unshake-template-not-working-when-skill-equal-joker": "Unshake roll would not display failure when Skill roll and Wild die were equal.", + "missing-translations-default-sheet-settings-rename-piloting-climbing": "Default sheet settings : missing translations entries for 'rename piloting' and 'rename climbing' settings options.", + "renaming-skills-default-sheet-settings-not-working": "Default sheet settings : Renaming skills on the Game Setting page would not transfer in game on character sheets.", + "added-animal-smarts": "Ability to flag Smarts as \"Animal Intelligence\", which then appears as (A) in character sheet and statblocks.", + "statblocks-rolling-smarts-spirit-would-fail": "StatBlocks : rolling for Smarts or Spirit from StatBlocks would fail.", + "fixed-encumbrance-for-strength-over-d12": "Fixed SWADE Encumbrance rules support when Strength is d12+x. Each x will add an additional 20 to the loadlimit.", + "spells-now-part-of-statblock": "Spells are now part of the Statblock output", + "support-for-multiple-arcane-backgrounds": "Support for multiple Arcane Backgrounds; a character can have up to five (5) different ABs, each with its own power point pool. See the documentation section for more details.", + "powerlist-macro-support": "As part of the statblock update to include powers, there are six (6) new fields for macro support. @{charpowers} will output the information how it's used in the statblock. @{ab1powerlist} will output a comma separated values list of powers, for the first Arcane Background, using the ability command button format (e.g. [power name](~powerbutton)). The other five fields are: @{ab2powerlist}, @{ab3powerlist}, @{ab4powerlist}, @{ab5powerlist} (each one corresponding to the relevant Arcane Background).", + "maincv-p23-v1": "The sheet now supports multiple arcane backgrounds (up to five). To configure multiple arcane backgrounds, click the hammer and wrench icon (x). This will reveal the Powers Configuration window. Here you can modify:", + "section-header-description": "The Section Header: this will allow you to change the overall section header to whatever makes sense for your character. If s/he has a single arcane background, perhaps \"Spells\" is sufficient; if there are multiple arcane backgrounds, perhaps \"Powers\" makes more sense. Regardless, changing this, changes the lable in the gray header bar.", + "column-header-description": "The Column Header: this changes the header for the column with the power name. Because there is only one column for the header name, this will be used for all arcane background powers, so if there are multiple arcane backgrounds for the charcter, something generic would be more appropriate.", + "power-points-abbreviation-description": "The Power Point Header: this changes the abbreviation used for Power Points in the column header section. Like the Column Header setting this is for all powers and is used as a column header. There is a character limit for the abbreviation, just so the column view doesn't get messed up.", + "arcane-background-name-description": "Arcane Background: you can now name each of your different Arcane Backgrounds. The default is AB1[-5].", + "power-points-label-description": "Power Points Label: this allows you to give the power points a different name for each of a character's arcane backgrounds. This label will be shown beneath the power poins fields for the character's arcane background(s).", + "add-delete-arcane-backgrounds-description": "Add (+) and Delete (#) buttons have been added to allow you to configure each arcane background differently. The minimum number of arcane backgrounds supported is one (1). If you want no arcane bakgrounds, you should use the Settings tab and hide the Power Sections. The maximum number of arcane backgrounds supported is five (5).", + "arcane-background-indicator-description": "Arcane Background Indicator: When there's more than one (1) arcane background, the Arcane Background Indicaor allows you to pick a color to associate with each arcane background. Once an individual power has been tied to an arcane background (defaults to the first arcane background), the power row will use the indicator as a background color, allowing you to quickly identify which arcane background each power goes with. The power points display will also use the Arcane Background Indicator as the background color as quick reminder of what each color represents.", + "fixed-copyright-issue": "Fixed the copyright notification issues.", + "start-attributes-at-d6-not-d4": "Start Attributes at d6 instead of d4", + "start-attributes-at-d6": "Start Attributes at d6", + "effect": "Effect", + "activate-talisman": "Activate Talisman", + "whisper-stat-block": "Whisper Stat Block", + "consumable": "Consumable", + "empty": "Empty", + "use-consumables": "Use Consumables", + "use-consumables-mod": "Use Consumables Mod", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "added-talismans-section": "Added Talismans section (activate in configuration tab)", + "added-ability-to-start-attributes-at-d6": "Ability to start Attributes at d6 instead of d4", + "fix-skill-dropdown-in-weapons": "Fix Skill drop down in Weapons Section", + "fixed-xp-advance-label-issue": "Fix XP/Advance Label issues", + "xp-label-issue-fixed": "Fixed the XP/Advance Label issues, where the wrong label would appear, regardless of what system of advancement was used.", + "weapons-skill-dropdown-fixed": "Fixed the Skill drop down list in the weapons section.", + "added-talismans": "The missing Talismans section has been added back to the sheet.", + "fixed-tooltips-wounds-fatigue": "Fixed the tooltip for the wounds and fatigue modifier fields.", + "fixed-shooting-roll": "Fixed the shooting roll, so the correct roll was made when Shooting was selected for a weapon.", + "load-limit-die-type-delta-centered": "The Load Limit die type delta field is now centered.", + "strain-base-field-height-fixed": "The Base Strain field height is fixed to match the other fields.", + "ammo-current-of-max": "The Shots field under weapons was changed from one field to two. This allows one to show how many shot remain of the max load.", + "added-consumables-mechanic": "Added the option to display a Consumables section under wealth. This section is similar to the Wealth system and draws inspiration from the Forbidden Lands RPG, to make the tracking of things like food and water easier.", + "added-size-field": "Added the option to display to Size under the Derived Stats list. This will display above Toughness and the Current Size will modify Toughness appropriately.", + "nonwhispered-stat-block": "Added a toggle on the Configuration tab to allow the stat block to be displayed to everyone and not just as a whispered display.", + "display-powers-section-properly": "Fixed the issue that prevented the Powers Section from displaying properly for new character sheets.", + "edge-translation": "The word Edge wasn't translating properly when it was displayed in the chat window as part of the Edge template. This has been changed so it can be translated properly.", + "spell-bonus-damage-field-hidden-for-cast-only": "The Spell Bonus Damage field will now only display if the button action is Atk+Dmg or Damage Only.", + "other-skill-fatigue-issue": "Fixed the improper display of fatigue when rolling for a Knowledge/Other skill (added by a sheet user).", + "whisper-occult-rolls": "Fixed the issue where Occult rolls couldn't be whispered.", + "trait-based-wild-die": "Change the Wild Die from a universal field to individual for each Trait. This allows for Edges like Master that change/modify the Wild Die for a particular trait. All Wild Die configurations default to d6.", + "boost-lower-trait": "Added a field under each trait's configuration to allow it to be temporarily boosted/lowered by a number of steps. Changing the number to something other than 0 will automatically calculate the change is in the die type for the given trait and mark the character sheet to show the trait has been adjusted temporarily (it will show in italicized red text with an asterix). The roll output will also have an asterix.", + "use-consumables-description": "Check this box to show the Consumables repeating section. This would appear under the Money/Wealth section of the character sheet.", + "40002-boosttrait": "Fixed a bug where Boost/Lower Trait wasn't calculating correctly; now the number in the steps fields is always assumed to be the number of steps from the BASE trait value.", + "40002-consumables": "Fixed a bug where consumables couldn't be deleted nor rearranged." +} diff --git a/SavageWorlds-Tabbed/translations/hu.json b/SavageWorlds-Tabbed/translations/hu.json new file mode 100644 index 0000000000..fa8727c174 --- /dev/null +++ b/SavageWorlds-Tabbed/translations/hu.json @@ -0,0 +1,1226 @@ +{ + "wild-card": "Wild Card", + "mook": "Mook", + "stat-block-button": "Stat Block", + "stat-block": "Stat Block", + "character-name": "Name", + "civilian-name": "Civilian Name", + "players-name": "Player Name", + "basic-info": "Basic Info", + "basic-info-u": "BASIC INFO", + "edges-n-hindrances": "Edges & Hindrances", + "edges-n-hindrances-u": "EDGES & HINDRANCES", + "skills": "Skills", + "skills-u": "SKILLS", + "equipment": "Equipment", + "equipment-u": "EQUIPMENT", + "vehicles": "Vehicles", + "vehicles-u": "VEHICLES", + "arcanum": "Arcanum", + "arcanum-u": "ARCANUM", + "journal": "Journal", + "journal-u": "JOURNAL", + "introduction-shortened": "Intro", + "configuration": "Configuration", + "all": "All", + "all-u": "ALL", + "combat-options": "Combat Options", + "demographics-u": "DEMOGRAPHICS", + "archetype": "Archetype", + "iconic-framework": "Iconic Framework", + "homeworld": "Homeworld", + "species": "Species", + "race": "Race", + "gender": "Gender", + "age": "Age", + "languages": "Languages", + "native-language": "Native Language", + "minor": "Minor", + "major": "Major", + "tap-readout": "TAP Readout", + "tap-range": "TAP Range", + "tap-range-mod": "TAP Range Mod", + "firewall": "Firewall", + "firewall-mod": "Firewall Mod", + "ams": "AMS", + "neural-toughness": "Neural Toughness", + "neural-toughness-mod": "Neural Toughness Mod", + "range": "Range", + "base": "Base", + "mod": "Mod", + "armor": "Armor", + "current": "Current", + "scholarship": "Scholarship", + "academics": "Academics", + "pace": "Pace", + "run": "Run", + "runs": "runs for", + "inches": "inches", + "parry": "Parry", + "sanity": "Sanity", + "charisma": "Charisma", + "fame": "Fame", + "reason": "Reason", + "status": "Status", + "glory": "Glory", + "grit": "Grit", + "toughness": "Toughness", + "corruption": "Corruption", + "street-cred": "Street Cred", + "street-cred-two": "Street Cred (IZ 2.0)", + "street-cred-three": "Street Cred (IZ 3.0)", + "text-info-strain-base": "Varies by system, but usually based on vigor or spirit", + "text-info-strain-mode": "Number of additional points of Strain the character can handle.", + "max": "Max", + "max-strain-tooltip": "Base + Mod = Max Strain", + "strain": "Strain", + "wild-die": "Wild Die", + "novice": "Novice", + "seasoned": "Seasoned", + "veteran": "Veteran", + "heroic": "Heroic", + "legendary": "Legendary", + "freshman": "Freshman", + "sophmore": "Sophomore", + "junior": "Junior", + "senior": "Senior", + "grad-student": "Grad Student", + "occupation": "Occupation", + "bronze-agols": "Agols", + "smerduks": "Smerduks", + "gold-rilks": "Rilks", + "ships-name": "Ship's Name", + "engrams": "Engrams", + "engram": "Engram", + "active": "Active", + "attributes": "Attributes", + "attribute": "Attribute", + "rank": "Rank", + "standard-wild-die-type": "Standard Wild Die die type", + "wealth-wild-die-type": "Wealth Wild Die die type", + "agility": "Agility", + "die-step-delta": "Boost/Lower Trait (from Base) by # of steps", + "smarts": "Smarts", + "spirit": "Spirit", + "strength": "Strength", + "vigor": "Vigor", + "animal-intelligence": "Animal intelligence", + "health": "Health", + "wounds": "Wounds", + "max-wounds": "Max Wounds", + "reduce-reason": "Edges/Abilities that reduce Wound Mods", + "increase-reason": "Hindrances/Abilities that increase Wound Mods", + "max-reason": "Edges/Abilities that change the maximum of Wound Mods", + "of": "of", + "fatigue": "Fatigue", + "max-fatigue": "Max Fatigue level", + "reduce-reason-fatigue": "Edges/Abilities that reduce Fatigue Mods", + "increase-reason-fatigue": "Hindrances/Abilities that increase Fatigue Mods", + "max-reason-fatigue": "Edges/Abilities that change the maximum of Fatigue Mods", + "no-nerves-of-steel": "No Nerves of Steel", + "nerves-of-steel": "Nerves of Steel", + "improved-nerves-of-steel": "Improved Nerves of Steel", + "permanent-injuries": "Permanent Injuries", + "miscellaneous": "Miscellaneous", + "unshake-roll-modifier": "Unshake Roll Modifier", + "trait-test-modifier": "Trait Test Modifier", + "modifiers": "modifiers", + "trait": "Trait", + "damage": "Damage", + "damage-modifier": "Damage Modifier", + "burn": "Burn", + "hide-powers-section": "Hide Powers Section", + "internal-repair-system": "Internal Repair System", + "load": "Load", + "load-limit-multiplier": "Load Limit Multiplier", + "load-limit": "Load Limit", + "limit": "Limit", + "modifier-abbr": "Mod", + "max-load-modifier": "Max Load Modifier", + "carried": "Carried", + "total-load-carried": "Total Load Carried", + "encumbrance-penalty": "Encumbrance Penalty", + "penalty": "Penalty", + "apply-encumbrance": "Apply Encumbrance", + "of-bennies": "of Bennies", + "worst-nightmare": "Worst Nightmare", + "motivation": "Motivation", + "edges-n-hidrances-u": "EDGES & HINDRANCES", + "hindrances": "Hindrances", + "hindrance": "Hindrance", + "type": "Type", + "description": "Description", + "edges": "Edges", + "edge": "Edge", + "took-at": "Took at", + "notes": "Notes", + "unskilled": "Unskilled", + "jack-of-all-trades": "Jack of All Trades", + "skill": "Skill", + "linked-att": "Linked Att", + "skill-mod": "Skill Mod", + "encumbrance": "Encumbrance", + "roll-for-it": "Roll For It", + "show-field-note": "Show field for Skill Specializations under each Skill.", + "use-skill-specialization": "Use Skill Specialization", + "fencing-style-note": "Fencing Style and Fencing Schools provide characters bonuses when fencing in certain styles. This rule is used in All For One", + "fencing-styles-n-schools": "Fencing Styles & Schools", + "ag": "Ag: ", + "show-all": "All", + "show-boating": "Boating", + "show-climbing": "Climbing", + "show-driving": "Driving", + "show-faith": "Faith", + "show-gambling": "Gambling", + "show-guts": "Guts", + "show-healing": "Healing", + "show-intimidation": "Intimidation", + "show-investigation": "Investigation", + "show-lockpicking": "Lockpicking", + "show-notice": "Notice", + "show-persuasion": "Persuasion", + "show-piloting": "Piloting", + "show-psionics": "Psionics", + "show-repair": "Repair", + "show-riding": "Riding", + "show-ritual": "Ritual", + "show-shooting": "Shooting", + "show-spellcasting": "Spellcasting", + "show-stealth": "Stealth", + "show-streetwise": "Streetwise", + "show-survival": "Survival", + "show-swimming": "Swimming", + "show-taunt": "Taunt", + "show-throwing": "Throwing", + "show-tracking": "Tracking", + "show-weird-science": "Weird Science", + "knowledge-other": "Knowledge/Other", + "fighting": "Fighting", + "specialization": "Specialization", + "core-skills": "Core Skills", + "athletics": "Athletics", + "battle": "Battle", + "boating": "Boating", + "climbing": "Climbing", + "commonknowledge": "Common Knowledge", + "driving": "Driving", + "electronics": "Electronics", + "faith": "Faith", + "focus": "Focus", + "gambling": "Gambling", + "guts": "Guts", + "hacking": "Hacking", + "healing": "Healing", + "intimidation": "Intimidation", + "investigation": "Investigation", + "language": "Language", + "lockpicking": "Lockpicking", + "notice": "Notice", + "occult": "Occult", + "performance": "Performance", + "persuasion": "Persuasion", + "piloting": "Piloting", + "psionics": "Psionics", + "psionic-ability": "Psionic Ability", + "research": "Research", + "repair": "Repair", + "riding": "Riding", + "ritual": "Ritual", + "science": "Science", + "shooting": "Shooting", + "spellcasting": "Spellcasting", + "stealth": "Stealth", + "streetwise": "Streetwise", + "survival": "Survival", + "swimming": "Swimming", + "taunt": "Taunt", + "thievery": "Thievery", + "throwing": "Throwing", + "tracking": "Tracking", + "weird-science": "Weird Science", + "hide-macro-formula": "Hide Macro Formula", + "note-u": "NOTE", + "note-template-replace": "the _$0_ represents the first added skill. For each subsequent skill added, increment the number.", + "armor-type": "Armor Type", + "area-protected": "Area Protected", + "protection": "Protection", + "protection-stacks": "Stacks", + "weight": "Weight", + "description-notes": "Description/Notes", + "leather": "Leather", + "torso": "Torso", + "total-weight-carried": "Total Weight Carried", + "melee-weapons-strength-based-weapons": "Melee Weapons / Strength-based Weapons", + "weapon-type": "Weapon Type", + "raise": "Raise", + "note-template-formula-replace-clubs": "&{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.", + "ranged-weapons-not-strength-based-weapons": "Ranged Weapons / Non-Strength-based Weapons", + "rof": "RoF", + "gear": "Gear", + "worn": "Worn", + "stashed": "Stashed", + "rippertech": "Rippertech", + "benefits-side-effects-details": "Benefits/Side Effects/Details", + "damage-formula": "Damage Formula", + "details": "Details", + "total-strain": "Total Strain", + "sailing-ship": "Sailing Ship", + "ships-captain": "Ship's Captain", + "type-of-ship": "Type of Ship", + "wounds-u": "WOUNDS", + "acceleration": "Acceleration", + "top-speed": "Top Speed", + "handling": "Handling", + "crew": "Crew", + "cargo-slots": "Cargo Slots", + "original-cost": "Original Cost", + "days-at-sea": "Days at Sea", + "provisions": "Provisions", + "cargo": "Cargo", + "critical-hits": "Critical Hits", + "ships-edges": "Ship's Edges", + "ships-weapons": "Ship's Weapons", + "ships-armaments": "Ship's Armaments", + "placement": "Placement", + "weapon": "Weapon", + "note-template-solid-damage": "&{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.", + "ships-crew": "Ship's Crew", + "name-or-number": "Name or #", + "position": "Position", + "salary": "Salary", + "shares": "Shares", + "notes-and-upgrades": "Notes and Upgrades", + "ships-purse-and-misc": "Ship's purse and misc. tidbits for ports of call, etc.", + "flying-ship": "Flying Ship", + "size": "Size", + "char-size": "Size{{0}}", + "show-size-fields": "Show Size fields", + "climb": "Climb", + "energy": "Energy", + "total-mod-slots": "Total Mod Slots", + "used-mod-slots": "Used Mod Slots", + "ground-vehicle": "Ground Vehicle", + "vehicles-armaments": "Vehicles's Armaments", + "name-or-num": "Name or #", + "walker": "Walker", + "walkers-armaments": "Walker's Armaments", + "walkers-crew": "Walkers's Crew", + "power-armor": "Power Armor", + "cost": "Cost", + "ground": "Ground", + "flight": "Flight", + "swim": "Swim", + "ranged-armaments": "Ranged Armaments", + "note-template-formula-increment": "the _$0_ represents the first added skill. For each subsequent skill added, increment the number.", + "miscellaneous-information-related-to-the-vehicle": "Miscellaneous information related to the vehicle.", + "robots-armor": "Robot Armor", + "passengers": "Passengers", + "melee-armaments": "Melee Armaments", + "isp-u": "ISP", + "damaging": "Damaging", + "duration": "Duration", + "roll-dmg": "Roll Dmg", + "non-damaging": "Non-Damaging", + "trappings-notes": "Trappings/Notes", + "spell-name": "Spell Name", + "spell-range": "Spell Range", + "talismans": "Talismans", + "talisman": "Talisman", + "activation-penalty": "Activation Penalty", + "effects": "Effects", + "activate": "Activate", + "effects-notes": "Effect/Notes/...", + "note-template-unique-repeating-item": "&{template:solidtrait} can be replaced with &{template:spadestrait2}. <id> represents the unique of each repeating item; to find that value, make sure that your macro quick bar is enabled, and drag the roll button for the item to the macro quick bar—the <id> will be prefaced with a minus sign. Replace \"<id>\" with the unique value shown on the button in the quick macro bar. You can remove the button from the macro bar once you have the <id>.", + "note-template-unique-repeating-item-2": "the <id> represents the unique of each repeating item; to find that value, make sure that your macro quick bar is enabled, and drag the roll button for the item to the macro quick bar—the <id> will be prefaced with a minus sign. Replace \"<id>\" with the unique value shown on the button in the quick macro bar. You can remove the button from the macro bar once you have the <id>.", + "quest-log": "Quest Log", + "quest-title": "Quest Title", + "boss": "Boss", + "goal": "Goal", + "who-hired-you": "Who Hired You?", + "whats-the-goal-of-the-quest": "What's the goal of the quest?", + "notes-about-the-quest": "Notes about the quest...", + "heros-journey": "Hero's Journey", + "result": "Result", + "table-event": "Table/Event", + "activities": "Activities", + "exams": "Exams", + "party-bag": "Party Bag", + "advancements-taken": "Advancements Taken", + "advancement": "Advancement", + "advance": "Advance", + "roll-results": "Roll Results", + "modifiers-applied": "Modifiers Applied", + "situational": "Situational", + "situational-notes": "Situational Notes", + "penalties": "Penalties", + "miscellaneous-notes": "Miscellaneous Notes", + "trait-roll": "Trait Roll", + "trait-roll-modifiers": "Trait Roll Modifiers", + "trait-and-damage-modifiers": "Trait and Damage Modifiers", + "the-drop": "The Drop", + "berserk": "Berserk", + "wild-attack": "Wild Attack", + "bonuses": "Bonuses", + "api-fields": "API Fields", + "dealinit-api-script": "DealInit API Script", + "api-initiative-edge": "API: Initiative Edges", + "configuration-u": "CONFIGURATION", + "edges-hindrances": "Edges/Hindrances", + "dealinit-use": "Initiative Edges must be stored in a comma separated list in an Attribute named InitEdges. (e.g. Qu,LH)", + "dealinit-shorthand": "The Edge shorthand is as follows", + "quick": "Quick", + "level-headed": "Level Headed", + "improved-level-headed": "Improved Level Headed", + "any-joker-activated": "Any Joker Activated Wild Card Edge", + "enable-nerves-of-steel": "Enable Nerves of Steel and Improved Nerves of Steel Edges", + "running-die-type": "Running Die-type", + "running-die-type-title": "Change the Running Die type from a d6 to something different for things like: Lame and Obese hindrances, Fleet Footed edge, or any racial modifications", + "sheet-settings": "Sheet Settings", + "backgrounds": "Backgrounds", + "no-background-image": "No Background Image", + "cyberpunk": "Cyberpunk", + "hellfrost": "Hellfrost", + "hellfrost-land-of-fire": "Hellfrost: Land of Fire", + "last-parsec": "Last Parsec", + "noir": "Noir", + "old-map-postsm": "Old Map (PotSM)", + "old-map": "Old Map", + "parchment": "Parchment", + "rippers": "Rippers", + "additional-setting-fields": "Additional Setting Fields", + "rifts": "Rifts", + "rifts-scifi": "Rifts/Sci Fi", + "supers": "Supers", + "superhero": "Superhero", + "zombiepocalypse": "Zombiepocalypse", + "zombie-esque": "Zombie-esque", + "logos": "Logos", + "savage-worlds-deluxe": "Savage Worlds Deluxe", + "zombie-swd": "Zombie SWD", + "savage-worlds-deluxe-bloodied": "Savage Worlds Deluxe (Bloodied)", + "all-for-one": "All For One", + "deadlands": "Deadlands", + "deadlands-noir": "Deadlands: Noir", + "deadlands-hell-on-earth": "Deadlands: Hell on Earth", + "east-texas-university": "East Texas University", + "interface-zero-20": "Interface Zero 2.0", + "interface-zero-30": "Interface Zero 3.0", + "lankhmar": "Lankhmar", + "the-last-parsec": "The Last Parsec", + "necessary-evil": "Necessary Evil", + "pirates-of-the-spanish-main": "Pirates of the Spanish Main", + "other-miscellaneous-tweaks": "Other Miscellaneous Tweaks", + "use-dice-drop-down-menus-attributes-skills": "Use Dice Drop Down Menus (Attributes & Skills)", + "use-dice-drop-down-menus-wilddie": "Use Dice Drop Down Menus (Wild Die)", + "hide-arcanum-tab": "Hide the Arcanum Tab", + "show-advancements": "Show Advancements (on Journal Tab)", + "show-shaken-checkbox": "Show Shaken Checkbox", + "show-the-vehicles-tab": "Show the Vehicles Tab", + "show-sailing-ship": "Show Sailing Ship", + "show-flying-ship": "Show Flying Ship", + "show-ground-vehicle": "Show Ground Vehicle", + "show-power-armor": "Show Power Armor", + "show-robot-armor": "Show Robot Armor", + "show-walker": "Show Walker", + "quest-font-type": "Quest Font Type", + "default": "Default", + "option": "Option", + "trait-roll-template": "Trait Roll Template", + "no-roll-template": "No Roll Template", + "solid-trait-layout": "Solid Trait Layout", + "ace-of-spades-trait-layout": "Ace of Spades Trait Layout", + "damage-roll-template": "Damage Roll Template", + "quick-setting-configuration": "Quick Setting Configuration", + "select-a-setting-text": "Select a setting to preset the configuration for the Setting", + "you-can-also": "You can also", + "reset-to-default": "Reset to Default", + "other": "Other", + "50-fathoms": "50 Fathoms", + "deadlands-reloaded": "Deadlands Reloaded", + "low-life": "Low Life", + "tour-of-darkness": "Tour of Darkness", + "additional-derived-stats": "Additional Derived Stats", + "derived-stats": "Derived Stats", + "scholarship-text": "Used to track a character's scholarship (formerly academics) score. ETU uses this field.", + "corruption-text": "Used to track a character's corruption. Settings like Lankhmar use this field.", + "fame-text": "Used to track how famous a character is. Settings like Pirates of the Spanish Main use this field.", + "glory-text": "Used to track how glorious a character is. Settings like Hellfrost use this field", + "grit-text": "A measure of one's resistance against horrors. Useful in Horror-esque settings such as Deadlands. This is a derived stat based on the character's Rank.", + "neural-toughness-text": "A measure of one's resistance against hacking attacks. Useful in cyberpunk settings such as Interface Zero 2.0. This is a derived stat based on the character's Toughness.", + "reason-text": "Used in Rippers to measure one's sanity.", + "sanity-text": "Used to track a character's sanity. Useful for most Horroresque settings. This is a derived stat based on (Spirit/2)+2.", + "status-text": "A reflection of one's position in society, and the esteem with which others regard the hero. This is used in Rippers.", + "strain-text": "Used to measure how much strain a character is under due to augmentation from bioware. This field is useful for settings like Interface Zero or other Cyberpunk settings.", + "street-cred-text": "Used to measure a character's reputation on the streets. Base = 2 per Character Rank. This field is useful for settings like Interface Zero 2.0 or other Cyberpunk settings.", + "street-cred-three-text": "Used to measure a character's general reputation and credibility. This field is a die to work with Interface Zero 3.0", + "field-name-replacements": "Field Name Replacements", + "class-rank": "Class (Rank)", + "clams-money": "Clams (Money)", + "wealth": "Wealth", + "broke": "Broke", + "use-the-wealth-system": "Use the Wealth System", + "use-smooth-dice": "Smooth Dice", + "use-smooth-dice-desc": "Smooths dice probability curves by adding 1dF (1, 0, -1) to every roll", + "40001-othermiscmod": "Fixed a bug where miscellaneous trait and skill modifiers weren't being applied to knowledge/other skills", + "scholarship-rename": "Renamed the academics derived stat to scholarship for both clarity and SWADE-ETU compatibility", + "40001-refactor": "Behind the scenes attribute name refactoring", + "smooth-dice-fix": "Added option for dice smoothing, adding 1dF to every roll. This specifically fixes the probability quirk where d4-2 was more likely to succeed against TN 4 than d6-2.", + "40000-typos": "General typo fixes", + "IZ30patch": "Added support for Interface Zero 3.0 with toggleable augmentations and a new Street Cred", + "interface-zero": "Interface Zero 2.0", + "code-name-character": "Code Name (Character Name)", + "class-rank-text": "Replaces 'Rank' with 'Class'. Appropriate for ETU.", + "clams-money-text": "Replaces 'Money' with 'Clams'. Appropriate for Low Life or any other setting where Clams may be an appropriate replacement for money.", + "code-name-character-text": "Useful for games where the character is known by a code- or superhero name such as Necessary Evil or spy themed games. This will add an additional field for Civilian Name.", + "credits-money-text": "Replaces 'Money' with 'Credits'. Appropriate for Interface Zero or any other setting where Credits may be an appropriate replacement for money.", + "credits-money": "Credits (Money)", + "cybernetics-augmentations-text": "Replaces 'Augmentations' with 'Cybernetics'. Appropriate for Rifts and any other setting where Cybernetics is the vernacular.", + "cybernetics-augmentations": "Cybernetics (Augmentations)", + "increased-max-fatigue-text": "Modify the Max Fatigue value to three (3). Useful for Interface Zero and other settings with a higher max fatigue value.", + "increased-max-fatigue": "Increased Max Fatigue", + "lankhmar-currency-money-text": "Replaces 'Money' with: Iron Tiks, Bronze Agols, Silver Smerduks, and Gold Rilks. Appropriate for the Lankhmar: City of Thieves setting.", + "lankhmar-currency-money": "Lankhmar Currency (Money)", + "livre-money-text": "Replaces 'Money' with 'Livre. Appropriate for the All for One setting.", + "livre-money": "Livre (Money)", + "pieces-of-eight-money-text": "Replaces 'Money' with 'Pieces of Eight'. Appropriate for 50 Fathoms or any other Pirate themed setting.", + "pieces-of-eight-money": "Pieces of Eight (Money)", + "origin-of-parahuman-abilities-text": "Modify the Physical Appearance Text Area to include the Origins of Parahuman Abilties. Useful for Necessary Evil and other Superhero-esque settings.", + "origin-of-parahuman-abilities": "Origin of Parahuman Abilities", + "ppe-power-points-text": "Change Power Points to PPE (Potential Psychic Energy) for Rifts", + "ppe-power-points": "PPE (Power Points)", + "power-type": "Power Type", + "miracles-text": "Replaces Powers with Miracles. Can be used for characters with Faith-based magic.", + "miracles": "Miracles", + "miracle": "Miracle", + "psionics-text": "Replaces Powers with Psionics. Can be used for characters with Psionics.", + "spells-text": "Replaces Powers with Spells. Can be used for characters with traditional-type magic.", + "spells": "Spells", + "spell": "Spell", + "rituals-text": "Replaces Powers with Rituals. Can be used for characters or settings (like ETU) where all powers are Ritualistic in nature.", + "rituals": "Rituals", + "weird-science-gadgets-text": "Replaces Powers with Weird Science. Can be used for characters who create magic through gadgets, such as Mad Scientists in Deadlands.", + "weird-science-gadgets": "Weird Science Gadgets", + "weird-science-gadget": "Weird Science Gadget", + "species-race-text": "Can be used for Sci-Fi settings like The Last Parsec, or any setting where Species is used instead of Race.", + "species-race": "Species (Race)", + "threat-rating-rank-text": "Change the Rank designation to Threat Rating ala Necessary Evil.", + "threat-rating-rank": "Threat Rating (Rank)", + "activities-and-exams-text": "Show fields to record Activities and Exams. Used in ETU.", + "activities-and-exams": "Activities & Exams", + "archetype-text": "The character's archetype. Used in settings like All for One.", + "augmentations-text": "Record the Character's Augmentations. Appropriate for Interface Zero or any other cyberpunk/sci-fi setting where people can implant augmentation devices.", + "augmentations": "Augmentations", + "burn-text": "Track the character's Burn. Appropriate for the Juicer Iconic Framework in Rifts.", + "engrams-text": "Record the Character's Engrams s/he has. Appropriate for Interface Zero 2.0", + "fencing-styles-schools-text": "Fencing Style and Fencing Schools provide characters bonuses when fencing in certain styles. This rule is used in All For One", + "home-world-text": "Can be used for Sci-Fi settings like The Last Parsec, etc.", + "home-world": "Home World", + "heros-journey-text": "Hero's Journey as found in Rifts.", + "iconic-framework-text": "Used for Rifts to capture a character's iconic framework, if one exists.", + "inner-strength-points-text": "Adds ISP (Inner Strength Points) as found in Rifts. This is part of the Arcanum section of the sheet.", + "inner-strength-points": "Inner Strength Points (ISP)", + "internal-repair-system-charges-text": "Used for Rifts to record the character's Internal Repair System Charges (IRSC or IRS Charges) for the Juicer Iconic Framework.", + "internal-repair-system-charges": "Internal Repair System Charges", + "languages-text": "Can be used for any setting where Languages are known and no Knowledge skills is required", + "max-load-modifier-text": "Enable the Max Load to be modified by a flat bonus/penalty", + "minor-major-text": "Used to declare a Minor and Major. Used in ETU. Each field is a textarea so carriage returns and resizing are allowed.", + "minor-major": "Minor/Major", + "motivation-text": "Motivation can be used in settings where the character's motivation is important, such All for One.", + "occupation-text": "Can be used for any setting where a character's occupation is important.", + "permanent-injuries-text": "Record the Character's Permanent Injuries.", + "rippertech-text": "'Add Rippertech to the equipment section. Appropriate for Rippers", + "ship-name-text": "Can be used for any setting where the characters may have a ship of some sort.", + "ship-name": "Ship Name", + "talismans-text": "Shows Talismans repeating section on the Arcanum tab.", + "tap-readout-text": "Displays the TAP Readout Information in one location. Used in the setting: Interface Zero 2.0", + "worst-nightmare-text": "Record the Character's Worst Nightmare. This is important for Deadlands, but may be useful for other settings where a character's worst dreams can come true.", + "initialize-statblock": "Initialize Statblock", + "wild-card-icon": "Wild Card Icon", + "optional-and-homebrew-rules": "Optional & Home Brew Rules", + "variable-bonus-damage-die-text": "Provides a dropdown menu to select the bonus damage die type instead of the standard d6 only.", + "variable-bonus-damage-die": "Variable Bonus Damage die type", + "power-pointless": "Power Pointless Magic System", + "skill-specialization": "Skill Specialization", + "roll-for-extra-xp-remaining-text": "Roll for extra experience based on the Bennies remaining", + "roll-for-extra-xp-remaining": "Roll for extra XP for remaining Bennies", + "roll-for-extra-xp-left-text": "Roll for extra experience based on the Bennies used", + "roll-for-extra-xp-left": "Roll for extra XP for Bennies used", + "release-notes": "Release Notes", + "under-construction": "Under Construction", + "attack-options": "Attack Options", + "attack": "Attack", + "defense-options": "Defense Options", + "defend": "Defend", + "misc-options": "Misc. Options", + "melee-attack-options": "Melee Attack Options", + "attack-option": "Attack Option", + "why-do-it": "Why do it", + "called-shot": "Called Shot", + "called-shot-text": "You can deal additional damage to your opponent, but penalties apply to Fighting.", + "head-vitals-mod": "Head/Vitals: -4 to hit, +4 Damage", + "limb-mod": "Limb: -2 to hit, +2 Damage", + "small-target-mod": "Small Target: -4 to hit, Special Damage", + "tiny-target-mod": "Tiny Target: -6 to hit, Special Damage", + "disarm": "Disarm", + "disarm-text": "Renders your opponent weaponless, requires a called shot.", + "draw-n-attack": "Draw & Attack", + "draw-n-attack-text": "Get a jab in quickly. -2 to Fighting.", + "the-drop-text": "You're catching someone completely unawares (GM's discretion). +4 to Fighting and Damage.", + "finishing-move": "Finishing Move (insta-kill)", + "finishing-move-text": "The foe is utterly helpless and needs to be taken out.", + "frenzy": "Frenzy", + "frenzy-text": "Get to two attacks with the same weapon. Requires an Edge.", + "gang-up": "Gang-up", + "gang-up-text": "Strength in numbers. +1 to Fighting/per Ally, to a max +4", + "grappling": "Grappling", + "grappling-text": "You don't want to kill your opponent, just subdue him.", + "improvised-weapon": "Improvised Weapon", + "improvised-weapon-text": "You need a weapon, and it's all that's available. -1 to Fighting and Parry", + "multi-action": "Multi-action", + "multi-action-text": "You're surrounded or just need to put your foe(s) down ASAP. -2 to all rolls per additional action.", + "non-lethal-damage": "Non-lethal Damage", + "non-lethal-damage-text": "You don't want to kill your opponent, just subdue her. If using an edged weapon, suffer a -1 to the Fighting roll.", + "off-hand-attack": "Off-hand Attack", + "off-hand-attack-text": "Your dominant hand is otherwise occupied and you need to do something. -2 to Fighting", + "push": "Push", + "push-text": "You need to reposition your opponent. Opposed Strength rolls. Can move your foe up to 2 inches.", + "rapid-attack": "Rapid Attack", + "rapid-attack-text": "You're desperate and you've done the math... Allows you to make 3 Fighting attacks. -4 to all Fighting rolls, and uses a single Wild Die. You suffer -2 to Parry until next your next action", + "touch-attack": "Touch attack", + "touch-attack-text": "You're using something that just needs to touch your opponent, but not necessarily physically hurt them. +2 to Fighting", + "use-two-weapons": "Use two weapons", + "use-two-weapons-text": "You took the Edge and want to get in two attacks with no multi-action penalty (off-hand penalty still applies)", + "unarmed-defender": "Unarmed Defender.", + "unarmed-defender-text": "Your opponent has no weapon and suffers a -2 to Parry.", + "wild-attack-text": "You need to put the enemy down, so give it all you've got. +2 to Fighting and Damage, -2 to Parry.", + "ranged-attack-options": "Ranged Attack Options", + "aim": "Aim", + "aim-text": "Improve your chances of hitting your opponent. +2 to Shooting/Throwing (requires a round to aim).", + "double-tap": "Double-tap", + "double-tap-text": "Shoot like a cop! +1 to Shooting, expends 2 bullets", + "firing-blind": "Firing Blind", + "firing-blind-text": "You know someone is 'there,' but you can't see them. -4 to Shooting/Throwing", + "full-auto": "Full Auto", + "full-auto-text": "You need to fill the air with lead, fast. Roll 3 Shooting dice and 1 Wild Die, all rolls are at -2.", + "rapid-attack-fanning-the-hammer": "Rapid Attack/Fanning the Hammer", + "rapid-attack-fanning-the-hammer-text": "You're desperate and you've done the math... Allows you to make 6 Shooting attacks. -4 to all Fighting rolls, and uses a single Wild Die. You suffer -2 to Parry until next your next action", + "suppressive-fire": "Suppressive Fire", + "suppressive-fire-text": "You need to keep heads down. Requires Full-Auto. Spray a Medium Burst Template.", + "three-round-burst": "Three Round Burst", + "three-round-burst-text": "Need to improve your accuracy to hit your opponent. +2 to Shooting, expends 3 bullets", + "cover": "Cover", + "cover-text": "You're getting attack and don't have enough armor—or you just don't want to get hit.", + "cover-light-mod": "Light: attacker suffers -1 to hit", + "cover-medium-mod": "Medium: attacker suffers -2 to hit", + "cover-heavy-mod": "Heavy: attacker suffers -4 to hit", + "cover-total-mod": "Total: attacker suffers -6 to hit", + "defend-text": "Want to withdraw from combat, or just don't want to get hit in a melee fight? +2 to Parry and can move half pace.", + "full-defense": "Full Defense", + "full-defense-text": "You really can't afford to get hit, and just need to buy some time for the cavalry to arrive... Make a Fighting roll +2, and this is your new Parry—your Parry can not get worse, because of this maneuver.", + "illumination": "Illumination", + "illumination-text": "Your opponent can see you too easily—make it dark!", + "ill-dim-mod": "Dim: attacker suffers -1 to hit", + "ill-dark-mod": "Dark: attacker suffers -2 to hit", + "ill-pitch-mod": "Pitch Dark: attacker suffers -4 to hit", + "ill-turn-on": "If you suffer these penalties, try turning on the lights...", + "prone": "Prone", + "prone-text": "Make yourself harder to hit when being shot at: in most instances functions as medium cover.", + "prone-melee-text": "Just don't go prone in Melee...-2 to Parry and Fighting.", + "withdraw": "Withdraw", + "withdraw-text": "Take your chances and get the heck out of dodge. All adjacent foes get a free attack, but you might get out unscathed and live to fight another day.", + "movement": "Movement", + "movement-text": "Don't just stand there...move around.", + "move-crawling-text": "Crawling: move 2 inches/turn and counts as prone when being fired upon.", + "move-crouching-text": "Crouching: move at half pace, ranged attacks suffer -1.", + "move-walking-text": "Walking: move your full pace as a free action.", + "move-running-text": "Running: move your full pace +1d6 as an action.", + "move-jumping-text": "Jumping: jump horizontally 1 inch (from dead stop), or 2 inches with a run. A success Strength roll adds an addition 1 inch.", + "move-go-prone-text": "Go Prone: fall prone at any time during your action. Getting up costs 2 inches of movement.", + "test-of-wills": "Test of Wills", + "test-of-wills-text": "You're quick witted or scarier than your foe. Use a Taunt or Intimidation skill. Success gives +2 to your next action against the opponent, and a Raise scores a Shaken result in addition.", + "tricks": "Tricks", + "tricks-text": "Your foe isn't as nimble, or smart as you. Use a Smarts or Agility Trick. Success and the foe suffers -2 to Parry until their next action, on a Raise your opponent is also Shaken.", + "special-abilities": "Special Abilities", + "notemplateagility": "attempts to be agile and rolls", + "notemplatefaith": "attempts to be faithful and rolls", + "notemplateguts": "attempts to be gutsy and rolls", + "notemplatestealth": "attempts to be stealthy and rolls", + "notemplateunskilled": "attempts to not suck and rolls", + "notemplatefighting": "attempts to hit something and rolls", + "notemplatefencing": "attempts to hit something, while fencing, and rolls", + "notemplateboating": "attempts to boat and rolls", + "notemplatepilot": "attempts to pilot at", + "notemplateclimbing": "attempts to climb and rolls", + "notemplatedriving": "attempts to drive and rolls", + "notemplatedrivinga": "attempts to drive a(n)", + "notemplateandrolls": "and rolls", + "notemplategambling": "attempts to gamble and rolls", + "notemplatehealing": "attempts to heal and rolls", + "notemplateintimidation": "attempts to intimidate and rolls", + "notemplateinvestigation": "attempts to investigate and rolls", + "notemplatelockpicking": "attempts to lockpick and rolls", + "notemplatenotice": "attempts to notice and rolls", + "notemplatepersuasion": "attempts to persuade and rolls", + "notemplatepiloting": "attempts to pilot and rolls", + "notemplatepsionics": "attempts to use Psionics and rolls", + "notemplaterepair": "attempts to repair and rolls", + "notemplatesmarts": "attempts to be smart and rolls", + "notemplatespirit": "attempts to be spirited and rolls", + "notemplatestrength": "attempts to be strong and rolls", + "notemplatevigor": "attempts to be healthy and rolls", + "notemplateunshaken": "rolls attempts to become unshaken and gets", + "notemplateriding": "attempts to ride and rolls", + "notemplateshooting": "attempts to shoot and rolls", + "notemplateshootings": "attempts to shoot something and rolls", + "notemplatespellcasting": "attempts to cast a spell and rolls", + "notemplatestreetwise": "attempts to be streetwise and rolls", + "notemplatesurvival": "attempts to survive and rolls", + "notemplateswimming": "attempts to swim and rolls", + "notemplatetaunt": "attempts to taunt and rolls", + "notemplatethrowing": "attempts to throw and rolls", + "notemplatetracking": "attempts to track and rolls", + "notemplatecustomskill": "attempts to do something with", + "notemplatedamage": "attempts to do damage with a", + "notemplateactivatetalisman": "attempts to activate the", + "notemplatetalismanrolls": "talisman and rolls", + "notemplatedamagethe": "attempts to do damage with the", + "notemplatespellrolls": "spell and rolls", + "notemplateritual": "attempts a ritual and rolls", + "notemplatethrowings": "attempts to throw something and rolls", + "notemplatetrackings": "attempts to track something and rolls", + "notemplateweirdscience": "attempts some weird science and rolls", + "notemplateruns": "runs", + "notemplateinches": "inches", + "community-property-money": "Community property and Money", + "trappings-notes-components-preptime": "Trappings/Notes/Components/Prep Time/...", + "bow": "Bow", + "att-mod-description": "Modifier due to edges, hindrances, etc", + "agl-u": "(AGL)", + "sma-u": "(SMA)", + "spi-u": "(SPI)", + "str-u": "(STR)", + "vig-u": "(VIG)", + "fencingstyle": "Fencing Style", + "fencing-info": "Fencing School Information", + "linked-attribute": "Linked Attribute", + "hindrance-desc": "Hindrance description/details", + "whisper-hindrance": "Whisper Hindrance Description", + "edge-desc": "Edge description/details", + "whisper-edge": "Whisper Edge Description", + "edge-type": "Type or Took at...", + "advancements": "Advancements", + "shaken": "Shaken", + "incapacitated-abbr": "Inc", + "incapacitated": "Incapacitated", + "iron-tiks": "Tiks", + "silver-smerduks": "Smerduks", + "money": "Money", + "pieces-of-eight": "Pieces of Eight", + "money-clams": "Clams", + "money-credits": "Credits", + "money-lankhmar": "Lankhmar Currency", + "livre": "Livre", + "rules-modifications": "Rules Modifications", + "variable-bonus-damage": "Variable Bonus Damage", + "variable-bonus-damage-raise-based": "Variable Bonus Damage (Raise Based)", + "variable-bonus-damage-edge-based": "Variable Bonus Damage (Edge Based)", + "no-power-points": "No Power Points", + "roll-extra-xp-unspent-text": "Roll XP on unspent Bennies", + "roll-extra-xp-left-text": "Roll XP on spent Bennies", + "use-xp": "Use Experience Points", + "manually-set-rank": "Manually set Rank", + "use-charisma": "Use Charisma", + "use-charisma-desc": "Check this box to use the Charisma attribute found in editions prior to the Adventure Edition", + "rate-of-fire-abbr": "ROF", + "weight-abbr": "Wt", + "number-of-shots-shortened": "Shots", + "weapons": "Weapons", + "attack-and-damage-abbr": "Atk + Dmg", + "multi-attack-and-damage-abbr": "Atkx+Dmg", + "damage-only": "Damage Only", + "button-behavior": "Button Behavior", + "head": "Head", + "torso-plus-arms": "Torso+Arms", + "torso-plus-legs": "Torso+Legs", + "torso-plus-arms-plus-legs": "Torso+Arms+Legs", + "arms": "Arms", + "legs": "Legs", + "full-body": "Full Body", + "yes": "Yes", + "no": "No", + "total-armor-weight-carried": "Total Armor Weight Carried", + "not-applicable-abbr": "N/A", + "extra": "Extra", + "distracted": "Distracted", + "vulnerable": "Vulnerable", + "stunned": "Stunned", + "armor-piercing-abbr-u": "AP", + "strength-abbr": "Str", + "agility-abbr": "Agl", + "smarts-abbr": "Sma", + "spirit-abbr": "Spi", + "vigor-abbr": "Vig", + "total-weapon-weight-carried": "Total Weapon Weight Carried", + "total-gear-weight-carried": "Total Gear Weight Carried", + "powers": "Powers", + "power": "Power", + "ab-section-header": "Section Header: ", + "ab-column-header": "Column Header: ", + "ab-pp": "Power Points Abbreviation: ", + "ab-name": "Arcane Background: ", + "ab-pp-name": "Power Points Label: ", + "ab-color-indicator": "Arcane Background Indicator: ", + "invested": "invested", + "power-point-abbr-u": "PP", + "power-point-abbr-u-invested": "PP Invested", + "power-points": "Power Points", + "potential-psychic-energy-abbr-u": "PPE", + "skill-only": "Skill Only", + "enable": "Enable", + "augmentation": "Augmentation", + "experience-points-abbr-u-advances": "XP (Advances)", + "experience-points-text": "Change the Advances designation used to determine rank to XP.", + "experience-points-abbr-u": "XP", + "advances": "Advances", + "class": "Class", + "threat": "Threat", + "conviction": "Conviction", + "conviction-text": "If using the Setting Rule for Conviction, this provides a visual checkbox above the Derived Stats to track Conviction.", + "use-savage-worlds-adventure-edition-abbr-u-encumbrance": "Use SWADE Encumbrance", + "use-savage-worlds-explorers-edition-abbru-u-encumbrance": "Use SWEX Encumbrance", + "dice-singular-type-delta": "Die Type Delta", + "ignore-encumbrance": "Ignore Encumbrance", + "show-modifiers": "Show Modifiers", + "prompt-modifiers-text": "Prompt for Misc. Modifiers", + "show-load-and-encumbrance": "Show Load and Encumbrance", + "miscellaneous-abbr-trait-modifier-plural-singular": "Misc. Trait Modifier(s)", + "miscellaneous-abbr-damage-modifier-plural-singular": "Misc. Damage Modifier(s)", + "physical-appearance-personal-history": "Physical Appearance + Personal History", + "physical-appearance-personal-history-parahuman-origin": "Physical Appearance + Personal History + Origins of Parahuman Abilities", + "show-background-description": "Show Background and Description", + "show-party-bag": "Show Party Bag", + "show-quest-log": "Show Quest Log", + "other-sheet-tweaks": "Other Sheet Tweaks", + "power-type-desc": "Check this box to show other options for Power Labels, such as Miracles, Spells, etc", + "custom-power-label-text": "Replaces the generic Powers label with one you write in", + "enter-custom-power-label": "Enter custom Power Label", + "bonus-damage-die-type": "Bonus Damage Die Type", + "show-notes-with-roll": "Show notes with roll", + "captain": "Captain", + "ship-type": "Ship Type", + "pay": "Pay", + "vehicle-manufacturer": "Vehicle Manufacturer", + "driver": "Driver", + "vehicle-type": "Vehicle Type", + "walker-type": "Walker Type", + "flying-vehicle": "Flying Vehicle", + "vehicle-name": "Vehicle Name", + "armaments": "Armaments", + "walker-name": "Walker Name", + "cybernetics": "Cybernetics", + "cybernetic-enhancement": "Cybernetic Enhancement", + "whisper-all-rolls-to-gm": "Whisper all rolls to GM", + "whisper-roll-to-gm": "Whisper roll to GM", + "version": "Version", + "the": "The", + "logo-info": "logo is a trademark of", + "main-character-view": "Main Character View", + "journal-and-other-info": "Journal and other Info", + "sheet-configuration": "Sheet Configuration", + "sheet-documentation": "Sheet Documentation", + "documentation": "Documentation", + "changes-this-release": "Changes this release:", + "complete-rewrite-from-the-ground-up": "Complete re-write from the ground up", + "about-half-the-size": "The sheet is about half the size of it used to be", + "complete-visual-redesign": "Complete visual redesign", + "layout-more-streamlined": "This layout should be more streamlined", + "commonly-used-features-on-one-page": "The most commonly used features on one page", + "moved-from-configuration": "Moved some things from the configuration page for ease of use", + "running-die-on-main-page": "The Running Die can now be changed on the main page", + "nerves-of-steel-under-wounds": "Nerves of Steel is now accessible under the Wounds configuration", + "skill-specialization-under-skill-config": "Skill Specialization is now toggle-able under the Skills configuration", + "savage-worlds-adventure-edition-abbr-compatability": "SWADE Compatibility", + "insheet-documentation": "In-sheet documentation", + "built-out-over-time": "This will be built out over time", + "used-with-permission-visit-website": "Used with permission. Visit their website at", + "all-for-one-logo-info": "logo © 2016 Triple Ace Games Ltd. All for One: Régime Diabolique and all related marks and logos are trademarks of Triple Ace Games Ltd. Ubiquity Roleplaying System, Exile Games Studio, and all associated logos and trademarks are copyright, Exile Games Studio, LLC", + "rifts-logo-info": "logo and Megaverse are registered trademarks of PALLADIUM BOOKS, INC. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. Savage Worlds logo is a trademark of Pinnacle Entertainment Group", + "traits": "Traits", + "health-and-derived-stats": "Health and Derived Stats", + "intro-p1v1": "This sheet is designed to be more Core Rules focused, but does allow for some customization (such as changing the Wild Die type, or modifying the Bonus Damage from Raises, etc).", + "intro-p2v1": "A quick note on character sheet conventions that apply to all sections:", + "cog-explanation": "Any place you see the cog icon, you can configure that item. In most places the cog is hidden until you hover over the configurable item; clicking the cog will force it to remain visible until clicked again.", + "hide-n-show-explanation": "These two icons hide and show (respectively) the given section.", + "intro-p3v1": "This sheet includes all the necessary core data for a Savage Worlds character, but leverages the unique capabilities of Roll20. The sheet auto-calculates, Parry and Toughness and a few other setting specific/game expanding derived stats like Strain (cyberpunk) or Sanity (horror). Additionally, this sheet includes every skill from the Savage Worlds Deluxe and Savage Worlds Adventure Edition Core rules; there are also a few popular skills, such as Faith, Guts, etc.", + "maincv-p1v1": "The Main Character View page contains the information that will be used mostly frequently. Here, you can: indicate whether the character is a Wild Card or an Extra, track your advances, manage your Attributes and Skills, etc.", + "maincv-p2v1": "All five attributes have a drop down menu to select the die rank and a modifier field. The "always" visible modifier field counts as part of the attribute rank—this means the field will usually be 0, but certain Edges can modify that. Each attribute can also be configured to Whisper the roll to the GM and also provides another modifier box; this second modifier field is really for Edges/Hindrances that may always modify a given attribute, but is not considered part of the rank.", + "maincv-p3v1": "If the Attribute section is "hidden" a list of buttons will replace it; there is a button for each of the Core Attributes along with the current rank.", + "maincv-p4v1": "The layout of the skills is identical to the Attributes section in terms of managing the Rank and modifier fields. There are a couple key differences, however.", + "maincv-p5v1": "One of the key differences is how to show each skill. Clicking the x icon will reveal the Skills Configuration panel. Here you can select optional rules, such as using Skill Specialization and/or Fencing styles and schools, and you can, also, select which skills to show on the character sheet. Fighting is shown by default, it's a skill that's used quite frequently and is necessary for calculating Parry. Selecting "All" will check all the skills to be shown, selecting "Core Skills" will show the Savage Worlds Adventure Edition Core skills (Athletics, Common Knowledge, Notice, Persuasion, and Stealth). When you're done configuring your skills, click the green 2 to close the panel.", + "maincv-p6v1": "Starting with Version 3.0 of this sheet, support for other conditions (e.g. Distracted, Vulnerable, and Stunned) is included. Any penalties to rolls as a result of these conditions is automatically accounted for in rolls made from the sheet. For great flexibility, the sheet allows you to set the maximum Wound and Fatigue levels; hovering over each field will show the configuration cog.", + "maincv-p7-v1": "The Core Derived stats (Pace, Parry, Toughness) automatically calculate based on the various inputs. For example, Parry will take the Fighting rank and determine the Base Parry score. Adding any sort of modifiers will then be taken into consideration and the final score will appear in the current column.", + "maincv-p8-v1": "A Note on Toughness: The Toughness score is calculated per the book in terms of the Base. The Current column also includes any armor worn, however, it is only worn armor that covers the Torso; this is because non-called shots automatically target the Torso (per the rules).", + "maincv-p9-v1": "Melee and Ranged weapons have been combined into a single section. This should help with keeping the clutter down, but also keep all the weapons in a single place, allowing for easier management. It also makes it easier for a weapon that is both Melee and Ranged to be documented in one place.", + "maincv-p10-v1": "Each weapon can be configured to whisper the roll(s) to the GM, as well as modify what the roll button does. The roll button can be set up to roll damage only, or Attack and Damage (Atk + Dmg). If you set the button to roll Attack and Damage, a drop down menu will be shown where you can select which skill will be rolled for the Attack the Roll. You can also configure the damage to use any of the Core Attributes (thought it defaults to Strength). The modifier field on the damage is a text box instead of a number field for flexibility. For example, if you have a weapon that does Str + d4 + d6, you'd select Strength, place a 1 in the field before the die type, select the appropriate die type, and in the modifier field you'd type 1d6!.", + "maincv-p11-v1": "Note: While it's not here yet, support will be forth coming to allow a different Bonus Damage die to be rolled instead of the standard d6.", + "maincv-p12-v1": "Powers have the same configuration options as Weapons; the skill selection drop down menu only contains Arcane skills, however.", + "config-p1v1": "The configuration window allows the GM and Player a little more control over various aspects of the character sheet. One can tweak the User Interface slightly by changing the Logo or the Background image. Additional tweaks include modifying how some of the fields display themselves, and even hiding some of the pages (like the Vehicle page).", + "config-p2v1": "There are 8 groupings of configurations. They are:", + "quick-setting-explanation": "Automatically selects all the necessary fields for a particular setting", + "background-explanation": "Select a more theme appropriate background for your character sheet.", + "select-a-different-logo": "Select a different logo", + "hide-sections-explanation": "Hide different sections and tabs (e.g. Powers and Vehicles)", + "configure-modifiers-explanation": "configure modifiers; the sheet can prompt for roll modifiers and you can choose to have them display in the roll template when rolls are made", + "configure-api-settings": "Configure API settings", + "etcetera-abbr": "Etc.", + "dont-use-power-points": "Don't use Power Points", + "use-experience-points-explanation": "Use experience points instead of the SWADE advancement mechanic", + "use-variable-die-type-bonus-damage-explanation": "Use variable die types for bonus damage (based on the number of raises)", + "doc-p1v1": "Documentation page info coming soon", + "release-p1v1": "Release Notes page info coming soon", + "journal-p1v1": "Journal page info coming soon", + "vehicle-p1v1": "Vehicles page info coming soon", + "unshake": "Unshake", + "unshake-desc1": "attempts to unshake (Spi", + "unshake-desc2": "Wild", + "unshake-desc3": "and", + "unshake-desc4": "succeeds", + "unshake-desc5": "can now act", + "unshake-desc6": "fails", + "show-unshake-button": "Show Unshake Button", + "soak": "Soak", + "show-soak-button": "Show Soak Button", + "item": "Item", + "trappings": "Trappings", + "plus-the-next": "Plus the next", + "reduce-wound-modifiers": "Reduce Wound Modifiers", + "increase-wound-modifiers": "Increase Wound Modifiers", + "maximum-wound-modifiers": "Maximum Wound Modifiers", + "wound-modifiers": "Wound Modifiers", + "fatigue-modifiers": "Fatigue Modifiers", + "reduce": "Reduce", + "increase": "Increase", + "maximum": "Maximum", + "roll-extra-xp-for-bennies": "Roll XP for un-/spent Bennies", + "weirdscience": "Weird Science", + "bug-fixes": "Bug Fixes", + "sheet-enhancements": "Sheet Enhancements", + "useability-enhancements": "Usability Enhancements", + "language-skill-changed-to-native-language": "Language Skill changed to Native Language for clarity", + "athletics-linked-to-agility": "Athletics now linked to Agility by default", + "wrong-titles-age-gender-place": "Wrong titles displaying for age, gender, and pace", + "made-money-field-longer": "Lengthened the Money input field if it's the only field to display", + "use-xp-rules-modification-fixed": "Fixed the Use Experience Points rules modification", + "fixed-whisper-for-hindrances-and-edges": "Fixed the Whisper capability for Edges and updated with the correct roll template", + "augments-no-hide": "Augments weren't hiding when clicking the hide button", + "whisper-checkboxes-for-whispering-spells": "Missing checkbox for whispering spells rolls to chat has been found", + "spells-section-now-hides": "Spells section wasn't hiding when configuration section indicated it should be hidden", + "removed-extra-space-in-rolltemplate": "Removed the extra space in the roll template header when rolling a Custom Skill", + "savage-worlds-adventure-edition-abbr-wealth-system": "SWADE Wealth System", + "completely-hide-load-and-encumbrance": "Ability to completely hide Load/Encumbrance info", + "unshake-button": "Added an Unshake button", + "configure-in-other-sheet-tweaks": "Shown by default, but can be hidden via the Configuration tab (Other Sheet Tweaks)", + "chat-out-button-for-spells": "Added Chat Output button for Spells", + "rate-of-fire-support": "Rate of Fire support", + "decimal-points-for-money": "Decimal points can be used in the Money field", + "weapon-spell-config-section-different-color": "Weapon and Spell config sections have a different background color to make them stand out a bit more", + "different-color-add-modify-remove-repeating-section-buttons": "Repeating Fields (such as Weapons, Edges/Hindrances, etc) have different colored icons for modification; this is intended to help them stand out and be a little more visible", + "trashcan-icon-larger": "The trashcan icon to delete a repeating section row has been enlarged and made red so it's easier to see and click", + "color-background-header-for-sections": "Section headers Weapons, Spells, etc. have been given a background color to make them easier to find", + "separate-field-for-power-trappings": "Separate field for power Trappings", + "action-button-for-weapon-spell-damage": "Action button replaced readonly field for Weapon and Spell damage; opens the config section and highlights the damage fields", + "configure-rate-of-fire-abbr-rolling": "Configure Rate of Fire rolling", + "maincv-p13-v1": "Rolling Attack and Damage", + "maincv-p14-v1": "Each weapon has a roll button, which can be set up to roll damage only, or Attack and Damage (Atk + Dmg). If the weapon has a rate of fire greater than 1, an additional option becomes available to support full-auto rolls; this option is called Atkx+Dmg. These options are available in the weapon config section (visible by default directly under the weapon—the section has a yellow-ish tint). To configure the roll button, select an option from the Button Behavior drop down menu.", + "maincv-p10-v2": "Setting the buttonroll to Atk + Dmg, will present a drop down menu to select which skill will be rolled for the Attack the Roll. The list of skills are only those which can normally be used for attacks, such as Fighting, Athletics/Throwing, Shooting, etc.", + "maincv-p15-v1": "Configuring the damage is also done in this section. Weapons can use any of the Core Attributes (though it defaults to Strength), or none of them (N/A). The field directly after the Core Attribute drop down is for the number of dice typically rolled for damage followed immediately by the die type. After the die type is a field for additional modifiers that are part of the damage. This field is not for situational modifiers, though. Additionally, this field is a text field, allowing you to add additional attack modifiers. Here are some examples:", + "rollexample1-v1": "N/A + 2d6 + __ (rolls 2d6)", + "rollexample1-v2": "Strength + 1d4 + __ (rolls Str+d4)", + "rollexample1-v3": "N/A + 2d6 + 1 (rolls 2d6+1)", + "rollexample1-v4": "Strength + 1d10 + 1d8! (Rolls Str+d10+d8)", + "rollexample1-v5": "N/A + 0d4 + __ (No damage to roll)", + "maincv-p16-v1": "Each weapon can be configured to whisper the roll(s) to the GM, as well as modify what the roll button does.", + "maincv-p17-v1": "Auto-fire", + "maincv-p18-v1": "If the ROF is 2+ the Atkx+Dmg option becomes visible. By default this button is configured to present a query asking how many skill dice you’d like to roll; this query has a list of options counting down from the ROF to 1 (highest to lowest). This behavior can be changed to offer the query with the options listed from 1 to the ROF (lowest to highest), or to not present a roll query and just always roll the ROF. This configuration is handled under the Other Sheet Tweaks section of the configuration tab.", + "maincv-p19-v1": "When using the Atkx+Dmg button, the number of skill dice rolled will be however you have it configured (and whichever option you selected from the drop down), but will only every roll a single Wild Die.", + "maincv-p20-v1": "You can still select Atk + Dmg for the roll button, and that will only do a single attack and a single wild die.", + "maincv-p21-v1": "NOTE: If any weapon is configured for Auto-fire before you change the configuration for how auto-fire is handled, those weapons will not be automatically updated to use the new configuration…you will need to change the ROF and then change it back to get the new configuration", + "maincv-p22-v1": "Pro Tip: You can set the ROF to 2 for a melee weapon and use this option for things like Frenzy.", + "use-wealth-modifier-field": "Use the Wealth Modifier Field", + "change-skill-names": "Skill available in your Setting", + "change-skills-explained": "Tick the skills allowed in your setting, and adapt their name if need be. Skills unticked will be hidden from the Character skill selection section. If the skill was already shown on the Character skill list, it will remain shown. Fighting can't be removed, it is mandatory (used for Parry). However you can still rename it.", + "skills-can-be-named-anything": "Skills can be named anything you like.", + "changes-reflected-in-all-areas": "Changes to skill names will be reflected in all areas of the character sheet", + "internationalization-expansion": "Various items were missing or had malformed data-i18n tags.", + "thanks-gronyon-for-your-help": "thanks-gronyon-for-your-help", + "ability-to-rename-skills": "Ability to rename skills", + "nerves-of-steel-type-functionality-for-fatigue": "Nerves of Steel type functionality for Fatigue", + "wealth-modifier-for-wealth-rolls": "Wealth modifier for Wealth Rolls", + "extra-config": "The Extra option sets new characters to default as Extras, instead of Wild Cards.", + "dont-use": "Don't Use", + "none-of-these": "None of these", + "sheet-background": "Sheet Background", + "sheet-logo": "Sheet Logo", + "show-scholarship": "Show Scholarship (Formerly the Academics Derived Stat)", + "money-label": "Money Label", + "use-class-for-etuu": "Use Class for ETU", + "use-origin-of-parahuman-abilities": "Use Origin of Parahuman Abilities", + "use-ppe-u": "Use PPE", + "use-threat-rating": "Use Threat Rating", + "hide-powers-desc": "Hide the Arcanum tab on the Character Sheet. This will hide not only Spells/Powers, but Talismans.", + "unshake-button-desc": "Show the Unshake Button. This will appear on the main character sheet tab under the Health section.", + "soak-button-desc": "Show the Soak Button. This will appear on the main character sheet tab under the Health section.", + "wild-card-icon-desc": "Select the Wild Card icon to be used in the Stat Block output.", + "no-power-points-desc": "Check this box to not use Power Points with the Arcane Backgrounds.", + "variable-bonus-damage-desc": "Selecting the Variable Bonus Damage (Raised Based) will prompt for the Bonus Damage Die Type. This is mostly useful for Damage only rolls. The other allows you to set a variable bonus type that is static and will always be rolled regardless of number of Raises; this is useful for Edges and Hindrances that have this type of effect.", + "skill-spec-desc": "Check this box to use the Skill Specialization Setting Rule.", + "extra-xp-desc": "Enables the button for rolling for extra XP based on unspent/spent bennies.", + "quick-settings-desc": "Quick Settings allows you to configure your sheet for various settings, automatically enabling setting appropriate backgrounds, logos, setting specific naming conventions, derived stats, or additional settings. **WARNING**: Selecting something here, may impact any of the fields you select/modify below. If you want tighter control over which sheet fields are displayed, you're better off leaving this part alone and manually selecting the fields you want to have on your sheet.", + "sheet-background-desc": "Select the character sheet background you'd like for your game.", + "sheet-logo-desc": "Select the character sheet setting logo you'd like for your game.", + "show-scholarship-desc": "Check this box to use Scholarship (formerly the Academics Derived Stat.)", + "show-corruption": "Show Corruption", + "show-corruption-desc": "Check this box to use the Corruption Stat.", + "show-fame": "Show Fame", + "show-fame-desc": "Check this box to use the Fame Stat.", + "show-firewall": "Show Firewall", + "show-firewall-desc": "Check this box to use the Firewall Stat.", + "show-glory": "Show Glory", + "show-glor-desc": "Check this box to use the Glory Stat.", + "show-grit": "Show Grit", + "grit-desc": "Check this box to use the Grit Stat.", + "show-neural-toughness": "Show Neural Toughness", + "show-nt-desc": "Check this box to use the Neural Toughness Stat.", + "show-reason": "Show Reason", + "show-reason-desc": "Check this box to use the Neural Toughness Stat.", + "show-sanity": "Show Sanity", + "show-sanity-desc": "Check this box to use the Sanity Stat.", + "show-size-desc": "Check this box to show the Size field under Derived Stats. This will appear above Toughness and modify Toughness.", + "show-status": "Show Status", + "show-status-desc": "Check this box to use the Status Stat.", + "show-strain": "Show Strain (IZ 2.0)", + "show-strain-desc": "Check this box to use the Strain (IZ 2.0) Stat.", + "show-street-cred": "Show Street Cred (IZ 2.0) ", + "show-street-cred-desc": "Check this box to use the Street Cred (IZ 2.0) Stat.", + "show-street-cred-three": "Show Street Cred (IZ 3.0) ", + "show-street-cred-three-desc": "Check this box to use the Street Cred (IZ 3.0) Stat.", + "street-cred-three-wild-die-type": "Set the wild die for Street Cred", + "use-wealth-desc": "Use the Wealth System found in Savage Worlds Adventure Edition", + "use-wealth-mod-desc": "Displays a modifier field for the wealth roll. Useful for things like Edges or Hindrances that always apply a modifier to the wealth roll.", + "money-label-desc": "Selecting an option will change the Money label to the one selected.", + "use-code-name": "Use Code Name", + "use-code-name-desc": "Check this box to change the Character Name label to Code Name.", + "use-cybernetics": "Use Cybernetics", + "use-cybernetics-desc": "Check this box to change the Augmentations label to Cybernetics.", + "use-class-desc": "Check this box to change the Rank label to Class (e.g. Sophomore instead of Novice).", + "parahuman-origin-desc": "Check this box to show where to enter a character's origin of parahuman abilities.", + "use-ppe-desc": "Check this box to change the Power Points label to PPE.", + "use-threat-rating-desc": "Check this box to change the Rank label to Threat Rating.", + "use-species": "Use Species", + "use-species-desc": "Check this box to change the Race label to Species.", + "show-activities-and-exams": "Show Activities & Exams", + "activities-exams-desc": "Check this box to show the Activities & Exams section.", + "show-archetypes": "Show Archetype", + "show-archetype-desc": "Check this box to show the Archetype field.", + "show-burn": "Show Burn", + "show-burn-desc": "Check this box to show the Burn field.", + "show-engrams": "Show Engrams", + "show-engrams-desc": "Check this box to show the Engrams section.", + "show-fencing-styles-n-schools": "Show Fencing Styles & Schools", + "show-fencing-desc": "Check this box to show the Fencing Styles & Schools fields under Fighting.", + "show-homeworld": "Show Homeworld", + "show-homeworld-desc": "Check this box to show the Homeworld field.", + "show-heros-journey": "Show Hero's Journey", + "show-heros-journey-desc": "Check this box to show the Hero's Journey field.", + "show-iconic-framework": "Show Iconic Framework", + "show-iconic-framework-desk": "Check this box to show the Iconic Framework field.", + "show-internal-strength-points-isp-u": "Show Internal Strength Points (ISP)", + "show-isp-desc": "Check this box to show the ISP field.", + "show-internal-system-charges": "Show Internal System Charges", + "show-isc-desc": "Check this box to show the Internal System Charges field.", + "show-load-desc": "Check this box to show the Load and Encumbrance information. This will appear below the derived stats.", + "show-majors-minors": "Show Majors/Minors", + "show-majors-desc": "Check this box to show the Major/Minor (i.e. typically used for ETU) field.", + "show-motivation": "Show Motivation", + "show-motivation-desc": "Check this box to show the Motivation field.", + "show-occupation": "Show Occupation", + "show-occupation-desc": "Check this box to show the Occupation field.", + "show-tap-readout": "Show TAP Readout (IZ 2.0)", + "show-tap-desc": "Check this box to show the TAP Readout (IZ 2.0) section.", + "show-worst-nightmare": "Show Words Nightmare", + "show-nightmare-desc": "Check this box to show the Worst Nightmare field.", + "power-armor-bug": "Power Armor and Robot Armor Strength rolls (including Damage) were incorrect", + "config-window-bug": "Configuration Window had sections with odd displays for some users", + "armor-stacking-bug": "Armor stacking wasn’t working when all Protection values were 1", + "fatiguemod-bug": "Many rolls were getting an error due to fatigueMod not being found", + "vigor-failed-bug": "Vigor roll failed when Attributes were collapsed", + "agility-roll-bug": "Agility roll was odd when Attributes were collapsed", + "occult-roll-bug": "Occult rolls had an error", + "injury-roll": "Injury Roll", + "use-gritty-damage": "Use Gritty Damage", + "move-advances-to-journal-tab": "Move Advances to the Journal Tab", + "running-text-before-number": "runs for", + "running-text-after-number": "inches", + "pace-ignores-wounds": "Pace ignore wounds", + "wild-card-icon-info": "Wild Card Icon can be up to two (2) characters, including unicode. Some examples include (copy/paste from below):", + "racial": "Racial", + "robot-armor-wasn't-working": "Robot Armor Weapon wasn't working", + "running-roll-output-wasnt-display-properly": "Running Roll output wasn't displaying properly", + "wounds-werent-reducing-pace": "Wounds weren't reducing Pace", + "support-for-gritty-damage": "Support for Gritty Damage (see documentation tab for details)", + "option-to-move-advancements-to-journal": "Option to move Advancements to the Journal Tab", + "setting-to-allow-pace-to-ignore-wounds": "Setting to allow Pace to ignore Wounds", + "option-for-custom-wild-card-icon": "Option for custom Wild Card Icon (supports unicode characters)", + "statblock-output-button": "Statblock Output button", + "gritty-damage-description": "Check this box to have a Gritty Damage Button show on the Damage roll template output. This would require you to create an Injury Table rollable table to be referenced by the button.", + "injury-table-description": "If you're using the Gritty Damage rule, provide the Injury Table Rollable Table name to be used by the button.", + "rename-skill-fighting": "Rename : Fighting", + "rename-skill-academics": "Rename : Academics", + "rename-skill-athletics": "Rename : Athletics", + "rename-skill-battle": "Rename : Battle", + "rename-skill-boating": "Rename : Boating", + "rename-skill-climbing": "Rename : Climbing", + "rename-skill-commonknowledge": "Rename : Common Knowledge", + "rename-skill-driving": "Rename : Driving", + "rename-skill-electronics": "Rename : Electronics", + "rename-skill-faith": "Rename : Faith", + "rename-skill-focus": "Rename : Focus", + "rename-skill-gambling": "Rename : Gambling", + "rename-skill-guts": "Rename : Guts", + "rename-skill-hacking": "Rename : Hacking", + "rename-skill-healing": "Rename : Healing", + "rename-skill-intimidation": "Rename : Intimidation", + "rename-skill-investigation": "Rename : Investigation", + "rename-skill-native-language": "Rename : Native Language", + "rename-skill-lockpicking": "Rename : Lockpicking", + "rename-skill-notice": "Rename : Notice", + "rename-skill-occult": "Rename : Occult", + "rename-skill-performance": "Rename : Performance", + "rename-skill-persuasion": "Rename : Persuasion", + "rename-skill-piloting": "Rename : Piloting", + "rename-skill-psionics": "Rename : Psionics", + "rename-skill-repair": "Rename : Repair", + "rename-skill-research": "Rename : Research", + "rename-skill-riding": "Rename : Riding", + "rename-skill-ritual": "Rename : Ritual", + "rename-skill-science": "Rename : Science", + "rename-skill-shooting": "Rename : Shooting", + "rename-skill-spellcasting": "Rename : Spellcasting", + "rename-skill-stealth": "Rename : Stealth", + "rename-skill-streetwise": "Rename : Streetwise", + "rename-skill-survival": "Rename : Survival", + "rename-skill-swimming": "Rename : Swimming", + "rename-skill-taunt": "Rename : Taunt", + "rename-skill-thievery": "Rename : Thievery", + "rename-skill-throwing": "Rename : Throwing", + "rename-skill-tracking": "Rename : Tracking", + "rename-skill-weird-science": "Rename : Weird Science", + "use-skill-academics": "Allow : Academics", + "use-skill-athletics": "Allow : Athletics", + "use-skill-battle": "Allow : Battle", + "use-skill-boating": "Allow : Boating", + "use-skill-climbing": "Allow : Climbing", + "use-skill-commonknowledge": "Allow : Common Knowledge", + "use-skill-driving": "Allow : Driving", + "use-skill-electronics": "Allow : Electronics", + "use-skill-faith": "Allow : Faith", + "use-skill-focus": "Allow : Focus", + "use-skill-gambling": "Allow : Gambling", + "use-skill-guts": "Allow : Guts", + "use-skill-hacking": "Allow : Hacking", + "use-skill-healing": "Allow : Healing", + "use-skill-intimidation": "Allow : Intimidation", + "use-skill-investigation": "Allow : Investigation", + "use-skill-native-language": "Allow : Native Language", + "use-skill-lockpicking": "Allow : Lockpicking", + "use-skill-notice": "Allow : Notice", + "use-skill-occult": "Allow : Occult", + "use-skill-performance": "Allow : Performance", + "use-skill-persuasion": "Allow : Persuasion", + "use-skill-piloting": "Allow : Piloting", + "use-skill-psionics": "Allow : Psionics", + "use-skill-repair": "Allow : Repair", + "use-skill-research": "Allow : Research", + "use-skill-riding": "Allow : Riding", + "use-skill-ritual": "Allow : Ritual", + "use-skill-science": "Allow : Science", + "use-skill-shooting": "Allow : Shooting", + "use-skill-spellcasting": "Allow : Spellcasting", + "use-skill-stealth": "Allow : Stealth", + "use-skill-streetwise": "Allow : Streetwise", + "use-skill-survival": "Allow : Survival", + "use-skill-swimming": "Allow : Swimming", + "use-skill-taunt": "Allow : Taunt", + "use-skill-thievery": "Allow : Thievery", + "use-skill-throwing": "Allow : Throwing", + "use-skill-tracking": "Allow : Tracking", + "use-skill-weird-science": "Allow : Weird Science", + "skill-allowed-desc": "Whether this skill is allowed in your setting.", + "known-issues": "Known Issues", + "statblock-doesnt-support": "Statblock Output Button doesn't currently output:", + "spell-information": "Spell information", + "cybernetics-slash-augmentations": "Cybernetics/Augmentations", + "talismans-are-missing-from-sheet": "Talismans are missing from the sheet completely", + "derived-stats-not-using-sheet-workers": "Derived Stats weren't using Sheet Workers and should have been.", + "soak-button-added": "Added a Soak button (based on vigor, allow to set mods dedicated to Soak rolls)", + "allow-skills-settings": "Ability to select which skills are available in your setting (and hide them by default in the character sheet).", + "missing-translations-with-multiple-ab": "Added translation extensions for the new multiple arcane background sections.", + "another-wound-translation-issue-french": "Fixed again issue with Wounds/Fatigue in certain languages (when label too long, like in French).", + "fixed-labels-and-i18n-in-health": "In Wounds and Fatigue modifiers section : fixed labels, added tooltips and enabled additionnal translations.", + "rename-skills-from-game-settings": "Allow to rename skills directly from game settings page", + "wounds-fatigue-wonky-display": "Wounds and Fatigue modifiers display going wonky when translations where too long (e.g. French). Fixed by reducing the font size for all languages.", + "allow-translations-academics": "Allowed Academics (derived stat) and Acedemics (SWADE Skill) to have different translations (e.g. French).", + "unshake-template-not-working-when-skill-equal-joker": "Unshake roll would not display failure when Skill roll and Wild die were equal.", + "missing-translations-default-sheet-settings-rename-piloting-climbing": "Default sheet settings : missing translations entries for 'rename piloting' and 'rename climbing' settings options.", + "renaming-skills-default-sheet-settings-not-working": "Default sheet settings : Renaming skills on the Game Setting page would not transfer in game on character sheets.", + "added-animal-smarts": "Ability to flag Smarts as \"Animal Intelligence\", which then appears as (A) in character sheet and statblocks.", + "statblocks-rolling-smarts-spirit-would-fail": "StatBlocks : rolling for Smarts or Spirit from StatBlocks would fail.", + "fixed-encumbrance-for-strength-over-d12": "Fixed SWADE Encumbrance rules support when Strength is d12+x. Each x will add an additional 20 to the loadlimit.", + "spells-now-part-of-statblock": "Spells are now part of the Statblock output", + "support-for-multiple-arcane-backgrounds": "Support for multiple Arcane Backgrounds; a character can have up to five (5) different ABs, each with its own power point pool. See the documentation section for more details.", + "powerlist-macro-support": "As part of the statblock update to include powers, there are six (6) new fields for macro support. @{charpowers} will output the information how it's used in the statblock. @{ab1powerlist} will output a comma separated values list of powers, for the first Arcane Background, using the ability command button format (e.g. [power name](~powerbutton)). The other five fields are: @{ab2powerlist}, @{ab3powerlist}, @{ab4powerlist}, @{ab5powerlist} (each one corresponding to the relevant Arcane Background).", + "maincv-p23-v1": "The sheet now supports multiple arcane backgrounds (up to five). To configure multiple arcane backgrounds, click the hammer and wrench icon (x). This will reveal the Powers Configuration window. Here you can modify:", + "section-header-description": "The Section Header: this will allow you to change the overall section header to whatever makes sense for your character. If s/he has a single arcane background, perhaps \"Spells\" is sufficient; if there are multiple arcane backgrounds, perhaps \"Powers\" makes more sense. Regardless, changing this, changes the lable in the gray header bar.", + "column-header-description": "The Column Header: this changes the header for the column with the power name. Because there is only one column for the header name, this will be used for all arcane background powers, so if there are multiple arcane backgrounds for the charcter, something generic would be more appropriate.", + "power-points-abbreviation-description": "The Power Point Header: this changes the abbreviation used for Power Points in the column header section. Like the Column Header setting this is for all powers and is used as a column header. There is a character limit for the abbreviation, just so the column view doesn't get messed up.", + "arcane-background-name-description": "Arcane Background: you can now name each of your different Arcane Backgrounds. The default is AB1[-5].", + "power-points-label-description": "Power Points Label: this allows you to give the power points a different name for each of a character's arcane backgrounds. This label will be shown beneath the power poins fields for the character's arcane background(s).", + "add-delete-arcane-backgrounds-description": "Add (+) and Delete (#) buttons have been added to allow you to configure each arcane background differently. The minimum number of arcane backgrounds supported is one (1). If you want no arcane bakgrounds, you should use the Settings tab and hide the Power Sections. The maximum number of arcane backgrounds supported is five (5).", + "arcane-background-indicator-description": "Arcane Background Indicator: When there's more than one (1) arcane background, the Arcane Background Indicaor allows you to pick a color to associate with each arcane background. Once an individual power has been tied to an arcane background (defaults to the first arcane background), the power row will use the indicator as a background color, allowing you to quickly identify which arcane background each power goes with. The power points display will also use the Arcane Background Indicator as the background color as quick reminder of what each color represents.", + "fixed-copyright-issue": "Fixed the copyright notification issues.", + "start-attributes-at-d6-not-d4": "Start Attributes at d6 instead of d4", + "start-attributes-at-d6": "Start Attributes at d6", + "effect": "Effect", + "activate-talisman": "Activate Talisman", + "whisper-stat-block": "Whisper Stat Block", + "consumable": "Consumable", + "empty": "Empty", + "use-consumables": "Use Consumables", + "use-consumables-mod": "Use Consumables Mod", + "consumable-roll-text": "rolls for {{0}} consumption and gets a", + "added-talismans-section": "Added Talismans section (activate in configuration tab)", + "added-ability-to-start-attributes-at-d6": "Ability to start Attributes at d6 instead of d4", + "fix-skill-dropdown-in-weapons": "Fix Skill drop down in Weapons Section", + "fixed-xp-advance-label-issue": "Fix XP/Advance Label issues", + "xp-label-issue-fixed": "Fixed the XP/Advance Label issues, where the wrong label would appear, regardless of what system of advancement was used.", + "weapons-skill-dropdown-fixed": "Fixed the Skill drop down list in the weapons section.", + "added-talismans": "The missing Talismans section has been added back to the sheet.", + "fixed-tooltips-wounds-fatigue": "Fixed the tooltip for the wounds and fatigue modifier fields.", + "fixed-shooting-roll": "Fixed the shooting roll, so the correct roll was made when Shooting was selected for a weapon.", + "load-limit-die-type-delta-centered": "The Load Limit die type delta field is now centered.", + "strain-base-field-height-fixed": "The Base Strain field height is fixed to match the other fields.", + "ammo-current-of-max": "The Shots field under weapons was changed from one field to two. This allows one to show how many shot remain of the max load.", + "added-consumables-mechanic": "Added the option to display a Consumables section under wealth. This section is similar to the Wealth system and draws inspiration from the Forbidden Lands RPG, to make the tracking of things like food and water easier.", + "added-size-field": "Added the option to display to Size under the Derived Stats list. This will display above Toughness and the Current Size will modify Toughness appropriately.", + "nonwhispered-stat-block": "Added a toggle on the Configuration tab to allow the stat block to be displayed to everyone and not just as a whispered display.", + "display-powers-section-properly": "Fixed the issue that prevented the Powers Section from displaying properly for new character sheets.", + "edge-translation": "The word Edge wasn't translating properly when it was displayed in the chat window as part of the Edge template. This has been changed so it can be translated properly.", + "spell-bonus-damage-field-hidden-for-cast-only": "The Spell Bonus Damage field will now only display if the button action is Atk+Dmg or Damage Only.", + "other-skill-fatigue-issue": "Fixed the improper display of fatigue when rolling for a Knowledge/Other skill (added by a sheet user).", + "whisper-occult-rolls": "Fixed the issue where Occult rolls couldn't be whispered.", + "trait-based-wild-die": "Change the Wild Die from a universal field to individual for each Trait. This allows for Edges like Master that change/modify the Wild Die for a particular trait. All Wild Die configurations default to d6.", + "boost-lower-trait": "Added a field under each trait's configuration to allow it to be temporarily boosted/lowered by a number of steps. Changing the number to something other than 0 will automatically calculate the change is in the die type for the given trait and mark the character sheet to show the trait has been adjusted temporarily (it will show in italicized red text with an asterix). The roll output will also have an asterix.", + "use-consumables-description": "Check this box to show the Consumables repeating section. This would appear under the Money/Wealth section of the character sheet.", + "40002-boosttrait": "Fixed a bug where Boost/Lower Trait wasn't calculating correctly; now the number in the steps fields is always assumed to be the number of steps from the BASE trait value.", + "40002-consumables": "Fixed a bug where consumables couldn't be deleted nor rearranged." +} diff --git a/SavageWorldsFrench/translations/ca.json b/SavageWorldsFrench/translations/ca.json new file mode 100644 index 0000000000..353c3d31ad --- /dev/null +++ b/SavageWorldsFrench/translations/ca.json @@ -0,0 +1,232 @@ +{ + "courte": "Courte", + "moyenne": "Moyenne", + "longue": "Longue", + "yes": "Oui", + "no": "Non", + "use-target-title": "Utiliser les pions cibles lors des attaques pour déterminer le seuil de réussite via la résistance de la cible etc.", + "damage-mod": "Modificateur aux dégâts", + "weap-dmg": "Dégâts : arme", + "enlarge-desc": "Agrandir/Réduire la description", + "armor-pen": "Pénétration d'Armure", + "amunition-max": "Munitions maximum", + "amunition-cur": "Munitions courantes", + "cadence-tir": "Cadence de Tir", + "apply-str-dmg": "Application de la Force aux dégâts (Combat et Lancer)", + "notes-misc": "Notes / Divers", + "power-rank": "Rang d'accès à ce pouvoir", + "power-name": "Nom du pouvoir", + "weapon-name": "Nom de l'arme", + "weapon3-name": "Nom de l'arme n°3", + "weapon2-name": "Nom de l'arme n°2", + "weapon1-name": "Nom de l'arme n°1", + "equipment-weight": "Poids total de l'équipement", + "unit-weight": "Poids unitaire", + "quantity": "Quantité", + "encumbrance-penalty": "Malus d'encombrement à tous les jets d’Agilité et de Force, ainsi qu’à tous les jets de Compétences liées à ces deux Attributs", + "total-weight": "Poids total porté en kg", + "money-treasure": "Argent & Richesses", + "pp-max": "Points de Pouvoir maximum", + "pp-current": "Points de Pouvoir courants", + "total-trempe": "Trempe totale", + "bonus-trempe": "Bonus de Trempe", + "base-trempe": "Valeur de Trempe de base (Rang)", + "total-resistance": "Résistance totale", + "bonus-resistance": "Armure (torse) et autres bonus de vigueur", + "base-resistance": "Valeur de Résistance de base", + "total-parade": "Parade totale", + "bonus-parade": "Bonus de parade", + "base-parade": "Valeur de parade de base", + "total-charisme": "Charisme total", + "bonus-charisme": "Bonus de charisme", + "base-charisme": "Valeur de charisme de base", + "total-allure": "allure totale", + "bonus-allure": "Bonus d'allure", + "base-allure": "Valeur d'allure de base", + "no-fatigue": "Pas de de fatigue", + "one-fatigue": "Un niveau de Fatigue", + "two-fatigue": "Deux niveaux de Fatigue", + "one-wound": "Une blessure", + "two-wounds": "Deux blessures", + "three-wounds": "Trois blessures", + "no-wounds": "Pas de blessure", + "show-hide-content": "Afficher/masquer le contenu", + "connaissance-skill-name": "Nom de la compétence de Connaissances", + "arcane-skill-name": "Nom de la compétence d'Arcanes", + "jet-de": "Jet de", + "difficulte": "Difficulté", + "modificateur": "Modificateur", + "bonus": "Bonus", + "joker": "Joker", + "si-relance": "si relance", + "degats-plus-1d6": "Dégâts +1d6", + "relance-s": "relance(s)", + "et": "et", + "succes": "Succès", + "sans-relance": "sans relance", + "echec": "Échec", + "encombred": "Encombré", + "fatigue-critique": "en Fatigue Critique", + "epuised": "Épuisé", + "fatigued": "Fatigué", + "etat-critique": "en État critique", + "blesse": "Blessé", + "secoue": "Secoué", + "normal": "Normal", + "est": "est", + "contre": "contre", + "fait-jet": "fait un jet", + "attaque": "Attaque", + "attaque-avec": "attaque avec", + "pouvoir-de": "Pouvoir de", + "0-la": "0 : la 1re blessure met hors combat", + "1-la": "1 : la 2de blessure met hors combat", + "2-la": "2 : la 3e blessure met hors combat", + "3-la": "3 : la 4e blessure met hors combat", + "affichage": "AFFICHAGE DES COMPETENCES", + "afficher": "Afficher les possessions", + "afficher-logo": "afficher le logo", + "age": "Âge: ", + "agi-u": "AGI", + "(agi-u)": "(AGI)", + "agilite-u": "AGILITÉ", + "agilite": "Agilité", + "aguerri": "A - Aguerri", + "allure": "ALLURE", + "ame-u": "ÂME", + "ame": "Âme", + "(ame-u)": "(ÂME)", + "aptitudes": "APTITUDES", + "arcane": "Arcane", + "argent": "ARGENT", + "armes": "ARMES", + "atouts": "ATOUTS", + "atout": "Atout", + "attaques": "Attaques :", + "attributs": "ATTRIBUTS", + "aucun": "Aucun", + "beasts": "Beasts & Barbarians", + "blessures-u": "BLESSURES", + "blessures": "Blessures", + "bras-droit": "Bras droit (PNJ, 0 blessure, avec dé joker)", + "bras-droit-pnj": "Bras droit (PNJ)", + "carac": "CARAC. DÉRIVÉES", + "cdt": "CdT", + "charisme": "CHARISME", + "choisir": " - Choisir une compétence :", + "cible": "Cible", + "combat": "Combat", + "compet": "Compét.", + "competences": "COMPÉTENCES", + "competence": "Compétence", + "conduite": "Conduite", + "configuration": "Configuration", + "connaissance": "Connaissance", + "crochetage": "Crochetage", + "d10": "d10", + "d12": "d12", + "d4": "d4", + "d6": "d6", + "d8": "d8", + "deadlands": "Deadlands Reloaded", + "degats-u": "DÉGÂTS", + "degats": "Dégâts", + "degats-relance": "Dégâts supplémentaires si relance", + "dejoker": "Dé Joker", + "description": "DESCRIPTION", + "discretion": "Discrétion", + "duree": "Durée", + "e": "E", + "effects": "Effets", + "encombrement": "Encombrement:", + "encombrementmax": "Encombrement maximum:", + "equipment": "ÉQUIPEMENT", + "equitation": "Équitation", + "escalade": "Escalade", + "etats": "Etats", + "extra-pnj": "Extra (PNJ, 0 blessure, pas de dé joker)", + "extra-pnj-short": "Extra (PNJ)", + "fatigue": "Fatigue", + "fatigue-u": "FATIGUE", + "for-u": "FOR", + "(for-u)": "(FOR)", + "force-u": "FORCE", + "force": "Force", + "feuille": "Feuille", + "handicaps": "HANDICAPS", + "handicap": "Handicap", + "heroique": "H - Héroïque", + "int-u": "INT", + "(int-u)": "(INT)", + "intellect-u": "INTELLECT", + "intellect": "Intellect", + "intimidation": "Intimidation", + "jet": "Jet", + "jets": "JETS", + "jets-bruts": "Jets bruts", + "jeu": "Jeu", + "lancer": "Lancer", + "lankhmar": "Lankhmar", + "legendaire": "L - Légendaire", + "malus": "Malus :", + "munitions": "Munitions", + "natation": "Natation", + "navigation": "Navigation", + "nivaeu": "Niveau de détail :", + "nonentraine": "Non entraîné", + "notes": "Notes", + "novice": "N - Novice", + "pa": "PA", + "parade": "PARADE", + "perception": "Perception", + "personalise": "Personnalisé", + "personnage": "PERSONNAGE", + "persuasion": "Persuasion", + "pilotage": "Pilotage", + "pistage": "Pistage", + "pj": "PJ (3 blessures, avec dé joker)", + "pnj-custom": "PNJ personnalisé", + "pnj-joker": "Joker (PNJ, 3 blessures, avec dé joker)", + "joker-pnj": "Joker (PNJ)", + "poids": "Poids: ", + "portee": "Portée", + "possessions": "POSSESSIONS", + "pouvoirs": "POUVOIRS", + "pp": "PP", + "progression": "PROGRESSION", + "pseudo": "Pseudo: ", + "pts": "Pts POUVOIR", + "rang": "Rang", + "recherche": "Recherche", + "reparation": "Réparation", + "reseaux": "Réseaux", + "resherche": "Recherche", + "resistance-u": "RÉSISTANCE", + "resistance": "Résistance", + "sarcasme": "Sarcasme", + "savage": "Savage Worlds", + "secoue-u": "SECOUÉ : ", + "sexe": "Sexe: ", + "signes": "Signes particuliers: ", + "soins": "Soins", + "sous-fifre": "Sous-fifre (PNJ, 3 blessures, pas de dé joker)", + "sous-fifre-pnj": "Sous-fifre (PNJ)", + "style": "Style :", + "succes-relances": "Succès+Relances", + "survie": "Survie", + "taille": "Taille: ", + "templates": "Templates :", + "tir": "Tir", + "total": "Total des Jets", + "toutes": "Toutes", + "traits": "TRAITS", + "trempe": "TREMPE", + "tripes": "Tripes", + "type-personnage": "Type de personnage :", + "veteran": "V - Vétéran", + "vig-u": "VIG", + "(vig-u)": "(VIG)", + "vigueur-u": "VIGUEUR", + "vigueur": "Vigueur", + "visuel": "VISUEL" +} \ No newline at end of file diff --git a/SavageWorldsFrench/translations/hu.json b/SavageWorldsFrench/translations/hu.json new file mode 100644 index 0000000000..353c3d31ad --- /dev/null +++ b/SavageWorldsFrench/translations/hu.json @@ -0,0 +1,232 @@ +{ + "courte": "Courte", + "moyenne": "Moyenne", + "longue": "Longue", + "yes": "Oui", + "no": "Non", + "use-target-title": "Utiliser les pions cibles lors des attaques pour déterminer le seuil de réussite via la résistance de la cible etc.", + "damage-mod": "Modificateur aux dégâts", + "weap-dmg": "Dégâts : arme", + "enlarge-desc": "Agrandir/Réduire la description", + "armor-pen": "Pénétration d'Armure", + "amunition-max": "Munitions maximum", + "amunition-cur": "Munitions courantes", + "cadence-tir": "Cadence de Tir", + "apply-str-dmg": "Application de la Force aux dégâts (Combat et Lancer)", + "notes-misc": "Notes / Divers", + "power-rank": "Rang d'accès à ce pouvoir", + "power-name": "Nom du pouvoir", + "weapon-name": "Nom de l'arme", + "weapon3-name": "Nom de l'arme n°3", + "weapon2-name": "Nom de l'arme n°2", + "weapon1-name": "Nom de l'arme n°1", + "equipment-weight": "Poids total de l'équipement", + "unit-weight": "Poids unitaire", + "quantity": "Quantité", + "encumbrance-penalty": "Malus d'encombrement à tous les jets d’Agilité et de Force, ainsi qu’à tous les jets de Compétences liées à ces deux Attributs", + "total-weight": "Poids total porté en kg", + "money-treasure": "Argent & Richesses", + "pp-max": "Points de Pouvoir maximum", + "pp-current": "Points de Pouvoir courants", + "total-trempe": "Trempe totale", + "bonus-trempe": "Bonus de Trempe", + "base-trempe": "Valeur de Trempe de base (Rang)", + "total-resistance": "Résistance totale", + "bonus-resistance": "Armure (torse) et autres bonus de vigueur", + "base-resistance": "Valeur de Résistance de base", + "total-parade": "Parade totale", + "bonus-parade": "Bonus de parade", + "base-parade": "Valeur de parade de base", + "total-charisme": "Charisme total", + "bonus-charisme": "Bonus de charisme", + "base-charisme": "Valeur de charisme de base", + "total-allure": "allure totale", + "bonus-allure": "Bonus d'allure", + "base-allure": "Valeur d'allure de base", + "no-fatigue": "Pas de de fatigue", + "one-fatigue": "Un niveau de Fatigue", + "two-fatigue": "Deux niveaux de Fatigue", + "one-wound": "Une blessure", + "two-wounds": "Deux blessures", + "three-wounds": "Trois blessures", + "no-wounds": "Pas de blessure", + "show-hide-content": "Afficher/masquer le contenu", + "connaissance-skill-name": "Nom de la compétence de Connaissances", + "arcane-skill-name": "Nom de la compétence d'Arcanes", + "jet-de": "Jet de", + "difficulte": "Difficulté", + "modificateur": "Modificateur", + "bonus": "Bonus", + "joker": "Joker", + "si-relance": "si relance", + "degats-plus-1d6": "Dégâts +1d6", + "relance-s": "relance(s)", + "et": "et", + "succes": "Succès", + "sans-relance": "sans relance", + "echec": "Échec", + "encombred": "Encombré", + "fatigue-critique": "en Fatigue Critique", + "epuised": "Épuisé", + "fatigued": "Fatigué", + "etat-critique": "en État critique", + "blesse": "Blessé", + "secoue": "Secoué", + "normal": "Normal", + "est": "est", + "contre": "contre", + "fait-jet": "fait un jet", + "attaque": "Attaque", + "attaque-avec": "attaque avec", + "pouvoir-de": "Pouvoir de", + "0-la": "0 : la 1re blessure met hors combat", + "1-la": "1 : la 2de blessure met hors combat", + "2-la": "2 : la 3e blessure met hors combat", + "3-la": "3 : la 4e blessure met hors combat", + "affichage": "AFFICHAGE DES COMPETENCES", + "afficher": "Afficher les possessions", + "afficher-logo": "afficher le logo", + "age": "Âge: ", + "agi-u": "AGI", + "(agi-u)": "(AGI)", + "agilite-u": "AGILITÉ", + "agilite": "Agilité", + "aguerri": "A - Aguerri", + "allure": "ALLURE", + "ame-u": "ÂME", + "ame": "Âme", + "(ame-u)": "(ÂME)", + "aptitudes": "APTITUDES", + "arcane": "Arcane", + "argent": "ARGENT", + "armes": "ARMES", + "atouts": "ATOUTS", + "atout": "Atout", + "attaques": "Attaques :", + "attributs": "ATTRIBUTS", + "aucun": "Aucun", + "beasts": "Beasts & Barbarians", + "blessures-u": "BLESSURES", + "blessures": "Blessures", + "bras-droit": "Bras droit (PNJ, 0 blessure, avec dé joker)", + "bras-droit-pnj": "Bras droit (PNJ)", + "carac": "CARAC. DÉRIVÉES", + "cdt": "CdT", + "charisme": "CHARISME", + "choisir": " - Choisir une compétence :", + "cible": "Cible", + "combat": "Combat", + "compet": "Compét.", + "competences": "COMPÉTENCES", + "competence": "Compétence", + "conduite": "Conduite", + "configuration": "Configuration", + "connaissance": "Connaissance", + "crochetage": "Crochetage", + "d10": "d10", + "d12": "d12", + "d4": "d4", + "d6": "d6", + "d8": "d8", + "deadlands": "Deadlands Reloaded", + "degats-u": "DÉGÂTS", + "degats": "Dégâts", + "degats-relance": "Dégâts supplémentaires si relance", + "dejoker": "Dé Joker", + "description": "DESCRIPTION", + "discretion": "Discrétion", + "duree": "Durée", + "e": "E", + "effects": "Effets", + "encombrement": "Encombrement:", + "encombrementmax": "Encombrement maximum:", + "equipment": "ÉQUIPEMENT", + "equitation": "Équitation", + "escalade": "Escalade", + "etats": "Etats", + "extra-pnj": "Extra (PNJ, 0 blessure, pas de dé joker)", + "extra-pnj-short": "Extra (PNJ)", + "fatigue": "Fatigue", + "fatigue-u": "FATIGUE", + "for-u": "FOR", + "(for-u)": "(FOR)", + "force-u": "FORCE", + "force": "Force", + "feuille": "Feuille", + "handicaps": "HANDICAPS", + "handicap": "Handicap", + "heroique": "H - Héroïque", + "int-u": "INT", + "(int-u)": "(INT)", + "intellect-u": "INTELLECT", + "intellect": "Intellect", + "intimidation": "Intimidation", + "jet": "Jet", + "jets": "JETS", + "jets-bruts": "Jets bruts", + "jeu": "Jeu", + "lancer": "Lancer", + "lankhmar": "Lankhmar", + "legendaire": "L - Légendaire", + "malus": "Malus :", + "munitions": "Munitions", + "natation": "Natation", + "navigation": "Navigation", + "nivaeu": "Niveau de détail :", + "nonentraine": "Non entraîné", + "notes": "Notes", + "novice": "N - Novice", + "pa": "PA", + "parade": "PARADE", + "perception": "Perception", + "personalise": "Personnalisé", + "personnage": "PERSONNAGE", + "persuasion": "Persuasion", + "pilotage": "Pilotage", + "pistage": "Pistage", + "pj": "PJ (3 blessures, avec dé joker)", + "pnj-custom": "PNJ personnalisé", + "pnj-joker": "Joker (PNJ, 3 blessures, avec dé joker)", + "joker-pnj": "Joker (PNJ)", + "poids": "Poids: ", + "portee": "Portée", + "possessions": "POSSESSIONS", + "pouvoirs": "POUVOIRS", + "pp": "PP", + "progression": "PROGRESSION", + "pseudo": "Pseudo: ", + "pts": "Pts POUVOIR", + "rang": "Rang", + "recherche": "Recherche", + "reparation": "Réparation", + "reseaux": "Réseaux", + "resherche": "Recherche", + "resistance-u": "RÉSISTANCE", + "resistance": "Résistance", + "sarcasme": "Sarcasme", + "savage": "Savage Worlds", + "secoue-u": "SECOUÉ : ", + "sexe": "Sexe: ", + "signes": "Signes particuliers: ", + "soins": "Soins", + "sous-fifre": "Sous-fifre (PNJ, 3 blessures, pas de dé joker)", + "sous-fifre-pnj": "Sous-fifre (PNJ)", + "style": "Style :", + "succes-relances": "Succès+Relances", + "survie": "Survie", + "taille": "Taille: ", + "templates": "Templates :", + "tir": "Tir", + "total": "Total des Jets", + "toutes": "Toutes", + "traits": "TRAITS", + "trempe": "TREMPE", + "tripes": "Tripes", + "type-personnage": "Type de personnage :", + "veteran": "V - Vétéran", + "vig-u": "VIG", + "(vig-u)": "(VIG)", + "vigueur-u": "VIGUEUR", + "vigueur": "Vigueur", + "visuel": "VISUEL" +} \ No newline at end of file diff --git a/Shaan/translations/ca.json b/Shaan/translations/ca.json new file mode 100644 index 0000000000..450a64151f --- /dev/null +++ b/Shaan/translations/ca.json @@ -0,0 +1,119 @@ +{ + "nom-u": "Nom", + "nom": "Nom", + "reserve-u": "Réserve", + "race-u": "Race", + "-- Race --": "-- Race --", + "Boréal": "Boréal", + "Darken": "Darken", + "Delhion": "Delhion", + "Felin": "Felin", + "Humain": "Humain", + "Kelwin": "Kelwin", + "Mélodien": "Mélodien", + "Nomoï": "Nomoï", + "Woon": "Woon", + "Ygwan": "Ygwan", + "experience-u": "Experience", + "peuple-u": "Peuple", + "-- Peuple --": "-- Peuple --", + "Cités": "Cités", + "Forêts Blanches": "Forêts Blanches", + "Glaces": "Glaces", + "Grands Arbres": "Grands Arbres", + "Hautes Herbes": "Hautes Herbes", + "Marais": "Marais", + "Montagne": "Montagne", + "Rivages": "Rivages", + "Sables": "Sables", + "Terres Brûlées": "Terres Brûlées", + "prestige-u": "Prestige", + "caste-u": "Caste", + "-- Caste --": "-- Caste --", + "Artiste": "Artiste", + "Combattant": "Combattant", + "Elémentaliste": "Elémentaliste", + "Erudit": "Erudit", + "Magicien": "Magicien", + "Négociant": "Négociant", + "Novateur": "Novateur", + "Ombre": "Ombre", + "Shaaniste": "Shaaniste", + "Voyageur": "Voyageur", + "roll_base-title": "Jet de base", + "roll_necrose-title": "Jet de nécrose", + "arts_base": "Arts de base", + "arts_actuel": "Arts actuels", + "shaan_base": "Shaan de base", + "shaan_actuel": "Shaan actuel", + "magie_base": "Magie de base", + "magie_actuel": "Magie actuelle", + "ame": "Âme", + "rituels_base": "Rituels de base", + "rituels_actuel": "Rituels actuels", + "survie_base": "Survie de base", + "survie_actuel": "Survie actuelle", + "combat_base": "Combat de base", + "combat_actuel": "Combat actuel", + "corps": "Corps", + "social_base": "Social de base", + "social_actuel": "Social actuel", + "savoir_base": "Savoir de base", + "savoir_actuel": "Savoir actuel", + "technique_base": "Technique de base", + "technique_actuel": "Technique actuelle", + "esprit": "Esprit", + "necrose_base": "Nécrose de base", + "necrose_actuel": "Nécrose actuelle", + "sexe-u": "Sexe", + "sexe": "Sexe", + "age-u": "Âge", + "taille-u": "Taille", + "taille": "Taille", + "poids-u": "Poids", + "poids": "Poids", + "metier-u": "Métier", + "metier": "Métier", + "temperament-u": "Tempérament", + "temperament": "Tempérament", + "element_primaire-u": "Élément primaire", + "element_primaire": "Élément primaire", + "secondaire-u": "Secondaire", + "secondaire": "Élément secondaire", + "nom_shaani-u": "Nom Shaani", + "nom_shaani": "Nom du Shaani", + "motivation-u": "Motivations", + "motivation": "Motivations", + "protections-u": "PROTECTIONS", + "protection": "Protection", + "acquis-u": "ACQUIS", + "acquis": "acquis", + "specialisations-u": "SPÉCIALISATIONS", + "esprit-u": "ESPRIT", + "ame-u": "AME", + "corps-u": "CORPS", + "necrose-u": "NÉCROSE", + "specialisation": "Spécialisation", + "Domaine": "Domaine", + "Savoir": "Savoir", + "Social": "Social", + "Technique": "Technique", + "bonus": "bonus", + "Arts": "Arts", + "Magie": "Magie", + "Shaan": "Shaan", + "Combat": "Combat", + "Rituels": "Rituels", + "Survie": "Survie", + "pouvoirs-u": "POUVOIRS", + "pouvoir": "Pouvoir", + "domaine": "Domaine", + "rang": "rang", + "frequence": "Fréquence", + "effet": "Effet", + "notes-u": "NOTES", + "des_ame-t": "Dé d'âme", + "des_esprit-t": "Dé d'esprit", + "des_corps-t": "Dé de corps", + "jet_necrose-t": "Jet de nécrose" +} \ No newline at end of file diff --git a/Shaan/translations/hu.json b/Shaan/translations/hu.json new file mode 100644 index 0000000000..450a64151f --- /dev/null +++ b/Shaan/translations/hu.json @@ -0,0 +1,119 @@ +{ + "nom-u": "Nom", + "nom": "Nom", + "reserve-u": "Réserve", + "race-u": "Race", + "-- Race --": "-- Race --", + "Boréal": "Boréal", + "Darken": "Darken", + "Delhion": "Delhion", + "Felin": "Felin", + "Humain": "Humain", + "Kelwin": "Kelwin", + "Mélodien": "Mélodien", + "Nomoï": "Nomoï", + "Woon": "Woon", + "Ygwan": "Ygwan", + "experience-u": "Experience", + "peuple-u": "Peuple", + "-- Peuple --": "-- Peuple --", + "Cités": "Cités", + "Forêts Blanches": "Forêts Blanches", + "Glaces": "Glaces", + "Grands Arbres": "Grands Arbres", + "Hautes Herbes": "Hautes Herbes", + "Marais": "Marais", + "Montagne": "Montagne", + "Rivages": "Rivages", + "Sables": "Sables", + "Terres Brûlées": "Terres Brûlées", + "prestige-u": "Prestige", + "caste-u": "Caste", + "-- Caste --": "-- Caste --", + "Artiste": "Artiste", + "Combattant": "Combattant", + "Elémentaliste": "Elémentaliste", + "Erudit": "Erudit", + "Magicien": "Magicien", + "Négociant": "Négociant", + "Novateur": "Novateur", + "Ombre": "Ombre", + "Shaaniste": "Shaaniste", + "Voyageur": "Voyageur", + "roll_base-title": "Jet de base", + "roll_necrose-title": "Jet de nécrose", + "arts_base": "Arts de base", + "arts_actuel": "Arts actuels", + "shaan_base": "Shaan de base", + "shaan_actuel": "Shaan actuel", + "magie_base": "Magie de base", + "magie_actuel": "Magie actuelle", + "ame": "Âme", + "rituels_base": "Rituels de base", + "rituels_actuel": "Rituels actuels", + "survie_base": "Survie de base", + "survie_actuel": "Survie actuelle", + "combat_base": "Combat de base", + "combat_actuel": "Combat actuel", + "corps": "Corps", + "social_base": "Social de base", + "social_actuel": "Social actuel", + "savoir_base": "Savoir de base", + "savoir_actuel": "Savoir actuel", + "technique_base": "Technique de base", + "technique_actuel": "Technique actuelle", + "esprit": "Esprit", + "necrose_base": "Nécrose de base", + "necrose_actuel": "Nécrose actuelle", + "sexe-u": "Sexe", + "sexe": "Sexe", + "age-u": "Âge", + "taille-u": "Taille", + "taille": "Taille", + "poids-u": "Poids", + "poids": "Poids", + "metier-u": "Métier", + "metier": "Métier", + "temperament-u": "Tempérament", + "temperament": "Tempérament", + "element_primaire-u": "Élément primaire", + "element_primaire": "Élément primaire", + "secondaire-u": "Secondaire", + "secondaire": "Élément secondaire", + "nom_shaani-u": "Nom Shaani", + "nom_shaani": "Nom du Shaani", + "motivation-u": "Motivations", + "motivation": "Motivations", + "protections-u": "PROTECTIONS", + "protection": "Protection", + "acquis-u": "ACQUIS", + "acquis": "acquis", + "specialisations-u": "SPÉCIALISATIONS", + "esprit-u": "ESPRIT", + "ame-u": "AME", + "corps-u": "CORPS", + "necrose-u": "NÉCROSE", + "specialisation": "Spécialisation", + "Domaine": "Domaine", + "Savoir": "Savoir", + "Social": "Social", + "Technique": "Technique", + "bonus": "bonus", + "Arts": "Arts", + "Magie": "Magie", + "Shaan": "Shaan", + "Combat": "Combat", + "Rituels": "Rituels", + "Survie": "Survie", + "pouvoirs-u": "POUVOIRS", + "pouvoir": "Pouvoir", + "domaine": "Domaine", + "rang": "rang", + "frequence": "Fréquence", + "effet": "Effet", + "notes-u": "NOTES", + "des_ame-t": "Dé d'âme", + "des_esprit-t": "Dé d'esprit", + "des_corps-t": "Dé de corps", + "jet_necrose-t": "Jet de nécrose" +} \ No newline at end of file diff --git a/Shadow of the Demon Lord/translations/ca.json b/Shadow of the Demon Lord/translations/ca.json new file mode 100644 index 0000000000..00c8fab613 --- /dev/null +++ b/Shadow of the Demon Lord/translations/ca.json @@ -0,0 +1,198 @@ +{ + "AFFLICTIONS": "Afflictions", + "AFTEREFFECT": "Aftereffect", + "AGAINST": "Against", + "AGILITY": "Agility", + "AGILITY_CHALLENGE": "Agility challenge", + "AMMO": "Ammo", + "AMOUNT": "Amount", + "ANCESTRY": "Ancestry", + "AREA": "Area", + "ARMOR": "Armor", + "ARMOR_PLACEHOLDER": "mail", + "ARROWS": "Arrows", + "ASLEEP": "Asleep", + "ASLEEP_DESC": "Becomes prone and unconscious. Action to wake up. Removed upon taking damage unless noted otherwise.", + "ATTACK": "Attack", + "ATTACK_ROLL_20+": "Attack Roll 20+", + "ATTACKS": "Attacks", + "ATTRIBUTE": "Attribute", + "AUTO_SPELL_CASTINGS": "Automatically calculate maximum spell castings based on spell rank and power", + "BACKGROUND": "Background", + "BANE": "Bane", + "BANES": "Banes", + "BASIC_EQUIPMENT": "Basic equipment", + "BASIC_EQUIPMENT_INFO": "Show only textarea, hide detailed equipment column", + "BITS": "bits", + "BLINDED": "Blinded", + "BLINDED_DESC": "Cannot see: surroundings obscured, sight-based Perception fails. Attack rolls against Defense or Agility get 1 boon. Speed becomes 2 unless lower.", + "BONUSES": "Bonuses", + "BOON": "Boon", + "BOONS": "Boons", + "BOONS_BANES": "Boons - Banes", + "CASTINGS": "Castings", + "CHARMED": "Charmed", + "CHARMED_DESC": "Treats source as trusted friend and ally. Cannot attack source.", + "COMPELLED": "Compelled", + "COMPELLED_DESC": "Cannot use actions or move. Instead, source can force creature to move or use an action during fast turn. All decisions are made by source.", + "CORRUPTION": "Corruption", + "COUNT?": "Count?", + "CP": "cp", + "DAMAGE": "Damage", + "DAZED": "Dazed", + "DAZED_DESC": "Cannot use actions.", + "DEAFENED": "Deafened", + "DEAFENED_DESC": "Cannot hear: hearing-based Perception fails.", + "DEFENSE": "Defense", + "DEFENSELESS": "Defenseless", + "DEFENSELESS_DESC": "Defense becomes 5. Cannot use actions. Challenge rolls fail, except for Perception.", + "DEFENSE_ROLL_BUTTON": "Defense roll button (requires calculated defense)", + "DESCRIPTION": "Description", + "DETAILS": "Details", + "DICE_BOONS": "Dice to use for boons and banes", + "DIE_ATTACK": "Die type for attack rolls", + "DIE_CHALLENGE": "Die type for challenge rolls", + "DIFFICULTY": "Difficulty", + "DISEASED": "Diseased", + "DISEASED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", + "DURATION": "Duration", + "END_OF_THE_ROUND": "End of the round", + "EQUIPMENT": "Equipment", + "EQUIPMENT_TALENTS": "Equipment/Talents", + "EXPERT": "Expert", + "EXPERT_DEVELOPMENT": "Expert development", + "EXPERT_OBJECTIVE": "Expert objective", + "FATE": "Fate", + "FATIGUED": "Fatigued", + "FATIGUED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", + "FILTER?": "Filter?", + "FINESSE": "Finesse", + "FORTUNE_POINTS": "Fortune Points", + "FRIGHTENED": "Frightened", + "FRIGHTENED_DESC": "All attack rolls and challenge rolls are made with 1 bane. Cannot take fast turns.", + "GC": "gc", + "GLOBAL_ATTACK_BOONS_BANES": "(Boons - Banes) to all attack rolls", + "GLOBAL_CHALLENGE_BOONS_BANES": "(Boons - Banes) to all challenge rolls", + "GLOBAL_SPELL_ATTACK_BOONS_BANES": "(Boons - Banes) to all spell attack rolls", + "GLOBAL_WEAPON_ATTACK_BOONS_BANES": "(Boons - Banes) to all weapon attack rolls", + "GLOBAL_WEAPON_DAMAGE_BONUS": "Bonus to all weapon damage", + "GRABBED": "Grabbed", + "GRABBED_DESC": "Depending on size, either cannot move away (if grabber larger or equal), or move grabbing creature automatically.", + "HEALING_RATE": "Healing Rate", + "HEALTH": "Health", + "HOUSE_RULES": "House rules", + "IMMOBILIZED": "Immobilized", + "IMMOBILIZED_DESC": "Speed becomes 0, cannot benefit from bonuses to speed. Attack rolls against get 1 boon.", + "IMPAIRED": "Impaired", + "IMPAIRED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", + "INSANITY": "Insanity", + "INTELLECT": "Intellect", + "INTELLECT_CHALLENGE": "Intellect challenge", + "ITEM_NAME": "Item name", + "ITEMS": "Items", + "LANGUAGES": "Languages", + "LAYOUT": "Layout", + "LEVEL": "Level", + "LIFESTYLE": "Lifestyle", + "MAGIC": "Magic", + "MAIN": "Main", + "MASTER": "Master", + "MASTER_DEVELOPMENT": "Master development", + "MASTER_QUEST": "Master quest", + "MAX": "Max", + "MOD": "Mod", + "MOVEMENT_PLACEHOLDER": "flier", + "NAME": "Name", + "NO": "No", + "NONE": "None", + "NOTES": "Notes", + "NOTES_ETC": "Notes/MoDs/Quirks/etc", + "NOVICE": "Novice", + "NOVICE_TRAINING": "Novice training", + "NPC": "NPC", + "NPC?": "NPC?", + "NPC_AFFLICTIONS": "NPC afflictions", + "NPC_INFO": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.", + "OUTPUT": "Output", + "PERCEPTION": "Perception", + "PERCEPTION_CHALLENGE": "Perception challenge", + "PERMANENCE": "Permanence", + "PLUS_EXTRA_EFFECT": "plus extra effect", + "POISONED": "Poisoned", + "POISONED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", + "POWER": "Power", + "PROFESSIONS": "Professions", + "PRONE": "Prone", + "PRONE_DESC": "Lies on the ground. Other creatures can move through its space. Strength and Agility rolls are made with 1 bane. Attack rolls against get 1 boon or bane, depending on if they are in reach or not. Can use move to stand up.", + "PROPERTIES": "Properties", + "PUBLIC": "Public", + "QUERY": "Query", + "RANGE": "Range", + "RANGE_PLACEHOLDER": "melee or short range", + "RANK": "Rank", + "REACH": "Reach", + "RELIGION": "Religion", + "REMOVE_FILTERS": "remove filters", + "REQUIREMENT": "Requirement", + "REST": "Rest", + "RESTED!": "Rested!", + "RESTORE_CASTINGS": "Restore castings", + "RESTORE_USES": "Restore uses", + "ROLL": "Roll", + "ROLL_WEAPON_DAMAGE": "Roll weapon damage", + "SACRIFICE": "Sacrifice", + "SACRIFICE_SPELL": "Sacrifice Spell", + "SENSES_PLACEHOLDER": "darksight", + "SETTINGS": "Settings", + "SHEET_OUTPUT": "Sheet output", + "SHOW_DAMAGE_BUTTON_INSTEAD": "Show damage button instead", + "SHOW_NAME_ON_ROLL_TEMPLATE": "Show name on roll template", + "SHOW_UP_DOWN_CHARACTERISTICS": "Show up/down arrows on characteristics", + "SHOW_VERSUS_TEXT": "Show a text field instead of dropdown for \"Against\" fields", + "SIZE": "Size", + "SLOWED": "Slowed", + "SLOWED_DESC": "Can only take a slow turn. Speed is halved, cannot benefit from bonuses to speed.", + "SPECIAL": "Special", + "SPECIAL_ATTACKS": "Special attacks", + "SPECIAL MOVEMENT": "Special movement traits", + "SPECIAL_ACTIONS": "Special actions", + "SPECIAL_SENSES": "Special senses", + "SPEED": "Speed", + "SPELL": "Spell", + "SPELL_EXPERTISE": "Spell expertise (Wizard)", + "SPELLS": "Spells", + "SS": "ss", + "STRENGTH": "Strength", + "STRENGTH_CHALLENGE": "Strength challenge", + "STUNNED": "Stunned", + "STUNNED_DESC": "Cannot use actions or move. Challenge rolls fail. Attack rolls against are made with 1 boon.", + "SURPRISED": "Surprised", + "SURPRISED_DESC": "Cannot use actions or move. Challenge rolls fail.", + "TABULAR_WEAPON_LAYOUT": "Tabular weapon layout", + "TAGS": "Tags", + "TAGS_PLACEHOLDER": "[frightening/horrifying] descriptor (special)", + "TALENT": "Talent", + "TALENTS": "Talents", + "TARGET": "Target", + "TOTAL": "Total", + "TRADITION": "Tradition", + "TRADITIONS": "Traditions", + "TRAIT_DESCRIPTION": "Trait description", + "TRAIT_NAME": "Trait name", + "TRIGGERED": "Triggered", + "TYPE": "Type", + "UNCONSCIOUS": "Unconscious", + "UNCONSCIOUS_DESC": "Cannot use actions or move. Challenge rolls fail. Defense becomes 5.", + "USE?": "Use?", + "USES": "Uses", + "UTILITY": "Utility", + "VS": "vs", + "WEALTH": "Wealth", + "WEAPONS": "Weapons", + "WEAPON_NAME": "Weapon Name", + "WHISPERED_TO_GM": "Whispered to GM", + "WILL": "Will", + "WILL_CHALLENGE": "Will challenge", + "WITH": "with", + "YES": "Yes" +} diff --git a/Shadow of the Demon Lord/translations/hu.json b/Shadow of the Demon Lord/translations/hu.json new file mode 100644 index 0000000000..00c8fab613 --- /dev/null +++ b/Shadow of the Demon Lord/translations/hu.json @@ -0,0 +1,198 @@ +{ + "AFFLICTIONS": "Afflictions", + "AFTEREFFECT": "Aftereffect", + "AGAINST": "Against", + "AGILITY": "Agility", + "AGILITY_CHALLENGE": "Agility challenge", + "AMMO": "Ammo", + "AMOUNT": "Amount", + "ANCESTRY": "Ancestry", + "AREA": "Area", + "ARMOR": "Armor", + "ARMOR_PLACEHOLDER": "mail", + "ARROWS": "Arrows", + "ASLEEP": "Asleep", + "ASLEEP_DESC": "Becomes prone and unconscious. Action to wake up. Removed upon taking damage unless noted otherwise.", + "ATTACK": "Attack", + "ATTACK_ROLL_20+": "Attack Roll 20+", + "ATTACKS": "Attacks", + "ATTRIBUTE": "Attribute", + "AUTO_SPELL_CASTINGS": "Automatically calculate maximum spell castings based on spell rank and power", + "BACKGROUND": "Background", + "BANE": "Bane", + "BANES": "Banes", + "BASIC_EQUIPMENT": "Basic equipment", + "BASIC_EQUIPMENT_INFO": "Show only textarea, hide detailed equipment column", + "BITS": "bits", + "BLINDED": "Blinded", + "BLINDED_DESC": "Cannot see: surroundings obscured, sight-based Perception fails. Attack rolls against Defense or Agility get 1 boon. Speed becomes 2 unless lower.", + "BONUSES": "Bonuses", + "BOON": "Boon", + "BOONS": "Boons", + "BOONS_BANES": "Boons - Banes", + "CASTINGS": "Castings", + "CHARMED": "Charmed", + "CHARMED_DESC": "Treats source as trusted friend and ally. Cannot attack source.", + "COMPELLED": "Compelled", + "COMPELLED_DESC": "Cannot use actions or move. Instead, source can force creature to move or use an action during fast turn. All decisions are made by source.", + "CORRUPTION": "Corruption", + "COUNT?": "Count?", + "CP": "cp", + "DAMAGE": "Damage", + "DAZED": "Dazed", + "DAZED_DESC": "Cannot use actions.", + "DEAFENED": "Deafened", + "DEAFENED_DESC": "Cannot hear: hearing-based Perception fails.", + "DEFENSE": "Defense", + "DEFENSELESS": "Defenseless", + "DEFENSELESS_DESC": "Defense becomes 5. Cannot use actions. Challenge rolls fail, except for Perception.", + "DEFENSE_ROLL_BUTTON": "Defense roll button (requires calculated defense)", + "DESCRIPTION": "Description", + "DETAILS": "Details", + "DICE_BOONS": "Dice to use for boons and banes", + "DIE_ATTACK": "Die type for attack rolls", + "DIE_CHALLENGE": "Die type for challenge rolls", + "DIFFICULTY": "Difficulty", + "DISEASED": "Diseased", + "DISEASED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", + "DURATION": "Duration", + "END_OF_THE_ROUND": "End of the round", + "EQUIPMENT": "Equipment", + "EQUIPMENT_TALENTS": "Equipment/Talents", + "EXPERT": "Expert", + "EXPERT_DEVELOPMENT": "Expert development", + "EXPERT_OBJECTIVE": "Expert objective", + "FATE": "Fate", + "FATIGUED": "Fatigued", + "FATIGUED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", + "FILTER?": "Filter?", + "FINESSE": "Finesse", + "FORTUNE_POINTS": "Fortune Points", + "FRIGHTENED": "Frightened", + "FRIGHTENED_DESC": "All attack rolls and challenge rolls are made with 1 bane. Cannot take fast turns.", + "GC": "gc", + "GLOBAL_ATTACK_BOONS_BANES": "(Boons - Banes) to all attack rolls", + "GLOBAL_CHALLENGE_BOONS_BANES": "(Boons - Banes) to all challenge rolls", + "GLOBAL_SPELL_ATTACK_BOONS_BANES": "(Boons - Banes) to all spell attack rolls", + "GLOBAL_WEAPON_ATTACK_BOONS_BANES": "(Boons - Banes) to all weapon attack rolls", + "GLOBAL_WEAPON_DAMAGE_BONUS": "Bonus to all weapon damage", + "GRABBED": "Grabbed", + "GRABBED_DESC": "Depending on size, either cannot move away (if grabber larger or equal), or move grabbing creature automatically.", + "HEALING_RATE": "Healing Rate", + "HEALTH": "Health", + "HOUSE_RULES": "House rules", + "IMMOBILIZED": "Immobilized", + "IMMOBILIZED_DESC": "Speed becomes 0, cannot benefit from bonuses to speed. Attack rolls against get 1 boon.", + "IMPAIRED": "Impaired", + "IMPAIRED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", + "INSANITY": "Insanity", + "INTELLECT": "Intellect", + "INTELLECT_CHALLENGE": "Intellect challenge", + "ITEM_NAME": "Item name", + "ITEMS": "Items", + "LANGUAGES": "Languages", + "LAYOUT": "Layout", + "LEVEL": "Level", + "LIFESTYLE": "Lifestyle", + "MAGIC": "Magic", + "MAIN": "Main", + "MASTER": "Master", + "MASTER_DEVELOPMENT": "Master development", + "MASTER_QUEST": "Master quest", + "MAX": "Max", + "MOD": "Mod", + "MOVEMENT_PLACEHOLDER": "flier", + "NAME": "Name", + "NO": "No", + "NONE": "None", + "NOTES": "Notes", + "NOTES_ETC": "Notes/MoDs/Quirks/etc", + "NOVICE": "Novice", + "NOVICE_TRAINING": "Novice training", + "NPC": "NPC", + "NPC?": "NPC?", + "NPC_AFFLICTIONS": "NPC afflictions", + "NPC_INFO": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.", + "OUTPUT": "Output", + "PERCEPTION": "Perception", + "PERCEPTION_CHALLENGE": "Perception challenge", + "PERMANENCE": "Permanence", + "PLUS_EXTRA_EFFECT": "plus extra effect", + "POISONED": "Poisoned", + "POISONED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", + "POWER": "Power", + "PROFESSIONS": "Professions", + "PRONE": "Prone", + "PRONE_DESC": "Lies on the ground. Other creatures can move through its space. Strength and Agility rolls are made with 1 bane. Attack rolls against get 1 boon or bane, depending on if they are in reach or not. Can use move to stand up.", + "PROPERTIES": "Properties", + "PUBLIC": "Public", + "QUERY": "Query", + "RANGE": "Range", + "RANGE_PLACEHOLDER": "melee or short range", + "RANK": "Rank", + "REACH": "Reach", + "RELIGION": "Religion", + "REMOVE_FILTERS": "remove filters", + "REQUIREMENT": "Requirement", + "REST": "Rest", + "RESTED!": "Rested!", + "RESTORE_CASTINGS": "Restore castings", + "RESTORE_USES": "Restore uses", + "ROLL": "Roll", + "ROLL_WEAPON_DAMAGE": "Roll weapon damage", + "SACRIFICE": "Sacrifice", + "SACRIFICE_SPELL": "Sacrifice Spell", + "SENSES_PLACEHOLDER": "darksight", + "SETTINGS": "Settings", + "SHEET_OUTPUT": "Sheet output", + "SHOW_DAMAGE_BUTTON_INSTEAD": "Show damage button instead", + "SHOW_NAME_ON_ROLL_TEMPLATE": "Show name on roll template", + "SHOW_UP_DOWN_CHARACTERISTICS": "Show up/down arrows on characteristics", + "SHOW_VERSUS_TEXT": "Show a text field instead of dropdown for \"Against\" fields", + "SIZE": "Size", + "SLOWED": "Slowed", + "SLOWED_DESC": "Can only take a slow turn. Speed is halved, cannot benefit from bonuses to speed.", + "SPECIAL": "Special", + "SPECIAL_ATTACKS": "Special attacks", + "SPECIAL MOVEMENT": "Special movement traits", + "SPECIAL_ACTIONS": "Special actions", + "SPECIAL_SENSES": "Special senses", + "SPEED": "Speed", + "SPELL": "Spell", + "SPELL_EXPERTISE": "Spell expertise (Wizard)", + "SPELLS": "Spells", + "SS": "ss", + "STRENGTH": "Strength", + "STRENGTH_CHALLENGE": "Strength challenge", + "STUNNED": "Stunned", + "STUNNED_DESC": "Cannot use actions or move. Challenge rolls fail. Attack rolls against are made with 1 boon.", + "SURPRISED": "Surprised", + "SURPRISED_DESC": "Cannot use actions or move. Challenge rolls fail.", + "TABULAR_WEAPON_LAYOUT": "Tabular weapon layout", + "TAGS": "Tags", + "TAGS_PLACEHOLDER": "[frightening/horrifying] descriptor (special)", + "TALENT": "Talent", + "TALENTS": "Talents", + "TARGET": "Target", + "TOTAL": "Total", + "TRADITION": "Tradition", + "TRADITIONS": "Traditions", + "TRAIT_DESCRIPTION": "Trait description", + "TRAIT_NAME": "Trait name", + "TRIGGERED": "Triggered", + "TYPE": "Type", + "UNCONSCIOUS": "Unconscious", + "UNCONSCIOUS_DESC": "Cannot use actions or move. Challenge rolls fail. Defense becomes 5.", + "USE?": "Use?", + "USES": "Uses", + "UTILITY": "Utility", + "VS": "vs", + "WEALTH": "Wealth", + "WEAPONS": "Weapons", + "WEAPON_NAME": "Weapon Name", + "WHISPERED_TO_GM": "Whispered to GM", + "WILL": "Will", + "WILL_CHALLENGE": "Will challenge", + "WITH": "with", + "YES": "Yes" +} diff --git a/Shadowrun4thEdition/translations/ca.json b/Shadowrun4thEdition/translations/ca.json new file mode 100644 index 0000000000..0e4ab1628d --- /dev/null +++ b/Shadowrun4thEdition/translations/ca.json @@ -0,0 +1,403 @@ +{ + "a": "A", + "accel": "Accel", + "acceleration": "Acceleration", + "Acid": "Acid", + "Acid Protection": "Acid Protection", + "active": "Active", + "aeronauticsmechanic": "Aeronautics Mechanic", + "age": "Age", + "agility": "Agility", + "ammo": "Ammo", + "ap": "AP", + "arcana": "Arcana", + "archery": "Archery", + "armor": "Armor", + "armorer": "Armorer", + "armorrating": "Armor Rating", + "arms": "Arms", + "artisan": "Artisan", + "assensing": "Assensing", + "astralcombat": "Astral Combat", + "astralini": "Astral Ini", + "astralinitiative": "Astral Initiative", + "athleticsgroup": "Athletics Group", + "attack": "Attack", + "attribute": "Attribute", + "attributearray": "Attribute Array", + "attributes": "Attributes", + "augmentations": "Augmentations", + "augs": "Augs", + "automatics": "Automatics", + "automotivemechanic": "Automotive Mechanic", + "awakened": "Awakened", + "b": "B", + "banishing": "Banishing", + "base": "Base", + "baseslider": "Base slider", + "bf": "BF", + "binding": "Binding", + "biotechgroup": "Biotech Group", + "blades": "Blades", + "body": "Body", + "bonuses": "Bonuses", + "c": "C", + "character": "Character", + "charisma": "Charisma", + "chemistry": "Chemistry", + "close": "Close", + "closecombatgroup": "Close Combat Group", + "clubs": "Clubs", + "Cold": "Cold", + "Cold Protection": "Cold Protection", + "combat": "Combat", + "combatskill": "Combat Skill", + "combatskills": "Combat Skills", + "combattype": "Combat Type", + "compiling": "Compiling", + "complex form": "Complex Form", + "composure": "Composure", + "computer": "Computer", + "con": "Con", + "conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.", + "conditionmonitor": "Condition Monitor", + "conditionmonitorm": "Condition Monitor (M)", + "conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ", + "conditionmonitorpm": "Condition Monitor (P/M)", + "conditionmonitorps": "Condition Monitor (P/S)", + "conjuring": "Conjuring", + "conjuringgroup": "Conjuring Group", + "connection": "Connection", + "contacts": "Contacts", + "copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "core": "Core", + "corecombatinfo": "Core Combat Info", + "counterspelling": "Counterspelling", + "crackinggroup": "Cracking Group", + "cybercombat": "Cybercombat", + "cyberdeck": "Cyberdeck", + "Commlinks": "Commlinks", + "cybertechnology": "Cybertechnology", + "d6": "d6", + "dam": "Dam", + "damage": "Damage", + "damagetype": "Combat Damage", + "data_processing": "Data Processing", + "dataproc": "Data Proc.", + "decompiling": "Decompiling", + "default": "Default a skill", + "defense": "Defense", + "defense attribute": "Defense Attribute", + "defense matrix attribute": "Defense Matrix Attribute", + "demolitions": "Demolitions", + "detection": "Detection", + "device": "Device", + "devicerating": "Device Rating", + "dice": "Dice", + "direct": "Direct", + "disguise": "Disguise", + "diving": "Diving", + "drain": "Drain", + "drain-2": "Drain 1", + "drone": "Drone", + "duration": "Duration", + "e": "E", + "echos": "Echos", + "edge": "Edge", + "Elec": "Elec.", + "Electrical Protection": "Electrical Protection", + "electronicsgroup": "Electronics Group", + "electronicwarfare": "Electronic Warfare", + "emerged": "Emerged", + "escapeartist": "Escape Artist", + "ess": "Ess", + "essence": "Essence", + "ethnicity": "Ethnicity", + "etiquette": "Etiquette", + "exoticmelee": "Exotic Melee", + "exoticnote": "Exotic weapons are not linked to a skill. Use Modifier input to set dicepool", + "exoticrange": "Exotic Range", + "extended": "Extended", + "f": "F", + "fa": "FA", + "fade": "Fade", + "fadevalue": "Fade Value", + "fakeid": "Fake ID", + "fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses", + "far": "Far", + "favor": "Favor", + "file": "File", + "Fire": "Fire", + "firearmsgroup": "Firearms Group", + "Fire Protection": "Fire Protection", + "firewall": "Firewall", + "firstaid": "First Aid", + "flight": "Flight", + "forgery": "Forgery", + "parachuting": "Parachuting", + "funds": "Funds", + "gear": "Gear", + "gm": "To GM", + "gm-whisper": "Whisper Roll to GM", + "/w GM": "/w GM", + "grunt": "Grunt", + "gunnery": "Gunnery", + "gymnastics": "Gymnastics", + "hacking": "Hacking", + "hand": "Hand", + "handling": "Handling", + "handoff": "Hand (Off)", + "hardware": "Hardware", + "health": "Health", + "heavyweapons": "Heavy Weapons", + "height-u": "Height", + "host": "Host", + "host_rating": "Host Rating", + "i": "I", + "ic": "IC", + "idslifestylecurrency": "IDs/Lifestyles/Currency", + "illusion": "Illusion", + "indirect": "Indirect", + "industrialmechanic": "Industrial Mechanic", + "influencegroup": "Influence Group", + "initiate": "Initiate", + "initiative": "Initiative", + "initiativedice": "Initiative Dice", + "instant": "Instant", + "instruction": "Instruction", + "intimidation": "Intimidation", + "intrusioncountermeasures": "Intrusion Countermeasures", + "intuition": "Intuition", + "item": "Item", + "judgeintentions": "Judge Intentions", + "karma": "Karma", + "know": "Know..", + "knowledgeskills": "Knowledge Skills", + "l": "L", + "lang": "Lang..", + "languageskills": "Language Skills", + "leadership": "Leadership", + "level": "Level", + "licenses": "Licenses", + "liftcarry": "Lift & Carry", + "locksmith": "Locksmith", + "logic": "Logic", + "longarms": "Longarms", + "los": "LOS", + "los (a)": "LOS (A)", + "loyalty": "Loyalty", + "m": "M", + "magic": "Magic", + "magicalskill": "Magical Skill", + "magicalskills": "Magical Skills", + "magicres": "Magic/Resonance", + "mana": "Mana", + "manipulation": "Manipulation", + "martialarts": "Martial Arts", + "matrix": "Matrix", + "matrixdevice": "Matrix Device", + "matrixinit": "Matrix Ini", + "matrixinitiative": "Matrix Initiative", + "matrixsoak": "Matrix Soak", + "medicine": "Medicine", + "melee": "Melee", + "memory": "Memory", + "mental": "Mental", + "metamagic": "Metamagic", + "metatype": "Metatype", + "misc": "Misc", + "mode": "Mode", + "model": "Model", + "modeoptions": "Mode Options", + "modes": "Modes", + "modifications": "Modifications", + "modifier": "Modifier", + "modifierdice": "Modifier Dice", + "modifiers": "Modifiers", + "movement": "Movement", + "mundane": "Mundane", + "n": "N", + "name": "Name", + "namealias": "NAME/PRIMARY ALIAS", + "nauticalmechanic": "Nautical Mechanic", + "navigation": "Navigation", + "near": "Near", + "negotiation": "Negotiation", + "none": "None", + "notes": "Notes", + "notoriety": "Notoriety", + "nuyen": "Nuyen", + "options": "Options", + "other": "Other", + "outdoorsgroup": "Outdoors Group", + "overflow": "Overflow", + "overflowmodifier": "Overflow Modifier", + "p": "P", + "high pain tolerance": "high pain tolerance", + "low pain tolerance": "low pain tolerance", + "damage compensators": "Damage Compensators (P/S): ", + "paintolerance": "Pain Tolerance", + "palming": "Palming", + "pc": "PC", + "perception": "Perception", + "permanent": "Permanent", + "persona": "Persona", + "personal": "Personal Data", + "physical": "Physical", + "physicalbonus": "Physical Bonus", + "physicaldamagetrack": "Physical Damage Track", + "physicalskills": "Physical Skills", + "pilot": "pilot", + "pilotaerospace": "Pilot Aerospace", + "pilotaircraft": "Pilot Aircraft", + "pilotexoticvehicle": "Pilot Exotic Vehicle", + "pilotgroundcraft": "Pilot Ground Craft", + "pilotwatercraft": "Pilot Watercraft", + "pistols": "Pistols", + "player": "Player", + "plot": "Plot", + "power": "Power", + "powers": "Powers", + "pr": "Professional Rating", + "prep": "Prep...", + "primary": "Primary", + "primaryarmor": "Primary Armor", + "primarylifestyle": "Primary Lifestyle", + "primarymeleeweapon": "Primary Melee Weapon", + "primaryrangedweapon": "Primary Ranged Weapon", + "programs": "Programs", + "projectileweapons": "Projectile Weapons", + "public": "Public", + "publicawareness": "Public Awareness", + "qualities": "Qualities", + "quality": "Quality", + "quantity": "Quantity", + "r": "R", + "Radi": "Radi.", + "Radiation Protection": "Radiation Protection", + "range": "Range", + "ranged": "Ranged", + "rating": "Rating", + "ratingmodifier": "Rating Modifier", + "rc": "RC", + "reach": "Reach", + "reaction": "Reaction", + "recoil": "Recoil", + "registering": "Registering", + "relatedlifestyle": "Related Lifestyles", + "resonance": "Resonance", + "resonanceskills": "Resonance Skills", + "rituals": "Rituals", + "ritualspellcasting": "Ritual Spellcasting", + "rtg": "RTG", + "running": "Running", + "s": "S", + "sa": "SA", + "seat": "Seat", + "self": "Self", + "sensor": "Sensor", + "sex": "Sex", + "shadowamps": "Shadow Amps", + "sheetdescription": "Set the default sheet type.", + "sheetselect": "Sheet Select", + "sheettype": "Sheet Type", + "skill": "Skill", + "skills": "Skills", + "soak": "Soak", + "social": "Social", + "socialskills": "Social Skills", + "software": "Software", + "sorcery": "Sorcery", + "sorcerygroup": "Sorcery Group", + "special": "Special", + "specialization": "specialization", + "speed": "Speed", + "speedoff": "Speed (Off)", + "spellcasting": "Spellcasting", + "category": "Category", + "spells": "Spells", + "sprite": "Sprite", + "ss": "SS", + "stealthgroup": "Stealth Group", + "streetcred": "Street Cred", + "strength": "Strength", + "stun": "Stun", + "stunbonus": "Stun Bonus", + "stundamagetrack": "Stun Damage Track", + "style": "Style", + "submersion": "Submersion", + "summoning": "Summoning", + "survival": "Survival", + "sustained": "Sustained", + "swimming": "Swimming", + "t": "T", + "t (a)": "T (A)", + "target": "Target", + "taskinggroup": "Tasking Group", + "technicalskills": "Technical Skills", + "technique": "Technique", + "temp": "Temp", + "temporarymodifiers": "Temporary Modifiers", + "throwingweapons": "Throwing Weapons", + "topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "total": "Total", + "totalkarma": "Total Karma", + "tracking": "Tracking", + "type": "Type", + "unarmedcombat": "Unarmed Combat", + "vehicle": "Vehicle", + "vehicleskills": "Vehicle Skills", + "vehicleweapons": "Vehicle Weapons", + "w": "W", + "weakness": "Weakness", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "whisper": "Whisper", + "whisperdescription": "Set the default for rolling in public or to gm.", + "willpower": "Willpower", + "wounds": "Wounds", + "cancel": "Cancel", + "next": "Next", + "back": "Back", + "import": "Import", + "importer": "Importer", + "importecharacter": "Import Character", + "apply": "Apply", + "importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.", + "character name": "character name", + "player name": "player name", + "walk modifier": "walk modifier", + "run modifier": "run modifier", + "movement modifier": "movement modifier", + "preperations": "preperations", + "force": "Force", + "potency": "potency", + "trigger": "trigger", + "command": "command", + "contact": "contact", + "time": "time", + "adeptpowers": "Adept Powers or Other Abilities", + "whisper rolls to gm": "whisper rolls to gm", + "dodge": "Dodge", + "climbing": "Climbing", + "infiltration": "Infiltration", + "shadowing": "Shadowing", + "enchanting": "Enchanting", + "mechanicalgroup": "Mechanical Group", + "datasearch": "Data Search", + "pilotanthroform": "Pilot Anthroform", + "freefall": "Freefall", + "Initiative Passes": "Initiative Passes", + "ballistic": "Ballistic", + "impact": "Impact", + "Laser Protection": "Laser Protection", + "Gause Round Armor": "Gause Round Armor", + "Gause": "Gause", + "Laser": "Laser", + "Falling Protection": "Falling Protection", + "system": "system", + "os": "os", + "response": "response", + "signal": "signal" +} \ No newline at end of file diff --git a/Shadowrun4thEdition/translations/hu.json b/Shadowrun4thEdition/translations/hu.json new file mode 100644 index 0000000000..0e4ab1628d --- /dev/null +++ b/Shadowrun4thEdition/translations/hu.json @@ -0,0 +1,403 @@ +{ + "a": "A", + "accel": "Accel", + "acceleration": "Acceleration", + "Acid": "Acid", + "Acid Protection": "Acid Protection", + "active": "Active", + "aeronauticsmechanic": "Aeronautics Mechanic", + "age": "Age", + "agility": "Agility", + "ammo": "Ammo", + "ap": "AP", + "arcana": "Arcana", + "archery": "Archery", + "armor": "Armor", + "armorer": "Armorer", + "armorrating": "Armor Rating", + "arms": "Arms", + "artisan": "Artisan", + "assensing": "Assensing", + "astralcombat": "Astral Combat", + "astralini": "Astral Ini", + "astralinitiative": "Astral Initiative", + "athleticsgroup": "Athletics Group", + "attack": "Attack", + "attribute": "Attribute", + "attributearray": "Attribute Array", + "attributes": "Attributes", + "augmentations": "Augmentations", + "augs": "Augs", + "automatics": "Automatics", + "automotivemechanic": "Automotive Mechanic", + "awakened": "Awakened", + "b": "B", + "banishing": "Banishing", + "base": "Base", + "baseslider": "Base slider", + "bf": "BF", + "binding": "Binding", + "biotechgroup": "Biotech Group", + "blades": "Blades", + "body": "Body", + "bonuses": "Bonuses", + "c": "C", + "character": "Character", + "charisma": "Charisma", + "chemistry": "Chemistry", + "close": "Close", + "closecombatgroup": "Close Combat Group", + "clubs": "Clubs", + "Cold": "Cold", + "Cold Protection": "Cold Protection", + "combat": "Combat", + "combatskill": "Combat Skill", + "combatskills": "Combat Skills", + "combattype": "Combat Type", + "compiling": "Compiling", + "complex form": "Complex Form", + "composure": "Composure", + "computer": "Computer", + "con": "Con", + "conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.", + "conditionmonitor": "Condition Monitor", + "conditionmonitorm": "Condition Monitor (M)", + "conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ", + "conditionmonitorpm": "Condition Monitor (P/M)", + "conditionmonitorps": "Condition Monitor (P/S)", + "conjuring": "Conjuring", + "conjuringgroup": "Conjuring Group", + "connection": "Connection", + "contacts": "Contacts", + "copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "core": "Core", + "corecombatinfo": "Core Combat Info", + "counterspelling": "Counterspelling", + "crackinggroup": "Cracking Group", + "cybercombat": "Cybercombat", + "cyberdeck": "Cyberdeck", + "Commlinks": "Commlinks", + "cybertechnology": "Cybertechnology", + "d6": "d6", + "dam": "Dam", + "damage": "Damage", + "damagetype": "Combat Damage", + "data_processing": "Data Processing", + "dataproc": "Data Proc.", + "decompiling": "Decompiling", + "default": "Default a skill", + "defense": "Defense", + "defense attribute": "Defense Attribute", + "defense matrix attribute": "Defense Matrix Attribute", + "demolitions": "Demolitions", + "detection": "Detection", + "device": "Device", + "devicerating": "Device Rating", + "dice": "Dice", + "direct": "Direct", + "disguise": "Disguise", + "diving": "Diving", + "drain": "Drain", + "drain-2": "Drain 1", + "drone": "Drone", + "duration": "Duration", + "e": "E", + "echos": "Echos", + "edge": "Edge", + "Elec": "Elec.", + "Electrical Protection": "Electrical Protection", + "electronicsgroup": "Electronics Group", + "electronicwarfare": "Electronic Warfare", + "emerged": "Emerged", + "escapeartist": "Escape Artist", + "ess": "Ess", + "essence": "Essence", + "ethnicity": "Ethnicity", + "etiquette": "Etiquette", + "exoticmelee": "Exotic Melee", + "exoticnote": "Exotic weapons are not linked to a skill. Use Modifier input to set dicepool", + "exoticrange": "Exotic Range", + "extended": "Extended", + "f": "F", + "fa": "FA", + "fade": "Fade", + "fadevalue": "Fade Value", + "fakeid": "Fake ID", + "fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses", + "far": "Far", + "favor": "Favor", + "file": "File", + "Fire": "Fire", + "firearmsgroup": "Firearms Group", + "Fire Protection": "Fire Protection", + "firewall": "Firewall", + "firstaid": "First Aid", + "flight": "Flight", + "forgery": "Forgery", + "parachuting": "Parachuting", + "funds": "Funds", + "gear": "Gear", + "gm": "To GM", + "gm-whisper": "Whisper Roll to GM", + "/w GM": "/w GM", + "grunt": "Grunt", + "gunnery": "Gunnery", + "gymnastics": "Gymnastics", + "hacking": "Hacking", + "hand": "Hand", + "handling": "Handling", + "handoff": "Hand (Off)", + "hardware": "Hardware", + "health": "Health", + "heavyweapons": "Heavy Weapons", + "height-u": "Height", + "host": "Host", + "host_rating": "Host Rating", + "i": "I", + "ic": "IC", + "idslifestylecurrency": "IDs/Lifestyles/Currency", + "illusion": "Illusion", + "indirect": "Indirect", + "industrialmechanic": "Industrial Mechanic", + "influencegroup": "Influence Group", + "initiate": "Initiate", + "initiative": "Initiative", + "initiativedice": "Initiative Dice", + "instant": "Instant", + "instruction": "Instruction", + "intimidation": "Intimidation", + "intrusioncountermeasures": "Intrusion Countermeasures", + "intuition": "Intuition", + "item": "Item", + "judgeintentions": "Judge Intentions", + "karma": "Karma", + "know": "Know..", + "knowledgeskills": "Knowledge Skills", + "l": "L", + "lang": "Lang..", + "languageskills": "Language Skills", + "leadership": "Leadership", + "level": "Level", + "licenses": "Licenses", + "liftcarry": "Lift & Carry", + "locksmith": "Locksmith", + "logic": "Logic", + "longarms": "Longarms", + "los": "LOS", + "los (a)": "LOS (A)", + "loyalty": "Loyalty", + "m": "M", + "magic": "Magic", + "magicalskill": "Magical Skill", + "magicalskills": "Magical Skills", + "magicres": "Magic/Resonance", + "mana": "Mana", + "manipulation": "Manipulation", + "martialarts": "Martial Arts", + "matrix": "Matrix", + "matrixdevice": "Matrix Device", + "matrixinit": "Matrix Ini", + "matrixinitiative": "Matrix Initiative", + "matrixsoak": "Matrix Soak", + "medicine": "Medicine", + "melee": "Melee", + "memory": "Memory", + "mental": "Mental", + "metamagic": "Metamagic", + "metatype": "Metatype", + "misc": "Misc", + "mode": "Mode", + "model": "Model", + "modeoptions": "Mode Options", + "modes": "Modes", + "modifications": "Modifications", + "modifier": "Modifier", + "modifierdice": "Modifier Dice", + "modifiers": "Modifiers", + "movement": "Movement", + "mundane": "Mundane", + "n": "N", + "name": "Name", + "namealias": "NAME/PRIMARY ALIAS", + "nauticalmechanic": "Nautical Mechanic", + "navigation": "Navigation", + "near": "Near", + "negotiation": "Negotiation", + "none": "None", + "notes": "Notes", + "notoriety": "Notoriety", + "nuyen": "Nuyen", + "options": "Options", + "other": "Other", + "outdoorsgroup": "Outdoors Group", + "overflow": "Overflow", + "overflowmodifier": "Overflow Modifier", + "p": "P", + "high pain tolerance": "high pain tolerance", + "low pain tolerance": "low pain tolerance", + "damage compensators": "Damage Compensators (P/S): ", + "paintolerance": "Pain Tolerance", + "palming": "Palming", + "pc": "PC", + "perception": "Perception", + "permanent": "Permanent", + "persona": "Persona", + "personal": "Personal Data", + "physical": "Physical", + "physicalbonus": "Physical Bonus", + "physicaldamagetrack": "Physical Damage Track", + "physicalskills": "Physical Skills", + "pilot": "pilot", + "pilotaerospace": "Pilot Aerospace", + "pilotaircraft": "Pilot Aircraft", + "pilotexoticvehicle": "Pilot Exotic Vehicle", + "pilotgroundcraft": "Pilot Ground Craft", + "pilotwatercraft": "Pilot Watercraft", + "pistols": "Pistols", + "player": "Player", + "plot": "Plot", + "power": "Power", + "powers": "Powers", + "pr": "Professional Rating", + "prep": "Prep...", + "primary": "Primary", + "primaryarmor": "Primary Armor", + "primarylifestyle": "Primary Lifestyle", + "primarymeleeweapon": "Primary Melee Weapon", + "primaryrangedweapon": "Primary Ranged Weapon", + "programs": "Programs", + "projectileweapons": "Projectile Weapons", + "public": "Public", + "publicawareness": "Public Awareness", + "qualities": "Qualities", + "quality": "Quality", + "quantity": "Quantity", + "r": "R", + "Radi": "Radi.", + "Radiation Protection": "Radiation Protection", + "range": "Range", + "ranged": "Ranged", + "rating": "Rating", + "ratingmodifier": "Rating Modifier", + "rc": "RC", + "reach": "Reach", + "reaction": "Reaction", + "recoil": "Recoil", + "registering": "Registering", + "relatedlifestyle": "Related Lifestyles", + "resonance": "Resonance", + "resonanceskills": "Resonance Skills", + "rituals": "Rituals", + "ritualspellcasting": "Ritual Spellcasting", + "rtg": "RTG", + "running": "Running", + "s": "S", + "sa": "SA", + "seat": "Seat", + "self": "Self", + "sensor": "Sensor", + "sex": "Sex", + "shadowamps": "Shadow Amps", + "sheetdescription": "Set the default sheet type.", + "sheetselect": "Sheet Select", + "sheettype": "Sheet Type", + "skill": "Skill", + "skills": "Skills", + "soak": "Soak", + "social": "Social", + "socialskills": "Social Skills", + "software": "Software", + "sorcery": "Sorcery", + "sorcerygroup": "Sorcery Group", + "special": "Special", + "specialization": "specialization", + "speed": "Speed", + "speedoff": "Speed (Off)", + "spellcasting": "Spellcasting", + "category": "Category", + "spells": "Spells", + "sprite": "Sprite", + "ss": "SS", + "stealthgroup": "Stealth Group", + "streetcred": "Street Cred", + "strength": "Strength", + "stun": "Stun", + "stunbonus": "Stun Bonus", + "stundamagetrack": "Stun Damage Track", + "style": "Style", + "submersion": "Submersion", + "summoning": "Summoning", + "survival": "Survival", + "sustained": "Sustained", + "swimming": "Swimming", + "t": "T", + "t (a)": "T (A)", + "target": "Target", + "taskinggroup": "Tasking Group", + "technicalskills": "Technical Skills", + "technique": "Technique", + "temp": "Temp", + "temporarymodifiers": "Temporary Modifiers", + "throwingweapons": "Throwing Weapons", + "topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "total": "Total", + "totalkarma": "Total Karma", + "tracking": "Tracking", + "type": "Type", + "unarmedcombat": "Unarmed Combat", + "vehicle": "Vehicle", + "vehicleskills": "Vehicle Skills", + "vehicleweapons": "Vehicle Weapons", + "w": "W", + "weakness": "Weakness", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "whisper": "Whisper", + "whisperdescription": "Set the default for rolling in public or to gm.", + "willpower": "Willpower", + "wounds": "Wounds", + "cancel": "Cancel", + "next": "Next", + "back": "Back", + "import": "Import", + "importer": "Importer", + "importecharacter": "Import Character", + "apply": "Apply", + "importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.", + "character name": "character name", + "player name": "player name", + "walk modifier": "walk modifier", + "run modifier": "run modifier", + "movement modifier": "movement modifier", + "preperations": "preperations", + "force": "Force", + "potency": "potency", + "trigger": "trigger", + "command": "command", + "contact": "contact", + "time": "time", + "adeptpowers": "Adept Powers or Other Abilities", + "whisper rolls to gm": "whisper rolls to gm", + "dodge": "Dodge", + "climbing": "Climbing", + "infiltration": "Infiltration", + "shadowing": "Shadowing", + "enchanting": "Enchanting", + "mechanicalgroup": "Mechanical Group", + "datasearch": "Data Search", + "pilotanthroform": "Pilot Anthroform", + "freefall": "Freefall", + "Initiative Passes": "Initiative Passes", + "ballistic": "Ballistic", + "impact": "Impact", + "Laser Protection": "Laser Protection", + "Gause Round Armor": "Gause Round Armor", + "Gause": "Gause", + "Laser": "Laser", + "Falling Protection": "Falling Protection", + "system": "system", + "os": "os", + "response": "response", + "signal": "signal" +} \ No newline at end of file diff --git a/Shadowrun5thEdition/translations/ca.json b/Shadowrun5thEdition/translations/ca.json new file mode 100644 index 0000000000..d04bb86c0d --- /dev/null +++ b/Shadowrun5thEdition/translations/ca.json @@ -0,0 +1,436 @@ +{ + "a": "A", + "acc": "ACC", + "accel": "Accel", + "acceleration": "Acceleration", + "acid": "Acid", + "acidprotection": "Acid Protection", + "actinggroup": "Acting Group", + "active": "Active", + "aeronauticsmechanic": "Aeronautics Mechanic", + "age": "Age", + "agility": "Agility", + "alchemy": "Alchemy", + "ammo": "Ammo", + "animalhandling": "Animal Handling", + "ap": "AP", + "arcana": "Arcana", + "archery": "Archery", + "armor": "Armor", + "armorer": "Armorer", + "armorrating": "Armor Rating", + "arms": "Arms", + "artisan": "Artisan", + "assensing": "Assensing", + "astralcombat": "Astral Combat", + "astralinitiative": "Astral Initiative", + "athleticsgroup": "Athletics Group", + "attack": "Attack", + "attribute": "Attribute", + "attributearray": "Attribute Array", + "attributes": "Attributes", + "augmentations": "Augmentations", + "augs": "Augs", + "automatics": "Automatics", + "automotivemechanic": "Automotive Mechanic", + "awakened": "Awakened", + "b": "B", + "banishing": "Banishing", + "base": "Base", + "baseslider": "Base slider", + "bf": "BF", + "binding": "Binding", + "biotechgroup": "Biotech Group", + "biotechnology": "Biotechnology", + "blades": "Blades", + "body": "Body", + "bonuses": "Bonuses", + "c": "C", + "character": "Character", + "charisma": "Charisma", + "chemistry": "Chemistry", + "close": "Close", + "closecombatgroup": "Close Combat Group", + "clubs": "Clubs", + "cold": "Cold", + "coldprotection": "Cold Protection", + "combat": "Combat", + "combatskill": "Combat Skill", + "combatskills": "Combat Skills", + "combattype": "Combat Type", + "compiling": "Compiling", + "complex form": "Complex Form", + "composure": "Composure", + "computer": "Computer", + "con": "Con", + "conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.", + "conditionmonitor": "Condition Monitor", + "conditionmonitorm": "Condition Monitor (M)", + "conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ", + "conditionmonitorpm": "Condition Monitor (P/M)", + "conditionmonitorps": "Condition Monitor (P/S)", + "conjuring": "Conjuring", + "conjuringgroup": "Conjuring Group", + "connection": "Connection", + "contacts": "Contacts", + "copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "core": "Core", + "corecombatinfo": "Core Combat Info", + "counterspelling": "Counterspelling", + "crackinggroup": "Cracking Group", + "cybercombat": "Cybercombat", + "cyberdeck": "Cyberdeck", + "cybertechnology": "Cybertechnology", + "d6": "d6", + "dam": "Dam", + "damage": "Damage", + "damagetype": "Combat Damage", + "data_processing": "Data Processing", + "dataproc": "Data Proc.", + "decompiling": "Decompiling", + "default": "Default a skill", + "defense": "Defense", + "defense attribute": "Defense Attribute", + "defense matrix attribute": "Defense Matrix Attribute", + "demolitions": "Demolitions", + "detection": "Detection", + "device": "Device", + "devicerating": "Device Rating", + "dice": "Dice", + "direct": "Direct", + "disenchanting": "Disenchanting", + "disguise": "Disguise", + "diving": "Diving", + "drain": "Drain", + "drain-2": "Drain 2", + "drone": "Drone", + "duration": "Duration", + "e": "E", + "echos": "Echos", + "edge": "Edge", + "elec": "Elec.", + "electricalprotection": "Electrical Protection", + "electronicsgroup": "Electronics Group", + "electronicwarfare": "Electronic Warfare", + "emerged": "Emerged", + "enchantinggroup": "Enchanting Group", + "engineeringgroup": "Engineering Group", + "escapeartist": "Escape Artist", + "ess": "Ess", + "essence": "Essence", + "ethnicity": "Ethnicity", + "etiquette": "Etiquette", + "exoticmelee": "Exotic Melee", + "exoticnote": "Exotic weapons are not linked to a skill. Use Modifier input to set dicepool", + "exoticrange": "Exotic Range", + "extended": "Extended", + "f": "F", + "fa": "FA", + "fade": "Fade", + "fadevalue": "Fade Value", + "fakeid": "Fake ID", + "fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses", + "far": "Far", + "favor": "Favor", + "file": "File", + "fire": "Fire", + "firearmsgroup": "Firearms Group", + "fireprotection": "Fire Protection", + "firewall": "Firewall", + "firstaid": "First Aid", + "flight": "Flight", + "forgery": "Forgery", + "freefall": "Free Fall", + "funds": "Funds", + "gear": "Gear", + "gm": "To GM", + "gm-whisper": "Whisper Roll to GM", + "/w GM": "/w GM", + "grunt": "Grunt", + "gunnery": "Gunnery", + "gymnastics": "Gymnastics", + "hacking": "Hacking", + "hand": "Hand", + "handling": "Handling", + "handoff": "Hand (Off)", + "hardware": "Hardware", + "health": "Health", + "heavyweapons": "Heavy Weapons", + "height-u": "Height", + "host": "Host", + "host_rating": "Host Rating", + "i": "I", + "ic": "IC", + "ic limit": "IC Limit", + "idslifestylecurrency": "IDs/Lifestyles/Currency", + "illusion": "Illusion", + "impersonation": "Impersonation", + "indirect": "Indirect", + "industrialmechanic": "Industrial Mechanic", + "influencegroup": "Influence Group", + "initiate": "Initiate", + "initiative": "Initiative", + "initiativedice": "Initiative Dice", + "instant": "Instant", + "instruction": "Instruction", + "intimidation": "Intimidation", + "intrusioncountermeasures": "Intrusion Countermeasures", + "intuition": "Intuition", + "item": "Item", + "judge_intentions": "Judge Intentions", + "karma": "Karma", + "know": "Know..", + "knowledgeskills": "Knowledge Skills", + "l": "L", + "lang": "Lang..", + "languageskills": "Language Skills", + "leadership": "Leadership", + "level": "Level", + "licenses": "Licenses", + "lift_carry": "Lift & Carry", + "limit": "Limit", + "limits": "Limits", + "locksmith": "Locksmith", + "logic": "Logic", + "longarms": "Longarms", + "los": "LOS", + "los (a)": "LOS (A)", + "loyalty": "Loyalty", + "m": "M", + "magic": "Magic", + "magicalskill": "Magical Skill", + "magicalskills": "Magical Skills", + "magicres": "Magic/Resonance", + "mana": "Mana", + "manipulation": "Manipulation", + "martialarts": "Martial Arts", + "matrix": "Matrix", + "matrixdevice": "Matrix Device", + "matrixinitiative": "Matrix Initiative", + "matrixsoak": "Matrix Soak", + "medicine": "Medicine", + "melee": "Melee", + "memory": "Memory", + "mental": "Mental", + "mental_limit": "Mental Limit", + "mentallimit": "Mental Limit:", + "metamagic": "Metamagic", + "metatype": "Metatype", + "misc": "Misc", + "model": "Model", + "modeoptions": "Mode Options", + "modes": "Modes", + "modifications": "Modifications", + "modifier": "Modifier", + "modifierdice": "Modifier Dice", + "modifiers": "Modifiers", + "movement": "Movement", + "mundane": "Mundane", + "n": "N", + "name": "Name", + "namealias": "NAME/PRIMARY ALIAS", + "nauticalmechanic": "Nautical Mechanic", + "navigation": "Navigation", + "near": "Near", + "negotiation": "Negotiation", + "none": "None", + "notes": "Notes", + "notoriety": "Notoriety", + "nuyen": "Nuyen", + "options": "Options", + "other": "Other", + "outdoorsgroup": "Outdoors Group", + "overflow": "Overflow", + "overflowmodifier": "Overflow Modifier", + "p": "P", + "high pain tolerance": "high pain tolerance", + "low pain tolerance": "low pain tolerance", + "damage compensators": "Damage Compensators (P/S): ", + "paintolerance": "Pain Tolerance", + "palming": "Palming", + "pc": "PC", + "perception": "Perception", + "performance": "Performance", + "permanent": "Permanent", + "persona": "Persona", + "personal": "Personal Data", + "physical": "Physical", + "physical_limit": "Physical Limit", + "physicalbonus": "Physical Bonus", + "physicaldamagetrack": "Physical Damage Track", + "physicallimit": "Physical Limit:", + "physicalskills": "Physical Skills", + "pilot": "pilot", + "pilotaerospace": "Pilot Aerospace", + "pilotaircraft": "Pilot Aircraft", + "pilotexoticvehicle": "Pilot Exotic Vehicle", + "pilotgroundcraft": "Pilot Ground Craft", + "pilotwalker": "Pilot Walker", + "pilotwatercraft": "Pilot Watercraft", + "pistols": "Pistols", + "player": "Player", + "plot": "Plot", + "power": "Power", + "powers": "Powers", + "pr": "Professional Rating", + "preps": "Prep...", + "primary": "Primary", + "primaryarmor": "Primary Armor", + "primarylifestyle": "Primary Lifestyle", + "primarymeleeweapon": "Primary Melee Weapon", + "primaryrangedweapon": "Primary Ranged Weapon", + "programs": "Programs", + "projectileweapons": "Projectile Weapons", + "public": "Public", + "publicawareness": "Public Awereness", + "qualities": "Qualities", + "quality": "Quality", + "quantity": "Quantity", + "r": "R", + "radi": "Radi.", + "radiationprotection": "Radiation Protection", + "range": "Range", + "ranged": "Ranged", + "rating": "Rating", + "ratingmodifier": "Rating Modifier", + "rc": "RC", + "reach": "Reach", + "reaction": "Reaction", + "recoil": "Recoil", + "registering": "Registering", + "relatedlifestyle": "Related Lifestyles", + "resonance": "Resonance", + "resonanceskills": "Resonance Skills", + "rituals": "Rituals", + "ritualspellcasting": "Ritual Spellcasting", + "rtg": "RTG", + "running": "Running", + "s": "S", + "sa": "SA", + "seat": "Seat", + "self": "Self", + "sensor": "Sensor", + "sex": "Sex", + "shadowamps": "Shadow Amps", + "sheetdescription": "Set the default sheet type.", + "sheetselect": "Sheet Select", + "sheettype": "Sheet Type", + "skill": "Skill", + "skills": "Skills", + "sleaze": "Sleaze", + "sneaking": "Sneaking", + "soak": "Soak", + "social": "Social", + "social_limit": "Social Limit", + "sociallimit": "Social Limit: ", + "socialskills": "Social Skills", + "software": "Software", + "sorcery": "Sorcery", + "sorcerygroup": "Sorcery Group", + "special": "Special", + "specialization": "Specialization", + "speed": "Speed", + "speedoff": "Speed (Off)", + "spellcasting": "Spellcasting", + "category": "Category", + "spells": "Spells", + "sprite": "Sprite", + "ss": "SS", + "stealthgroup": "Stealth Group", + "streetcred": "Street Cred", + "strength": "Strength", + "stun": "Stun", + "stunbonus": "Stun Bonus", + "stundamagetrack": "Stun Damage Track", + "style": "Style", + "submersion": "Submersion", + "summoning": "Summoning", + "survival": "Survival", + "sustained": "Sustained", + "swimming": "Swimming", + "t": "T", + "t (a)": "T (A)", + "target": "Target", + "taskinggroup": "Tasking Group", + "technicalskills": "Technical Skills", + "technique": "Technique", + "temp": "Temp", + "temporarymodifiers": "Temporary Modifiers", + "throwingweapons": "Throwing Weapons", + "topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "total": "Total", + "totalkarma": "Total Karma", + "tracking": "Tracking", + "type": "Type", + "unarmedcombat": "Unarmed Combat", + "vehicle": "Vehicle", + "vehicleskills": "Vehicle Skills", + "vehicleweapons": "Vehicle Weapons", + "w": "W", + "weakness": "Weakness", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "whisper": "Whisper", + "whisperdescription": "Set the default for rolling in public or to gm.", + "willpower": "Willpower", + "wounds": "Wounds", + "cancel": "Cancel", + "next": "Next", + "back": "Back", + "import": "Import", + "importer": "Importer", + "importecharacter": "Import Character", + "apply": "Apply", + "importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.", + "character name": "character name", + "player name": "player name", + "walk modifier": "walk modifier", + "run modifier": "run modifier", + "movement modifier": "movement modifier", + "preperations": "preperations", + "force": "Force", + "potency": "potency", + "trigger": "trigger", + "command": "command", + "contact": "contact", + "time": "time", + "adeptpowers": "Adept Powers or Other Abilities", + "whisper rolls to gm": "whisper rolls to gm", + "handling base": "handling base", + "handling temp": "handling temp", + "handling modifier": "handling modifier", + "vehicle name": "vehicle name", + "acceleration base": "acceleration base", + "acceleration temp": "acceleration temp", + "acceleration modifier": "acceleration modifier", + "speed base": "speed base", + "speed temp": "speed temp", + "speed modifier": "speed modifier", + "pilot base": "pilot base", + "pilot temp": "pilot temp", + "pilot modifier": "pilot modifier", + "body base": "body base", + "body temp": "body temp", + "body modifier": "body modifier", + "armor base": "armor base", + "armor temp": "armor temp", + "armor modifier": "armor modifier", + "sensor base": "sensor base", + "sensor temp": "sensor temp", + "sensor modifier": "sensor modifier", + "handling_off": "Handling (Off-Road)", + "mod": "mod", + "artificing": "Artificing", + "living persona": "living persona", + "running silent": "running silent", + "running silent switch": "running silent switch", + "mode": "mode", + "augmented reality switch": "augmented reality switch", + "virtual reality cold switch": "virtual reality cold switch", + "virtual reality hot switch": "virtual reality hot switch", + "ar": "ar", + "vr (cold)": "vr (cold)", + "vr (hot)": "vr (hot)", + "toggle on temporary bonus": "toggle on temporary bonus" +} \ No newline at end of file diff --git a/Shadowrun5thEdition/translations/hu.json b/Shadowrun5thEdition/translations/hu.json new file mode 100644 index 0000000000..d04bb86c0d --- /dev/null +++ b/Shadowrun5thEdition/translations/hu.json @@ -0,0 +1,436 @@ +{ + "a": "A", + "acc": "ACC", + "accel": "Accel", + "acceleration": "Acceleration", + "acid": "Acid", + "acidprotection": "Acid Protection", + "actinggroup": "Acting Group", + "active": "Active", + "aeronauticsmechanic": "Aeronautics Mechanic", + "age": "Age", + "agility": "Agility", + "alchemy": "Alchemy", + "ammo": "Ammo", + "animalhandling": "Animal Handling", + "ap": "AP", + "arcana": "Arcana", + "archery": "Archery", + "armor": "Armor", + "armorer": "Armorer", + "armorrating": "Armor Rating", + "arms": "Arms", + "artisan": "Artisan", + "assensing": "Assensing", + "astralcombat": "Astral Combat", + "astralinitiative": "Astral Initiative", + "athleticsgroup": "Athletics Group", + "attack": "Attack", + "attribute": "Attribute", + "attributearray": "Attribute Array", + "attributes": "Attributes", + "augmentations": "Augmentations", + "augs": "Augs", + "automatics": "Automatics", + "automotivemechanic": "Automotive Mechanic", + "awakened": "Awakened", + "b": "B", + "banishing": "Banishing", + "base": "Base", + "baseslider": "Base slider", + "bf": "BF", + "binding": "Binding", + "biotechgroup": "Biotech Group", + "biotechnology": "Biotechnology", + "blades": "Blades", + "body": "Body", + "bonuses": "Bonuses", + "c": "C", + "character": "Character", + "charisma": "Charisma", + "chemistry": "Chemistry", + "close": "Close", + "closecombatgroup": "Close Combat Group", + "clubs": "Clubs", + "cold": "Cold", + "coldprotection": "Cold Protection", + "combat": "Combat", + "combatskill": "Combat Skill", + "combatskills": "Combat Skills", + "combattype": "Combat Type", + "compiling": "Compiling", + "complex form": "Complex Form", + "composure": "Composure", + "computer": "Computer", + "con": "Con", + "conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.", + "conditionmonitor": "Condition Monitor", + "conditionmonitorm": "Condition Monitor (M)", + "conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ", + "conditionmonitorpm": "Condition Monitor (P/M)", + "conditionmonitorps": "Condition Monitor (P/S)", + "conjuring": "Conjuring", + "conjuringgroup": "Conjuring Group", + "connection": "Connection", + "contacts": "Contacts", + "copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "core": "Core", + "corecombatinfo": "Core Combat Info", + "counterspelling": "Counterspelling", + "crackinggroup": "Cracking Group", + "cybercombat": "Cybercombat", + "cyberdeck": "Cyberdeck", + "cybertechnology": "Cybertechnology", + "d6": "d6", + "dam": "Dam", + "damage": "Damage", + "damagetype": "Combat Damage", + "data_processing": "Data Processing", + "dataproc": "Data Proc.", + "decompiling": "Decompiling", + "default": "Default a skill", + "defense": "Defense", + "defense attribute": "Defense Attribute", + "defense matrix attribute": "Defense Matrix Attribute", + "demolitions": "Demolitions", + "detection": "Detection", + "device": "Device", + "devicerating": "Device Rating", + "dice": "Dice", + "direct": "Direct", + "disenchanting": "Disenchanting", + "disguise": "Disguise", + "diving": "Diving", + "drain": "Drain", + "drain-2": "Drain 2", + "drone": "Drone", + "duration": "Duration", + "e": "E", + "echos": "Echos", + "edge": "Edge", + "elec": "Elec.", + "electricalprotection": "Electrical Protection", + "electronicsgroup": "Electronics Group", + "electronicwarfare": "Electronic Warfare", + "emerged": "Emerged", + "enchantinggroup": "Enchanting Group", + "engineeringgroup": "Engineering Group", + "escapeartist": "Escape Artist", + "ess": "Ess", + "essence": "Essence", + "ethnicity": "Ethnicity", + "etiquette": "Etiquette", + "exoticmelee": "Exotic Melee", + "exoticnote": "Exotic weapons are not linked to a skill. Use Modifier input to set dicepool", + "exoticrange": "Exotic Range", + "extended": "Extended", + "f": "F", + "fa": "FA", + "fade": "Fade", + "fadevalue": "Fade Value", + "fakeid": "Fake ID", + "fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses", + "far": "Far", + "favor": "Favor", + "file": "File", + "fire": "Fire", + "firearmsgroup": "Firearms Group", + "fireprotection": "Fire Protection", + "firewall": "Firewall", + "firstaid": "First Aid", + "flight": "Flight", + "forgery": "Forgery", + "freefall": "Free Fall", + "funds": "Funds", + "gear": "Gear", + "gm": "To GM", + "gm-whisper": "Whisper Roll to GM", + "/w GM": "/w GM", + "grunt": "Grunt", + "gunnery": "Gunnery", + "gymnastics": "Gymnastics", + "hacking": "Hacking", + "hand": "Hand", + "handling": "Handling", + "handoff": "Hand (Off)", + "hardware": "Hardware", + "health": "Health", + "heavyweapons": "Heavy Weapons", + "height-u": "Height", + "host": "Host", + "host_rating": "Host Rating", + "i": "I", + "ic": "IC", + "ic limit": "IC Limit", + "idslifestylecurrency": "IDs/Lifestyles/Currency", + "illusion": "Illusion", + "impersonation": "Impersonation", + "indirect": "Indirect", + "industrialmechanic": "Industrial Mechanic", + "influencegroup": "Influence Group", + "initiate": "Initiate", + "initiative": "Initiative", + "initiativedice": "Initiative Dice", + "instant": "Instant", + "instruction": "Instruction", + "intimidation": "Intimidation", + "intrusioncountermeasures": "Intrusion Countermeasures", + "intuition": "Intuition", + "item": "Item", + "judge_intentions": "Judge Intentions", + "karma": "Karma", + "know": "Know..", + "knowledgeskills": "Knowledge Skills", + "l": "L", + "lang": "Lang..", + "languageskills": "Language Skills", + "leadership": "Leadership", + "level": "Level", + "licenses": "Licenses", + "lift_carry": "Lift & Carry", + "limit": "Limit", + "limits": "Limits", + "locksmith": "Locksmith", + "logic": "Logic", + "longarms": "Longarms", + "los": "LOS", + "los (a)": "LOS (A)", + "loyalty": "Loyalty", + "m": "M", + "magic": "Magic", + "magicalskill": "Magical Skill", + "magicalskills": "Magical Skills", + "magicres": "Magic/Resonance", + "mana": "Mana", + "manipulation": "Manipulation", + "martialarts": "Martial Arts", + "matrix": "Matrix", + "matrixdevice": "Matrix Device", + "matrixinitiative": "Matrix Initiative", + "matrixsoak": "Matrix Soak", + "medicine": "Medicine", + "melee": "Melee", + "memory": "Memory", + "mental": "Mental", + "mental_limit": "Mental Limit", + "mentallimit": "Mental Limit:", + "metamagic": "Metamagic", + "metatype": "Metatype", + "misc": "Misc", + "model": "Model", + "modeoptions": "Mode Options", + "modes": "Modes", + "modifications": "Modifications", + "modifier": "Modifier", + "modifierdice": "Modifier Dice", + "modifiers": "Modifiers", + "movement": "Movement", + "mundane": "Mundane", + "n": "N", + "name": "Name", + "namealias": "NAME/PRIMARY ALIAS", + "nauticalmechanic": "Nautical Mechanic", + "navigation": "Navigation", + "near": "Near", + "negotiation": "Negotiation", + "none": "None", + "notes": "Notes", + "notoriety": "Notoriety", + "nuyen": "Nuyen", + "options": "Options", + "other": "Other", + "outdoorsgroup": "Outdoors Group", + "overflow": "Overflow", + "overflowmodifier": "Overflow Modifier", + "p": "P", + "high pain tolerance": "high pain tolerance", + "low pain tolerance": "low pain tolerance", + "damage compensators": "Damage Compensators (P/S): ", + "paintolerance": "Pain Tolerance", + "palming": "Palming", + "pc": "PC", + "perception": "Perception", + "performance": "Performance", + "permanent": "Permanent", + "persona": "Persona", + "personal": "Personal Data", + "physical": "Physical", + "physical_limit": "Physical Limit", + "physicalbonus": "Physical Bonus", + "physicaldamagetrack": "Physical Damage Track", + "physicallimit": "Physical Limit:", + "physicalskills": "Physical Skills", + "pilot": "pilot", + "pilotaerospace": "Pilot Aerospace", + "pilotaircraft": "Pilot Aircraft", + "pilotexoticvehicle": "Pilot Exotic Vehicle", + "pilotgroundcraft": "Pilot Ground Craft", + "pilotwalker": "Pilot Walker", + "pilotwatercraft": "Pilot Watercraft", + "pistols": "Pistols", + "player": "Player", + "plot": "Plot", + "power": "Power", + "powers": "Powers", + "pr": "Professional Rating", + "preps": "Prep...", + "primary": "Primary", + "primaryarmor": "Primary Armor", + "primarylifestyle": "Primary Lifestyle", + "primarymeleeweapon": "Primary Melee Weapon", + "primaryrangedweapon": "Primary Ranged Weapon", + "programs": "Programs", + "projectileweapons": "Projectile Weapons", + "public": "Public", + "publicawareness": "Public Awereness", + "qualities": "Qualities", + "quality": "Quality", + "quantity": "Quantity", + "r": "R", + "radi": "Radi.", + "radiationprotection": "Radiation Protection", + "range": "Range", + "ranged": "Ranged", + "rating": "Rating", + "ratingmodifier": "Rating Modifier", + "rc": "RC", + "reach": "Reach", + "reaction": "Reaction", + "recoil": "Recoil", + "registering": "Registering", + "relatedlifestyle": "Related Lifestyles", + "resonance": "Resonance", + "resonanceskills": "Resonance Skills", + "rituals": "Rituals", + "ritualspellcasting": "Ritual Spellcasting", + "rtg": "RTG", + "running": "Running", + "s": "S", + "sa": "SA", + "seat": "Seat", + "self": "Self", + "sensor": "Sensor", + "sex": "Sex", + "shadowamps": "Shadow Amps", + "sheetdescription": "Set the default sheet type.", + "sheetselect": "Sheet Select", + "sheettype": "Sheet Type", + "skill": "Skill", + "skills": "Skills", + "sleaze": "Sleaze", + "sneaking": "Sneaking", + "soak": "Soak", + "social": "Social", + "social_limit": "Social Limit", + "sociallimit": "Social Limit: ", + "socialskills": "Social Skills", + "software": "Software", + "sorcery": "Sorcery", + "sorcerygroup": "Sorcery Group", + "special": "Special", + "specialization": "Specialization", + "speed": "Speed", + "speedoff": "Speed (Off)", + "spellcasting": "Spellcasting", + "category": "Category", + "spells": "Spells", + "sprite": "Sprite", + "ss": "SS", + "stealthgroup": "Stealth Group", + "streetcred": "Street Cred", + "strength": "Strength", + "stun": "Stun", + "stunbonus": "Stun Bonus", + "stundamagetrack": "Stun Damage Track", + "style": "Style", + "submersion": "Submersion", + "summoning": "Summoning", + "survival": "Survival", + "sustained": "Sustained", + "swimming": "Swimming", + "t": "T", + "t (a)": "T (A)", + "target": "Target", + "taskinggroup": "Tasking Group", + "technicalskills": "Technical Skills", + "technique": "Technique", + "temp": "Temp", + "temporarymodifiers": "Temporary Modifiers", + "throwingweapons": "Throwing Weapons", + "topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "total": "Total", + "totalkarma": "Total Karma", + "tracking": "Tracking", + "type": "Type", + "unarmedcombat": "Unarmed Combat", + "vehicle": "Vehicle", + "vehicleskills": "Vehicle Skills", + "vehicleweapons": "Vehicle Weapons", + "w": "W", + "weakness": "Weakness", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "whisper": "Whisper", + "whisperdescription": "Set the default for rolling in public or to gm.", + "willpower": "Willpower", + "wounds": "Wounds", + "cancel": "Cancel", + "next": "Next", + "back": "Back", + "import": "Import", + "importer": "Importer", + "importecharacter": "Import Character", + "apply": "Apply", + "importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.", + "character name": "character name", + "player name": "player name", + "walk modifier": "walk modifier", + "run modifier": "run modifier", + "movement modifier": "movement modifier", + "preperations": "preperations", + "force": "Force", + "potency": "potency", + "trigger": "trigger", + "command": "command", + "contact": "contact", + "time": "time", + "adeptpowers": "Adept Powers or Other Abilities", + "whisper rolls to gm": "whisper rolls to gm", + "handling base": "handling base", + "handling temp": "handling temp", + "handling modifier": "handling modifier", + "vehicle name": "vehicle name", + "acceleration base": "acceleration base", + "acceleration temp": "acceleration temp", + "acceleration modifier": "acceleration modifier", + "speed base": "speed base", + "speed temp": "speed temp", + "speed modifier": "speed modifier", + "pilot base": "pilot base", + "pilot temp": "pilot temp", + "pilot modifier": "pilot modifier", + "body base": "body base", + "body temp": "body temp", + "body modifier": "body modifier", + "armor base": "armor base", + "armor temp": "armor temp", + "armor modifier": "armor modifier", + "sensor base": "sensor base", + "sensor temp": "sensor temp", + "sensor modifier": "sensor modifier", + "handling_off": "Handling (Off-Road)", + "mod": "mod", + "artificing": "Artificing", + "living persona": "living persona", + "running silent": "running silent", + "running silent switch": "running silent switch", + "mode": "mode", + "augmented reality switch": "augmented reality switch", + "virtual reality cold switch": "virtual reality cold switch", + "virtual reality hot switch": "virtual reality hot switch", + "ar": "ar", + "vr (cold)": "vr (cold)", + "vr (hot)": "vr (hot)", + "toggle on temporary bonus": "toggle on temporary bonus" +} \ No newline at end of file diff --git a/Shadowrun6th-German/translations/ca.json b/Shadowrun6th-German/translations/ca.json new file mode 100644 index 0000000000..d131551218 --- /dev/null +++ b/Shadowrun6th-German/translations/ca.json @@ -0,0 +1,438 @@ +{ + "0": "keine Würfel", + "1": "1W6", + "10": "10W6", + "11": "11W6", + "12": "12W6", + "13": "13W6", + "14": "14W6", + "15": "15W6", + "16": "16W6", + "17": "17W6", + "18": "18W6", + "19": "19W6", + "2": "2W6", + "20": "20W6", + "21": "21W6", + "22": "22W6", + "23": "23W6", + "24": "24W6", + "25": "25W6", + "26": "26W6", + "27": "27W6", + "28": "28W6", + "29": "29W6", + "2B": "2B", + "2K": "2K", + "3": "3W6", + "3B": "3B", + "3K": "3K", + "4": "4W6", + "4B": "4B", + "4K": "4K", + "5": "5W6", + "5B": "5B", + "5K": "5K", + "6": "6W6", + "6B": "6B", + "6K": "6K", + "7": "7W6", + "7B": "7B", + "7K": "7K", + "8": "8W6", + "9": "9W6", + "act_banishing": "Verbannung eines Geistes", + "act_spellcasting": "Wirken eines Zaubers", + "act_spirit": "Handlung eines Geistes", + "act_summoning": "Herbeirufung eines Geistes", + "adeptpower": "Adeptenkraft", + "adept_description": "Kurzbeschreibung", + "adept_level": " Stufe", + "adept_longdesc": "Regeltext", + "adept_name": "Name der Adeptenkraft", + "adept_powers": "Adeptenkräfte", + "adept_pp": "Kosten", + "adept_showchat": "Im Chat anzeigen", + "agility": "Geschicklichkeit", + "agility_short": "GES", + "am": "AM", + "ammo_apds": "APDS-Munition", + "ammo_damage": "Schaden (Munition)", + "ammo_explosive": "Explosivmunition", + "ammo_flechette": "Flechettemunition", + "ammo_gel": "Gelmunition", + "ammo_mods": "Modifikator (Munition)", + "ammo_precision": "Präzisionsmunition", + "ammo_revo": "REVO-Munition", + "ammo_selfmade": "selbst gemachte Munition", + "ammo_shocker": "Schockermunition", + "ammo_standard": "Standardmunition", + "ammo_standardac": "Sturmkanonenmunition", + "ammo_title": "Munition", + "assaultcannon": "Sturmkanone", + "assaultrifle": "Sturmgewehr", + "attackroll": "Angriffswurf", + "attacks": "Angriffe", + "attack_dice_pool": "Angriffswurf", + "attack_value": "Angriffswert", + "attack_value_mod_ammo_title": "Angriffswertmodifikator (Munition)", + "attributeorskill": "Attributs- oder Fertigkeitswurf", + "attributes": "Attribute", + "available_firemods": "verfügbare Feuermodi", + "banishing": "Verbannen", + "banishing_title": "Verbannen", + "basis": "Basis", + "beast": "Tier", + "blades": "Klingen", + "blood": "Blut", + "body": "Konstitution", + "body_short": "KON", + "bod_wil": "KON + WIL", + "carbine": "Karabiner", + "character": "Charakter", + "character_sheet_author": "Shadowrun 6 Charakterbogen von Avalia", + "charisma": "Charisma", + "charisma_short": "CHA", + "cha_wil": "CHA + WIL", + "close_combat_weapons": "Nahkampfwaffen", + "clubs": "Knüppel", + "combat_air": "Kampf (Luft)", + "combat_beast": "Kampf (Tier)", + "combat_blood": "Kampf (Blut)", + "combat_earth": "Kampf (Erde)", + "combat_fire": "Kampf (Feuer)", + "combat_guardian": "Kampf (Beschützer)", + "combat_man": "Kampf (Mensch)", + "combat_plant": "Kampf (Pflanze)", + "combat_task": "Kampf (Helfer)", + "combat_water": "Kampf (Wasser)", + "complex_damage_options": "komplexer Schaden", + "complex_ammo_options": "komplexe Munition", + "composure": "Selbstbeherrschung", + "condition_monitor": "Monitor", + "config": "Einstellungen", + "conjuration_title": "Herbeirufen", + "conjuring": "Beschwören", + "conjuring_expertise": "+3", + "conjuring_force": "Kraftstufe", + "conjuring_services": "Dienste", + "conjuring_specific": "spezifische Boni ↓", + "conjuring_specialisation": "+2", + "contacts": "Connections", + "customization_explanation": "Hier können Standardwerte für die Würfe im Bereich 'Generische Würfelwürfe' festgelegt werden.", + "customization_monitors": "Anpassung der Schadensmonitore", + "damage": "Schaden", + "damage_base": "Grundschaden", + "damage_title": "Schaden:", + "damage_type_title": "Schadensart:", + "damage_value": "Schaden", + "defense": "Verteidigungswurf", + "defense_autosoak": "Autoerfolge beim Schadenswiderstand", + "defense_pool": "Verteidigungspool", + "defense_rating": "Verteidigungswert", + "defense_soakpool": "Schadenswiderstandspool", + "derivatives": "Abgeleitete Werte", + "detection_air": "Wahrn. (Luft)", + "detection_beast": "Wahrn. (Tier)", + "detection_blood": "Wahrn. (Blut)", + "detection_earth": "Wahrn. (Erde)", + "detection_fire": "Wahrn. (Feuer)", + "detection_guardian": "Wahrn. (Beschützer)", + "detection_man": "Wahrn. (Mensch)", + "detection_plant": "Wahrn. (Pflanze)", + "detection_task": "Wahrn. (Helfer)", + "detection_water": "Wahrn. (Wasser)", + "dice_pool_title": "Pool:", + "display_agility": "Geschicklichkeit", + "display_all_skills": "alle Fertigkeiten sichtbar machen", + "display_body": "Konstitution", + "display_charisma": "Charisma", + "display_edge": "Edge", + "display_intuition": "Intuition", + "display_logic": "Logik", + "display_magic": "Magie", + "display_reaction": "Reaktion", + "display_resonance": "Resonanz", + "display_strength": "Stärke", + "display_willpower": "Willenskraft", + "done": "Fertig", + "double": "(x2)", + "earth": "Erde", + "edge": "Edge", + "edge_short": "EDG", + "editrules": "Eingabemodus", + "em": "nur EM", + "empty": " ", + "endscene": "Reset", + "exotic": "Exotisch", + "exoticmelee": "Exotische Nahkampfwaffe", + "expertise": "  Expertise", + "exp_short": "Exp.", + "fire": "Feuer", + "firemode_am": "AM", + "firemode_choice": "Feuermodus wählen:", + "firemode_em": "EM", + "firemode_hm": "HM", + "firemode_sm": "SM", + "gear": "Ausrüstung", + "guardian": "Beschützer", + "health_air": "Heilung (Luft)", + "health_beast": "Heilung (Tier)", + "health_blood": "Heilung (Blut)", + "health_earth": "Heilung (Erde)", + "health_fire": "Heilung (Feuer)", + "health_guardian": "Heilung (Beschützer)", + "health_man": "Heilung (Mensch)", + "health_plant": "Heilung (Pflanze)", + "health_task": "Heilung (Helfer)", + "health_water": "Heilung (Wasser)", + "heavypistol": "Schwere Pistole", + "hide_skills_without_ranks": "Fertigkeiten ohne Punkte ausblenden", + "hm": "HM", + "hmam": "HM/AM", + "hmsm": "HM/SM", + "hmsmam": "HM/SM/AM  ", + "holdout": "Holdout-Pistolen", + "hide": "Verbergen?", + "illusion_air": "Illusion (Luft)", + "illusion_beast": "Illusion (Tier)", + "illusion_blood": "Illusion (Blut)", + "illusion_earth": "Illusion (Erde)", + "illusion_fire": "Illusion (Feuer)", + "illusion_guardian": "Illusion (Beschützer)", + "illusion_man": "Illusion (Mensch)", + "illusion_plant": "Illusion (Pflanze)", + "illusion_task": "Illusion (Helfer)", + "illusion_water": "Illusion (Wasser)", + "ini": "Verteidigungspool", + "iniastral": "Initiative (Astralraum)", + "inidice": "Initiativewürfel", + "iniphys": "Initiative (physisch)", + "inimatrix": "Initiative (Heißes Sim)", + "initiative": "Initiative", + "initiative_title": "Nebenhandlungen", + "intuition": "Intuition", + "intuition_short": "INT", + "int_wil": "INT + WIL", + "invoked_spirits": "Vorhandene Geister", + "judgeintent": "Menschenkenntnis", + "lightpistol": "Leichte Pistole", + "liftcarry": "Heben & Tragen", + "logic": "Logik", + "logic_short": "LOG", + "log_int": "LOG + INT", + "machinegun": "Maschinengewehr", + "machinepistol": "Automatikpistole", + "magic": "Magie", + "magic_short": "MAG", + "major_action_one": "Haupthandlung #1", + "major_action_two": "Haupthandlung #2", + "man": "Mensch", + "manipulation_air": "Manip. (Luft)", + "manipulation_beast": "Manip. (Tier)", + "manipulation_blood": "Manip. (Blut)", + "manipulation_earth": "Manip. (Erde)", + "manipulation_fire": "Manip. (Feuer)", + "manipulation_guardian": "Manip. (Beschützer)", + "manipulation_man": "Manip. (Mensch)", + "manipulation_plant": "Manip. (Pflanze)", + "manipulation_task": "Manip. (Helfer)", + "manipulation_water": "Manip. (Wasser)", + "matrix": "Matrix", + "memory": "Erinnerungsvermögen", + "minor_action_five": "Neben #5", + "minor_action_four": "Neben #4", + "minor_action_one": "Neben #1", + "minor_action_three": "Neben #3", + "minor_action_two": "Neben #2", + "mod": "Mod", + "mods_ammo_title": "Schadensmodifikator (Munition)", + "mod_conjuring": "Allgemeiner Beschwörenmodifikator", + "mod_magic": "Allgemeiner Magiemodifikator", + "mod_spells": "Allgemeiner Zaubereimodifikator", + "mod_wounds": "Modifikator (Wundabzüge)", + "monitor_modifier_phys": "Modifikator körperlicher Monitor", + "monitor_modifier_stun": "Modifikator geistiger Monitor", + "nb_hits": "Erfolge", + "nb_hits_drain": "Erfolge (Entzug)", + "nb_hits_spirit": "Erfolge (Geist)", + "noedge": "Du hast kein Edge.", + "notes": "Notizen", + "not_implemented_yet": "Dieser Bereich wird zu einem späteren Zeitpunkt hinzugefügt", + "offense": "Angriffswurf", + "option_am": "AM", + "option_em": "nur EM", + "option_hm": "HM", + "option_hmam": "HM/AM", + "option_hmsm": "HM/SM", + "option_hmsmam": "HM/SM/AM", + "option_sm": "SM", + "option_smam": "SM/AM", + "phys": "körperlich", + "phys_short": "K", + "phys_short_shifted": "  K", + "plant": "Pflanze", + "pp_five": "1.25", + "pp_four": "1.00", + "pp_none": "0.00", + "pp_one": "0.25", + "pp_six": "1.50", + "pp_three": "0.75", + "pp_two": "0.50", + "projectile": "Projektilwaffen", + "ranged_weapons": "Fernkampfwaffen", + "range_attack_value_title": "Angriffswert", + "range_close": "nah", + "range_long": "weit", + "range_medium": "mittel", + "range_title": "Reichweiten (Meter)", + "range_vclose": "sehr nah", + "range_vlong": "sehr weit", + "reaction": "Reaktion", + "reaction_short": "REA", + "rea_int": "REA + INT", + "reload": "Nachladen", + "reload_g": "Gurtmunition (g)", + "reload_i": "internes Magazin (i)", + "reload_k": "Klapplademechanismus (k)", + "reload_s": "Stangenmagazin (s)", + "reload_t": "Trommelmagazin (t)", + "reload_tr": "Trommel. aufklappbar (tr)", + "reload_v": "Vorderlader", + "reset": "Zurücksetzen", + "reset_skills": "Fertigkeiten zurücksetzen", + "resonance": "Resonanz", + "resonance_short": "RES", + "rigging": "Rigger", + "roll": "Würfeln", + "rolls": "Würfe", + "select_token": "Tokenwurf", + "shotgun": "Schrotflinte", + "showinchat": "im Chat posten", + "skillroll": "Fertigkeitswurf", + "skills": "Fertigkeiten", + "skill_astral": "Astral", + "skill_astral_attribute": "verwendetes Attribut für Proben auf die Fertigkeit", + "skill_athletics": "Athletik", + "skill_attribute": "  Attribut", + "skill_biotech": "Biotech", + "skill_con": "Überreden", + "skill_conjuring": "Beschwören", + "skill_cracking": "Cracken", + "skill_electronics": "Elektronik", + "skill_enchanting": "Verzaubern", + "skill_engineering": "Mechanik", + "skill_firearms": "Feuerwaffen", + "skill_influence": "Einfluss", + "skill_level": "Stufe", + "skill_melee": "Nahkampf", + "skill_modifier": "Mod", + "skill_outdoors": "Natur", + "skill_perception": "Wahrnehmung", + "skill_piloting": "Steuern", + "skill_range": "Fernkampf", + "skill_short": "Skill", + "skill_sorcery": "Hexerei", + "skill_stealth": "Heimlichkeit", + "sm": "SM", + "smam": "SM/AM", + "sniperrifle": "Scharfschützengewehr", + "soak": "Schadenswiderstand", + "specialisation": "  Spezialisierung", + "spec_short": "Spez.", + "spells": "Zauber", + "spells_health": "Heilung", + "spells_combat": "Kampf", + "spells_combat_direct": "Kampf (direkt)", + "spells_combat_indirect": "Kampf (indirekt)", + "spell_drain_code": "Entzugscode", + "spells_duration_i": "S", + "spells_duration_l": "ZB", + "spells_duration_s": "A", + "spells_duration_p": "P", + "spells_illusion": "Illusion", + "spells_manipulation": "Manipulation", + "spells_detection": "Wahrnehmung", + "spells_range_b": "B", + "spells_range_bf": "BF", + "spells_range_bff": "BF (F)‎", + "spell_resist": "Probe", + "spells_resist_choose": "Widerstand auswählen", + "spells_resist_bodstr": "vs KON + STÄ", + "spells_resist_bodwil": "vs KON + WIL", + "spells_resist_doubleforce": "vs Kraftstufe×2", + "spells_resist_objectresistance": "vs Objektwiderstand", + "spells_resist_perc": "vs INT + Wahrnehmung", + "spells_resist_reaint": "vs REA + INT", + "spells_resist_reawil": "vs REA + WIL", + "spells_resist_threshold": "vs (5 - Essenz)", + "spells_resist_wilint": "vs WIL + INT", + "spells_resist_willog": "vs WIL + LOG", + "spells_specific": "spezifische Boni ↓", + "spells_type_m": "M", + "spells_type_p": "P", + "spell_bonus_combat": "Kampf", + "spell_bonus_detection": "Wahrnehmung", + "spell_bonus_health": "Heilung", + "spell_bonus_illusion": "Illusion", + "spell_bonus_manipulation": "Manipulation", + "spell_category": "Kategorie", + "spell_details": "Zauberdetails", + "spell_drain": "Entzug", + "spelldrainampup": "Hochdrehen", + "spell_drain_area": "Fläche+", + "spell_duration": "Dauer", + "spell_range": "Reichweite", + "spell_type": "Art", + "spirit_fire": "Feuergeist", + "spirit_water": "Wassergeist", + "spirit_air": "Luftgeist", + "spirit_earth": "Erdgeist", + "spirit_man": "Menschengeist", + "spirit_beast": "Tiergeist", + "spirit_task": "Helfergeist", + "spirit_guardian": "Beschützergeist", + "spirit_plant": "Pflanzengeist", + "spirit_blood": "Blutgeist", + "sportrifle": "Sportgewehr", + "strength": "Stärke", + "strength_short": "STÄ", + "stun": "Betäubung", + "stun_short": "B", + "stun_short_shifted": "  B", + "submachinegun": "Maschinenpistole", + "summoner": "Herbeirufer", + "task": "Helfer", + "taser": "Taser", + "test_modifiers": "Probenmodifikatoren", + "thrown": "Wurfwafen", + "title_action_monitor": "Handlungsmonitor", + "title_apply_wounds": "Wunden anwenden", + "title_condition_monitor": "Zustandsmonitor und Wundabzüge", + "title_edge": "Edge", + "title_exploding_dice": "explodierende Würfel", + "title_generic_rolls": "Generische Würfelwürfe", + "title_gm_roll": "Würfe an Spielleiter", + "title_options": "Optionen", + "title_overflow": "Überzähliger Schaden", + "title_physical": "körperlich", + "title_stun": "geistig", + "title_total_wounds": "Gesamtwert (Wundabzüge)", + "total": "Total", + "unarmed": "Waffenlos", + "unown": "?", + "unown_shifted": "  ?", + "use_wilddie": "Schicksalswürfel verwenden?", + "use_wilddie_short": "Schicksalswürfel", + "water": "Wasser", + "weapon_attackrating": "Angriffswert", + "weapon_attack_value_title": "Angriffswert:", + "weapon_damage": "Schadenswert", + "weapon_dicepool": "Würfelpool", + "weapon_name": "Waffenname", + "wilddie": "Schicksalswürfel (W6)", + "willpower": "Willenskraft", + "willpower_short": "WIL", + "yourresult": "Dein Ergebnis: ", + "copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever." +} diff --git a/Shadowrun6th-German/translations/hu.json b/Shadowrun6th-German/translations/hu.json new file mode 100644 index 0000000000..d131551218 --- /dev/null +++ b/Shadowrun6th-German/translations/hu.json @@ -0,0 +1,438 @@ +{ + "0": "keine Würfel", + "1": "1W6", + "10": "10W6", + "11": "11W6", + "12": "12W6", + "13": "13W6", + "14": "14W6", + "15": "15W6", + "16": "16W6", + "17": "17W6", + "18": "18W6", + "19": "19W6", + "2": "2W6", + "20": "20W6", + "21": "21W6", + "22": "22W6", + "23": "23W6", + "24": "24W6", + "25": "25W6", + "26": "26W6", + "27": "27W6", + "28": "28W6", + "29": "29W6", + "2B": "2B", + "2K": "2K", + "3": "3W6", + "3B": "3B", + "3K": "3K", + "4": "4W6", + "4B": "4B", + "4K": "4K", + "5": "5W6", + "5B": "5B", + "5K": "5K", + "6": "6W6", + "6B": "6B", + "6K": "6K", + "7": "7W6", + "7B": "7B", + "7K": "7K", + "8": "8W6", + "9": "9W6", + "act_banishing": "Verbannung eines Geistes", + "act_spellcasting": "Wirken eines Zaubers", + "act_spirit": "Handlung eines Geistes", + "act_summoning": "Herbeirufung eines Geistes", + "adeptpower": "Adeptenkraft", + "adept_description": "Kurzbeschreibung", + "adept_level": " Stufe", + "adept_longdesc": "Regeltext", + "adept_name": "Name der Adeptenkraft", + "adept_powers": "Adeptenkräfte", + "adept_pp": "Kosten", + "adept_showchat": "Im Chat anzeigen", + "agility": "Geschicklichkeit", + "agility_short": "GES", + "am": "AM", + "ammo_apds": "APDS-Munition", + "ammo_damage": "Schaden (Munition)", + "ammo_explosive": "Explosivmunition", + "ammo_flechette": "Flechettemunition", + "ammo_gel": "Gelmunition", + "ammo_mods": "Modifikator (Munition)", + "ammo_precision": "Präzisionsmunition", + "ammo_revo": "REVO-Munition", + "ammo_selfmade": "selbst gemachte Munition", + "ammo_shocker": "Schockermunition", + "ammo_standard": "Standardmunition", + "ammo_standardac": "Sturmkanonenmunition", + "ammo_title": "Munition", + "assaultcannon": "Sturmkanone", + "assaultrifle": "Sturmgewehr", + "attackroll": "Angriffswurf", + "attacks": "Angriffe", + "attack_dice_pool": "Angriffswurf", + "attack_value": "Angriffswert", + "attack_value_mod_ammo_title": "Angriffswertmodifikator (Munition)", + "attributeorskill": "Attributs- oder Fertigkeitswurf", + "attributes": "Attribute", + "available_firemods": "verfügbare Feuermodi", + "banishing": "Verbannen", + "banishing_title": "Verbannen", + "basis": "Basis", + "beast": "Tier", + "blades": "Klingen", + "blood": "Blut", + "body": "Konstitution", + "body_short": "KON", + "bod_wil": "KON + WIL", + "carbine": "Karabiner", + "character": "Charakter", + "character_sheet_author": "Shadowrun 6 Charakterbogen von Avalia", + "charisma": "Charisma", + "charisma_short": "CHA", + "cha_wil": "CHA + WIL", + "close_combat_weapons": "Nahkampfwaffen", + "clubs": "Knüppel", + "combat_air": "Kampf (Luft)", + "combat_beast": "Kampf (Tier)", + "combat_blood": "Kampf (Blut)", + "combat_earth": "Kampf (Erde)", + "combat_fire": "Kampf (Feuer)", + "combat_guardian": "Kampf (Beschützer)", + "combat_man": "Kampf (Mensch)", + "combat_plant": "Kampf (Pflanze)", + "combat_task": "Kampf (Helfer)", + "combat_water": "Kampf (Wasser)", + "complex_damage_options": "komplexer Schaden", + "complex_ammo_options": "komplexe Munition", + "composure": "Selbstbeherrschung", + "condition_monitor": "Monitor", + "config": "Einstellungen", + "conjuration_title": "Herbeirufen", + "conjuring": "Beschwören", + "conjuring_expertise": "+3", + "conjuring_force": "Kraftstufe", + "conjuring_services": "Dienste", + "conjuring_specific": "spezifische Boni ↓", + "conjuring_specialisation": "+2", + "contacts": "Connections", + "customization_explanation": "Hier können Standardwerte für die Würfe im Bereich 'Generische Würfelwürfe' festgelegt werden.", + "customization_monitors": "Anpassung der Schadensmonitore", + "damage": "Schaden", + "damage_base": "Grundschaden", + "damage_title": "Schaden:", + "damage_type_title": "Schadensart:", + "damage_value": "Schaden", + "defense": "Verteidigungswurf", + "defense_autosoak": "Autoerfolge beim Schadenswiderstand", + "defense_pool": "Verteidigungspool", + "defense_rating": "Verteidigungswert", + "defense_soakpool": "Schadenswiderstandspool", + "derivatives": "Abgeleitete Werte", + "detection_air": "Wahrn. (Luft)", + "detection_beast": "Wahrn. (Tier)", + "detection_blood": "Wahrn. (Blut)", + "detection_earth": "Wahrn. (Erde)", + "detection_fire": "Wahrn. (Feuer)", + "detection_guardian": "Wahrn. (Beschützer)", + "detection_man": "Wahrn. (Mensch)", + "detection_plant": "Wahrn. (Pflanze)", + "detection_task": "Wahrn. (Helfer)", + "detection_water": "Wahrn. (Wasser)", + "dice_pool_title": "Pool:", + "display_agility": "Geschicklichkeit", + "display_all_skills": "alle Fertigkeiten sichtbar machen", + "display_body": "Konstitution", + "display_charisma": "Charisma", + "display_edge": "Edge", + "display_intuition": "Intuition", + "display_logic": "Logik", + "display_magic": "Magie", + "display_reaction": "Reaktion", + "display_resonance": "Resonanz", + "display_strength": "Stärke", + "display_willpower": "Willenskraft", + "done": "Fertig", + "double": "(x2)", + "earth": "Erde", + "edge": "Edge", + "edge_short": "EDG", + "editrules": "Eingabemodus", + "em": "nur EM", + "empty": " ", + "endscene": "Reset", + "exotic": "Exotisch", + "exoticmelee": "Exotische Nahkampfwaffe", + "expertise": "  Expertise", + "exp_short": "Exp.", + "fire": "Feuer", + "firemode_am": "AM", + "firemode_choice": "Feuermodus wählen:", + "firemode_em": "EM", + "firemode_hm": "HM", + "firemode_sm": "SM", + "gear": "Ausrüstung", + "guardian": "Beschützer", + "health_air": "Heilung (Luft)", + "health_beast": "Heilung (Tier)", + "health_blood": "Heilung (Blut)", + "health_earth": "Heilung (Erde)", + "health_fire": "Heilung (Feuer)", + "health_guardian": "Heilung (Beschützer)", + "health_man": "Heilung (Mensch)", + "health_plant": "Heilung (Pflanze)", + "health_task": "Heilung (Helfer)", + "health_water": "Heilung (Wasser)", + "heavypistol": "Schwere Pistole", + "hide_skills_without_ranks": "Fertigkeiten ohne Punkte ausblenden", + "hm": "HM", + "hmam": "HM/AM", + "hmsm": "HM/SM", + "hmsmam": "HM/SM/AM  ", + "holdout": "Holdout-Pistolen", + "hide": "Verbergen?", + "illusion_air": "Illusion (Luft)", + "illusion_beast": "Illusion (Tier)", + "illusion_blood": "Illusion (Blut)", + "illusion_earth": "Illusion (Erde)", + "illusion_fire": "Illusion (Feuer)", + "illusion_guardian": "Illusion (Beschützer)", + "illusion_man": "Illusion (Mensch)", + "illusion_plant": "Illusion (Pflanze)", + "illusion_task": "Illusion (Helfer)", + "illusion_water": "Illusion (Wasser)", + "ini": "Verteidigungspool", + "iniastral": "Initiative (Astralraum)", + "inidice": "Initiativewürfel", + "iniphys": "Initiative (physisch)", + "inimatrix": "Initiative (Heißes Sim)", + "initiative": "Initiative", + "initiative_title": "Nebenhandlungen", + "intuition": "Intuition", + "intuition_short": "INT", + "int_wil": "INT + WIL", + "invoked_spirits": "Vorhandene Geister", + "judgeintent": "Menschenkenntnis", + "lightpistol": "Leichte Pistole", + "liftcarry": "Heben & Tragen", + "logic": "Logik", + "logic_short": "LOG", + "log_int": "LOG + INT", + "machinegun": "Maschinengewehr", + "machinepistol": "Automatikpistole", + "magic": "Magie", + "magic_short": "MAG", + "major_action_one": "Haupthandlung #1", + "major_action_two": "Haupthandlung #2", + "man": "Mensch", + "manipulation_air": "Manip. (Luft)", + "manipulation_beast": "Manip. (Tier)", + "manipulation_blood": "Manip. (Blut)", + "manipulation_earth": "Manip. (Erde)", + "manipulation_fire": "Manip. (Feuer)", + "manipulation_guardian": "Manip. (Beschützer)", + "manipulation_man": "Manip. (Mensch)", + "manipulation_plant": "Manip. (Pflanze)", + "manipulation_task": "Manip. (Helfer)", + "manipulation_water": "Manip. (Wasser)", + "matrix": "Matrix", + "memory": "Erinnerungsvermögen", + "minor_action_five": "Neben #5", + "minor_action_four": "Neben #4", + "minor_action_one": "Neben #1", + "minor_action_three": "Neben #3", + "minor_action_two": "Neben #2", + "mod": "Mod", + "mods_ammo_title": "Schadensmodifikator (Munition)", + "mod_conjuring": "Allgemeiner Beschwörenmodifikator", + "mod_magic": "Allgemeiner Magiemodifikator", + "mod_spells": "Allgemeiner Zaubereimodifikator", + "mod_wounds": "Modifikator (Wundabzüge)", + "monitor_modifier_phys": "Modifikator körperlicher Monitor", + "monitor_modifier_stun": "Modifikator geistiger Monitor", + "nb_hits": "Erfolge", + "nb_hits_drain": "Erfolge (Entzug)", + "nb_hits_spirit": "Erfolge (Geist)", + "noedge": "Du hast kein Edge.", + "notes": "Notizen", + "not_implemented_yet": "Dieser Bereich wird zu einem späteren Zeitpunkt hinzugefügt", + "offense": "Angriffswurf", + "option_am": "AM", + "option_em": "nur EM", + "option_hm": "HM", + "option_hmam": "HM/AM", + "option_hmsm": "HM/SM", + "option_hmsmam": "HM/SM/AM", + "option_sm": "SM", + "option_smam": "SM/AM", + "phys": "körperlich", + "phys_short": "K", + "phys_short_shifted": "  K", + "plant": "Pflanze", + "pp_five": "1.25", + "pp_four": "1.00", + "pp_none": "0.00", + "pp_one": "0.25", + "pp_six": "1.50", + "pp_three": "0.75", + "pp_two": "0.50", + "projectile": "Projektilwaffen", + "ranged_weapons": "Fernkampfwaffen", + "range_attack_value_title": "Angriffswert", + "range_close": "nah", + "range_long": "weit", + "range_medium": "mittel", + "range_title": "Reichweiten (Meter)", + "range_vclose": "sehr nah", + "range_vlong": "sehr weit", + "reaction": "Reaktion", + "reaction_short": "REA", + "rea_int": "REA + INT", + "reload": "Nachladen", + "reload_g": "Gurtmunition (g)", + "reload_i": "internes Magazin (i)", + "reload_k": "Klapplademechanismus (k)", + "reload_s": "Stangenmagazin (s)", + "reload_t": "Trommelmagazin (t)", + "reload_tr": "Trommel. aufklappbar (tr)", + "reload_v": "Vorderlader", + "reset": "Zurücksetzen", + "reset_skills": "Fertigkeiten zurücksetzen", + "resonance": "Resonanz", + "resonance_short": "RES", + "rigging": "Rigger", + "roll": "Würfeln", + "rolls": "Würfe", + "select_token": "Tokenwurf", + "shotgun": "Schrotflinte", + "showinchat": "im Chat posten", + "skillroll": "Fertigkeitswurf", + "skills": "Fertigkeiten", + "skill_astral": "Astral", + "skill_astral_attribute": "verwendetes Attribut für Proben auf die Fertigkeit", + "skill_athletics": "Athletik", + "skill_attribute": "  Attribut", + "skill_biotech": "Biotech", + "skill_con": "Überreden", + "skill_conjuring": "Beschwören", + "skill_cracking": "Cracken", + "skill_electronics": "Elektronik", + "skill_enchanting": "Verzaubern", + "skill_engineering": "Mechanik", + "skill_firearms": "Feuerwaffen", + "skill_influence": "Einfluss", + "skill_level": "Stufe", + "skill_melee": "Nahkampf", + "skill_modifier": "Mod", + "skill_outdoors": "Natur", + "skill_perception": "Wahrnehmung", + "skill_piloting": "Steuern", + "skill_range": "Fernkampf", + "skill_short": "Skill", + "skill_sorcery": "Hexerei", + "skill_stealth": "Heimlichkeit", + "sm": "SM", + "smam": "SM/AM", + "sniperrifle": "Scharfschützengewehr", + "soak": "Schadenswiderstand", + "specialisation": "  Spezialisierung", + "spec_short": "Spez.", + "spells": "Zauber", + "spells_health": "Heilung", + "spells_combat": "Kampf", + "spells_combat_direct": "Kampf (direkt)", + "spells_combat_indirect": "Kampf (indirekt)", + "spell_drain_code": "Entzugscode", + "spells_duration_i": "S", + "spells_duration_l": "ZB", + "spells_duration_s": "A", + "spells_duration_p": "P", + "spells_illusion": "Illusion", + "spells_manipulation": "Manipulation", + "spells_detection": "Wahrnehmung", + "spells_range_b": "B", + "spells_range_bf": "BF", + "spells_range_bff": "BF (F)‎", + "spell_resist": "Probe", + "spells_resist_choose": "Widerstand auswählen", + "spells_resist_bodstr": "vs KON + STÄ", + "spells_resist_bodwil": "vs KON + WIL", + "spells_resist_doubleforce": "vs Kraftstufe×2", + "spells_resist_objectresistance": "vs Objektwiderstand", + "spells_resist_perc": "vs INT + Wahrnehmung", + "spells_resist_reaint": "vs REA + INT", + "spells_resist_reawil": "vs REA + WIL", + "spells_resist_threshold": "vs (5 - Essenz)", + "spells_resist_wilint": "vs WIL + INT", + "spells_resist_willog": "vs WIL + LOG", + "spells_specific": "spezifische Boni ↓", + "spells_type_m": "M", + "spells_type_p": "P", + "spell_bonus_combat": "Kampf", + "spell_bonus_detection": "Wahrnehmung", + "spell_bonus_health": "Heilung", + "spell_bonus_illusion": "Illusion", + "spell_bonus_manipulation": "Manipulation", + "spell_category": "Kategorie", + "spell_details": "Zauberdetails", + "spell_drain": "Entzug", + "spelldrainampup": "Hochdrehen", + "spell_drain_area": "Fläche+", + "spell_duration": "Dauer", + "spell_range": "Reichweite", + "spell_type": "Art", + "spirit_fire": "Feuergeist", + "spirit_water": "Wassergeist", + "spirit_air": "Luftgeist", + "spirit_earth": "Erdgeist", + "spirit_man": "Menschengeist", + "spirit_beast": "Tiergeist", + "spirit_task": "Helfergeist", + "spirit_guardian": "Beschützergeist", + "spirit_plant": "Pflanzengeist", + "spirit_blood": "Blutgeist", + "sportrifle": "Sportgewehr", + "strength": "Stärke", + "strength_short": "STÄ", + "stun": "Betäubung", + "stun_short": "B", + "stun_short_shifted": "  B", + "submachinegun": "Maschinenpistole", + "summoner": "Herbeirufer", + "task": "Helfer", + "taser": "Taser", + "test_modifiers": "Probenmodifikatoren", + "thrown": "Wurfwafen", + "title_action_monitor": "Handlungsmonitor", + "title_apply_wounds": "Wunden anwenden", + "title_condition_monitor": "Zustandsmonitor und Wundabzüge", + "title_edge": "Edge", + "title_exploding_dice": "explodierende Würfel", + "title_generic_rolls": "Generische Würfelwürfe", + "title_gm_roll": "Würfe an Spielleiter", + "title_options": "Optionen", + "title_overflow": "Überzähliger Schaden", + "title_physical": "körperlich", + "title_stun": "geistig", + "title_total_wounds": "Gesamtwert (Wundabzüge)", + "total": "Total", + "unarmed": "Waffenlos", + "unown": "?", + "unown_shifted": "  ?", + "use_wilddie": "Schicksalswürfel verwenden?", + "use_wilddie_short": "Schicksalswürfel", + "water": "Wasser", + "weapon_attackrating": "Angriffswert", + "weapon_attack_value_title": "Angriffswert:", + "weapon_damage": "Schadenswert", + "weapon_dicepool": "Würfelpool", + "weapon_name": "Waffenname", + "wilddie": "Schicksalswürfel (W6)", + "willpower": "Willenskraft", + "willpower_short": "WIL", + "yourresult": "Dein Ergebnis: ", + "copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever." +} diff --git a/ShadowrunAnarchy/translations/ca.json b/ShadowrunAnarchy/translations/ca.json new file mode 100644 index 0000000000..1f13b82356 --- /dev/null +++ b/ShadowrunAnarchy/translations/ca.json @@ -0,0 +1,101 @@ +{ + "agi": "AGI", + "agility": "Agility", + "armor": "Armor", + "astralcombat": "Astral Combat", + "athletics": "Athletics", + "attribute": "Attribute", + "attributes": "Attributes", + "awakened": "Awakened", + "biotech": "Biotech", + "cha": "CHA", + "charisma": "Charisma", + "close": "Close", + "closecombat": "Close Combat", + "con": "Con", + "condition": "Condition Monitor", + "conjuring": "Conjuring", + "contacts": "Contacts", + "cues": "Cues", + "d6s": "D6s", + "damage": "Damage", + "defense": "Defense", + "disguise": "Disguise", + "dispositions": "Dispositions", + "edg": "EDG", + "edge": "Edge", + "electronics": "Electronics", + "emerged": "Emerged", + "engineering": "Engineering", + "escapeartist": "Escape Artist", + "essence": "Essence", + "exploit": "EXPLOIT!", + "far": "Far", + "firearms": "Firearms", + "gear": "Gear", + "glitch": "GLITCH!", + "glitchdie": "Glitch Die", + "hacking": "Hacking", + "heavyweapons": "Heavy Weapons", + "intimidation": "Intimidation", + "karmabalance": "Karma Balance", + "keywords": "Keywords", + "knowledge": "Knowledge", + "log": "LOG", + "logic": "Logic", + "metatype": "Metatype", + "modifier": "Modifier", + "name": "Name", + "near": "Near", + "negotiation": "Negotiation", + "nocons": "No consequence...", + "none": "None", + "NPC": "NPC", + "npcoptions": "NPC Options", + "npctoggle": "NPC Toggle", + "null": "Null Attribute", + "perception": "Perception", + "physical": "Physical", + "physicalbonus": "Physical Bonus", + "pilotground": "Piloting (Ground)", + "pilotother": "Piloting (Other)", + "plot": "Plot", + "projectileweapons": "Projectile Weapons", + "public": "Public", + "qualities": "Qualities", + "shadowamps": "Shadow Amps", + "sheettype": "Sheet Type", + "skills": "Skills", + "sorcery": "Sorcery", + "spelldefense": "Spell Defense", + "stealth": "Stealth", + "str": "STR", + "strength": "Strength", + "stun": "Stun", + "stunbonus": "Stun Bonus", + "survival": "Survival", + "tasking": "Tasking", + "topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "totalkarma": "Total Karma", + "tracking": "Tracking", + "unarmed": "Unarmed", + "useroptions-english": "English", + "useroptions-french": "French", + "useroptions-npc": "Use the NPC sheet by default.", + "useroptions-template": "Sheet template", + "useroptions-template-description": "Set the default template style. You can use the original template from the English printing or the style from the French printing.", + "useroptions-whisper": "Set the default for rolling in public or to gm.", + "vehicleweapons": "Vehicle Weapons", + "weapons": "Weapons", + "whisper": "Whisper", + "wil": "WIL", + "willpower": "Willpower", + "wounds": "Wounds", + "+S": "+S", + "+A": "+A", + "+W": "+W", + "+L": "+L", + "+C": "+C", + "+E": "+E", + "(K)": "(K)" +} \ No newline at end of file diff --git a/ShadowrunAnarchy/translations/fr.json b/ShadowrunAnarchy/translations/fr.json index 09f0ca5692..c2817cfe06 100644 --- a/ShadowrunAnarchy/translations/fr.json +++ b/ShadowrunAnarchy/translations/fr.json @@ -27,14 +27,14 @@ "electronics": "Électronique", "emerged": "Émergé", "engineering": "Ingénierie", - "escapeartist": "Acrobaties", + "escapeartist": "Survie", "essence": "Essence", - "exploit": "Exploit", + "exploit": "Réussite Critique", "far": "Loin", "firearms": "Armes à Feu", "gear": "Équipement", "glitch": "Complication", - "glitchdie": "Imprévu", + "glitchdie": "Complication", "hacking": "Piratage informatique", "heavyweapons": "Armes Lourdes", "intimidation": "Intimidation", @@ -98,4 +98,4 @@ "+C": "+C", "+E": "+CHN", "(K)": "(C)" -} +} \ No newline at end of file diff --git a/ShadowrunAnarchy/translations/hu.json b/ShadowrunAnarchy/translations/hu.json new file mode 100644 index 0000000000..1f13b82356 --- /dev/null +++ b/ShadowrunAnarchy/translations/hu.json @@ -0,0 +1,101 @@ +{ + "agi": "AGI", + "agility": "Agility", + "armor": "Armor", + "astralcombat": "Astral Combat", + "athletics": "Athletics", + "attribute": "Attribute", + "attributes": "Attributes", + "awakened": "Awakened", + "biotech": "Biotech", + "cha": "CHA", + "charisma": "Charisma", + "close": "Close", + "closecombat": "Close Combat", + "con": "Con", + "condition": "Condition Monitor", + "conjuring": "Conjuring", + "contacts": "Contacts", + "cues": "Cues", + "d6s": "D6s", + "damage": "Damage", + "defense": "Defense", + "disguise": "Disguise", + "dispositions": "Dispositions", + "edg": "EDG", + "edge": "Edge", + "electronics": "Electronics", + "emerged": "Emerged", + "engineering": "Engineering", + "escapeartist": "Escape Artist", + "essence": "Essence", + "exploit": "EXPLOIT!", + "far": "Far", + "firearms": "Firearms", + "gear": "Gear", + "glitch": "GLITCH!", + "glitchdie": "Glitch Die", + "hacking": "Hacking", + "heavyweapons": "Heavy Weapons", + "intimidation": "Intimidation", + "karmabalance": "Karma Balance", + "keywords": "Keywords", + "knowledge": "Knowledge", + "log": "LOG", + "logic": "Logic", + "metatype": "Metatype", + "modifier": "Modifier", + "name": "Name", + "near": "Near", + "negotiation": "Negotiation", + "nocons": "No consequence...", + "none": "None", + "NPC": "NPC", + "npcoptions": "NPC Options", + "npctoggle": "NPC Toggle", + "null": "Null Attribute", + "perception": "Perception", + "physical": "Physical", + "physicalbonus": "Physical Bonus", + "pilotground": "Piloting (Ground)", + "pilotother": "Piloting (Other)", + "plot": "Plot", + "projectileweapons": "Projectile Weapons", + "public": "Public", + "qualities": "Qualities", + "shadowamps": "Shadow Amps", + "sheettype": "Sheet Type", + "skills": "Skills", + "sorcery": "Sorcery", + "spelldefense": "Spell Defense", + "stealth": "Stealth", + "str": "STR", + "strength": "Strength", + "stun": "Stun", + "stunbonus": "Stun Bonus", + "survival": "Survival", + "tasking": "Tasking", + "topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.", + "totalkarma": "Total Karma", + "tracking": "Tracking", + "unarmed": "Unarmed", + "useroptions-english": "English", + "useroptions-french": "French", + "useroptions-npc": "Use the NPC sheet by default.", + "useroptions-template": "Sheet template", + "useroptions-template-description": "Set the default template style. You can use the original template from the English printing or the style from the French printing.", + "useroptions-whisper": "Set the default for rolling in public or to gm.", + "vehicleweapons": "Vehicle Weapons", + "weapons": "Weapons", + "whisper": "Whisper", + "wil": "WIL", + "willpower": "Willpower", + "wounds": "Wounds", + "+S": "+S", + "+A": "+A", + "+W": "+W", + "+L": "+L", + "+C": "+C", + "+E": "+E", + "(K)": "(K)" +} \ No newline at end of file diff --git a/SharpSwordsAndSinisterSpells/translations/ca.json b/SharpSwordsAndSinisterSpells/translations/ca.json new file mode 100644 index 0000000000..4d93c1353f --- /dev/null +++ b/SharpSwordsAndSinisterSpells/translations/ca.json @@ -0,0 +1,50 @@ +{ + "sharp-swords": "ESPADAS
    AFIADAS", + "and": "&", + "sinister-spells": "FEITIÇOS
    SINISTROS", + "char-name": "Nome", + "char-archetype": "Arquétipo", + "char-calling": "Vocação", + "char-complication": "Complicação", + "char-level": "Nível", + "char-hp": "Pontos de Vida", + "current-hp": "Atuais", + "maximum": "Max", + "char-luck-die": "Dado de sorte", + "char-adventures-levelup": "Aventuras para o próximo nível", + "adventures": "Aventuras", + "char-physique": "Físico", + "char-agility": "Agilidade", + "char-intellect": "Intelecto", + "char-will": "Vontade", + "primary-checkbox": "Marque essa caixa se esse for um atributo primário.", + "special-habilities": "Habilidades Especiais", + "special-hability": "Habilidade Especial", + "spells": "Magias", + "spell": "Magia", + "equipments": "Equipamentos", + "usage-die": "Dado de uso", + "coins": "Moedas", + "copper-coins": "mc", + "copper-coins-title": "Moedas de Cobre", + "silver-coins": "mp", + "silver-coins-title": "Moedas de Prata", + "gold-coins": "mo", + "gold-coins-title": "Moedas de Ouro", + "platin-coins": "mpl", + "platin-coins-title": "Moedas de Platina", + "weapons": "Armas", + "damage": "Dano", + "notes": "Anotações", + "description": "Descrição", + "positive-negative-die": "Possui dado positivo ou negativo?", + "normal": "Normal", + "positive": "Positivo", + "negative": "Negativo", + "modifier": "Modificador", + "result": "Resultado", + "check": "Teste", + "name": "Nome", + "weapon": "Arma", + "item": "Item" +} diff --git a/SharpSwordsAndSinisterSpells/translations/hu.json b/SharpSwordsAndSinisterSpells/translations/hu.json new file mode 100644 index 0000000000..4d93c1353f --- /dev/null +++ b/SharpSwordsAndSinisterSpells/translations/hu.json @@ -0,0 +1,50 @@ +{ + "sharp-swords": "ESPADAS
    AFIADAS", + "and": "&", + "sinister-spells": "FEITIÇOS
    SINISTROS", + "char-name": "Nome", + "char-archetype": "Arquétipo", + "char-calling": "Vocação", + "char-complication": "Complicação", + "char-level": "Nível", + "char-hp": "Pontos de Vida", + "current-hp": "Atuais", + "maximum": "Max", + "char-luck-die": "Dado de sorte", + "char-adventures-levelup": "Aventuras para o próximo nível", + "adventures": "Aventuras", + "char-physique": "Físico", + "char-agility": "Agilidade", + "char-intellect": "Intelecto", + "char-will": "Vontade", + "primary-checkbox": "Marque essa caixa se esse for um atributo primário.", + "special-habilities": "Habilidades Especiais", + "special-hability": "Habilidade Especial", + "spells": "Magias", + "spell": "Magia", + "equipments": "Equipamentos", + "usage-die": "Dado de uso", + "coins": "Moedas", + "copper-coins": "mc", + "copper-coins-title": "Moedas de Cobre", + "silver-coins": "mp", + "silver-coins-title": "Moedas de Prata", + "gold-coins": "mo", + "gold-coins-title": "Moedas de Ouro", + "platin-coins": "mpl", + "platin-coins-title": "Moedas de Platina", + "weapons": "Armas", + "damage": "Dano", + "notes": "Anotações", + "description": "Descrição", + "positive-negative-die": "Possui dado positivo ou negativo?", + "normal": "Normal", + "positive": "Positivo", + "negative": "Negativo", + "modifier": "Modificador", + "result": "Resultado", + "check": "Teste", + "name": "Nome", + "weapon": "Arma", + "item": "Item" +} diff --git a/Shinobi_Gami_Chinese_Traditional/translations/ca.json b/Shinobi_Gami_Chinese_Traditional/translations/ca.json new file mode 100644 index 0000000000..d303ee21a1 --- /dev/null +++ b/Shinobi_Gami_Chinese_Traditional/translations/ca.json @@ -0,0 +1,242 @@ +{ + "list_emotion": "Emotional relationship", + "list_belief": "Faith Table", + "list_place1": "Scene Table", + "list_fumble": "big failure table", + "list_place2": "Battlefield Table", + "list_debuff01": "Variable Table", + "list_debuff02": "Warring States tones", + "list_emotion01": "Common sense (positive) / unbelief (negative)", + "list_emotion02": "Friendship (positive) / anger (negative)", + "list_emotion03": "Love (positive) / jealous (negative)", + "list_emotion04": "Loyalty (positive) / contempt (negative)", + "list_emotion05": "yearn (positive) / inferior (negative)", + "list_emotion06": "Frenzy (positive) / killing (negative)", + "list_belief01": "Fero: To involve society and yourself in destruction and struggle", + "list_belief02": "Law: can not tolerate contradictions and weakness, to be guided", + "list_belief03": "I: Act for yourself, money, fame, safety, or ideals,", + "list_belief04": "Love: To protect people around you, like family, friends, lovers, etc.", + "list_belief05": "Loyal: People who believe or agree with the genre can die and die.", + "list_belief06": "And: In order to seek for everyone to understand, the road to happiness together.", + "list_place1_02": "2: After the shower, immerse the tired body in the bathtub. Sometimes it needs a little cure.", + "list_place1_03": "3: A quiet residential street. It seems to be a daily life unrelated to the ninja world... This may be just an illusion.", + "list_place1_04": "4: Standing on the bridge. Connecting the boundary point on the other side of the river. Ok, where should I go...?", + "list_place1_05": "5: A park without people. A stray cat seems to stare at you from a distance,", + "list_place1_06": "6: A cup of blessing. It's just for this cup to live..., oh, it seems like it has always been said,", + "list_place1_07": "7: Inorganic office building. That's a city's tomb.", + "list_place1_08": "8: Old theater. No lights, no other viewers except you...", + "list_place1_09": "9: Walking on the street of the store. The atmosphere is turbulent in the crowd", + "list_place1_10": "10: Flying over the distance between the building and the building. Somewhere on this street, there should be like...", + "list_place1_11": "11: Unfamiliar ceiling. When did you fall asleep? Where is it here?", + "list_place1_12": "12: Waste house. The ground is scattered with daily necessities and utensils.", + "list_fumble_01": "1: The situation is not quite right. All the decisions between the rounds were corrected by -1.", + "list_fumble_02": "2: The big thing is not good! Lose an arbitrary harness.", + "list_fumble_03": "3: Intelligence leaks! Each character other than you can know any one of [secret] or [home] you have.", + "list_fumble_04": "4: Great! The operation fails, optional [Life] loses 1 point. / Magic makes / Hunter and weird battle. On this occasion, you can reincarnate the role of other scorpio novels.", + "list_fumble_05": "5: Is it a conspiracy of enemies? You fall into a trap and are randomly changed by a tone. The pitch is determined by the pitch table.", + "list_fumble_06": "6: Call, good and dangerous, nothing happened.", + "list_place2_01": "1: Flat land has no special", + "list_place2_02": "2: Water, rivers, swimming pools, blood pools in hell, etc. In this battlefield, avoiding the decision to reach the value -2", + "list_place2_03": "3: The top of the building, the tree, the cliff, etc. In this battlefield, the miss (big failure) suffers 1 damage", + "list_place2_04": "4: Bad weather, mountains, blizzards, heavy rain, etc. In this battlefield, the attack is +1", + "list_place2_05": "5: Crowded crowds, classrooms, lanes in traffic jams, etc. When 2d6 is judged on this battlefield, the number of points that are lower than or equal to (layout value +1) is considered a big failure.", + "list_place2_06": "6: Polar universe, deep sea, lava, demon world, etc. In this battlefield, GM casts 1D6 at the end of each round. If it is lower than the number of rounds, all members will be hurt by 1 point.ROLL 1D6 transposition.", + "list_debuff01_02": "2: Paralysis: Randomly select a modified effect that cannot be used. This effect is calculated for different learned effects. At the end of each round, the [body gymnastics] judgment is successful. Then remove the tone.", + "list_debuff01_03": "3: Serious injury: Each time you make a hit judgment, intelligence judgment, and emotional judgment, you will be dealt 1 point close to the battle. This effect cannot be superimposed. At the end of each round, the survival judgment is made, and if it succeeds, the change is released.", + "list_debuff01_04": "4: The whereabouts are unknown: In the main stage, you cannot play in the scenes of players other than yourself. This effect cannot be superimposed. At the end of each round, the [economic power] is judged, and if successful, the shift is released. ", + "list_debuff01_05": "5: Forget: randomly select one from the acquired feelings, this feeling is considered to be non-existent. This effect is calculated separately for different feelings. At the end of each round, [memory] is judged, if successful Then remove the tone.", + "list_debuff01_06": "6: Curse: Randomly select one from the learned tolerance method, the persuasion method is considered to be non-existent. This effect is calculated separately for different tolerances. At the end of each round, the [呪术] judgment is performed, and if successful, it is released. Change the tone.", + "list_debuff01_01": "1: Fault: All the jewels cannot be used. This effect cannot be superimposed. At the end of each round, the [complexation] is judged, and if successful, the transposition is released.", + "list_debuff02_02": "2: Fire Dharma: A large failure value of +1 affected by this tone change, and 1 point [Close Battle damage] when a big failure occurs. (A large failure value and damage value will increase after the overlay) Automatically at the end of the scene Invalidation.", + "list_debuff02_03": "3: Vivid: If you get this change, the round ends (after all layout actions), 1D6 is lost (the sin and hungry share this judgment), and the odd number is reduced by 1 [vitality]. (The damage increases after stacking) At the end of each major phase, a poison decision is made, and if successful, the tone is released.", + "list_debuff02_04": "4: Hunger: If you get this change, the round ends (after all layout actions) when you lose 1D6 (both venom and hunger share this judgment), even numbers decrease by 1 point [vitality]. (Injury increases after stacking) At the end of each major phase, the [Bing Food] judgment is made, and if successful, the tone is released.", + "list_debuff02_05": "5: Remnant Blade: If it is affected by this tone change, the response life effect of reply judgment, forbearance, tolerance and background will be invalidated. (This effect will not be superimposed) At the end of each major stage, [ Torture] Determine, if successful, remove the tone.", + "list_debuff02_06": "6: Wild Hope: Hit judgment +1, all other judgments -1. (This effect will not be superimposed) At the end of each major stage, the judgment is made according to the technique, and if successful, it is released. Change the tone.", + "list_debuff02_01": "1: Hypnosis: The current change at the beginning of the battle or the current tone of this change, if you do not reduce 1 point [vitality], immediately fall off the battle. (This effect will not be superimposed), in the main stage of each round At the end, the judgment is made, and if it is successful, the tone is released.", + "character_name": "Character name", + "player": "Player", + "job": "Job", + "heart": "heart", + "fear": "Fear", + "age": "Age", + "clan": "Clan", + "clanKurama": "Kurama Shin Clan", + "clanHasuba": "Hasuba Ninja Army", + "clanOni": "Bloodline of Oni", + "clanHirasaka": "Hirasaka Agency", + "clanOtogi": "Otogi Private Academy", + "clanHakagure": "Lost Ones", + "clanHasubaSubTsuba": "Hasuba - 鍔鑿組", + "clanHasubaSubTsuchi": "Hasuba - 大槌群", + "clanHasubaSubSashi": "Hasuba - 指矩班", + "clanHasubaSubKugi": "Hasuba - 御釘衆", + "clanKuramaSubKarasu": "Kurama - 廻鴉", + "clanKuramaSubBayonet": "Kurama - バヨネット", + "clanKuramaSubMaou": "Kurama - 魔王流", + "clanKuramaSubRenge": "Kurama - 蓮華王拳", + "clanHakagureSubYoru": "Lost - 夜顔", + "clanHakagureSubNo9": "Lost - No.9", + "clanHakagureSubSekai": "Lost - 世界忍者連合", + "clanHakagureSubKagee": "Lost - 影絵座", + "clanHakagureSubShiranui": "Lost - 不知火", + "clanHakagureSubTogame": "Lost - 咎眼流", + "clanHakagureSubBremen": "Lost - ブレーメン", + "clanHakagureSubDeadmen": "Lost - デッドマン", + "clanHirasakaSubTokoyo": "Hirasaka - 常夜", + "clanHirasakaSubShikome": "Hirasaka - 醜女衆", + "clanHirasakaSubKouan": "Hirasaka - 公安隠密局", + "clanHirasakaSubJakou": "Hirasaka - 麝香会総合病院", + "clanOtogiSubKyoushi": "Otogi - 特命臨時教職員派遣委員会", + "clanOtogiSubSeitokai": "Otogi - 御斎学園生徒会", + "clanOtogiSubTarao": "Otogi - 私立多羅尾女学院", + "clanOtogiSubKyuukou": "Otogi - 旧校舎管理委員会", + "clanOniSubTsuchigumo": "Oni - 土蜘蛛", + "clanOniSubXieshe": "Oni - 血社", + "clanOniSubMagatsubi": "Oni - 凶尾", + "clanOniSubChangeling": "Oni - 長耳", + "status": "Status", + "rank": "Rank", + "condition": "Condition", + "gear": "Gear", + "aim": "Aim", + "enimy": "Enimy", + "surface": "Surface", + "conviction": "Conviction", + "assigned-skill": "ASSIGNED SKILL", + "range": "RANGE", + "cost": "COST", + "background": "BACKGROUND", + "SCORE": "SCORE", + "ougi": "Ougi", + "sense": "sense", + "gender": "Gender", + "score": "Score", + "hp": "Hp", + "san": "San", + "backstory": "Backstory", + "skill": "Skill", + "whisper": "Whisper", + "whisper_all": "Whisper all", + "whisper_token": "Whisper token", + "no_whisper": "No whisper", + "tell_all_whisper": "Tell all whisper", + "tell_whisper": "Tell whisper", + "no_tell_whisper": "No tell whisper", + "whisper_GM": "Whisper GM", + "whisper_gm_value": "Whisper gm", + "auto_skill_list": "Auto skill list", + "violence": "Tool", + "violence(lost)": "Tool(lost)", + "Body": "Body", + "Body(lost)": "Body(lost)", + "Stealth": "Stealth", + "Stealth(lost)": "Stealth(lost)", + "Scheme": "Scheme", + "Scheme(lost)": "Scheme(lost)", + "Strategy": "Strategy", + "Strategy_Field": "Strategy", + "Strategy_Field(lost)": "Strategy(lost)", + "Sorcery": "Sorcery", + "Sorcery(lost)": "Sorcery(lost)", + "Engineering": "Engineering", + "Riding": "Riding", + "Survival": "Survival", + "First_Aid": "First Aid", + "Cooking": "Cooking", + "Transformation": "Transformation", + "Pyromancy": "Pyromancy", + "Ballistics": "Ballistics", + "Infiltration": "Infiltration", + "Poison": "Poison", + "Creature_Mastery": "Creature Mastery", + "Summoning": "Summoning", + "Hydromancy": "Hydromancy", + "Shuriken": "Shuriken", + "Escape": "Escape", + "Sleep": "Sleep", + "Nature": "Nature", + "Necromancy": "Necromancy", + "Acupuncture": "AcuClimbing", + "Sleight_of_Hand": "Sleight of Hand", + "Interception": "Interception", + "Investigation": "Investigation", + "Guerrilla": "Guerrilla", + "Abjuration": "Abjuration", + "Weapon_Concealment": "Finance Concealment", + "Contortionism": "Contortionism", + "Ventriloquism": "Ventriloquism", + "Bluff": "Bluff", + "Willpower": "Willpower", + "Binding": "Hydromancy", + "Clothing": "Clothing", + "Walking": "Walking", + "Invisibility": "Invisibility", + "Inception": "Inception", + "Word_Magic": "Word Magic", + "Rope_Use": "Rope Use", + "Running": "Running", + "Disguise": "Disguise", + "Performance": "Performance", + "Memory": "Memory", + "Illusion": "Illusion", + "Climbing": "Climbing", + "Jumping": "Jumping", + "Olfaction": "Olfaction", + "Seduction": "Seduction", + "Analysis": "First Aid", + "Visual_Control": "Visual Control", + "Torture": "Pyromancy", + "Brawling": "Brawling", + "Multiplicity": "Multiplicity", + "Manipulation": "Manipulation", + "Encryption": "Encryption", + "Clairvoyance": "Clairvoyance", + "Demolition": "Demolition", + "Sword": "Sword", + "Concealment": "Concealment", + "Rumourmongering": "Rumour.", + "Writing": "Writing", + "Possession": "Possession", + "Digging": "Digging", + "Weightlifting": "Weightlifting", + "ESP": "ESP", + "Finance": "Finance", + "Contacts": "Contacts", + "Curse": "Curse", + "MuLian_active": "Equip: 木蓮", + "Hadesology_active": "Equip: Hadesology", + "skill_list": "Skill list", + "types": "Types", + "virtue": "Virtue", + "flaw": "Flaw", + "assigned_skill": "Assigned Skill", + "correction": "Correction", + "name": "Name", + "location": "Location", + "secret": "Secret", + "Tool": "Tool", + "support": "Support", + "equip": "Equip", + "showHideNotes": "Show/Hide Notes", + "notes": "Notes", + "kusa": "kusa", + "genin": "genin", + "geninkashira": "geninkashira", + "chunin": "chunin", + "chuninkashira": "chuninkashira", + "jounin": "jounin", + "jouuninkashira": "jouuninkashira", + "touryou": "touryou", + "roll": "roll", + "plot": "'s plot is ", + "assigned-skill-z": "Assigned skill: ", + "target-z": "Target: ", + "clan-z": "Clan: ", + "range-z": "Range: ", + "cost-z": "Cost: ", + "correction-z": "Correction: ", + "mission": "mission", + "config": "config", + "img": "show image", + "Ougi": "Ougi" +} \ No newline at end of file diff --git a/Shinobi_Gami_Chinese_Traditional/translations/hu.json b/Shinobi_Gami_Chinese_Traditional/translations/hu.json new file mode 100644 index 0000000000..d303ee21a1 --- /dev/null +++ b/Shinobi_Gami_Chinese_Traditional/translations/hu.json @@ -0,0 +1,242 @@ +{ + "list_emotion": "Emotional relationship", + "list_belief": "Faith Table", + "list_place1": "Scene Table", + "list_fumble": "big failure table", + "list_place2": "Battlefield Table", + "list_debuff01": "Variable Table", + "list_debuff02": "Warring States tones", + "list_emotion01": "Common sense (positive) / unbelief (negative)", + "list_emotion02": "Friendship (positive) / anger (negative)", + "list_emotion03": "Love (positive) / jealous (negative)", + "list_emotion04": "Loyalty (positive) / contempt (negative)", + "list_emotion05": "yearn (positive) / inferior (negative)", + "list_emotion06": "Frenzy (positive) / killing (negative)", + "list_belief01": "Fero: To involve society and yourself in destruction and struggle", + "list_belief02": "Law: can not tolerate contradictions and weakness, to be guided", + "list_belief03": "I: Act for yourself, money, fame, safety, or ideals,", + "list_belief04": "Love: To protect people around you, like family, friends, lovers, etc.", + "list_belief05": "Loyal: People who believe or agree with the genre can die and die.", + "list_belief06": "And: In order to seek for everyone to understand, the road to happiness together.", + "list_place1_02": "2: After the shower, immerse the tired body in the bathtub. Sometimes it needs a little cure.", + "list_place1_03": "3: A quiet residential street. It seems to be a daily life unrelated to the ninja world... This may be just an illusion.", + "list_place1_04": "4: Standing on the bridge. Connecting the boundary point on the other side of the river. Ok, where should I go...?", + "list_place1_05": "5: A park without people. A stray cat seems to stare at you from a distance,", + "list_place1_06": "6: A cup of blessing. It's just for this cup to live..., oh, it seems like it has always been said,", + "list_place1_07": "7: Inorganic office building. That's a city's tomb.", + "list_place1_08": "8: Old theater. No lights, no other viewers except you...", + "list_place1_09": "9: Walking on the street of the store. The atmosphere is turbulent in the crowd", + "list_place1_10": "10: Flying over the distance between the building and the building. Somewhere on this street, there should be like...", + "list_place1_11": "11: Unfamiliar ceiling. When did you fall asleep? Where is it here?", + "list_place1_12": "12: Waste house. The ground is scattered with daily necessities and utensils.", + "list_fumble_01": "1: The situation is not quite right. All the decisions between the rounds were corrected by -1.", + "list_fumble_02": "2: The big thing is not good! Lose an arbitrary harness.", + "list_fumble_03": "3: Intelligence leaks! Each character other than you can know any one of [secret] or [home] you have.", + "list_fumble_04": "4: Great! The operation fails, optional [Life] loses 1 point. / Magic makes / Hunter and weird battle. On this occasion, you can reincarnate the role of other scorpio novels.", + "list_fumble_05": "5: Is it a conspiracy of enemies? You fall into a trap and are randomly changed by a tone. The pitch is determined by the pitch table.", + "list_fumble_06": "6: Call, good and dangerous, nothing happened.", + "list_place2_01": "1: Flat land has no special", + "list_place2_02": "2: Water, rivers, swimming pools, blood pools in hell, etc. In this battlefield, avoiding the decision to reach the value -2", + "list_place2_03": "3: The top of the building, the tree, the cliff, etc. In this battlefield, the miss (big failure) suffers 1 damage", + "list_place2_04": "4: Bad weather, mountains, blizzards, heavy rain, etc. In this battlefield, the attack is +1", + "list_place2_05": "5: Crowded crowds, classrooms, lanes in traffic jams, etc. When 2d6 is judged on this battlefield, the number of points that are lower than or equal to (layout value +1) is considered a big failure.", + "list_place2_06": "6: Polar universe, deep sea, lava, demon world, etc. In this battlefield, GM casts 1D6 at the end of each round. If it is lower than the number of rounds, all members will be hurt by 1 point.ROLL 1D6 transposition.", + "list_debuff01_02": "2: Paralysis: Randomly select a modified effect that cannot be used. This effect is calculated for different learned effects. At the end of each round, the [body gymnastics] judgment is successful. Then remove the tone.", + "list_debuff01_03": "3: Serious injury: Each time you make a hit judgment, intelligence judgment, and emotional judgment, you will be dealt 1 point close to the battle. This effect cannot be superimposed. At the end of each round, the survival judgment is made, and if it succeeds, the change is released.", + "list_debuff01_04": "4: The whereabouts are unknown: In the main stage, you cannot play in the scenes of players other than yourself. This effect cannot be superimposed. At the end of each round, the [economic power] is judged, and if successful, the shift is released. ", + "list_debuff01_05": "5: Forget: randomly select one from the acquired feelings, this feeling is considered to be non-existent. This effect is calculated separately for different feelings. At the end of each round, [memory] is judged, if successful Then remove the tone.", + "list_debuff01_06": "6: Curse: Randomly select one from the learned tolerance method, the persuasion method is considered to be non-existent. This effect is calculated separately for different tolerances. At the end of each round, the [呪术] judgment is performed, and if successful, it is released. Change the tone.", + "list_debuff01_01": "1: Fault: All the jewels cannot be used. This effect cannot be superimposed. At the end of each round, the [complexation] is judged, and if successful, the transposition is released.", + "list_debuff02_02": "2: Fire Dharma: A large failure value of +1 affected by this tone change, and 1 point [Close Battle damage] when a big failure occurs. (A large failure value and damage value will increase after the overlay) Automatically at the end of the scene Invalidation.", + "list_debuff02_03": "3: Vivid: If you get this change, the round ends (after all layout actions), 1D6 is lost (the sin and hungry share this judgment), and the odd number is reduced by 1 [vitality]. (The damage increases after stacking) At the end of each major phase, a poison decision is made, and if successful, the tone is released.", + "list_debuff02_04": "4: Hunger: If you get this change, the round ends (after all layout actions) when you lose 1D6 (both venom and hunger share this judgment), even numbers decrease by 1 point [vitality]. (Injury increases after stacking) At the end of each major phase, the [Bing Food] judgment is made, and if successful, the tone is released.", + "list_debuff02_05": "5: Remnant Blade: If it is affected by this tone change, the response life effect of reply judgment, forbearance, tolerance and background will be invalidated. (This effect will not be superimposed) At the end of each major stage, [ Torture] Determine, if successful, remove the tone.", + "list_debuff02_06": "6: Wild Hope: Hit judgment +1, all other judgments -1. (This effect will not be superimposed) At the end of each major stage, the judgment is made according to the technique, and if successful, it is released. Change the tone.", + "list_debuff02_01": "1: Hypnosis: The current change at the beginning of the battle or the current tone of this change, if you do not reduce 1 point [vitality], immediately fall off the battle. (This effect will not be superimposed), in the main stage of each round At the end, the judgment is made, and if it is successful, the tone is released.", + "character_name": "Character name", + "player": "Player", + "job": "Job", + "heart": "heart", + "fear": "Fear", + "age": "Age", + "clan": "Clan", + "clanKurama": "Kurama Shin Clan", + "clanHasuba": "Hasuba Ninja Army", + "clanOni": "Bloodline of Oni", + "clanHirasaka": "Hirasaka Agency", + "clanOtogi": "Otogi Private Academy", + "clanHakagure": "Lost Ones", + "clanHasubaSubTsuba": "Hasuba - 鍔鑿組", + "clanHasubaSubTsuchi": "Hasuba - 大槌群", + "clanHasubaSubSashi": "Hasuba - 指矩班", + "clanHasubaSubKugi": "Hasuba - 御釘衆", + "clanKuramaSubKarasu": "Kurama - 廻鴉", + "clanKuramaSubBayonet": "Kurama - バヨネット", + "clanKuramaSubMaou": "Kurama - 魔王流", + "clanKuramaSubRenge": "Kurama - 蓮華王拳", + "clanHakagureSubYoru": "Lost - 夜顔", + "clanHakagureSubNo9": "Lost - No.9", + "clanHakagureSubSekai": "Lost - 世界忍者連合", + "clanHakagureSubKagee": "Lost - 影絵座", + "clanHakagureSubShiranui": "Lost - 不知火", + "clanHakagureSubTogame": "Lost - 咎眼流", + "clanHakagureSubBremen": "Lost - ブレーメン", + "clanHakagureSubDeadmen": "Lost - デッドマン", + "clanHirasakaSubTokoyo": "Hirasaka - 常夜", + "clanHirasakaSubShikome": "Hirasaka - 醜女衆", + "clanHirasakaSubKouan": "Hirasaka - 公安隠密局", + "clanHirasakaSubJakou": "Hirasaka - 麝香会総合病院", + "clanOtogiSubKyoushi": "Otogi - 特命臨時教職員派遣委員会", + "clanOtogiSubSeitokai": "Otogi - 御斎学園生徒会", + "clanOtogiSubTarao": "Otogi - 私立多羅尾女学院", + "clanOtogiSubKyuukou": "Otogi - 旧校舎管理委員会", + "clanOniSubTsuchigumo": "Oni - 土蜘蛛", + "clanOniSubXieshe": "Oni - 血社", + "clanOniSubMagatsubi": "Oni - 凶尾", + "clanOniSubChangeling": "Oni - 長耳", + "status": "Status", + "rank": "Rank", + "condition": "Condition", + "gear": "Gear", + "aim": "Aim", + "enimy": "Enimy", + "surface": "Surface", + "conviction": "Conviction", + "assigned-skill": "ASSIGNED SKILL", + "range": "RANGE", + "cost": "COST", + "background": "BACKGROUND", + "SCORE": "SCORE", + "ougi": "Ougi", + "sense": "sense", + "gender": "Gender", + "score": "Score", + "hp": "Hp", + "san": "San", + "backstory": "Backstory", + "skill": "Skill", + "whisper": "Whisper", + "whisper_all": "Whisper all", + "whisper_token": "Whisper token", + "no_whisper": "No whisper", + "tell_all_whisper": "Tell all whisper", + "tell_whisper": "Tell whisper", + "no_tell_whisper": "No tell whisper", + "whisper_GM": "Whisper GM", + "whisper_gm_value": "Whisper gm", + "auto_skill_list": "Auto skill list", + "violence": "Tool", + "violence(lost)": "Tool(lost)", + "Body": "Body", + "Body(lost)": "Body(lost)", + "Stealth": "Stealth", + "Stealth(lost)": "Stealth(lost)", + "Scheme": "Scheme", + "Scheme(lost)": "Scheme(lost)", + "Strategy": "Strategy", + "Strategy_Field": "Strategy", + "Strategy_Field(lost)": "Strategy(lost)", + "Sorcery": "Sorcery", + "Sorcery(lost)": "Sorcery(lost)", + "Engineering": "Engineering", + "Riding": "Riding", + "Survival": "Survival", + "First_Aid": "First Aid", + "Cooking": "Cooking", + "Transformation": "Transformation", + "Pyromancy": "Pyromancy", + "Ballistics": "Ballistics", + "Infiltration": "Infiltration", + "Poison": "Poison", + "Creature_Mastery": "Creature Mastery", + "Summoning": "Summoning", + "Hydromancy": "Hydromancy", + "Shuriken": "Shuriken", + "Escape": "Escape", + "Sleep": "Sleep", + "Nature": "Nature", + "Necromancy": "Necromancy", + "Acupuncture": "AcuClimbing", + "Sleight_of_Hand": "Sleight of Hand", + "Interception": "Interception", + "Investigation": "Investigation", + "Guerrilla": "Guerrilla", + "Abjuration": "Abjuration", + "Weapon_Concealment": "Finance Concealment", + "Contortionism": "Contortionism", + "Ventriloquism": "Ventriloquism", + "Bluff": "Bluff", + "Willpower": "Willpower", + "Binding": "Hydromancy", + "Clothing": "Clothing", + "Walking": "Walking", + "Invisibility": "Invisibility", + "Inception": "Inception", + "Word_Magic": "Word Magic", + "Rope_Use": "Rope Use", + "Running": "Running", + "Disguise": "Disguise", + "Performance": "Performance", + "Memory": "Memory", + "Illusion": "Illusion", + "Climbing": "Climbing", + "Jumping": "Jumping", + "Olfaction": "Olfaction", + "Seduction": "Seduction", + "Analysis": "First Aid", + "Visual_Control": "Visual Control", + "Torture": "Pyromancy", + "Brawling": "Brawling", + "Multiplicity": "Multiplicity", + "Manipulation": "Manipulation", + "Encryption": "Encryption", + "Clairvoyance": "Clairvoyance", + "Demolition": "Demolition", + "Sword": "Sword", + "Concealment": "Concealment", + "Rumourmongering": "Rumour.", + "Writing": "Writing", + "Possession": "Possession", + "Digging": "Digging", + "Weightlifting": "Weightlifting", + "ESP": "ESP", + "Finance": "Finance", + "Contacts": "Contacts", + "Curse": "Curse", + "MuLian_active": "Equip: 木蓮", + "Hadesology_active": "Equip: Hadesology", + "skill_list": "Skill list", + "types": "Types", + "virtue": "Virtue", + "flaw": "Flaw", + "assigned_skill": "Assigned Skill", + "correction": "Correction", + "name": "Name", + "location": "Location", + "secret": "Secret", + "Tool": "Tool", + "support": "Support", + "equip": "Equip", + "showHideNotes": "Show/Hide Notes", + "notes": "Notes", + "kusa": "kusa", + "genin": "genin", + "geninkashira": "geninkashira", + "chunin": "chunin", + "chuninkashira": "chuninkashira", + "jounin": "jounin", + "jouuninkashira": "jouuninkashira", + "touryou": "touryou", + "roll": "roll", + "plot": "'s plot is ", + "assigned-skill-z": "Assigned skill: ", + "target-z": "Target: ", + "clan-z": "Clan: ", + "range-z": "Range: ", + "cost-z": "Cost: ", + "correction-z": "Correction: ", + "mission": "mission", + "config": "config", + "img": "show image", + "Ougi": "Ougi" +} \ No newline at end of file diff --git a/Singularity/translations/ca.json b/Singularity/translations/ca.json new file mode 100644 index 0000000000..b733b90e3c --- /dev/null +++ b/Singularity/translations/ca.json @@ -0,0 +1,128 @@ +{ + "tab-character": "Character", + "tab-characternotes": "Character Notes", + "tab-spaceship": "Spaceship", + "tab-spaceshipnotes": "Spaceship Notes", + "tab-scripts": "Scripts", + "title-character-u": "CHARACTER SHEET", + "title-characternotes-u": "CHARACTER NOTES", + "title-spaceship-u": "SPACESHIP SHEET", + "title-spaceshipnotes-u": "SPACESHIP NOTES", + "notes-u": "NOTES", + "modifiers-u": "MODIFIERS", + "modifiers-positive": "Positive", + "modifiers-negative": "Negative", + "attributes-u": "ATTRIBUTES", + "attributes-strength": "Strength", + "attributes-agility": "Agility", + "attributes-wits": "Wits", + "attributes-empathy": "Empathy", + "character-trauma-u": "TRAUMA", + "character-trauma-hitpoints-strength-plus-agility": "Hit Points (Str+Agi)", + "character-trauma-critical-injuries": "Critical Injuries:", + "character-trauma-mindpoints-wits-plus-empathy": "Mind points (Wits+Emp)", + "name": "Name:", + "character-background": "Background:", + "character-concept": "Concept:", + "character-icon": "Icon:", + "character-group-concept": "Group concept:", + "character-reputation": "Reputation:", + "character-personal-problem": "Personal Problem:", + "appearance-u": "Appearance", + "appearance-face": "Face:", + "appearance-clothing": "Clothing:", + "character-relationships-u": "RELATIONSHIPS", + "character-relationships-buddy-u": "BUDDY", + "radiation-u": "RADIATION", + "experience-u": "EXPERIENCE", + "character-skills-u": "SKILLS", + "character-skills-general-u": "GENERAL", + "character-skills-advanced-u": "ADVANCED", + "character-skills-dexterity-agility": "Dexterity (Agi)", + "character-skills-command-empathy": "Command (Edge)", + "character-skills-athletics-strength": "Athletics (Str)", + "character-skills-closecombat-strength": "Close Combat (Str)", + "character-skills-throw-strength": "Throw (Str)", + "character-skills-dodge-strength": "Dodge (Str)", + "character-skills-barter-empathy": "Barter (Edge)", + "character-skills-smoothtalk-empathy": "Smooth Talk (Edge)", + "character-skills-demolition-empathy": "Demolitions (Wits)", + "character-skills-technology-wits": "Technology (Wit)", + "character-skills-resist-strength": "Resist (STR)", + "character-skills-drive-agility": "Drive (AGI)", + "character-skills-sleight-empathy": "Sleight (AGI)", + "character-skills-disguise-empathy": "Disguise (Edge)", + "character-skills-cybernetics-empathy": "Cybernetics (Wits)", + "character-skills-biotech-empathy": "Biotech (Wits)", + "character-skills-hacking-empathy": "Hacking (Wits)", + "character-skills-psychotherapy-empathy": "Psychotherapy (Wits)", + "character-skills-culture-empathy": "Culture (Emp)", + "character-skills-infiltration-agility": "Infiltration (Agi)", + "character-skills-datadjinn-wits": "Data Djinn (Wit)", + "character-skills-manipulation-empathy": "Manipulation (Emp)", + "character-skills-medicurgy-wits": "Medicurgy (Wit)", + "character-skills-meleecombat-strength": "Melee Combat (Str)", + "character-skills-mysticpowers-empathy": "Mystic Powers (Emp)", + "character-skills-observation-wits": "Observation (Wit)", + "character-skills-pilot-agility": "Pilot (Agi)", + "character-skills-rangedcombat-agility": "Ranged Combat (Agi)", + "character-skills-science-wits": "Science (Wit)", + "character-skills-survival-wits": "Survival (Wit)", + "character-skills-talents-u": "TALENTS", + "carry-u": "CARRY", + "carry-max-u": "MAX", + "inventory-gear-u": "GEAR", + "bonus-u": "BONUS", + "armor-u": "ARMOR", + "armor-rating-u": "RATING", + "comment-u": "COMMENT", + "comments-u": "COMMENTS", + "weapons-u": "WEAPONS", + "init-initiative-u": "INIT", + "weapons-damage-u": "DAMAGE", + "weapons-crit-critical-u": "CRIT", + "weapons-range-u": "RANGE", + "weapons-reloads-u": "RELOADS", + "people-u": "PEOPLE I'VE MET", + "people-concept-u": "CONCEPT", + "characternotes-cabin-u": "MY CABIN", + "characternotes-cabin-description": "Description:", + "characternotes-cabin-gear": "Gear:", + "characternotes-cabin-other": "Other:", + "tiny-items-u": "TINY ITEMS", + "characternotes-money-birr-u": "Birr:", + "spaceship-class": "Class & Type:", + "spaceship-shipyard": "Shipyard:", + "spaceship-problem": "Problem:", + "spaceship-debt": "Debt", + "spaceship-data-u": "DATA", + "spaceship-data-maneuverability": "Maneuverability", + "spaceship-data-signature": "Signature", + "spaceship-data-speed": "Speed", + "spaceship-data-armor": "Armor", + "spaceship-modules-u": "MODULES", + "spaceship-modules-disabled-u": "DISABLED", + "spaceship-modules-maximum": "Maximum number of modules", + "spaceship-energypoints-u": "ENERGY POINTS", + "spaceship-hullpoints-u": "HULL POINTS", + "spaceship-hullpoints-criticaldamage": "Critical Damage:", + "spaceship-features-u": "FEATURES", + "spaceship-skill-level-u": "Skill Level", + "spaceship-captain-u": "CAPTAIN", + "spaceship-pilot-u": "PILOT", + "spaceship-sensor-operator-u": "SENSOR OPERATOR", + "spaceship-gunner-u": "GUNNER", + "spaceship-engineer-u": "ENGINEER", + "spaceshipnotes-log-u": "SHIP'S LOG", + "spaceshipnotes-log-coriolis-cycles-segment-u": "CC/SEGMENT", + "spaceshipnotes-log-route-u": "ROUTE", + "spaceshipnotes-log-danger-u": "DANGER", + "spaceshipnotes-cargo-u": "CARGO AND GEAR", + "rolltemplate-autofail": "Missing skill point in advanced skill. Automatic fail.", + "rolltemplate-dice-pool": "Dice pool is 0 or less.
    Rolling 2d6 instead.", + "rolltemplate-difficult-fail": "Difficult Roll Failure.", + "rolltemplate-difficult-success": "Difficult Roll Success.", + "rolltemplate-fail": "Failure.", + "rolltemplate-limitedsuccess": "Limited Success.", + "rolltemplate-criticalsuccess": "Critical Success." +} diff --git a/Singularity/translations/hu.json b/Singularity/translations/hu.json new file mode 100644 index 0000000000..b733b90e3c --- /dev/null +++ b/Singularity/translations/hu.json @@ -0,0 +1,128 @@ +{ + "tab-character": "Character", + "tab-characternotes": "Character Notes", + "tab-spaceship": "Spaceship", + "tab-spaceshipnotes": "Spaceship Notes", + "tab-scripts": "Scripts", + "title-character-u": "CHARACTER SHEET", + "title-characternotes-u": "CHARACTER NOTES", + "title-spaceship-u": "SPACESHIP SHEET", + "title-spaceshipnotes-u": "SPACESHIP NOTES", + "notes-u": "NOTES", + "modifiers-u": "MODIFIERS", + "modifiers-positive": "Positive", + "modifiers-negative": "Negative", + "attributes-u": "ATTRIBUTES", + "attributes-strength": "Strength", + "attributes-agility": "Agility", + "attributes-wits": "Wits", + "attributes-empathy": "Empathy", + "character-trauma-u": "TRAUMA", + "character-trauma-hitpoints-strength-plus-agility": "Hit Points (Str+Agi)", + "character-trauma-critical-injuries": "Critical Injuries:", + "character-trauma-mindpoints-wits-plus-empathy": "Mind points (Wits+Emp)", + "name": "Name:", + "character-background": "Background:", + "character-concept": "Concept:", + "character-icon": "Icon:", + "character-group-concept": "Group concept:", + "character-reputation": "Reputation:", + "character-personal-problem": "Personal Problem:", + "appearance-u": "Appearance", + "appearance-face": "Face:", + "appearance-clothing": "Clothing:", + "character-relationships-u": "RELATIONSHIPS", + "character-relationships-buddy-u": "BUDDY", + "radiation-u": "RADIATION", + "experience-u": "EXPERIENCE", + "character-skills-u": "SKILLS", + "character-skills-general-u": "GENERAL", + "character-skills-advanced-u": "ADVANCED", + "character-skills-dexterity-agility": "Dexterity (Agi)", + "character-skills-command-empathy": "Command (Edge)", + "character-skills-athletics-strength": "Athletics (Str)", + "character-skills-closecombat-strength": "Close Combat (Str)", + "character-skills-throw-strength": "Throw (Str)", + "character-skills-dodge-strength": "Dodge (Str)", + "character-skills-barter-empathy": "Barter (Edge)", + "character-skills-smoothtalk-empathy": "Smooth Talk (Edge)", + "character-skills-demolition-empathy": "Demolitions (Wits)", + "character-skills-technology-wits": "Technology (Wit)", + "character-skills-resist-strength": "Resist (STR)", + "character-skills-drive-agility": "Drive (AGI)", + "character-skills-sleight-empathy": "Sleight (AGI)", + "character-skills-disguise-empathy": "Disguise (Edge)", + "character-skills-cybernetics-empathy": "Cybernetics (Wits)", + "character-skills-biotech-empathy": "Biotech (Wits)", + "character-skills-hacking-empathy": "Hacking (Wits)", + "character-skills-psychotherapy-empathy": "Psychotherapy (Wits)", + "character-skills-culture-empathy": "Culture (Emp)", + "character-skills-infiltration-agility": "Infiltration (Agi)", + "character-skills-datadjinn-wits": "Data Djinn (Wit)", + "character-skills-manipulation-empathy": "Manipulation (Emp)", + "character-skills-medicurgy-wits": "Medicurgy (Wit)", + "character-skills-meleecombat-strength": "Melee Combat (Str)", + "character-skills-mysticpowers-empathy": "Mystic Powers (Emp)", + "character-skills-observation-wits": "Observation (Wit)", + "character-skills-pilot-agility": "Pilot (Agi)", + "character-skills-rangedcombat-agility": "Ranged Combat (Agi)", + "character-skills-science-wits": "Science (Wit)", + "character-skills-survival-wits": "Survival (Wit)", + "character-skills-talents-u": "TALENTS", + "carry-u": "CARRY", + "carry-max-u": "MAX", + "inventory-gear-u": "GEAR", + "bonus-u": "BONUS", + "armor-u": "ARMOR", + "armor-rating-u": "RATING", + "comment-u": "COMMENT", + "comments-u": "COMMENTS", + "weapons-u": "WEAPONS", + "init-initiative-u": "INIT", + "weapons-damage-u": "DAMAGE", + "weapons-crit-critical-u": "CRIT", + "weapons-range-u": "RANGE", + "weapons-reloads-u": "RELOADS", + "people-u": "PEOPLE I'VE MET", + "people-concept-u": "CONCEPT", + "characternotes-cabin-u": "MY CABIN", + "characternotes-cabin-description": "Description:", + "characternotes-cabin-gear": "Gear:", + "characternotes-cabin-other": "Other:", + "tiny-items-u": "TINY ITEMS", + "characternotes-money-birr-u": "Birr:", + "spaceship-class": "Class & Type:", + "spaceship-shipyard": "Shipyard:", + "spaceship-problem": "Problem:", + "spaceship-debt": "Debt", + "spaceship-data-u": "DATA", + "spaceship-data-maneuverability": "Maneuverability", + "spaceship-data-signature": "Signature", + "spaceship-data-speed": "Speed", + "spaceship-data-armor": "Armor", + "spaceship-modules-u": "MODULES", + "spaceship-modules-disabled-u": "DISABLED", + "spaceship-modules-maximum": "Maximum number of modules", + "spaceship-energypoints-u": "ENERGY POINTS", + "spaceship-hullpoints-u": "HULL POINTS", + "spaceship-hullpoints-criticaldamage": "Critical Damage:", + "spaceship-features-u": "FEATURES", + "spaceship-skill-level-u": "Skill Level", + "spaceship-captain-u": "CAPTAIN", + "spaceship-pilot-u": "PILOT", + "spaceship-sensor-operator-u": "SENSOR OPERATOR", + "spaceship-gunner-u": "GUNNER", + "spaceship-engineer-u": "ENGINEER", + "spaceshipnotes-log-u": "SHIP'S LOG", + "spaceshipnotes-log-coriolis-cycles-segment-u": "CC/SEGMENT", + "spaceshipnotes-log-route-u": "ROUTE", + "spaceshipnotes-log-danger-u": "DANGER", + "spaceshipnotes-cargo-u": "CARGO AND GEAR", + "rolltemplate-autofail": "Missing skill point in advanced skill. Automatic fail.", + "rolltemplate-dice-pool": "Dice pool is 0 or less.
    Rolling 2d6 instead.", + "rolltemplate-difficult-fail": "Difficult Roll Failure.", + "rolltemplate-difficult-success": "Difficult Roll Success.", + "rolltemplate-fail": "Failure.", + "rolltemplate-limitedsuccess": "Limited Success.", + "rolltemplate-criticalsuccess": "Critical Success." +} diff --git a/Songs for the Dusk/translations/ca.json b/Songs for the Dusk/translations/ca.json new file mode 100644 index 0000000000..9f2b0dc9b6 --- /dev/null +++ b/Songs for the Dusk/translations/ca.json @@ -0,0 +1,872 @@ +{ + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "starting_ability_description": "Starting Ability description", + "starting_ability_name": "Starting Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "beliefs": "Beliefs", + "drives": "Drives", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "alchemicals": "Weapons and Armor", + "armor_uses": "Armor uses", + "alias": "Substrate", + "an_upgrade": "An upgrade", + "analysis": "Analysis", + "analysis_description": "Resist consequences from deception or understanding.", + "assault": "battle", + "assist_a_teammate": "Assist a teammate", + "tune": "Tune", + "tune_description": "When you TUNE, you align your senses to the exotic forces that underlie the material world.", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_info": "ACADEMIC—ARTISTIC—CRIMINAL—LABOR—LAW—MILITARY—RELIGIOUS—MERCHANT", + "bandoliers": "Bandoliers", + "bluff": "Bluff", + "bluff_description": "When you BLUFF, you manipulate with charm, deception, or fast talk.", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "broken": "Paralysed", + "character_mode": "Strider Mode", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Expert", + "cohort_quality": "Expert Quality", + "cohorts": "Experts", + "coin": "trade", + "supply": "Supply", + "investment": "Investment", + "prosperity": "Prosperity", + "anxious": "Anxious", + "cynical": "Cynical", + "detached": "Detached", + "command": "Command", + "command_description": "When you COMMAND, you employ good leadership or compel by force of personality.", + "consequence": "Consequence", + "connect": "Connect", + "connect_description": "When you CONNECT, you socialize with friends and contacts, form sincere emotional bonds, or persuade from a position of genuine belief.", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "crew": "Crew", + "augurs": "Augurs", + "couriers": "Couriers", + "magpies": "Magpies", + "rangers": "Rangers", + "silvers": "Silvers", + "crew_augurs_description": "Passionate \nscientists \nand explorers", + "crew_augurs_xp_condition": "you solve mysteries, discover something new, or uncover something old.", + "crew_augurs_hunting_grounds_type": "Specialties", + "crew_augurs_hunting_grounds_description": "Cartography and mapmaking—Exotic biology—The Cataclysm—Radiant history", + "crew_ability_elementary": "Elementary", + "crew_ability_elementary_description": "Each PC may add +1 action rating to READ, WAYFARE, or TUNE.", + "crew_ability_case_file_drive": "Case File Drive", + "crew_ability_case_file_drive_description": "Your crew gains an extra downtime activity to work on long-term projects or to acquire assets relating to solving mysteries.", + "crew_ability_cut_loose": "Cut Loose", + "crew_ability_cut_loose_description": "Your whole crew gains a group relief; define it. Right after a job, you may spend 1 trade and a downtime activity to organize this relief (i.e. throw a party, cook for everyone, organize a game tournament), allowing the whole crew present to make a relief roll. If anyone overindulges, a fight breaks out, and everyone gains 1 stress after the roll.", + "crew_ability_drift_compatible": "Drift Compatible", + "crew_ability_drift_compatible_description": "Your crew is telepathically linked. You can engage the link at any time to instantly transmit psychic speech or sensory impressions to each other. If you take emotional or psychic harm while the link is up, everyone connected to you takes a reduced version of that harm. If you overload stress while the link is active, everyone takes the level 2 harm “Reeling” as they feel blowback from your overwhelmed state.", + "crew_ability_rescue_warp": "Rescue Warp", + "crew_ability_rescue_warp_description": "Any of you can spend three stress to do one of the following: instantly warp to the side of one of your crewmates — instantly warp one of your crewmates to your side.", + "crew_ability_spirits_perch": "Spirit's Perch", + "crew_ability_spirits_perch_description": "Your crew is connected to a powerful spirit. It renders you immune to possession or mind control from outside sources, but you can always choose to carry your crew’s spirit within your own body as a passenger. Your spirit has insight into matters you might not be aware of, and sometimes it can even manifest great power in the physical world. Still, you should remember that the priorities of a spirit might be very different from your own. Name your crew’s spirit and describe it with two or three qualities from the list: ancient, bewitching, curious, idealistic, insightful, kind, mischievous, patient, practical, righteous, wistful, young.", + "crew_ability_uxies_promise": "Uxie's Promise", + "crew_ability_uxies_promise_description": "When your crew decides to keep the solution to a mystery secret at cost to yourselves, you may mark xp for the crew and for each PC.", + "crew_upgrade_exoadaptive_tech": "Exoadaptive Tech", + "crew_upgrade_exoadaptive_tech_description": " Your clothing and gear is equipped with protection from radiation, harmful chemicals, temperature and pressure extremes, and just about anything short of a hard vacuum. You also have masks [0 load] that filter oxygen from water or toxic atmospheres and can store about 30 minutes worth of air in oxygen-poor environments.", + "crew_upgrade_neural_overlay": "Neural Overlay", + "crew_upgrade_neural_overlay_description": "You can use armor to resist consequences from illusion, exotic forces, or mental attacks.", + "crew_upgrade_lake_in_the_sky": "Lake in the Sky", + "crew_upgrade_lake_in_the_sky_description": "There’s just something about the feeling of discovery. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_upgrade_flexible": "Flexible", + "crew_upgrade_flexible_description": "Each PC gets +1 quirk box. It costs three upgrades to unlock this, not just one.", + "crew_augurs_contact_0": "Juliet, a charming charmant-tutor.", + "crew_augurs_contact_1": "Isolda, a wanderer who frequents crossroads.", + "crew_augurs_contact_2": "Seer Bruc, an arbiter.", + "crew_augurs_contact_3": "Persona non Grata, a winsome information broker.", + "crew_augurs_contact_4": "Rasalhague, a bonded spirit-human pair.", + "claim_charmflair": "Charmflair", + "claim_charmflair_description": "-1 stress cost for all charm abilities, spells, and use of exotic forces. This effect applies to all crewmates everywhere. Requires prosperity 2.", + "claim_exotic_weave": "Exotic Weave", + "claim_exotic_weave_description": "+1d to CONNECT with exotic forces on-site. A weave of quintessic energy pervades your base and buoys the life force of arcane beings.", + "claim_quintessic_loom": "Quintessic Loom", + "claim_quintessic_loom_description": "You get +1d to the engagement roll for technical plans.", + "claim_popular_science": "Popular Science", + "claim_popular_science_description": "+2 rep when you solve a mystery and publicize the results.", + "claim_custom_workspaces": "Custom Workspaces", + "claim_custom_workspaces_description": "Your experts have +1 quality.", + "crew_couriers_description": "Hardy transporters", + "crew_couriers_description_xp_condition": "you execute a successful transport operation or develop new trade or mutual aid relationships", + "crew_couriers_hunting_grounds_type": "Specialities", + "crew_couriers_hunting_grounds_description": "Food and water—Tech and hardware—Medicine—people", + "vehicle": "Vehicle", + "rover_dropjet_other": "Rover—Dropjet—other", + "vehicle_edges_flaws": "Vehicle edges and flaws", + "crew_ability_go_for_miles": "Go For Miles", + "crew_ability_go_for_miles_description": "Each PC may add +1 action rating to SHAPE, FINESSE, or WAYFARE.", + "crew_ability_all_hands": "All Hands", + "crew_ability_all_hands_description": "During downtime, one of your experts may perform a downtime activity for the crew to acquire an asset, outreach, or work on a long-term project.", + "crew_ability_distributed_weight": "Distributed Weight", + "crew_ability_distributed_weight_description": "It’s got as much to do with how you arrange the pockets. Your crew can carry +2 load.", + "crew_ability_experts_talk_logistics": "Experts Talk Logistics", + "crew_ability_experts_talk_logistics_description": "At the end of the day, everyone needs things moved, and your success is good for them all. When you take rep, take +1 rep.", + "crew_ability_friendly": "Friendly", + "crew_ability_friendly_description": "Sometimes friends are all the supplies you need. You may treat up to three +3 faction statuses you hold as if they’re production.", + "crew_ability_one_of_us": "One Of Us", + "crew_ability_one_of_us_description": "Create one of your vehicles as an expert (use the vehicle edges and flaws below.) Its quality is equal to your Tier +1. The vehicle can use teamwork actions (using quality for rolls). A vehicle can’t lead a group action, but it can participate.", + "crew_ability_punch_it": "Punch It", + "crew_ability_punch_it_description": "When you enter danger aboard a vehicle, you gain +1 impact for vehicle speed and maneuverability and you don’t suffer a worse position when moving around on the outside of a high-speed vehicle. Your vehicles gain armor.", + "crew_upgrade_internal_compasses": "Internal Compasses", + "crew_upgrade_internal_compasses_description": "You always know which way is north. Also, as long as you choose to “broadcast” your compass, every other member of your crew knows exactly which direction they need to travel to find you and precisely how far away you are.", + "crew_upgrade_hoverbikes": "Hoverbikes", + "crew_upgrade_hoverbikes_description": "A set of levitating thruster bikes for the whole crew. Each bike seats one (two in a pinch, but it’s not comfortable) and can be transmaterialized into and out of a rover or dropjet. The engines run quiet and can go days without refueling.", + "crew_upgrade_dont_shirk_work": "Don't Shirk Work", + "crew_upgrade_dont_shirk_work_description": "When you commit, you commit. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_couriers_contact_0": "Madrigal, a sprightly message-runner.", + "crew_couriers_contact_1": "Ivory, a flighty record-keeper.", + "crew_couriers_contact_2": "Camellia, a shy mechanic.", + "crew_couriers_contact_3": "Theo, a subdued inventor. ", + "crew_couriers_contact_4": "Rune, a ship captain.", + "claim_fleet": "Fleet", + "claim_fleet_description": "Your experts have their own vehicles. Each expert has a common vehicle, with quality equal to your Tier.", + "claim_mobile_city": "Mobile City", + "claim_mobile_city_description": "Your base and the community surrounding are mobile, and can be moved to a new location as a downtime activity. Requires prosperity 3.", + "claim_side_shipments": "Side Shipments", + "claim_side_shipments_description": " You get +2 trade per mission. You have extra space to stash small items to run alongside your main jobs, plus an algorithm that is very good at solving travelling-salesman problems.", + "claim_terrain_maps": "Terrain Maps", + "claim_terrain_maps_description": "Take +1d to the engagement roll for transport plans. High-quality sonar-pulse maps of local terrain which can always tell you the best way in, out, through, or past.", + "crew_magpies_description": "Clever techs \nand scavengers", + "crew_magpies_xp_condition": "you execute a successful salvage, construction, demolition, or repair mission.", + "crew_magpies_hunting_grounds_type": "Specialties", + "crew_magpies_hunting_grounds_description": "Construction—Demolition—Repair—Salvage", + "crew_ability_feather_transform": "Feather Transform", + "crew_ability_feather_transform_description": "Each PC may add +1 action rating to READ, SHAPE, or TUNE.", + "crew_ability_custom_os": "Custom OS", + "crew_ability_custom_os_description": "Your electronics and equipment are custom-built and utilize a unique operating system. Your technology can’t be hacked and, at your option, can only be used by your crew.", + "crew_ability_engineers": "Engineers", + "crew_ability_engineers_description": "Take +1d to seek info about broken machinery or technology, and gain potency when modifying, repairing, or sabotaging technology or machines in the field.", + "crew_ability_foundation_frames": "Foundation Frames", + "crew_ability_foundation_frames_description": "Foundation project clocks start with 1 segment filled.", + "crew_ability_resilience": "Resilience", + "crew_ability_resilience_description": "Take +1d to resistance rolls against technological or exotic threats.", + "crew_ability_scrapyards": "Scrapyards", + "crew_ability_scrapyards_description": "You get +1d to acquire technological assets or to work on projects related to developing technology during downtime. When you construct foundations, fill +1 segment.", + "crew_ability_sum_of_its_parts": "Sum of Its Parts", + "crew_ability_sum_of_its_parts_description": "When you spend harmony on a roll to assemble or modify technology, treat the tech you work on as 1 quality higher until your next downtime.", + "crew_upgrade_magic_circle": "Magic Circle", + "crew_upgrade_magic_circle_description": "You may spend harmony to take +1d to any downtime action.", + "crew_upgrade_autofac_systems": "Autofac Systems", + "crew_upgrade_autofac_systems_description": "Each player may fill 1 segment on any crafting project once per downtime, even if you don’t work on that project during this downtime.", + "crew_upgrade_ten_into_eleven": "Ten into Eleven", + "crew_upgrade_ten_into_eleven_description": "Equivalent exchange is just a zero-sum game. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_magpies_contact_0": "Metz, a synthetic philosopher. ", + "crew_magpies_contact_1": "Artemis, a grumpy engineer.", + "crew_magpies_contact_2": "Sandcat, a puckish hacker.", + "crew_magpies_contact_3": "Qaynan, a machine archivist.", + "crew_magpies_contact_4": "Amaryl, a keeper of synthetic graves.", + "claim_assembly_arms": "Assembly Arms", + "claim_assembly_arms_description": "+1d to craft and construct foundation rolls.", + "claim_minifacturing": "Minifacturing Facility", + "claim_minifacturing_description": "+2 trade from technical missions.", + "claim_radiant_archive": "Radiant Archive", + "claim_radiant_archive_description": "+1d to READ and SHAPE rolls on-site.", + "claim_laboratory": "Laboratory", + "claim_laboratory_description": "+1d to long-term project rolls for scientific or exotic investigation.", + "claim_low_emissions_energy": "Low-Emissions Energy", + "claim_low_emissions_energy_description": "-2 heat per mission.", + "claim_open_license_specs": "Open License Specs", + "claim_open_license_specs_description": "+2 rep when you release tech blueprints for free.", + "claim_repair_shop": "Repair Shop", + "claim_repair_shop_description": "(Tier roll) - Entanglement = trade in downtime", + "claim_adaptive_hardware": "Adaptive Hardware", + "claim_adaptive_hardware_description": "+1d engagement for technical plans.", + "crew_rangers_description": "Agile \nscouts and \ndefenders", + "crew_rangers_xp_condition": "you execute a successful combat, rescue, sabotage, or evacuation op.", + "crew_rangers_hunting_grounds_type": "Specialties", + "crew_rangers_hunting_grounds_description": "Combat—Rescue—Sabotage—Evacuation", + "crew_ability_six_coyotes": "Six Coyotes", + "crew_ability_six_coyotes_description": "Each PC may add +1 action rating to HUNT, SKIRMISH, or SHADOW.", + "crew_ability_disaster_relief": "Disaster", + "crew_ability_disaster_relief_description": "Take +1d to long-term project rolls to provide aid or relief to groups, factions, or locations you’ve helped in the past.", + "crew_ability_the_easy_way": "The Easy Way", + "crew_ability_the_easy_way_description": "Take +1d to intimate hostiles into standing down so long as more than one of you is present.", + "crew_ability_forged_in_fire": "Forged in Fire", + "crew_ability_forged_in_fire_description": "Each PC has been toughened by hard experience. You get +1d to resistance rolls.", + "crew_ability_reassuring": "Reassuring", + "crew_ability_reassuring_description": "You know how to project a calming attitude. Take +1d to lead NPCs through danger or to treat their wounds. When you speak to NPCs you’re protecting in a dangerous situation, your words have potency.", + "crew_ability_synchronized": "Synchronized", + "crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success. A critical achieved this way also generates harmony.", + "crew_ability_war_dogs": "War Dogs", + "crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_upgrade_quantum_encryption": "Quantum Encryption", + "crew_upgrade_quantum_encryption_description": "Your communications are completely secure and can’t be disrupted or intercepted.", + "crew_upgrade_condor_satellite": "CONDOR Satellite", + "crew_upgrade_condor_satellite_description": " You have an uplink to one of old Earth’s geosynced satellites, which you can use to generate high-quality images of local terrain, major landmarks, etc. Consider this a major advantage (+1d) for engagement rolls when it applies.", + "crew_upgrade_chorus_line_hypothesis": "Chorus-Line Hypothesis", + "crew_upgrade_chorus_line_hypothesis_description": " The name for a group of swallows is a murmuration. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_rangers_contact_0": "Zephyr, an aloof spy.", + "crew_rangers_contact_1": "Jasmine, a reserved analyst.", + "crew_rangers_contact_2": "Devereaux, a dextrous medic.", + "crew_rangers_contact_3": "Siofra, an old gunsmith.", + "crew_rangers_contact_4": "Aindra, a guardian spirit.", + "claim_civilian_testimonies": "Civilian Testimonies", + "claim_civilian_testimonies_description": "-2 heat when you protect people.", + "claim_salvage_side_ops": "Salvage Side Ops", + "claim_salvage_side_ops_description": "+2 trade from battle or stealth plans.", + "claim_field_medicine": "Field Medicine", + "claim_field_medicine_description": "All experts gain medic type.", + "claim_medical_bay": "Medical Bay", + "claim_medical_bay_description": "Clear +1 level of harm when you recover.", + "claim_combat_sims": "Combat Sims", + "claim_combat_sims_description": "+1d engagement for battle plans.", + "claim_training_facilities": "Training Facilities", + "claim_training_facilities_description": "Your experts roll their quality-1 for actions outside their expertise, rather than 0d. You make sure everyone who works with your crew is well-rounded enough to survive a variety of situations. Requires prosperity 2.", + "claim_warehouses": "Warehouses", + "claim_warehouses_description": "+1d to acquire assets.", + "claim_wormhole_gate": "Wormhole Gate", + "claim_wormhole_gate_description": "Safe passage through militarized borders. 4 trade in fuel per use.", + "claim_passive_camo": "Passive Camo", + "claim_passive_camo_description": "+1d engagement for stealth plans.", + "crew_silvers_description": "Thieves \nwith hearts \nof gold", + "crew_silvers_xp_condition": "You obtain key supplies or information and provide them to those in need.", + "crew_silvers_hunting_grounds_type": "Specialties", + "crew_silvers_hunting_grounds_description": "Blueprints—History—Resources—Secrets", + "crew_ability_amiable": "Amiable", + "crew_ability_amiable_description": "Each PC may add +1 action rating to FINESSE, BLUFF, or CONNECT.", + "crew_ability_cant_hate_us": "Can't Hate Us", + "crew_ability_cant_hate_us_description": "When you roll entanglements, roll twice and pick the one you prefer. Take +1d to outreach.", + "crew_ability_captivating": "Captivating", + "crew_ability_captivating_description": "Your crew is well-known and magnetically compelling. When you deal with a crew or faction, the MC will tell you who among them has been enthralled by your exploits: one, a few, many, or all.", + "crew_ability_heartfelt": "Heartfelt", + "crew_ability_heartfelt_description": "When any of you speaks from the heart, your words can reach the most hardened criminals or soldiers, and you gain potency.", + "crew_ability_locals": "Locals", + "crew_ability_locals_description": "Take -1 heat during downtime and +1d to seek info about or pass yourself off as ordinary citizens.", + "crew_ability_suppliers_network": "Supplier's Network", + "crew_ability_suppliers_network_description": "You can invest supply to increase a faction status as if you were constructing a production foundation. The cost is equal to the faction’s Tier times the change in status level (for example, getting from 0 to +2 with a Tier III faction would cost 6 supply).", + "crew_ability_view_from_the_top": "View from the Top", + "crew_ability_view_from_the_top_description": "It’s all about who you know. Take -1 heat during downtime and +1d to seek info or pass yourself off as members of a region’s elite.", + "crew_upgrade_infil_rigging": "Infil Rigging", + "crew_upgrade_infil_rigging_description": "Webbing and masking cloth that conceals up to 3 load’s worth of carried items from close inspection, including scanners and pat-downs.", + "crew_upgrade_surveillance_scramblers": "Surveillance Scramblers", + "crew_upgrade_surveillance_scramblers_description": "You can mask your face from digital surveillance. This won’t save you from being seen on cameras, but prevents observers from identifying who you are.", + "crew_upgrade_electro_phi_betas": "Electro Phi Betas", + "crew_upgrade_electro_phi_betas_description": " Heads turn when you walk into a room. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_upgrade_tempered": "Tempered", + "crew_upgrade_tempered_description": "Each PC gets +1 stress box.", + "crew_silvers_contact_0": "Camille, a bitter scion of wealth.", + "crew_silvers_contact_1": "✧Kiri✧Hex✧, an electric idol.", + "crew_silvers_contact_2": "Ruby Realgar, a talented performance fighter.", + "crew_silvers_contact_3": "Even Glass Shatters, a rising political star.", + "crew_silvers_contact_4": "Tashi, an offbeat journalist.", + "claim_intercontinental_aid": "Intercontinental Aid", + "claim_intercontinental_aid_description": "(Tier roll) - Entanglement = trade in downtime", + "claim_artisan_crafters": "Artisan Crafters", + "claim_artisan_crafters_description": "(Tier roll) - Entanglement = trade in downtime", + "claim_positive_spin": "Positive Spin", + "claim_positive_spin_description": "+1 rep when you overindulge.", + "claim_cover_operation": "Cover Operation", + "claim_cover_operation_description": "-2 heat per mission.", + "claim_cover_identities": "Cover Identities", + "claim_cover_identities_description": "+1d engagement for deception and social plans.", + "claim_luxury_venue": "Luxury Venue", + "claim_luxury_venue_description": "+1d to CONNECT and BLUFF rolls onsite.", + "claim_fashion_experts": "Fashion Experts", + "claim_fashion_experts_description": "+1d engagement for social plans.", + "claim_black_market_contacts": "Black Market Contacts", + "claim_black_market_contacts_description": " +1d to acquire assets.", + "claim_friends_in_low_places": "Friends in Low Places", + "claim_friends_in_low_places_description": "+1d to gather information for missions.", + "claim_expose": "Exposé", + "claim_expose_description": "+2 rep for revealing a rival faction’s secrets to the public.", + "claim_production": "Production", + "crew_ability_experienced": "Experienced", + "crew_ability_experienced_description": "Choose a special ability from another source.", + "crew_advancement": "Crew Advancement", + "crew_description": "A short crew description", + "crew_mode": "Crew Mode", + "crew_sheet": "Crew sheet", + "crew_tier": "Crew Tier", + "crew_upgrades": "Crew Upgrades", + "deception": "Deception", + "description": "Description", + "desperate": "Desperate", + "detail_assault": "Combat site.", + "detail_deception": "Method", + "detail_occult": "Tech or exotic method.", + "detail_social": "Social connection", + "detail_stealth": "Infiltration point.", + "detail_transport": "Route and means.", + "devils_bargain": "Lotus Gambit", + "edges": "Edges", + "effect_query": "?{impact|Standard|Limited|Great|Extreme|Zero}", + "elite": "Elite", + "engagement": "Engagement", + "entanglement": "Entanglement", + "expert": "Expert", + "faction_the_asphodel_pinnacle": "The Asphodel Pinnicle", + "faction_tsunami": "TSUNAMI", + "faction_asriony_union_of_journalists": "Tamaris Union of Journalists", + "faction_the_order_of_the_spiral": "The Order of the Spiral", + "faction_synaptic_wreath": "Synaptic Wreath", + "faction_acanthia_citizenship": "Acanthia Citizenship", + "faction_astatine_throne": "Astatine Throne", + "faction_cedar_phantoms": "Cedar Phantoms", + "faction_nomothesis_blue": "Nomothesis Blue", + "faction_aqua_regia": "Aqua Regia", + "faction_ace_of_hearts": "Ace Of Hearts", + "faction_malvarose_citizenship": "Malvarose_citizenship", + "faction_rosewhite_academy": "Rosewhite Academy", + "faction_the_lantern_agency": "The Lantern Agency", + "faction_pyrehollows": "Pyrehollows", + "faction_meridian_valley_citizenship": "Meridian Valley Citizenship", + "faction_path_of_bluebells": "Path of Bluebells", + "faction_meridian_coalition": "Meridian Coalition", + "faction_leafneedles": "Leafneedles", + "faction_salaphiels_quills": "Salaphiel's Quills", + "faction_rust_devils": "Rust Devils", + "faction_pinelock_citizenship": "Pinelocke Citizenship", + "faction_the_monstral_fair": "The Monstral Fair", + "faction_mistral_research_collective": "Mistral Research Collective", + "faction_red_empire_citizenship": "Red Empire Citizenship", + "faction_red_crowns": "Red Crowns", + "faction_imperial_paladins": "Imperial Paladins", + "faction_cardinal_frontier_division": "Cardinal Frontier Division", + "faction_tango_foxtrot": "Tango Foxtrot", + "faction_serafin_citizenship": "Serafin Citizenship", + "faction_seraph_architectonics_corps": "Seraph Architectonics Corps", + "faction_spinhawks": "Spinhawks", + "faction_glowjacks": "Glowjacks", + "faction_the_lighthouse": "The Lighthouse", + "faction_keening_echos": "Keening Echos", + "faction_starfire_pelagic_citizenship": "Starfire Palagic Citizenship", + "faction_koiaia_council": "Koiaia Council", + "faction_lunamoths": "Lunamoths", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "factions1": "International Factions", + "factions2": "Acanthia", + "factions3": "Malvarose", + "factions4": "Meridian Valley", + "factions5": "Pinelocke", + "factions6": "Red Empire", + "factions7": "Serafin", + "factions8": "Starfire Pelagic", + "factions_title": "Factions of Tamaris", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "When you FINESSE, you employ dexterity, deftness, or subtle skill.", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Expert", + "gang_type": "medic", + "gather_information": "Seek Information", + "gatherinfo_whats_their_intention": "What is their intention?", + "gatherinfo_what_might_I_suspect": "What might I suspect about this?\nWhat can I prove?", + "gatherinfo_whats_the_danger_here": "What's the danger here?", + "gatherinfo_how_can_I_find": "How can I find ____?", + "gatherinfo_how_can_I_help_here": "How can I help here?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_detail_for_plan": "Ask about a detail for a plan.", + "generate_factions": "Generate Factions", + "harm": "Harm", + "haunted": "Haunted", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "ACANTHIAN–IMMIGRANT–IMPERIAL—PINYON\nMALVARI–MERIDIAN–SERAFINIAN–PELAGIC", + "substrate": "Substrate", + "substrate_info": "MODIFIED–STANDARD–SYNTHETIC", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "trace": "Trace", + "trace_description": "When you TRACE, you carefully track a target.", + "hunter": "Hunter", + "hunting_grounds": "Specialities", + "hunting_grounds_description": "Robbery", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Unwind", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "lair": "base", + "lead_a_group_action": "Lead a group action", + "less_effect": "Lesser impact", + "light": "Light", + "list_crews": "Augurs, Couriers, Magpies, Rangers, or Silvers", + "list_playbooks": "Aegis, Charter, Kestrel, Proxy, Scholar, Scrapper, or Witch", + "load": "load", + "load:": "Load:", + "look": "Look", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "minus1d": "-1D", + "name": "Name and Pronouns", + "crew_name": "Crew Name", + "need_help": "Need Help", + "new_cohort": "New Expert: 2", + "normal": "Normal", + "notes": "Notes", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "occult": "Technical", + "ok": "OK", + "paranoid": "Paranoid", + "personal": "Playbook", + "planning_load": "Planning & Load", + "planningdesc": "Choose a plan, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_interpolation_protocol": "Interpolation Protocol", + "playbook_ability_interpolation_protocol_description": "When you protect teammates or NPCs, take +1d to your resistance roll. When you seek info to anticipate possible threats to your team or NPCs in the current situation, you get +1 impact.", + "playbook_ability_hits_keep_coming": "Hits Keep Coming", + "playbook_ability_hits_keep_coming_description": "You can play your melody to resist harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_charmfield": "Charmfield", + "playbook_ability_charmfield_description": "You can generate an impenetrable field of exotic energy. Spend 2 stress to create the field with scale and duration equal to your crew Tier +1. You may spend additional stress to increase the scale (1 stress for each level of increase). If you deploy the shield at a lower scale, spend only 1 stress.", + "playbook_ability_field_medic": "Field Medic", + "playbook_ability_field_medic_description": "You may FINESSE someone’s wounds during a mission to allow them to ignore the effects of a harm penalty for the rest of that mission.", + "playbook_ability_flow_and_crash": "Flow and Crash", + "playbook_ability_flow_and_crash_description": "When you take harm while protecting crewmates or NPCs, clear 1 stress and take +1d to your next roll against the source of the harm.", + "playbook_ability_the_reverie_school": "The Reverie School", + "playbook_ability_the_reverie_school_description": "You gain potency in unarmed combat and don’t suffer reduced impact or a worse position if you’re unarmed against opponents with melee weapons. You may precisely define the degree of harm you deal to opponents in melee combat.", + "playbook_ability_spark_of_hope": "Spark of Hope", + "playbook_ability_spark_of_hope_description": "Your resilience is inspiring. Take +1d to COMMAND or CONNECT with anyone who’s witnessed you resist harm or protect someone.", + "playbook_ability_spirit_soldier": "Spirit Soldier", + "playbook_ability_spirit_soldier_description": "You know how to fight against targets that radiate exotic energy. You gain potency in combat versus spirits and exotic technology.", + "playbook_ability_titanomach": "Titanomach", + "playbook_ability_titanomach_description": "You can push yourself to do one of the following: perform a superhuman feat of physical force—engage a small gang on equal footing in combat.", + "playbook_ability_long_thought": "Long Thought", + "playbook_ability_long_thought_description": "You can spend harmony to initiate a flashback instead of paying its stress cost, and you gain potency for all actions during such flashbacks. Pushing yourself during any flashback costs only 1 stress.", + "playbook_ability_coordinated": "Coordinated", + "playbook_ability_coordinated_description": "When you lead a group action, you have +1 or -1 scale, your choice. The leader of a group action doesn’t take stress on your behalf if you participate and fail the roll (even if it’s you).", + "playbook_ability_charmsync": "Charmsync", + "playbook_ability_charmsync_description": "You can establish an exotic connection between your crew- mates to enhance your teamwork. Spend 2 stress to grant any of the following benefits to your whole crew for about an hour, plus 1 stress for each additional benefit: all group actions gain potency — setup actions grant both improved position and +1 impact — your push costs only 1 stress if someone assists you.", + "playbook_ability_fight_a_few_fears": "Fight a Few Fears", + "playbook_ability_fight_a_few_fears_description": "You play your melody to protect a teammate, or to push yourself when you seek information or work on a long-term project.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "Due to your careful planning, you may give yourself or another crew member +1 downtime activity during downtime.", + "playbook_ability_polymath": "Polymath", + "playbook_ability_polymath_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_planned_for_everything": "Planned for Everything", + "playbook_ability_planned_for_everything_description": "Two times per score you can assist a teammate without paying stress. Describe how you foresaw this.", + "playbook_ability_self_care": "Self-Care", + "playbook_ability_self_care_description": "When you relieve stress, you can adjust your result up or down by 1 or 2. Crewmates who join you can do the same.", + "playbook_ability_up_late": "Up Late", + "playbook_ability_up_late_description": "You—and only you—can push yourself to take +1d to the engagement roll for a mission.", + "playbook_ability_seventh_sense": "Seventh Sense", + "playbook_ability_seventh_sense_description": "You understand the world around you better than most. You generate harmony on risky rolls as well. When there’s a question about who acts first, the answer is you.", + "playbook_ability_mother_duck": "Mother Duck", + "playbook_ability_mother_duck_description": "When you lead a group WAYFARE, SHADOW, or TRACE action, you take half the stress you normally would, rounded down.", + "playbook_ability_charmlink": "Charmlink", + "playbook_ability_charmlink_description": "Your hunting pet is imbued with quintessent energy. It gains potency when tracking or fighting magical forces, develops a telepathic link to you, and gains an exotic ability: mute zone, relay blink, or shadestep. Take this ability again to choose a second ability for your pet.", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "By virtue of intense training or hard-won experience, you can find food in any terrestrial environment and suffer no ill effects from consuming exotic flora or fauna. You gain +1 stress box.", + "playbook_ability_nighthawk_tactics": "Nighthawk Tactics", + "playbook_ability_nighthawk_tactics_description": "You can push yourself to do one of the following: attack from an extreme distance beyond your weapon’s normal range — curve or ricochet a projectile to make an otherwise-impossible shot — instantly halt or subdue a single target from stealth or at range.", + "playbook_ability_relentless": "Relentless", + "playbook_ability_relentless_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_red_eyes_shining": "Red Eyes Shining", + "playbook_ability_red_eyes_shining_description": "You can play your melody to ask the MC “What danger do I sense here?” They must answer honestly, as if you had rolled a 6. If you act quickly or decisively based on this sense, take +1d to or increased impact to your roll, as if you’d pushed yourself.", + "playbook_ability_storm_warning": "Storm Warning", + "playbook_ability_storm_warning_description": "You never suffer a worse position or reduced impact due to the adverse effects of weather, and neither does anyone who participates in a group action with you. Take +1d to outrace, outmaneuver, or combat opponents in hostile weather.", + "playbook_ability_way_of_the_seeker": "Way of the Seeker", + "playbook_ability_way_of_the_seeker_description": "When you seek info to discover a location or figure out where something or someone is hidden, you get +1 impact. When you hide in a prepared position or use camouflage you get +1d to rolls to avoid detection.", + "playbook_ability_de_escalation": "De-escalation", + "playbook_ability_de_escalation_description": "Whenever you spend harmony while speaking, hostilities and danger also pause while you speak.", + "playbook_ability_keen": "Keen", + "playbook_ability_keen_description": "Take +1d to rolls to navigate bureaucracy or to seek info about bureaucratic, social, or political dynamics. During downtime, you get +1d to outreach.", + "playbook_ability_both_eyes_open": "Both Eyes Open", + "playbook_ability_both_eyes_open_description": "You always know when you’re being lied to", + "playbook_ability_carrot_strategem": "Carrot Strategem", + "playbook_ability_carrot_strategem_description": "You gain +1d to BLUFF rolls if nothing you say is an outright lie.", + "playbook_ability_charmtongue": "Charmtongue", + "playbook_ability_charmtongue_description": "You can talk to reality itself. Spend 2 stress to speak to the world around you, reshaping it according to your desires, plus 1 stress for each additional feature: the effect is stable — the effect doesn’t radiate exotic energies — you aren’t changed in turn.", + "playbook_ability_face_full_of_sunshine": "Face Full of Sunshine", + "playbook_ability_face_full_of_sunshine_description": "You can play your melody to resist a consequence from suspicion or discovery, or to push yourself for connection or persuasion.", + "playbook_ability_finding_time": "Finding Time", + "playbook_ability_finding_time_description": "You get an extra downtime activity to acquire assets or outreach.", + "playbook_ability_specter": "Specter", + "playbook_ability_specter_description": "You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_threads_of_fate": "Threads of Fate", + "playbook_ability_threads_of_fate_description": "You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_curiosity_satisfaction": "Curiosity, Satisfaction", + "playbook_ability_curiosity_satisfaction_description": "Whenever you come across a historical location or artifact or encounter Radiant Era technology from the first time, you may ask a question about it as though you had rolled a 6 to seek info.", + "playbook_ability_charmsight": "Charmsight", + "playbook_ability_charmsight_description": "You may push yourself to do one of the following: temporarily enhance your senses to pierce solid matter — view the past of a quintessent object or location.", + "playbook_ability_charmtrick": "Charmtrick", + "playbook_ability_charmtrick_description": "Take a charm ability from another playbook. When you use the ability, take +1 stress and say how you reverse-engineered it and how it looks different for its rediscovery.", + "playbook_ability_endless_road": "Endless Road", + "playbook_ability_endless_road_description": "You can play your melody to resist a consequence from exotic forces or Radiant threats or to push yourself when dealing with ancient forces or technology.", + "playbook_ability_epiphany": "Epiphany", + "playbook_ability_epiphany_description": "Whenever you get a 6 on a seek info roll, you can add a tick to any long-term project clock involving to research or investigation; if you get a critical, add two ticks. Say what realization about your current situation helped you with your project.", + "playbook_ability_jstor_login": "JSTOR Login", + "playbook_ability_jstor_login_description": "You have access to a library or a database full of surprisingly useful knowledge. Take +1 result level to READ rolls during downtime (a 1-3 becomes a 4/5, etc.)", + "playbook_ability_researcher": "researcher", + "playbook_ability_researcher_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new blueprint.", + "playbook_ability_state_alchemists_dilemma": "State Alchemists Dilemma", + "playbook_ability_state_alchemists_dilemma_description": "You have access to significant institutional funding. Pick a faction and say why they fund you. At the beginning of each downtime phase, say what research or information you send back to them and take 1 trade and 1 supply.", + "playbook_ability_studied_the_blade": "Studied the Blade", + "playbook_ability_studied_the_blade_description": "You have a fine weapon; define it and write it down in your Scholar Items. You can use your FINESSE rating to enact violence with this weapon.", + "playbook_ability_hotfix": "Hotfix", + "playbook_ability_hotfix_description": "When you spend harmony on a roll to repair, modify, upgrade, or sabotage technology, you gain +1 impact. When you invent or craft mundane technology, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc). You begin with one special blueprint already known.", + "playbook_ability_paracause_protocol": "Paracause Protocol", + "playbook_ability_paracause_protocol_description": "When you invent or craft exotic technology, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one special blueprint already known.", + "playbook_ability_99_miles_per_hour": "99 Miles Per Hour", + "playbook_ability_99_miles_per_hour_description": "You can play your melody to resist a consequence from technological malfunction or damage, or to push yourself when modifying, repairing, or building machines or other technology.", + "playbook_ability_a_horse_called_duck": "A Horse Named Duck", + "playbook_ability_a_horse_called_duck_description": "You gain a companion animal, small drone, or similar, analogous to the Witch’s Charmed Familiar or the Ranger’s Hunting Companion. Name and describe it and say how you two met; then, create it as an expert with expertise appropriate to your playbook.", + "playbook_ability_charlie_and_bee": "Charlie and Bee", + "playbook_ability_charlie_and_bee_description": "You have potency on rolls related to handling vehicle controls. When you resist a consequence from driving or piloting, take +1d.", + "playbook_ability_charmhack": "Charmhack", + "playbook_ability_charmhack_description": "You may push yourself to do one of the following: instantly repair or sabotage technology in the immediate area — mystically assemble new technology from available materials, scrap, and old tech.", + "playbook_ability_controlled_chaos": "Controlled Chaos", + "playbook_ability_controlled_chaos_description": "When you sabotage technology or infrastructure, you can choose to keep your work quiet and well-hidden from casual inspection.", + "playbook_ability_neurocoupling": "Neurocoupling", + "playbook_ability_neurocoupling_description": " You can use your mind to interface with electronics and enter digital spaces. You have potency to all actions in digital spaces or in which you mentally interface with technology.", + "playbook_ability_tesseraction": "Tesseraction", + "playbook_ability_tesseraction_description": "Choose a piece of tech whose blueprint you know and can build and that could fit on your person. You can unweave the fabric of reality for this machine and tie it loosely to your own, making it a part of you. The tech is perfectly concealed within the weave of your own existence and has 0 load. Spend 1 stress to deploy its effects through your body or around you.", + "playbook_ability_charmwork": "Charmwork", + "playbook_ability_charmwork_description": "You can spend harmony instead of paying any stress cost.", + "playbook_ability_carolines_heart": "Caronline's Heart", + "playbook_ability_carolines_heart_description": "When you arrive in a new location and spend time tending to the sick and injured there, take +1d to CONNECT with the locals.", + "playbook_ability_charmbreak": "Charmbreak", + "playbook_ability_charmbreak_description": "You can push yourself to do one of the following: unleash an enormous blast of magical force — call down a natural or unnatural storm around you (gale-force winds, crackling lightning, whirling sunfire, gravitic spirals, etc.)", + "playbook_ability_cultivate_saplings": "Cultivate Saplings", + "playbook_ability_cultivate_saplings_description": "When you invent or craft biotechnology, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc). You begin with one special blueprint already known.", + "playbook_ability_kythe": "Kythe", + "playbook_ability_kythe_description": "Spend 1 stress to communicate with a person tied to you in some intimate way. Spend 1 stress for each extra feature: the vision lasts for a few minutes rather than a few seconds — you can both see each other’s surroundings — you can see someone only familiar to you, not intimate.", + "playbook_ability_the_moon_upright": "The Moon Upright", + "playbook_ability_the_moon_upright_description": "You can weave glamours to disguise people or objects. Take 2 stress to weave a glamour, plus 1 stress for each extra feature: you can cast the glamour over a small group of people or large object — the illusion is strong and unwavering — people who interact with your glamour have only vague memories of it.", + "playbook_ability_painsplit": "Painsplit", + "playbook_ability_painsplit_description": "When you or one of your crewmates takes harm, you can choose to distribute the harm received. When you do, spend stress equal to the level of harm taken and divide the harm between any crew members who agree to receive it. You can’t inflict harm on anyone using this ability without their consent.", + "playbook_ability_ravens_at_dusk": "Ravens at Dusk", + "playbook_ability_ravens_at_dusk_description": "You can play your melody to resist a magical consequence, or to push yourself when you use exotic powers.", + "playbook_ability_skyfall_safeguard": "Skyfall Safeguard", + "playbook_ability_skyfall_safeguard_description": "You can fold space and time to teleport a medium-sized group of people or a large object to any place you know intimately. When you make the fold, spend harmony, and take 1 stress for each bonus feature: you can transport a larger group or object (1 stress per level increase in magnitude) — you only need to be familiar with the place, not intimate.", + "playbook_ability_experienced": "Experienced", + "playbook_ability_experienced_description": "Choose a special ability from another source. You can’t choose a charm or starting ability from another playbook.", + "playbook_advancement": "Playbook Advancement", + "playbook_aegis_description": "A resolute\nwarrior and\nprotector", + "playbook_aegis_friend_0": "Mallory, a pragmatic soldier.", + "playbook_aegis_friend_1": "Kass, a reserved quartermaster.", + "playbook_aegis_friend_2": "Avery, a charmant-knight.", + "playbook_aegis_friend_3": "Tanaias, a tired officer.", + "playbook_aegis_friend_4": "Iroi, the memory of an ancient battle.", + "playbook_aegis_friends_title": "Scrappy friends", + "playbook_aegis_xp_condition": "You address a challenge with endurance or force.", + "playbook_charter_description": "A Hardworking\nPlanner\nand Leader", + "playbook_charter_friend_0": "Wave, a focused inventor.", + "playbook_charter_friend_1": "Kiran, a frustrated administrator.", + "playbook_charter_friend_2": "Izzy, a plucky organizer.", + "playbook_charter_friend_3": "Pelion, an unflapable pilot.", + "playbook_charter_friend_4": "Taniel, a black market fixer.", + "playbook_charter_friends_title": "Far-seeing friends", + "playbook_charter_xp_condition": "You address a challenge with foresight or calculation.", + "playbook_kestrel_description": "A sharp-eyed \ntracker and \nscout", + "playbook_kestrel_friend_0": "Mint, a cheerful scout.", + "playbook_kestrel_friend_1": "Saoirse, a nature spirit.", + "playbook_kestrel_friend_2": "Iota, a quiet mapmaker.", + "playbook_kestrel_friend_3": "Harlow, a bashful botanist.", + "playbook_kestrel_friend_4": "Elka, an unsettling tracker.", + "playbook_kestrel_friends_title": "Insightful friends", + "playbook_kestrel_xp_condition": "you address a challenge with tracking, navigation, or movement.", + "playbook_proxy_description": "A compelling\nand well-spoken\nnegotiator", + "playbook_proxy_friend_0": "Flicker, a wry bureaucrat.", + "playbook_proxy_friend_1": "Charys, a fiery radical.", + "playbook_proxy_friend_2": "Sylva, an impish information broker.", + "playbook_proxy_friend_3": "Aster, a childhood friend.", + "playbook_proxy_friend_4": "Miro, a community leader.", + "playbook_proxy_friends_title": "Compelling friends", + "playbook_proxy_xp_condition": "you address a challenge with persuasion, charisma, or negotiation.", + "playbook_scholar_description": "A quick-witted\nresearcher and\nhistorian", + "playbook_scholar_friend_0": "Cecil, a fellow scholar.", + "playbook_scholar_friend_1": "Adessa, a former teacher.", + "playbook_scholar_friend_2": "Bell, a cool librarian.", + "playbook_scholar_friend_3": "Mal, an up-and-coming intellect.", + "playbook_scholar_friend_4": "Eska, an academic celebrity.", + "playbook_scholar_friends_title": "Expert friends", + "playbook_scholar_xp_condition": "you address a challenge with investigation, arcana, or passion.", + "playbook_scrapper_description": "A savvy \ntechnician and \nmechanic", + "playbook_scrapper_friend_0": "Tyr, a pre-cataclysm AI.", + "playbook_scrapper_friend_1": "Kel, a sleazy junker.", + "playbook_scrapper_friend_2": "Ranna, a cheerful engineer.", + "playbook_scrapper_friend_3": "Azure, a charismatic architect.", + "playbook_scrapper_friend_4": "Crescere, a severe mayor. ", + "playbook_scrapper_friends_title": "Clever friends", + "playbook_scrapper_xp_condition": " you address a challenge with scavenging, technical know-how, or lateral thinking.", + "playbook_witch_description": "A Powerful \nCharmant and \nLorekeeper", + "playbook_witch_friend_0": "Tapha, an eager spirit.", + "playbook_witch_friend_1": "Deman, an old storyteller.", + "playbook_witch_friend_2": "Rosalyn, a diligent doctor.", + "playbook_witch_friend_3": "Aisling, a myth come to life.", + "playbook_witch_friend_4": "Spica, a fellow charmant.", + "playbook_witch_friends_title": "Wondrous friends", + "playbook_witch_xp_condition": "you address a challenge with charmwork, wisdom, or care.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-balanced, one-handed melee weapon.", + "playbook_item_heavy_shield": "Heavy Shield", + "playbook_item_heavy_shield_description": "A physical or hard-light shield that attaches to your arm. When you resist a consequence that the shield could help stop, you take -1 stress.", + "playbook_item_fine_sidearm": "Fine sidearm", + "playbook_item_fine_sidearm_description": "A light sparkshot weapon, effective at close to mid-ranges.", + "playbook_item_fine_spark_rifle": "Fine spark rifle", + "playbook_item_fine_spark_rifle_description": "A fine-tuned precision spark rifle, effective at multiple ranges.", + "playbook_item_tactical_grenades": "Tactical grenades", + "playbook_item_tactical_grenades_description": "Flashbangs, smoke grenades, or short-range EMP detonators. You can choose a different grenade type each time you mark a use of this item.", + "playbook_item_mark_of_training": "Mark of training", + "playbook_item_mark_of_training_description": "An old badge or scarf, a sigil emblazoned on your armor, or another trinket or pattern that reminds you of your martial training.", + "playbook_item_signal_flares": "Signal flares", + "playbook_item_signal_flares_description": "Several brightly colored flares and a small flare gun, useful for signaling", + "playbook_item_forged_documents": "Forged documents", + "playbook_item_forged_documents_description": "False IDs, counterfeit work orders, fraudulent passports, and other useful fake documents. Not a full cover identity, but they’re good for bolstering lies and deceiving people.", + "playbook_item_dossiers": "Dossiers", + "playbook_item_dossiers_description": "Files on powerful organizations, profiles of major public figures, maps of buildings and nearby landscapes, and other documents useful to your current operation.", + "playbook_item_stun_charge": "Stun Charge", + "playbook_item_stun_charge_description": "An electric or exotic stun weapon designed to subdue without causing lasting damage. Might be integrated into a baton or mounted in a wrist launcher.", + "playbook_item_recon_beetle": "Recon beetle", + "playbook_item_recon_beetle_description": "a very small beetle-drone equipped with full-spectrum cameras. Can’t carry weapons. Might be able to pick up small objects.", + "playbook_item_log_book": "Log book", + "playbook_item_log_book_description": "A small notebook where you keep records of the crew’s exploits and notes on your various missions and projects. What style of notebook is it? Are your records meticulous and formal or written in a casual scrawl?", + "playbook_item_fine_hunting_knives": "Fine hunting knives", + "playbook_item_fine_hunting_knives_description": "A set of three sharp, well-balanced knives. Can be thrown in a pinch.", + "playbook_item_fine_rifle_or_longbow": "Fine rifle or longbow", + "playbook_item_fine_rifle_or_longbow_description": "A high-tech mag-bow and quiver or silenced sniper rifle. Quiet, far-reaching, and dangerous.", + "playbook_item_a_tracking_pet": "A tracking pet", + "playbook_item_a_tracking_pet_description": "A trained organic or synthetic creature that obeys your commands and anticipates your actions. Expert: Hunter", + "playbook_item_optical_rig": "Optical rig", + "playbook_item_optical_rig_description": " An eyepiece equipped with high zoom and full-spectrum filters. Connects to your comms and can sight for your rifle or bow.", + "playbook_item_tracking_beacons": "Tracking beacons", + "playbook_item_tracking_beacons_description": "Miniscule trackers that beam a signal back to your optical rig. Unobtrusive but fragile. The signal can be wired to other computers or networks at your option. Enough for a small gang (about six people).", + "playbook_item_memento_of_the_wilds": "Memento of the wilds", + "playbook_item_memento_of_the_wilds_description": "A river stone, a dried blossom, or another small token that reminds you of the wild spaces.", + "playbook_item_fine_gift": "Fine gift", + "playbook_item_fine_gift_description": "High-quality alcohol, Radiant Era antiques, rare delicacies, fine art, etc.", + "playbook_item_fine_clothes": "Fine clothes", + "playbook_item_fine_clothes_description": "A crisp suit or beautiful dress, elegant silk skirts or dramatic capes, etc. Always fashionable, always well-fitted, never a disguise.", + "playbook_item_self_defense_weapon": "Self-defense weapon", + "playbook_item_self_defense_weapon_description": "A telescoping baton or heavy cane. Intended primarily for protection, not pitched combat. Easily concealed.", + "playbook_item_legitimate_id": "Legitimate ID", + "playbook_item_legitimate_id_description": "A properly-issued piece of identification encoding your legitimate position in your place of origin or residence.", + "playbook_item_legitimate_id_wink": "''Legitimate'' ID", + "playbook_item_legitimate_id_wink_description": "As above, except that it’s definitely not properly issued.", + "playbook_item_token_of_your_past": "Token of your past", + "playbook_item_token_of_your_past_description": "A piece of jewelry, an old note or photograph, a scrap of embroidered fabric.", + "playbook_item_data_cloner": "Data cloner", + "playbook_item_data_cloner_description": "A device capable of rapidly copying large amounts of data from a machine or server, useful for retrieving information from Radiant artifacts or installations.", + "playbook_item_fine_research_gear": "Fine research gear", + "playbook_item_fine_research_gear_description": "Hand tools, electronic sensors, emission scanners, small brushes, magnifying lenses, and other supplies for field work.", + "playbook_item_books_and_journals": "Books and journals", + "playbook_item_books_and_journals_description": "History books, collections of primary source documents, and other similar historical materials, useful to seek info from. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_notebooks": "Notebooks", + "playbook_item_notebooks_description": "A few small notebooks and pens and pencils to write with.", + "playbook_item_translation_codex": "Translation codex", + "playbook_item_translation_codex_description": "An index containing a vast repository of data pertaining to language use in Tamaris all the way back to the Radiant Era. Easily linked to your glasses, comms, or microcomputer.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "A treasured volume given to you by a former teacher.", + "playbook_item_fine_repair_tools": "Fine repair tools", + "playbook_item_fine_repair_tools_description": "A multitool, powered wrenches, a diamond-tipped drill, welding and cutting torches, heat-setting adhesive, precision micro-arms, and anything else you might need for repair work, construction, or disassembly.", + "playbook_item_fine_splicekit": "Fine splicekit", + "playbook_item_fine_splicekit_description": " Network taps, exotic bypasses, micro-EMP charges, physical lockpicks, and other useful gear for voiding the warranty on locks and complex electronics.", + "playbook_item_spare_parts": "Spare parts", + "playbook_item_spare_parts_description": "Loose gears, circuit boards, screws, bolts, batteries, cabling, and other parts necessary for patch jobs.", + "playbook_item_magnifying_lenses": "Magnifying lenses", + "playbook_item_magnifying_lenses_description": "Goggles or glasses equipped with thousands of levels of magnification for fine precision work. Can provide light if needed.", + "playbook_item_stasis_pack": "Stasis pack", + "playbook_item_stasis_pack_description": "A backpack-sized container (with shoulder straps) that uses exotic energy to freeze time within when sealed. Useful for storing volatile substances, rapidly-degrading biological, chemical, or technological agents, or other time-sensitive materials.", + "playbook_item_relic_fragment": "Relic fragment", + "playbook_item_relic_fragment_description": "a threadbare screw, worn-down gear train, or other broken piece from an ancient machine. Somehow, finds its way back to you every time you lose it.", + "playbook_item_fine_charmwork_tools": "Fine charmwork tools", + "playbook_item_fine_charmwork_tools_description": "Sticks of chalk, a high-wattage laser, enchanted glass beads, nerve-link cables, spirit silk, circuit-laced clay—quality supplies for communicating with strange forms of life, conducting uncanny rituals, or achieving other arcane purposes.", + "playbook_item_fine_healing_supplies": "Fine healing supplies", + "playbook_item_fine_healing_supplies_description": "Mutant herbs, healing runes, clean bandages, turmeric and other natural antiseptics, and other abstruse supplies for carefully treating wounds.", + "playbook_item_familiar": "Familiar", + "playbook_item_familiar_description": "An uncanny animal, small drone, or other strange companion that obeys your commands and anticipates your actions. Expert: Charmwork.", + "playbook_item_arcana_zero": "Arcana zero", + "playbook_item_arcana_zero_description": "A small artifact which, when activated, temporarily neutralizes all exotic forces and paralyzes exotic life forms within a small radius for a few minutes. Dangerous — when the magic comes rushing back into the world, every magically sensitive being (including you) in the area takes the level 2 harm “Charmshock,” which can be resisted as normal", + "playbook_item_small_totems": "Small totems", + "playbook_item_small_totems_description": "Dried flowers, wooden statuettes, tarot cards, and other mystic trinkets. Useful for fidgeting with, entertaining children, or leaving as shrine offerings.", + "playbook_item_book_of_legends": "Book of legends", + "playbook_item_book_of_legends_description": "A book filled with stories passed across generations of mystics, sages, lorekeepers, and others with a passion for arcana.", + "rover": "Rover", + "upgrade_rover_description": "You have a heavy, 6-wheeled, all-terrain rover and a garage to store it. The rover’s equipped with cargo compartments and big enough to comfortably fit a large group’s worth of people (about 20). A second upgrade improves the rover with heavy armor and a dome-shield that can remain active as long as the rover is still. You can hitch a trailer or truckbed to the rover.", + "dropjet": "Dropjet", + "upgrade_dropjet_description": "You have a VTOL transport jet and a hangar to store and deploy it. The jet’s sealed and rated for short stints in a vacuum or underwater, and big enough to comfortably fit a medium group’s worth of people (about 12). A second upgrade improves the jet with heavy armor and equips it with optical cloaking and noise bafflers for stealthy flight.", + "quarters": "Quarters", + "upgrade_quarters_description": "Your base has a few bunks, but this upgrade gives you enough that you can all reliably sleep on the base — plus lots more in case you find refugees who need a place to stay for a while.", + "warehouses": "Warehouses", + "upgrade_warehouses_description": "Your base has a large warehouse to contain your trade, increasing your storage capacity from 4 to 8. A second upgrade increases your storage capacity to 16.", + "security": "Security", + "upgrade_security_description": "Your base comes equipped with locks, intruder alarms, and cameras to help stop intruders. A second upgrade improves your base with hard armor and arcane defenses to defend against military or arcane attack.", + "workshop": "Workshop", + "upgrade_workshop_description": "3D printers, welding and soldering torches, a forge, high-end computers, arcane texts, ancient runes, and a stock of technological and arcane supplies with which you might manufacture anything your heart desires. Your Tier counts as 1 higher when you make a crafting roll.", + "packs": "Packs", + "upgrade_packs_description": "Each upgrade improves the quality rating of all packs, which covers analysis, comms, & survival packs.", + "weapons": "Weapons", + "upgrade_weapons_description": "Each upgrade improves the quality rating of all packs, which covers melee weapons, small arms, and heavy ordnance.", + "tools": "Tools", + "upgrade_tools_description": "Each upgrade improves the quality rating of all packs, which covers charmwork tools, repair tools, and demolition tools.", + "kits": "Kits", + "upgrade_kits_description": "Each upgrade improves the quality rating of all packs, which covers medkits, infiltration kits, and jumpkits.", + "spacer": " ", + "simple_comms": "Simple comms", + "simple_comms_description": "A single-ear headset, wrist communicator, earpiece and throat mic, or similar. Decent range. Easily jammed. Integrates easily with most other hardware.", + "lumeslate": "Lumeslate", + "lumeslate_description": " a palm-sized or smaller touchscreen computer with a number of useful programs, plus a flashlight, camera, and microphone. Basically a smartphone.", + "analysis_pack": "Analysis pack", + "analysis_pack_description": "Optical scanners, analytical software suites, chemical sensors, microscopes, and other equipment for scientific analysis.", + "comms_pack": "Comms pack", + "comms_pack_description": " Heavy-duty communications gear that transmits the user’s signals over long distances and through dense obstruction or active jamming. Doesn’t do anything for inbound messages.", + "survival_pack": "Survival pack", + "survival_pack_description": "A heavy pack, a sleeping roll, a water bottle and purifier, a few days’ worth of rations, an emergency flare, glowstick, and flashlight, some basic nature guides, a distress beacon, and various other wilderness survival tools.", + "medkit": "Medkit", + "medkit_description": "Sterile gauze, disinfectant, sutures, stabilizing foam, antibiotics, and other simple medical gear.", + "blade_or_hammer": "Blade or hammer", + "blade_or_hammer_description": " A simple sword, an electrified mace, a pair of knives, a plasma-tipped spear with a tassel that drifts into the wind.", + "sparkshot": "Sparkshot", + "sparkshot_description": "Most modern weaponry relies on energy or plasma fire, both of which are easier to supply and manufacture these days. Weapon manufacturers try their best to forge sparkshot weapons that offer a long-lasting charge without sacrificing intensity. To conserve energy, most sparkshots compromise on bolt velocity, which means that fire from these weapons isn’t impossible to dodge.", + "strange_weapon": "Strange weapon", + "strange_weapon_description": "A rare or improvised weapon. Maybe a mag-bow, a heavy wrench, or a kinetic sash; maybe a plasma hatchet, an electric rope dart, or a cryo spitter.", + "assault_ordnance": "Assault ordnance", + "assault_ordnance_description": "A grenade or rocket launcher, or a heavy plasma cannon assembled from scavenged Radiant tech. Holds maybe a dozen shots’ worth of ammo.", + "armor": "Armor", + "neutralized": "NTRLZD", + "armor_description": "Polymer weave, light ablative plating, a layer of liquid body armor. Provides basic radiation protection and enough oxygen to survive in a vacuum for about an hour. Fits unobtrusively under field gear and not at all under formal wear. ", + "+heavy": "+Heavy", + "+heavy_description": "Heavy polymer plates and an energy shield. If necessary, provides a few extra hours worth of oxygen. The load for heavy armor is in addition to normal armor, for 3 load total.", + "charmwork_tools": "Charmwork tools", + "charmwork_tools_description": "basic cabling, sticks of charcoal, mystic pebbles, a simple interface. Tools for simplistic communication, low-level analysis, and minor disruption of exotic phenomena.", + "repair_tools": "Repair tools", + "repair_tools_description": "A folding wrench, a multitool, screwdrivers, battery charges, caulk and sealant, and other basic tools and the spare parts required to make repairs or field-rig small pieces of equipment.", + "demolition_tools": "Demolition tools", + "demolition_tools_description": "heavy drills, shaped charges, (stable) explosive clay, timers and remote detonators, and other tools for forcing a way through or tearing a structure down. Not subtle or quiet.", + "infiltration_kit": "Infiltration Kit", + "infiltration_kit_description": "Physical lockpicks, electronic circuit-splices, infrared goggles and mist spray-bottles to reveal laser grids, hooks and wires, oil to silence squeaking hinges, and other varied infiltration gear.", + "jumpkit": "Jumpkit", + "jumpkit_description": "Hip-mounted grappling hooks, magnetic gloves and boots, pitons, rope, carabiners, ascenders and descenders. Useful for scaling cliffs, maneuvering in zero-g, or navigating urban terrain quickly.", + "playbook_description": "A short playbook description", + "position": "Position", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "kinesis": "Kinesis", + "kinesis_description": "Resist consequences from physical strain or injury.", + "shadow": "Shadow", + "shadow_description": "When you SHADOW, you move quickly and quietly.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) \n— or — ", + "get_assisted": "Get Assisted", + "spend_harmony": "Spend Harmony", + "quality": "Quality", + "quality_abbreviated": "Q:", + "query_for_consequence": "Query for consequence name when resisting", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "semiosis": "Semiosis", + "semiosis_description": "Resist consequences from mental strain or willpower.", + "risky": "Risky", + "roll-inf": "roll", + "roll": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show Expert section on character sheet", + "show_extra_trauma_box": "Show an extra quirk box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "skirmish": "Skirmish", + "skirmish_description": "When you SKIRMISH, you engage in pitched and open combat.", + "social": "Social", + "special": "Melody", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "starting_ability": "Starting Ability", + "stash": "Stash", + "status": "Status", + "stealth": "Stealth", + "stress": "Stress", + "strong": "Strong", + "read": "Read", + "read_description": "When you READ, you narrow your observation and examine precise details.", + "sunder": "Sunder", + "sunder_description": "When you SUNDER, you find weak points and break them open.", + "teamwork": "Teamwork", + "tier": "Tier", + "shape": "Shape", + "shape_description": "When you SHAPE, you alter existing technology or craft new things from disparate parts.", + "training": "Training", + "transport": "Transport", + "trauma": "Quirk", + "turf": "Prod", + "shaky": "Shaky", + "upgrade": "Upgrade", + "upgrade_costs": "Upgrade Costs", + "upgrade_analysis_description": "Earn 2 xp when training analysis during downtime.", + "upgrade_mastery_description": "Your crew has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_kinesis_description": "Earn 2 xp when training kinesis during downtime.", + "upgrade_semiosis_description": "Earn 2 xp when training semiosis during downtime.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_kirsty": "Use Asap font if installed (only check if you have Asap)", + "vaults": "Vaults", + "version": "Version", + "vice": "Relief", + "vice_info": "AFFIRMATION—COMMITMENT—FAITH—PLEASURE—SOLITUDE—THRILLS—WEIRD", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your unwind roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Relief / Purveyor", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vindictive": "Vindictive", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak": "Weak", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "with": "with", + "wayfare": "Wayfare", + "wayfare_description": "When you WAYFARE, you explore safely and traverse skillfully.", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Bolster your crew's reputation or develop a new one.", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_relief": "You struggled with issues from your relief or quirks during the session.", + "zerodice": "Zero Dice — take the lowest result above" +} diff --git a/Songs for the Dusk/translations/hu.json b/Songs for the Dusk/translations/hu.json new file mode 100644 index 0000000000..9f2b0dc9b6 --- /dev/null +++ b/Songs for the Dusk/translations/hu.json @@ -0,0 +1,872 @@ +{ + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "starting_ability_description": "Starting Ability description", + "starting_ability_name": "Starting Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "beliefs": "Beliefs", + "drives": "Drives", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "alchemicals": "Weapons and Armor", + "armor_uses": "Armor uses", + "alias": "Substrate", + "an_upgrade": "An upgrade", + "analysis": "Analysis", + "analysis_description": "Resist consequences from deception or understanding.", + "assault": "battle", + "assist_a_teammate": "Assist a teammate", + "tune": "Tune", + "tune_description": "When you TUNE, you align your senses to the exotic forces that underlie the material world.", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_info": "ACADEMIC—ARTISTIC—CRIMINAL—LABOR—LAW—MILITARY—RELIGIOUS—MERCHANT", + "bandoliers": "Bandoliers", + "bluff": "Bluff", + "bluff_description": "When you BLUFF, you manipulate with charm, deception, or fast talk.", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "broken": "Paralysed", + "character_mode": "Strider Mode", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Expert", + "cohort_quality": "Expert Quality", + "cohorts": "Experts", + "coin": "trade", + "supply": "Supply", + "investment": "Investment", + "prosperity": "Prosperity", + "anxious": "Anxious", + "cynical": "Cynical", + "detached": "Detached", + "command": "Command", + "command_description": "When you COMMAND, you employ good leadership or compel by force of personality.", + "consequence": "Consequence", + "connect": "Connect", + "connect_description": "When you CONNECT, you socialize with friends and contacts, form sincere emotional bonds, or persuade from a position of genuine belief.", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "crew": "Crew", + "augurs": "Augurs", + "couriers": "Couriers", + "magpies": "Magpies", + "rangers": "Rangers", + "silvers": "Silvers", + "crew_augurs_description": "Passionate \nscientists \nand explorers", + "crew_augurs_xp_condition": "you solve mysteries, discover something new, or uncover something old.", + "crew_augurs_hunting_grounds_type": "Specialties", + "crew_augurs_hunting_grounds_description": "Cartography and mapmaking—Exotic biology—The Cataclysm—Radiant history", + "crew_ability_elementary": "Elementary", + "crew_ability_elementary_description": "Each PC may add +1 action rating to READ, WAYFARE, or TUNE.", + "crew_ability_case_file_drive": "Case File Drive", + "crew_ability_case_file_drive_description": "Your crew gains an extra downtime activity to work on long-term projects or to acquire assets relating to solving mysteries.", + "crew_ability_cut_loose": "Cut Loose", + "crew_ability_cut_loose_description": "Your whole crew gains a group relief; define it. Right after a job, you may spend 1 trade and a downtime activity to organize this relief (i.e. throw a party, cook for everyone, organize a game tournament), allowing the whole crew present to make a relief roll. If anyone overindulges, a fight breaks out, and everyone gains 1 stress after the roll.", + "crew_ability_drift_compatible": "Drift Compatible", + "crew_ability_drift_compatible_description": "Your crew is telepathically linked. You can engage the link at any time to instantly transmit psychic speech or sensory impressions to each other. If you take emotional or psychic harm while the link is up, everyone connected to you takes a reduced version of that harm. If you overload stress while the link is active, everyone takes the level 2 harm “Reeling” as they feel blowback from your overwhelmed state.", + "crew_ability_rescue_warp": "Rescue Warp", + "crew_ability_rescue_warp_description": "Any of you can spend three stress to do one of the following: instantly warp to the side of one of your crewmates — instantly warp one of your crewmates to your side.", + "crew_ability_spirits_perch": "Spirit's Perch", + "crew_ability_spirits_perch_description": "Your crew is connected to a powerful spirit. It renders you immune to possession or mind control from outside sources, but you can always choose to carry your crew’s spirit within your own body as a passenger. Your spirit has insight into matters you might not be aware of, and sometimes it can even manifest great power in the physical world. Still, you should remember that the priorities of a spirit might be very different from your own. Name your crew’s spirit and describe it with two or three qualities from the list: ancient, bewitching, curious, idealistic, insightful, kind, mischievous, patient, practical, righteous, wistful, young.", + "crew_ability_uxies_promise": "Uxie's Promise", + "crew_ability_uxies_promise_description": "When your crew decides to keep the solution to a mystery secret at cost to yourselves, you may mark xp for the crew and for each PC.", + "crew_upgrade_exoadaptive_tech": "Exoadaptive Tech", + "crew_upgrade_exoadaptive_tech_description": " Your clothing and gear is equipped with protection from radiation, harmful chemicals, temperature and pressure extremes, and just about anything short of a hard vacuum. You also have masks [0 load] that filter oxygen from water or toxic atmospheres and can store about 30 minutes worth of air in oxygen-poor environments.", + "crew_upgrade_neural_overlay": "Neural Overlay", + "crew_upgrade_neural_overlay_description": "You can use armor to resist consequences from illusion, exotic forces, or mental attacks.", + "crew_upgrade_lake_in_the_sky": "Lake in the Sky", + "crew_upgrade_lake_in_the_sky_description": "There’s just something about the feeling of discovery. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_upgrade_flexible": "Flexible", + "crew_upgrade_flexible_description": "Each PC gets +1 quirk box. It costs three upgrades to unlock this, not just one.", + "crew_augurs_contact_0": "Juliet, a charming charmant-tutor.", + "crew_augurs_contact_1": "Isolda, a wanderer who frequents crossroads.", + "crew_augurs_contact_2": "Seer Bruc, an arbiter.", + "crew_augurs_contact_3": "Persona non Grata, a winsome information broker.", + "crew_augurs_contact_4": "Rasalhague, a bonded spirit-human pair.", + "claim_charmflair": "Charmflair", + "claim_charmflair_description": "-1 stress cost for all charm abilities, spells, and use of exotic forces. This effect applies to all crewmates everywhere. Requires prosperity 2.", + "claim_exotic_weave": "Exotic Weave", + "claim_exotic_weave_description": "+1d to CONNECT with exotic forces on-site. A weave of quintessic energy pervades your base and buoys the life force of arcane beings.", + "claim_quintessic_loom": "Quintessic Loom", + "claim_quintessic_loom_description": "You get +1d to the engagement roll for technical plans.", + "claim_popular_science": "Popular Science", + "claim_popular_science_description": "+2 rep when you solve a mystery and publicize the results.", + "claim_custom_workspaces": "Custom Workspaces", + "claim_custom_workspaces_description": "Your experts have +1 quality.", + "crew_couriers_description": "Hardy transporters", + "crew_couriers_description_xp_condition": "you execute a successful transport operation or develop new trade or mutual aid relationships", + "crew_couriers_hunting_grounds_type": "Specialities", + "crew_couriers_hunting_grounds_description": "Food and water—Tech and hardware—Medicine—people", + "vehicle": "Vehicle", + "rover_dropjet_other": "Rover—Dropjet—other", + "vehicle_edges_flaws": "Vehicle edges and flaws", + "crew_ability_go_for_miles": "Go For Miles", + "crew_ability_go_for_miles_description": "Each PC may add +1 action rating to SHAPE, FINESSE, or WAYFARE.", + "crew_ability_all_hands": "All Hands", + "crew_ability_all_hands_description": "During downtime, one of your experts may perform a downtime activity for the crew to acquire an asset, outreach, or work on a long-term project.", + "crew_ability_distributed_weight": "Distributed Weight", + "crew_ability_distributed_weight_description": "It’s got as much to do with how you arrange the pockets. Your crew can carry +2 load.", + "crew_ability_experts_talk_logistics": "Experts Talk Logistics", + "crew_ability_experts_talk_logistics_description": "At the end of the day, everyone needs things moved, and your success is good for them all. When you take rep, take +1 rep.", + "crew_ability_friendly": "Friendly", + "crew_ability_friendly_description": "Sometimes friends are all the supplies you need. You may treat up to three +3 faction statuses you hold as if they’re production.", + "crew_ability_one_of_us": "One Of Us", + "crew_ability_one_of_us_description": "Create one of your vehicles as an expert (use the vehicle edges and flaws below.) Its quality is equal to your Tier +1. The vehicle can use teamwork actions (using quality for rolls). A vehicle can’t lead a group action, but it can participate.", + "crew_ability_punch_it": "Punch It", + "crew_ability_punch_it_description": "When you enter danger aboard a vehicle, you gain +1 impact for vehicle speed and maneuverability and you don’t suffer a worse position when moving around on the outside of a high-speed vehicle. Your vehicles gain armor.", + "crew_upgrade_internal_compasses": "Internal Compasses", + "crew_upgrade_internal_compasses_description": "You always know which way is north. Also, as long as you choose to “broadcast” your compass, every other member of your crew knows exactly which direction they need to travel to find you and precisely how far away you are.", + "crew_upgrade_hoverbikes": "Hoverbikes", + "crew_upgrade_hoverbikes_description": "A set of levitating thruster bikes for the whole crew. Each bike seats one (two in a pinch, but it’s not comfortable) and can be transmaterialized into and out of a rover or dropjet. The engines run quiet and can go days without refueling.", + "crew_upgrade_dont_shirk_work": "Don't Shirk Work", + "crew_upgrade_dont_shirk_work_description": "When you commit, you commit. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_couriers_contact_0": "Madrigal, a sprightly message-runner.", + "crew_couriers_contact_1": "Ivory, a flighty record-keeper.", + "crew_couriers_contact_2": "Camellia, a shy mechanic.", + "crew_couriers_contact_3": "Theo, a subdued inventor. ", + "crew_couriers_contact_4": "Rune, a ship captain.", + "claim_fleet": "Fleet", + "claim_fleet_description": "Your experts have their own vehicles. Each expert has a common vehicle, with quality equal to your Tier.", + "claim_mobile_city": "Mobile City", + "claim_mobile_city_description": "Your base and the community surrounding are mobile, and can be moved to a new location as a downtime activity. Requires prosperity 3.", + "claim_side_shipments": "Side Shipments", + "claim_side_shipments_description": " You get +2 trade per mission. You have extra space to stash small items to run alongside your main jobs, plus an algorithm that is very good at solving travelling-salesman problems.", + "claim_terrain_maps": "Terrain Maps", + "claim_terrain_maps_description": "Take +1d to the engagement roll for transport plans. High-quality sonar-pulse maps of local terrain which can always tell you the best way in, out, through, or past.", + "crew_magpies_description": "Clever techs \nand scavengers", + "crew_magpies_xp_condition": "you execute a successful salvage, construction, demolition, or repair mission.", + "crew_magpies_hunting_grounds_type": "Specialties", + "crew_magpies_hunting_grounds_description": "Construction—Demolition—Repair—Salvage", + "crew_ability_feather_transform": "Feather Transform", + "crew_ability_feather_transform_description": "Each PC may add +1 action rating to READ, SHAPE, or TUNE.", + "crew_ability_custom_os": "Custom OS", + "crew_ability_custom_os_description": "Your electronics and equipment are custom-built and utilize a unique operating system. Your technology can’t be hacked and, at your option, can only be used by your crew.", + "crew_ability_engineers": "Engineers", + "crew_ability_engineers_description": "Take +1d to seek info about broken machinery or technology, and gain potency when modifying, repairing, or sabotaging technology or machines in the field.", + "crew_ability_foundation_frames": "Foundation Frames", + "crew_ability_foundation_frames_description": "Foundation project clocks start with 1 segment filled.", + "crew_ability_resilience": "Resilience", + "crew_ability_resilience_description": "Take +1d to resistance rolls against technological or exotic threats.", + "crew_ability_scrapyards": "Scrapyards", + "crew_ability_scrapyards_description": "You get +1d to acquire technological assets or to work on projects related to developing technology during downtime. When you construct foundations, fill +1 segment.", + "crew_ability_sum_of_its_parts": "Sum of Its Parts", + "crew_ability_sum_of_its_parts_description": "When you spend harmony on a roll to assemble or modify technology, treat the tech you work on as 1 quality higher until your next downtime.", + "crew_upgrade_magic_circle": "Magic Circle", + "crew_upgrade_magic_circle_description": "You may spend harmony to take +1d to any downtime action.", + "crew_upgrade_autofac_systems": "Autofac Systems", + "crew_upgrade_autofac_systems_description": "Each player may fill 1 segment on any crafting project once per downtime, even if you don’t work on that project during this downtime.", + "crew_upgrade_ten_into_eleven": "Ten into Eleven", + "crew_upgrade_ten_into_eleven_description": "Equivalent exchange is just a zero-sum game. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_magpies_contact_0": "Metz, a synthetic philosopher. ", + "crew_magpies_contact_1": "Artemis, a grumpy engineer.", + "crew_magpies_contact_2": "Sandcat, a puckish hacker.", + "crew_magpies_contact_3": "Qaynan, a machine archivist.", + "crew_magpies_contact_4": "Amaryl, a keeper of synthetic graves.", + "claim_assembly_arms": "Assembly Arms", + "claim_assembly_arms_description": "+1d to craft and construct foundation rolls.", + "claim_minifacturing": "Minifacturing Facility", + "claim_minifacturing_description": "+2 trade from technical missions.", + "claim_radiant_archive": "Radiant Archive", + "claim_radiant_archive_description": "+1d to READ and SHAPE rolls on-site.", + "claim_laboratory": "Laboratory", + "claim_laboratory_description": "+1d to long-term project rolls for scientific or exotic investigation.", + "claim_low_emissions_energy": "Low-Emissions Energy", + "claim_low_emissions_energy_description": "-2 heat per mission.", + "claim_open_license_specs": "Open License Specs", + "claim_open_license_specs_description": "+2 rep when you release tech blueprints for free.", + "claim_repair_shop": "Repair Shop", + "claim_repair_shop_description": "(Tier roll) - Entanglement = trade in downtime", + "claim_adaptive_hardware": "Adaptive Hardware", + "claim_adaptive_hardware_description": "+1d engagement for technical plans.", + "crew_rangers_description": "Agile \nscouts and \ndefenders", + "crew_rangers_xp_condition": "you execute a successful combat, rescue, sabotage, or evacuation op.", + "crew_rangers_hunting_grounds_type": "Specialties", + "crew_rangers_hunting_grounds_description": "Combat—Rescue—Sabotage—Evacuation", + "crew_ability_six_coyotes": "Six Coyotes", + "crew_ability_six_coyotes_description": "Each PC may add +1 action rating to HUNT, SKIRMISH, or SHADOW.", + "crew_ability_disaster_relief": "Disaster", + "crew_ability_disaster_relief_description": "Take +1d to long-term project rolls to provide aid or relief to groups, factions, or locations you’ve helped in the past.", + "crew_ability_the_easy_way": "The Easy Way", + "crew_ability_the_easy_way_description": "Take +1d to intimate hostiles into standing down so long as more than one of you is present.", + "crew_ability_forged_in_fire": "Forged in Fire", + "crew_ability_forged_in_fire_description": "Each PC has been toughened by hard experience. You get +1d to resistance rolls.", + "crew_ability_reassuring": "Reassuring", + "crew_ability_reassuring_description": "You know how to project a calming attitude. Take +1d to lead NPCs through danger or to treat their wounds. When you speak to NPCs you’re protecting in a dangerous situation, your words have potency.", + "crew_ability_synchronized": "Synchronized", + "crew_ability_synchronized_description": "When you perform a group action, you may count multiple 6s from different rolls as a critical success. A critical achieved this way also generates harmony.", + "crew_ability_war_dogs": "War Dogs", + "crew_ability_war_dogs_description": "When you’re at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.", + "crew_upgrade_quantum_encryption": "Quantum Encryption", + "crew_upgrade_quantum_encryption_description": "Your communications are completely secure and can’t be disrupted or intercepted.", + "crew_upgrade_condor_satellite": "CONDOR Satellite", + "crew_upgrade_condor_satellite_description": " You have an uplink to one of old Earth’s geosynced satellites, which you can use to generate high-quality images of local terrain, major landmarks, etc. Consider this a major advantage (+1d) for engagement rolls when it applies.", + "crew_upgrade_chorus_line_hypothesis": "Chorus-Line Hypothesis", + "crew_upgrade_chorus_line_hypothesis_description": " The name for a group of swallows is a murmuration. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_rangers_contact_0": "Zephyr, an aloof spy.", + "crew_rangers_contact_1": "Jasmine, a reserved analyst.", + "crew_rangers_contact_2": "Devereaux, a dextrous medic.", + "crew_rangers_contact_3": "Siofra, an old gunsmith.", + "crew_rangers_contact_4": "Aindra, a guardian spirit.", + "claim_civilian_testimonies": "Civilian Testimonies", + "claim_civilian_testimonies_description": "-2 heat when you protect people.", + "claim_salvage_side_ops": "Salvage Side Ops", + "claim_salvage_side_ops_description": "+2 trade from battle or stealth plans.", + "claim_field_medicine": "Field Medicine", + "claim_field_medicine_description": "All experts gain medic type.", + "claim_medical_bay": "Medical Bay", + "claim_medical_bay_description": "Clear +1 level of harm when you recover.", + "claim_combat_sims": "Combat Sims", + "claim_combat_sims_description": "+1d engagement for battle plans.", + "claim_training_facilities": "Training Facilities", + "claim_training_facilities_description": "Your experts roll their quality-1 for actions outside their expertise, rather than 0d. You make sure everyone who works with your crew is well-rounded enough to survive a variety of situations. Requires prosperity 2.", + "claim_warehouses": "Warehouses", + "claim_warehouses_description": "+1d to acquire assets.", + "claim_wormhole_gate": "Wormhole Gate", + "claim_wormhole_gate_description": "Safe passage through militarized borders. 4 trade in fuel per use.", + "claim_passive_camo": "Passive Camo", + "claim_passive_camo_description": "+1d engagement for stealth plans.", + "crew_silvers_description": "Thieves \nwith hearts \nof gold", + "crew_silvers_xp_condition": "You obtain key supplies or information and provide them to those in need.", + "crew_silvers_hunting_grounds_type": "Specialties", + "crew_silvers_hunting_grounds_description": "Blueprints—History—Resources—Secrets", + "crew_ability_amiable": "Amiable", + "crew_ability_amiable_description": "Each PC may add +1 action rating to FINESSE, BLUFF, or CONNECT.", + "crew_ability_cant_hate_us": "Can't Hate Us", + "crew_ability_cant_hate_us_description": "When you roll entanglements, roll twice and pick the one you prefer. Take +1d to outreach.", + "crew_ability_captivating": "Captivating", + "crew_ability_captivating_description": "Your crew is well-known and magnetically compelling. When you deal with a crew or faction, the MC will tell you who among them has been enthralled by your exploits: one, a few, many, or all.", + "crew_ability_heartfelt": "Heartfelt", + "crew_ability_heartfelt_description": "When any of you speaks from the heart, your words can reach the most hardened criminals or soldiers, and you gain potency.", + "crew_ability_locals": "Locals", + "crew_ability_locals_description": "Take -1 heat during downtime and +1d to seek info about or pass yourself off as ordinary citizens.", + "crew_ability_suppliers_network": "Supplier's Network", + "crew_ability_suppliers_network_description": "You can invest supply to increase a faction status as if you were constructing a production foundation. The cost is equal to the faction’s Tier times the change in status level (for example, getting from 0 to +2 with a Tier III faction would cost 6 supply).", + "crew_ability_view_from_the_top": "View from the Top", + "crew_ability_view_from_the_top_description": "It’s all about who you know. Take -1 heat during downtime and +1d to seek info or pass yourself off as members of a region’s elite.", + "crew_upgrade_infil_rigging": "Infil Rigging", + "crew_upgrade_infil_rigging_description": "Webbing and masking cloth that conceals up to 3 load’s worth of carried items from close inspection, including scanners and pat-downs.", + "crew_upgrade_surveillance_scramblers": "Surveillance Scramblers", + "crew_upgrade_surveillance_scramblers_description": "You can mask your face from digital surveillance. This won’t save you from being seen on cameras, but prevents observers from identifying who you are.", + "crew_upgrade_electro_phi_betas": "Electro Phi Betas", + "crew_upgrade_electro_phi_betas_description": " Heads turn when you walk into a room. Your crew resets to harmony 3 at the end of each downtime. It costs two upgrades to unlock this, not just one.", + "crew_upgrade_tempered": "Tempered", + "crew_upgrade_tempered_description": "Each PC gets +1 stress box.", + "crew_silvers_contact_0": "Camille, a bitter scion of wealth.", + "crew_silvers_contact_1": "✧Kiri✧Hex✧, an electric idol.", + "crew_silvers_contact_2": "Ruby Realgar, a talented performance fighter.", + "crew_silvers_contact_3": "Even Glass Shatters, a rising political star.", + "crew_silvers_contact_4": "Tashi, an offbeat journalist.", + "claim_intercontinental_aid": "Intercontinental Aid", + "claim_intercontinental_aid_description": "(Tier roll) - Entanglement = trade in downtime", + "claim_artisan_crafters": "Artisan Crafters", + "claim_artisan_crafters_description": "(Tier roll) - Entanglement = trade in downtime", + "claim_positive_spin": "Positive Spin", + "claim_positive_spin_description": "+1 rep when you overindulge.", + "claim_cover_operation": "Cover Operation", + "claim_cover_operation_description": "-2 heat per mission.", + "claim_cover_identities": "Cover Identities", + "claim_cover_identities_description": "+1d engagement for deception and social plans.", + "claim_luxury_venue": "Luxury Venue", + "claim_luxury_venue_description": "+1d to CONNECT and BLUFF rolls onsite.", + "claim_fashion_experts": "Fashion Experts", + "claim_fashion_experts_description": "+1d engagement for social plans.", + "claim_black_market_contacts": "Black Market Contacts", + "claim_black_market_contacts_description": " +1d to acquire assets.", + "claim_friends_in_low_places": "Friends in Low Places", + "claim_friends_in_low_places_description": "+1d to gather information for missions.", + "claim_expose": "Exposé", + "claim_expose_description": "+2 rep for revealing a rival faction’s secrets to the public.", + "claim_production": "Production", + "crew_ability_experienced": "Experienced", + "crew_ability_experienced_description": "Choose a special ability from another source.", + "crew_advancement": "Crew Advancement", + "crew_description": "A short crew description", + "crew_mode": "Crew Mode", + "crew_sheet": "Crew sheet", + "crew_tier": "Crew Tier", + "crew_upgrades": "Crew Upgrades", + "deception": "Deception", + "description": "Description", + "desperate": "Desperate", + "detail_assault": "Combat site.", + "detail_deception": "Method", + "detail_occult": "Tech or exotic method.", + "detail_social": "Social connection", + "detail_stealth": "Infiltration point.", + "detail_transport": "Route and means.", + "devils_bargain": "Lotus Gambit", + "edges": "Edges", + "effect_query": "?{impact|Standard|Limited|Great|Extreme|Zero}", + "elite": "Elite", + "engagement": "Engagement", + "entanglement": "Entanglement", + "expert": "Expert", + "faction_the_asphodel_pinnacle": "The Asphodel Pinnicle", + "faction_tsunami": "TSUNAMI", + "faction_asriony_union_of_journalists": "Tamaris Union of Journalists", + "faction_the_order_of_the_spiral": "The Order of the Spiral", + "faction_synaptic_wreath": "Synaptic Wreath", + "faction_acanthia_citizenship": "Acanthia Citizenship", + "faction_astatine_throne": "Astatine Throne", + "faction_cedar_phantoms": "Cedar Phantoms", + "faction_nomothesis_blue": "Nomothesis Blue", + "faction_aqua_regia": "Aqua Regia", + "faction_ace_of_hearts": "Ace Of Hearts", + "faction_malvarose_citizenship": "Malvarose_citizenship", + "faction_rosewhite_academy": "Rosewhite Academy", + "faction_the_lantern_agency": "The Lantern Agency", + "faction_pyrehollows": "Pyrehollows", + "faction_meridian_valley_citizenship": "Meridian Valley Citizenship", + "faction_path_of_bluebells": "Path of Bluebells", + "faction_meridian_coalition": "Meridian Coalition", + "faction_leafneedles": "Leafneedles", + "faction_salaphiels_quills": "Salaphiel's Quills", + "faction_rust_devils": "Rust Devils", + "faction_pinelock_citizenship": "Pinelocke Citizenship", + "faction_the_monstral_fair": "The Monstral Fair", + "faction_mistral_research_collective": "Mistral Research Collective", + "faction_red_empire_citizenship": "Red Empire Citizenship", + "faction_red_crowns": "Red Crowns", + "faction_imperial_paladins": "Imperial Paladins", + "faction_cardinal_frontier_division": "Cardinal Frontier Division", + "faction_tango_foxtrot": "Tango Foxtrot", + "faction_serafin_citizenship": "Serafin Citizenship", + "faction_seraph_architectonics_corps": "Seraph Architectonics Corps", + "faction_spinhawks": "Spinhawks", + "faction_glowjacks": "Glowjacks", + "faction_the_lighthouse": "The Lighthouse", + "faction_keening_echos": "Keening Echos", + "faction_starfire_pelagic_citizenship": "Starfire Palagic Citizenship", + "faction_koiaia_council": "Koiaia Council", + "faction_lunamoths": "Lunamoths", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "factions1": "International Factions", + "factions2": "Acanthia", + "factions3": "Malvarose", + "factions4": "Meridian Valley", + "factions5": "Pinelocke", + "factions6": "Red Empire", + "factions7": "Serafin", + "factions8": "Starfire Pelagic", + "factions_title": "Factions of Tamaris", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "When you FINESSE, you employ dexterity, deftness, or subtle skill.", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Expert", + "gang_type": "medic", + "gather_information": "Seek Information", + "gatherinfo_whats_their_intention": "What is their intention?", + "gatherinfo_what_might_I_suspect": "What might I suspect about this?\nWhat can I prove?", + "gatherinfo_whats_the_danger_here": "What's the danger here?", + "gatherinfo_how_can_I_find": "How can I find ____?", + "gatherinfo_how_can_I_help_here": "How can I help here?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_detail_for_plan": "Ask about a detail for a plan.", + "generate_factions": "Generate Factions", + "harm": "Harm", + "haunted": "Haunted", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "ACANTHIAN–IMMIGRANT–IMPERIAL—PINYON\nMALVARI–MERIDIAN–SERAFINIAN–PELAGIC", + "substrate": "Substrate", + "substrate_info": "MODIFIED–STANDARD–SYNTHETIC", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "trace": "Trace", + "trace_description": "When you TRACE, you carefully track a target.", + "hunter": "Hunter", + "hunting_grounds": "Specialities", + "hunting_grounds_description": "Robbery", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Unwind", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "lair": "base", + "lead_a_group_action": "Lead a group action", + "less_effect": "Lesser impact", + "light": "Light", + "list_crews": "Augurs, Couriers, Magpies, Rangers, or Silvers", + "list_playbooks": "Aegis, Charter, Kestrel, Proxy, Scholar, Scrapper, or Witch", + "load": "load", + "load:": "Load:", + "look": "Look", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "minus1d": "-1D", + "name": "Name and Pronouns", + "crew_name": "Crew Name", + "need_help": "Need Help", + "new_cohort": "New Expert: 2", + "normal": "Normal", + "notes": "Notes", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "occult": "Technical", + "ok": "OK", + "paranoid": "Paranoid", + "personal": "Playbook", + "planning_load": "Planning & Load", + "planningdesc": "Choose a plan, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_interpolation_protocol": "Interpolation Protocol", + "playbook_ability_interpolation_protocol_description": "When you protect teammates or NPCs, take +1d to your resistance roll. When you seek info to anticipate possible threats to your team or NPCs in the current situation, you get +1 impact.", + "playbook_ability_hits_keep_coming": "Hits Keep Coming", + "playbook_ability_hits_keep_coming_description": "You can play your melody to resist harm from an attack in combat or to push yourself during a fight.", + "playbook_ability_charmfield": "Charmfield", + "playbook_ability_charmfield_description": "You can generate an impenetrable field of exotic energy. Spend 2 stress to create the field with scale and duration equal to your crew Tier +1. You may spend additional stress to increase the scale (1 stress for each level of increase). If you deploy the shield at a lower scale, spend only 1 stress.", + "playbook_ability_field_medic": "Field Medic", + "playbook_ability_field_medic_description": "You may FINESSE someone’s wounds during a mission to allow them to ignore the effects of a harm penalty for the rest of that mission.", + "playbook_ability_flow_and_crash": "Flow and Crash", + "playbook_ability_flow_and_crash_description": "When you take harm while protecting crewmates or NPCs, clear 1 stress and take +1d to your next roll against the source of the harm.", + "playbook_ability_the_reverie_school": "The Reverie School", + "playbook_ability_the_reverie_school_description": "You gain potency in unarmed combat and don’t suffer reduced impact or a worse position if you’re unarmed against opponents with melee weapons. You may precisely define the degree of harm you deal to opponents in melee combat.", + "playbook_ability_spark_of_hope": "Spark of Hope", + "playbook_ability_spark_of_hope_description": "Your resilience is inspiring. Take +1d to COMMAND or CONNECT with anyone who’s witnessed you resist harm or protect someone.", + "playbook_ability_spirit_soldier": "Spirit Soldier", + "playbook_ability_spirit_soldier_description": "You know how to fight against targets that radiate exotic energy. You gain potency in combat versus spirits and exotic technology.", + "playbook_ability_titanomach": "Titanomach", + "playbook_ability_titanomach_description": "You can push yourself to do one of the following: perform a superhuman feat of physical force—engage a small gang on equal footing in combat.", + "playbook_ability_long_thought": "Long Thought", + "playbook_ability_long_thought_description": "You can spend harmony to initiate a flashback instead of paying its stress cost, and you gain potency for all actions during such flashbacks. Pushing yourself during any flashback costs only 1 stress.", + "playbook_ability_coordinated": "Coordinated", + "playbook_ability_coordinated_description": "When you lead a group action, you have +1 or -1 scale, your choice. The leader of a group action doesn’t take stress on your behalf if you participate and fail the roll (even if it’s you).", + "playbook_ability_charmsync": "Charmsync", + "playbook_ability_charmsync_description": "You can establish an exotic connection between your crew- mates to enhance your teamwork. Spend 2 stress to grant any of the following benefits to your whole crew for about an hour, plus 1 stress for each additional benefit: all group actions gain potency — setup actions grant both improved position and +1 impact — your push costs only 1 stress if someone assists you.", + "playbook_ability_fight_a_few_fears": "Fight a Few Fears", + "playbook_ability_fight_a_few_fears_description": "You play your melody to protect a teammate, or to push yourself when you seek information or work on a long-term project.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "Due to your careful planning, you may give yourself or another crew member +1 downtime activity during downtime.", + "playbook_ability_polymath": "Polymath", + "playbook_ability_polymath_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "playbook_ability_planned_for_everything": "Planned for Everything", + "playbook_ability_planned_for_everything_description": "Two times per score you can assist a teammate without paying stress. Describe how you foresaw this.", + "playbook_ability_self_care": "Self-Care", + "playbook_ability_self_care_description": "When you relieve stress, you can adjust your result up or down by 1 or 2. Crewmates who join you can do the same.", + "playbook_ability_up_late": "Up Late", + "playbook_ability_up_late_description": "You—and only you—can push yourself to take +1d to the engagement roll for a mission.", + "playbook_ability_seventh_sense": "Seventh Sense", + "playbook_ability_seventh_sense_description": "You understand the world around you better than most. You generate harmony on risky rolls as well. When there’s a question about who acts first, the answer is you.", + "playbook_ability_mother_duck": "Mother Duck", + "playbook_ability_mother_duck_description": "When you lead a group WAYFARE, SHADOW, or TRACE action, you take half the stress you normally would, rounded down.", + "playbook_ability_charmlink": "Charmlink", + "playbook_ability_charmlink_description": "Your hunting pet is imbued with quintessent energy. It gains potency when tracking or fighting magical forces, develops a telepathic link to you, and gains an exotic ability: mute zone, relay blink, or shadestep. Take this ability again to choose a second ability for your pet.", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "By virtue of intense training or hard-won experience, you can find food in any terrestrial environment and suffer no ill effects from consuming exotic flora or fauna. You gain +1 stress box.", + "playbook_ability_nighthawk_tactics": "Nighthawk Tactics", + "playbook_ability_nighthawk_tactics_description": "You can push yourself to do one of the following: attack from an extreme distance beyond your weapon’s normal range — curve or ricochet a projectile to make an otherwise-impossible shot — instantly halt or subdue a single target from stealth or at range.", + "playbook_ability_relentless": "Relentless", + "playbook_ability_relentless_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal).", + "playbook_ability_red_eyes_shining": "Red Eyes Shining", + "playbook_ability_red_eyes_shining_description": "You can play your melody to ask the MC “What danger do I sense here?” They must answer honestly, as if you had rolled a 6. If you act quickly or decisively based on this sense, take +1d to or increased impact to your roll, as if you’d pushed yourself.", + "playbook_ability_storm_warning": "Storm Warning", + "playbook_ability_storm_warning_description": "You never suffer a worse position or reduced impact due to the adverse effects of weather, and neither does anyone who participates in a group action with you. Take +1d to outrace, outmaneuver, or combat opponents in hostile weather.", + "playbook_ability_way_of_the_seeker": "Way of the Seeker", + "playbook_ability_way_of_the_seeker_description": "When you seek info to discover a location or figure out where something or someone is hidden, you get +1 impact. When you hide in a prepared position or use camouflage you get +1d to rolls to avoid detection.", + "playbook_ability_de_escalation": "De-escalation", + "playbook_ability_de_escalation_description": "Whenever you spend harmony while speaking, hostilities and danger also pause while you speak.", + "playbook_ability_keen": "Keen", + "playbook_ability_keen_description": "Take +1d to rolls to navigate bureaucracy or to seek info about bureaucratic, social, or political dynamics. During downtime, you get +1d to outreach.", + "playbook_ability_both_eyes_open": "Both Eyes Open", + "playbook_ability_both_eyes_open_description": "You always know when you’re being lied to", + "playbook_ability_carrot_strategem": "Carrot Strategem", + "playbook_ability_carrot_strategem_description": "You gain +1d to BLUFF rolls if nothing you say is an outright lie.", + "playbook_ability_charmtongue": "Charmtongue", + "playbook_ability_charmtongue_description": "You can talk to reality itself. Spend 2 stress to speak to the world around you, reshaping it according to your desires, plus 1 stress for each additional feature: the effect is stable — the effect doesn’t radiate exotic energies — you aren’t changed in turn.", + "playbook_ability_face_full_of_sunshine": "Face Full of Sunshine", + "playbook_ability_face_full_of_sunshine_description": "You can play your melody to resist a consequence from suspicion or discovery, or to push yourself for connection or persuasion.", + "playbook_ability_finding_time": "Finding Time", + "playbook_ability_finding_time_description": "You get an extra downtime activity to acquire assets or outreach.", + "playbook_ability_specter": "Specter", + "playbook_ability_specter_description": "You are not affected by quality or Tier when you bypass security measures.", + "playbook_ability_threads_of_fate": "Threads of Fate", + "playbook_ability_threads_of_fate_description": "You get +1d vs. a target with whom you have an intimate relationship.", + "playbook_ability_curiosity_satisfaction": "Curiosity, Satisfaction", + "playbook_ability_curiosity_satisfaction_description": "Whenever you come across a historical location or artifact or encounter Radiant Era technology from the first time, you may ask a question about it as though you had rolled a 6 to seek info.", + "playbook_ability_charmsight": "Charmsight", + "playbook_ability_charmsight_description": "You may push yourself to do one of the following: temporarily enhance your senses to pierce solid matter — view the past of a quintessent object or location.", + "playbook_ability_charmtrick": "Charmtrick", + "playbook_ability_charmtrick_description": "Take a charm ability from another playbook. When you use the ability, take +1 stress and say how you reverse-engineered it and how it looks different for its rediscovery.", + "playbook_ability_endless_road": "Endless Road", + "playbook_ability_endless_road_description": "You can play your melody to resist a consequence from exotic forces or Radiant threats or to push yourself when dealing with ancient forces or technology.", + "playbook_ability_epiphany": "Epiphany", + "playbook_ability_epiphany_description": "Whenever you get a 6 on a seek info roll, you can add a tick to any long-term project clock involving to research or investigation; if you get a critical, add two ticks. Say what realization about your current situation helped you with your project.", + "playbook_ability_jstor_login": "JSTOR Login", + "playbook_ability_jstor_login_description": "You have access to a library or a database full of surprisingly useful knowledge. Take +1 result level to READ rolls during downtime (a 1-3 becomes a 4/5, etc.)", + "playbook_ability_researcher": "researcher", + "playbook_ability_researcher_description": "During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new blueprint.", + "playbook_ability_state_alchemists_dilemma": "State Alchemists Dilemma", + "playbook_ability_state_alchemists_dilemma_description": "You have access to significant institutional funding. Pick a faction and say why they fund you. At the beginning of each downtime phase, say what research or information you send back to them and take 1 trade and 1 supply.", + "playbook_ability_studied_the_blade": "Studied the Blade", + "playbook_ability_studied_the_blade_description": "You have a fine weapon; define it and write it down in your Scholar Items. You can use your FINESSE rating to enact violence with this weapon.", + "playbook_ability_hotfix": "Hotfix", + "playbook_ability_hotfix_description": "When you spend harmony on a roll to repair, modify, upgrade, or sabotage technology, you gain +1 impact. When you invent or craft mundane technology, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc). You begin with one special blueprint already known.", + "playbook_ability_paracause_protocol": "Paracause Protocol", + "playbook_ability_paracause_protocol_description": "When you invent or craft exotic technology, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one special blueprint already known.", + "playbook_ability_99_miles_per_hour": "99 Miles Per Hour", + "playbook_ability_99_miles_per_hour_description": "You can play your melody to resist a consequence from technological malfunction or damage, or to push yourself when modifying, repairing, or building machines or other technology.", + "playbook_ability_a_horse_called_duck": "A Horse Named Duck", + "playbook_ability_a_horse_called_duck_description": "You gain a companion animal, small drone, or similar, analogous to the Witch’s Charmed Familiar or the Ranger’s Hunting Companion. Name and describe it and say how you two met; then, create it as an expert with expertise appropriate to your playbook.", + "playbook_ability_charlie_and_bee": "Charlie and Bee", + "playbook_ability_charlie_and_bee_description": "You have potency on rolls related to handling vehicle controls. When you resist a consequence from driving or piloting, take +1d.", + "playbook_ability_charmhack": "Charmhack", + "playbook_ability_charmhack_description": "You may push yourself to do one of the following: instantly repair or sabotage technology in the immediate area — mystically assemble new technology from available materials, scrap, and old tech.", + "playbook_ability_controlled_chaos": "Controlled Chaos", + "playbook_ability_controlled_chaos_description": "When you sabotage technology or infrastructure, you can choose to keep your work quiet and well-hidden from casual inspection.", + "playbook_ability_neurocoupling": "Neurocoupling", + "playbook_ability_neurocoupling_description": " You can use your mind to interface with electronics and enter digital spaces. You have potency to all actions in digital spaces or in which you mentally interface with technology.", + "playbook_ability_tesseraction": "Tesseraction", + "playbook_ability_tesseraction_description": "Choose a piece of tech whose blueprint you know and can build and that could fit on your person. You can unweave the fabric of reality for this machine and tie it loosely to your own, making it a part of you. The tech is perfectly concealed within the weave of your own existence and has 0 load. Spend 1 stress to deploy its effects through your body or around you.", + "playbook_ability_charmwork": "Charmwork", + "playbook_ability_charmwork_description": "You can spend harmony instead of paying any stress cost.", + "playbook_ability_carolines_heart": "Caronline's Heart", + "playbook_ability_carolines_heart_description": "When you arrive in a new location and spend time tending to the sick and injured there, take +1d to CONNECT with the locals.", + "playbook_ability_charmbreak": "Charmbreak", + "playbook_ability_charmbreak_description": "You can push yourself to do one of the following: unleash an enormous blast of magical force — call down a natural or unnatural storm around you (gale-force winds, crackling lightning, whirling sunfire, gravitic spirals, etc.)", + "playbook_ability_cultivate_saplings": "Cultivate Saplings", + "playbook_ability_cultivate_saplings_description": "When you invent or craft biotechnology, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc). You begin with one special blueprint already known.", + "playbook_ability_kythe": "Kythe", + "playbook_ability_kythe_description": "Spend 1 stress to communicate with a person tied to you in some intimate way. Spend 1 stress for each extra feature: the vision lasts for a few minutes rather than a few seconds — you can both see each other’s surroundings — you can see someone only familiar to you, not intimate.", + "playbook_ability_the_moon_upright": "The Moon Upright", + "playbook_ability_the_moon_upright_description": "You can weave glamours to disguise people or objects. Take 2 stress to weave a glamour, plus 1 stress for each extra feature: you can cast the glamour over a small group of people or large object — the illusion is strong and unwavering — people who interact with your glamour have only vague memories of it.", + "playbook_ability_painsplit": "Painsplit", + "playbook_ability_painsplit_description": "When you or one of your crewmates takes harm, you can choose to distribute the harm received. When you do, spend stress equal to the level of harm taken and divide the harm between any crew members who agree to receive it. You can’t inflict harm on anyone using this ability without their consent.", + "playbook_ability_ravens_at_dusk": "Ravens at Dusk", + "playbook_ability_ravens_at_dusk_description": "You can play your melody to resist a magical consequence, or to push yourself when you use exotic powers.", + "playbook_ability_skyfall_safeguard": "Skyfall Safeguard", + "playbook_ability_skyfall_safeguard_description": "You can fold space and time to teleport a medium-sized group of people or a large object to any place you know intimately. When you make the fold, spend harmony, and take 1 stress for each bonus feature: you can transport a larger group or object (1 stress per level increase in magnitude) — you only need to be familiar with the place, not intimate.", + "playbook_ability_experienced": "Experienced", + "playbook_ability_experienced_description": "Choose a special ability from another source. You can’t choose a charm or starting ability from another playbook.", + "playbook_advancement": "Playbook Advancement", + "playbook_aegis_description": "A resolute\nwarrior and\nprotector", + "playbook_aegis_friend_0": "Mallory, a pragmatic soldier.", + "playbook_aegis_friend_1": "Kass, a reserved quartermaster.", + "playbook_aegis_friend_2": "Avery, a charmant-knight.", + "playbook_aegis_friend_3": "Tanaias, a tired officer.", + "playbook_aegis_friend_4": "Iroi, the memory of an ancient battle.", + "playbook_aegis_friends_title": "Scrappy friends", + "playbook_aegis_xp_condition": "You address a challenge with endurance or force.", + "playbook_charter_description": "A Hardworking\nPlanner\nand Leader", + "playbook_charter_friend_0": "Wave, a focused inventor.", + "playbook_charter_friend_1": "Kiran, a frustrated administrator.", + "playbook_charter_friend_2": "Izzy, a plucky organizer.", + "playbook_charter_friend_3": "Pelion, an unflapable pilot.", + "playbook_charter_friend_4": "Taniel, a black market fixer.", + "playbook_charter_friends_title": "Far-seeing friends", + "playbook_charter_xp_condition": "You address a challenge with foresight or calculation.", + "playbook_kestrel_description": "A sharp-eyed \ntracker and \nscout", + "playbook_kestrel_friend_0": "Mint, a cheerful scout.", + "playbook_kestrel_friend_1": "Saoirse, a nature spirit.", + "playbook_kestrel_friend_2": "Iota, a quiet mapmaker.", + "playbook_kestrel_friend_3": "Harlow, a bashful botanist.", + "playbook_kestrel_friend_4": "Elka, an unsettling tracker.", + "playbook_kestrel_friends_title": "Insightful friends", + "playbook_kestrel_xp_condition": "you address a challenge with tracking, navigation, or movement.", + "playbook_proxy_description": "A compelling\nand well-spoken\nnegotiator", + "playbook_proxy_friend_0": "Flicker, a wry bureaucrat.", + "playbook_proxy_friend_1": "Charys, a fiery radical.", + "playbook_proxy_friend_2": "Sylva, an impish information broker.", + "playbook_proxy_friend_3": "Aster, a childhood friend.", + "playbook_proxy_friend_4": "Miro, a community leader.", + "playbook_proxy_friends_title": "Compelling friends", + "playbook_proxy_xp_condition": "you address a challenge with persuasion, charisma, or negotiation.", + "playbook_scholar_description": "A quick-witted\nresearcher and\nhistorian", + "playbook_scholar_friend_0": "Cecil, a fellow scholar.", + "playbook_scholar_friend_1": "Adessa, a former teacher.", + "playbook_scholar_friend_2": "Bell, a cool librarian.", + "playbook_scholar_friend_3": "Mal, an up-and-coming intellect.", + "playbook_scholar_friend_4": "Eska, an academic celebrity.", + "playbook_scholar_friends_title": "Expert friends", + "playbook_scholar_xp_condition": "you address a challenge with investigation, arcana, or passion.", + "playbook_scrapper_description": "A savvy \ntechnician and \nmechanic", + "playbook_scrapper_friend_0": "Tyr, a pre-cataclysm AI.", + "playbook_scrapper_friend_1": "Kel, a sleazy junker.", + "playbook_scrapper_friend_2": "Ranna, a cheerful engineer.", + "playbook_scrapper_friend_3": "Azure, a charismatic architect.", + "playbook_scrapper_friend_4": "Crescere, a severe mayor. ", + "playbook_scrapper_friends_title": "Clever friends", + "playbook_scrapper_xp_condition": " you address a challenge with scavenging, technical know-how, or lateral thinking.", + "playbook_witch_description": "A Powerful \nCharmant and \nLorekeeper", + "playbook_witch_friend_0": "Tapha, an eager spirit.", + "playbook_witch_friend_1": "Deman, an old storyteller.", + "playbook_witch_friend_2": "Rosalyn, a diligent doctor.", + "playbook_witch_friend_3": "Aisling, a myth come to life.", + "playbook_witch_friend_4": "Spica, a fellow charmant.", + "playbook_witch_friends_title": "Wondrous friends", + "playbook_witch_xp_condition": "you address a challenge with charmwork, wisdom, or care.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-balanced, one-handed melee weapon.", + "playbook_item_heavy_shield": "Heavy Shield", + "playbook_item_heavy_shield_description": "A physical or hard-light shield that attaches to your arm. When you resist a consequence that the shield could help stop, you take -1 stress.", + "playbook_item_fine_sidearm": "Fine sidearm", + "playbook_item_fine_sidearm_description": "A light sparkshot weapon, effective at close to mid-ranges.", + "playbook_item_fine_spark_rifle": "Fine spark rifle", + "playbook_item_fine_spark_rifle_description": "A fine-tuned precision spark rifle, effective at multiple ranges.", + "playbook_item_tactical_grenades": "Tactical grenades", + "playbook_item_tactical_grenades_description": "Flashbangs, smoke grenades, or short-range EMP detonators. You can choose a different grenade type each time you mark a use of this item.", + "playbook_item_mark_of_training": "Mark of training", + "playbook_item_mark_of_training_description": "An old badge or scarf, a sigil emblazoned on your armor, or another trinket or pattern that reminds you of your martial training.", + "playbook_item_signal_flares": "Signal flares", + "playbook_item_signal_flares_description": "Several brightly colored flares and a small flare gun, useful for signaling", + "playbook_item_forged_documents": "Forged documents", + "playbook_item_forged_documents_description": "False IDs, counterfeit work orders, fraudulent passports, and other useful fake documents. Not a full cover identity, but they’re good for bolstering lies and deceiving people.", + "playbook_item_dossiers": "Dossiers", + "playbook_item_dossiers_description": "Files on powerful organizations, profiles of major public figures, maps of buildings and nearby landscapes, and other documents useful to your current operation.", + "playbook_item_stun_charge": "Stun Charge", + "playbook_item_stun_charge_description": "An electric or exotic stun weapon designed to subdue without causing lasting damage. Might be integrated into a baton or mounted in a wrist launcher.", + "playbook_item_recon_beetle": "Recon beetle", + "playbook_item_recon_beetle_description": "a very small beetle-drone equipped with full-spectrum cameras. Can’t carry weapons. Might be able to pick up small objects.", + "playbook_item_log_book": "Log book", + "playbook_item_log_book_description": "A small notebook where you keep records of the crew’s exploits and notes on your various missions and projects. What style of notebook is it? Are your records meticulous and formal or written in a casual scrawl?", + "playbook_item_fine_hunting_knives": "Fine hunting knives", + "playbook_item_fine_hunting_knives_description": "A set of three sharp, well-balanced knives. Can be thrown in a pinch.", + "playbook_item_fine_rifle_or_longbow": "Fine rifle or longbow", + "playbook_item_fine_rifle_or_longbow_description": "A high-tech mag-bow and quiver or silenced sniper rifle. Quiet, far-reaching, and dangerous.", + "playbook_item_a_tracking_pet": "A tracking pet", + "playbook_item_a_tracking_pet_description": "A trained organic or synthetic creature that obeys your commands and anticipates your actions. Expert: Hunter", + "playbook_item_optical_rig": "Optical rig", + "playbook_item_optical_rig_description": " An eyepiece equipped with high zoom and full-spectrum filters. Connects to your comms and can sight for your rifle or bow.", + "playbook_item_tracking_beacons": "Tracking beacons", + "playbook_item_tracking_beacons_description": "Miniscule trackers that beam a signal back to your optical rig. Unobtrusive but fragile. The signal can be wired to other computers or networks at your option. Enough for a small gang (about six people).", + "playbook_item_memento_of_the_wilds": "Memento of the wilds", + "playbook_item_memento_of_the_wilds_description": "A river stone, a dried blossom, or another small token that reminds you of the wild spaces.", + "playbook_item_fine_gift": "Fine gift", + "playbook_item_fine_gift_description": "High-quality alcohol, Radiant Era antiques, rare delicacies, fine art, etc.", + "playbook_item_fine_clothes": "Fine clothes", + "playbook_item_fine_clothes_description": "A crisp suit or beautiful dress, elegant silk skirts or dramatic capes, etc. Always fashionable, always well-fitted, never a disguise.", + "playbook_item_self_defense_weapon": "Self-defense weapon", + "playbook_item_self_defense_weapon_description": "A telescoping baton or heavy cane. Intended primarily for protection, not pitched combat. Easily concealed.", + "playbook_item_legitimate_id": "Legitimate ID", + "playbook_item_legitimate_id_description": "A properly-issued piece of identification encoding your legitimate position in your place of origin or residence.", + "playbook_item_legitimate_id_wink": "''Legitimate'' ID", + "playbook_item_legitimate_id_wink_description": "As above, except that it’s definitely not properly issued.", + "playbook_item_token_of_your_past": "Token of your past", + "playbook_item_token_of_your_past_description": "A piece of jewelry, an old note or photograph, a scrap of embroidered fabric.", + "playbook_item_data_cloner": "Data cloner", + "playbook_item_data_cloner_description": "A device capable of rapidly copying large amounts of data from a machine or server, useful for retrieving information from Radiant artifacts or installations.", + "playbook_item_fine_research_gear": "Fine research gear", + "playbook_item_fine_research_gear_description": "Hand tools, electronic sensors, emission scanners, small brushes, magnifying lenses, and other supplies for field work.", + "playbook_item_books_and_journals": "Books and journals", + "playbook_item_books_and_journals_description": "History books, collections of primary source documents, and other similar historical materials, useful to seek info from. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_notebooks": "Notebooks", + "playbook_item_notebooks_description": "A few small notebooks and pens and pencils to write with.", + "playbook_item_translation_codex": "Translation codex", + "playbook_item_translation_codex_description": "An index containing a vast repository of data pertaining to language use in Tamaris all the way back to the Radiant Era. Easily linked to your glasses, comms, or microcomputer.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "A treasured volume given to you by a former teacher.", + "playbook_item_fine_repair_tools": "Fine repair tools", + "playbook_item_fine_repair_tools_description": "A multitool, powered wrenches, a diamond-tipped drill, welding and cutting torches, heat-setting adhesive, precision micro-arms, and anything else you might need for repair work, construction, or disassembly.", + "playbook_item_fine_splicekit": "Fine splicekit", + "playbook_item_fine_splicekit_description": " Network taps, exotic bypasses, micro-EMP charges, physical lockpicks, and other useful gear for voiding the warranty on locks and complex electronics.", + "playbook_item_spare_parts": "Spare parts", + "playbook_item_spare_parts_description": "Loose gears, circuit boards, screws, bolts, batteries, cabling, and other parts necessary for patch jobs.", + "playbook_item_magnifying_lenses": "Magnifying lenses", + "playbook_item_magnifying_lenses_description": "Goggles or glasses equipped with thousands of levels of magnification for fine precision work. Can provide light if needed.", + "playbook_item_stasis_pack": "Stasis pack", + "playbook_item_stasis_pack_description": "A backpack-sized container (with shoulder straps) that uses exotic energy to freeze time within when sealed. Useful for storing volatile substances, rapidly-degrading biological, chemical, or technological agents, or other time-sensitive materials.", + "playbook_item_relic_fragment": "Relic fragment", + "playbook_item_relic_fragment_description": "a threadbare screw, worn-down gear train, or other broken piece from an ancient machine. Somehow, finds its way back to you every time you lose it.", + "playbook_item_fine_charmwork_tools": "Fine charmwork tools", + "playbook_item_fine_charmwork_tools_description": "Sticks of chalk, a high-wattage laser, enchanted glass beads, nerve-link cables, spirit silk, circuit-laced clay—quality supplies for communicating with strange forms of life, conducting uncanny rituals, or achieving other arcane purposes.", + "playbook_item_fine_healing_supplies": "Fine healing supplies", + "playbook_item_fine_healing_supplies_description": "Mutant herbs, healing runes, clean bandages, turmeric and other natural antiseptics, and other abstruse supplies for carefully treating wounds.", + "playbook_item_familiar": "Familiar", + "playbook_item_familiar_description": "An uncanny animal, small drone, or other strange companion that obeys your commands and anticipates your actions. Expert: Charmwork.", + "playbook_item_arcana_zero": "Arcana zero", + "playbook_item_arcana_zero_description": "A small artifact which, when activated, temporarily neutralizes all exotic forces and paralyzes exotic life forms within a small radius for a few minutes. Dangerous — when the magic comes rushing back into the world, every magically sensitive being (including you) in the area takes the level 2 harm “Charmshock,” which can be resisted as normal", + "playbook_item_small_totems": "Small totems", + "playbook_item_small_totems_description": "Dried flowers, wooden statuettes, tarot cards, and other mystic trinkets. Useful for fidgeting with, entertaining children, or leaving as shrine offerings.", + "playbook_item_book_of_legends": "Book of legends", + "playbook_item_book_of_legends_description": "A book filled with stories passed across generations of mystics, sages, lorekeepers, and others with a passion for arcana.", + "rover": "Rover", + "upgrade_rover_description": "You have a heavy, 6-wheeled, all-terrain rover and a garage to store it. The rover’s equipped with cargo compartments and big enough to comfortably fit a large group’s worth of people (about 20). A second upgrade improves the rover with heavy armor and a dome-shield that can remain active as long as the rover is still. You can hitch a trailer or truckbed to the rover.", + "dropjet": "Dropjet", + "upgrade_dropjet_description": "You have a VTOL transport jet and a hangar to store and deploy it. The jet’s sealed and rated for short stints in a vacuum or underwater, and big enough to comfortably fit a medium group’s worth of people (about 12). A second upgrade improves the jet with heavy armor and equips it with optical cloaking and noise bafflers for stealthy flight.", + "quarters": "Quarters", + "upgrade_quarters_description": "Your base has a few bunks, but this upgrade gives you enough that you can all reliably sleep on the base — plus lots more in case you find refugees who need a place to stay for a while.", + "warehouses": "Warehouses", + "upgrade_warehouses_description": "Your base has a large warehouse to contain your trade, increasing your storage capacity from 4 to 8. A second upgrade increases your storage capacity to 16.", + "security": "Security", + "upgrade_security_description": "Your base comes equipped with locks, intruder alarms, and cameras to help stop intruders. A second upgrade improves your base with hard armor and arcane defenses to defend against military or arcane attack.", + "workshop": "Workshop", + "upgrade_workshop_description": "3D printers, welding and soldering torches, a forge, high-end computers, arcane texts, ancient runes, and a stock of technological and arcane supplies with which you might manufacture anything your heart desires. Your Tier counts as 1 higher when you make a crafting roll.", + "packs": "Packs", + "upgrade_packs_description": "Each upgrade improves the quality rating of all packs, which covers analysis, comms, & survival packs.", + "weapons": "Weapons", + "upgrade_weapons_description": "Each upgrade improves the quality rating of all packs, which covers melee weapons, small arms, and heavy ordnance.", + "tools": "Tools", + "upgrade_tools_description": "Each upgrade improves the quality rating of all packs, which covers charmwork tools, repair tools, and demolition tools.", + "kits": "Kits", + "upgrade_kits_description": "Each upgrade improves the quality rating of all packs, which covers medkits, infiltration kits, and jumpkits.", + "spacer": " ", + "simple_comms": "Simple comms", + "simple_comms_description": "A single-ear headset, wrist communicator, earpiece and throat mic, or similar. Decent range. Easily jammed. Integrates easily with most other hardware.", + "lumeslate": "Lumeslate", + "lumeslate_description": " a palm-sized or smaller touchscreen computer with a number of useful programs, plus a flashlight, camera, and microphone. Basically a smartphone.", + "analysis_pack": "Analysis pack", + "analysis_pack_description": "Optical scanners, analytical software suites, chemical sensors, microscopes, and other equipment for scientific analysis.", + "comms_pack": "Comms pack", + "comms_pack_description": " Heavy-duty communications gear that transmits the user’s signals over long distances and through dense obstruction or active jamming. Doesn’t do anything for inbound messages.", + "survival_pack": "Survival pack", + "survival_pack_description": "A heavy pack, a sleeping roll, a water bottle and purifier, a few days’ worth of rations, an emergency flare, glowstick, and flashlight, some basic nature guides, a distress beacon, and various other wilderness survival tools.", + "medkit": "Medkit", + "medkit_description": "Sterile gauze, disinfectant, sutures, stabilizing foam, antibiotics, and other simple medical gear.", + "blade_or_hammer": "Blade or hammer", + "blade_or_hammer_description": " A simple sword, an electrified mace, a pair of knives, a plasma-tipped spear with a tassel that drifts into the wind.", + "sparkshot": "Sparkshot", + "sparkshot_description": "Most modern weaponry relies on energy or plasma fire, both of which are easier to supply and manufacture these days. Weapon manufacturers try their best to forge sparkshot weapons that offer a long-lasting charge without sacrificing intensity. To conserve energy, most sparkshots compromise on bolt velocity, which means that fire from these weapons isn’t impossible to dodge.", + "strange_weapon": "Strange weapon", + "strange_weapon_description": "A rare or improvised weapon. Maybe a mag-bow, a heavy wrench, or a kinetic sash; maybe a plasma hatchet, an electric rope dart, or a cryo spitter.", + "assault_ordnance": "Assault ordnance", + "assault_ordnance_description": "A grenade or rocket launcher, or a heavy plasma cannon assembled from scavenged Radiant tech. Holds maybe a dozen shots’ worth of ammo.", + "armor": "Armor", + "neutralized": "NTRLZD", + "armor_description": "Polymer weave, light ablative plating, a layer of liquid body armor. Provides basic radiation protection and enough oxygen to survive in a vacuum for about an hour. Fits unobtrusively under field gear and not at all under formal wear. ", + "+heavy": "+Heavy", + "+heavy_description": "Heavy polymer plates and an energy shield. If necessary, provides a few extra hours worth of oxygen. The load for heavy armor is in addition to normal armor, for 3 load total.", + "charmwork_tools": "Charmwork tools", + "charmwork_tools_description": "basic cabling, sticks of charcoal, mystic pebbles, a simple interface. Tools for simplistic communication, low-level analysis, and minor disruption of exotic phenomena.", + "repair_tools": "Repair tools", + "repair_tools_description": "A folding wrench, a multitool, screwdrivers, battery charges, caulk and sealant, and other basic tools and the spare parts required to make repairs or field-rig small pieces of equipment.", + "demolition_tools": "Demolition tools", + "demolition_tools_description": "heavy drills, shaped charges, (stable) explosive clay, timers and remote detonators, and other tools for forcing a way through or tearing a structure down. Not subtle or quiet.", + "infiltration_kit": "Infiltration Kit", + "infiltration_kit_description": "Physical lockpicks, electronic circuit-splices, infrared goggles and mist spray-bottles to reveal laser grids, hooks and wires, oil to silence squeaking hinges, and other varied infiltration gear.", + "jumpkit": "Jumpkit", + "jumpkit_description": "Hip-mounted grappling hooks, magnetic gloves and boots, pitons, rope, carabiners, ascenders and descenders. Useful for scaling cliffs, maneuvering in zero-g, or navigating urban terrain quickly.", + "playbook_description": "A short playbook description", + "position": "Position", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "kinesis": "Kinesis", + "kinesis_description": "Resist consequences from physical strain or injury.", + "shadow": "Shadow", + "shadow_description": "When you SHADOW, you move quickly and quietly.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) \n— or — ", + "get_assisted": "Get Assisted", + "spend_harmony": "Spend Harmony", + "quality": "Quality", + "quality_abbreviated": "Q:", + "query_for_consequence": "Query for consequence name when resisting", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "semiosis": "Semiosis", + "semiosis_description": "Resist consequences from mental strain or willpower.", + "risky": "Risky", + "roll-inf": "roll", + "roll": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show Expert section on character sheet", + "show_extra_trauma_box": "Show an extra quirk box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "skirmish": "Skirmish", + "skirmish_description": "When you SKIRMISH, you engage in pitched and open combat.", + "social": "Social", + "special": "Melody", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "starting_ability": "Starting Ability", + "stash": "Stash", + "status": "Status", + "stealth": "Stealth", + "stress": "Stress", + "strong": "Strong", + "read": "Read", + "read_description": "When you READ, you narrow your observation and examine precise details.", + "sunder": "Sunder", + "sunder_description": "When you SUNDER, you find weak points and break them open.", + "teamwork": "Teamwork", + "tier": "Tier", + "shape": "Shape", + "shape_description": "When you SHAPE, you alter existing technology or craft new things from disparate parts.", + "training": "Training", + "transport": "Transport", + "trauma": "Quirk", + "turf": "Prod", + "shaky": "Shaky", + "upgrade": "Upgrade", + "upgrade_costs": "Upgrade Costs", + "upgrade_analysis_description": "Earn 2 xp when training analysis during downtime.", + "upgrade_mastery_description": "Your crew has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_kinesis_description": "Earn 2 xp when training kinesis during downtime.", + "upgrade_semiosis_description": "Earn 2 xp when training semiosis during downtime.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_kirsty": "Use Asap font if installed (only check if you have Asap)", + "vaults": "Vaults", + "version": "Version", + "vice": "Relief", + "vice_info": "AFFIRMATION—COMMITMENT—FAITH—PLEASURE—SOLITUDE—THRILLS—WEIRD", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your unwind roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Relief / Purveyor", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vindictive": "Vindictive", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "weak": "Weak", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "with": "with", + "wayfare": "Wayfare", + "wayfare_description": "When you WAYFARE, you explore safely and traverse skillfully.", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Bolster your crew's reputation or develop a new one.", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the goals, drives, inner conflict, or essential nature of the crew.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_relief": "You struggled with issues from your relief or quirks during the session.", + "zerodice": "Zero Dice — take the lowest result above" +} diff --git a/SpaceNinjaCyberCrisis/translations/ca.json b/SpaceNinjaCyberCrisis/translations/ca.json new file mode 100644 index 0000000000..73cce5036c --- /dev/null +++ b/SpaceNinjaCyberCrisis/translations/ca.json @@ -0,0 +1,19 @@ +{ + "name-u": "Name:", + "mekatek-u": "Mekatek", + "close-combat-u": "Close Combat", + "gun-play-u": "Gun Play", + "b-and-e-action-u": "B & E Action", + "stealthing-u": "Stealthing", + "movement-u": "Movement", + "stars-u": "Stars", + "awareness-u": "Awareness", + "streetwise-u": "Streetwise", + "persuasion-u": "Persuasion", + "technology-u": "Technology", + "research-u": "Research", + "light-u": "Light", + "serious-u": "Serious", + "heavy-u": "Heavy", + "dead-u": "Dead" +} \ No newline at end of file diff --git a/SpaceNinjaCyberCrisis/translations/hu.json b/SpaceNinjaCyberCrisis/translations/hu.json new file mode 100644 index 0000000000..73cce5036c --- /dev/null +++ b/SpaceNinjaCyberCrisis/translations/hu.json @@ -0,0 +1,19 @@ +{ + "name-u": "Name:", + "mekatek-u": "Mekatek", + "close-combat-u": "Close Combat", + "gun-play-u": "Gun Play", + "b-and-e-action-u": "B & E Action", + "stealthing-u": "Stealthing", + "movement-u": "Movement", + "stars-u": "Stars", + "awareness-u": "Awareness", + "streetwise-u": "Streetwise", + "persuasion-u": "Persuasion", + "technology-u": "Technology", + "research-u": "Research", + "light-u": "Light", + "serious-u": "Serious", + "heavy-u": "Heavy", + "dead-u": "Dead" +} \ No newline at end of file diff --git a/Spire - The City Must Fall/translations/ca.json b/Spire - The City Must Fall/translations/ca.json new file mode 100644 index 0000000000..1b3a7a1d54 --- /dev/null +++ b/Spire - The City Must Fall/translations/ca.json @@ -0,0 +1,47 @@ +{ + "list-skills": "compel,deceive,fight,fix,investigate,pursue,refresh,sneak,steal", + "list-domains": "academia,crime,commerce,high-society,low-society,occult,order,religion,technology", + "spire-the-city-must-fall": "Spire - The City Must Fall", + "profile": "Profile", + "stress": "Stress", + "roll": "Roll", + "character-name": "Character Name:", + "class": "Class:", + "durance": "Durance:", + "skills": "Skills", + "compel": "Compel", + "deceive": "Deceive", + "fight": "Fight", + "fix": "Fix", + "investigate": "Investigate", + "pursue": "Pursue", + "resist": "Resist", + "sneak": "Sneak", + "steal": "Steal", + "domains": "Domains", + "academia": "Academia", + "crime": "Crime", + "commerce": "Commerce", + "high-society": "High Society", + "low-society": "Low Society", + "occult": "Occult", + "order": "Order", + "religion": "Religion", + "technology": "Technology", + "advances": "Advances", + "refresh": "Refresh", + "equipment": "Equipment", + "bonds": "Bonds", + "fallout": "Fallout", + "free-slots": "Free Slots", + "resistances": "Resistances", + "current": "Current", + "armor": "Armor", + "blood": "Blood", + "mind": "Mind", + "silver": "Silver", + "shadow": "Shadow", + "reputation": "Reputation", + "tries-to": "tries to", + "with": "with" +} \ No newline at end of file diff --git a/Spire - The City Must Fall/translations/hu.json b/Spire - The City Must Fall/translations/hu.json new file mode 100644 index 0000000000..1b3a7a1d54 --- /dev/null +++ b/Spire - The City Must Fall/translations/hu.json @@ -0,0 +1,47 @@ +{ + "list-skills": "compel,deceive,fight,fix,investigate,pursue,refresh,sneak,steal", + "list-domains": "academia,crime,commerce,high-society,low-society,occult,order,religion,technology", + "spire-the-city-must-fall": "Spire - The City Must Fall", + "profile": "Profile", + "stress": "Stress", + "roll": "Roll", + "character-name": "Character Name:", + "class": "Class:", + "durance": "Durance:", + "skills": "Skills", + "compel": "Compel", + "deceive": "Deceive", + "fight": "Fight", + "fix": "Fix", + "investigate": "Investigate", + "pursue": "Pursue", + "resist": "Resist", + "sneak": "Sneak", + "steal": "Steal", + "domains": "Domains", + "academia": "Academia", + "crime": "Crime", + "commerce": "Commerce", + "high-society": "High Society", + "low-society": "Low Society", + "occult": "Occult", + "order": "Order", + "religion": "Religion", + "technology": "Technology", + "advances": "Advances", + "refresh": "Refresh", + "equipment": "Equipment", + "bonds": "Bonds", + "fallout": "Fallout", + "free-slots": "Free Slots", + "resistances": "Resistances", + "current": "Current", + "armor": "Armor", + "blood": "Blood", + "mind": "Mind", + "silver": "Silver", + "shadow": "Shadow", + "reputation": "Reputation", + "tries-to": "tries to", + "with": "with" +} \ No newline at end of file diff --git a/Star Trek Last Unicorn/translations/ca.json b/Star Trek Last Unicorn/translations/ca.json new file mode 100644 index 0000000000..aca7db54d9 --- /dev/null +++ b/Star Trek Last Unicorn/translations/ca.json @@ -0,0 +1,24 @@ +{ + "name_alias": "Name/Alias", + "nation_ethnicity": "Nation/Ethnicity", + "sex": "Sex", + "height": "Height", + "weight": "Weight", + "age": "Age", + "date_of_birth": "Date of Birth", + "date_of_manifestation": "Date of Manifestation", + "education": "Education", + "profession": "Profession", + "wounds": "Wounds", + "personal_data": "Personal Data", + "brains": "Brains", + "command": "Command", + "cool": "Cool", + "body": "Body", + "coordination": "Coordination", + "sense": "Sense", + "base_will": "Base Will", + "armor": "Armor", + "notes": "Notes", + "equipment": "Equipment" +} \ No newline at end of file diff --git a/Star Trek Last Unicorn/translations/hu.json b/Star Trek Last Unicorn/translations/hu.json new file mode 100644 index 0000000000..aca7db54d9 --- /dev/null +++ b/Star Trek Last Unicorn/translations/hu.json @@ -0,0 +1,24 @@ +{ + "name_alias": "Name/Alias", + "nation_ethnicity": "Nation/Ethnicity", + "sex": "Sex", + "height": "Height", + "weight": "Weight", + "age": "Age", + "date_of_birth": "Date of Birth", + "date_of_manifestation": "Date of Manifestation", + "education": "Education", + "profession": "Profession", + "wounds": "Wounds", + "personal_data": "Personal Data", + "brains": "Brains", + "command": "Command", + "cool": "Cool", + "body": "Body", + "coordination": "Coordination", + "sense": "Sense", + "base_will": "Base Will", + "armor": "Armor", + "notes": "Notes", + "equipment": "Equipment" +} \ No newline at end of file diff --git a/Star Wars FFG API-Compatible/translations/ca.json b/Star Wars FFG API-Compatible/translations/ca.json new file mode 100644 index 0000000000..8af4457d37 --- /dev/null +++ b/Star Wars FFG API-Compatible/translations/ca.json @@ -0,0 +1,769 @@ +{ + "general-skills-list": "astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list": "lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list": "coreworlds,education,lore,outerrim,underworld,xenology,warfare", + "abilities": "Abilities", + "abilityname": "Ability Name", + "abilitysummary": "Ability Summary", + "ace": "Ace", + "active": "Active", + "actualtocomplete:": "Actual sessions to complete:", + "addcritical": "Add Critical", + "addingdice": "Adding Dice", + "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.", + "advantage": "Advantage", + "advisor": "Advisor", + "advocate": "Advocate", + "aft": "Aft", + "age:": "Age:", + "ageofrebellion": "Age of Rebellion", + "aggressor": "Aggressor", + "agility": "Agility", + "agitator": "Agitator", + "alchemist": "Alchemist", + "aleena": "Aleena", + "all": "Personnage", + "ambassador": "Ambassador", + "analyst": "Analyst", + "anx": "Anx", + "aqualisha": "Aqualish (Aquala)", + "aqualishq": "Aqualish (Quara)", + "aqualishu": "Aqualish (Ualaq)", + "arbiter": "Arbiter", + "arc": "Arc", + "archaeologist": "Archaeologist", + "arcona": "Arcona", + "arctrooper": "ARC Trooper", + "arkanian": "Arkanian", + "armor": "Armor", + "armorer": "Armorer", + "artisan": "Artisan", + "ascetic": "Ascetic", + "assassin": "Assassin", + "assetsnresources": "Assets & Resources", + "assignedby:": "Assigned By:", + "assignment": "Assignment", + "assignmentsandtasks": "Assignments and Tasks", + "Astrogation": "Astrogation", + "astrogation": "Astrogation", + "astrogationint": "Astrogation (Int)", + "atarustriker": "Ataru Striker", + "Athletics": "Athletics", + "athletics": "Athletics", + "athleticsbr": "Athletics (Br)", + "attachmentname": "Attachment Name", + "attachments": "Attachments", + "attacks": "Attacks", + "availablexp": "Available XP:", + "bardottan": "Bardottan", + "basemodifiers": "Base Modifiers", + "baseofoperations": " Base of Operations  ", + "basexp:": "Base XP:", + "beast": " Beast ", + "beastcriticalinjuries": "Beast Critical Injuries", + "beastrider": "Beast Rider", + "besalisk": "Besalisk", + "biggamehunter": "Big-Game Hunter", + "bodyguard": "Bodyguard", + "bonus": "Bonus", + "bonusdescription": "Bonus/Description", + "bonusxpmotivation:": "Bonus XP (Motivation):", + "bonusxproleplaying:": "Bonus XP (Role Playing):", + "booknpage": "Book & Page", + "booknpage:": "Book & Page:", + "bothan": "Bothan", + "bountyhunter": "Bounty Hunter", + "brawl": "Brawl", + "Brawl": "Brawl", + "brawlbr": "Brawl (Br)", + "brawn": "Brawn", + "build:": "Build:", + "business": "Business", + "businessname:": "Business Name:", + "caamasi": "Caamasi", + "campaigndetails": " Campaign Details ", + "capacity": "Capacity", + "career": "Career", + "cargohold": "Cargo Hold", + "cargotype": "Cargo Type", + "category:": "Category:", + "cerean": "Cerean", + "chadrafan": "Chadra-Fan", + "chagrian": "Chagrian", + "char": "Char", + "characinfo": " Character Info ", + "character": "Character", + "character:": "Character:", + "characterduties": "Character Duties", + "charactergroupobligations": "Character/Group Obligations", + "characteristics": "Characteristics", + "charactermoralities": "Character Moralities", + "charactermotivation": "Character Motivations", + "charactername": "Character Name", + "charactersheet": "Character Sheet", + "charm": "Charm", + "Charm": "Charm", + "charmer": "Charmer", + "charmpr": "Charm (Pr)", + "chevin": "Chevin", + "chiss": "Chiss", + "city:": "City:", + "clawdite": "Clawdite", + "clearpool": "Clear Pool", + "clone": "Clone", + "clonecommander": "Clone Commander", + "cloneofficer": "Clone Officer", + "clonepilot": "Clone Pilot", + "clonesoldier": "Clone Soldier", + "clonetrooper": "Clone Trooper", + "cloneveteran": "Clone Veteran", + "clonewarsera": "Clone Wars Era", + "close": "Close", + "Coercion": "Coercion", + "coercion": "Coercion", + "coercionwill": "Coercion (Will)", + "colonist": "Colonist", + "colossus": "Colossus", + "combat": "   Combat   ", + "combatskills": "Combat Skills", + "commander": "Commander", + "commando": "Commando", + "commited": "Committed", + "commodore": "Commodore", + "companion": "Companion", + "companioninfo": " Companion Info ", + "companionsheet": "Companion Sheet", + "completed:": "Completed?:", + "computerint": "Computers (Int)", + "Computers": "Computers", + "computers": "Computers", + "condition:": "Condition:", + "conflict:": "Conflict:", + "consular": "Consular", + "consumables:": "Consumables:", + "continent:": "Continent:", + "contributionrank:": "Contribution Rank:", + "cool": "Cool", + "Cool": "Cool", + "coolifprepared": "Cool (if prepared):", + "coolpr": "Cool (Pr)", + "coordination": "Coordination", + "Coordination": "Coordination", + "coordinationag": "Coordination (Ag)", + "coretype:": "Core Type:", + "coreworlds": "Core Worlds", + "Core Worlds": "Core Worlds", + "coreworldsint": "Core Worlds (Int)", + "correllianhuman": "Corellian Human", + "cosian": "Cosian", + "cost:": "Cost:", + "courier": "Courier", + "credits:": "Credits:", + "crew:": "Crew:", + "crewroles": "Crew Roles", + "crit": "Crit", + "critical": "Critical", + "criticalhits": " Critical Hits ", + "criticalinjuries": "Critical Injuries", + "criticalnumber:": "Critical number:", + "criticalrolloffset:": "Critical roll offset:", + "critinj": " Critical Injuries ", + "cunning": "Cunning", + "current": "Current", + "currentencumbrance": "Current Encumbrance", + "currentlocation:": "Current Location:", + "custom": "Custom", + "customskill1": "Custom Skill 1", + "customskill2": "Custom Skill 2", + "customskill3": "Custom Skill 3", + "customskill4": "Custom Skill 4", + "customskill5": "Custom Skill 5", + "customskills": "Custom Skills", + "cybernetics": "Cybernetics", + "cybertech": "Cyber Tech", + "damage": "Damage", + "dark": "Dark", + "dathomirian": "Dathomirian", + "deathwatchwarrior": "Death Watch Warrior", + "deception": "Deception", + "Deception": "Deception", + "deceptioncun": "Deception (Cun)", + "defense": "Defense", + "demolitionist": "Demolitionist", + "description": "Description", + "description:": "Description:", + "despair": "Despair", + "destination": "Destination", + "destinypool": "Destiny Pool", + "details": "Details", + "details:": "Details:", + "devaronian": "Devaronian", + "dice": "Dice", + "dice:": "Dice:", + "dicendesitnypool": "Dice & Destiny Pool", + "dicepool": "Dice Pool", + "diceroll": "Dice Roll", + "diplomat": "Diplomat", + "disabled": "Disabled", + "discipline": "Discipline", + "Discipline": "Discipline", + "disciplinewill": "Discipline (Will)", + "displayinskill": "Display in Skill", + "dmg": "Dmg", + "doctor": "Doctor", + "downgrade": ":Downgrade", + "dowutin": "Dowutin", + "drall": "Drall", + "dresselliannp": "Dressellian (Non-Primitive)", + "dressellianp": "Dressellian (Primitive)", + "driver": "Driver", + "droid": "Droid", + "droidspecialist": "Droid Specialist", + "droidtech": "Droid Tech", + "dropoff": "Dropoff", + "dug": "Dug", + "duros": "Duros", + "duty": "Duty", + "edgeoftheempire": "Edge of the Empire", + "education": "Education", + "Education": "Education", + "educationint": "Education (Int)", + "effect:": "Effect:", + "elom": "Elom", + "elomin": "Elomin", + "emostrength:": "Emotional Strength(s):", + "emoweaknaess:": "Emotional Weakness(es):", + "enablecombatsuggestions": "Enable Combat Suggestions?", + "enablegeneralsuggestions": "Enable General Suggestions?", + "encum": "Encum", + "encumbrance": "Encumbrance", + "encumbrancecapacity": "Encumbrance Capacity", + "enforcer": "Enforcer", + "engaged": "Engaged", + "engineer": "Engineer", + "entertainment": "Entertainment", + "entrepreneur": "Entrepreneur", + "equipment": "Equipment", + "ewok": "Ewok", + "example": "Example: 1b 1g outputs ", + "example:": "Example: 1b 1g outputs ", + "exampletext": "b -> Blue = Boost, blk -> BLack = Setback
    g -> Green = Ability, y -> Yellow = Proficiency
    p-> Purple = Difficulty, r -> Red = Challenge
    w -> White = Force
    s = Success, f = Failure, a = Advantage, t = Threat", + "executioner": "Executioner", + "expectedsessionstocomplete:": "Expected sessions to complete:", + "explorer": "Explorer", + "extreme": "Extreme", + "eyes:": "Eyes:", + "failure": "Failure", + "falleen": "Falleen", + "farm": "Farm", + "fearcheck": "Fear Check?", + "features:": "Features:", + "figurehead": "Figurehead", + "foodstuffs": "Foodstuffs", + "forceadherent": "Force Adherent", + "forceanddestiny": "Force and Destiny", + "forcediceavailable:": "Force Dice Available:", + "forceplayerupgrade": "Force Player Update", + "forcepowers": "Force Powers", + "forcerating": "Force Rating", + "forcesensitiveemergent": "Force Sensitive Emergent", + "forcesensitiveexile": "Force Sensitive Exile", + "forcesensitiveoutcast": "Force Sensitive Outcast", + "fore": "Fore", + "fringer": "Fringer", + "gadgeteer": "Gadgeteer", + "galaxymapgridcoordinates:": "Galaxy Map Grid Coordinates:", + "gambler": "Gambler", + "gamemechanics": "Game Mechanics", + "gandl": "Gand (With Lungs)", + "gandnl": "Gand (Without Lungs)", + "gank": "Gank", + "gender:": "Gender:", + "general": "General", + "generalinfo": "General Info", + "generalinformation": " General Information ", + "generalskills": "General Skills", + "geonosian": "Geonosian", + "gigoran": "Gigoran", + "gmdicepool": "GM Dice Pool", + "gmresources": "GM Resources", + "gossam": "Gossam", + "gotal": "Gotal", + "gran": "Gran", + "groupcontacts": "Group Contacts", + "groupcredits:": "Group Credits:", + "groupdetails": "Group Details", + "groupdetailstitle": " Group Details ", + "groupexpenses:": "Group Expenses:", + "groupname:": "Group Name:", + "groupobligations": "Group Obligations", + "grouppossessions": "Group Posessions", + "groupresources": "Group Resources", + "groupsavings:": "Group Savings:", + "groupsheet": "Group Sheet", + "grouptasks": "Group Tasks", + "guardian": "Guardian", + "gungan": "Gungan", + "gunner": "Gunner", + "gunnery": "Gunnery", + "Gunnery": "Gunnery", + "gunneryagi": "Gunnery (Agi)", + "gunslinger": "Gunslinger", + "hair:": "Hair:", + "handling": "Handling", + "harch": "Harch", + "hardpoints": "Hard Points", + "hardpoints:": "Hard Points:", + "heal": "Heal", + "healer": "Healer", + "heavy": "Heavy", + "height:": "Height:", + "hermit": "Hermit", + "hightech": "High Tech", + "hiredgun": "Hired Gun", + "homestead": "Homestead", + "homesteadname:": "Homestead Name:", + "hook:": "Hook:", + "hotshot": "Hotshot", + "hp": "HP", + "hulltrauma": "Hull Trauma", + "hulltypeclass:": "Hull Type/Class:", + "human": "Human", + "hunter": "Hunter", + "hutt": "Hutt", + "hyperdriveprimclass:": "Hyperdrive Primary Class:", + "hyperdrivesecondclass:": "Hyperdrive Backup Class:", + "iakaru": "Iakaru", + "ifknown": "(if known)", + "iktochi": "Iktotchi", + "illicitmaterials": "Illicit Materials", + "imperialacademycadet": "Imperial Academy Cadet", + "infiltrator": "Infiltrator", + "initiative": "Initiative", + "instructor": "Instructor", + "intellect": "Intellect", + "interrogator": "Interrogator", + "investigator": "Investigator", + "ishitib": "Ishi Tib", + "isitcareer": "Is it in your Career?", + "iteminventory": " Item Inventory ", + "itemss:": "Item(s):", + "ithorian": "Ithorian", + "jawa": "Jawa", + "jedi": "Jedi", + "juyoberserker": "Juyo Berserker", + "kalleran": "Kalleran", + "kaminoan": "Kaminoan", + "karkarodon": "Karkarodon", + "keldor": "Kel Dor", + "keyitems:": "Key Items:", + "klatooinian": "Klatooinian", + "knight": "Knight", + "knowledgecoreworlds": "Knowledge (Core Worlds)", + "knowledgeeducation": "Knowledge (Education)", + "knowledgelore": "Knowledge (Lore)", + "knowledgeouterrim": "Knowledge (Outer Rim)", + "knowledgeskills": "Knowledge Skills", + "knowledgeunderworld": "Knowledge (Underworld)", + "knowledgewarfare": "Knowledge (Warfare)", + "knowledgexenology": "Knowledge (Xenology)", + "kubaz": "Kubaz", + "kyuzo": "Kyuzo", + "lannik": "Lannik", + "lasat": "Lasat", + "leadership": "Leadership", + "Leadership": "Leadership", + "leadershippre": "Leadership (Pr)", + "legal": "Legal?", + "light": "Light", + "lightsaber": "Lightsaber", + "Lightsaber": "Lightsaber", + "location": "Location", + "location:": "Location:", + "long": "Long", + "lore": "Lore", + "Lore": "Lore", + "loreint": "Lore (Int)", + "lowtech": "Low Tech", + "magnitude:": "Magnitude:", + "magus": "Magus", + "major": "Major", + "makashiduelist": "Makashi Duelist", + "makemodel": "Make / Model", + "makemodel:": "Make / Model:", + "mandalorianhuman": "Mandalorian Human", + "manufacturer:": "Manufacturer:", + "marauder": "Marauder", + "marshal": "Marshal", + "martialartist": "Martial Artist", + "master": "Master", + "max": "Max", + "maxaltitude:": "Maximum Altitude:", + "maybe": "Maybe?", + "mechanic": "Mechanic", + "Mechanics": "Mechanics", + "mechanics": "Mechanics", + "mechanicsint": "Mechanics (Int)", + "medecine": "Medicine", + "Medecine": "Medicine", + "medecineint": "Medicine (Int)", + "medic": "Medic", + "medium": "Medium", + "meetingcenter": "Meeting Center", + "melee": "Melee", + "meleebr": "Melee (Br)", + "Melee": "Melee", + "meleeshort": "Melee", + "melitto": "Melitto", + "mercenarysoldier": "Mercenary Soldier", + "metals": "Metals", + "midtech": "Mid Tech", + "mikkian": "Mikkian", + "mine": "Mine", + "minerals": "Minerals", + "minion": "Minion", + "miniongroupsize:": "Minion Group Size:", + "minionrivalnemesis": "(Minion, Rival, or Nemesis)", + "minor": "Minor", + "mirialan": "Mirialan", + "miscinfo": "Misc Info", + "missioncontacts:": "Mission Contacts:", + "missiondetails": "Mission Details", + "missionobjectives:": "Mission Objectives:", + "missiontasknumber:": "Mission/Task Number:", + "missiontype:": "Mission Type:", + "modder": "Modder", + "moderate": "Moderate", + "modifications": "Modifications", + "modifiers": "Modifiers", + "modifiers:": "Modifiers:", + "mods": "Mods", + "moncalamari": "Mon Calamari", + "morality": "Morality", + "morality:": "Morality:", + "moreinfo": "For more information on this version visit:", + "motivations": "Motivations", + "mustafariann": "Mustafarian (Northern)", + "mustafarians": "Mustafarian (Southern)", + "muun": "Muun", + "mystic": "Mystic", + "name": "Name", + "name:": "Name:", + "nautolan": "Nautolan", + "navicomputer:": "Navicomputer:", + "navigator": "Navigator", + "nearesthyperlane:": "Nearest Hyperlane:", + "needhelp": "Need Help?", + "negotiation": "Negotiation", + "Negotiation": "Negotiation", + "negotiationpr": "Negotiation (Pr)", + "neimodian": "Neimodian", + "nemesis": "Nemesis", + "new": "New", + "nightsister": "Nightsister", + "niktog": "Nikto (Green)", + "niktom": "Nikto (Mountain)", + "niktop": "Nikto (Pale)", + "niktor": "Nikto (Red)", + "niktos": "Nikto (Southern)", + "nimandisciple": "Niman Disciple", + "no": "No", + "noinprogress": "No - In Progress", + "none": "None", + "nonostarted": "No - Not Started", + "noskill": "No Skill", + "notablefeatures": "Notable Features", + "notes": "   Notes   ", + "notes:": "Notes:", + "npc": "NPC", + "npcinfo": "NPC Info", + "npclist": "NPC List", + "npcname": "NPC Name", + "npcroll:": "NPC Roll:", + "npcs": "NPCs", + "npcsheet": "NPC Sheet", + "npctitle": " NPC ", + "npctype:": "NPC Type:", + "number": "Number", + "numberofupgrades:": "Number of Upgrades:", + "obligation": "Obligation", + "off": "Off", + "on": "On", + "operator": "Operator", + "option": "Option", + "other": "Other", + "othergear": "Other Gear", + "otherinformations": "Other Information", + "otherskills": "Other Skills", + "outerrim": "Outer Rim", + "Outer Rim": "Outer Rim", + "outerrimint": "Outer Rim (Int)", + "outlawtech": "Outlaw Tech", + "padawan": "Padawan", + "padawansurvivor": "Padawan Survivor", + "page:": "Page:", + "pantoran": "Pantoran", + "partycareerskill:": "Party Career Skill:", + "passengername": "Passenger Name", + "passengers": "Passengers", + "passive": "Passive", + "pathfinder": "Pathfinder", + "pauan": "Pau'an", + "pc": "PC", + "peacekeeper": "Peace Keeper", + "perception": "Perception", + "Perception": "Perception", + "perceptioncun": "Perception (Cun)", + "performer": "Performer", + "personalarmor": "Armor", + "personalgear": "Personal Gear", + "pettycash:": "Petty Cash:", + "phydolon": "Phydolon", + "pickup": "Pickup", + "pilot": "Pilot", + "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)", + "Piloting (Planetary)": "Piloting (Planetary)", + "pilotingp": "Piloting (Planetary)", + "pilotingpag": "Piloting - Planetary (Ag)", + "Piloting (Space)": "Piloting (Space)", + "pilotings": "Piloting (Space)", + "pilotingsag": "Piloting - Space (Ag)", + "pirate": "Pirate", + "planet:": "Planet:", + "planetary": " Planetary ", + "planetaryvehiculecritical": "Planetary Vehicle Critical", + "planetaryvehiculedetails": "Planetary Vehicle Details", + "player:": "Player:", + "playergroupsheet": " Player Group Sheet ", + "playername": "Player Name:", + "polismassannvc": "Polis Massan (Without Vocal Chords)", + "polismassanvc": "Polis Massan (With Vocal Chords)", + "politico": "Politico", + "port": "Port", + "positionrole:": "Position/Role:", + "powername": "Power Name", + "powersummary": "Power Summary", + "presence": "Presence", + "propagandist": "Propagandist", + "prophet": "Prophet", + "protector": "Protector", + "qualities:": "Qualities:", + "quantity": "Quantity", + "quarren": "Quarren", + "quartermester": "Quartermaster", + "quermian": "Quermian", + "racer": "Racer", + "ranch": "Ranch", + "range": "Range", + "range:": "Range:", + "rangedheavy": "Ranged - Heavy", + "Ranged - Heavy": "Ranged - Heavy", + "rangedheavyag": "Ranged - Heavy (Ag)", + "rangedlight": "Ranged - Light", + "Ranged - Light": "Ranged - Light", + "rangedlightag": "Ranged - Light (Ag)", + "rangeskill": "Range/Skill", + "rank": "Rank", + "rank:": "Rank:", + "rarity": "Rarity", + "rarity:": "Rarity:", + "rebelbase": "Rebel Base", + "rebelbasename:": "Rebel Base Name:", + "recruit": "Recruit", + "repair": "Repair", + "republicnavyofficer": "Republic Navy Officer", + "republicrepresentative": "Republic Representative", + "resilience": "Resilience", + "Resilience": "Resilience", + "resiliencebr": "Resilience (Br)", + "restricted:": "Restricted:", + "results": "Results", + "retail": "Retail", + "retiredclonetrooper": "Retired Clone Trooper", + "rewardgiven:": "Rewards Given:", + "rewards": "Rewards", + "rewardss": "Reward(s)", + "ridingbeastdetails": "Riding Beast Details", + "rigger": "Rigger", + "rival": "Rival", + "rodian": "Rodian", + "role": "Role", + "rollcritical": "Roll Critical", + "rolldestiny": "Roll Destiny", + "saboteur": "Saboteur", + "safehouse": "Safe House", + "sage": "Sage", + "sakiyan": "Sakiyan", + "sapper": "Sapper", + "sathari": "Sathari", + "scavenger": "Scavenger", + "scholar": "Scholar", + "scientist": "Scientist", + "scoundrel": "Scoundrel", + "scout": "Scout", + "seeker": "Seeker", + "seer": "Seer", + "selonian": "Selonian", + "senator": "Senator", + "sensorrange:": "Sensor Range:", + "sentinel": "Sentinel", + "sentry": "Sentry", + "separatistcommander": "Separatist Commander", + "service": "Service", + "setting": "Setting", + "settings": " Settings ", + "setup:": "Setup:", + "shadow": "Shadow", + "sharedresources": " Shared Resources  ", + "sharpshooter": "Sharpshooter", + "shienexpert": "Shien Expert", + "shiichoknight": "Shii-Cho Knight", + "shipcaptain": "Ship Captain", + "shipscomplement:": "Ship's Complement:", + "shipwright": "Shipwright", + "shistavanen": "Shistavanen", + "short": "Short", + "showsuggestionsbutton": "Show Suggestions Button", + "signatureablities": "Signature Abilities", + "silhouette": "Silhouette", + "skakoans": "skakoans", + "skill": "Skill", + "skill:": "Skill:", + "skilllist": "Skill List", + "skillname": "Skill Name", + "skills": "Skills", + "skillstalentsweaponspowers": " Skills, Talents, Weapons & Powers ", + "skillstitle": "   Skills   ", + "skillsuggestions": "Skill Suggestions", + "skillsuggestionsdisplay": "Skill Suggestions Display", + "skiptracer": "Skip Tracer", + "skulduggery": "Skulduggery", + "Skulduggery": "Skulduggery", + "skulduggerycun": "Skulduggery (Cun)", + "sleeperagent": "Sleeper Agent", + "slicer": "Slicer", + "smuggler": "Smuggler", + "soak": "Soak", + "soldier": "Soldier", + "soresudefender": "Soresu Defender", + "spacestation": "Space Station", + "spacevehiculedetails": "Space Vehicle Details", + "special:": "Special:", + "specialization": "Specialization", + "specializationattached": "Specialization attached?", + "species:": "Species:", + "specificdetails": "Specific Details", + "speed": "Speed", + "spendingsuggestions": "Spending Suggestions", + "spy": "Spy", + "squadronleader": "Squadron Leader", + "starboard": "Starboard", + "starfighterace": "Starfighter Ace", + "starship": " Starship ", + "starshipcritical": "Starship Critical", + "stats": "Stats", + "stealth": "Stealth", + "Stealth": "Stealth", + "stealthag": "Stealth (Ag)", + "steelhandadept": "Steel Hand Adept", + "strain": "Strain", + "strategist": "Strategist", + "streetwise": "Streetwise", + "Streetwise": "Streetwise", + "streetwisecun": "Streetwise (Cun)", + "strenghdetails:": "Strength Details:", + "success": "Success", + "sullustan": "Sullustan", + "summary": "Summary", + "survival": "Survival", + "Survival": "Survival", + "survivalcun": "Survival (Cun)", + "survivalist": "Survivalist", + "syncpoolgm": "Sync Pool with GM", + "sysstrain": "Sys Strain", + "tactician": "Tactician", + "talentsandabilities": "Talents & Abilities", + "talentsandspecialabilities": "Talents and Special Abilities", + "task:": "Task:", + "teacher": "Teacher", + "technician": "Technican", + "terrain:": "Terrain:", + "thief": "Thief", + "thisspiasian": "Thisspiasian", + "tholothian": "Tholothian", + "threshold": "Threshold", + "timeshandled:": "Times Handled:", + "timeshandledstrengh:": "Times Handled (Strength):", + "timeshandledweakness:": "Times Handled (Weakness):", + "timestriggered:": "Times Triggered:", + "threat": "Threat", + "tognath": "Tognath", + "togruta": "Togruta", + "toolname": "Tool Name", + "tools": "Tools", + "totalxp": "Total XP:", + "toydarian": "Toydarian", + "trader": "Trader", + "trailblazer": "Trailblazer", + "trainingcamp": "Training Camp", + "trandosian": "Trandosian", + "triumph": "Triumph", + "tuskenraider": "Tusken Raider", + "twilek": "Twi'lek", + "type": "Type", + "type:": "Type:", + "umbaran": "Umbaran", + "underworld": "Underworld", + "Underworld": "Underworld", + "underworldint": "Underworld (Int)", + "universal": "Universal", + "upgrade": "    Upgrade:", + "upgrades": "Upgrades", + "upgradetype:": "Upgrade Type:", + "usedarkside": "Use Dark Side →", + "uselight": "← Use Light Side", + "value": "Value", + "value:": "Value:", + "vanguard": "Vanguard", + "vehiculesheet": "Vehicle Sheet", + "vehiculetypemodel:": "Vehicle Type/Model:", + "verpine": "Verpine", + "viewattachments": "View Attachments", + "viewupgrades": "View Upgrades", + "vigilance": "Vigilance", + "Vigilance": "Vigilance", + "vigilanceifunexpected": "Vigilance (if unexpected):", + "vigilancewill": "Vigilance (Will)", + "visitforum:": "Visit the forum:", + "visitwiki:": "Visit the wiki:", + "vurk": "Vurk", + "wanted": "Wanted?", + "warden": "Warden", + "warfare": "Warfare", + "Warfare": "Warfare", + "warfareint": "Warfare (Int)", + "warleader": "Warleader", + "warrior": "Warrior", + "weaknessdetails:": "Weakness Details:", + "weapon": "Weapon", + "weaponname": "Weapon Name", + "weapons": "Weapons", + "weapontype:": "Weapon Type:", + "weekay": "Weequay", + "whatkindofslot": "What kind of Initiative Slot?", + "whipid": "Whiphid", + "whispergm": "Whisper GM", + "willpower": "Willpower", + "wookie": "Wookiee", + "wounds": "Wounds", + "xenology": "Xenology", + "Xenology": "Xenology", + "xenologyint": "Xenology (Int)", + "xexto": "Xexto", + "xpcost": "XP Cost", + "xpcost:": "XP Cost:", + "yes": "Yes", + "yescompleted": "Yes - Completed", + "yesfailed": "Yes - Failed", + "zabrak": "Zabrak" +} \ No newline at end of file diff --git a/Star Wars FFG API-Compatible/translations/hu.json b/Star Wars FFG API-Compatible/translations/hu.json new file mode 100644 index 0000000000..8af4457d37 --- /dev/null +++ b/Star Wars FFG API-Compatible/translations/hu.json @@ -0,0 +1,769 @@ +{ + "general-skills-list": "astrogation,athletics,charm,coercion,computers,cool,coordination,deception,discipline,leadership,mechanics,medicine,negotiation,perception,pilotingp,pilotings,resilience,skulduggery,stealth,streetwise,survival,vigilance", + "combat-skills-list": "lightsaber,brawl,gunnery,melee,rangedlight,rangedheavy", + "knowledge-skills-list": "coreworlds,education,lore,outerrim,underworld,xenology,warfare", + "abilities": "Abilities", + "abilityname": "Ability Name", + "abilitysummary": "Ability Summary", + "ace": "Ace", + "active": "Active", + "actualtocomplete:": "Actual sessions to complete:", + "addcritical": "Add Critical", + "addingdice": "Adding Dice", + "addingdicetext": "To add additional dice write the number of dice and color letter you want to roll. Additionally you can add some dice symbols to automatically add to the roll.", + "advantage": "Advantage", + "advisor": "Advisor", + "advocate": "Advocate", + "aft": "Aft", + "age:": "Age:", + "ageofrebellion": "Age of Rebellion", + "aggressor": "Aggressor", + "agility": "Agility", + "agitator": "Agitator", + "alchemist": "Alchemist", + "aleena": "Aleena", + "all": "Personnage", + "ambassador": "Ambassador", + "analyst": "Analyst", + "anx": "Anx", + "aqualisha": "Aqualish (Aquala)", + "aqualishq": "Aqualish (Quara)", + "aqualishu": "Aqualish (Ualaq)", + "arbiter": "Arbiter", + "arc": "Arc", + "archaeologist": "Archaeologist", + "arcona": "Arcona", + "arctrooper": "ARC Trooper", + "arkanian": "Arkanian", + "armor": "Armor", + "armorer": "Armorer", + "artisan": "Artisan", + "ascetic": "Ascetic", + "assassin": "Assassin", + "assetsnresources": "Assets & Resources", + "assignedby:": "Assigned By:", + "assignment": "Assignment", + "assignmentsandtasks": "Assignments and Tasks", + "Astrogation": "Astrogation", + "astrogation": "Astrogation", + "astrogationint": "Astrogation (Int)", + "atarustriker": "Ataru Striker", + "Athletics": "Athletics", + "athletics": "Athletics", + "athleticsbr": "Athletics (Br)", + "attachmentname": "Attachment Name", + "attachments": "Attachments", + "attacks": "Attacks", + "availablexp": "Available XP:", + "bardottan": "Bardottan", + "basemodifiers": "Base Modifiers", + "baseofoperations": " Base of Operations  ", + "basexp:": "Base XP:", + "beast": " Beast ", + "beastcriticalinjuries": "Beast Critical Injuries", + "beastrider": "Beast Rider", + "besalisk": "Besalisk", + "biggamehunter": "Big-Game Hunter", + "bodyguard": "Bodyguard", + "bonus": "Bonus", + "bonusdescription": "Bonus/Description", + "bonusxpmotivation:": "Bonus XP (Motivation):", + "bonusxproleplaying:": "Bonus XP (Role Playing):", + "booknpage": "Book & Page", + "booknpage:": "Book & Page:", + "bothan": "Bothan", + "bountyhunter": "Bounty Hunter", + "brawl": "Brawl", + "Brawl": "Brawl", + "brawlbr": "Brawl (Br)", + "brawn": "Brawn", + "build:": "Build:", + "business": "Business", + "businessname:": "Business Name:", + "caamasi": "Caamasi", + "campaigndetails": " Campaign Details ", + "capacity": "Capacity", + "career": "Career", + "cargohold": "Cargo Hold", + "cargotype": "Cargo Type", + "category:": "Category:", + "cerean": "Cerean", + "chadrafan": "Chadra-Fan", + "chagrian": "Chagrian", + "char": "Char", + "characinfo": " Character Info ", + "character": "Character", + "character:": "Character:", + "characterduties": "Character Duties", + "charactergroupobligations": "Character/Group Obligations", + "characteristics": "Characteristics", + "charactermoralities": "Character Moralities", + "charactermotivation": "Character Motivations", + "charactername": "Character Name", + "charactersheet": "Character Sheet", + "charm": "Charm", + "Charm": "Charm", + "charmer": "Charmer", + "charmpr": "Charm (Pr)", + "chevin": "Chevin", + "chiss": "Chiss", + "city:": "City:", + "clawdite": "Clawdite", + "clearpool": "Clear Pool", + "clone": "Clone", + "clonecommander": "Clone Commander", + "cloneofficer": "Clone Officer", + "clonepilot": "Clone Pilot", + "clonesoldier": "Clone Soldier", + "clonetrooper": "Clone Trooper", + "cloneveteran": "Clone Veteran", + "clonewarsera": "Clone Wars Era", + "close": "Close", + "Coercion": "Coercion", + "coercion": "Coercion", + "coercionwill": "Coercion (Will)", + "colonist": "Colonist", + "colossus": "Colossus", + "combat": "   Combat   ", + "combatskills": "Combat Skills", + "commander": "Commander", + "commando": "Commando", + "commited": "Committed", + "commodore": "Commodore", + "companion": "Companion", + "companioninfo": " Companion Info ", + "companionsheet": "Companion Sheet", + "completed:": "Completed?:", + "computerint": "Computers (Int)", + "Computers": "Computers", + "computers": "Computers", + "condition:": "Condition:", + "conflict:": "Conflict:", + "consular": "Consular", + "consumables:": "Consumables:", + "continent:": "Continent:", + "contributionrank:": "Contribution Rank:", + "cool": "Cool", + "Cool": "Cool", + "coolifprepared": "Cool (if prepared):", + "coolpr": "Cool (Pr)", + "coordination": "Coordination", + "Coordination": "Coordination", + "coordinationag": "Coordination (Ag)", + "coretype:": "Core Type:", + "coreworlds": "Core Worlds", + "Core Worlds": "Core Worlds", + "coreworldsint": "Core Worlds (Int)", + "correllianhuman": "Corellian Human", + "cosian": "Cosian", + "cost:": "Cost:", + "courier": "Courier", + "credits:": "Credits:", + "crew:": "Crew:", + "crewroles": "Crew Roles", + "crit": "Crit", + "critical": "Critical", + "criticalhits": " Critical Hits ", + "criticalinjuries": "Critical Injuries", + "criticalnumber:": "Critical number:", + "criticalrolloffset:": "Critical roll offset:", + "critinj": " Critical Injuries ", + "cunning": "Cunning", + "current": "Current", + "currentencumbrance": "Current Encumbrance", + "currentlocation:": "Current Location:", + "custom": "Custom", + "customskill1": "Custom Skill 1", + "customskill2": "Custom Skill 2", + "customskill3": "Custom Skill 3", + "customskill4": "Custom Skill 4", + "customskill5": "Custom Skill 5", + "customskills": "Custom Skills", + "cybernetics": "Cybernetics", + "cybertech": "Cyber Tech", + "damage": "Damage", + "dark": "Dark", + "dathomirian": "Dathomirian", + "deathwatchwarrior": "Death Watch Warrior", + "deception": "Deception", + "Deception": "Deception", + "deceptioncun": "Deception (Cun)", + "defense": "Defense", + "demolitionist": "Demolitionist", + "description": "Description", + "description:": "Description:", + "despair": "Despair", + "destination": "Destination", + "destinypool": "Destiny Pool", + "details": "Details", + "details:": "Details:", + "devaronian": "Devaronian", + "dice": "Dice", + "dice:": "Dice:", + "dicendesitnypool": "Dice & Destiny Pool", + "dicepool": "Dice Pool", + "diceroll": "Dice Roll", + "diplomat": "Diplomat", + "disabled": "Disabled", + "discipline": "Discipline", + "Discipline": "Discipline", + "disciplinewill": "Discipline (Will)", + "displayinskill": "Display in Skill", + "dmg": "Dmg", + "doctor": "Doctor", + "downgrade": ":Downgrade", + "dowutin": "Dowutin", + "drall": "Drall", + "dresselliannp": "Dressellian (Non-Primitive)", + "dressellianp": "Dressellian (Primitive)", + "driver": "Driver", + "droid": "Droid", + "droidspecialist": "Droid Specialist", + "droidtech": "Droid Tech", + "dropoff": "Dropoff", + "dug": "Dug", + "duros": "Duros", + "duty": "Duty", + "edgeoftheempire": "Edge of the Empire", + "education": "Education", + "Education": "Education", + "educationint": "Education (Int)", + "effect:": "Effect:", + "elom": "Elom", + "elomin": "Elomin", + "emostrength:": "Emotional Strength(s):", + "emoweaknaess:": "Emotional Weakness(es):", + "enablecombatsuggestions": "Enable Combat Suggestions?", + "enablegeneralsuggestions": "Enable General Suggestions?", + "encum": "Encum", + "encumbrance": "Encumbrance", + "encumbrancecapacity": "Encumbrance Capacity", + "enforcer": "Enforcer", + "engaged": "Engaged", + "engineer": "Engineer", + "entertainment": "Entertainment", + "entrepreneur": "Entrepreneur", + "equipment": "Equipment", + "ewok": "Ewok", + "example": "Example: 1b 1g outputs ", + "example:": "Example: 1b 1g outputs ", + "exampletext": "b -> Blue = Boost, blk -> BLack = Setback
    g -> Green = Ability, y -> Yellow = Proficiency
    p-> Purple = Difficulty, r -> Red = Challenge
    w -> White = Force
    s = Success, f = Failure, a = Advantage, t = Threat", + "executioner": "Executioner", + "expectedsessionstocomplete:": "Expected sessions to complete:", + "explorer": "Explorer", + "extreme": "Extreme", + "eyes:": "Eyes:", + "failure": "Failure", + "falleen": "Falleen", + "farm": "Farm", + "fearcheck": "Fear Check?", + "features:": "Features:", + "figurehead": "Figurehead", + "foodstuffs": "Foodstuffs", + "forceadherent": "Force Adherent", + "forceanddestiny": "Force and Destiny", + "forcediceavailable:": "Force Dice Available:", + "forceplayerupgrade": "Force Player Update", + "forcepowers": "Force Powers", + "forcerating": "Force Rating", + "forcesensitiveemergent": "Force Sensitive Emergent", + "forcesensitiveexile": "Force Sensitive Exile", + "forcesensitiveoutcast": "Force Sensitive Outcast", + "fore": "Fore", + "fringer": "Fringer", + "gadgeteer": "Gadgeteer", + "galaxymapgridcoordinates:": "Galaxy Map Grid Coordinates:", + "gambler": "Gambler", + "gamemechanics": "Game Mechanics", + "gandl": "Gand (With Lungs)", + "gandnl": "Gand (Without Lungs)", + "gank": "Gank", + "gender:": "Gender:", + "general": "General", + "generalinfo": "General Info", + "generalinformation": " General Information ", + "generalskills": "General Skills", + "geonosian": "Geonosian", + "gigoran": "Gigoran", + "gmdicepool": "GM Dice Pool", + "gmresources": "GM Resources", + "gossam": "Gossam", + "gotal": "Gotal", + "gran": "Gran", + "groupcontacts": "Group Contacts", + "groupcredits:": "Group Credits:", + "groupdetails": "Group Details", + "groupdetailstitle": " Group Details ", + "groupexpenses:": "Group Expenses:", + "groupname:": "Group Name:", + "groupobligations": "Group Obligations", + "grouppossessions": "Group Posessions", + "groupresources": "Group Resources", + "groupsavings:": "Group Savings:", + "groupsheet": "Group Sheet", + "grouptasks": "Group Tasks", + "guardian": "Guardian", + "gungan": "Gungan", + "gunner": "Gunner", + "gunnery": "Gunnery", + "Gunnery": "Gunnery", + "gunneryagi": "Gunnery (Agi)", + "gunslinger": "Gunslinger", + "hair:": "Hair:", + "handling": "Handling", + "harch": "Harch", + "hardpoints": "Hard Points", + "hardpoints:": "Hard Points:", + "heal": "Heal", + "healer": "Healer", + "heavy": "Heavy", + "height:": "Height:", + "hermit": "Hermit", + "hightech": "High Tech", + "hiredgun": "Hired Gun", + "homestead": "Homestead", + "homesteadname:": "Homestead Name:", + "hook:": "Hook:", + "hotshot": "Hotshot", + "hp": "HP", + "hulltrauma": "Hull Trauma", + "hulltypeclass:": "Hull Type/Class:", + "human": "Human", + "hunter": "Hunter", + "hutt": "Hutt", + "hyperdriveprimclass:": "Hyperdrive Primary Class:", + "hyperdrivesecondclass:": "Hyperdrive Backup Class:", + "iakaru": "Iakaru", + "ifknown": "(if known)", + "iktochi": "Iktotchi", + "illicitmaterials": "Illicit Materials", + "imperialacademycadet": "Imperial Academy Cadet", + "infiltrator": "Infiltrator", + "initiative": "Initiative", + "instructor": "Instructor", + "intellect": "Intellect", + "interrogator": "Interrogator", + "investigator": "Investigator", + "ishitib": "Ishi Tib", + "isitcareer": "Is it in your Career?", + "iteminventory": " Item Inventory ", + "itemss:": "Item(s):", + "ithorian": "Ithorian", + "jawa": "Jawa", + "jedi": "Jedi", + "juyoberserker": "Juyo Berserker", + "kalleran": "Kalleran", + "kaminoan": "Kaminoan", + "karkarodon": "Karkarodon", + "keldor": "Kel Dor", + "keyitems:": "Key Items:", + "klatooinian": "Klatooinian", + "knight": "Knight", + "knowledgecoreworlds": "Knowledge (Core Worlds)", + "knowledgeeducation": "Knowledge (Education)", + "knowledgelore": "Knowledge (Lore)", + "knowledgeouterrim": "Knowledge (Outer Rim)", + "knowledgeskills": "Knowledge Skills", + "knowledgeunderworld": "Knowledge (Underworld)", + "knowledgewarfare": "Knowledge (Warfare)", + "knowledgexenology": "Knowledge (Xenology)", + "kubaz": "Kubaz", + "kyuzo": "Kyuzo", + "lannik": "Lannik", + "lasat": "Lasat", + "leadership": "Leadership", + "Leadership": "Leadership", + "leadershippre": "Leadership (Pr)", + "legal": "Legal?", + "light": "Light", + "lightsaber": "Lightsaber", + "Lightsaber": "Lightsaber", + "location": "Location", + "location:": "Location:", + "long": "Long", + "lore": "Lore", + "Lore": "Lore", + "loreint": "Lore (Int)", + "lowtech": "Low Tech", + "magnitude:": "Magnitude:", + "magus": "Magus", + "major": "Major", + "makashiduelist": "Makashi Duelist", + "makemodel": "Make / Model", + "makemodel:": "Make / Model:", + "mandalorianhuman": "Mandalorian Human", + "manufacturer:": "Manufacturer:", + "marauder": "Marauder", + "marshal": "Marshal", + "martialartist": "Martial Artist", + "master": "Master", + "max": "Max", + "maxaltitude:": "Maximum Altitude:", + "maybe": "Maybe?", + "mechanic": "Mechanic", + "Mechanics": "Mechanics", + "mechanics": "Mechanics", + "mechanicsint": "Mechanics (Int)", + "medecine": "Medicine", + "Medecine": "Medicine", + "medecineint": "Medicine (Int)", + "medic": "Medic", + "medium": "Medium", + "meetingcenter": "Meeting Center", + "melee": "Melee", + "meleebr": "Melee (Br)", + "Melee": "Melee", + "meleeshort": "Melee", + "melitto": "Melitto", + "mercenarysoldier": "Mercenary Soldier", + "metals": "Metals", + "midtech": "Mid Tech", + "mikkian": "Mikkian", + "mine": "Mine", + "minerals": "Minerals", + "minion": "Minion", + "miniongroupsize:": "Minion Group Size:", + "minionrivalnemesis": "(Minion, Rival, or Nemesis)", + "minor": "Minor", + "mirialan": "Mirialan", + "miscinfo": "Misc Info", + "missioncontacts:": "Mission Contacts:", + "missiondetails": "Mission Details", + "missionobjectives:": "Mission Objectives:", + "missiontasknumber:": "Mission/Task Number:", + "missiontype:": "Mission Type:", + "modder": "Modder", + "moderate": "Moderate", + "modifications": "Modifications", + "modifiers": "Modifiers", + "modifiers:": "Modifiers:", + "mods": "Mods", + "moncalamari": "Mon Calamari", + "morality": "Morality", + "morality:": "Morality:", + "moreinfo": "For more information on this version visit:", + "motivations": "Motivations", + "mustafariann": "Mustafarian (Northern)", + "mustafarians": "Mustafarian (Southern)", + "muun": "Muun", + "mystic": "Mystic", + "name": "Name", + "name:": "Name:", + "nautolan": "Nautolan", + "navicomputer:": "Navicomputer:", + "navigator": "Navigator", + "nearesthyperlane:": "Nearest Hyperlane:", + "needhelp": "Need Help?", + "negotiation": "Negotiation", + "Negotiation": "Negotiation", + "negotiationpr": "Negotiation (Pr)", + "neimodian": "Neimodian", + "nemesis": "Nemesis", + "new": "New", + "nightsister": "Nightsister", + "niktog": "Nikto (Green)", + "niktom": "Nikto (Mountain)", + "niktop": "Nikto (Pale)", + "niktor": "Nikto (Red)", + "niktos": "Nikto (Southern)", + "nimandisciple": "Niman Disciple", + "no": "No", + "noinprogress": "No - In Progress", + "none": "None", + "nonostarted": "No - Not Started", + "noskill": "No Skill", + "notablefeatures": "Notable Features", + "notes": "   Notes   ", + "notes:": "Notes:", + "npc": "NPC", + "npcinfo": "NPC Info", + "npclist": "NPC List", + "npcname": "NPC Name", + "npcroll:": "NPC Roll:", + "npcs": "NPCs", + "npcsheet": "NPC Sheet", + "npctitle": " NPC ", + "npctype:": "NPC Type:", + "number": "Number", + "numberofupgrades:": "Number of Upgrades:", + "obligation": "Obligation", + "off": "Off", + "on": "On", + "operator": "Operator", + "option": "Option", + "other": "Other", + "othergear": "Other Gear", + "otherinformations": "Other Information", + "otherskills": "Other Skills", + "outerrim": "Outer Rim", + "Outer Rim": "Outer Rim", + "outerrimint": "Outer Rim (Int)", + "outlawtech": "Outlaw Tech", + "padawan": "Padawan", + "padawansurvivor": "Padawan Survivor", + "page:": "Page:", + "pantoran": "Pantoran", + "partycareerskill:": "Party Career Skill:", + "passengername": "Passenger Name", + "passengers": "Passengers", + "passive": "Passive", + "pathfinder": "Pathfinder", + "pauan": "Pau'an", + "pc": "PC", + "peacekeeper": "Peace Keeper", + "perception": "Perception", + "Perception": "Perception", + "perceptioncun": "Perception (Cun)", + "performer": "Performer", + "personalarmor": "Armor", + "personalgear": "Personal Gear", + "pettycash:": "Petty Cash:", + "phydolon": "Phydolon", + "pickup": "Pickup", + "pilot": "Pilot", + "pilotecopiloteetc": "(Pilot, Co-pilot, Engineer)", + "Piloting (Planetary)": "Piloting (Planetary)", + "pilotingp": "Piloting (Planetary)", + "pilotingpag": "Piloting - Planetary (Ag)", + "Piloting (Space)": "Piloting (Space)", + "pilotings": "Piloting (Space)", + "pilotingsag": "Piloting - Space (Ag)", + "pirate": "Pirate", + "planet:": "Planet:", + "planetary": " Planetary ", + "planetaryvehiculecritical": "Planetary Vehicle Critical", + "planetaryvehiculedetails": "Planetary Vehicle Details", + "player:": "Player:", + "playergroupsheet": " Player Group Sheet ", + "playername": "Player Name:", + "polismassannvc": "Polis Massan (Without Vocal Chords)", + "polismassanvc": "Polis Massan (With Vocal Chords)", + "politico": "Politico", + "port": "Port", + "positionrole:": "Position/Role:", + "powername": "Power Name", + "powersummary": "Power Summary", + "presence": "Presence", + "propagandist": "Propagandist", + "prophet": "Prophet", + "protector": "Protector", + "qualities:": "Qualities:", + "quantity": "Quantity", + "quarren": "Quarren", + "quartermester": "Quartermaster", + "quermian": "Quermian", + "racer": "Racer", + "ranch": "Ranch", + "range": "Range", + "range:": "Range:", + "rangedheavy": "Ranged - Heavy", + "Ranged - Heavy": "Ranged - Heavy", + "rangedheavyag": "Ranged - Heavy (Ag)", + "rangedlight": "Ranged - Light", + "Ranged - Light": "Ranged - Light", + "rangedlightag": "Ranged - Light (Ag)", + "rangeskill": "Range/Skill", + "rank": "Rank", + "rank:": "Rank:", + "rarity": "Rarity", + "rarity:": "Rarity:", + "rebelbase": "Rebel Base", + "rebelbasename:": "Rebel Base Name:", + "recruit": "Recruit", + "repair": "Repair", + "republicnavyofficer": "Republic Navy Officer", + "republicrepresentative": "Republic Representative", + "resilience": "Resilience", + "Resilience": "Resilience", + "resiliencebr": "Resilience (Br)", + "restricted:": "Restricted:", + "results": "Results", + "retail": "Retail", + "retiredclonetrooper": "Retired Clone Trooper", + "rewardgiven:": "Rewards Given:", + "rewards": "Rewards", + "rewardss": "Reward(s)", + "ridingbeastdetails": "Riding Beast Details", + "rigger": "Rigger", + "rival": "Rival", + "rodian": "Rodian", + "role": "Role", + "rollcritical": "Roll Critical", + "rolldestiny": "Roll Destiny", + "saboteur": "Saboteur", + "safehouse": "Safe House", + "sage": "Sage", + "sakiyan": "Sakiyan", + "sapper": "Sapper", + "sathari": "Sathari", + "scavenger": "Scavenger", + "scholar": "Scholar", + "scientist": "Scientist", + "scoundrel": "Scoundrel", + "scout": "Scout", + "seeker": "Seeker", + "seer": "Seer", + "selonian": "Selonian", + "senator": "Senator", + "sensorrange:": "Sensor Range:", + "sentinel": "Sentinel", + "sentry": "Sentry", + "separatistcommander": "Separatist Commander", + "service": "Service", + "setting": "Setting", + "settings": " Settings ", + "setup:": "Setup:", + "shadow": "Shadow", + "sharedresources": " Shared Resources  ", + "sharpshooter": "Sharpshooter", + "shienexpert": "Shien Expert", + "shiichoknight": "Shii-Cho Knight", + "shipcaptain": "Ship Captain", + "shipscomplement:": "Ship's Complement:", + "shipwright": "Shipwright", + "shistavanen": "Shistavanen", + "short": "Short", + "showsuggestionsbutton": "Show Suggestions Button", + "signatureablities": "Signature Abilities", + "silhouette": "Silhouette", + "skakoans": "skakoans", + "skill": "Skill", + "skill:": "Skill:", + "skilllist": "Skill List", + "skillname": "Skill Name", + "skills": "Skills", + "skillstalentsweaponspowers": " Skills, Talents, Weapons & Powers ", + "skillstitle": "   Skills   ", + "skillsuggestions": "Skill Suggestions", + "skillsuggestionsdisplay": "Skill Suggestions Display", + "skiptracer": "Skip Tracer", + "skulduggery": "Skulduggery", + "Skulduggery": "Skulduggery", + "skulduggerycun": "Skulduggery (Cun)", + "sleeperagent": "Sleeper Agent", + "slicer": "Slicer", + "smuggler": "Smuggler", + "soak": "Soak", + "soldier": "Soldier", + "soresudefender": "Soresu Defender", + "spacestation": "Space Station", + "spacevehiculedetails": "Space Vehicle Details", + "special:": "Special:", + "specialization": "Specialization", + "specializationattached": "Specialization attached?", + "species:": "Species:", + "specificdetails": "Specific Details", + "speed": "Speed", + "spendingsuggestions": "Spending Suggestions", + "spy": "Spy", + "squadronleader": "Squadron Leader", + "starboard": "Starboard", + "starfighterace": "Starfighter Ace", + "starship": " Starship ", + "starshipcritical": "Starship Critical", + "stats": "Stats", + "stealth": "Stealth", + "Stealth": "Stealth", + "stealthag": "Stealth (Ag)", + "steelhandadept": "Steel Hand Adept", + "strain": "Strain", + "strategist": "Strategist", + "streetwise": "Streetwise", + "Streetwise": "Streetwise", + "streetwisecun": "Streetwise (Cun)", + "strenghdetails:": "Strength Details:", + "success": "Success", + "sullustan": "Sullustan", + "summary": "Summary", + "survival": "Survival", + "Survival": "Survival", + "survivalcun": "Survival (Cun)", + "survivalist": "Survivalist", + "syncpoolgm": "Sync Pool with GM", + "sysstrain": "Sys Strain", + "tactician": "Tactician", + "talentsandabilities": "Talents & Abilities", + "talentsandspecialabilities": "Talents and Special Abilities", + "task:": "Task:", + "teacher": "Teacher", + "technician": "Technican", + "terrain:": "Terrain:", + "thief": "Thief", + "thisspiasian": "Thisspiasian", + "tholothian": "Tholothian", + "threshold": "Threshold", + "timeshandled:": "Times Handled:", + "timeshandledstrengh:": "Times Handled (Strength):", + "timeshandledweakness:": "Times Handled (Weakness):", + "timestriggered:": "Times Triggered:", + "threat": "Threat", + "tognath": "Tognath", + "togruta": "Togruta", + "toolname": "Tool Name", + "tools": "Tools", + "totalxp": "Total XP:", + "toydarian": "Toydarian", + "trader": "Trader", + "trailblazer": "Trailblazer", + "trainingcamp": "Training Camp", + "trandosian": "Trandosian", + "triumph": "Triumph", + "tuskenraider": "Tusken Raider", + "twilek": "Twi'lek", + "type": "Type", + "type:": "Type:", + "umbaran": "Umbaran", + "underworld": "Underworld", + "Underworld": "Underworld", + "underworldint": "Underworld (Int)", + "universal": "Universal", + "upgrade": "    Upgrade:", + "upgrades": "Upgrades", + "upgradetype:": "Upgrade Type:", + "usedarkside": "Use Dark Side →", + "uselight": "← Use Light Side", + "value": "Value", + "value:": "Value:", + "vanguard": "Vanguard", + "vehiculesheet": "Vehicle Sheet", + "vehiculetypemodel:": "Vehicle Type/Model:", + "verpine": "Verpine", + "viewattachments": "View Attachments", + "viewupgrades": "View Upgrades", + "vigilance": "Vigilance", + "Vigilance": "Vigilance", + "vigilanceifunexpected": "Vigilance (if unexpected):", + "vigilancewill": "Vigilance (Will)", + "visitforum:": "Visit the forum:", + "visitwiki:": "Visit the wiki:", + "vurk": "Vurk", + "wanted": "Wanted?", + "warden": "Warden", + "warfare": "Warfare", + "Warfare": "Warfare", + "warfareint": "Warfare (Int)", + "warleader": "Warleader", + "warrior": "Warrior", + "weaknessdetails:": "Weakness Details:", + "weapon": "Weapon", + "weaponname": "Weapon Name", + "weapons": "Weapons", + "weapontype:": "Weapon Type:", + "weekay": "Weequay", + "whatkindofslot": "What kind of Initiative Slot?", + "whipid": "Whiphid", + "whispergm": "Whisper GM", + "willpower": "Willpower", + "wookie": "Wookiee", + "wounds": "Wounds", + "xenology": "Xenology", + "Xenology": "Xenology", + "xenologyint": "Xenology (Int)", + "xexto": "Xexto", + "xpcost": "XP Cost", + "xpcost:": "XP Cost:", + "yes": "Yes", + "yescompleted": "Yes - Completed", + "yesfailed": "Yes - Failed", + "zabrak": "Zabrak" +} \ No newline at end of file diff --git a/Star Wars FFG Alternate/translations/ca.json b/Star Wars FFG Alternate/translations/ca.json new file mode 100644 index 0000000000..3428814a0e --- /dev/null +++ b/Star Wars FFG Alternate/translations/ca.json @@ -0,0 +1,505 @@ +{ + "dice_pool": "Dice Pool", + "boost_die": "Boost Die", + "ability_die": "Ability Die", + "proficiency_die": "Proficiency Die", + "upgrade": "Upgrade :", + "downgrade": ": Downgrade", + "force_die": "Force Die", + "roll_dice_pool": "Roll dice pool", + "reset_dice_pool": "Reset dice pool", + "setback_die": "Setback Die", + "difficulty_die": "Difficulty Die", + "challenge_die": "Challenge Die", + "destiny_pool": "Destiny Pool", + "sync_pool_with_gm": "Sync Pool with GM", + "roll_destiny": "Roll Destiny", + "update_player_points": "Update Player Points", + "clear_pool": "Clear Pool", + "light": "Light", + "use_dark_side": "Use Dark Side", + "use_light_side": "Use Light Side", + "dark": "Dark", + "vital_stats": "Vital Stats", + "soak": "Soak", + "defense": "Defense", + "ranged": "Ranged", + "melee": "Melee", + "wounds": "Wounds", + "threshold": "Threshold", + "current": "Current", + "strain": "Strain", + "encumbrance": "Encumbrance", + "bio": "Bio", + "skills": "Skills", + "combat": "Combat", + "equipment": "Equipment", + "talents": "Talents", + "the_force": "The Force", + "settings": "Settings", + "name_species_and_career": "Name, Species, and Career", + "character_name": "Character Name", + "player_name": "Player Name", + "species": "Species", + "aleena": "Aleena", + "anx": "Anx", + "aqualisha": "Aqualish (Aquala)", + "aqualishq": "Aqualish (Quara)", + "aqualishu": "Aqualish (Ualaq)", + "arcona": "Arcona", + "arkanian": "Arkanian", + "bardottan": "Bardottan", + "besalisk": "Besalisk", + "bothan": "Bothan", + "caamasi": "Caamasi", + "cerean": "Cerean", + "chadrafan": "Chadra-Fan", + "chagrian": "Chagrian", + "chevin": "Chevin", + "chiss": "Chiss", + "clawdite": "Clawdite", + "clone": "Clone", + "correllianhuman": "Corellian Human", + "cosian": "Cosian", + "dathomirian": "Dathomirian", + "devaronian": "Devaronian", + "dowutin": "Dowutin", + "drall": "Drall", + "dressellianp": "Dressellian (Primitive)", + "dresselliannp": "Dressellian (Non-Primitive)", + "droid": "Droid", + "dug": "Dug", + "duros": "Duros", + "elom": "Elom", + "elomin": "Elomin", + "ewok": "Ewok", + "falleen": "Falleen", + "gandl": "Gand (With Lungs)", + "gandnl": "Gand (Without Lungs)", + "gank": "Gank", + "geonosian": "Geonosian", + "gigoran": "Gigoran", + "gossam": "Gossam", + "gotal": "Gotal", + "gran": "Gran", + "gungan": "Gungan", + "harch": "Harch", + "human": "Human", + "hutt": "Hutt", + "iakaru": "Iakaru", + "iktochi": "Iktotchi", + "ishitib": "Ishi Tib", + "ithorian": "Ithorian", + "jawa": "Jawa", + "kalleran": "Kalleran", + "kaminoan": "Kaminoan", + "karkarodon": "Karkarodon", + "keldor": "Kel Dor", + "klatooinian": "Klatooinian", + "kubaz": "Kubaz", + "kyuzo": "Kyuzo", + "lannik": "Lannik", + "lasat": "Lasat", + "mandalorianhuman": "Mandalorian Human", + "melitto": "Melitto", + "mikkian": "Mikkian", + "mirialan": "Mirialan", + "moncalamari": "Mon Calamari", + "mustafariann": "Mustafarian (Northern)", + "mustafarians": "Mustafarian (Southern)", + "muun": "Muun", + "nautolan": "Nautolan", + "neimodian": "Neimodian", + "niktog": "Nikto (Green)", + "niktom": "Nikto (Mountain)", + "niktop": "Nikto (Pale)", + "niktor": "Nikto (Red)", + "niktos": "Nikto (Southern)", + "pantoran": "Pantoran", + "pauan": "Pau'an", + "phydolon": "Phydolon", + "polismassanvc": "Polis Massan (With Vocal Chords)", + "polismassannvc": "Polis Massan (Without Vocal Chords)", + "quarren": "Quarren", + "quermian": "Quermian", + "rodian": "Rodian", + "sakiyan": "Sakiyan", + "sathari": "Sathari", + "selonian": "Selonian", + "shistavanen": "Shistavanen", + "skakoans": "Skakoans", + "sullustan": "Sullustan", + "thisspiasian": "Thisspiasian", + "tholothian": "Tholothian", + "tognath": "Tognath", + "togruta": "Togruta", + "toydarian": "Toydarian", + "trandosian": "Trandosian", + "tuskenraider": "Tusken Raider", + "twilek": "Twi'lek", + "umbaran": "Umbaran", + "verpine": "Verpine", + "vurk": "Vurk", + "weekay": "Weequay", + "whipid": "Whiphid", + "wookie": "Wookiee", + "xexto": "Xexto", + "zabrak": "Zabrak", + "career": "Career", + "edgeoftheempire": "Edge of the Empire", + "bountyhunter": "Bounty Hunter", + "colonist": "Colonist", + "explorer": "Explorer", + "hiredgun": "Hired Gun", + "smuggler": "Smuggler", + "technician": "Technician", + "ageofrebellion": "Age of Rebellion", + "ace": "Ace", + "commander": "Commander", + "diplomat": "Diplomat", + "engineer": "Engineer", + "soldier": "Soldier", + "spy": "Spy", + "forceanddestiny": "Force and Destiny", + "consular": "Consular", + "guardian": "Guardian", + "mystic": "Mystic", + "seeker": "Seeker", + "sentinel": "Sentinel", + "warrior": "Warrior", + "clonewarsera": "Clone Wars Era", + "clonesoldier": "Clone Soldier", + "jedi": "Jedi", + "all": "All", + "universal": "Universal", + "specializations": "Specializations", + "assassin": "Assassin", + "gadgeteer": "Gadgeteer", + "martialartist": "Martial Artist", + "operator": "Operator", + "skiptracer": "Skip Tracer", + "survivalist": "Survivalist", + "doctor": "Doctor", + "politico": "Politico", + "scholar": "Scholar", + "entrepreneur": "Entrepreneur", + "marshal": "Marshal", + "performer": "Performer", + "scout": "Scout", + "fringer": "Fringer", + "driver": "Driver", + "archaeologist": "Archaeologist", + "biggamehunter": "Big-Game Hunter", + "trader": "Trader", + "bodyguard": "Bodyguard", + "demolitionist": "Demolitionist", + "enforcer": "Enforcer", + "heavy": "Heavy", + "marauder": "Marauder", + "mercenarysoldier": "Mercenary Soldier", + "pilot": "Pilot", + "scoundrel": "Scoundrel", + "thief": "Thief", + "charmer": "Charmer", + "gambler": "Gambler", + "gunslinger": "Gunslinger", + "mechanic": "Mechanic", + "outlawtech": "Outlaw Tech", + "slicer": "Slicer", + "cybertech": "Cyber Tech", + "droidtech": "Droid Tech", + "modder": "Modder", + "gunner": "Gunner", + "rigger": "Rigger", + "hotshot": "Hotshot", + "beastrider": "Beast Rider", + "squadronleader": "Squadron Leader", + "tactician": "Tactician", + "figurehead": "Figurehead", + "instructor": "Instructor", + "strategist": "Strategist", + "ambassador": "Ambassador", + "agitator": "Agitator", + "quartermester": "Quartermaster", + "analyst": "Analyst", + "advocate": "Advocate", + "propagandist": "Propagandist", + "droidspecialist": "Droid Specialist", + "saboteur": "Saboteur", + "sapper": "Sapper", + "scientist": "Scientist", + "shipwright": "Shipwright", + "medic": "Medic", + "sharpshooter": "Sharpshooter", + "commando": "Commando", + "trailblazer": "Trailblazer", + "vanguard": "Vanguard", + "courier": "Courier", + "infiltrator": "Infiltrator", + "interrogator": "Interrogator", + "sleeperagent": "Sleeper Agent", + "arbiter": "Arbiter", + "ascetic": "Ascetic", + "healer": "Healer", + "nimandisciple": "Niman Disciple", + "sage": "Sage", + "teacher": "Teacher", + "armorer": "Armorer", + "peacekeeper": "Peace Keeper", + "protector": "Protector", + "soresudefender": "Soresu Defender", + "warden": "Warden", + "warleader": "Warleader", + "advisor": "Advisor", + "alchemist": "Alchemist", + "magus": "Magus", + "makashiduelist": "Makashi Duelist", + "prophet": "Prophet", + "seer": "Seer", + "atarustriker": "Ataru Striker", + "executioner": "Executioner", + "hermit": "Hermit", + "hunter": "Hunter", + "navigator": "Navigator", + "pathfinder": "Pathfinder", + "artisan": "Artisan", + "investigator": "Investigator", + "racer": "Racer", + "sentry": "Sentry", + "shadow": "Shadow", + "shienexpert": "Shien Expert", + "aggressor": "Aggressor", + "colossus": "Colossus", + "juyoberserker": "Juyo Berserker", + "shiichoknight": "Shii-Cho Knight", + "starfighterace": "Starfighter Ace", + "steelhandadept": "Steel Hand Adept", + "clonetrooper": "Clone Trooper", + "clonepilot": "Clone Pilot", + "cloneofficer": "Clone Officer", + "arctrooper": "ARC Trooper", + "clonecommander": "Clone Commander", + "cloneveteran": "Clone Veteran", + "padawan": "Padawan", + "knight": "Knight", + "general": "General", + "master": "Master", + "deathwatchwarrior": "Death Watch Warrior", + "forceadherent": "Force Adherent", + "forcesensitiveemergent": "Force Sensitive Emergent", + "forcesensitiveexile": "Force Sensitive Exile", + "forcesensitiveoutcast": "Force Sensitive Outcast", + "imperialacademycadet": "Imperial Academy Cadet", + "nightsister": "Nightsister", + "padawansurvivor": "Padawan Survivor", + "pirate": "Pirate", + "recruit": "Recruit", + "republicnavyofficer": "Republic Navy Officer", + "republicrepresentative": "Republic Representative", + "retiredclonetrooper": "Retired Clone Trooper", + "scavenger": "Scavenger", + "senator": "Senator", + "separatistcommander": "Separatist Commander", + "shipcaptain": "Ship Captain", + "xp_credits": "XP and Credits", + "xp_total_current": "XP Total / Current", + "credits": "Credits", + "obligation": "Obligation", + "total_obligation": "Total Obligation", + "duty": "Duty", + "contribution_rank": "Contribution Rank", + "morality": "Morality", + "conflict": "Conflict", + "emotional_strength": "Emotional Strength", + "emotional_weakness": "Emotional Weakness", + "ambition": "Ambition", + "cause": "Cause", + "notes": "Notes", + "characteristics": "Characteristics", + "brawn": "Brawn", + "agility": "Agility", + "intellect": "Intellect", + "cunning": "Cunning", + "willpower": "Willpower", + "presence": "Presence", + "skill": "Skill", + "characteristic": "Characteristic", + "ranks": "Ranks", + "dice": "Dice", + "modifiers": "Modifiers", + "roll": "Roll", + "astrogation": "Astrogation", + "intellect_abbr": "Int", + "athletics": "Athletics", + "brawn_abbr": "Bra", + "charm": "Charm", + "presence_abbr": "Pr", + "coercion": "Coercion", + "willpower_abbr": "Wil", + "computers": "Computers", + "cool": "Cool", + "coordination": "Coordination", + "agility_abbr": "Ag", + "deception": "Deception", + "cunning_abbr": "Cun", + "discipline": "Discipline", + "leadership": "Leadership", + "mechanics": "Mechanics", + "medicine": "Medicine", + "negotiation": "Negotiation", + "perception": "Perception", + "piloting-planetary": "Piloting - Planetary", + "piloting-space": "Piloting - Space", + "resilience": "Resilience", + "skullduggery": "Skullduggery", + "stealth": "Stealth", + "streetwise": "Streetwise", + "survival": "Survival", + "vigilance": "Vigilance", + "brawl": "Brawl", + "gunnery": "Gunnery", + "lightsaber": "Lightsaber", + "ranged-light": "Ranged - Light", + "ranged-heavy": "Ranged - Heavy", + "core-worlds": "Core Worlds", + "education": "Education", + "lore": "Lore", + "outer-rim": "Outer Rim", + "underworld": "Underworld", + "warfare": "Warfare", + "xenology": "Xenology", + "initiative": "Initiative", + "cool_if_prepared": "Cool (if prepared)", + "vigilance_if_unexpected": "Vigilance (if unexpected)", + "criticals": "Criticals", + "roll_a_critical": "Roll a Critical (for any target)", + "critical_bonus": "Critical Bonus", + "roll_critical": "Roll Critical", + "your_current_critical_injuries": "Your Current Critical Injuries", + "heal_this_wound": "Heal this wound", + "weapons": "Weapons", + "damage": "Damage", + "critical": "Critical", + "encumbrance_abbr": "Encum", + "hard_points": "Hard Points", + "make_model": "Make-Model", + "carried_": "Carried?", + "combat_skills": "Combat Skills", + "general_skills": "General Skills", + "medecine": "Medicine", + "range": "Range", + "engaged": "Engaged", + "short": "Short", + "medium": "Medium", + "long": "Long", + "extreme": "Extreme", + "condition": "Condition", + "undamaged": "Undamaged", + "minor": "Minor", + "moderate": "Moderate", + "major": "Major", + "destroyed": "Destroyed", + "from_other": "from Other", + "from_vicious": "from Vicious", + "total_bonus": "Total Bonus", + "damage_bonus:": "Damage Bonus", + "from_superior": "from Superior", + "from_inferior": "from Inferior", + "weapon_qualities": "Weapon Qualities", + "two_advantage_to_activate": "Two Advantage to activate unless otherwise noted", + "accurate": "Accurate", + "passive": "Passive", + "auto_fire": "Auto-Fire", + "active": "Active", + "no": "No", + "yes": "Yes", + "blast": "Blast", + "breach": "Breach", + "burn": "Burn", + "concussive": "Concussive", + "cortosis": "Cortosis", + "cumbersome": "Cumbersome", + "defensive": "Defensive", + "deflection": "Deflection", + "disorient": "Disorient", + "ensnare": "Ensnare", + "guided": "Guided", + "knockdown": "Knockdown", + "inaccurate": "Inaccurate", + "inferior": "Inferior", + "ion": "Ion", + "limited_ammo": "Limited Ammo", + "linked": "Linked", + "pierce": "Pierce", + "prepare": "Prepare", + "slow_firing": "Slow-Firing", + "stun": "Stun", + "sunder": "Sunder", + "superior": "Superior", + "unwieldy": "Unwieldy", + "vicious": "Vicious", + "attachments_mods": "Attachments / Mods", + "name": "Name", + "hp": "HP", + "benefit": "Benefit", + "combat_talents": "Combat Talents", + "active_": "Active?", + "description": "Description", + "armor": "Armor", + "encum": "Encum", + "quality": "Quality", + "normal": "Normal", + "gear": "Gear", + "containers": "Containers", + "add_encum_threshold": "+ Encum Threshold", + "cybernetics": "Cybernetics", + "non_combat_talents": "Non-combat Talents", + "signature_abilities": "Signature Abilities", + "force_powers": "Force Powers", + "force_rating": "Force Rating", + "basic": "Basic", + "control": "Control", + "duration": "Duration", + "magnitude": "Magnitude", + "strength": "Strength", + "mastery": "Mastery", + "general_settings": "General Settings", + "change_font_size_zoom": "Change font size / zoom", + "roll_result_suggestions": "Roll Result Suggestions", + "setting": "Setting", + "option": "Option", + "select_skill_suggestions": "Change the handling for skill suggestions", + "skill_suggestions_display": "Skill Suggestions Display", + "none": "None", + "whisper_gm": "Whisper GM", + "show_suggestions_button": "Show Suggestions Button", + "display_inskill": "Display in Skill", + "select_combat_suggestions": "Enable suggestions for rolls made from the weapon combat section or vehicle sheet", + "enable_combat_suggestions": "Enable Combat Suggestions?", + "select_general_suggestions": "Enable suggestions for rolls made from the general skill list", + "enable_general_suggestions": "Enable General Suggestions?", + "select_fear_check": "Allows Discipline and Cool skill checks to pull suggestions from the fear suggestion list.", + "fear_check": "Fear Check?", + "diceroll": "Dice Roll", + "results": "Results", + "alter": "Alter", + "battle_meditation": "Battle Meditation", + "bind": "Bind", + "conjure": "Conjure", + "ebb-flow": "Ebb / Flow", + "endure": "Endure", + "enhance": "Enhance", + "farsight": "Farsight", + "foresee": "Foresee", + "heal-harm": "Heal / Harm", + "imbue": "Imbue", + "influence": "Influence", + "manipulate": "Manipulate", + "misdirect": "Misdirect", + "move": "Move", + "protect-unleash": "Protect / Unleash", + "seek": "Seek", + "sense": "Sense", + "supress": "Supress", + "wardes_foresight": "Warde's Foresight" +} \ No newline at end of file diff --git a/Star Wars FFG Alternate/translations/hu.json b/Star Wars FFG Alternate/translations/hu.json new file mode 100644 index 0000000000..3428814a0e --- /dev/null +++ b/Star Wars FFG Alternate/translations/hu.json @@ -0,0 +1,505 @@ +{ + "dice_pool": "Dice Pool", + "boost_die": "Boost Die", + "ability_die": "Ability Die", + "proficiency_die": "Proficiency Die", + "upgrade": "Upgrade :", + "downgrade": ": Downgrade", + "force_die": "Force Die", + "roll_dice_pool": "Roll dice pool", + "reset_dice_pool": "Reset dice pool", + "setback_die": "Setback Die", + "difficulty_die": "Difficulty Die", + "challenge_die": "Challenge Die", + "destiny_pool": "Destiny Pool", + "sync_pool_with_gm": "Sync Pool with GM", + "roll_destiny": "Roll Destiny", + "update_player_points": "Update Player Points", + "clear_pool": "Clear Pool", + "light": "Light", + "use_dark_side": "Use Dark Side", + "use_light_side": "Use Light Side", + "dark": "Dark", + "vital_stats": "Vital Stats", + "soak": "Soak", + "defense": "Defense", + "ranged": "Ranged", + "melee": "Melee", + "wounds": "Wounds", + "threshold": "Threshold", + "current": "Current", + "strain": "Strain", + "encumbrance": "Encumbrance", + "bio": "Bio", + "skills": "Skills", + "combat": "Combat", + "equipment": "Equipment", + "talents": "Talents", + "the_force": "The Force", + "settings": "Settings", + "name_species_and_career": "Name, Species, and Career", + "character_name": "Character Name", + "player_name": "Player Name", + "species": "Species", + "aleena": "Aleena", + "anx": "Anx", + "aqualisha": "Aqualish (Aquala)", + "aqualishq": "Aqualish (Quara)", + "aqualishu": "Aqualish (Ualaq)", + "arcona": "Arcona", + "arkanian": "Arkanian", + "bardottan": "Bardottan", + "besalisk": "Besalisk", + "bothan": "Bothan", + "caamasi": "Caamasi", + "cerean": "Cerean", + "chadrafan": "Chadra-Fan", + "chagrian": "Chagrian", + "chevin": "Chevin", + "chiss": "Chiss", + "clawdite": "Clawdite", + "clone": "Clone", + "correllianhuman": "Corellian Human", + "cosian": "Cosian", + "dathomirian": "Dathomirian", + "devaronian": "Devaronian", + "dowutin": "Dowutin", + "drall": "Drall", + "dressellianp": "Dressellian (Primitive)", + "dresselliannp": "Dressellian (Non-Primitive)", + "droid": "Droid", + "dug": "Dug", + "duros": "Duros", + "elom": "Elom", + "elomin": "Elomin", + "ewok": "Ewok", + "falleen": "Falleen", + "gandl": "Gand (With Lungs)", + "gandnl": "Gand (Without Lungs)", + "gank": "Gank", + "geonosian": "Geonosian", + "gigoran": "Gigoran", + "gossam": "Gossam", + "gotal": "Gotal", + "gran": "Gran", + "gungan": "Gungan", + "harch": "Harch", + "human": "Human", + "hutt": "Hutt", + "iakaru": "Iakaru", + "iktochi": "Iktotchi", + "ishitib": "Ishi Tib", + "ithorian": "Ithorian", + "jawa": "Jawa", + "kalleran": "Kalleran", + "kaminoan": "Kaminoan", + "karkarodon": "Karkarodon", + "keldor": "Kel Dor", + "klatooinian": "Klatooinian", + "kubaz": "Kubaz", + "kyuzo": "Kyuzo", + "lannik": "Lannik", + "lasat": "Lasat", + "mandalorianhuman": "Mandalorian Human", + "melitto": "Melitto", + "mikkian": "Mikkian", + "mirialan": "Mirialan", + "moncalamari": "Mon Calamari", + "mustafariann": "Mustafarian (Northern)", + "mustafarians": "Mustafarian (Southern)", + "muun": "Muun", + "nautolan": "Nautolan", + "neimodian": "Neimodian", + "niktog": "Nikto (Green)", + "niktom": "Nikto (Mountain)", + "niktop": "Nikto (Pale)", + "niktor": "Nikto (Red)", + "niktos": "Nikto (Southern)", + "pantoran": "Pantoran", + "pauan": "Pau'an", + "phydolon": "Phydolon", + "polismassanvc": "Polis Massan (With Vocal Chords)", + "polismassannvc": "Polis Massan (Without Vocal Chords)", + "quarren": "Quarren", + "quermian": "Quermian", + "rodian": "Rodian", + "sakiyan": "Sakiyan", + "sathari": "Sathari", + "selonian": "Selonian", + "shistavanen": "Shistavanen", + "skakoans": "Skakoans", + "sullustan": "Sullustan", + "thisspiasian": "Thisspiasian", + "tholothian": "Tholothian", + "tognath": "Tognath", + "togruta": "Togruta", + "toydarian": "Toydarian", + "trandosian": "Trandosian", + "tuskenraider": "Tusken Raider", + "twilek": "Twi'lek", + "umbaran": "Umbaran", + "verpine": "Verpine", + "vurk": "Vurk", + "weekay": "Weequay", + "whipid": "Whiphid", + "wookie": "Wookiee", + "xexto": "Xexto", + "zabrak": "Zabrak", + "career": "Career", + "edgeoftheempire": "Edge of the Empire", + "bountyhunter": "Bounty Hunter", + "colonist": "Colonist", + "explorer": "Explorer", + "hiredgun": "Hired Gun", + "smuggler": "Smuggler", + "technician": "Technician", + "ageofrebellion": "Age of Rebellion", + "ace": "Ace", + "commander": "Commander", + "diplomat": "Diplomat", + "engineer": "Engineer", + "soldier": "Soldier", + "spy": "Spy", + "forceanddestiny": "Force and Destiny", + "consular": "Consular", + "guardian": "Guardian", + "mystic": "Mystic", + "seeker": "Seeker", + "sentinel": "Sentinel", + "warrior": "Warrior", + "clonewarsera": "Clone Wars Era", + "clonesoldier": "Clone Soldier", + "jedi": "Jedi", + "all": "All", + "universal": "Universal", + "specializations": "Specializations", + "assassin": "Assassin", + "gadgeteer": "Gadgeteer", + "martialartist": "Martial Artist", + "operator": "Operator", + "skiptracer": "Skip Tracer", + "survivalist": "Survivalist", + "doctor": "Doctor", + "politico": "Politico", + "scholar": "Scholar", + "entrepreneur": "Entrepreneur", + "marshal": "Marshal", + "performer": "Performer", + "scout": "Scout", + "fringer": "Fringer", + "driver": "Driver", + "archaeologist": "Archaeologist", + "biggamehunter": "Big-Game Hunter", + "trader": "Trader", + "bodyguard": "Bodyguard", + "demolitionist": "Demolitionist", + "enforcer": "Enforcer", + "heavy": "Heavy", + "marauder": "Marauder", + "mercenarysoldier": "Mercenary Soldier", + "pilot": "Pilot", + "scoundrel": "Scoundrel", + "thief": "Thief", + "charmer": "Charmer", + "gambler": "Gambler", + "gunslinger": "Gunslinger", + "mechanic": "Mechanic", + "outlawtech": "Outlaw Tech", + "slicer": "Slicer", + "cybertech": "Cyber Tech", + "droidtech": "Droid Tech", + "modder": "Modder", + "gunner": "Gunner", + "rigger": "Rigger", + "hotshot": "Hotshot", + "beastrider": "Beast Rider", + "squadronleader": "Squadron Leader", + "tactician": "Tactician", + "figurehead": "Figurehead", + "instructor": "Instructor", + "strategist": "Strategist", + "ambassador": "Ambassador", + "agitator": "Agitator", + "quartermester": "Quartermaster", + "analyst": "Analyst", + "advocate": "Advocate", + "propagandist": "Propagandist", + "droidspecialist": "Droid Specialist", + "saboteur": "Saboteur", + "sapper": "Sapper", + "scientist": "Scientist", + "shipwright": "Shipwright", + "medic": "Medic", + "sharpshooter": "Sharpshooter", + "commando": "Commando", + "trailblazer": "Trailblazer", + "vanguard": "Vanguard", + "courier": "Courier", + "infiltrator": "Infiltrator", + "interrogator": "Interrogator", + "sleeperagent": "Sleeper Agent", + "arbiter": "Arbiter", + "ascetic": "Ascetic", + "healer": "Healer", + "nimandisciple": "Niman Disciple", + "sage": "Sage", + "teacher": "Teacher", + "armorer": "Armorer", + "peacekeeper": "Peace Keeper", + "protector": "Protector", + "soresudefender": "Soresu Defender", + "warden": "Warden", + "warleader": "Warleader", + "advisor": "Advisor", + "alchemist": "Alchemist", + "magus": "Magus", + "makashiduelist": "Makashi Duelist", + "prophet": "Prophet", + "seer": "Seer", + "atarustriker": "Ataru Striker", + "executioner": "Executioner", + "hermit": "Hermit", + "hunter": "Hunter", + "navigator": "Navigator", + "pathfinder": "Pathfinder", + "artisan": "Artisan", + "investigator": "Investigator", + "racer": "Racer", + "sentry": "Sentry", + "shadow": "Shadow", + "shienexpert": "Shien Expert", + "aggressor": "Aggressor", + "colossus": "Colossus", + "juyoberserker": "Juyo Berserker", + "shiichoknight": "Shii-Cho Knight", + "starfighterace": "Starfighter Ace", + "steelhandadept": "Steel Hand Adept", + "clonetrooper": "Clone Trooper", + "clonepilot": "Clone Pilot", + "cloneofficer": "Clone Officer", + "arctrooper": "ARC Trooper", + "clonecommander": "Clone Commander", + "cloneveteran": "Clone Veteran", + "padawan": "Padawan", + "knight": "Knight", + "general": "General", + "master": "Master", + "deathwatchwarrior": "Death Watch Warrior", + "forceadherent": "Force Adherent", + "forcesensitiveemergent": "Force Sensitive Emergent", + "forcesensitiveexile": "Force Sensitive Exile", + "forcesensitiveoutcast": "Force Sensitive Outcast", + "imperialacademycadet": "Imperial Academy Cadet", + "nightsister": "Nightsister", + "padawansurvivor": "Padawan Survivor", + "pirate": "Pirate", + "recruit": "Recruit", + "republicnavyofficer": "Republic Navy Officer", + "republicrepresentative": "Republic Representative", + "retiredclonetrooper": "Retired Clone Trooper", + "scavenger": "Scavenger", + "senator": "Senator", + "separatistcommander": "Separatist Commander", + "shipcaptain": "Ship Captain", + "xp_credits": "XP and Credits", + "xp_total_current": "XP Total / Current", + "credits": "Credits", + "obligation": "Obligation", + "total_obligation": "Total Obligation", + "duty": "Duty", + "contribution_rank": "Contribution Rank", + "morality": "Morality", + "conflict": "Conflict", + "emotional_strength": "Emotional Strength", + "emotional_weakness": "Emotional Weakness", + "ambition": "Ambition", + "cause": "Cause", + "notes": "Notes", + "characteristics": "Characteristics", + "brawn": "Brawn", + "agility": "Agility", + "intellect": "Intellect", + "cunning": "Cunning", + "willpower": "Willpower", + "presence": "Presence", + "skill": "Skill", + "characteristic": "Characteristic", + "ranks": "Ranks", + "dice": "Dice", + "modifiers": "Modifiers", + "roll": "Roll", + "astrogation": "Astrogation", + "intellect_abbr": "Int", + "athletics": "Athletics", + "brawn_abbr": "Bra", + "charm": "Charm", + "presence_abbr": "Pr", + "coercion": "Coercion", + "willpower_abbr": "Wil", + "computers": "Computers", + "cool": "Cool", + "coordination": "Coordination", + "agility_abbr": "Ag", + "deception": "Deception", + "cunning_abbr": "Cun", + "discipline": "Discipline", + "leadership": "Leadership", + "mechanics": "Mechanics", + "medicine": "Medicine", + "negotiation": "Negotiation", + "perception": "Perception", + "piloting-planetary": "Piloting - Planetary", + "piloting-space": "Piloting - Space", + "resilience": "Resilience", + "skullduggery": "Skullduggery", + "stealth": "Stealth", + "streetwise": "Streetwise", + "survival": "Survival", + "vigilance": "Vigilance", + "brawl": "Brawl", + "gunnery": "Gunnery", + "lightsaber": "Lightsaber", + "ranged-light": "Ranged - Light", + "ranged-heavy": "Ranged - Heavy", + "core-worlds": "Core Worlds", + "education": "Education", + "lore": "Lore", + "outer-rim": "Outer Rim", + "underworld": "Underworld", + "warfare": "Warfare", + "xenology": "Xenology", + "initiative": "Initiative", + "cool_if_prepared": "Cool (if prepared)", + "vigilance_if_unexpected": "Vigilance (if unexpected)", + "criticals": "Criticals", + "roll_a_critical": "Roll a Critical (for any target)", + "critical_bonus": "Critical Bonus", + "roll_critical": "Roll Critical", + "your_current_critical_injuries": "Your Current Critical Injuries", + "heal_this_wound": "Heal this wound", + "weapons": "Weapons", + "damage": "Damage", + "critical": "Critical", + "encumbrance_abbr": "Encum", + "hard_points": "Hard Points", + "make_model": "Make-Model", + "carried_": "Carried?", + "combat_skills": "Combat Skills", + "general_skills": "General Skills", + "medecine": "Medicine", + "range": "Range", + "engaged": "Engaged", + "short": "Short", + "medium": "Medium", + "long": "Long", + "extreme": "Extreme", + "condition": "Condition", + "undamaged": "Undamaged", + "minor": "Minor", + "moderate": "Moderate", + "major": "Major", + "destroyed": "Destroyed", + "from_other": "from Other", + "from_vicious": "from Vicious", + "total_bonus": "Total Bonus", + "damage_bonus:": "Damage Bonus", + "from_superior": "from Superior", + "from_inferior": "from Inferior", + "weapon_qualities": "Weapon Qualities", + "two_advantage_to_activate": "Two Advantage to activate unless otherwise noted", + "accurate": "Accurate", + "passive": "Passive", + "auto_fire": "Auto-Fire", + "active": "Active", + "no": "No", + "yes": "Yes", + "blast": "Blast", + "breach": "Breach", + "burn": "Burn", + "concussive": "Concussive", + "cortosis": "Cortosis", + "cumbersome": "Cumbersome", + "defensive": "Defensive", + "deflection": "Deflection", + "disorient": "Disorient", + "ensnare": "Ensnare", + "guided": "Guided", + "knockdown": "Knockdown", + "inaccurate": "Inaccurate", + "inferior": "Inferior", + "ion": "Ion", + "limited_ammo": "Limited Ammo", + "linked": "Linked", + "pierce": "Pierce", + "prepare": "Prepare", + "slow_firing": "Slow-Firing", + "stun": "Stun", + "sunder": "Sunder", + "superior": "Superior", + "unwieldy": "Unwieldy", + "vicious": "Vicious", + "attachments_mods": "Attachments / Mods", + "name": "Name", + "hp": "HP", + "benefit": "Benefit", + "combat_talents": "Combat Talents", + "active_": "Active?", + "description": "Description", + "armor": "Armor", + "encum": "Encum", + "quality": "Quality", + "normal": "Normal", + "gear": "Gear", + "containers": "Containers", + "add_encum_threshold": "+ Encum Threshold", + "cybernetics": "Cybernetics", + "non_combat_talents": "Non-combat Talents", + "signature_abilities": "Signature Abilities", + "force_powers": "Force Powers", + "force_rating": "Force Rating", + "basic": "Basic", + "control": "Control", + "duration": "Duration", + "magnitude": "Magnitude", + "strength": "Strength", + "mastery": "Mastery", + "general_settings": "General Settings", + "change_font_size_zoom": "Change font size / zoom", + "roll_result_suggestions": "Roll Result Suggestions", + "setting": "Setting", + "option": "Option", + "select_skill_suggestions": "Change the handling for skill suggestions", + "skill_suggestions_display": "Skill Suggestions Display", + "none": "None", + "whisper_gm": "Whisper GM", + "show_suggestions_button": "Show Suggestions Button", + "display_inskill": "Display in Skill", + "select_combat_suggestions": "Enable suggestions for rolls made from the weapon combat section or vehicle sheet", + "enable_combat_suggestions": "Enable Combat Suggestions?", + "select_general_suggestions": "Enable suggestions for rolls made from the general skill list", + "enable_general_suggestions": "Enable General Suggestions?", + "select_fear_check": "Allows Discipline and Cool skill checks to pull suggestions from the fear suggestion list.", + "fear_check": "Fear Check?", + "diceroll": "Dice Roll", + "results": "Results", + "alter": "Alter", + "battle_meditation": "Battle Meditation", + "bind": "Bind", + "conjure": "Conjure", + "ebb-flow": "Ebb / Flow", + "endure": "Endure", + "enhance": "Enhance", + "farsight": "Farsight", + "foresee": "Foresee", + "heal-harm": "Heal / Harm", + "imbue": "Imbue", + "influence": "Influence", + "manipulate": "Manipulate", + "misdirect": "Misdirect", + "move": "Move", + "protect-unleash": "Protect / Unleash", + "seek": "Seek", + "sense": "Sense", + "supress": "Supress", + "wardes_foresight": "Warde's Foresight" +} \ No newline at end of file diff --git a/Star Wars Saga Edition/translations/ca.json b/Star Wars Saga Edition/translations/ca.json new file mode 100644 index 0000000000..16b703a029 --- /dev/null +++ b/Star Wars Saga Edition/translations/ca.json @@ -0,0 +1,61 @@ +{ + "character-sheet": "Character Record Sheet", + "level": "Level", + "background": "Background:", + "species": "Species:", + "destiny": "Destiny:", + "gender": "Gender:", + "size": "Size:", + "size-colossal": "Colossal", + "size-gargantuan": "Gargantuan", + "size-huge": "Huge", + "size-large": "Large", + "size-medium": "Medium", + "size-small": "Small", + "size-tiny": "Tiny", + "size-diminutive": "Diminutive", + "size-fine": "Fine", + "attributes": "Attributes", + "strength": "Strength", + "dexterity": "Dexterity", + "constitution": "Constitution", + "intelligence": "Intelligence", + "wisdom": "Wisdom", + "charisma": "Charisma", + "hit-points": "Hit Points", + "condition": "Condition", + "ct_normal": "Normal", + "ct_helpless": "Helpless", + "threshold": "Threshold", + "total": "Total", + "defense": "Defense", + "misc": "Misc", + "fortitude": "Fortitude", + "will": "Will", + "ignore_ct": "Ignore CT?", + "damage_reduction": "Damage Reduction", + "shield_rating": "Shield Rating", + "immune": "Immune", + "force_points": "Force Points", + "destiny_points": "Destiny Pts", + "bab": "BAB", + "speed": "Speed", + "dark_side_points": "Dark Side Pts", + "perception": "Perception", + "initiative": "Initiative", + "init_dex_decimal": "Dex Score as Decimal", + "grapple": "Grapple", + "mod": "Mod", + "str": "STR", + "dex": "DEX", + "defenses": "Defenses", + "armor": "Armor", + "class": "Class", + "reflex": "Reflex", + "dex_max": "DEX (Max Armor)", + "con": "CON", + "int": "INT", + "wis": "WIS", + "cha": "CHA", + "flatfooted": "Flatfooted" +} \ No newline at end of file diff --git a/Star Wars Saga Edition/translations/hu.json b/Star Wars Saga Edition/translations/hu.json new file mode 100644 index 0000000000..16b703a029 --- /dev/null +++ b/Star Wars Saga Edition/translations/hu.json @@ -0,0 +1,61 @@ +{ + "character-sheet": "Character Record Sheet", + "level": "Level", + "background": "Background:", + "species": "Species:", + "destiny": "Destiny:", + "gender": "Gender:", + "size": "Size:", + "size-colossal": "Colossal", + "size-gargantuan": "Gargantuan", + "size-huge": "Huge", + "size-large": "Large", + "size-medium": "Medium", + "size-small": "Small", + "size-tiny": "Tiny", + "size-diminutive": "Diminutive", + "size-fine": "Fine", + "attributes": "Attributes", + "strength": "Strength", + "dexterity": "Dexterity", + "constitution": "Constitution", + "intelligence": "Intelligence", + "wisdom": "Wisdom", + "charisma": "Charisma", + "hit-points": "Hit Points", + "condition": "Condition", + "ct_normal": "Normal", + "ct_helpless": "Helpless", + "threshold": "Threshold", + "total": "Total", + "defense": "Defense", + "misc": "Misc", + "fortitude": "Fortitude", + "will": "Will", + "ignore_ct": "Ignore CT?", + "damage_reduction": "Damage Reduction", + "shield_rating": "Shield Rating", + "immune": "Immune", + "force_points": "Force Points", + "destiny_points": "Destiny Pts", + "bab": "BAB", + "speed": "Speed", + "dark_side_points": "Dark Side Pts", + "perception": "Perception", + "initiative": "Initiative", + "init_dex_decimal": "Dex Score as Decimal", + "grapple": "Grapple", + "mod": "Mod", + "str": "STR", + "dex": "DEX", + "defenses": "Defenses", + "armor": "Armor", + "class": "Class", + "reflex": "Reflex", + "dex_max": "DEX (Max Armor)", + "con": "CON", + "int": "INT", + "wis": "WIS", + "cha": "CHA", + "flatfooted": "Flatfooted" +} \ No newline at end of file diff --git a/StarWars5E/translations/ca.json b/StarWars5E/translations/ca.json new file mode 100644 index 0000000000..e3eb0b6d21 --- /dev/null +++ b/StarWars5E/translations/ca.json @@ -0,0 +1,648 @@ +{ + "skills-list": "acrobatics,animal-handling,athletics,deception,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,piloting,sleight-of-hand,stealth,survival,technology", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "technology-u": "TECHNOLOGY", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "piloting-u": "PILOTING", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "powercast-npc-u": "POWERCASTING NPC", + "power-ability-u": "POWERCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "power-dc-u": "POWER DC", + "power-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "technology": "Technology", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "piloting": "Piloting", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "powers": "Powers", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "tech": "Tech", + "force": "Force", + "Tech": "Tech", + "Force": "Force", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "power-component-verbal": "V", + "power-component-somatic": "S", + "power-component-material": "M", + "power-ritual": "R", + "power-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "power-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "powers-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "berzerker": "Berzerker", + "scholar": "Scholar", + "engineer": "Engineer", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "guardian": "Guardian", + "scout": "Scout", + "operative": "Operative", + "sorcerer": "Sorcerer", + "sentinel": "Sentinel", + "consular": "Consular", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "precognition-u": "PRECOGNITION (REROLL)", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "technology-core": "Technology (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "piloting-core": "Piloting (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "power-bonus:-u": "POWER BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "power-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-powercasting-u": "ATTACKS & POWERCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "credit-piece-u": "CR", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "LOOT", + "storage-u": "STORAGE", + "miscellaneous-u": "MISCELLANEOUS", + "power-save-dc-u": "POWER SAVE DC", + "AT-Will-u": "AT WILL", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "power-caster-lvl:-u": "POWER CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "tech-fighter-u": "TECH FIGHTER", + "tech-operative-u": "TECH OPERATIVE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "powercasting-ability:-u": "POWERCASTING ABILITY:", + "power-slots:-u": "POWER POINTS:", + "power-full-u": "FULL (Engineer, Consular)", + "power-half-u": "HALF (Guardian, Scout)", + "power-third-u": "THIRD (Power Fighter/Operative)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "power_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "AT-WILL PROGRESSION", + "cantrip-dice-u": "AT-WILL DICE", + "cantrip-beam-u": "AT-WILL BEAM", + "cantrips-u": "AT-WILL", + "force_slots_total-u": "FORCE TOTAL", + "force_slots_remaining-u": "FORCE REMAINING", + "tech_slots_total-u": "TECH TOTAL", + "tech_slots_remaining-u": "TECH REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "power_point_modifiers-u": "POWER POINT MODIFIERS", + "lvl-u": "LEVEL", + "include_power_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "power-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND POWER CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND POWER CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set power points and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "suggested-abilities": "Suggested Abilities: ", + "class-powercasting": "Class Powercasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-credit:": "Starting Credit:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "ship-name-u": "SHIP NAME", + "ship-tier:-u": "TIER:", + "ship-size:-u": "SIZE:", + "ship-manufacturer:-u": "MANUFACTURER/LINE/CLASS:", + "ship-line:-u": "LINE:", + "ship-class:-u": "CLASS:", + "ship-credits-invested:-u": "CREDITS INVESTED:", + "ship-credits-next-tier:-u": "CREDITS NEEDED FOR NEXT TIER:", + "modifications-u": "MODIFICATIONS", + "ship-options-u": "SHIP OPTIONS", + "hyperdrive_class-u": "HYPERDRIVE CLASS", + "navcomputer_bonus-u": "NAVCOMPUTER BONUS", + "ship_flyspeed-u": "FLYING SPEED", + "ship_turnspeed-u": "TURNING SPEED", + "ship-shield-u": "CURRENT SHIELD POINTS", + "ship-shield-max": "Shield Point Maximum", + "destruction-saves-u": "DESTRUCTION SAVES", + "destruction-save-u": "DESTRUCTION SAVE", + "attacks-per-round:-u": "ATK/ROUND:", + "attacks-per-round-u": "ATKS", + "tier": "Tier", + "total-cargo-tons-u": "TOTAL CARGO (TONS)", + "total-hidden-cargo-tons-u": "TOTAL HIDDEN CARGO (TONS)", + "cargo-u": "CARGO", + "hidden-cargo-u": "HIDDEN CARGO", + "pilot_prof_bonus-u": "PILOT PROF BONUS", + "pilot_proficiency-u": "PILOT INT(PILOTING)", + "attacks-u": "ATTACKS", + "modification": "Modification", + "upgrade": "Upgrade", + "deployments-u": "DEPLOYMENTS", + "deployment-u": "DEPLOYMENT", + "rank-u": "RANK", + "rank:-u": "RANK:", + "deployment:-u": "DEPLOYMENT:", + "gunner": "Gunner", + "mechanic": "Mechanic", + "coordinator": "Coordinator", + "operator": "Operator", + "pilot": "Pilot", + "base": "Base", + "energy": "Energy", + "max-shield-point-tracking:-u": "SHIELD POINT TRACKING:", + "speed-tracking:-u": "SPEED TRACKING:", + "system-dmg-lvl:-u": "SYSTEM DMG LEVEL:", + "ship-regen-rate": "Regen Rate", + "shield-u": "SHIELD", + "armor-and-shield-u": "ARMOR & SHIELD", + "ac-bonus:-u": "AC BONUS:", + "hp-slash-hit-die:-u": "HP/HIT DIE:", + "shield-capacity-x:-u": "SHIELD CAPACITY X:", + "regen-rate-x:-u": "REGEN RATE X:", + "sheet-type": "Sheet Type: ", + "sheet-type-info": "PC is the normal sheet, NPC is a compact sheet for non-player characters, and Ship is selfexplanatory." +} \ No newline at end of file diff --git a/StarWars5E/translations/hu.json b/StarWars5E/translations/hu.json new file mode 100644 index 0000000000..e3eb0b6d21 --- /dev/null +++ b/StarWars5E/translations/hu.json @@ -0,0 +1,648 @@ +{ + "skills-list": "acrobatics,animal-handling,athletics,deception,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,piloting,sleight-of-hand,stealth,survival,technology", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "technology-u": "TECHNOLOGY", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "piloting-u": "PILOTING", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "powercast-npc-u": "POWERCASTING NPC", + "power-ability-u": "POWERCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "power-dc-u": "POWER DC", + "power-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "technology": "Technology", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "piloting": "Piloting", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "powers": "Powers", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "tech": "Tech", + "force": "Force", + "Tech": "Tech", + "Force": "Force", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "power-component-verbal": "V", + "power-component-somatic": "S", + "power-component-material": "M", + "power-ritual": "R", + "power-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "power-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "powers-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "berzerker": "Berzerker", + "scholar": "Scholar", + "engineer": "Engineer", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "guardian": "Guardian", + "scout": "Scout", + "operative": "Operative", + "sorcerer": "Sorcerer", + "sentinel": "Sentinel", + "consular": "Consular", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "precognition-u": "PRECOGNITION (REROLL)", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "technology-core": "Technology (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "piloting-core": "Piloting (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "power-bonus:-u": "POWER BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "power-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-powercasting-u": "ATTACKS & POWERCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "credit-piece-u": "CR", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "LOOT", + "storage-u": "STORAGE", + "miscellaneous-u": "MISCELLANEOUS", + "power-save-dc-u": "POWER SAVE DC", + "AT-Will-u": "AT WILL", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "power-caster-lvl:-u": "POWER CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "tech-fighter-u": "TECH FIGHTER", + "tech-operative-u": "TECH OPERATIVE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "powercasting-ability:-u": "POWERCASTING ABILITY:", + "power-slots:-u": "POWER POINTS:", + "power-full-u": "FULL (Engineer, Consular)", + "power-half-u": "HALF (Guardian, Scout)", + "power-third-u": "THIRD (Power Fighter/Operative)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "power_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "AT-WILL PROGRESSION", + "cantrip-dice-u": "AT-WILL DICE", + "cantrip-beam-u": "AT-WILL BEAM", + "cantrips-u": "AT-WILL", + "force_slots_total-u": "FORCE TOTAL", + "force_slots_remaining-u": "FORCE REMAINING", + "tech_slots_total-u": "TECH TOTAL", + "tech_slots_remaining-u": "TECH REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "power_point_modifiers-u": "POWER POINT MODIFIERS", + "lvl-u": "LEVEL", + "include_power_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "power-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND POWER CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND POWER CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set power points and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "suggested-abilities": "Suggested Abilities: ", + "class-powercasting": "Class Powercasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-credit:": "Starting Credit:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "ship-name-u": "SHIP NAME", + "ship-tier:-u": "TIER:", + "ship-size:-u": "SIZE:", + "ship-manufacturer:-u": "MANUFACTURER/LINE/CLASS:", + "ship-line:-u": "LINE:", + "ship-class:-u": "CLASS:", + "ship-credits-invested:-u": "CREDITS INVESTED:", + "ship-credits-next-tier:-u": "CREDITS NEEDED FOR NEXT TIER:", + "modifications-u": "MODIFICATIONS", + "ship-options-u": "SHIP OPTIONS", + "hyperdrive_class-u": "HYPERDRIVE CLASS", + "navcomputer_bonus-u": "NAVCOMPUTER BONUS", + "ship_flyspeed-u": "FLYING SPEED", + "ship_turnspeed-u": "TURNING SPEED", + "ship-shield-u": "CURRENT SHIELD POINTS", + "ship-shield-max": "Shield Point Maximum", + "destruction-saves-u": "DESTRUCTION SAVES", + "destruction-save-u": "DESTRUCTION SAVE", + "attacks-per-round:-u": "ATK/ROUND:", + "attacks-per-round-u": "ATKS", + "tier": "Tier", + "total-cargo-tons-u": "TOTAL CARGO (TONS)", + "total-hidden-cargo-tons-u": "TOTAL HIDDEN CARGO (TONS)", + "cargo-u": "CARGO", + "hidden-cargo-u": "HIDDEN CARGO", + "pilot_prof_bonus-u": "PILOT PROF BONUS", + "pilot_proficiency-u": "PILOT INT(PILOTING)", + "attacks-u": "ATTACKS", + "modification": "Modification", + "upgrade": "Upgrade", + "deployments-u": "DEPLOYMENTS", + "deployment-u": "DEPLOYMENT", + "rank-u": "RANK", + "rank:-u": "RANK:", + "deployment:-u": "DEPLOYMENT:", + "gunner": "Gunner", + "mechanic": "Mechanic", + "coordinator": "Coordinator", + "operator": "Operator", + "pilot": "Pilot", + "base": "Base", + "energy": "Energy", + "max-shield-point-tracking:-u": "SHIELD POINT TRACKING:", + "speed-tracking:-u": "SPEED TRACKING:", + "system-dmg-lvl:-u": "SYSTEM DMG LEVEL:", + "ship-regen-rate": "Regen Rate", + "shield-u": "SHIELD", + "armor-and-shield-u": "ARMOR & SHIELD", + "ac-bonus:-u": "AC BONUS:", + "hp-slash-hit-die:-u": "HP/HIT DIE:", + "shield-capacity-x:-u": "SHIELD CAPACITY X:", + "regen-rate-x:-u": "REGEN RATE X:", + "sheet-type": "Sheet Type: ", + "sheet-type-info": "PC is the normal sheet, NPC is a compact sheet for non-player characters, and Ship is selfexplanatory." +} \ No newline at end of file diff --git a/Starcraft RPG/translations/ca.json b/Starcraft RPG/translations/ca.json new file mode 100644 index 0000000000..fe33579d44 --- /dev/null +++ b/Starcraft RPG/translations/ca.json @@ -0,0 +1,216 @@ +{ + "header": "Header", + "character-name": "Character Name", + "player-name": "Player Name", + "experience-points": "Experience Points", + "level": "Level", + "race": "Race", + "type": "Type", + "massive": "Massive", + "colossal": "Colossal", + "gargantuan": "Gargantuan", + "huge": "Huge", + "large": "Large", + "medium": "Medium", + "small": "Small", + "tiny": "Tiny", + "size": "Size", + "gender": "Gender", + "background": "Background", + "banked-cp": "Banked CP", + "stats": "Stats", + "weapons": "Weapons", + "equipment": "Equipment", + "skills": "Skills", + "powers": "Powers", + "traits": "Traits", + "controlled": "Controlled", + "notes": "Notes", + "all": "All", + "abilities": "Abilities", + "ability-scores": "Ability Scores", + "ability": "Ability", + "total": "Total", + "base": "Base", + "miscellaneous": "Misc", + "temporary": "Temp", + "strength-u": "STR", + "instinct-u": "INST", + "agility-u": "AGI", + "fortitude-u": "FORT", + "intelligence-u": "INT", + "willpower-u": "WILL", + "show-ability-macros": "Show Ability Macros", + "hit-points-i": "HP", + "hit-points": "Hit Points", + "current": "Current", + "max": "Max", + "shields": "Shields", + "healing-thresholds": "Healing Thresholds", + "initiative": "Initiative", + "initiative-base": "Init Base", + "miscellaneous-modifier": "Misc Mod", + "defense": "Defense", + "agility": "Agility", + "defensive-training-i": "Def Train", + "size-modifier": "Size Mod", + "shield-bonus": "Shield Bns", + "penalty": "Penalty", + "speed": "Speed", + "shift": "Shift", + "morale-bonus": "Morale Bonus", + "mental-training-i": "Ment Train", + "willpower": "Willpower", + "resistances": "Resistances", + "damage-threshold": "Damage Threshold", + "fortitude": "Fortitude", + "durability": "Durability", + "toughness": "Toughness", + "strength": "Strength", + "resolve": "Resolve", + "damage-resistance": "Damage Resistance", + "armor-bonus": "Armor Bns", + "shield-armor": "Shield Armor", + "psionic-resistance": "Psionic Resistance", + "psionic-level-i": "Psi Lvl", + "crippling-wounds": "Crippling Wounds", + "mobility": "Mobility", + "action": "Action", + "core": "Core", + "vital": "Vital", + "critical": "Critical", + "none": "None", + "weapon": "Weapon", + "accuracy": "Accuracy", + "base-damage": "Base Damage", + "ammunition": "Ammunition", + "range": "Range", + "ranged": "Ranged", + "melee": "Melee", + "planted": "Planted", + "strikes": "Strikes", + "miscellaneous-modifier-": "Misc Mod", + "other-weapons": "Other Weapons", + "encumbrance/load": "Encumbrance/Load", + "encumbrance-and-load": "Encumbrance and Load", + "weight-carried": " Weight Carried ", + "load": " Load ", + "medium-load": " Medium Load ", + "heavy-load": " Heavy Load ", + "max-load": " Max Load ", + "heavy": "Heavy", + "currency": "Currency", + "credits": "Credits", + "honor": "Honor", + "evolution-points": "Evo Points", + "equipped": "Equipped", + "name": "Name", + "cost": " Cost ", + "weight": " Weight ", + "quantity": " Quantity ", + "backpack": "Backpack", + "slots": " Slots ", + "equipment-belt": "Equipment Belt", + "carrying-case": "Carrying Case", + "other": "Other", + "skill-names": "Skill Names", + "max-ranks": "Max
    Ranks", + "total-bonus": "Total
    Bonus", + "stat": "Stat", + "ability-modifier": "Ability
    Mod.", + "ranks": "Ranks", + "miscellaneous-modifier-a": "Misc
    Mod.", + "macro": "Macro", + "acrobatics": "Acrobatics", + "agility-a": "Agi", + "athletics": "Athletics", + "strength-a": "Str", + "computers": "Computers", + "intelligence-a": "Int", + "defensive-training": "Defensive Training", + "not-applicable": "N/A", + "endurance": "Endurance", + "fortitude-a": "Fort", + "influence": "Influence", + "willpower-a": "Will", + "leadership": "Leadership", + "critical-calculation-a": "Command", + "lore": "Lore", + "medicine": "Medicine", + "mental-training": "Mental Training", + "perception": "Perception", + "instinct-a": "Inst", + "pilot": "Pilot", + "psionics": "Psionics", + "science": "Science", + "stealth": "Stealth", + "survival": "Survival", + "tactics": "Tactics", + "psionic-powers": "Psionic Powers", + "psionic-level": "Psi Level", + "psionic-discipline-level": "Psionic Discipline Level", + "telepathy": "Telepathy", + "telekinesis": "Telekinesis", + "cloaking": "Cloaking", + "augmentation": "Augmentation", + "temporal": "Temporal", + "energy": "Energy", + "pyromancy": "Pyromancy", + "manifestation-bonus": "Manifestation Bonus", + "overload": "Overload", + "energy-fatigue": "Energy Fatigue", + "recover": "Recover", + "power": "Power", + "energy-cost": "Energy
    Cost", + "action-type": "Action
    Type", + "difficulty-class": "DC", + "damage": "Damage", + "full-round": "Full-Round", + "standard": "Standard", + "move": "Move", + "minor": "Minor", + "free": "Free", + "reaction": "Reaction", + "manifestation": "Manifestation", + "attack": "Attack", + "other-powers": "Other Powers", + "evolution-powers": "Evolution Powers", + "biomass": "Biomass", + "evolution-discipline-mastery": "Evolution Discipline Mastery", + "biomancy": "Biomancy", + "basic": "Basic", + "advanced": "Advanced", + "master": "Master", + "paragon": "Paragon", + "pestilence": "Pestilence", + "infestation": "Infestation", + "spawning": "Spawning", + "biomass-cost": "Biomass
    Cost", + "characteristic-point-purchases": "CP Purchases", + "talents": "Talents", + "specializations": "Specializations", + "classes": "Classes", + "evolutions": "Evolutions", + "directives": "Directives", + "mutations": "Mutations", + "special-traits-and-abilities": "Special Traits and Abilities", + "vehicles": "Vehicles", + "crew": "Crew", + "pilot-requirements": "Pilot Requirements", + "structure-rating": "Structure Rating", + "max-speed": "Max Speed", + "acceleration-rating": "Acceleration Rating", + "special-traits": "Special Traits", + "effect": "Effect", + "minions": "Minions", + "artificial-intelligence": "AI", + "instinct": "Instinct", + "intelligence": "Intelligence", + "shift-speed": "Shift Speed", + "regeneration": "Regeneration", + "attacks": "Attacks", + "special-abilities": "Special Abilities", + "show?": "Show?", + "date": "Date", + "note-etc": "Note etc" +} diff --git a/Starcraft RPG/translations/hu.json b/Starcraft RPG/translations/hu.json new file mode 100644 index 0000000000..fe33579d44 --- /dev/null +++ b/Starcraft RPG/translations/hu.json @@ -0,0 +1,216 @@ +{ + "header": "Header", + "character-name": "Character Name", + "player-name": "Player Name", + "experience-points": "Experience Points", + "level": "Level", + "race": "Race", + "type": "Type", + "massive": "Massive", + "colossal": "Colossal", + "gargantuan": "Gargantuan", + "huge": "Huge", + "large": "Large", + "medium": "Medium", + "small": "Small", + "tiny": "Tiny", + "size": "Size", + "gender": "Gender", + "background": "Background", + "banked-cp": "Banked CP", + "stats": "Stats", + "weapons": "Weapons", + "equipment": "Equipment", + "skills": "Skills", + "powers": "Powers", + "traits": "Traits", + "controlled": "Controlled", + "notes": "Notes", + "all": "All", + "abilities": "Abilities", + "ability-scores": "Ability Scores", + "ability": "Ability", + "total": "Total", + "base": "Base", + "miscellaneous": "Misc", + "temporary": "Temp", + "strength-u": "STR", + "instinct-u": "INST", + "agility-u": "AGI", + "fortitude-u": "FORT", + "intelligence-u": "INT", + "willpower-u": "WILL", + "show-ability-macros": "Show Ability Macros", + "hit-points-i": "HP", + "hit-points": "Hit Points", + "current": "Current", + "max": "Max", + "shields": "Shields", + "healing-thresholds": "Healing Thresholds", + "initiative": "Initiative", + "initiative-base": "Init Base", + "miscellaneous-modifier": "Misc Mod", + "defense": "Defense", + "agility": "Agility", + "defensive-training-i": "Def Train", + "size-modifier": "Size Mod", + "shield-bonus": "Shield Bns", + "penalty": "Penalty", + "speed": "Speed", + "shift": "Shift", + "morale-bonus": "Morale Bonus", + "mental-training-i": "Ment Train", + "willpower": "Willpower", + "resistances": "Resistances", + "damage-threshold": "Damage Threshold", + "fortitude": "Fortitude", + "durability": "Durability", + "toughness": "Toughness", + "strength": "Strength", + "resolve": "Resolve", + "damage-resistance": "Damage Resistance", + "armor-bonus": "Armor Bns", + "shield-armor": "Shield Armor", + "psionic-resistance": "Psionic Resistance", + "psionic-level-i": "Psi Lvl", + "crippling-wounds": "Crippling Wounds", + "mobility": "Mobility", + "action": "Action", + "core": "Core", + "vital": "Vital", + "critical": "Critical", + "none": "None", + "weapon": "Weapon", + "accuracy": "Accuracy", + "base-damage": "Base Damage", + "ammunition": "Ammunition", + "range": "Range", + "ranged": "Ranged", + "melee": "Melee", + "planted": "Planted", + "strikes": "Strikes", + "miscellaneous-modifier-": "Misc Mod", + "other-weapons": "Other Weapons", + "encumbrance/load": "Encumbrance/Load", + "encumbrance-and-load": "Encumbrance and Load", + "weight-carried": " Weight Carried ", + "load": " Load ", + "medium-load": " Medium Load ", + "heavy-load": " Heavy Load ", + "max-load": " Max Load ", + "heavy": "Heavy", + "currency": "Currency", + "credits": "Credits", + "honor": "Honor", + "evolution-points": "Evo Points", + "equipped": "Equipped", + "name": "Name", + "cost": " Cost ", + "weight": " Weight ", + "quantity": " Quantity ", + "backpack": "Backpack", + "slots": " Slots ", + "equipment-belt": "Equipment Belt", + "carrying-case": "Carrying Case", + "other": "Other", + "skill-names": "Skill Names", + "max-ranks": "Max
    Ranks", + "total-bonus": "Total
    Bonus", + "stat": "Stat", + "ability-modifier": "Ability
    Mod.", + "ranks": "Ranks", + "miscellaneous-modifier-a": "Misc
    Mod.", + "macro": "Macro", + "acrobatics": "Acrobatics", + "agility-a": "Agi", + "athletics": "Athletics", + "strength-a": "Str", + "computers": "Computers", + "intelligence-a": "Int", + "defensive-training": "Defensive Training", + "not-applicable": "N/A", + "endurance": "Endurance", + "fortitude-a": "Fort", + "influence": "Influence", + "willpower-a": "Will", + "leadership": "Leadership", + "critical-calculation-a": "Command", + "lore": "Lore", + "medicine": "Medicine", + "mental-training": "Mental Training", + "perception": "Perception", + "instinct-a": "Inst", + "pilot": "Pilot", + "psionics": "Psionics", + "science": "Science", + "stealth": "Stealth", + "survival": "Survival", + "tactics": "Tactics", + "psionic-powers": "Psionic Powers", + "psionic-level": "Psi Level", + "psionic-discipline-level": "Psionic Discipline Level", + "telepathy": "Telepathy", + "telekinesis": "Telekinesis", + "cloaking": "Cloaking", + "augmentation": "Augmentation", + "temporal": "Temporal", + "energy": "Energy", + "pyromancy": "Pyromancy", + "manifestation-bonus": "Manifestation Bonus", + "overload": "Overload", + "energy-fatigue": "Energy Fatigue", + "recover": "Recover", + "power": "Power", + "energy-cost": "Energy
    Cost", + "action-type": "Action
    Type", + "difficulty-class": "DC", + "damage": "Damage", + "full-round": "Full-Round", + "standard": "Standard", + "move": "Move", + "minor": "Minor", + "free": "Free", + "reaction": "Reaction", + "manifestation": "Manifestation", + "attack": "Attack", + "other-powers": "Other Powers", + "evolution-powers": "Evolution Powers", + "biomass": "Biomass", + "evolution-discipline-mastery": "Evolution Discipline Mastery", + "biomancy": "Biomancy", + "basic": "Basic", + "advanced": "Advanced", + "master": "Master", + "paragon": "Paragon", + "pestilence": "Pestilence", + "infestation": "Infestation", + "spawning": "Spawning", + "biomass-cost": "Biomass
    Cost", + "characteristic-point-purchases": "CP Purchases", + "talents": "Talents", + "specializations": "Specializations", + "classes": "Classes", + "evolutions": "Evolutions", + "directives": "Directives", + "mutations": "Mutations", + "special-traits-and-abilities": "Special Traits and Abilities", + "vehicles": "Vehicles", + "crew": "Crew", + "pilot-requirements": "Pilot Requirements", + "structure-rating": "Structure Rating", + "max-speed": "Max Speed", + "acceleration-rating": "Acceleration Rating", + "special-traits": "Special Traits", + "effect": "Effect", + "minions": "Minions", + "artificial-intelligence": "AI", + "instinct": "Instinct", + "intelligence": "Intelligence", + "shift-speed": "Shift Speed", + "regeneration": "Regeneration", + "attacks": "Attacks", + "special-abilities": "Special Abilities", + "show?": "Show?", + "date": "Date", + "note-etc": "Note etc" +} diff --git a/Starfinder HUD/translations/ca.json b/Starfinder HUD/translations/ca.json new file mode 100644 index 0000000000..3c330b35b1 --- /dev/null +++ b/Starfinder HUD/translations/ca.json @@ -0,0 +1,997 @@ +{ + "core": "CORE", + "spells": "SPELLS", + "comms": "COMMS", + "rolls-are": "ROLLS ARE", + "public": "PUBLIC", + "private": "PRIVATE", + "display-mode": "DISPLAY MODE", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "drone": "DRONE", + "house-rules": "HOUSE RULES", + "resolve": "RESOLVE", + "key-ability": "KEY ABILITY", + "highest-ability": "HIGHEST ABILITY", + "buff-stacking": "BUFF STACKING", + "half-specialization-weapons": "HALF SPECIALIZATION WEAPONS", + "character-info": "CHARACTER INFO", + "class-details": "CLASS DETAILS", + "char-name-u": "CHARACTER NAME", + "class-level": "CLASS/LEVEL", + "race": "RACE", + "hp": "HP", + "theme": "THEME", + "size": "SIZE", + "speed": "SPEED", + "gender": "GENDER", + "home-world": "HOME WORLD", + "alignment": "ALIGNMENT", + "deity": "DEITY", + "player": "PLAYER", + "languages": "LANGUAGES", + "class-name": "CLASS NAME", + "class-num-level": "LVL", + "class-stam": "SP", + "bab": "BAB", + "fort": "FORT", + "ref": "REF", + "will": "WILL", + "skills": "SKILLS", + "abi": "ABI", + "spell": "SPELL", + "poor": "POOR", + "good": "GOOD", + "menus": "MENUS", + "initiative": "INITIATIVE", + "attacks": "ATTACKS", + "saves": "SAVES", + "abilities-u": "ABILITIES", + "ability-checks": "ABILITY CHECKS", + "buffs": "BUFFS", + "mods": "MODS", + "ability-scores": "ABILITY SCORES", + "mod": "MOD", + "tot": "TOT", + "pen": "PEN", + "drain": "DRN", + "strength": "STRENGTH", + "dexterity": "DEXTERITY", + "constitution": "CONSTITUTION", + "intelligence": "INTELLIGENCE", + "wisdom": "WISDOM", + "charisma": "CHARISMA", + "health": "HEALTH", + "sp": "SP", + "rp": "RP", + "temp-hp": "TMP", + "armorclass": "ARMOR CLASS", + "eac": "EAC", + "kac": "KAC", + "cmd": "CMD", + "dr-resist": "DR/RESIST", + "savingthrows": "SAVING THROWS", + "base": "BASE", + "rnk": "RNK", + "class-skill": "CS", + "acrobatics": "ACROBATICS", + "acp": "ACP", + "athletics": "ATHLETICS", + "bluff": "BLUFF ", + "computers": "COMPUTERS", + "culture": "CULTURE", + "diplomacy": "DIPLOMACY", + "disguise": "DISGUISE", + "engineering": "ENGINEERING", + "intimidate": "INTIMIDATE", + "life-science": "LIFE SCIENCE", + "medicine": "MEDICINE ", + "mysticism": "MYSTICISM ", + "perception": "PERCEPTION ", + "physical-science": "PHYSICAL SCIENCE", + "piloting": "PILOTING", + "sense-motive": "SENSE MOTIVE", + "sleight-of-hand": "SLEIGHT OF HAND", + "stealth": "STEALTH", + "survival": "SURVIVAL", + "name-u": "NAME", + "lvl": "LVL", + "Not-Proficient": "NOT PROFICIENT", + "proficient": "PROFICIENT", + "specialized": "SPECIALIZED", + "category": "CATEGORY", + "atk-u": "ATK", + "rng": "RNG", + "melee": "MELEE", + "ranged": "RANGED", + "dmg": "DMG", + "type": "TYPE", + "atk-crit-effect": "CRIT EFFECT", + "crit-damage": "CRIT DAMAGE", + "ammo": "ammo", + "usage": "USAGE", + "special": "SPECIAL", + "additional-attack": "ADDITIONAL ATTACKS", + "roll-full-attack_": "ROLL FULL ATTACK: ", + "query": "QUERY", + "always": "ALWAYS", + "never": "NEVER", + "number-of-attacks:": "NUMBER OF ATTACKS:", + "attacher": "ATTACHER", + "equipment": "EQUIPMENT", + "carried": "CARRIED", + "encumber": "ENCUMBER", + "over": "OVER", + "credits": "CREDITS", + "wealth": "WEALTH", + "upbs": "UPBs", + "num": "NUM", + "bulk": "BULK", + "cost": "COST", + "abilities": "ABILITIES", + "constant": "CONSTANT", + "at-will": "AT WILL", + "x/day": "X/DAY", + "source": "SOURCE", + "ex": "EX", + "su": "SU", + "target": "TARGET", + "duration": "DURATION", + "_-daily-uses": "Daily Uses", + "atk": "ATK", + "save-effect": "SAVE EFFECT", + "dex": "DEX", + "con": "CON", + "int": "INT", + "wis": "WIS", + "cha": "CHA", + "based-dc_": "Based DC ", + "fort-save": "FORT SAVE", + "ref-save": "REF SAVE", + "will-save": "WILL SAVE", + "A-Sucessful-Save:": "A Sucessful Save:", + "spellclasses": "SPELLCLASSES", + "ability": "ABILITY", + "progress": "PROGRESS", + "spells-per-day": "SPELLS PER DAY", + "1st-level": "1st LEVEL", + "school": "SCHOOL", + "str": "STR", + "4th-level": "4th LEVEL", + "7th-level": "7th LEVEL", + "2nd-level": "2nd LEVEL", + "5th-level": "5th LEVEL", + "8th-level": "8th LEVEL", + "cantrips": "CANTRIPS", + "3rd-level": "3rd LEVEL", + "6th-level": "6th LEVEL", + "9th-level": "9th LEVEL", + "cr": "CR", + "xp": "XP", + "init": "INIT", + "aura": "AURA", + "defense": "DEFENSE", + "defensive-abilities": "DEFENSIVE ABILITIES", + "dr": "DR", + "immunities": "IMMUNITIES", + "sr": "SR", + "resistances": "RESISTANCES", + "weaknesses": "WEAKNESSES", + "offense": "OFFENSE", + "space": "SPACE", + "reach": "REACH", + "spells-known": "SPELLS KNOWN", + "(cl": "(CL", + "statistics": "STATISTICS", + "feats": "FEATS", + "other-abilities": "OTHER ABILITIES", + "gear": "GEAR", + "ecology": "ECOLOGY", + "environment": "ENVIRONMENT", + "organization": "ORGANIZATION", + "tactics": "TACTICS", + "special-abilities": "SPECIAL ABILITIES", + "purpose": "PURPOSE", + "import": "IMPORT", + "export": "EXPORT", + "paizo-statblock": "PAIZO STATBLOCK", + "srd-statblock": "SRD STATBLOCK", + "starship-info": "STARSHIP INFO", + "starship-name": "STARSHIP NAME", + "tier": "TIER", + "make-and-model": "MAKE AND MODEL", + "frame": "FRAME", + "maneuverability": "MANEUVERABILITY", + "drift-rating": "DRIFT RATING", + "crew": "CREW", + "captain": "CAPTAIN", + "engineer": "ENGINEER", + "pilot": "PILOT", + "gunner": "GUNNER", + "gunnery": "GUNNERY", + "science-officer": "SCIENCE OFFICER ", + "captain-query": "CAPTAIN ACTIONS", + "engineer-query": "ENGINEERS", + "pilot-query": "PILOTS", + "science-officer-query": "SCIENCE OFFICERS", + "gunner-query": "GUNNERS", + "starship-defenses": "DEFENSES", + "total": "TOTAL", + "ac": "AC", + "tl": "TL", + "current": "CURRENT", + "thresholds": "THRESHOLDS", + "damage": "DAMAGE", + "critical": "CRITICAL", + "shield-total": "SHIELD TOTAL", + "forward": "FORWARD", + "port": "PORT", + "aft": "AFT", + "starboard": "STARBOARD", + "turret": "TURRET", + "systems": "SYSTEMS", + "expansion-bays": "EXPANSION BAYS", + "cargo/passengers": "CARGO/PASSENGERS", + "cargo-placeholder": "Enter any cargo/passengers being carried here", + "system-status": "SYSTEM STATUS", + "life-support-dice-range": "LIFE SUPPORT (1-10)", + "nominal": "NOMINAL", + "glitching": "GLITCHING", + "malfunctioning": "MALFUNCTIONING", + "wrecked": "WRECKED", + "sensors-dice-range": "SENSORS (11-30)", + "weapons-array-dice-range": "WEAPONS ARRAY (31-60)", + "engines-dice-range": "ENGINES (61-80)", + "power-core-dice-range": "POWER CORE (81-100)", + "fwd (1)": "FWD (1)", + "stbd (2)": "STBD (2)", + "port (4)": "PORT (4)", + "aft (3)": "AFT (3)", + "1st-attack": "1st ATTACK", + "targets": "TARGETS", + "attack": "ATTACK", + "full-effect:": "FULL EFFECT:", + "_save": " SAVE", + "dc": "DC", + "save-effect:": "SAVE EFFECT:", + "notes:": "NOTES:", + "level": "LEVEL ", + "2nd-attack": "2nd ATTACK", + "3rd-attack": "3rd ATTACK", + "4th-attack": "4th ATTACK", + "5th-attack": "5th ATTACK", + "check": "CHECK", + "on": "ON", + "off": "OFF", + "no": "NO", + "yes": "YES", + "helm-check": "HELM PHASE INITIATIVE", + "arc": "ARC", + "bp": "BP", + "pcu": "PCU", + "class": "CLASS", + "short": "SHORT", + "medium": "MEDIUM", + "long": "LONG", + "crit-effect": "CRIT", + "character_info": "CHARACTER INFO", + "ability_checks": "ABILITY CHECKS", + "ability_scores": "ABILITY SCORES", + "crb-equipment": "CRB EQUIPMENT", + "Cryopike_-_Advanced": "CRYOPIKE - ADVANCED", + "Cryopike_-_Tactical": "CRYOPIKE - TACTICAL", + "Curve_Blade_-_Buzzblade": "CURVE BLADE - BUZZBLADE", + "Curve_Blade_-_Carbon_Steel": "CURVE BLADE - CARBON STEEL", + "Curve_Blade_-_Dimensional_Slice": "CURVE BLADE - DIMENSIONAL SLICE", + "Curve_Blade_-_Ultrathin": "CURVE BLADE - ULTRATHIN", + "Devastation_Blade_-_Apocalypse": "DEVASTATION BLADE - APOCALYPSE", + "Devastation_Blade_-_Ruin": "DEVASTATION BLADE - RUIN", + "Devastation_Blade_-_Wrack": "DEVASTATION BLADE - WRACK", + "Doshko_-_Advanced": "DOSHKO - ADVANCED", + "Doshko_-_Dimensional_Blade": "DOSHKO - DIMENSIONAL BLADE", + "Doshko_-_Molecular_Rift": "DOSHKO - MOLECULAR RIFT", + "Doshko_-_Tactical": "DOSHKO - TACTICAL", + "Doshko_-_Ultrathin": "DOSHKO - ULTRATHIN", + "Doshko_-_Zero-Edge": "DOSHKO - ZERO-EDGE", + "Fangblade": "FANGBLADE", + "Flame_Doshko_-_Blaze": "FLAME DOSHKO - BLAZE", + "Flame_Doshko_-_Ember": "FLAME DOSHKO - EMBER", + "Flame_Doshko_-_Inferno": "FLAME DOSHKO - INFERNO", + "Flame_Doshko_-_Solar_Flare": "FLAME DOSHKO - SOLAR FLARE", + "Grindblade": "GRINDBLADE", + "Hammer_-_Assault": "HAMMER - ASSAULT", + "Hammer_-_Comet": "HAMMER - COMET", + "Hammer_-_Gravity_Well": "HAMMER - GRAVITY WELL", + "Hammer_-_Meteoric": "HAMMER - METEORIC", + "Injection_Glove": "INJECTION GLOVE", + "Longsword": "LONGSWORD", + "Longsword_-_Dimensional_Slice": "LONGSWORD - DIMENSIONAL SLICE", + "Longsword_-_Microserrated": "LONGSWORD - MICROSERRATED", + "Longsword_-_Molecular_Rift": "LONGSWORD - MOLECULAR RIFT", + "Longsword_-_Sintered": "LONGSWORD - SINTERED", + "Longsword_-_Ultraserrated": "LONGSWORD - ULTRASERRATED", + "Longsword_-_Ultrathin": "LONGSWORD - ULTRATHIN", + "Longsword_-_Zero-Edge": "LONGSWORD - ZERO-EDGE", + "Monowhip": "MONOWHIP", + "Pike_-_Advanced": "PIKE - ADVANCED", + "Pike_-_Elite": "PIKE - ELITE", + "Pike_-_Tactical": "PIKE - TACTICAL", + "Plasma_Doshko_-_Blue_Star": "PLASMA DOSHKO - BLUE STAR", + "Plasma_Doshko_-_Red_Star": "PLASMA DOSHKO - RED STAR", + "Plasma_Doshko_-_White_Star": "PLASMA DOSHKO - WHITE STAR", + "Plasma_Doshko_-_Yellow_Star": "PLASMA DOSHKO - YELLOW STAR", + "Plasma_Sword_-_Blue_Star": "PLASMA SWORD - BLUE STAR", + "Plasma_Sword_-_Red_Star": "PLASMA SWORD - RED STAR", + "Plasma_Sword_-_Tactical": "PLASMA SWORD - TACTICAL", + "Plasma_Sword_-_White_Star": "PLASMA SWORD - WHITE STAR", + "Plasma_Sword_-_Yellow_Star": "PLASMA SWORD - YELLOW STAR", + "Pulse_Gauntlet_-_Banshee": "PULSE GAUNTLET - BANSHEE", + "Pulse_Gauntlet_-_Hfd": "PULSE GAUNTLET - HFD", + "Pulse_Gauntlet_-_Lfd": "PULSE GAUNTLET - LFD", + "Pulse_Gauntlet_-_Thunderstrike": "PULSE GAUNTLET - THUNDERSTRIKE", + "Shock_Truncheon_-_Aurora": "SHOCK TRUNCHEON - AURORA", + "Shock_Truncheon_-_Static": "SHOCK TRUNCHEON - STATIC", + "Shock_Truncheon_-_Storm": "SHOCK TRUNCHEON - STORM", + "Shock_Truncheon_-_Tempest": "SHOCK TRUNCHEON - TEMPEST", + "Legion_Sword_-_Inferno": "LEGION SWORD - INFERNO", + "Legion_Sword_-_Tactical": "LEGION SWORD - TACTICAL", + "Staff_-_Repeller": "STAFF - REPELLER", + "Staff_-_Sentinel": "STAFF - SENTINEL", + "Starknife_-_Accelerated": "STARKNIFE - ACCELERATED", + "Starknife_-_Dimensional_Slice": "STARKNIFE - DIMENSIONAL SLICE", + "Starknife_-_Lightspeed": "STARKNIFE - LIGHTSPEED", + "Starknife_-_Sintered": "STARKNIFE - SINTERED", + "Starknife_-_Tactical": "STARKNIFE - TACTICAL", + "Swoop_Hammer_-_Advanced": "SWOOP HAMMER - ADVANCED", + "Swoop_Hammer_-_Mach_I": "SWOOP HAMMER - MACH I", + "Swoop_Hammer_-_Mach_Ii": "SWOOP HAMMER - MACH II", + "Swoop_Hammer_-_Mach_Iii": "SWOOP HAMMER - MACH III", + "Swoop_Hammer_-_Tactical": "SWOOP HAMMER - TACTICAL", + "Taclash_-_Numbing": "TACLASH - NUMBING", + "Taclash_-_Standard": "TACLASH - STANDARD", + "Arrows": "ARROWS", + "Battery": "BATTERY", + "Battery_-_High-Capacity": "BATTERY - HIGH-CAPACITY", + "Battery_-_Super-Capacity": "BATTERY - SUPER-CAPACITY", + "Battery_-_Ultra-Capacity": "BATTERY - ULTRA-CAPACITY", + "Darts": "DARTS", + "Flare": "FLARE", + "Mini-Rockets": "MINI-ROCKETS", + "Petrol_Tank_-_High-Capacity": "PETROL TANK - HIGH-CAPACITY", + "Petrol_Tank_-_Standard": "PETROL TANK - STANDARD", + "Rounds_-_Heavy": "ROUNDS - HEAVY", + "Rounds_-_Longarm_And_Sniper": "ROUNDS - LONGARM AND SNIPER", + "Rounds_-_Small_Arm": "ROUNDS - SMALL ARM", + "Scattergun_Shells": "SCATTERGUN SHELLS", + "Armor_Upgrade_-_Automated_Loader": "ARMOR UPGRADE - AUTOMATED LOADER", + "Armor_Upgrade_-_Backup_Generator": "ARMOR UPGRADE - BACKUP GENERATOR", + "Armor_Upgrade_-_Deflective_Reinforcement": "ARMOR UPGRADE - DEFLECTIVE REINFORCEMENT", + "Armor_Upgrade_-_Electrostatic_Field_-_Mk_1": "ARMOR UPGRADE - ELECTROSTATIC FIELD - MK 1", + "Armor_Upgrade_-_Electrostatic_Field_-_Mk_2": "ARMOR UPGRADE - ELECTROSTATIC FIELD - MK 2", + "Armor_Upgrade_-_Electrostatic_Field_-_Mk_3": "ARMOR UPGRADE - ELECTROSTATIC FIELD - MK 3", + "Armor_Upgrade_-_Exit_Pod": "ARMOR UPGRADE - EXIT POD", + "Armor_Upgrade_-_Filtered_Rebreather": "ARMOR UPGRADE - FILTERED REBREATHER", + "Armor_Upgrade_-_Force_Field_-_Black": "ARMOR UPGRADE - FORCE FIELD - BLACK", + "Armor_Upgrade_-_Force_Field_-_Blue": "ARMOR UPGRADE - FORCE FIELD - BLUE", + "Armor_Upgrade_-_Force_Field_-_Brown": "ARMOR UPGRADE - FORCE FIELD - BROWN", + "Armor_Upgrade_-_Force_Field_-_Gray": "ARMOR UPGRADE - FORCE FIELD - GRAY", + "Armor_Upgrade_-_Force_Field_-_Green": "ARMOR UPGRADE - FORCE FIELD - GREEN", + "Armor_Upgrade_-_Force_Field_-_Orange": "ARMOR UPGRADE - FORCE FIELD - ORANGE", + "Armor_Upgrade_-_Force_Field_-_Prismatic": "ARMOR UPGRADE - FORCE FIELD - PRISMATIC", + "Armor_Upgrade_-_Force_Field_-_Purple": "ARMOR UPGRADE - FORCE FIELD - PURPLE", + "Armor_Upgrade_-_Force_Field_-_Red": "ARMOR UPGRADE - FORCE FIELD - RED", + "Armor_Upgrade_-_Force_Field_-_White": "ARMOR UPGRADE - FORCE FIELD - WHITE", + "Armor_Upgrade_-_Forcepack": "ARMOR UPGRADE - FORCEPACK", + "Armor_Upgrade_-_Haste_Circuit": "ARMOR UPGRADE - HASTE CIRCUIT", + "Armor_Upgrade_-_Infrared_Sensors": "ARMOR UPGRADE - INFRARED SENSORS", + "Armor_Upgrade_-_Jetpack": "ARMOR UPGRADE - JETPACK", + "Armor_Upgrade_-_Jump_Jets": "ARMOR UPGRADE - JUMP JETS", + "Armor_Upgrade_-_Load_Lifter": "ARMOR UPGRADE - LOAD LIFTER", + "Armor_Upgrade_-_Phase_Shield": "ARMOR UPGRADE - PHASE SHIELD", + "Armor_Upgrade_-_Quick-Release_Sheath": "ARMOR UPGRADE - QUICK-RELEASE SHEATH", + "Armor_Upgrade_-_Radiation_Buffer": "ARMOR UPGRADE - RADIATION BUFFER", + "Armor_Upgrade_-_Sonic_Dampener": "ARMOR UPGRADE - SONIC DAMPENER", + "Armor_Upgrade_-_Spell_Reflector_-_Mk_1": "ARMOR UPGRADE - SPELL REFLECTOR - MK 1", + "Armor_Upgrade_-_Spell_Reflector_-_Mk_2": "ARMOR UPGRADE - SPELL REFLECTOR - MK 2", + "Armor_Upgrade_-_Targeting_Computer": "ARMOR UPGRADE - TARGETING COMPUTER", + "Armor_Upgrade_-_Tensile_Reinforcement": "ARMOR UPGRADE - TENSILE REINFORCEMENT", + "Armor_Upgrade_-_Thermal_Capacitor_-_Mk_1": "ARMOR UPGRADE - THERMAL CAPACITOR - MK 1", + "Armor_Upgrade_-_Thermal_Capacitor_-_Mk_2": "ARMOR UPGRADE - THERMAL CAPACITOR - MK 2", + "Armor_Upgrade_-_Thermal_Capacitor_-_Mk_3": "ARMOR UPGRADE - THERMAL CAPACITOR - MK 3", + "Armor_Upgrade_-_Titan_Shield": "ARMOR UPGRADE - TITAN SHIELD", + "Baton_-_Advanced": "BATON - ADVANCED", + "Baton_-_Tactical": "BATON - TACTICAL", + "Battleglove_-_Cestus": "BATTLEGLOVE - CESTUS", + "Battleglove_-_Gravity": "BATTLEGLOVE - GRAVITY", + "Battleglove_-_Nova": "BATTLEGLOVE - NOVA", + "Battleglove_-_Power": "BATTLEGLOVE - POWER", + "Club": "CLUB", + "Dagger_-_Molecular_Rift": "DAGGER - MOLECULAR RIFT", + "Dagger_-_Ultrathin": "DAGGER - ULTRATHIN", + "Dagger_-_Zero-Edge": "DAGGER - ZERO-EDGE", + "Dueling_Sword_-_Buzzblade": "DUELING SWORD - BUZZBLADE", + "Dueling_Sword_-_Molecular_Rift": "DUELING SWORD - MOLECULAR RIFT", + "Dueling_Sword_-_Ripper": "DUELING SWORD - RIPPER", + "Dueling_Sword_-_Tactical": "DUELING SWORD - TACTICAL", + "Dueling_Sword_-_Ultrathin": "DUELING SWORD - ULTRATHIN", + "Incapacitator": "INCAPACITATOR", + "Knife_-_Survival": "KNIFE - SURVIVAL", + "Knife_-_Tactical": "KNIFE - TACTICAL", + "Peacemaker": "PEACEMAKER", + "Spear_-_Buzzblade": "SPEAR - BUZZBLADE", + "Spear_-_Gravity": "SPEAR - GRAVITY", + "Spear_-_Sentinel": "SPEAR - SENTINEL", + "Spear_-_Tactical": "SPEAR - TACTICAL", + "Spear_-_Zero-Edge": "SPEAR - ZERO-EDGE", + "Staff_-_Battle": "STAFF - BATTLE", + "Staff_-_Carbon": "STAFF - CARBON", + "Staff_-_Hardlight": "STAFF - HARDLIGHT", + "Computer_Countermeasure_-_Alarm": "COMPUTER COUNTERMEASURE - ALARM", + "Computer_Countermeasure_-_Fake_Shell": "COMPUTER COUNTERMEASURE - FAKE SHELL", + "Computer_Countermeasure_-_Feedback": "COMPUTER COUNTERMEASURE - FEEDBACK", + "Computer_Countermeasure_-_Firewall": "COMPUTER COUNTERMEASURE - FIREWALL", + "Computer_Countermeasure_-_Lockout": "COMPUTER COUNTERMEASURE - LOCKOUT", + "Computer_Countermeasure_-_Shock_Grid_1": "COMPUTER COUNTERMEASURE - SHOCK GRID 1", + "Computer_Countermeasure_-_Shock_Grid_2": "COMPUTER COUNTERMEASURE - SHOCK GRID 2", + "Computer_Countermeasure_-_Shock_Grid_3": "COMPUTER COUNTERMEASURE - SHOCK GRID 3", + "Computer_Countermeasure_-_Shock_Grid_4": "COMPUTER COUNTERMEASURE - SHOCK GRID 4", + "Computer_Countermeasure_-_Shock_Grid_5": "COMPUTER COUNTERMEASURE - SHOCK GRID 5", + "Computer_Countermeasure_-_Wipe": "COMPUTER COUNTERMEASURE - WIPE", + "Computer_Module_-_Control_(Complex)": "COMPUTER MODULE - CONTROL (COMPLEX)", + "Computer_Module_-_Secure_Data_(Average)": "COMPUTER MODULE - SECURE DATA (AVERAGE)", + "Computer_Module_-_Secure_Data_(Large)": "COMPUTER MODULE - SECURE DATA (LARGE)", + "Computer_Module_-_Secure_Data_(Specific)": "COMPUTER MODULE - SECURE DATA (SPECIFIC)", + "Computer_Module_-_Spell_Chip": "COMPUTER MODULE - SPELL CHIP", + "Computer_Upgrade_-_Artificial_Personality": "COMPUTER UPGRADE - ARTIFICIAL PERSONALITY", + "Computer_Upgrade_-_Hardened": "COMPUTER UPGRADE - HARDENED", + "Computer_Upgrade_-_Miniaturization": "COMPUTER UPGRADE - MINIATURIZATION", + "Computer_Upgrade_-_Range_I_(100_Feet)": "COMPUTER UPGRADE - RANGE I (100 FEET)", + "Computer_Upgrade_-_Range_Ii_(1_Mile)": "COMPUTER UPGRADE - RANGE II (1 MILE)", + "Computer_Upgrade_-_Range_Iii_(Planetwide)": "COMPUTER UPGRADE - RANGE III (PLANETWIDE)", + "Computer_Upgrade_-_Security_1": "COMPUTER UPGRADE - SECURITY 1", + "Computer_Upgrade_-_Security_2": "COMPUTER UPGRADE - SECURITY 2", + "Computer_Upgrade_-_Security_3": "COMPUTER UPGRADE - SECURITY 3", + "Computer_Upgrade_-_Security_4": "COMPUTER UPGRADE - SECURITY 4", + "Computer_Upgrade_-_Self-Charging": "COMPUTER UPGRADE - SELF-CHARGING", + "Computer_Tier_1": "COMPUTER TIER 1", + "Computer_Tier_10": "COMPUTER TIER 10", + "Computer_Tier_2": "COMPUTER TIER 2", + "Computer_Tier_3": "COMPUTER TIER 3", + "Computer_Tier_4": "COMPUTER TIER 4", + "Computer_Tier_5": "COMPUTER TIER 5", + "Computer_Tier_6": "COMPUTER TIER 6", + "Computer_Tier_7": "COMPUTER TIER 7", + "Computer_Tier_8": "COMPUTER TIER 8", + "Computer_Tier_9": "COMPUTER TIER 9", + "Analgesic_(Tier_1)": "ANALGESIC (TIER 1)", + "Analgesic_(Tier_2)": "ANALGESIC (TIER 2)", + "Analgesic_(Tier_3)": "ANALGESIC (TIER 3)", + "Analgesic_(Tier_4)": "ANALGESIC (TIER 4)", + "Antitoxin_(Tier_1)": "ANTITOXIN (TIER 1)", + "Antitoxin_(Tier_2)": "ANTITOXIN (TIER 2)", + "Antitoxin_(Tier_3)": "ANTITOXIN (TIER 3)", + "Antitoxin_(Tier_4)": "ANTITOXIN (TIER 4)", + "Drug_(Dreamshiver)": "DRUG (DREAMSHIVER)", + "Drug_(Hyperleaf)": "DRUG (HYPERLEAF)", + "Drug_(Megaopiate)": "DRUG (MEGAOPIATE)", + "Drug_(Transdimensional_Pesh)": "DRUG (TRANSDIMENSIONAL PESH)", + "Poison_(Black_Lotus_Extract)": "POISON (BLACK LOTUS EXTRACT)", + "Poison_(Blue_Whinnis)": "POISON (BLUE WHINNIS)", + "Poison_(Deathblade)": "POISON (DEATHBLADE)", + "Poison_(Green_Lotus_Extract)": "POISON (GREEN LOTUS EXTRACT)", + "Poison_(Id_Moss)": "POISON (ID MOSS)", + "Poison_(Insanity_Mist)": "POISON (INSANITY MIST)", + "Poison_(Ungol_Dust)": "POISON (UNGOL DUST)", + "Sedative_(Tier_1)": "SEDATIVE (TIER 1)", + "Sedative_(Tier_2)": "SEDATIVE (TIER 2)", + "Sedative_(Tier_3)": "SEDATIVE (TIER 3)", + "Sedative_(Tier_4)": "SEDATIVE (TIER 4)", + "Field_Ration_(Per_Week)": "FIELD RATION (PER WEEK)", + "Intoxicant_(Minor)": "INTOXICANT (MINOR)", + "Intoxicant_(Superior)": "INTOXICANT (SUPERIOR)", + "Meal_(Common)": "MEAL (COMMON)", + "Meal_(Good)": "MEAL (GOOD)", + "Meal_(Poor)": "MEAL (POOR)", + "R2E": "R2E", + "Fusion_Seal_-_Anarchic": "FUSION SEAL - ANARCHIC", + "Fusion_Seal_-_Anchoring": "FUSION SEAL - ANCHORING", + "Fusion_Seal_-_Axiomatic": "FUSION SEAL - AXIOMATIC", + "Fusion_Seal_-_Bane": "FUSION SEAL - BANE", + "Fusion_Seal_-_Blasting": "FUSION SEAL - BLASTING", + "Fusion_Seal_-_Bleeding": "FUSION SEAL - BLEEDING", + "Fusion_Seal_-_Burst": "FUSION SEAL - BURST", + "Fusion_Seal_-_Called": "FUSION SEAL - CALLED", + "Fusion_Seal_-_Corrosive": "FUSION SEAL - CORROSIVE", + "Fusion_Seal_-_Deafening": "FUSION SEAL - DEAFENING", + "Fusion_Seal_-_Defiant": "FUSION SEAL - DEFIANT", + "Fusion_Seal_-_Devastating": "FUSION SEAL - DEVASTATING", + "Fusion_Seal_-_Dispelling": "FUSION SEAL - DISPELLING", + "Fusion_Seal_-_Disruptive": "FUSION SEAL - DISRUPTIVE", + "Fusion_Seal_-_Durable": "FUSION SEAL - DURABLE", + "Fusion_Seal_-_Entangling": "FUSION SEAL - ENTANGLING", + "Fusion_Seal_-_Flaming": "FUSION SEAL - FLAMING", + "Fusion_Seal_-_Frost": "FUSION SEAL - FROST", + "Fusion_Seal_-_Ghost_Killer": "FUSION SEAL - GHOST KILLER", + "Fusion_Seal_-_Glamered": "FUSION SEAL - GLAMERED", + "Fusion_Seal_-_Holy": "FUSION SEAL - HOLY", + "Fusion_Seal_-_Hybridized": "FUSION SEAL - HYBRIDIZED", + "Fusion_Seal_-_Illuminating": "FUSION SEAL - ILLUMINATING", + "Fusion_Seal_-_Knockdown": "FUSION SEAL - KNOCKDOWN", + "Fusion_Seal_-_Merciful": "FUSION SEAL - MERCIFUL", + "Fusion_Seal_-_Ominous": "FUSION SEAL - OMINOUS", + "Fusion_Seal_-_Returning": "FUSION SEAL - RETURNING", + "Fusion_Seal_-_Seeking": "FUSION SEAL - SEEKING", + "Fusion_Seal_-_Shock": "FUSION SEAL - SHOCK", + "Fusion_Seal_-_Spellthrower": "FUSION SEAL - SPELLTHROWER", + "Fusion_Seal_-_Thundering": "FUSION SEAL - THUNDERING", + "Fusion_Seal_-_Trailblazer": "FUSION SEAL - TRAILBLAZER", + "Fusion_Seal_-_Unholy": "FUSION SEAL - UNHOLY", + "Fusion_Seal_-_Venomous": "FUSION SEAL - VENOMOUS", + "Fusion_Seal_-_Vorpal": "FUSION SEAL - VORPAL", + "Fusion_Seal_-_Wounding": "FUSION SEAL - WOUNDING", + "Cryo_Grenade_I": "CRYO GRENADE I", + "Cryo_Grenade_Ii": "CRYO GRENADE II", + "Cryo_Grenade_Iii": "CRYO GRENADE III", + "Cryo_Grenade_Iv": "CRYO GRENADE IV", + "Flash_Grenade_I": "FLASH GRENADE I", + "Flash_Grenade_Ii": "FLASH GRENADE II", + "Flash_Grenade_Iii": "FLASH GRENADE III", + "Flash_Grenade_Iv": "FLASH GRENADE IV", + "Frag_Grenade_I": "FRAG GRENADE I", + "Frag_Grenade_Ii": "FRAG GRENADE II", + "Frag_Grenade_Iii": "FRAG GRENADE III", + "Frag_Grenade_Iv": "FRAG GRENADE IV", + "Frag_Grenade_V": "FRAG GRENADE V", + "Frag_Grenade_Vi": "FRAG GRENADE VI", + "Frag_Grenade_Vii": "FRAG GRENADE VII", + "Frag_Grenade_Viii": "FRAG GRENADE VIII", + "Incendiary_Grenade_I": "INCENDIARY GRENADE I", + "Incendiary_Grenade_Ii": "INCENDIARY GRENADE II", + "Incendiary_Grenade_Iii": "INCENDIARY GRENADE III", + "Incendiary_Grenade_Iv": "INCENDIARY GRENADE IV", + "Incendiary_Grenade_V": "INCENDIARY GRENADE V", + "Incendiary_Grenade_Vi": "INCENDIARY GRENADE VI", + "Screamer_Grenade_I": "SCREAMER GRENADE I", + "Screamer_Grenade_Ii": "SCREAMER GRENADE II", + "Screamer_Grenade_Iii": "SCREAMER GRENADE III", + "Screamer_Grenade_Iv": "SCREAMER GRENADE IV", + "Shock_Grenade_I": "SHOCK GRENADE I", + "Shock_Grenade_Ii": "SHOCK GRENADE II", + "Shock_Grenade_Iii": "SHOCK GRENADE III", + "Shock_Grenade_Iv": "SHOCK GRENADE IV", + "Shock_Grenade_V": "SHOCK GRENADE V", + "Smoke_Grenade": "SMOKE GRENADE", + "Stickybomb_Grenade_I": "STICKYBOMB GRENADE I", + "Stickybomb_Grenade_Ii": "STICKYBOMB GRENADE II", + "Stickybomb_Grenade_Iii": "STICKYBOMB GRENADE III", + "Aegis_Series_-_Elite": "AEGIS SERIES - ELITE", + "Aegis_Series_-_Specialist": "AEGIS SERIES - SPECIALIST", + "Aegis_Series_-_Squad": "AEGIS SERIES - SQUAD", + "Ceremonial_Plate_-_Commander": "CEREMONIAL PLATE - COMMANDER", + "Ceremonial_Plate_-_Officer": "CEREMONIAL PLATE - OFFICER", + "Ceremonial_Plate_-_Troop": "CEREMONIAL PLATE - TROOP", + "Defiance_Series_-_Elite": "DEFIANCE SERIES - ELITE", + "Defiance_Series_-_Specialist": "DEFIANCE SERIES - SPECIALIST", + "Defiance_Series_-_Squad": "DEFIANCE SERIES - SQUAD", + "Engine_Runner": "ENGINE RUNNER", + "Golemfored_Plating_Iv": "GOLEMFORED PLATING IV", + "Golemforged_Plating_I": "GOLEMFORGED PLATING I", + "Golemforged_Plating_Ii": "GOLEMFORGED PLATING II", + "Golemforged_Plating_Iii": "GOLEMFORGED PLATING III", + "Golemforged_Plating_V": "GOLEMFORGED PLATING V", + "Hidden_Soldier_Armor": "HIDDEN SOLDIER ARMOR", + "Ididishell_-_Advanced": "IDIDISHELL - ADVANCED", + "Iridishell_-_Basic": "IRIDISHELL - BASIC", + "Iridishell_-_Superior": "IRIDISHELL - SUPERIOR", + "Lashunta_Ringwear_I": "LASHUNTA RINGWEAR I", + "Lashunta_Ringwear_Ii": "LASHUNTA RINGWEAR II", + "Lashunta_Ringwear_Iii": "LASHUNTA RINGWEAR III", + "Lashunta_Ringwear_Iv": "LASHUNTA RINGWEAR IV", + "Lashunta_Ringwear_V": "LASHUNTA RINGWEAR V", + "Legion_Armor_-_Exident": "LEGION ARMOR - EXIDENT", + "Legion_Armor_-_Pinion": "LEGION ARMOR - PINION", + "Steelbones": "STEELBONES", + "Thinplate": "THINPLATE", + "Vesk_Monolith": "VESK MONOLITH", + "Vesk_Monolith_I": "VESK MONOLITH I", + "Vesk_Monolith_Ii": "VESK MONOLITH II", + "Vesk_Overplate": "VESK OVERPLATE", + "Vesk_Overplate_Ii": "VESK OVERPLATE II", + "Vesk_Overplate_Iii": "VESK OVERPLATE III", + "Vesk_Overplate_Iv": "VESK OVERPLATE IV", + "Vesk_Overplate_V": "VESK OVERPLATE V", + "Vitrium_Plate": "VITRIUM PLATE", + "Voidshield_Armor": "VOIDSHIELD ARMOR", + "Artillery_Laser_-_Aphelion": "ARTILLERY LASER - APHELION", + "Artillery_Laser_-_Azimuth": "ARTILLERY LASER - AZIMUTH", + "Artillery_Laser_-_Corona": "ARTILLERY LASER - CORONA", + "Artillery_Laser_-_Parallax": "ARTILLERY LASER - PARALLAX", + "Artillery_Laser_-_Perihelion": "ARTILLERY LASER - PERIHELION", + "Artillery_Laser_-_Zenith": "ARTILLERY LASER - ZENITH", + "Autobeam_Artillery_-_Advanced": "AUTOBEAM ARTILLERY - ADVANCED", + "Autobeam_Artillery_-_Elite": "AUTOBEAM ARTILLERY - ELITE", + "Autobeam_Artillery_-_Tactical": "AUTOBEAM ARTILLERY - TACTICAL", + "Crossbolter_-_Advanced": "CROSSBOLTER - ADVANCED", + "Crossbolter_-_Elite": "CROSSBOLTER - ELITE", + "Crossbolter_-_Paragon": "CROSSBOLTER - PARAGON", + "Flamethrower_-_Firedrake-Class": "FLAMETHROWER - FIREDRAKE-CLASS", + "Flamethrower_-_Hellhound-Class": "FLAMETHROWER - HELLHOUND-CLASS", + "Flamethrower_-_Ifrit-Class": "FLAMETHROWER - IFRIT-CLASS", + "Flamethrower_-_Phoenix-Class": "FLAMETHROWER - PHOENIX-CLASS", + "Flamethrower_-_Salamander-Class": "FLAMETHROWER - SALAMANDER-CLASS", + "Imds_Missile_Launcher": "IMDS MISSILE LAUNCHER", + "Machine_Gun_-_Heavy": "MACHINE GUN - HEAVY", + "Machine_Gun_-_Light": "MACHINE GUN - LIGHT", + "Machine_Gun_-_Medium": "MACHINE GUN - MEDIUM", + "Machine_Gun_-_Squad": "MACHINE GUN - SQUAD", + "Nil_Grenade_Launcher_-_Merc": "NIL GRENADE LAUNCHER - MERC", + "Nil_Grenade_Launcher_-_Squad": "NIL GRENADE LAUNCHER - SQUAD", + "Plasma_Cannon_-_Blue_Star": "PLASMA CANNON - BLUE STAR", + "Plasma_Cannon_-_Red_Star": "PLASMA CANNON - RED STAR", + "Plasma_Cannon_-_White_Star": "PLASMA CANNON - WHITE STAR", + "Plasma_Cannon_-_Yellow_Star": "PLASMA CANNON - YELLOW STAR", + "Reaction_Cannon_-_Advanced": "REACTION CANNON - ADVANCED", + "Reaction_Cannon_-_Elite": "REACTION CANNON - ELITE", + "Reaction_Cannon_-_Heavy": "REACTION CANNON - HEAVY", + "Reaction_Cannon_-_Light": "REACTION CANNON - LIGHT", + "Reaction_Cannon_-_Paragon": "REACTION CANNON - PARAGON", + "Reaction_Cannon_-_Tactical": "REACTION CANNON - TACTICAL", + "Screamer_-_Hfd": "SCREAMER - HFD", + "Screamer_-_Lfd": "SCREAMER - LFD", + "Screamer_-_Thunderstrike": "SCREAMER - THUNDERSTRIKE", + "Shock_Caster_-_Aurora": "SHOCK CASTER - AURORA", + "Shock_Caster_-_Static": "SHOCK CASTER - STATIC", + "Shock_Caster_-_Storm": "SHOCK CASTER - STORM", + "Shock_Caster_-_Tempest": "SHOCK CASTER - TEMPEST", + "Stellar_Cannon_-_Heavy": "STELLAR CANNON - HEAVY", + "Stellar_Cannon_-_Light": "STELLAR CANNON - LIGHT", + "X-Gen_Gun_-_Advanced": "X-GEN GUN - ADVANCED", + "X-Gen_Gun_-_Elite": "X-GEN GUN - ELITE", + "X-Gen_Gun_-_Paragon": "X-GEN GUN - PARAGON", + "X-Gen_Gun_-_Tactical": "X-GEN GUN - TACTICAL", + "Zero_Cannon_-_Advanced": "ZERO CANNON - ADVANCED", + "Zero_Cannon_-_Elite": "ZERO CANNON - ELITE", + "Zero_Cannon_-_Tactical": "ZERO CANNON - TACTICAL", + "Digital_Harrow_Deck": "DIGITAL HARROW DECK", + "Efficient_Bandolier": "EFFICIENT BANDOLIER", + "Mindlink_Circlet_Mk_1": "MINDLINK CIRCLET MK 1", + "Mindlink_Circlet_Mk_2": "MINDLINK CIRCLET MK 2", + "Mindlink_Circlet_Mk_3": "MINDLINK CIRCLET MK 3", + "Mnemonic_Editor_Mk_1": "MNEMONIC EDITOR MK 1", + "Mnemonic_Editor_Mk_2": "MNEMONIC EDITOR MK 2", + "Mnemonic_Editor_Mk_3": "MNEMONIC EDITOR MK 3", + "Mnemonic_Editor_Mk_4": "MNEMONIC EDITOR MK 4", + "Null-Space_Chamber_Mk_1": "NULL-SPACE CHAMBER MK 1", + "Null-Space_Chamber_Mk_2": "NULL-SPACE CHAMBER MK 2", + "Null-Space_Chamber_Mk_3": "NULL-SPACE CHAMBER MK 3", + "Null-Space_Chamber_Mk_4": "NULL-SPACE CHAMBER MK 4", + "Psychic_Booster": "PSYCHIC BOOSTER", + "Starstone_Compass": "STARSTONE COMPASS", + "Abadarcorp_Travel_Suit_-_Gold": "ABADARCORP TRAVEL SUIT - GOLD", + "Abadarcorp_Travel_Suit_-_Platinum": "ABADARCORP TRAVEL SUIT - PLATINUM", + "Abadarcorp_Travel_Suit_-_Silver": "ABADARCORP TRAVEL SUIT - SILVER", + "Carbon_Skin_-_Diamond": "CARBON SKIN - DIAMOND", + "Carbon_Skin_-_Graphite": "CARBON SKIN - GRAPHITE", + "Carbon_Skin_-_Nanotube": "CARBON SKIN - NANOTUBE", + "Carbon_Skin_-_White_Carbon": "CARBON SKIN - WHITE CARBON", + "D-Suit_I": "D-SUIT I", + "D-Suit_Ii": "D-SUIT II", + "D-Suit_Iii": "D-SUIT III", + "D-Suit_Iv": "D-SUIT IV", + "D-Suit_V": "D-SUIT V", + "D-Suit_Vi": "D-SUIT VI", + "Defrex_Hide": "DEFREX HIDE", + "Echelon_Fashion_-_Bespoke": "ECHELON FASHION - BESPOKE", + "Echelon_Fashion_-_Ready_To_Wear": "ECHELON FASHION - READY TO WEAR", + "Estex_Suit_I": "ESTEX SUIT I", + "Estex_Suit_Ii": "ESTEX SUIT II", + "Estex_Suit_Iii": "ESTEX SUIT III", + "Estex_Suit_Iv": "ESTEX SUIT IV", + "Freebooter_Armor_I": "FREEBOOTER ARMOR I", + "Freebooter_Armor_Ii": "FREEBOOTER ARMOR II", + "Freebooter_Armor_Iii": "FREEBOOTER ARMOR III", + "Freebooter_Armor_Iv": "FREEBOOTER ARMOR IV", + "Freebooter_Armor_V": "FREEBOOTER ARMOR V", + "Hardlight_Series_-_Elite": "HARDLIGHT SERIES - ELITE", + "Hardlight_Series_-_Specialist": "HARDLIGHT SERIES - SPECIALIST", + "Hardlight_Series_-_Squad": "HARDLIGHT SERIES - SQUAD", + "Kasantha_Microcord_I": "KASANTHA MICROCORD I", + "Kasatha_Microcord_Ii": "KASATHA MICROCORD II", + "Kasatha_Microcord_Iii": "KASATHA MICROCORD III", + "Kasatha_Microcord_Iv": "KASATHA MICROCORD IV", + "Lashunta_Tempweave_-_Advanced": "LASHUNTA TEMPWEAVE - ADVANCED", + "Lashunta_Tempweave_-_Basic": "LASHUNTA TEMPWEAVE - BASIC", + "Second_Skin": "SECOND SKIN", + "Shotalashu_Armor": "SHOTALASHU ARMOR", + "Stationwear_-_Business": "STATIONWEAR - BUSINESS", + "Stationwear_-_Casual": "STATIONWEAR - CASUAL", + "Stationwear_-_Elite": "STATIONWEAR - ELITE", + "Stationwear_-_Flight_Suit": "STATIONWEAR - FLIGHT SUIT", + "Swarmsuit": "SWARMSUIT", + "Ysoki_Refactor_Suit": "YSOKI REFACTOR SUIT", + "Acid_Dart_Rifle_-_Complex": "ACID DART RIFLE - COMPLEX", + "Acid_Dart_Rifle_-_Dual": "ACID DART RIFLE - DUAL", + "Acid_Dart_Rifle_-_Tactical": "ACID DART RIFLE - TACTICAL", + "Arc_Emitter_-_Advanced": "ARC EMITTER - ADVANCED", + "Arc_Emitter_-_Tactical": "ARC EMITTER - TACTICAL", + "Arc_Rifle_-_Aurora": "ARC RIFLE - AURORA", + "Arc_Rifle_-_Static": "ARC RIFLE - STATIC", + "Arc_Rifle_-_Storm": "ARC RIFLE - STORM", + "Arc_Rifle_-_Tempest": "ARC RIFLE - TEMPEST", + "Autobeam_Rifle_-_Advanced": "AUTOBEAM RIFLE - ADVANCED", + "Autobeam_Rifle_-_Elite": "AUTOBEAM RIFLE - ELITE", + "Autobeam_Rifle_-_Tactical": "AUTOBEAM RIFLE - TACTICAL", + "Autotarget_Rifle": "AUTOTARGET RIFLE", + "Combat_Rifle": "COMBAT RIFLE", + "Crossbolter_-_Dual": "CROSSBOLTER - DUAL", + "Crossbolter_-_Tactical": "CROSSBOLTER - TACTICAL", + "Flame_Rifle": "FLAME RIFLE", + "Gyrojet_Rifle_-_Advanced": "GYROJET RIFLE - ADVANCED", + "Gyrojet_Rifle_-_Elite": "GYROJET RIFLE - ELITE", + "Gyrojet_Rifle_-_Paragon": "GYROJET RIFLE - PARAGON", + "Gyrojet_Rifle_-_Tactical": "GYROJET RIFLE - TACTICAL", + "Hunting_Rifle": "HUNTING RIFLE", + "Laser_Rifle_-_Aphelion": "LASER RIFLE - APHELION", + "Laser_Rifle_-_Azimuth": "LASER RIFLE - AZIMUTH", + "Laser_Rifle_-_Corona": "LASER RIFLE - CORONA", + "Laser_Rifle_-_Parallax": "LASER RIFLE - PARALLAX", + "Laser_Rifle_-_Perihelion": "LASER RIFLE - PERIHELION", + "Laser_Rifle_-_Zenith": "LASER RIFLE - ZENITH", + "Magnetar_Rifle_-_Advanced": "MAGNETAR RIFLE - ADVANCED", + "Magnetar_Rifle_-_Elite": "MAGNETAR RIFLE - ELITE", + "Magnetar_Rifle_-_Paragon": "MAGNETAR RIFLE - PARAGON", + "Magnetar_Rifle_-_Tactical": "MAGNETAR RIFLE - TACTICAL", + "Needler_Rifle": "NEEDLER RIFLE", + "Plasma_Caster_-_Blue_Star": "PLASMA CASTER - BLUE STAR", + "Plasma_Caster_-_White_Star": "PLASMA CASTER - WHITE STAR", + "Plasma_Rifle_-_Blue_Star": "PLASMA RIFLE - BLUE STAR", + "Plasma_Rifle_-_Red_Star": "PLASMA RIFLE - RED STAR", + "Plasma_Rifle_-_White_Star": "PLASMA RIFLE - WHITE STAR", + "Plasma_Rifle_-_Yellow_Star": "PLASMA RIFLE - YELLOW STAR", + "Pulsecaster_Rifle": "PULSECASTER RIFLE", + "Scattergun_-_Grapeshot": "SCATTERGUN - GRAPESHOT", + "Scattergun_-_Impact": "SCATTERGUN - IMPACT", + "Scattergun_-_Snub": "SCATTERGUN - SNUB", + "Scattergun_-_Utility": "SCATTERGUN - UTILITY", + "Scattergun_-_Vortex": "SCATTERGUN - VORTEX", + "Seeker_Rifle_-_Advanced": "SEEKER RIFLE - ADVANCED", + "Seeker_Rifle_-_Elite": "SEEKER RIFLE - ELITE", + "Seeker_Rifle_-_Paragon": "SEEKER RIFLE - PARAGON", + "Seeker_Rifle_-_Tactical": "SEEKER RIFLE - TACTICAL", + "Sonic_Rifle_-_Banshee": "SONIC RIFLE - BANSHEE", + "Sonic_Rifle_-_Hfd": "SONIC RIFLE - HFD", + "Sonic_Rifle_-_Lfd": "SONIC RIFLE - LFD", + "Sonic_Rifle_-_Thunderstrike": "SONIC RIFLE - THUNDERSTRIKE", + "Streetsweeper_-_Hfd": "STREETSWEEPER - HFD", + "Streetsweeper_-_Lfd": "STREETSWEEPER - LFD", + "Streetsweeper_-_Thunderstrike": "STREETSWEEPER - THUNDERSTRIKE", + "Zero_Rifle_-_Avalanche-Class": "ZERO RIFLE - AVALANCHE-CLASS", + "Zero_Rifle_-_Blizzard-Class": "ZERO RIFLE - BLIZZARD-CLASS", + "Zero_Rifle_-_Frostbite-Class": "ZERO RIFLE - FROSTBITE-CLASS", + "Zero_Rifle_-_Hailstorm-Class": "ZERO RIFLE - HAILSTORM-CLASS", + "Aeon_Stone_(Clear_Spindle)": "AEON STONE (CLEAR SPINDLE)", + "Aeon_Stone_(Dark_Blue_Rhomboid)": "AEON STONE (DARK BLUE RHOMBOID)", + "Aeon_Stone_(Iridescent_Spindle)": "AEON STONE (IRIDESCENT SPINDLE)", + "Aeon_Stone_(Pearly_White_Spindle)": "AEON STONE (PEARLY WHITE SPINDLE)", + "Amulet_Of_Camouflage": "AMULET OF CAMOUFLAGE", + "Charge_Cloak": "CHARGE CLOAK", + "Glove_Of_Storing": "GLOVE OF STORING", + "Ring_Of_Cosmic_Alignment": "RING OF COSMIC ALIGNMENT", + "Ring_Of_Resistance_Mk_1": "RING OF RESISTANCE MK 1", + "Ring_Of_Resistance_Mk_2": "RING OF RESISTANCE MK 2", + "Ring_Of_Resistance_Mk_3": "RING OF RESISTANCE MK 3", + "Ring_Of_Resistance_Mk_4": "RING OF RESISTANCE MK 4", + "Ring_Of_Resistance_Mk_5": "RING OF RESISTANCE MK 5", + "Ring_Of_Sustenance": "RING OF SUSTENANCE", + "Ring_Of_Whispers": "RING OF WHISPERS", + "Rod_Of_Cancellation": "ROD OF CANCELLATION", + "Serum_Of_Appearance_Change": "SERUM OF APPEARANCE CHANGE", + "Serum_Of_Enhancement_(Commando)": "SERUM OF ENHANCEMENT (COMMANDO)", + "Serum_Of_Enhancement_(Diplomat)": "SERUM OF ENHANCEMENT (DIPLOMAT)", + "Serum_Of_Enhancement_(Scientist)": "SERUM OF ENHANCEMENT (SCIENTIST)", + "Serum_Of_Enhancement_(Sensate)": "SERUM OF ENHANCEMENT (SENSATE)", + "Serum_Of_Enhancement_(Sneak)": "SERUM OF ENHANCEMENT (SNEAK)", + "Serum_Of_Enhancement_(Warrior)": "SERUM OF ENHANCEMENT (WARRIOR)", + "Serum_Of_Healing_Mk_1": "SERUM OF HEALING MK 1", + "Serum_Of_Healing_Mk_2": "SERUM OF HEALING MK 2", + "Serum_Of_Healing_Mk_3": "SERUM OF HEALING MK 3", + "Serum_Of_Sex_Shift": "SERUM OF SEX SHIFT", + "Shadow_Orb": "SHADOW ORB", + "Staff_Of_Mystic_Healing": "STAFF OF MYSTIC HEALING", + "Tiara_Of_Translocation_Mk_1": "TIARA OF TRANSLOCATION MK 1", + "Tiara_Of_Translocation_Mk_2": "TIARA OF TRANSLOCATION MK 2", + "Tiara_Of_Translocation_Mk_3": "TIARA OF TRANSLOCATION MK 3", + "Tiara_Of_Translocation_Mk_4": "TIARA OF TRANSLOCATION MK 4", + "Backpack_(Consumer)": "BACKPACK (CONSUMER)", + "Backpack_(Industrial)": "BACKPACK (INDUSTRIAL)", + "Bonding_Epoxy": "BONDING EPOXY", + "Clothing_(Environmental/Cold_Climate)": "CLOTHING (ENVIRONMENTAL/COLD CLIMATE)", + "Clothing_(Environmental/Dust_Storm)": "CLOTHING (ENVIRONMENTAL/DUST STORM)", + "Clothing_(Environmental/Extreme_Gravity)": "CLOTHING (ENVIRONMENTAL/EXTREME GRAVITY)", + "Clothing_(Environmental/Heat_Climate)": "CLOTHING (ENVIRONMENTAL/HEAT CLIMATE)", + "Clothing_(Environmental/Radiation)": "CLOTHING (ENVIRONMENTAL/RADIATION)", + "Clothing_(Environmental/Zero_Gravity)": "CLOTHING (ENVIRONMENTAL/ZERO GRAVITY)", + "Clothing_(Everyday)": "CLOTHING (EVERYDAY)", + "Clothing_(Formal)": "CLOTHING (FORMAL)", + "Clothing_(Profession_(Fxprofession))": "CLOTHING (PROFESSION (FXPROFESSION))", + "Clothing_(Travel)": "CLOTHING (TRAVEL)", + "Gear_Clamp": "GEAR CLAMP", + "Hygiene_Kit": "HYGIENE KIT", + "Space_Suit": "SPACE SUIT", + "Tent_(Mass_Produced)": "TENT (MASS PRODUCED)", + "Tent_(Mobile_Hotelier)": "TENT (MOBILE HOTELIER)", + "Arc_Pistol_-_Aurora": "ARC PISTOL - AURORA", + "Arc_Pistol_-_Static": "ARC PISTOL - STATIC", + "Arc_Pistol_-_Storm": "ARC PISTOL - STORM", + "Flame_Pistol": "FLAME PISTOL", + "Flare_Gun_-_Survival": "FLARE GUN - SURVIVAL", + "Gyrojet_Pistol_-_Advanced": "GYROJET PISTOL - ADVANCED", + "Gyrojet_Pistol_-_Elite": "GYROJET PISTOL - ELITE", + "Gyrojet_Pistol_-_Tactical": "GYROJET PISTOL - TACTICAL", + "Laser_Pistol_-_Aphelion": "LASER PISTOL - APHELION", + "Laser_Pistol_-_Azimuth": "LASER PISTOL - AZIMUTH", + "Laser_Pistol_-_Corona": "LASER PISTOL - CORONA", + "Laser_Pistol_-_Parallax": "LASER PISTOL - PARALLAX", + "Laser_Pistol_-_Perihelion": "LASER PISTOL - PERIHELION", + "Laser_Pistol_-_Zenith": "LASER PISTOL - ZENITH", + "Plasma_Pistol_-_Blue_Star": "PLASMA PISTOL - BLUE STAR", + "Plasma_Pistol_-_Red_Star": "PLASMA PISTOL - RED STAR", + "Plasma_Pistol_-_White_Star": "PLASMA PISTOL - WHITE STAR", + "Plasma_Pistol_-_Yellow_Star": "PLASMA PISTOL - YELLOW STAR", + "Pulsecaster_Pistol": "PULSECASTER PISTOL", + "Semi-Auto_Pistol_-_Advanced": "SEMI-AUTO PISTOL - ADVANCED", + "Semi-Auto_Pistol_-_Elite": "SEMI-AUTO PISTOL - ELITE", + "Semi-Auto_Pistol_-_Paragon": "SEMI-AUTO PISTOL - PARAGON", + "Semi-Auto_Pistol_-_Tactical": "SEMI-AUTO PISTOL - TACTICAL", + "Sonic_Pistol_-_Banshee": "SONIC PISTOL - BANSHEE", + "Sonic_Pistol_-_Hfd": "SONIC PISTOL - HFD", + "Sonic_Pistol_-_Lfd": "SONIC PISTOL - LFD", + "Sonic_Pistol_-_Thunderstrike": "SONIC PISTOL - THUNDERSTRIKE", + "Zero_Pistol_-_Avalanche-Class": "ZERO PISTOL - AVALANCHE-CLASS", + "Zero_Pistol_-_Blizzard-Class": "ZERO PISTOL - BLIZZARD-CLASS", + "Zero_Pistol_-_Frostbite-Class": "ZERO PISTOL - FROSTBITE-CLASS", + "Zero_Pistol_-_Hailstorm-Class": "ZERO PISTOL - HAILSTORM-CLASS", + "Shirren-Eye_Rifle_-_Advanced": "SHIRREN-EYE RIFLE - ADVANCED", + "Shirren-Eye_Rifle_-_Elite": "SHIRREN-EYE RIFLE - ELITE", + "Shirren-Eye_Rifle_-_Paragon": "SHIRREN-EYE RIFLE - PARAGON", + "Shirren-Eye_Rifle_-_Tactical": "SHIRREN-EYE RIFLE - TACTICAL", + "Shirren-Eye_Rifle_-_Warpshot": "SHIRREN-EYE RIFLE - WARPSHOT", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Greater)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (GREATER)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Least)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (LEAST)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Lesser)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (LESSER)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Minor)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (MINOR)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Standard)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (STANDARD)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(True)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (TRUE)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Greater)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (GREATER)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Least)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (LEAST)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Lesser)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (LESSER)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Minor)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (MINOR)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Standard)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (STANDARD)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(True)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (TRUE)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Greater)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (GREATER)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Least)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (LEAST)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Lesser)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (LESSER)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Minor)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (MINOR)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Standard)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (STANDARD)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(True)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (TRUE)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Greater)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (GREATER)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Least)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (LEAST)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Lesser)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (LESSER)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Minor)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (MINOR)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Standard)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (STANDARD)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(True)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (TRUE)", + "Advanced_Missile": "ADVANCED MISSILE", + "Grenade_Arrow_I": "GRENADE ARROW I", + "Grenade_Arrow_Ii": "GRENADE ARROW II", + "Grenade_Arrow_Iii": "GRENADE ARROW III", + "Grenade_Arrow_Iv": "GRENADE ARROW IV", + "Tactical_Missile": "TACTICAL MISSILE", + "Bow": "BOW", + "Carbonedge_Shuriken_(10)": "CARBONEDGE SHURIKEN (10)", + "Nyfiber_Net": "NYFIBER NET", + "Spell_Ampoule_(Level_0)": "SPELL AMPOULE (LEVEL 0)", + "Spell_Ampoule_(Level_1)": "SPELL AMPOULE (LEVEL 1)", + "Spell_Ampoule_(Level_2)": "SPELL AMPOULE (LEVEL 2)", + "Spell_Ampoule_(Level_3)": "SPELL AMPOULE (LEVEL 3)", + "Spell_Gem_(Level_0)": "SPELL GEM (LEVEL 0)", + "Spell_Gem_(Level_1)": "SPELL GEM (LEVEL 1)", + "Spell_Gem_(Level_2)": "SPELL GEM (LEVEL 2)", + "Spell_Gem_(Level_3)": "SPELL GEM (LEVEL 3)", + "Spell_Gem_(Level_4)": "SPELL GEM (LEVEL 4)", + "Spell_Gem_(Level_5)": "SPELL GEM (LEVEL 5)", + "Spell_Gem_(Level_6)": "SPELL GEM (LEVEL 6)", + "Beacon": "BEACON", + "Binders": "BINDERS", + "Cable_Line_(Adamantine_Alloy/20_Ft)": "CABLE LINE (ADAMANTINE ALLOY/20 FT)", + "Cable_Line_(Titanium_Alloy/10_Ft)": "CABLE LINE (TITANIUM ALLOY/10 FT)", + "Comm_Unit_(Personal)": "COMM UNIT (PERSONAL)", + "Comm_Unit_(System-Wide)": "COMM UNIT (SYSTEM-WIDE)", + "Comm_Unit_(Unlimited)": "COMM UNIT (UNLIMITED)", + "Detonator": "DETONATOR", + "Fire_Extinguisher": "FIRE EXTINGUISHER", + "Flashlight": "FLASHLIGHT", + "Grappler": "GRAPPLER", + "Holoskin": "HOLOSKIN", + "Lantern": "LANTERN", + "Laser_Microphone": "LASER MICROPHONE", + "Lock_(Average)": "LOCK (AVERAGE)", + "Lock_(Good)": "LOCK (GOOD)", + "Lock_(Simple)": "LOCK (SIMPLE)", + "Lock_(Superior)": "LOCK (SUPERIOR)", + "Manacles": "MANACLES", + "Medical_Lab": "MEDICAL LAB", + "Medkit_(Advanced)": "MEDKIT (ADVANCED)", + "Medkit_(Basic)": "MEDKIT (BASIC)", + "Medpatch": "MEDPATCH", + "Motion_Detector": "MOTION DETECTOR", + "Regeneration_Table": "REGENERATION TABLE", + "Signal_Jammer_(Level_1)": "SIGNAL JAMMER (LEVEL 1)", + "Signal_Jammer_(Level_10)": "SIGNAL JAMMER (LEVEL 10)", + "Signal_Jammer_(Level_11)": "SIGNAL JAMMER (LEVEL 11)", + "Signal_Jammer_(Level_12)": "SIGNAL JAMMER (LEVEL 12)", + "Signal_Jammer_(Level_13)": "SIGNAL JAMMER (LEVEL 13)", + "Signal_Jammer_(Level_14)": "SIGNAL JAMMER (LEVEL 14)", + "Signal_Jammer_(Level_15)": "SIGNAL JAMMER (LEVEL 15)", + "Signal_Jammer_(Level_16)": "SIGNAL JAMMER (LEVEL 16)", + "Signal_Jammer_(Level_17)": "SIGNAL JAMMER (LEVEL 17)", + "Signal_Jammer_(Level_18)": "SIGNAL JAMMER (LEVEL 18)", + "Signal_Jammer_(Level_19)": "SIGNAL JAMMER (LEVEL 19)", + "Signal_Jammer_(Level_2)": "SIGNAL JAMMER (LEVEL 2)", + "Signal_Jammer_(Level_20)": "SIGNAL JAMMER (LEVEL 20)", + "Signal_Jammer_(Level_3)": "SIGNAL JAMMER (LEVEL 3)", + "Signal_Jammer_(Level_4)": "SIGNAL JAMMER (LEVEL 4)", + "Signal_Jammer_(Level_5)": "SIGNAL JAMMER (LEVEL 5)", + "Signal_Jammer_(Level_6)": "SIGNAL JAMMER (LEVEL 6)", + "Signal_Jammer_(Level_7)": "SIGNAL JAMMER (LEVEL 7)", + "Signal_Jammer_(Level_8)": "SIGNAL JAMMER (LEVEL 8)", + "Signal_Jammer_(Level_9)": "SIGNAL JAMMER (LEVEL 9)", + "Spotlight": "SPOTLIGHT", + "Sprayflesh": "SPRAYFLESH", + "Spy_Drone": "SPY DRONE", + "Tool_Kit_(Armorcrafter_Kit)": "TOOL KIT (ARMORCRAFTER KIT)", + "Tool_Kit_(Disguise_Kit)": "TOOL KIT (DISGUISE KIT)", + "Tool_Kit_(Engineering_Kit)": "TOOL KIT (ENGINEERING KIT)", + "Tool_Kit_(Hacking_Kit)": "TOOL KIT (HACKING KIT)", + "Tool_Kit_(Navigators_Tools)": "TOOL KIT (NAVIGATORS TOOLS)", + "Tool_Kit_(Profession_(Fxprofession))": "TOOL KIT (PROFESSION (FXPROFESSION))", + "Tool_Kit_(Riders_Kit)": "TOOL KIT (RIDERS KIT)", + "Tool_Kit_(Trapsmiths_Tools)": "TOOL KIT (TRAPSMITHS TOOLS)", + "Tool_Kit_(Weaponsmithing_Kit)": "TOOL KIT (WEAPONSMITHING KIT)", + "X-Ray_Visor": "X-RAY VISOR", + "Fine_Art": "FINE ART", + "Gem": "GEM", + "Grain": "GRAIN", + "Textiles_(Common)": "TEXTILES (COMMON)", + "Textiles_(Fine)": "TEXTILES (FINE)", + "UPB_(1000)": "UPB (1000)", + "dr_resist": "DR/RESIST", + "caster-level_": "CASTER LEVEL ", + "power": "POWER", + "which-gunner": "Which Gunner", + "range": "RANGE", + "hexes": "HEXES", + "light": "LIGHT", + "heavy": "HEAVY", + "capital": "CAPITAL", + "direct-fire": "DIRECT FIRE", + "tracking": "TRACKING", + "which-arc": "Which Arc", + "power&computers": "POWER & COMPUTERS", + "computer": "COMPUTER", + "computer-bonus": "COMPUTER BONUS", + "use-computer": "Use Computer", + "shield-bonus": "SHIELD BONUS", + "shields": "SHIELDS", + "activation": "ACTIVATION", + "tiny": "TINY", + "small": "SMALL", + "large": "LARGE", + "huge": "HUGE", + "gargantuan": "GARGANTUAN", + "colossal": "COLOSSAL", + "clumsy": "CLUMSY", + "average": "AVERAGE", + "perfect": "PERFECT", + "n/a": "NA" +} diff --git a/Starfinder HUD/translations/hu.json b/Starfinder HUD/translations/hu.json new file mode 100644 index 0000000000..3c330b35b1 --- /dev/null +++ b/Starfinder HUD/translations/hu.json @@ -0,0 +1,997 @@ +{ + "core": "CORE", + "spells": "SPELLS", + "comms": "COMMS", + "rolls-are": "ROLLS ARE", + "public": "PUBLIC", + "private": "PRIVATE", + "display-mode": "DISPLAY MODE", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "drone": "DRONE", + "house-rules": "HOUSE RULES", + "resolve": "RESOLVE", + "key-ability": "KEY ABILITY", + "highest-ability": "HIGHEST ABILITY", + "buff-stacking": "BUFF STACKING", + "half-specialization-weapons": "HALF SPECIALIZATION WEAPONS", + "character-info": "CHARACTER INFO", + "class-details": "CLASS DETAILS", + "char-name-u": "CHARACTER NAME", + "class-level": "CLASS/LEVEL", + "race": "RACE", + "hp": "HP", + "theme": "THEME", + "size": "SIZE", + "speed": "SPEED", + "gender": "GENDER", + "home-world": "HOME WORLD", + "alignment": "ALIGNMENT", + "deity": "DEITY", + "player": "PLAYER", + "languages": "LANGUAGES", + "class-name": "CLASS NAME", + "class-num-level": "LVL", + "class-stam": "SP", + "bab": "BAB", + "fort": "FORT", + "ref": "REF", + "will": "WILL", + "skills": "SKILLS", + "abi": "ABI", + "spell": "SPELL", + "poor": "POOR", + "good": "GOOD", + "menus": "MENUS", + "initiative": "INITIATIVE", + "attacks": "ATTACKS", + "saves": "SAVES", + "abilities-u": "ABILITIES", + "ability-checks": "ABILITY CHECKS", + "buffs": "BUFFS", + "mods": "MODS", + "ability-scores": "ABILITY SCORES", + "mod": "MOD", + "tot": "TOT", + "pen": "PEN", + "drain": "DRN", + "strength": "STRENGTH", + "dexterity": "DEXTERITY", + "constitution": "CONSTITUTION", + "intelligence": "INTELLIGENCE", + "wisdom": "WISDOM", + "charisma": "CHARISMA", + "health": "HEALTH", + "sp": "SP", + "rp": "RP", + "temp-hp": "TMP", + "armorclass": "ARMOR CLASS", + "eac": "EAC", + "kac": "KAC", + "cmd": "CMD", + "dr-resist": "DR/RESIST", + "savingthrows": "SAVING THROWS", + "base": "BASE", + "rnk": "RNK", + "class-skill": "CS", + "acrobatics": "ACROBATICS", + "acp": "ACP", + "athletics": "ATHLETICS", + "bluff": "BLUFF ", + "computers": "COMPUTERS", + "culture": "CULTURE", + "diplomacy": "DIPLOMACY", + "disguise": "DISGUISE", + "engineering": "ENGINEERING", + "intimidate": "INTIMIDATE", + "life-science": "LIFE SCIENCE", + "medicine": "MEDICINE ", + "mysticism": "MYSTICISM ", + "perception": "PERCEPTION ", + "physical-science": "PHYSICAL SCIENCE", + "piloting": "PILOTING", + "sense-motive": "SENSE MOTIVE", + "sleight-of-hand": "SLEIGHT OF HAND", + "stealth": "STEALTH", + "survival": "SURVIVAL", + "name-u": "NAME", + "lvl": "LVL", + "Not-Proficient": "NOT PROFICIENT", + "proficient": "PROFICIENT", + "specialized": "SPECIALIZED", + "category": "CATEGORY", + "atk-u": "ATK", + "rng": "RNG", + "melee": "MELEE", + "ranged": "RANGED", + "dmg": "DMG", + "type": "TYPE", + "atk-crit-effect": "CRIT EFFECT", + "crit-damage": "CRIT DAMAGE", + "ammo": "ammo", + "usage": "USAGE", + "special": "SPECIAL", + "additional-attack": "ADDITIONAL ATTACKS", + "roll-full-attack_": "ROLL FULL ATTACK: ", + "query": "QUERY", + "always": "ALWAYS", + "never": "NEVER", + "number-of-attacks:": "NUMBER OF ATTACKS:", + "attacher": "ATTACHER", + "equipment": "EQUIPMENT", + "carried": "CARRIED", + "encumber": "ENCUMBER", + "over": "OVER", + "credits": "CREDITS", + "wealth": "WEALTH", + "upbs": "UPBs", + "num": "NUM", + "bulk": "BULK", + "cost": "COST", + "abilities": "ABILITIES", + "constant": "CONSTANT", + "at-will": "AT WILL", + "x/day": "X/DAY", + "source": "SOURCE", + "ex": "EX", + "su": "SU", + "target": "TARGET", + "duration": "DURATION", + "_-daily-uses": "Daily Uses", + "atk": "ATK", + "save-effect": "SAVE EFFECT", + "dex": "DEX", + "con": "CON", + "int": "INT", + "wis": "WIS", + "cha": "CHA", + "based-dc_": "Based DC ", + "fort-save": "FORT SAVE", + "ref-save": "REF SAVE", + "will-save": "WILL SAVE", + "A-Sucessful-Save:": "A Sucessful Save:", + "spellclasses": "SPELLCLASSES", + "ability": "ABILITY", + "progress": "PROGRESS", + "spells-per-day": "SPELLS PER DAY", + "1st-level": "1st LEVEL", + "school": "SCHOOL", + "str": "STR", + "4th-level": "4th LEVEL", + "7th-level": "7th LEVEL", + "2nd-level": "2nd LEVEL", + "5th-level": "5th LEVEL", + "8th-level": "8th LEVEL", + "cantrips": "CANTRIPS", + "3rd-level": "3rd LEVEL", + "6th-level": "6th LEVEL", + "9th-level": "9th LEVEL", + "cr": "CR", + "xp": "XP", + "init": "INIT", + "aura": "AURA", + "defense": "DEFENSE", + "defensive-abilities": "DEFENSIVE ABILITIES", + "dr": "DR", + "immunities": "IMMUNITIES", + "sr": "SR", + "resistances": "RESISTANCES", + "weaknesses": "WEAKNESSES", + "offense": "OFFENSE", + "space": "SPACE", + "reach": "REACH", + "spells-known": "SPELLS KNOWN", + "(cl": "(CL", + "statistics": "STATISTICS", + "feats": "FEATS", + "other-abilities": "OTHER ABILITIES", + "gear": "GEAR", + "ecology": "ECOLOGY", + "environment": "ENVIRONMENT", + "organization": "ORGANIZATION", + "tactics": "TACTICS", + "special-abilities": "SPECIAL ABILITIES", + "purpose": "PURPOSE", + "import": "IMPORT", + "export": "EXPORT", + "paizo-statblock": "PAIZO STATBLOCK", + "srd-statblock": "SRD STATBLOCK", + "starship-info": "STARSHIP INFO", + "starship-name": "STARSHIP NAME", + "tier": "TIER", + "make-and-model": "MAKE AND MODEL", + "frame": "FRAME", + "maneuverability": "MANEUVERABILITY", + "drift-rating": "DRIFT RATING", + "crew": "CREW", + "captain": "CAPTAIN", + "engineer": "ENGINEER", + "pilot": "PILOT", + "gunner": "GUNNER", + "gunnery": "GUNNERY", + "science-officer": "SCIENCE OFFICER ", + "captain-query": "CAPTAIN ACTIONS", + "engineer-query": "ENGINEERS", + "pilot-query": "PILOTS", + "science-officer-query": "SCIENCE OFFICERS", + "gunner-query": "GUNNERS", + "starship-defenses": "DEFENSES", + "total": "TOTAL", + "ac": "AC", + "tl": "TL", + "current": "CURRENT", + "thresholds": "THRESHOLDS", + "damage": "DAMAGE", + "critical": "CRITICAL", + "shield-total": "SHIELD TOTAL", + "forward": "FORWARD", + "port": "PORT", + "aft": "AFT", + "starboard": "STARBOARD", + "turret": "TURRET", + "systems": "SYSTEMS", + "expansion-bays": "EXPANSION BAYS", + "cargo/passengers": "CARGO/PASSENGERS", + "cargo-placeholder": "Enter any cargo/passengers being carried here", + "system-status": "SYSTEM STATUS", + "life-support-dice-range": "LIFE SUPPORT (1-10)", + "nominal": "NOMINAL", + "glitching": "GLITCHING", + "malfunctioning": "MALFUNCTIONING", + "wrecked": "WRECKED", + "sensors-dice-range": "SENSORS (11-30)", + "weapons-array-dice-range": "WEAPONS ARRAY (31-60)", + "engines-dice-range": "ENGINES (61-80)", + "power-core-dice-range": "POWER CORE (81-100)", + "fwd (1)": "FWD (1)", + "stbd (2)": "STBD (2)", + "port (4)": "PORT (4)", + "aft (3)": "AFT (3)", + "1st-attack": "1st ATTACK", + "targets": "TARGETS", + "attack": "ATTACK", + "full-effect:": "FULL EFFECT:", + "_save": " SAVE", + "dc": "DC", + "save-effect:": "SAVE EFFECT:", + "notes:": "NOTES:", + "level": "LEVEL ", + "2nd-attack": "2nd ATTACK", + "3rd-attack": "3rd ATTACK", + "4th-attack": "4th ATTACK", + "5th-attack": "5th ATTACK", + "check": "CHECK", + "on": "ON", + "off": "OFF", + "no": "NO", + "yes": "YES", + "helm-check": "HELM PHASE INITIATIVE", + "arc": "ARC", + "bp": "BP", + "pcu": "PCU", + "class": "CLASS", + "short": "SHORT", + "medium": "MEDIUM", + "long": "LONG", + "crit-effect": "CRIT", + "character_info": "CHARACTER INFO", + "ability_checks": "ABILITY CHECKS", + "ability_scores": "ABILITY SCORES", + "crb-equipment": "CRB EQUIPMENT", + "Cryopike_-_Advanced": "CRYOPIKE - ADVANCED", + "Cryopike_-_Tactical": "CRYOPIKE - TACTICAL", + "Curve_Blade_-_Buzzblade": "CURVE BLADE - BUZZBLADE", + "Curve_Blade_-_Carbon_Steel": "CURVE BLADE - CARBON STEEL", + "Curve_Blade_-_Dimensional_Slice": "CURVE BLADE - DIMENSIONAL SLICE", + "Curve_Blade_-_Ultrathin": "CURVE BLADE - ULTRATHIN", + "Devastation_Blade_-_Apocalypse": "DEVASTATION BLADE - APOCALYPSE", + "Devastation_Blade_-_Ruin": "DEVASTATION BLADE - RUIN", + "Devastation_Blade_-_Wrack": "DEVASTATION BLADE - WRACK", + "Doshko_-_Advanced": "DOSHKO - ADVANCED", + "Doshko_-_Dimensional_Blade": "DOSHKO - DIMENSIONAL BLADE", + "Doshko_-_Molecular_Rift": "DOSHKO - MOLECULAR RIFT", + "Doshko_-_Tactical": "DOSHKO - TACTICAL", + "Doshko_-_Ultrathin": "DOSHKO - ULTRATHIN", + "Doshko_-_Zero-Edge": "DOSHKO - ZERO-EDGE", + "Fangblade": "FANGBLADE", + "Flame_Doshko_-_Blaze": "FLAME DOSHKO - BLAZE", + "Flame_Doshko_-_Ember": "FLAME DOSHKO - EMBER", + "Flame_Doshko_-_Inferno": "FLAME DOSHKO - INFERNO", + "Flame_Doshko_-_Solar_Flare": "FLAME DOSHKO - SOLAR FLARE", + "Grindblade": "GRINDBLADE", + "Hammer_-_Assault": "HAMMER - ASSAULT", + "Hammer_-_Comet": "HAMMER - COMET", + "Hammer_-_Gravity_Well": "HAMMER - GRAVITY WELL", + "Hammer_-_Meteoric": "HAMMER - METEORIC", + "Injection_Glove": "INJECTION GLOVE", + "Longsword": "LONGSWORD", + "Longsword_-_Dimensional_Slice": "LONGSWORD - DIMENSIONAL SLICE", + "Longsword_-_Microserrated": "LONGSWORD - MICROSERRATED", + "Longsword_-_Molecular_Rift": "LONGSWORD - MOLECULAR RIFT", + "Longsword_-_Sintered": "LONGSWORD - SINTERED", + "Longsword_-_Ultraserrated": "LONGSWORD - ULTRASERRATED", + "Longsword_-_Ultrathin": "LONGSWORD - ULTRATHIN", + "Longsword_-_Zero-Edge": "LONGSWORD - ZERO-EDGE", + "Monowhip": "MONOWHIP", + "Pike_-_Advanced": "PIKE - ADVANCED", + "Pike_-_Elite": "PIKE - ELITE", + "Pike_-_Tactical": "PIKE - TACTICAL", + "Plasma_Doshko_-_Blue_Star": "PLASMA DOSHKO - BLUE STAR", + "Plasma_Doshko_-_Red_Star": "PLASMA DOSHKO - RED STAR", + "Plasma_Doshko_-_White_Star": "PLASMA DOSHKO - WHITE STAR", + "Plasma_Doshko_-_Yellow_Star": "PLASMA DOSHKO - YELLOW STAR", + "Plasma_Sword_-_Blue_Star": "PLASMA SWORD - BLUE STAR", + "Plasma_Sword_-_Red_Star": "PLASMA SWORD - RED STAR", + "Plasma_Sword_-_Tactical": "PLASMA SWORD - TACTICAL", + "Plasma_Sword_-_White_Star": "PLASMA SWORD - WHITE STAR", + "Plasma_Sword_-_Yellow_Star": "PLASMA SWORD - YELLOW STAR", + "Pulse_Gauntlet_-_Banshee": "PULSE GAUNTLET - BANSHEE", + "Pulse_Gauntlet_-_Hfd": "PULSE GAUNTLET - HFD", + "Pulse_Gauntlet_-_Lfd": "PULSE GAUNTLET - LFD", + "Pulse_Gauntlet_-_Thunderstrike": "PULSE GAUNTLET - THUNDERSTRIKE", + "Shock_Truncheon_-_Aurora": "SHOCK TRUNCHEON - AURORA", + "Shock_Truncheon_-_Static": "SHOCK TRUNCHEON - STATIC", + "Shock_Truncheon_-_Storm": "SHOCK TRUNCHEON - STORM", + "Shock_Truncheon_-_Tempest": "SHOCK TRUNCHEON - TEMPEST", + "Legion_Sword_-_Inferno": "LEGION SWORD - INFERNO", + "Legion_Sword_-_Tactical": "LEGION SWORD - TACTICAL", + "Staff_-_Repeller": "STAFF - REPELLER", + "Staff_-_Sentinel": "STAFF - SENTINEL", + "Starknife_-_Accelerated": "STARKNIFE - ACCELERATED", + "Starknife_-_Dimensional_Slice": "STARKNIFE - DIMENSIONAL SLICE", + "Starknife_-_Lightspeed": "STARKNIFE - LIGHTSPEED", + "Starknife_-_Sintered": "STARKNIFE - SINTERED", + "Starknife_-_Tactical": "STARKNIFE - TACTICAL", + "Swoop_Hammer_-_Advanced": "SWOOP HAMMER - ADVANCED", + "Swoop_Hammer_-_Mach_I": "SWOOP HAMMER - MACH I", + "Swoop_Hammer_-_Mach_Ii": "SWOOP HAMMER - MACH II", + "Swoop_Hammer_-_Mach_Iii": "SWOOP HAMMER - MACH III", + "Swoop_Hammer_-_Tactical": "SWOOP HAMMER - TACTICAL", + "Taclash_-_Numbing": "TACLASH - NUMBING", + "Taclash_-_Standard": "TACLASH - STANDARD", + "Arrows": "ARROWS", + "Battery": "BATTERY", + "Battery_-_High-Capacity": "BATTERY - HIGH-CAPACITY", + "Battery_-_Super-Capacity": "BATTERY - SUPER-CAPACITY", + "Battery_-_Ultra-Capacity": "BATTERY - ULTRA-CAPACITY", + "Darts": "DARTS", + "Flare": "FLARE", + "Mini-Rockets": "MINI-ROCKETS", + "Petrol_Tank_-_High-Capacity": "PETROL TANK - HIGH-CAPACITY", + "Petrol_Tank_-_Standard": "PETROL TANK - STANDARD", + "Rounds_-_Heavy": "ROUNDS - HEAVY", + "Rounds_-_Longarm_And_Sniper": "ROUNDS - LONGARM AND SNIPER", + "Rounds_-_Small_Arm": "ROUNDS - SMALL ARM", + "Scattergun_Shells": "SCATTERGUN SHELLS", + "Armor_Upgrade_-_Automated_Loader": "ARMOR UPGRADE - AUTOMATED LOADER", + "Armor_Upgrade_-_Backup_Generator": "ARMOR UPGRADE - BACKUP GENERATOR", + "Armor_Upgrade_-_Deflective_Reinforcement": "ARMOR UPGRADE - DEFLECTIVE REINFORCEMENT", + "Armor_Upgrade_-_Electrostatic_Field_-_Mk_1": "ARMOR UPGRADE - ELECTROSTATIC FIELD - MK 1", + "Armor_Upgrade_-_Electrostatic_Field_-_Mk_2": "ARMOR UPGRADE - ELECTROSTATIC FIELD - MK 2", + "Armor_Upgrade_-_Electrostatic_Field_-_Mk_3": "ARMOR UPGRADE - ELECTROSTATIC FIELD - MK 3", + "Armor_Upgrade_-_Exit_Pod": "ARMOR UPGRADE - EXIT POD", + "Armor_Upgrade_-_Filtered_Rebreather": "ARMOR UPGRADE - FILTERED REBREATHER", + "Armor_Upgrade_-_Force_Field_-_Black": "ARMOR UPGRADE - FORCE FIELD - BLACK", + "Armor_Upgrade_-_Force_Field_-_Blue": "ARMOR UPGRADE - FORCE FIELD - BLUE", + "Armor_Upgrade_-_Force_Field_-_Brown": "ARMOR UPGRADE - FORCE FIELD - BROWN", + "Armor_Upgrade_-_Force_Field_-_Gray": "ARMOR UPGRADE - FORCE FIELD - GRAY", + "Armor_Upgrade_-_Force_Field_-_Green": "ARMOR UPGRADE - FORCE FIELD - GREEN", + "Armor_Upgrade_-_Force_Field_-_Orange": "ARMOR UPGRADE - FORCE FIELD - ORANGE", + "Armor_Upgrade_-_Force_Field_-_Prismatic": "ARMOR UPGRADE - FORCE FIELD - PRISMATIC", + "Armor_Upgrade_-_Force_Field_-_Purple": "ARMOR UPGRADE - FORCE FIELD - PURPLE", + "Armor_Upgrade_-_Force_Field_-_Red": "ARMOR UPGRADE - FORCE FIELD - RED", + "Armor_Upgrade_-_Force_Field_-_White": "ARMOR UPGRADE - FORCE FIELD - WHITE", + "Armor_Upgrade_-_Forcepack": "ARMOR UPGRADE - FORCEPACK", + "Armor_Upgrade_-_Haste_Circuit": "ARMOR UPGRADE - HASTE CIRCUIT", + "Armor_Upgrade_-_Infrared_Sensors": "ARMOR UPGRADE - INFRARED SENSORS", + "Armor_Upgrade_-_Jetpack": "ARMOR UPGRADE - JETPACK", + "Armor_Upgrade_-_Jump_Jets": "ARMOR UPGRADE - JUMP JETS", + "Armor_Upgrade_-_Load_Lifter": "ARMOR UPGRADE - LOAD LIFTER", + "Armor_Upgrade_-_Phase_Shield": "ARMOR UPGRADE - PHASE SHIELD", + "Armor_Upgrade_-_Quick-Release_Sheath": "ARMOR UPGRADE - QUICK-RELEASE SHEATH", + "Armor_Upgrade_-_Radiation_Buffer": "ARMOR UPGRADE - RADIATION BUFFER", + "Armor_Upgrade_-_Sonic_Dampener": "ARMOR UPGRADE - SONIC DAMPENER", + "Armor_Upgrade_-_Spell_Reflector_-_Mk_1": "ARMOR UPGRADE - SPELL REFLECTOR - MK 1", + "Armor_Upgrade_-_Spell_Reflector_-_Mk_2": "ARMOR UPGRADE - SPELL REFLECTOR - MK 2", + "Armor_Upgrade_-_Targeting_Computer": "ARMOR UPGRADE - TARGETING COMPUTER", + "Armor_Upgrade_-_Tensile_Reinforcement": "ARMOR UPGRADE - TENSILE REINFORCEMENT", + "Armor_Upgrade_-_Thermal_Capacitor_-_Mk_1": "ARMOR UPGRADE - THERMAL CAPACITOR - MK 1", + "Armor_Upgrade_-_Thermal_Capacitor_-_Mk_2": "ARMOR UPGRADE - THERMAL CAPACITOR - MK 2", + "Armor_Upgrade_-_Thermal_Capacitor_-_Mk_3": "ARMOR UPGRADE - THERMAL CAPACITOR - MK 3", + "Armor_Upgrade_-_Titan_Shield": "ARMOR UPGRADE - TITAN SHIELD", + "Baton_-_Advanced": "BATON - ADVANCED", + "Baton_-_Tactical": "BATON - TACTICAL", + "Battleglove_-_Cestus": "BATTLEGLOVE - CESTUS", + "Battleglove_-_Gravity": "BATTLEGLOVE - GRAVITY", + "Battleglove_-_Nova": "BATTLEGLOVE - NOVA", + "Battleglove_-_Power": "BATTLEGLOVE - POWER", + "Club": "CLUB", + "Dagger_-_Molecular_Rift": "DAGGER - MOLECULAR RIFT", + "Dagger_-_Ultrathin": "DAGGER - ULTRATHIN", + "Dagger_-_Zero-Edge": "DAGGER - ZERO-EDGE", + "Dueling_Sword_-_Buzzblade": "DUELING SWORD - BUZZBLADE", + "Dueling_Sword_-_Molecular_Rift": "DUELING SWORD - MOLECULAR RIFT", + "Dueling_Sword_-_Ripper": "DUELING SWORD - RIPPER", + "Dueling_Sword_-_Tactical": "DUELING SWORD - TACTICAL", + "Dueling_Sword_-_Ultrathin": "DUELING SWORD - ULTRATHIN", + "Incapacitator": "INCAPACITATOR", + "Knife_-_Survival": "KNIFE - SURVIVAL", + "Knife_-_Tactical": "KNIFE - TACTICAL", + "Peacemaker": "PEACEMAKER", + "Spear_-_Buzzblade": "SPEAR - BUZZBLADE", + "Spear_-_Gravity": "SPEAR - GRAVITY", + "Spear_-_Sentinel": "SPEAR - SENTINEL", + "Spear_-_Tactical": "SPEAR - TACTICAL", + "Spear_-_Zero-Edge": "SPEAR - ZERO-EDGE", + "Staff_-_Battle": "STAFF - BATTLE", + "Staff_-_Carbon": "STAFF - CARBON", + "Staff_-_Hardlight": "STAFF - HARDLIGHT", + "Computer_Countermeasure_-_Alarm": "COMPUTER COUNTERMEASURE - ALARM", + "Computer_Countermeasure_-_Fake_Shell": "COMPUTER COUNTERMEASURE - FAKE SHELL", + "Computer_Countermeasure_-_Feedback": "COMPUTER COUNTERMEASURE - FEEDBACK", + "Computer_Countermeasure_-_Firewall": "COMPUTER COUNTERMEASURE - FIREWALL", + "Computer_Countermeasure_-_Lockout": "COMPUTER COUNTERMEASURE - LOCKOUT", + "Computer_Countermeasure_-_Shock_Grid_1": "COMPUTER COUNTERMEASURE - SHOCK GRID 1", + "Computer_Countermeasure_-_Shock_Grid_2": "COMPUTER COUNTERMEASURE - SHOCK GRID 2", + "Computer_Countermeasure_-_Shock_Grid_3": "COMPUTER COUNTERMEASURE - SHOCK GRID 3", + "Computer_Countermeasure_-_Shock_Grid_4": "COMPUTER COUNTERMEASURE - SHOCK GRID 4", + "Computer_Countermeasure_-_Shock_Grid_5": "COMPUTER COUNTERMEASURE - SHOCK GRID 5", + "Computer_Countermeasure_-_Wipe": "COMPUTER COUNTERMEASURE - WIPE", + "Computer_Module_-_Control_(Complex)": "COMPUTER MODULE - CONTROL (COMPLEX)", + "Computer_Module_-_Secure_Data_(Average)": "COMPUTER MODULE - SECURE DATA (AVERAGE)", + "Computer_Module_-_Secure_Data_(Large)": "COMPUTER MODULE - SECURE DATA (LARGE)", + "Computer_Module_-_Secure_Data_(Specific)": "COMPUTER MODULE - SECURE DATA (SPECIFIC)", + "Computer_Module_-_Spell_Chip": "COMPUTER MODULE - SPELL CHIP", + "Computer_Upgrade_-_Artificial_Personality": "COMPUTER UPGRADE - ARTIFICIAL PERSONALITY", + "Computer_Upgrade_-_Hardened": "COMPUTER UPGRADE - HARDENED", + "Computer_Upgrade_-_Miniaturization": "COMPUTER UPGRADE - MINIATURIZATION", + "Computer_Upgrade_-_Range_I_(100_Feet)": "COMPUTER UPGRADE - RANGE I (100 FEET)", + "Computer_Upgrade_-_Range_Ii_(1_Mile)": "COMPUTER UPGRADE - RANGE II (1 MILE)", + "Computer_Upgrade_-_Range_Iii_(Planetwide)": "COMPUTER UPGRADE - RANGE III (PLANETWIDE)", + "Computer_Upgrade_-_Security_1": "COMPUTER UPGRADE - SECURITY 1", + "Computer_Upgrade_-_Security_2": "COMPUTER UPGRADE - SECURITY 2", + "Computer_Upgrade_-_Security_3": "COMPUTER UPGRADE - SECURITY 3", + "Computer_Upgrade_-_Security_4": "COMPUTER UPGRADE - SECURITY 4", + "Computer_Upgrade_-_Self-Charging": "COMPUTER UPGRADE - SELF-CHARGING", + "Computer_Tier_1": "COMPUTER TIER 1", + "Computer_Tier_10": "COMPUTER TIER 10", + "Computer_Tier_2": "COMPUTER TIER 2", + "Computer_Tier_3": "COMPUTER TIER 3", + "Computer_Tier_4": "COMPUTER TIER 4", + "Computer_Tier_5": "COMPUTER TIER 5", + "Computer_Tier_6": "COMPUTER TIER 6", + "Computer_Tier_7": "COMPUTER TIER 7", + "Computer_Tier_8": "COMPUTER TIER 8", + "Computer_Tier_9": "COMPUTER TIER 9", + "Analgesic_(Tier_1)": "ANALGESIC (TIER 1)", + "Analgesic_(Tier_2)": "ANALGESIC (TIER 2)", + "Analgesic_(Tier_3)": "ANALGESIC (TIER 3)", + "Analgesic_(Tier_4)": "ANALGESIC (TIER 4)", + "Antitoxin_(Tier_1)": "ANTITOXIN (TIER 1)", + "Antitoxin_(Tier_2)": "ANTITOXIN (TIER 2)", + "Antitoxin_(Tier_3)": "ANTITOXIN (TIER 3)", + "Antitoxin_(Tier_4)": "ANTITOXIN (TIER 4)", + "Drug_(Dreamshiver)": "DRUG (DREAMSHIVER)", + "Drug_(Hyperleaf)": "DRUG (HYPERLEAF)", + "Drug_(Megaopiate)": "DRUG (MEGAOPIATE)", + "Drug_(Transdimensional_Pesh)": "DRUG (TRANSDIMENSIONAL PESH)", + "Poison_(Black_Lotus_Extract)": "POISON (BLACK LOTUS EXTRACT)", + "Poison_(Blue_Whinnis)": "POISON (BLUE WHINNIS)", + "Poison_(Deathblade)": "POISON (DEATHBLADE)", + "Poison_(Green_Lotus_Extract)": "POISON (GREEN LOTUS EXTRACT)", + "Poison_(Id_Moss)": "POISON (ID MOSS)", + "Poison_(Insanity_Mist)": "POISON (INSANITY MIST)", + "Poison_(Ungol_Dust)": "POISON (UNGOL DUST)", + "Sedative_(Tier_1)": "SEDATIVE (TIER 1)", + "Sedative_(Tier_2)": "SEDATIVE (TIER 2)", + "Sedative_(Tier_3)": "SEDATIVE (TIER 3)", + "Sedative_(Tier_4)": "SEDATIVE (TIER 4)", + "Field_Ration_(Per_Week)": "FIELD RATION (PER WEEK)", + "Intoxicant_(Minor)": "INTOXICANT (MINOR)", + "Intoxicant_(Superior)": "INTOXICANT (SUPERIOR)", + "Meal_(Common)": "MEAL (COMMON)", + "Meal_(Good)": "MEAL (GOOD)", + "Meal_(Poor)": "MEAL (POOR)", + "R2E": "R2E", + "Fusion_Seal_-_Anarchic": "FUSION SEAL - ANARCHIC", + "Fusion_Seal_-_Anchoring": "FUSION SEAL - ANCHORING", + "Fusion_Seal_-_Axiomatic": "FUSION SEAL - AXIOMATIC", + "Fusion_Seal_-_Bane": "FUSION SEAL - BANE", + "Fusion_Seal_-_Blasting": "FUSION SEAL - BLASTING", + "Fusion_Seal_-_Bleeding": "FUSION SEAL - BLEEDING", + "Fusion_Seal_-_Burst": "FUSION SEAL - BURST", + "Fusion_Seal_-_Called": "FUSION SEAL - CALLED", + "Fusion_Seal_-_Corrosive": "FUSION SEAL - CORROSIVE", + "Fusion_Seal_-_Deafening": "FUSION SEAL - DEAFENING", + "Fusion_Seal_-_Defiant": "FUSION SEAL - DEFIANT", + "Fusion_Seal_-_Devastating": "FUSION SEAL - DEVASTATING", + "Fusion_Seal_-_Dispelling": "FUSION SEAL - DISPELLING", + "Fusion_Seal_-_Disruptive": "FUSION SEAL - DISRUPTIVE", + "Fusion_Seal_-_Durable": "FUSION SEAL - DURABLE", + "Fusion_Seal_-_Entangling": "FUSION SEAL - ENTANGLING", + "Fusion_Seal_-_Flaming": "FUSION SEAL - FLAMING", + "Fusion_Seal_-_Frost": "FUSION SEAL - FROST", + "Fusion_Seal_-_Ghost_Killer": "FUSION SEAL - GHOST KILLER", + "Fusion_Seal_-_Glamered": "FUSION SEAL - GLAMERED", + "Fusion_Seal_-_Holy": "FUSION SEAL - HOLY", + "Fusion_Seal_-_Hybridized": "FUSION SEAL - HYBRIDIZED", + "Fusion_Seal_-_Illuminating": "FUSION SEAL - ILLUMINATING", + "Fusion_Seal_-_Knockdown": "FUSION SEAL - KNOCKDOWN", + "Fusion_Seal_-_Merciful": "FUSION SEAL - MERCIFUL", + "Fusion_Seal_-_Ominous": "FUSION SEAL - OMINOUS", + "Fusion_Seal_-_Returning": "FUSION SEAL - RETURNING", + "Fusion_Seal_-_Seeking": "FUSION SEAL - SEEKING", + "Fusion_Seal_-_Shock": "FUSION SEAL - SHOCK", + "Fusion_Seal_-_Spellthrower": "FUSION SEAL - SPELLTHROWER", + "Fusion_Seal_-_Thundering": "FUSION SEAL - THUNDERING", + "Fusion_Seal_-_Trailblazer": "FUSION SEAL - TRAILBLAZER", + "Fusion_Seal_-_Unholy": "FUSION SEAL - UNHOLY", + "Fusion_Seal_-_Venomous": "FUSION SEAL - VENOMOUS", + "Fusion_Seal_-_Vorpal": "FUSION SEAL - VORPAL", + "Fusion_Seal_-_Wounding": "FUSION SEAL - WOUNDING", + "Cryo_Grenade_I": "CRYO GRENADE I", + "Cryo_Grenade_Ii": "CRYO GRENADE II", + "Cryo_Grenade_Iii": "CRYO GRENADE III", + "Cryo_Grenade_Iv": "CRYO GRENADE IV", + "Flash_Grenade_I": "FLASH GRENADE I", + "Flash_Grenade_Ii": "FLASH GRENADE II", + "Flash_Grenade_Iii": "FLASH GRENADE III", + "Flash_Grenade_Iv": "FLASH GRENADE IV", + "Frag_Grenade_I": "FRAG GRENADE I", + "Frag_Grenade_Ii": "FRAG GRENADE II", + "Frag_Grenade_Iii": "FRAG GRENADE III", + "Frag_Grenade_Iv": "FRAG GRENADE IV", + "Frag_Grenade_V": "FRAG GRENADE V", + "Frag_Grenade_Vi": "FRAG GRENADE VI", + "Frag_Grenade_Vii": "FRAG GRENADE VII", + "Frag_Grenade_Viii": "FRAG GRENADE VIII", + "Incendiary_Grenade_I": "INCENDIARY GRENADE I", + "Incendiary_Grenade_Ii": "INCENDIARY GRENADE II", + "Incendiary_Grenade_Iii": "INCENDIARY GRENADE III", + "Incendiary_Grenade_Iv": "INCENDIARY GRENADE IV", + "Incendiary_Grenade_V": "INCENDIARY GRENADE V", + "Incendiary_Grenade_Vi": "INCENDIARY GRENADE VI", + "Screamer_Grenade_I": "SCREAMER GRENADE I", + "Screamer_Grenade_Ii": "SCREAMER GRENADE II", + "Screamer_Grenade_Iii": "SCREAMER GRENADE III", + "Screamer_Grenade_Iv": "SCREAMER GRENADE IV", + "Shock_Grenade_I": "SHOCK GRENADE I", + "Shock_Grenade_Ii": "SHOCK GRENADE II", + "Shock_Grenade_Iii": "SHOCK GRENADE III", + "Shock_Grenade_Iv": "SHOCK GRENADE IV", + "Shock_Grenade_V": "SHOCK GRENADE V", + "Smoke_Grenade": "SMOKE GRENADE", + "Stickybomb_Grenade_I": "STICKYBOMB GRENADE I", + "Stickybomb_Grenade_Ii": "STICKYBOMB GRENADE II", + "Stickybomb_Grenade_Iii": "STICKYBOMB GRENADE III", + "Aegis_Series_-_Elite": "AEGIS SERIES - ELITE", + "Aegis_Series_-_Specialist": "AEGIS SERIES - SPECIALIST", + "Aegis_Series_-_Squad": "AEGIS SERIES - SQUAD", + "Ceremonial_Plate_-_Commander": "CEREMONIAL PLATE - COMMANDER", + "Ceremonial_Plate_-_Officer": "CEREMONIAL PLATE - OFFICER", + "Ceremonial_Plate_-_Troop": "CEREMONIAL PLATE - TROOP", + "Defiance_Series_-_Elite": "DEFIANCE SERIES - ELITE", + "Defiance_Series_-_Specialist": "DEFIANCE SERIES - SPECIALIST", + "Defiance_Series_-_Squad": "DEFIANCE SERIES - SQUAD", + "Engine_Runner": "ENGINE RUNNER", + "Golemfored_Plating_Iv": "GOLEMFORED PLATING IV", + "Golemforged_Plating_I": "GOLEMFORGED PLATING I", + "Golemforged_Plating_Ii": "GOLEMFORGED PLATING II", + "Golemforged_Plating_Iii": "GOLEMFORGED PLATING III", + "Golemforged_Plating_V": "GOLEMFORGED PLATING V", + "Hidden_Soldier_Armor": "HIDDEN SOLDIER ARMOR", + "Ididishell_-_Advanced": "IDIDISHELL - ADVANCED", + "Iridishell_-_Basic": "IRIDISHELL - BASIC", + "Iridishell_-_Superior": "IRIDISHELL - SUPERIOR", + "Lashunta_Ringwear_I": "LASHUNTA RINGWEAR I", + "Lashunta_Ringwear_Ii": "LASHUNTA RINGWEAR II", + "Lashunta_Ringwear_Iii": "LASHUNTA RINGWEAR III", + "Lashunta_Ringwear_Iv": "LASHUNTA RINGWEAR IV", + "Lashunta_Ringwear_V": "LASHUNTA RINGWEAR V", + "Legion_Armor_-_Exident": "LEGION ARMOR - EXIDENT", + "Legion_Armor_-_Pinion": "LEGION ARMOR - PINION", + "Steelbones": "STEELBONES", + "Thinplate": "THINPLATE", + "Vesk_Monolith": "VESK MONOLITH", + "Vesk_Monolith_I": "VESK MONOLITH I", + "Vesk_Monolith_Ii": "VESK MONOLITH II", + "Vesk_Overplate": "VESK OVERPLATE", + "Vesk_Overplate_Ii": "VESK OVERPLATE II", + "Vesk_Overplate_Iii": "VESK OVERPLATE III", + "Vesk_Overplate_Iv": "VESK OVERPLATE IV", + "Vesk_Overplate_V": "VESK OVERPLATE V", + "Vitrium_Plate": "VITRIUM PLATE", + "Voidshield_Armor": "VOIDSHIELD ARMOR", + "Artillery_Laser_-_Aphelion": "ARTILLERY LASER - APHELION", + "Artillery_Laser_-_Azimuth": "ARTILLERY LASER - AZIMUTH", + "Artillery_Laser_-_Corona": "ARTILLERY LASER - CORONA", + "Artillery_Laser_-_Parallax": "ARTILLERY LASER - PARALLAX", + "Artillery_Laser_-_Perihelion": "ARTILLERY LASER - PERIHELION", + "Artillery_Laser_-_Zenith": "ARTILLERY LASER - ZENITH", + "Autobeam_Artillery_-_Advanced": "AUTOBEAM ARTILLERY - ADVANCED", + "Autobeam_Artillery_-_Elite": "AUTOBEAM ARTILLERY - ELITE", + "Autobeam_Artillery_-_Tactical": "AUTOBEAM ARTILLERY - TACTICAL", + "Crossbolter_-_Advanced": "CROSSBOLTER - ADVANCED", + "Crossbolter_-_Elite": "CROSSBOLTER - ELITE", + "Crossbolter_-_Paragon": "CROSSBOLTER - PARAGON", + "Flamethrower_-_Firedrake-Class": "FLAMETHROWER - FIREDRAKE-CLASS", + "Flamethrower_-_Hellhound-Class": "FLAMETHROWER - HELLHOUND-CLASS", + "Flamethrower_-_Ifrit-Class": "FLAMETHROWER - IFRIT-CLASS", + "Flamethrower_-_Phoenix-Class": "FLAMETHROWER - PHOENIX-CLASS", + "Flamethrower_-_Salamander-Class": "FLAMETHROWER - SALAMANDER-CLASS", + "Imds_Missile_Launcher": "IMDS MISSILE LAUNCHER", + "Machine_Gun_-_Heavy": "MACHINE GUN - HEAVY", + "Machine_Gun_-_Light": "MACHINE GUN - LIGHT", + "Machine_Gun_-_Medium": "MACHINE GUN - MEDIUM", + "Machine_Gun_-_Squad": "MACHINE GUN - SQUAD", + "Nil_Grenade_Launcher_-_Merc": "NIL GRENADE LAUNCHER - MERC", + "Nil_Grenade_Launcher_-_Squad": "NIL GRENADE LAUNCHER - SQUAD", + "Plasma_Cannon_-_Blue_Star": "PLASMA CANNON - BLUE STAR", + "Plasma_Cannon_-_Red_Star": "PLASMA CANNON - RED STAR", + "Plasma_Cannon_-_White_Star": "PLASMA CANNON - WHITE STAR", + "Plasma_Cannon_-_Yellow_Star": "PLASMA CANNON - YELLOW STAR", + "Reaction_Cannon_-_Advanced": "REACTION CANNON - ADVANCED", + "Reaction_Cannon_-_Elite": "REACTION CANNON - ELITE", + "Reaction_Cannon_-_Heavy": "REACTION CANNON - HEAVY", + "Reaction_Cannon_-_Light": "REACTION CANNON - LIGHT", + "Reaction_Cannon_-_Paragon": "REACTION CANNON - PARAGON", + "Reaction_Cannon_-_Tactical": "REACTION CANNON - TACTICAL", + "Screamer_-_Hfd": "SCREAMER - HFD", + "Screamer_-_Lfd": "SCREAMER - LFD", + "Screamer_-_Thunderstrike": "SCREAMER - THUNDERSTRIKE", + "Shock_Caster_-_Aurora": "SHOCK CASTER - AURORA", + "Shock_Caster_-_Static": "SHOCK CASTER - STATIC", + "Shock_Caster_-_Storm": "SHOCK CASTER - STORM", + "Shock_Caster_-_Tempest": "SHOCK CASTER - TEMPEST", + "Stellar_Cannon_-_Heavy": "STELLAR CANNON - HEAVY", + "Stellar_Cannon_-_Light": "STELLAR CANNON - LIGHT", + "X-Gen_Gun_-_Advanced": "X-GEN GUN - ADVANCED", + "X-Gen_Gun_-_Elite": "X-GEN GUN - ELITE", + "X-Gen_Gun_-_Paragon": "X-GEN GUN - PARAGON", + "X-Gen_Gun_-_Tactical": "X-GEN GUN - TACTICAL", + "Zero_Cannon_-_Advanced": "ZERO CANNON - ADVANCED", + "Zero_Cannon_-_Elite": "ZERO CANNON - ELITE", + "Zero_Cannon_-_Tactical": "ZERO CANNON - TACTICAL", + "Digital_Harrow_Deck": "DIGITAL HARROW DECK", + "Efficient_Bandolier": "EFFICIENT BANDOLIER", + "Mindlink_Circlet_Mk_1": "MINDLINK CIRCLET MK 1", + "Mindlink_Circlet_Mk_2": "MINDLINK CIRCLET MK 2", + "Mindlink_Circlet_Mk_3": "MINDLINK CIRCLET MK 3", + "Mnemonic_Editor_Mk_1": "MNEMONIC EDITOR MK 1", + "Mnemonic_Editor_Mk_2": "MNEMONIC EDITOR MK 2", + "Mnemonic_Editor_Mk_3": "MNEMONIC EDITOR MK 3", + "Mnemonic_Editor_Mk_4": "MNEMONIC EDITOR MK 4", + "Null-Space_Chamber_Mk_1": "NULL-SPACE CHAMBER MK 1", + "Null-Space_Chamber_Mk_2": "NULL-SPACE CHAMBER MK 2", + "Null-Space_Chamber_Mk_3": "NULL-SPACE CHAMBER MK 3", + "Null-Space_Chamber_Mk_4": "NULL-SPACE CHAMBER MK 4", + "Psychic_Booster": "PSYCHIC BOOSTER", + "Starstone_Compass": "STARSTONE COMPASS", + "Abadarcorp_Travel_Suit_-_Gold": "ABADARCORP TRAVEL SUIT - GOLD", + "Abadarcorp_Travel_Suit_-_Platinum": "ABADARCORP TRAVEL SUIT - PLATINUM", + "Abadarcorp_Travel_Suit_-_Silver": "ABADARCORP TRAVEL SUIT - SILVER", + "Carbon_Skin_-_Diamond": "CARBON SKIN - DIAMOND", + "Carbon_Skin_-_Graphite": "CARBON SKIN - GRAPHITE", + "Carbon_Skin_-_Nanotube": "CARBON SKIN - NANOTUBE", + "Carbon_Skin_-_White_Carbon": "CARBON SKIN - WHITE CARBON", + "D-Suit_I": "D-SUIT I", + "D-Suit_Ii": "D-SUIT II", + "D-Suit_Iii": "D-SUIT III", + "D-Suit_Iv": "D-SUIT IV", + "D-Suit_V": "D-SUIT V", + "D-Suit_Vi": "D-SUIT VI", + "Defrex_Hide": "DEFREX HIDE", + "Echelon_Fashion_-_Bespoke": "ECHELON FASHION - BESPOKE", + "Echelon_Fashion_-_Ready_To_Wear": "ECHELON FASHION - READY TO WEAR", + "Estex_Suit_I": "ESTEX SUIT I", + "Estex_Suit_Ii": "ESTEX SUIT II", + "Estex_Suit_Iii": "ESTEX SUIT III", + "Estex_Suit_Iv": "ESTEX SUIT IV", + "Freebooter_Armor_I": "FREEBOOTER ARMOR I", + "Freebooter_Armor_Ii": "FREEBOOTER ARMOR II", + "Freebooter_Armor_Iii": "FREEBOOTER ARMOR III", + "Freebooter_Armor_Iv": "FREEBOOTER ARMOR IV", + "Freebooter_Armor_V": "FREEBOOTER ARMOR V", + "Hardlight_Series_-_Elite": "HARDLIGHT SERIES - ELITE", + "Hardlight_Series_-_Specialist": "HARDLIGHT SERIES - SPECIALIST", + "Hardlight_Series_-_Squad": "HARDLIGHT SERIES - SQUAD", + "Kasantha_Microcord_I": "KASANTHA MICROCORD I", + "Kasatha_Microcord_Ii": "KASATHA MICROCORD II", + "Kasatha_Microcord_Iii": "KASATHA MICROCORD III", + "Kasatha_Microcord_Iv": "KASATHA MICROCORD IV", + "Lashunta_Tempweave_-_Advanced": "LASHUNTA TEMPWEAVE - ADVANCED", + "Lashunta_Tempweave_-_Basic": "LASHUNTA TEMPWEAVE - BASIC", + "Second_Skin": "SECOND SKIN", + "Shotalashu_Armor": "SHOTALASHU ARMOR", + "Stationwear_-_Business": "STATIONWEAR - BUSINESS", + "Stationwear_-_Casual": "STATIONWEAR - CASUAL", + "Stationwear_-_Elite": "STATIONWEAR - ELITE", + "Stationwear_-_Flight_Suit": "STATIONWEAR - FLIGHT SUIT", + "Swarmsuit": "SWARMSUIT", + "Ysoki_Refactor_Suit": "YSOKI REFACTOR SUIT", + "Acid_Dart_Rifle_-_Complex": "ACID DART RIFLE - COMPLEX", + "Acid_Dart_Rifle_-_Dual": "ACID DART RIFLE - DUAL", + "Acid_Dart_Rifle_-_Tactical": "ACID DART RIFLE - TACTICAL", + "Arc_Emitter_-_Advanced": "ARC EMITTER - ADVANCED", + "Arc_Emitter_-_Tactical": "ARC EMITTER - TACTICAL", + "Arc_Rifle_-_Aurora": "ARC RIFLE - AURORA", + "Arc_Rifle_-_Static": "ARC RIFLE - STATIC", + "Arc_Rifle_-_Storm": "ARC RIFLE - STORM", + "Arc_Rifle_-_Tempest": "ARC RIFLE - TEMPEST", + "Autobeam_Rifle_-_Advanced": "AUTOBEAM RIFLE - ADVANCED", + "Autobeam_Rifle_-_Elite": "AUTOBEAM RIFLE - ELITE", + "Autobeam_Rifle_-_Tactical": "AUTOBEAM RIFLE - TACTICAL", + "Autotarget_Rifle": "AUTOTARGET RIFLE", + "Combat_Rifle": "COMBAT RIFLE", + "Crossbolter_-_Dual": "CROSSBOLTER - DUAL", + "Crossbolter_-_Tactical": "CROSSBOLTER - TACTICAL", + "Flame_Rifle": "FLAME RIFLE", + "Gyrojet_Rifle_-_Advanced": "GYROJET RIFLE - ADVANCED", + "Gyrojet_Rifle_-_Elite": "GYROJET RIFLE - ELITE", + "Gyrojet_Rifle_-_Paragon": "GYROJET RIFLE - PARAGON", + "Gyrojet_Rifle_-_Tactical": "GYROJET RIFLE - TACTICAL", + "Hunting_Rifle": "HUNTING RIFLE", + "Laser_Rifle_-_Aphelion": "LASER RIFLE - APHELION", + "Laser_Rifle_-_Azimuth": "LASER RIFLE - AZIMUTH", + "Laser_Rifle_-_Corona": "LASER RIFLE - CORONA", + "Laser_Rifle_-_Parallax": "LASER RIFLE - PARALLAX", + "Laser_Rifle_-_Perihelion": "LASER RIFLE - PERIHELION", + "Laser_Rifle_-_Zenith": "LASER RIFLE - ZENITH", + "Magnetar_Rifle_-_Advanced": "MAGNETAR RIFLE - ADVANCED", + "Magnetar_Rifle_-_Elite": "MAGNETAR RIFLE - ELITE", + "Magnetar_Rifle_-_Paragon": "MAGNETAR RIFLE - PARAGON", + "Magnetar_Rifle_-_Tactical": "MAGNETAR RIFLE - TACTICAL", + "Needler_Rifle": "NEEDLER RIFLE", + "Plasma_Caster_-_Blue_Star": "PLASMA CASTER - BLUE STAR", + "Plasma_Caster_-_White_Star": "PLASMA CASTER - WHITE STAR", + "Plasma_Rifle_-_Blue_Star": "PLASMA RIFLE - BLUE STAR", + "Plasma_Rifle_-_Red_Star": "PLASMA RIFLE - RED STAR", + "Plasma_Rifle_-_White_Star": "PLASMA RIFLE - WHITE STAR", + "Plasma_Rifle_-_Yellow_Star": "PLASMA RIFLE - YELLOW STAR", + "Pulsecaster_Rifle": "PULSECASTER RIFLE", + "Scattergun_-_Grapeshot": "SCATTERGUN - GRAPESHOT", + "Scattergun_-_Impact": "SCATTERGUN - IMPACT", + "Scattergun_-_Snub": "SCATTERGUN - SNUB", + "Scattergun_-_Utility": "SCATTERGUN - UTILITY", + "Scattergun_-_Vortex": "SCATTERGUN - VORTEX", + "Seeker_Rifle_-_Advanced": "SEEKER RIFLE - ADVANCED", + "Seeker_Rifle_-_Elite": "SEEKER RIFLE - ELITE", + "Seeker_Rifle_-_Paragon": "SEEKER RIFLE - PARAGON", + "Seeker_Rifle_-_Tactical": "SEEKER RIFLE - TACTICAL", + "Sonic_Rifle_-_Banshee": "SONIC RIFLE - BANSHEE", + "Sonic_Rifle_-_Hfd": "SONIC RIFLE - HFD", + "Sonic_Rifle_-_Lfd": "SONIC RIFLE - LFD", + "Sonic_Rifle_-_Thunderstrike": "SONIC RIFLE - THUNDERSTRIKE", + "Streetsweeper_-_Hfd": "STREETSWEEPER - HFD", + "Streetsweeper_-_Lfd": "STREETSWEEPER - LFD", + "Streetsweeper_-_Thunderstrike": "STREETSWEEPER - THUNDERSTRIKE", + "Zero_Rifle_-_Avalanche-Class": "ZERO RIFLE - AVALANCHE-CLASS", + "Zero_Rifle_-_Blizzard-Class": "ZERO RIFLE - BLIZZARD-CLASS", + "Zero_Rifle_-_Frostbite-Class": "ZERO RIFLE - FROSTBITE-CLASS", + "Zero_Rifle_-_Hailstorm-Class": "ZERO RIFLE - HAILSTORM-CLASS", + "Aeon_Stone_(Clear_Spindle)": "AEON STONE (CLEAR SPINDLE)", + "Aeon_Stone_(Dark_Blue_Rhomboid)": "AEON STONE (DARK BLUE RHOMBOID)", + "Aeon_Stone_(Iridescent_Spindle)": "AEON STONE (IRIDESCENT SPINDLE)", + "Aeon_Stone_(Pearly_White_Spindle)": "AEON STONE (PEARLY WHITE SPINDLE)", + "Amulet_Of_Camouflage": "AMULET OF CAMOUFLAGE", + "Charge_Cloak": "CHARGE CLOAK", + "Glove_Of_Storing": "GLOVE OF STORING", + "Ring_Of_Cosmic_Alignment": "RING OF COSMIC ALIGNMENT", + "Ring_Of_Resistance_Mk_1": "RING OF RESISTANCE MK 1", + "Ring_Of_Resistance_Mk_2": "RING OF RESISTANCE MK 2", + "Ring_Of_Resistance_Mk_3": "RING OF RESISTANCE MK 3", + "Ring_Of_Resistance_Mk_4": "RING OF RESISTANCE MK 4", + "Ring_Of_Resistance_Mk_5": "RING OF RESISTANCE MK 5", + "Ring_Of_Sustenance": "RING OF SUSTENANCE", + "Ring_Of_Whispers": "RING OF WHISPERS", + "Rod_Of_Cancellation": "ROD OF CANCELLATION", + "Serum_Of_Appearance_Change": "SERUM OF APPEARANCE CHANGE", + "Serum_Of_Enhancement_(Commando)": "SERUM OF ENHANCEMENT (COMMANDO)", + "Serum_Of_Enhancement_(Diplomat)": "SERUM OF ENHANCEMENT (DIPLOMAT)", + "Serum_Of_Enhancement_(Scientist)": "SERUM OF ENHANCEMENT (SCIENTIST)", + "Serum_Of_Enhancement_(Sensate)": "SERUM OF ENHANCEMENT (SENSATE)", + "Serum_Of_Enhancement_(Sneak)": "SERUM OF ENHANCEMENT (SNEAK)", + "Serum_Of_Enhancement_(Warrior)": "SERUM OF ENHANCEMENT (WARRIOR)", + "Serum_Of_Healing_Mk_1": "SERUM OF HEALING MK 1", + "Serum_Of_Healing_Mk_2": "SERUM OF HEALING MK 2", + "Serum_Of_Healing_Mk_3": "SERUM OF HEALING MK 3", + "Serum_Of_Sex_Shift": "SERUM OF SEX SHIFT", + "Shadow_Orb": "SHADOW ORB", + "Staff_Of_Mystic_Healing": "STAFF OF MYSTIC HEALING", + "Tiara_Of_Translocation_Mk_1": "TIARA OF TRANSLOCATION MK 1", + "Tiara_Of_Translocation_Mk_2": "TIARA OF TRANSLOCATION MK 2", + "Tiara_Of_Translocation_Mk_3": "TIARA OF TRANSLOCATION MK 3", + "Tiara_Of_Translocation_Mk_4": "TIARA OF TRANSLOCATION MK 4", + "Backpack_(Consumer)": "BACKPACK (CONSUMER)", + "Backpack_(Industrial)": "BACKPACK (INDUSTRIAL)", + "Bonding_Epoxy": "BONDING EPOXY", + "Clothing_(Environmental/Cold_Climate)": "CLOTHING (ENVIRONMENTAL/COLD CLIMATE)", + "Clothing_(Environmental/Dust_Storm)": "CLOTHING (ENVIRONMENTAL/DUST STORM)", + "Clothing_(Environmental/Extreme_Gravity)": "CLOTHING (ENVIRONMENTAL/EXTREME GRAVITY)", + "Clothing_(Environmental/Heat_Climate)": "CLOTHING (ENVIRONMENTAL/HEAT CLIMATE)", + "Clothing_(Environmental/Radiation)": "CLOTHING (ENVIRONMENTAL/RADIATION)", + "Clothing_(Environmental/Zero_Gravity)": "CLOTHING (ENVIRONMENTAL/ZERO GRAVITY)", + "Clothing_(Everyday)": "CLOTHING (EVERYDAY)", + "Clothing_(Formal)": "CLOTHING (FORMAL)", + "Clothing_(Profession_(Fxprofession))": "CLOTHING (PROFESSION (FXPROFESSION))", + "Clothing_(Travel)": "CLOTHING (TRAVEL)", + "Gear_Clamp": "GEAR CLAMP", + "Hygiene_Kit": "HYGIENE KIT", + "Space_Suit": "SPACE SUIT", + "Tent_(Mass_Produced)": "TENT (MASS PRODUCED)", + "Tent_(Mobile_Hotelier)": "TENT (MOBILE HOTELIER)", + "Arc_Pistol_-_Aurora": "ARC PISTOL - AURORA", + "Arc_Pistol_-_Static": "ARC PISTOL - STATIC", + "Arc_Pistol_-_Storm": "ARC PISTOL - STORM", + "Flame_Pistol": "FLAME PISTOL", + "Flare_Gun_-_Survival": "FLARE GUN - SURVIVAL", + "Gyrojet_Pistol_-_Advanced": "GYROJET PISTOL - ADVANCED", + "Gyrojet_Pistol_-_Elite": "GYROJET PISTOL - ELITE", + "Gyrojet_Pistol_-_Tactical": "GYROJET PISTOL - TACTICAL", + "Laser_Pistol_-_Aphelion": "LASER PISTOL - APHELION", + "Laser_Pistol_-_Azimuth": "LASER PISTOL - AZIMUTH", + "Laser_Pistol_-_Corona": "LASER PISTOL - CORONA", + "Laser_Pistol_-_Parallax": "LASER PISTOL - PARALLAX", + "Laser_Pistol_-_Perihelion": "LASER PISTOL - PERIHELION", + "Laser_Pistol_-_Zenith": "LASER PISTOL - ZENITH", + "Plasma_Pistol_-_Blue_Star": "PLASMA PISTOL - BLUE STAR", + "Plasma_Pistol_-_Red_Star": "PLASMA PISTOL - RED STAR", + "Plasma_Pistol_-_White_Star": "PLASMA PISTOL - WHITE STAR", + "Plasma_Pistol_-_Yellow_Star": "PLASMA PISTOL - YELLOW STAR", + "Pulsecaster_Pistol": "PULSECASTER PISTOL", + "Semi-Auto_Pistol_-_Advanced": "SEMI-AUTO PISTOL - ADVANCED", + "Semi-Auto_Pistol_-_Elite": "SEMI-AUTO PISTOL - ELITE", + "Semi-Auto_Pistol_-_Paragon": "SEMI-AUTO PISTOL - PARAGON", + "Semi-Auto_Pistol_-_Tactical": "SEMI-AUTO PISTOL - TACTICAL", + "Sonic_Pistol_-_Banshee": "SONIC PISTOL - BANSHEE", + "Sonic_Pistol_-_Hfd": "SONIC PISTOL - HFD", + "Sonic_Pistol_-_Lfd": "SONIC PISTOL - LFD", + "Sonic_Pistol_-_Thunderstrike": "SONIC PISTOL - THUNDERSTRIKE", + "Zero_Pistol_-_Avalanche-Class": "ZERO PISTOL - AVALANCHE-CLASS", + "Zero_Pistol_-_Blizzard-Class": "ZERO PISTOL - BLIZZARD-CLASS", + "Zero_Pistol_-_Frostbite-Class": "ZERO PISTOL - FROSTBITE-CLASS", + "Zero_Pistol_-_Hailstorm-Class": "ZERO PISTOL - HAILSTORM-CLASS", + "Shirren-Eye_Rifle_-_Advanced": "SHIRREN-EYE RIFLE - ADVANCED", + "Shirren-Eye_Rifle_-_Elite": "SHIRREN-EYE RIFLE - ELITE", + "Shirren-Eye_Rifle_-_Paragon": "SHIRREN-EYE RIFLE - PARAGON", + "Shirren-Eye_Rifle_-_Tactical": "SHIRREN-EYE RIFLE - TACTICAL", + "Shirren-Eye_Rifle_-_Warpshot": "SHIRREN-EYE RIFLE - WARPSHOT", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Greater)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (GREATER)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Least)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (LEAST)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Lesser)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (LESSER)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Minor)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (MINOR)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(Standard)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (STANDARD)", + "Solarion_Weapon_Crystal_-_Gluon_Crystal_(True)": "SOLARION WEAPON CRYSTAL - GLUON CRYSTAL (TRUE)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Greater)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (GREATER)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Least)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (LEAST)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Lesser)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (LESSER)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Minor)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (MINOR)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(Standard)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (STANDARD)", + "Solarion_Weapon_Crystal_-_Graviton_Crystal_(True)": "SOLARION WEAPON CRYSTAL - GRAVITON CRYSTAL (TRUE)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Greater)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (GREATER)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Least)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (LEAST)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Lesser)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (LESSER)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Minor)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (MINOR)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(Standard)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (STANDARD)", + "Solarion_Weapon_Crystal_-_Photon_Crystal_(True)": "SOLARION WEAPON CRYSTAL - PHOTON CRYSTAL (TRUE)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Greater)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (GREATER)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Least)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (LEAST)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Lesser)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (LESSER)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Minor)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (MINOR)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(Standard)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (STANDARD)", + "Solarion_Weapon_Crystal_-_W-Boson_Crystal_(True)": "SOLARION WEAPON CRYSTAL - W-BOSON CRYSTAL (TRUE)", + "Advanced_Missile": "ADVANCED MISSILE", + "Grenade_Arrow_I": "GRENADE ARROW I", + "Grenade_Arrow_Ii": "GRENADE ARROW II", + "Grenade_Arrow_Iii": "GRENADE ARROW III", + "Grenade_Arrow_Iv": "GRENADE ARROW IV", + "Tactical_Missile": "TACTICAL MISSILE", + "Bow": "BOW", + "Carbonedge_Shuriken_(10)": "CARBONEDGE SHURIKEN (10)", + "Nyfiber_Net": "NYFIBER NET", + "Spell_Ampoule_(Level_0)": "SPELL AMPOULE (LEVEL 0)", + "Spell_Ampoule_(Level_1)": "SPELL AMPOULE (LEVEL 1)", + "Spell_Ampoule_(Level_2)": "SPELL AMPOULE (LEVEL 2)", + "Spell_Ampoule_(Level_3)": "SPELL AMPOULE (LEVEL 3)", + "Spell_Gem_(Level_0)": "SPELL GEM (LEVEL 0)", + "Spell_Gem_(Level_1)": "SPELL GEM (LEVEL 1)", + "Spell_Gem_(Level_2)": "SPELL GEM (LEVEL 2)", + "Spell_Gem_(Level_3)": "SPELL GEM (LEVEL 3)", + "Spell_Gem_(Level_4)": "SPELL GEM (LEVEL 4)", + "Spell_Gem_(Level_5)": "SPELL GEM (LEVEL 5)", + "Spell_Gem_(Level_6)": "SPELL GEM (LEVEL 6)", + "Beacon": "BEACON", + "Binders": "BINDERS", + "Cable_Line_(Adamantine_Alloy/20_Ft)": "CABLE LINE (ADAMANTINE ALLOY/20 FT)", + "Cable_Line_(Titanium_Alloy/10_Ft)": "CABLE LINE (TITANIUM ALLOY/10 FT)", + "Comm_Unit_(Personal)": "COMM UNIT (PERSONAL)", + "Comm_Unit_(System-Wide)": "COMM UNIT (SYSTEM-WIDE)", + "Comm_Unit_(Unlimited)": "COMM UNIT (UNLIMITED)", + "Detonator": "DETONATOR", + "Fire_Extinguisher": "FIRE EXTINGUISHER", + "Flashlight": "FLASHLIGHT", + "Grappler": "GRAPPLER", + "Holoskin": "HOLOSKIN", + "Lantern": "LANTERN", + "Laser_Microphone": "LASER MICROPHONE", + "Lock_(Average)": "LOCK (AVERAGE)", + "Lock_(Good)": "LOCK (GOOD)", + "Lock_(Simple)": "LOCK (SIMPLE)", + "Lock_(Superior)": "LOCK (SUPERIOR)", + "Manacles": "MANACLES", + "Medical_Lab": "MEDICAL LAB", + "Medkit_(Advanced)": "MEDKIT (ADVANCED)", + "Medkit_(Basic)": "MEDKIT (BASIC)", + "Medpatch": "MEDPATCH", + "Motion_Detector": "MOTION DETECTOR", + "Regeneration_Table": "REGENERATION TABLE", + "Signal_Jammer_(Level_1)": "SIGNAL JAMMER (LEVEL 1)", + "Signal_Jammer_(Level_10)": "SIGNAL JAMMER (LEVEL 10)", + "Signal_Jammer_(Level_11)": "SIGNAL JAMMER (LEVEL 11)", + "Signal_Jammer_(Level_12)": "SIGNAL JAMMER (LEVEL 12)", + "Signal_Jammer_(Level_13)": "SIGNAL JAMMER (LEVEL 13)", + "Signal_Jammer_(Level_14)": "SIGNAL JAMMER (LEVEL 14)", + "Signal_Jammer_(Level_15)": "SIGNAL JAMMER (LEVEL 15)", + "Signal_Jammer_(Level_16)": "SIGNAL JAMMER (LEVEL 16)", + "Signal_Jammer_(Level_17)": "SIGNAL JAMMER (LEVEL 17)", + "Signal_Jammer_(Level_18)": "SIGNAL JAMMER (LEVEL 18)", + "Signal_Jammer_(Level_19)": "SIGNAL JAMMER (LEVEL 19)", + "Signal_Jammer_(Level_2)": "SIGNAL JAMMER (LEVEL 2)", + "Signal_Jammer_(Level_20)": "SIGNAL JAMMER (LEVEL 20)", + "Signal_Jammer_(Level_3)": "SIGNAL JAMMER (LEVEL 3)", + "Signal_Jammer_(Level_4)": "SIGNAL JAMMER (LEVEL 4)", + "Signal_Jammer_(Level_5)": "SIGNAL JAMMER (LEVEL 5)", + "Signal_Jammer_(Level_6)": "SIGNAL JAMMER (LEVEL 6)", + "Signal_Jammer_(Level_7)": "SIGNAL JAMMER (LEVEL 7)", + "Signal_Jammer_(Level_8)": "SIGNAL JAMMER (LEVEL 8)", + "Signal_Jammer_(Level_9)": "SIGNAL JAMMER (LEVEL 9)", + "Spotlight": "SPOTLIGHT", + "Sprayflesh": "SPRAYFLESH", + "Spy_Drone": "SPY DRONE", + "Tool_Kit_(Armorcrafter_Kit)": "TOOL KIT (ARMORCRAFTER KIT)", + "Tool_Kit_(Disguise_Kit)": "TOOL KIT (DISGUISE KIT)", + "Tool_Kit_(Engineering_Kit)": "TOOL KIT (ENGINEERING KIT)", + "Tool_Kit_(Hacking_Kit)": "TOOL KIT (HACKING KIT)", + "Tool_Kit_(Navigators_Tools)": "TOOL KIT (NAVIGATORS TOOLS)", + "Tool_Kit_(Profession_(Fxprofession))": "TOOL KIT (PROFESSION (FXPROFESSION))", + "Tool_Kit_(Riders_Kit)": "TOOL KIT (RIDERS KIT)", + "Tool_Kit_(Trapsmiths_Tools)": "TOOL KIT (TRAPSMITHS TOOLS)", + "Tool_Kit_(Weaponsmithing_Kit)": "TOOL KIT (WEAPONSMITHING KIT)", + "X-Ray_Visor": "X-RAY VISOR", + "Fine_Art": "FINE ART", + "Gem": "GEM", + "Grain": "GRAIN", + "Textiles_(Common)": "TEXTILES (COMMON)", + "Textiles_(Fine)": "TEXTILES (FINE)", + "UPB_(1000)": "UPB (1000)", + "dr_resist": "DR/RESIST", + "caster-level_": "CASTER LEVEL ", + "power": "POWER", + "which-gunner": "Which Gunner", + "range": "RANGE", + "hexes": "HEXES", + "light": "LIGHT", + "heavy": "HEAVY", + "capital": "CAPITAL", + "direct-fire": "DIRECT FIRE", + "tracking": "TRACKING", + "which-arc": "Which Arc", + "power&computers": "POWER & COMPUTERS", + "computer": "COMPUTER", + "computer-bonus": "COMPUTER BONUS", + "use-computer": "Use Computer", + "shield-bonus": "SHIELD BONUS", + "shields": "SHIELDS", + "activation": "ACTIVATION", + "tiny": "TINY", + "small": "SMALL", + "large": "LARGE", + "huge": "HUGE", + "gargantuan": "GARGANTUAN", + "colossal": "COLOSSAL", + "clumsy": "CLUMSY", + "average": "AVERAGE", + "perfect": "PERFECT", + "n/a": "NA" +} diff --git a/Stars_Without_Number_Revised/translations/ca.json b/Stars_Without_Number_Revised/translations/ca.json new file mode 100644 index 0000000000..f6a0479086 --- /dev/null +++ b/Stars_Without_Number_Revised/translations/ca.json @@ -0,0 +1,1135 @@ +{ + "+SKILL": "+skill", + "+STR": "+str", + "ABILITIES": "Abilities", + "ABILITY": "Ability", + "ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments", + "AC": "AC", + "ACCELERATED_SUCCOR": "Accelerated Succor", + "ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.", + "ACTIVE?": "Active?", + "AC_DESC": "Determined by armor in Gear section", + "ADD": "Add", + "ADD_EXTRA_SKILLS": "Add extra skills", + "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", + "ADD_LUCK_SAVE": "Add a luck save", + "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", + "ADMINISTER": "Administer", + "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", + "ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.", + "ADVANCED_BOW": "Advanced Bow", + "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", + "ADVANCED_LAB": "Advanced lab", + "ADVANCED_LAB_DESC": "Skill bonus for analysis and research.", + "ADVANCED_NAV_COMPUTER": "Advanced nav computer", + "ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.", + "ADVENTURER": "Adventurer", + "ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.", + "AFFINITY?": "Affinity?", + "AFFINITY_ABILITIES": "Affinity Abilities", + "AI": "AI", + "AI_CHARACTER": "AI Character", + "AI_CHARACTER_DESC": "Play as an AI, with mechanical Shells and advanced Processing and Routines. Rules for this are in the Deluxe Edition.", + "AI_COMPANION": "AI Companion", + "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.", + "AI_ROUTINE": "AI Routine", + "AI_ROUTINES": "AI Routines", + "ALECTO": "Alecto", + "ALERT": "Alert", + "ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.", + "ALTERNATE_OUTCOME": "Alternate Outcome", + "ALTERNATE_OUTCOME_DESC": "The precog can sense impending failure and attempt to salvage the action. As an Instant action, the precog can target a visible ally or their own self and Commit Effort for the day to allow the target to reroll a failed hit roll, saving throw, or skill check, taking the better of the two rolls. This power disrupts delicate lines of probability, however, and cannot be used on any given target more than once a day.", + "ALWAYS": "Always", + "AMMO": "Ammo", + "AMMO_20_ROUNDS": "Ammo, 20 rounds", + "AMMO_20_ROUNDS_DESC": "A few worlds are too primitive or too resource-poor to manufacture ammunition, but the vast majority of worlds provide cartridges in almost every conceivable caliber and make. Most local gunsmiths can load ammunition to any specification required by a buyer.", + "AMMO_AND_POWER": "Ammo & Power", + "AMMO_MISSILE": "Ammo, missile", + "AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.", + "AMMO_UNIT": "Ammo Unit", + "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.", + "AMPHIBIOUS_OPERATION": "Amphibious operation", + "AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.", + "ANGUISHED_VISION": "Anguished Vision", + "ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.", + "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", + "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.", + "AP": "AP", + "ARCANIST": "Arcanist", + "ARMOR": "Armor", + "ARMORED_UNDERSUIT": "Armored Undersuit", + "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.", + "ARMORED_VACC_SUIT": "Armored Vacc Suit", + "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.", + "ARMORY": "Armory", + "ARMORY_DESC": "Weapons and armor for the crew.", + "ARMOR_CLASS": "Armor Class", + "ARMSMAN": "Armsman", + "ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.", + "ARTIFACT": "Artifact", + "ARTIST": "Artist", + "ASK": "Ask", + "ASSASSIN": "Assassin", + "ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.", + "ASSAULT_SUIT": "Assault Suit", + "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.", + "ASSISTED": "Assisted", + "ATHLETICS": "Athletics", + "ATMOFILTER": "Atmofilter", + "ATMOFILTER_DESC": "This face mask can filter out most atmospheric toxins. Attaching a standard vacc suit oxygen bottle to a belt-mounted feed will also supply a breathable atmosphere for up to six hours.", + "ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration", + "ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.", + "ATTACK": "Attack", + "ATTACKS": "Attacks", + "ATTACK_BONUS": "Attack Bonus", + "ATTACK_BONUS_SHORT": "AB", + "ATTR": "Attr", + "ATTRIBUTE": "Attribute", + "AUGMENTED_PLATING": "Augmented Plating", + "AUTHORITY": "Authority", + "AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.", + "AUTOMATION_SUPPORT": "Automation Support", + "AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.", + "AUTO_TARGETING_SYSTEM": "Auto-targeting system", + "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.", + "BACKGROUND": "Background", + "BACKPACK": "Backpack", + "BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.", + "BARBARIAN_HERO": "Barbarian Hero", + "BARBARIAN_TRIBAL": "Barbarian Tribal", + "BASE": "Base", + "BASIC_ABILITIES": "Basic Abilities", + "BATTLESHIP": "Battleship", + "BEAST": "Beast", + "BEZOAR": "Bezoar", + "BEZOAR_DESC": "Requires Heal-1. A complex antibiotic cocktail, Bezoar is an effective default treatment for a wide variety of infectious diseases. When applied to a sufferer, roll 1d6; on a 1, this victim cannot be helped by Bezoar, while otherwise the affliction is cured within 24 hours. Each application of Bezoar adds 1 System Strain to the target, and it cannot cure cancers, bioweapons, or congenital diseases.", + "BINOCULARS": "Binoculars", + "BINOCULARS_DESC": "Standard 7x50 binoculars. TL4 versions are available that have integral low-light optics and up to 25x150 power. TL 4 binocs cost 200 credits and require a type A power cell for up to a week of regular usage.", + "BIOADAPTATION_AUGMENTS": "Bioadaptation Augments", + "BIOADAPTATION_AUGMENTS_DESC": "These additional synthetic organs and filters allow the bearer to survive in thin-atmosphere conditions, as well as tolerate temperatures ranging from Antarctic chill to heat sufficient to boil water. They can also eat a wide range of native life forms for sustenance; no normal planet’s native biology is ever considered immiscible for consumption.", + "BIOPSIONICS": "Biopsionics", + "BIOSCANNER": "Bioscanner", + "BIOSCANNER_DESC": "While an untrained user can use this tool to discern internal bleeding, gross physical distress, or toxins in a plant or animal, it requires Heal-0 skill to use this tool to its fullest. Such operators can use the bioscanner for a full spectrum of diagnosis and DNA sequencing achievable in minutes. One type A power cell will power it for up to twenty-four hours of regular usage.", + "BLACK_SLAB": "Black slab", + "BLACK_SLAB_DESC": "While a “black slab” appears to be a normal dataslab to casual examination, these devices are packed with intrusion-optimization hardware and integral line tapping tools. They function as a metatool for purposes of accessing data lines and grant a +1 bonus to all hacking attempts made with them. They are also quite illegal on most worlds, available only from black market dealers and private sales from hackers.", + "BOARDING_COUNTERMEASURES": "Boarding Countermeasures", + "BOARDING_COUNTERMEASURES_DESC": "Makes enemy boarding more difficult.", + "BOARDING_TUBES": "Boarding tubes", + "BOARDING_TUBES_DESC": "Allows boarding of a hostile disabled ship.", + "BODY_ARSENAL_ARRAY": "Body Arsenal Array", + "BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.", + "BODY_SCULPTING": "Body Sculpting", + "BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.", + "BOMBER": "Bomber", + "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.", + "BONUS": "Bonus", + "BOOSTS": "Boosts", + "BRAINWAVE": "Brainwave", + "BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.", + "BROKEN": "Broken", + "BULK_FREIGHTER": "Bulk Freighter", + "BUNDLED": "Bundled", + "BURDENED_APPORTATION": "Burdened Apportation", + "BURDENED_APPORTATION_DESC": "The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.", + "BUREAUCRACY": "Bureaucracy", + "BURST": "Burst", + "BURST_ECM_GENERATOR": "Burst ECM Generator", + "BURST_ECM_GENERATOR_DESC": "Negates one successful hit.", + "BUSINESS": "Business", + "CAPITAL": "Capital", + "CARGO": "Cargo", + "CARGO_LIGHTER": "Cargo lighter", + "CARGO_LIGHTER_DESC": "Orbit-to-surface cargo shuttle.", + "CARGO_SPACE": "Cargo space", + "CARGO_SPACE_DESC": "Pressurized cargo space.", + "CARRIER": "Carrier", + "CHARACTER": "Character", + "CHARACTER_OPTIONS": "Character options", + "CHARGED_PARTICLE_CASTER": "Charged Particle Caster", + "CHARISMA": "Charisma", + "CHARISMA_DESC": "Commanding, charming, attracting attention, being taken seriously", + "CHARISMA_SHORT": "CHA", + "CHECK_RESULT": "Check Result", + "CHOOSE_ARMOR": "Choose armor", + "CHOOSE_CYBERWARE": "Choose cyberware", + "CHOOSE_DEFENSE": "Choose defense", + "CHOOSE_FITTING": "Choose fitting", + "CHOOSE_FOCUS": "Choose focus", + "CHOOSE_GEAR": "Choose gear", + "CHOOSE_ON_HOVER": "Choose on hover", + "CHOOSE_TECHNIQUE": "Choose technique", + "CHOOSE_WEAPON": "Choose weapon", + "CIVILIAN_SECURITY_BOT": "Civilian Security Bot", + "CLASS": "Class", + "CLASS_ABILITY": "Class ability", + "CLIMBING_HARNESS": "Climbing harness", + "CLIMBING_HARNESS_DESC": "A collection of straps, ropes, pitons, and other climbing aids that grant a +1 bonus on any Exert climbing skill test. Using a climbing harness is noisy, and any Sneak skill checks while climbing with one suffer a -2 penalty.", + "CLOAK_POWERS": "Cloak Powers", + "CLOAK_POWERS_DESC": "The metapsion can conceal their own psychic abilities from metapsionic senses. They must Commit Effort for as long as they wish to cloak their powers. While hidden, only a metapsion with equal or higher skill in Metapsionics can detect their abilities with their level-0 or level-2 Psychic Refinement abilities. In such cases, an opposed Wis/Metapsionics roll is made between the metapsion and the investigator. If the investigator wins, the cloak is pierced, while if the metapsion wins, the investigator’s Psychic Refinement remains oblivious.", + "CLOSE_COMBATANT": "Close Combatant", + "CLOSE_COMBATANT_DESC": "You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\nLevel 1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\nLevel 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.", + "CLOUD": "Cloud", + "CLUMSY": "Clumsy", + "COLD_SLEEP_PODS": "Cold sleep pods", + "COLD_SLEEP_PODS_DESC": "Keeps occupants in stasis.", + "COLONY_CORE": "Colony core", + "COLONY_CORE_DESC": "Ship can be deconstructed into a colony base.", + "COMBAT": "Combat", + "COMBAT_ENERGY": "Combat/Energy Weapons", + "COMBAT_FIELD_UNIFORM": "Combat Field Uniform", + "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.", + "COMBAT_GUNNERY": "Combat/Gunnery", + "COMBAT_PRIMITIVE": "Combat/Primitive Weapons", + "COMBAT_PROJECTILE": "Combat/Projectile Weapons", + "COMBAT_PSITECH": "Combat/Psitech", + "COMBAT_RIFLE": "Combat Rifle", + "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.", + "COMBAT_SHOTGUN": "Combat Shotgun", + "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.", + "COMBAT_UNARMED": "Combat/Unarmed", + "COMMITTED_EFFORT": "Committed Effort", + "COMMITTED_PROCESSING": "Committed Processing", + "COMMUNICATIONS": "Communications", + "COMM_SERVER": "Comm server", + "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.", + "COMPAD": "Compad", + "COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.", + "COMPANION_BOT": "Companion Bot", + "COMPUTER": "Computer", + "COMPUTING_GEAR": "Computing Gear", + "CONCERT_OF_MINDS": "Concert of Minds", + "CONCERT_OF_MINDS_DESC": "As an On Turn action, the metapsion may Commit Effort and form a psychic gestalt with one or more willing psychics within three meters, including up to one other psychic per Metapsion skill level. This gestalt persists as long as the Effort remains committed, regardless of the subsequent distance between psychics. On their own turn, any member of the gestalt may use any power or technique known by any other member, using the other member’s skill levels as necessary and paying any Effort cost from their own pool. This gestalt shares only psychic power, not thoughts or senses. At the end of each round in which one or more members have used some other member’s powers or abilities on their turn of action, the metapsion must Commit Effort for the scene or the gestalt drops and cannot be re-established for the rest of the scene.", + "CONNECT": "Connect", + "CONNECTED": "Connected", + "CONNECTED?": "Connected?", + "CONNECTED_DESC": "You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.\nLevel 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.\nLevel 2: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.", + "CONSTITUTION": "Constitution", + "CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep", + "CONSTITUTION_SHORT": "CON", + "CONVERSION_BOW": "Conversion Bow", + "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", + "CONVINCE": "Convince", + "CORE_STATISTICS": "Core Statistics", + "CORE_TECHNIQUE": "Core technique", + "CORVETTE": "Corvette", + "CRAFT": "Craft", + "CREDITS": "Credits", + "CREDITS_OWED": "Credits Owed", + "CREW_MIN": "Crew Min", + "CRUDE_PISTOL": "Crude Pistol", + "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.", + "CRUISER": "Cruiser", + "CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate", + "CULTURE": "Culture", + "CULTURE_ALIEN": "Culture/Alien", + "CULTURE_CRIMINAL": "Culture/Criminal", + "CULTURE_SPACER": "Culture/Spacer", + "CULTURE_TRAVELLER": "Culture/Traveller", + "CURRENT": "Current", + "CURSED_LUCK": "Cursed Luck", + "CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.", + "CUSTOM": "Custom", + "CUSTOM_AMOUNTS": "Custom amounts", + "CUTTLEFISH": "Cuttlefish", + "CYBERWARE": "Cyberware", + "DAMAGE": "Damage", + "DAMAGE_SHORT": "Dmg", + "DATASLAB": "Dataslab", + "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.", + "DATA_PHASE_TAB": "Data phase tab", + "DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.", + "DATA_PROTOCOL": "Data protocol", + "DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.", + "DAY": "Day", + "DEEP_INTRUSION": "Deep Intrusion", + "DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.", + "DEFENSES": "Defenses", + "DEFLECTOR_ARRAY": "Deflector Array", + "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.", + "DEFYING_DOOM": "Defying Doom", + "DEFY_DOOM": "Defy Doom", + "DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d", + "DEMO_CHARGE": "Demo Charge", + "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.", + "DERMAL_ARMOR": "Dermal Armor", + "DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.", + "DESCRIPTION": "Description", + "DESTINYS_SHIELD": "Destiny’s Shield", + "DESTINYS_SHIELD_DESC": "The precog observes an incoming injury and tries to find an alternate future in which the attack misses. As an Instant action, the precog can Commit Effort for the day to force an attacker to reroll a successful hit roll. This technique only works on attacks against the psychic’s person, not against attacks aimed at a vehicle they’re occupying or harm that doesn’t involve an attack roll. If the rerolled attack still hits, however, the damage done is maximized. This technique can be used only once per incoming attack.", + "DETAILS": "details", + "DEXTERITY": "Dexterity", + "DEXTERITY_DESC": "Speed, evasion, manual dexterity, reaction time, combat initiative", + "DEXTERITY_SHORT": "DEX", + "DIE_HARD": "Die Hard", + "DIE_HARD_DESC": "You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero.\nLevel 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.\nLevel 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma.", + "DIPLOMAT": "Diplomat", + "DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.", + "DISCIPLINE": "Discipline", + "DISTORTION_CANNON": "Distortion Cannon", + "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.", + "DOOM_DAMAGE": "Doom damage", + "DRILL_COURSE_REGULATOR": "Drill course regulator", + "DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.", + "DRONE": "Drone", + "DRONES": "Drones", + "DRONE_CONTROL_LINK": "Drone Control Link", + "DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.", + "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.", + "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.", + "DROP_POD": "Drop pod", + "DROP_POD_DESC": "Stealthed landing pod for troops.", + "EDIT_MODE_ONLY": "Edit mode only", + "EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh", + "EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.", + "EFFECT": "Effect", + "EFFORTLESS_APPORTATION": "Effortless Apportation", + "EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.", + "EFFORT_MODIFIER": "Effort modifier", + "ELITE_FIGHTER": "Elite Fighter", + "EMISSIONS_DAMPERS": "Emissions dampers", + "EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.", + "ENCUMBRANCE": "Encumbrance", + "ENCUMBRANCE_SHORT": "Enc", + "ENVIRONMENTAL_POWER": "Environmental Power", + "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.", + "EQUIPMENT": "Equipment", + "EVASION": "Evasion", + "EVASION_SAVE": "Evasion Save", + "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit", + "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.", + "EXERT": "Exert", + "EXODUS_BAY": "Exodus bay", + "EXODUS_BAY_DESC": "House vast number of cold sleep passengers.", + "EXOSUIT": "Exosuit", + "EXPAND": "Expand", + "EXPERT": "Expert", + "EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.", + "EXPERT_SYSTEM": "Expert System", + "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.", + "EXTENDED_FLIGHT": "Extended Flight", + "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.", + "EXTENDED_LIFE_SUPPORT": "Extended life support", + "EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.", + "EXTENDED_MEDBAY": "Extended medbay", + "EXTENDED_MEDBAY_DESC": "Can provide medical care to more patients.", + "EXTENDED_STORE": "Extended store", + "EXTENDED_STORE_DESC": "Maximum life support duration doubled.", + "EXTRA_HP_QUERY": "Extra hit points? Enter 2 for Warrior", + "FACILE_MIND": "Facile Mind", + "FACILE_MIND_DESC": "The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.", + "FACTION": "Faction", + "FAILURE!": "Failure!", + "FAR_THOUGHT": "Far Thought", + "FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.", + "FIELD_EMITTER_PANOPLY": "Field Emitter Panoply", + "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.", + "FIELD_EQUIPMENT": "Field Equipment", + "FIELD_RADIO": "Field radio", + "FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", + "FIGHTER": "Fighter", + "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", + "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", + "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", + "FITTING": "Fitting", + "FIX": "Fix", + "FLAK": "Flak", + "FLAK_EMITTER_BATTERY": "Flak Emitter Battery", + "FLAWLESS_MASTERY": "Flawless Mastery", + "FLAWLESS_MASTERY_DESC": "When this technique is learned, the adept may choose one technique from any discipline they know. That technique no longer requires Effort to be Committed in any way, though other techniques that augment it may still exact a cost. Mastered Psychic Static, for example, can expend an effectively unlimited amount of effort. If the technique has a duration based on Committed Effort then it lasts until the metapsion chooses to end it or is killed. This technique may only be mastered once, though the perfected technique may be changed with a month of meditation and practice.", + "FLEET_CRUISER": "Fleet Cruiser", + "FOCI": "Foci", + "FOCI_LOCATION": "Foci location", + "FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.", + "FOCUS": "Focus", + "FORCED_OUTCOME": "Forced Outcome", + "FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.", + "FORCE_PAVIS": "Force Pavis", + "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.", + "FORCE_PUPPETRY": "Force Puppetry", + "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.", + "FOURTH_LEVEL": "4th Level", + "FOXER_DRONES": "Foxer Drones", + "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", + "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", + "FREE_MERCHANT": "Free Merchant", + "FRIENDLY": "Friendly", + "FRIGATE": "Frigate", + "FUEL_BUNKERS": "Fuel bunkers", + "FUEL_BUNKERS_DESC": "Adds fuel for one more drill between fuelings.", + "FUEL_SCOOPS": "Fuel scoops", + "FUEL_SCOOPS_DESC": "Ship can scoop fuel from a gas giant or star.", + "FULL_PLATE_LAYERED_MAIL": "Full plate, layered mail", + "GAMBLING": "Gambling", + "GANG_BOSS": "Gang Boss", + "GANG_MEMBER": "Gang Member", + "GEAR": "Gear", + "GECKO_ANCHORS": "Gecko Anchors", + "GECKO_ANCHORS_DESC": "Miniaturized gravitic manipulators are embedded in the subject’s hands and feet as part of this complex surgery. While they are too weak to allow levitation or damping fall damage, they can twist localized gravity around those limbs to anchor the subject to the nearest surface capable of bearing their weight. As a result, the user can freely run or climb up or down sheer surfaces at their normal movement rate, carrying no more than their normal maximum encumbrance.", + "GENEENGINEERED_KILLER": "Geneengineered Killer", + "GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast", + "GENERAL SETTINGS": "General settings", + "GENERIC_HUMAN": "Generic human", + "GHOSTWALKER": "Ghostwalker", + "GHOST_MANTLE": "Ghost Mantle", + "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.", + "GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver", + "GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.", + "GLOBAL_STATS": "Global stats", + "GLOWBUG": "Glowbug", + "GLOWBUG_DESC": "A palm-sized disc that can adhere to any non-porous surface. When turned on, it emits a white light, illuminating everything within ten meters for twenty-four hours. A hundred glowbugs can be recharged off a single type A cell.", + "GOALS": "Goals", + "GRAPNEL_LAUNCHER": "Grapnel launcher", + "GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.", + "GRAVCANNON": "Gravcannon", + "GRAV_CHUTE": "Grav chute", + "GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.", + "GRAV_EDDY_DISPLACER": "Grav Eddy Displacer", + "GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.", + "GRAV_HARNESS": "Grav harness", + "GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.", + "GRAV_MUFFLES": "Grav Muffles", + "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.", + "GREATER_LONE_PREDATOR": "Greater Lone Predator", + "GRENADE": "Grenade", + "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.", + "GROUND_SPEED": "Ground speed", + "GUNSLINGER": "Gunslinger", + "GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.", + "HACKER": "Hacker", + "HACKER_DESC": "You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control.\nLevel 1: Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.\nLevel 2: Your hack duration increases to 1d4+Program skill x 10 minutes. You have an instinctive understanding of the tech; you never need to learn the data protocols for a strange system and are always treated as familiar with it.", + "HARDENED_POLYCERAMIC_OVERLAY": "Hardened Polyceramic Overlay", + "HARDENED_POLYCERAMIC_OVERLAY_DESC": "AP quality of attacking weapons reduced by 5.", + "HARDPOINTS": "Hardpoints", + "HARDPOINTS_INIT": "H", + "HARDPOINTS_SHORT": "Hardpts", + "HD": "HD", + "HEAL": "Heal", + "HEALER": "Healer", + "HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.", + "HEAVY_FRIGATE": "Heavy Frigate", + "HEAVY_LIFT": "Heavy Lift", + "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.", + "HEAVY_MACHINE_GUN": "Heavy Machine Gun", + "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.", + "HEAVY_WARBOT": "Heavy Warbot", + "HEAVY_WEAPONS": "Heavy weapons", + "HENCHKEEPER": "Henchkeeper", + "HENCHKEEPER_DESC": "You have an distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options.\nYou can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\nLevel 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will be treated as Peaceful Humans from the Xenobestiary section of the book. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\nLevel 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as Martial Humans from the Xenobestiary section. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.", + "HEROIC_CHARACTERS": "Heroic characters", + "HEROIC_CHARACTERS_DESC": "Run a space opera campaign with Heroic characters. Rules for this are in the Deluxe edition.", + "HEROIC_FIGHTER": "Heroic Fighter", + "HIDDEN": "Hidden", + "HIDE": "Hide", + "HISTORY": "History", + "HIT_POINTS": "Hit Points", + "HOLDOUT_CAVITY": "Holdout Cavity", + "HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.", + "HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning", + "HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.", + "HOLOSKIN": "Holoskin", + "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.", + "HOLOSKIN_EMITTER": "Holoskin Emitter", + "HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.", + "HOMEBREW_OPTIONS": "Homebrew options", + "HOMEWORLD": "Homeworld", + "HOME_PORT": "Home Port", + "HOSTILE": "Hostile", + "HULL_TYPE": "Hull Type", + "HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.", + "HUSH": "Hush", + "HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.", + "HYDRA_ARRAY": "Hydra Array", + "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.", + "HYDROPONIC_PRODUCTION": "Hydroponic production", + "HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.", + "ICARUS_HARNESS": "Icarus Harness", + "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.", + "IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger", + "IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.", + "IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems", + "IMMUNOFILTRATION_SYSTEMS_DESC": "This broad-spectrum scrub system carefully identifies and contains toxic substances introduced into the user’s system. Whenever the subject would normally have to make a saving throw to resist some disease or toxin, they may instead gain one System Strain to automatically succeed on the save. Most of these systems are calibrated to automatically filter any toxins or chemicals in standard use by police or military forces in the sector, but if presented with a special biowarfare toxin, the filters are less effective. In such cases, the most it can do is either grant a second saving throw if the first is failed, or grant a single saving throw if none is normally allowed.", + "IMPACT_SUMP": "Impact Sump", + "IMPACT_SUMP_DESC": "The adept may Commit Effort for the day as an Instant action to negate a single instance of physical damage. This ability is too taxing to be used more than once per day, but as an Instant action, it can be triggered even after damage is rolled.", + "IMPERVIOUS_PAVIS_OF_WILL": "Impervious Pavis of Will", + "IMPERVIOUS_PAVIS_OF_WILL_DESC": "When this technique is learned, the metapsion must choose a discipline. They then become entirely immune to unwanted powers from that discipline; they and their abilities are simply not valid targets for purposes of that discipline’s powers unless the adept chooses to be affected. By Committing Effort for the day as an Instant action, they can extend this immunity for a scene to all allies within 50 meters. This technique may be learned more than once, and any shared protection applies to all disciplines negated by the adept.", + "INDUCED_COMA_TRIGGER": "Induced Coma Trigger", + "INDUCED_COMA_TRIGGER_DESC": "A series of implants are wired to the user’s brain stem, allowing them to trigger an induced therapeutic coma at a mental command. The user appears dead to anything short of a medical inspection, and has no need of respiration, food, or water while the coma is in effect. The user does not heal while in a coma, but any diseases or poisons also halt progression. The user determines how long the coma is to last before triggering it, and is unconscious for its duration. A character can survive in a coma up to two weeks before needing to regain consciousness for as long as they were in the coma.", + "INDUSTRIAL_WORK_BOT": "Industrial Work Bot", + "INITIATIVE_FIXED": "Initiative", + "INNATE_AC": "Innate AC", + "INSTAPANEL": "Instapanel", + "INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.", + "INSTRUCTOR": "Instructor", + "INTEGRITY_STIMS": "Integrity Stims", + "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.", + "INTELLIGENCE": "Intelligence", + "INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education", + "INTELLIGENCE_SHORT": "INT", + "INTUITIVE_RESPONSE": "Intuitive Response", + "INTUITIVE_RESPONSE_DESC": "As an Instant action, the precog can Commit Effort for the scene just before they roll initiative. Their initiative score is treated as one better than anyone else’s involved in the scene. If another participant has this power or some other ability that grants automatic initiative success, roll initiative normally to determine which of them goes first, and then the rest of the combatants act. This ability cannot be used if the precog has been surprised.", + "INVINCIBLE_STAND": "Invincible Stand", + "INVINCIBLE_STAND_DESC": "The biopsion has mastered techniques of emergency tissue reinforcement and system stabilization. As an Instant action, they can Commit Effort for the scene to keep themself or a target they can touch active even at zero hit points. This technique must be used once every round on the target or they collapse at the end of the round. If the target suffers hit point damage, the biopsion must Instantly Commit Effort for the scene or the target goes down immediately with a mortal wound. A Heavy weapon hit on a subject of this power or similar physical dismemberment will always kill a target, regardless of this technique.", + "IRONHIDE": "Ironhide", + "IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.", + "ITEM": "Item", + "JANITOR_BOT": "Janitor Bot", + "JUGGERNAUT_STIMS": "Juggernaut Stims", + "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.", + "KINETIC_TRANSVERSAL": "Kinetic Transversal", + "KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.", + "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", + "LANGUAGE": "Language", + "LANGUAGES": "Languages", + "LARGE_ADVANCED_WEAPON": "Large advanced weapon", + "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.", + "LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal", + "LARGE_PACK_HUNTER": "Large Pack Hunter", + "LARGE_PRIMITIVE_WEAPON": "Large primitive weapon", + "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.", + "LARGE_STATION": "Large Station", + "LASER_PISTOL": "Laser Pistol", + "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.", + "LASER_RIFLE": "Laser Rifle", + "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.", + "LAST_MAINTENANCE": "Last Maintenance", + "LAZARUS_PATCH": "Lazarus patch", + "LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.", + "LEAD": "Lead", + "LEADERSHIP": "Leadership", + "LEATHER_JACKS_THICK_HIDES_QUILTED_ARMOR": "Leather jacks, thick hides, quilted armor", + "LEFT_COLUMN": "Left column", + "LEGENDARY_FIGHTER": "Legendary Fighter", + "LESSER_LONE_PREDATOR": "Lesser Lone Predator", + "LEVEL": "Level", + "LIFEBOATS": "Lifeboats", + "LIFEBOATS_DESC": "Emergency escape craft for ship's crew.", + "LIFT": "Lift", + "LIFT_DESC": "Requires Heal-0. A Lift stim augments and amplifies the body’s natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d8 plus the user’s Heal skill in hit points after five minutes of rest. Lift stims do not work on PCs who are mortally wounded; they need to be stabilized before the Lift can help them, though application to a stabilized target will get them back on their feet and active again. Each application adds 1 System Strain to the target. Each additional application of Lift to a target the same day increases the minimum Heal skill needed by 1.", + "LIGHTNING_CHARGE_MANTLE": "Lightning Charge Mantle", + "LINE_SHUNT": "Line shunt", + "LINE_SHUNT_DESC": "These palm-sized discs are roughly one centimeter in thickness, with an adhesive side that will stick to virtually anything and a polychromatic phased compound on its shell which will shift color to blend with its surroundings. One or more line shunts must be applied at specific locations within a site to access the more well-defended varieties of computerized systems. Shunts employ phased energy manipulation tech, and so do not need to be directly in contact with a data line but only within a few centimeters. Line shunts are single-use, and keep functioning until removed.", + "LOCATION": "Location", + "LOW_LIGHT_GOGGLES": "Low-light goggles", + "LOW_LIGHT_GOGGLES_DESC": "These goggles provide a monochrome but serviceable view out to the wearer’s normal visual distance, provided that there is any illumination available at all. A type A power cell will operate these goggles for a week.", + "LUCK": "Luck", + "LUCK_SAVE": "Luck Save", + "LUXURY_CABINS": "Luxury Cabins", + "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", + "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", + "MAG_PISTOL": "Mag Pistol", + "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.", + "MAG_RIFLE": "Mag Rifle", + "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.", + "MAG_SPIKE_ARRAY": "Mag Spike Array", + "MAINTENANCE COST": "Maintenance Cost", + "MAJOR_ORGAN_RESTORATION": "Major Organ Restoration", + "MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.", + "MARTIAL_HUMAN": "Martial Human", + "MASS": "Mass", + "MASS_CANNON": "Mass Cannon", + "MASS_INIT": "M", + "MASTERED_SUCCOR": "Mastered Succor", + "MASTERED_SUCCOR_DESC": "The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.", + "MAX": "Max", + "MAXIMUM": "Maximum", + "MAXIMUM_EFFORT_DESC": "1 + WIS/CON mod + highest psychic skill + effort modifier - committed effort", + "MAXIMUM_HIT_POINTS": "Maximum hit points", + "MAXIMUM_HP_1": "Maximum of", + "MAXIMUM_HP_2": "and", + "MECH": "Mech", + "MEDICAL_SUPPORT": "Medical Support", + "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.", + "MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon", + "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.", + "MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon", + "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.", + "MEDKIT": "Medkit", + "MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.", + "MELEE_WEAPONS": "Melee weapons", + "MEMORY_EDITING": "Memory Editing", + "MEMORY_EDITING_DESC": "The telepath can make simple edits to the memory of a target currently linked by a Telepathic Contact. Events of no more than 24 hours in duration can be erased from memory, conversations can be created or changed, new events can be added to a day, or other similar alterations made. The psychic can make these changes as a Main Action by Committing Effort for the day. If the psychic doesn’t have a good understanding of the memories they’re changing, such as might be granted by the level-4 degree of Telepathic Contact, the edits they make may not fit well. The target gets a Mental saving throw to resist editing for the rest of the scene, but on a failure, they will not notice the changed memories until given a reason to recollect them.", + "MENTAL": "Mental", + "MENTAL_SAVE": "Mental Save", + "METADIMENSIONAL_FRICTION": "Metadimensional Friction", + "METADIMENSIONAL_FRICTION_DESC": "As a Main Action, the metapsion Commits Effort for the scene to create localized MES turbulence around a visible target psychic within 200 meters. Each time the target Commits Effort or an NPC initiates a psychic power, they suffer 1d8 damage per Metapsionics skill level of the adept. Each time the target suffers the damage they can attempt a Mental saving throw to throw off the effect. It lasts no longer than the rest of the scene at most. Only one application of this friction can affect a target at once.", + "METAMORPH": "Metamorph", + "METAMORPH_DESC": "The biopsion can now shape their own or another willing target’s physical form as a Main Action, transforming a touched target into any humanoid form within 50% of their own mass. Claws and other body armaments can be fashioned equivalent to Light or Medium melee weapons and innate armor equivalent to AC 13. Gills and other environmental-survival alterations are also viable at the GM’s discretion, but flight is a bridge too far for this power.\nA person can be impersonated down to the DNA level, provided a blood or hair sample is available. The use of this adds one System Strain point to the target that does not recover so long as the change is in effect. Applying Metamorph requires that the biopsion Commit Effort for as long as the change is to be maintained. If applied to a target other than the psychic, the power automatically ends if the psychic gets more than one hundred kilometers away.", + "METAPSIONICS": "Metapsionics", + "METATOOL": "Metatool", + "METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.", + "MICROPURGATOR_STIMS": "Micropurgator Stims", + "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.", + "MILITARY_ELITE": "Military Elite", + "MILITARY_SOLDIER": "Military Soldier", + "MINDTRACING": "Mindtracing", + "MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.", + "MINDWALL_HELMET": "Mindwall Helmet", + "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.", + "MISCELLANEOUS": "Miscellaneous", + "MOBILE_EXTRACTOR": "Mobile extractor", + "MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.", + "MOBILE_FACTORY": "Mobile factory", + "MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.", + "MOD": "Mod", + "MODEL": "Model", + "MODIFIER": "Modifier", + "MODIFIER_SHORT": "Mod", + "MONEY": "Money", + "MORALE": "Morale", + "MOVE": "Move", + "MULTIFOCAL_LASER": "Multifocal Laser", + "MUSKET": "Musket", + "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.", + "NAME": "Name", + "NAVCOMP": "Navcomp", + "NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.", + "NAVIGATION": "Navigation", + "NEGATIVE": "Negative", + "NEITHER": "Neither", + "NEURAL_TRAP": "Neural Trap", + "NEURAL_TRAP_DESC": "The metapsion allows a hostile psychic into their mental sanctum in order to gain a later advantage. When targeted by a hostile psionic power that allows a save, the metapsion may Commit Effort as an Instant action and voluntarily fail the saving throw, accepting the effect. The next psychic power the user targets at that assailant then allows the victim no saving throw. This technique lasts until the metapsion makes their psychic attack or reclaims their Committed Effort. A hostile psychic may be affected by only one Neural Trap from a given psychic at a time.", + "NEUROINTRUDER_ALERT": "Neurointruder Alert", + "NEUROINTRUDER_ALERT_DESC": "While somewhat primitive by pretech standards, this TL5 cybernetic implant allows the wearer to gain a +3 bonus on all saving throws to resist telepathic intrusion. Even if such a save is failed, the user will be aware that they are under telepathic assault, though some forms of mental control may not allow them to say as much until after the influence is ended. The warning does not indicate the source of the influence.", + "NEUTRAL": "Neutral", + "NO": "No", + "NONE": "None", + "NORMAL_HUMAN": "Normal Human", + "NORMAL_XP": "Normal XP", + "NOTES": "Notes", + "NOTICE": "Notice", + "NOT_MY_TIME": "Not My Time", + "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.", + "NPC": "NPC", + "NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.", + "NUCLEAR_MISSILES": "Nuclear Missiles", + "NUMBER_OF_DICE": "Number of dice", + "NUM_ATTACKS": "# Attacks", + "NUM_FITTINGS": "# Fittings", + "OBSERVATION_SUITE": "Observation Suite", + "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.", + "OFFENSIVE_APPORTATION": "Offensive Apportation", + "OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.", + "OPERATING_COST": "Operating Cost", + "ORACLE": "Oracle", + "ORACLE_DESC": "The precog gains a progressively-greater intuitive understanding of their own future. Each invocation of the Oracle technique requires a Main Action and that the user Commit Effort for the day. Once triggered, the adept gets a single brief vision related to the question about the future that they’re asking. This vision is always from their own personal vantage point and never reveals more than a minute of insight, though the psychic processes it almost instantly as part of the power’s use.\nThe GM should answer the question as if the PC were about to perform the act or engage in the investigation pertinent to the question. Thus, if the adept wanted to know what pressing a button would do and the GM knows that it’s connected to a bomb, the psychic might get a vision of sudden death. If the bomb were on a time delay that extended past the time horizon of the oracle, however, the psychic might just see a vision of herself waiting patiently, with nothing happening.\nVisions should relate to actions and events, not abstract facts. Oracle couldn’t tell a psychic who the crime boss of a slum neighborhood is, for example, but it could give a vision of the psychic caught in the next bloody riot and the gang boss who’s directing the myriad thugs. It couldn’t reveal the name of a security guard, but it could show the seer the impending moment that the next guard patrol will enter the area the psychic plans to infiltrate. Only the most important or significant information is conveyed by the technique, even if multiple events of interest might transpire during the time horizon.\nOracle can only be used on a given question or topic once until the situation changes substantially or a week goes by. The maximum time horizon of the Oracle increases as the adept’s Precognition skill improves.\nLevel-0: One minute into the future.\nLevel-1: One day into the future.\nLevel-2: One week into the future.\nLevel-3: Three months into the future.\nLevel-4: One year into the future.", + "ORGANIC_PURIFICATION_PROTOCOLS": "Organic Purification Protocols", + "ORGANIC_PURIFICATION_PROTOCOLS_DESC": "The biopsion’s Psychic Succor now cures any poisons or diseases the subject may be suffering, albeit it requires Committing Effort for the day as an additional surcharge. Biowarfare organisms, exceptionally virulent diseases, or TL5 toxins may resist this curing, requiring a Wis/Biopsionics skill check at a difficulty of at least 10. Failure means that the adept cannot cure the target’s disease. This technique cannot cure congenital illnesses.", + "OTHER": "Other", + "OTHER_EQUIPMENT": "Other equipment", + "PANSPECTRAL_OPTICS": "Panspectral Optics", + "PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.", + "PATROL_BOAT": "Patrol Boat", + "PAX": "Pax", + "PC": "PC", + "PEACEFUL_HUMAN": "Peaceful Human", + "PERCEPTION": "Perception", + "PERCEPTIVE_DISLOCATION": "Perceptive Dislocation", + "PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.", + "PERFORM": "Perform", + "PERMANENT_STRAIN": "Permanent Strain", + "PERMANENT_STRAIN_EXTRA": "Permanent Strain Extra", + "PERSONAL_APPORTATION": "Personal Apportation", + "PERSONAL_APPORTATION_DESC": "The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void.\nThe core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind.\nA teleporter will instinctively abort any apportation that would leave him embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power.\nThe maximum range of Personal Apportation depends on the teleporter’s skill level. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene.\nLevel-0: The psychic can teleport up to 10 meters.\nLevel-1: The psychic can teleport up to 100 meters.\nLevel-2: The psychic can teleport up to 10 kilometers.\nLevel-3: The psychic can teleport up to 1,000 kilometers.\nLevel-4: The psychic can teleport anywhere on a planet’s surface or near orbit.", + "PERSUADE": "Persuade", + "PHARMACEUTICALS": "Pharmaceuticals", + "PHYSICAL": "Physical", + "PHYSICAL_SAVE": "Physical Save", + "PILOT": "Pilot", + "PIRATE_KING": "Pirate King", + "PLANETARY_DEFENSE_ARRAY": "Planetary Defense Array", + "PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.", + "PLASMA_BEAM": "Plasma Beam", + "PLASMA_PROJECTOR": "Plasma Projector", + "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.", + "POINT_DEFENSE_LASERS": "Point Defense Lasers", + "POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.", + "POLICE_OFFICER": "Police Officer", + "POLYMORPHIC_NANITES": "Polymorphic Nanites", + "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.", + "POLYPLAST_CARAPACE": "Polyplast Carapace", + "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.", + "POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam", + "PORTABOX": "Portabox", + "PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.", + "POSITIVE": "Positive", + "POWER": "Power", + "POWERED": "Powered", + "POWER_CELL_TYPE_A": "Power cell, type A", + "POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.", + "POWER_CELL_TYPE_B": "Power cell, type B", + "POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.", + "POWER_INIT": "P", + "PRAY": "Pray", + "PRECOGNITION": "Precognition", + "PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber", + "PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.", + "PREPARED": "Prepared", + "PRESSURE_FIELD": "Pressure Field", + "PRESSURE_FIELD_DESC": "As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.", + "PRESSURE_SHEATHING": "Pressure Sheathing", + "PRESSURE_SHEATHING_DESC": "Occasionally purchased by workers in hard vacuum or other hostile environments, pressure sheathing integrates an ultrathin pressure membrane with the user’s dermis and emergency film sealants that trigger at the user’s mental command. The pressure sheathing serves as an emergency vacc suit with an integral oxygen supply and temperature regulators that can sustain them for up to thirty minutes. A pressure sheath needs 48 hours to regain structural integrity and power after triggering. A pressure sheath can be detected only by a close medical examination.", + "PRESSURE_TENT": "Pressure tent", + "PRESSURE_TENT_DESC": "This tent maintains a breathable atmosphere, tolerable temperature and serviceable sleeping quarters for up to five very friendly occupants. Advanced filtration and cracking tech allows a single standard vacc suit oxygen tank to provide breathable air for the occupants for up to 24 hours. The tent requires a type A power cell for each day in which this filter is employed.", + "PRETECH_COSMETIC": "Pretech Cosmetic", + "PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.", + "PRICE": "Price", + "PRIMITIVE": "Primitive", + "PRIMITIVE_BOW": "Primitive Bow", + "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", + "PRIMITIVE_DRONE": "Primitive Drone", + "PROCESSING": "Processing", + "PROCESSING_NODES": "Processing Nodes", + "PROFESSION": "Profession", + "PROFICIENT": "Proficient", + "PROFICIENT_APPORTATION": "Proficient Apportation", + "PROFICIENT_APPORTATION_DESC": "Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.", + "PROGRAM": "Program", + "PROPHECY": "Prophecy", + "PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.", + "PROSTHETIC_LIMB": "Prosthetic Limb", + "PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.", + "PSEUDONUKE": "Pseudonuke", + "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.", + "PSIONICS": "Psionics", + "PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic", + "PSIONIC_ANCHORPOINT": "Psionic anchorpoint", + "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.", + "PSITECH_COMBAT_SUIT": "Psitech Combat Suit", + "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.", + "PSYCH": "Psych", + "PSYCHIC": "Psychic", + "PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.", + "PSYCHIC_REFINEMENT": "Psychic Refinement", + "PSYCHIC_REFINEMENT_DESC": "The metapsion gains improved mastery over their own powers and an innate sensitivity to the use of psionic abilities in their presence.\nLevel-0: The adept can visually and audibly detect the use of psychic powers. If both the source and target are visible to the metapsion, they can tell who’s using the power, even if it’s normally imperceptible. They gain a +2 bonus on any saving throw versus a psionic power.\nLevel-1: The metapsion’s maximum Effort increases by an additional point.\nLevel-2: The adept can determine whether or not a person is a psychic or has latent psionic abilities through one round of visual inspection. Their saving throw bonus against psionic powers increases to +3.\nLevel-3: The metapsion’s maximum Effort increases by an additional point.\nLevel-4: The metapsion can perform a slightly safer version of torching. Instead of rolling the torching damage die, they simply suffer 10 hit points of damage after torching is used. The damage occurs after the fueled power activates, allowing a psychic at low hit points to trigger a power before falling unconscious. This damage cannot be healed by anything but natural bed rest, though a psychic can be stabilized if this technique drops her to zero hit points.", + "PSYCHIC_SKILLS_TECHNIQUES": "Psychic Skills & Techniques", + "PSYCHIC_STATIC": "Psychic Static", + "PSYCHIC_STATIC_DESC": "As an Instant action, the metapsion may Commit Effort for the day to negate a perceived psychic power. The psychic responsible for the effect must Commit Effort for the day as an Instant action to resist this negation, otherwise the power ends and any action used to trigger it is wasted. The PC may then Commit Effort for the day again, with each spending and counter-spending until one runs out of Effort or chooses to stop. Psychic Static can be applied only once per round to any particular power. The target of the Psychic Static automatically knows the position of the interfering metapsion, though other onlookers do not have any obvious way of identifying the metapsion.", + "PSYCHIC_SUCCOR": "Psychic Succor", + "PSYCHIC_SUCCOR_DESC": "The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time.\nActivating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.\nLevel-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.\nLevel-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.\nLevel-2: As level-1, but healing 2d6+2 hit points instead. Level-3: As level-2, but healing 2d6+6 hit points instead. Level-4: As level-3, but healing 3d6+8 hit points instead.", + "PSYCHIC_TECHNIQUE": "Psychic Technique", + "PSYCHIC_TECHNIQUES": "Psychic Techniques", + "PSYCHIC_TRAINING": "Psychic Training", + "PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.", + "PSYCHIC_TUTELAGE": "Psychic Tutelage", + "PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.", + "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.", + "PUNCH": "Punch", + "QUALITIES": "Qualities", + "QUERY": "Query", + "QUERY_FOR_MODIFIERS": "Query for modifiers", + "QUERY_FOR_MODIFIERS_DESC": "Turn this off to stop roll buttons on the sheet from querying for roll modifiers.", + "QUICK_MENUS": "Quick Menus", + "QUICK_ROLLS": "Quick Rolls", + "QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction", + "QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.", + "RACING_GRAVITICS": "Racing Gravitics", + "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.", + "RAILGUN": "Railgun", + "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.", + "RANGE": "Range", + "RANGED_WEAPONS": "Ranged weapons", + "RATIONS_1_DAY": "Rations, 1 day", + "RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.", + "REDIVIVUS_SHEATH": "Redivivus Sheath", + "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.", + "REACTION": "Reaction", + "REACTIVE_TELEKINESIS": "Reactive Telekinesis", + "REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.", + "READIED": "Readied", + "REAPER_BATTERY": "Reaper Battery", + "REFLEX_RESPONSE": "Reflex Response", + "REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.", + "REINFORCED_STRUCTURE": "Reinforced Structure", + "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.", + "RELIGION": "Religion", + "REMOTE_LINK_UNIT": "Remote link unit", + "REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.", + "REMOTE_REPAIR": "Remote Repair", + "REMOTE_REPAIR_DESC": "Psychic Succor and other biopsionic techniques that normally require touch contact can now be applied at a distance up to 100 meters, provided the biopsion can see the target with their unaided vision. Hostile powers that normally require a hit roll will hit automatically. Each time this technique is used, Effort must be Committed for the scene.", + "REPAIR_BOT": "Repair Bot", + "REPORT_AN_ISSUE": "Report an issue", + "REQUIRES_CHATSETATTR": "Requires the ChatSetAttr API script.", + "RESOURCES": "Resources", + "RESULT": "Result", + "REVENANT_WIRING": "Revenant Wiring", + "REVENANT_WIRING_DESC": "One of the more grotesque results of late pretech augmentation research, revenant wiring permeates the user’s body with a web of supplementary limb actuators and sensor clusters. In combat, the user may designate up to a half-dozen targets to the system’s braked micro-AI. If the user goes unconscious or is killed, the micro-AI will engage the limb actuators to keep fighting, even if the user is nothing more than a ragged mass of mangled tissue. The micro-AI is not brilliant, but it is capable of negotiating most terrain and dealing with physical impediments to killing the designated targets. The actuators have power to keep operating for 3d4 rounds, or until the wearer takes 25 more hit points of damage, whichever comes first. The stress produced by revenant wiring makes it much more difficult to revive a downed user with Lazarus patches or biopsionics; all revivification chances are half normal.", + "REVERIE": "Reverie", + "REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.", + "REVISED_EDITION": "Revised Edition", + "REVOLVER": "Revolver", + "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.", + "RIDE": "Ride", + "RIFLE": "Rifle", + "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.", + "RIFT_REDUPLICATION": "Rift Reduplication", + "RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.", + "RIGHT_COLUMN": "Right column", + "ROBOT": "Robot", + "ROCKET_LAUNCHER": "Rocket Launcher", + "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.", + "ROLLS": "Rolls", + "ROLL_FULL_ATTACK": "Roll full attack", + "ROLL_HP": "Roll HP", + "ROPE_20_METERS": "Rope, 20 meters", + "ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.", + "SAIL": "Sail", + "SANDTHROWER": "Sandthrower", + "SAVAGE_FRAY": "Savage Fray", + "SAVAGE_FRAY_DESC": "You are a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.\nLevel 1: Gain Stab as a bonus skill. All enemies adjacent to you at the end of your turn whom you have not attacked suffer the Shock damage of your weapon if their Armor Class is not too high to be affected.\nLevel 2: After suffering your first melee hit in a round, any further melee attacks from other assailants automatically miss you. If the attacker who hits you has multiple attacks, they may attempt all of them, but other foes around you simply miss.", + "SAVE": "Save", + "SAVES": "Saves", + "SAVING_THROW": "Saving Throw", + "SAVING_THROWS": "Saving Throws", + "SCENE": "Scene", + "SCIENCE": "Science", + "SCOUT_REPORT": "Scout report", + "SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.", + "SECOND_LEVEL": "2nd Level", + "SECURE_CLOTHING": "Secure Clothing", + "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.", + "SECURITY": "Security", + "SECURITY_ARMOR": "Security Armor", + "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.", + "SEMI_AUTO_PISTOL": "Semi-Auto Pistol", + "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.", + "SENSE_THE_NEED": "Sense the Need", + "SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.", + "SENSOR_MASK": "Sensor mask", + "SENSOR_MASK_DESC": "At long distances, disguise ship as another.", + "SENSOR_TRANSPARENCY": "Sensor Transparency", + "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.", + "SERIAL_KILLER": "Serial Killer", + "SHEAR_RIFLE": "Shear Rifle", + "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.", + "SHELL": "Shell", + "SHELLS": "Shells", + "SHIELD": "Shield", + "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.", + "SHIP": "Ship", + "SHIPS_LOCKER": "Ship's locker", + "SHIPS_LOCKER_DESC": "General equipment for the crew.", + "SHIPTENDER_MOUNT": "Shiptender mount", + "SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.", + "SHIP_BAY_FIGHTER": "Ship Bay/Fighter", + "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.", + "SHIP_BAY_FRIGATE": "Ship Bay/Frigate", + "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.", + "SHOCK": "Shock", + "SHOCKING_ASSAULT": "Shocking Assault", + "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.", + "SHOCK_AC": "Shock AC", + "SHOCK_DAMAGE": "Shock damage", + "SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤", + "SHOOT": "Shoot", + "SHOTGUN": "Shotgun", + "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.", + "SHOW_HIDE": "show/hide", + "SHUTTLE": "Shuttle", + "SINGULARITY_GUN": "Singularity Gun", + "SIZE": "Size", + "SKILL": "Skill", + "SKILLED_PROFESSIONAL": "Skilled Professional", + "SKILLS": "Skills", + "SKILL_AB": "Skill AB", + "SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice", + "SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.", + "SKILL_LIST": "Skill list", + "SKILL_LIST_DESC": "Chose whether to change to the skill list from First Edition SWN, or use neither (in which case you should probably enable custom skills).", + "SKILL_NAME": "Skill name", + "SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership", + "SKILL_ORDER_MAGIC": "know_magic,use_magic,sunblade", + "SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation", + "SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot", + "SKILL_ORDER_WWN": "administer,connect,convince, craft,exert,heal,know,lead,magic,notice,perform,pray,punch,ride,sail,shoot,sneak,stab,survive,trade,work", + "SLEEPER": "Sleeper", + "SLIP_FIELD": "Slip Field", + "SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.", + "SLOWTIME_WINDOW": "Slowtime Window", + "SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.", + "SMALL_ADVANCED_WEAPON": "Small advanced weapon", + "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ", + "SMALL_PACK_HUNTER": "Small Pack Hunter", + "SMALL_PRIMITIVE_WEAPON": "Small primitive weapon", + "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.", + "SMALL_STATION": "Small Station", + "SMALL_VICIOUS_BEAST": "Small Vicious Beast", + "SMART_CLOUD": "Smart Cloud", + "SMUGGLERS_HOLD": "Smuggler's hold", + "SMUGGLERS_HOLD_DESC": "Small amount of well-hidden cargo space.", + "SNEAK": "Sneak", + "SNIPER": "Sniper", + "SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.", + "SNIPER_RIFLE": "Sniper Rifle", + "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.", + "SOLAR_RECHARGER": "Solar recharger", + "SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.", + "SOLDIER_BOT": "Soldier Bot", + "SPACE_MAGIC": "Space Magic", + "SPARE_PARTS": "Spare parts", + "SPARE_PARTS_DESC": "This is a general category for a number of small TL4 components and repair materials. While a simple toolkit or metatool is often enough to fix a damaged object, severely broken devices may need replacement parts. Rather than keep a catalog of bits and pieces, a technician can simply bring along one or more units of spare parts, subtracting one whenever the GM decides that a repair effort requires more than existing salvage can support. A unit of spare parts can also be used to jury-rig some basic, uncomplicated tool or weapon from the equipment list with ten or fifteen minutes of assembly and at least Fix-0 skill. Such bodged devices rarely last longer than one scene.", + "SPATIAL_AWARENESS": "Spatial Awareness", + "SPATIAL_AWARENESS_DESC": "The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.", + "SPATIAL_SYNCHRONY_MANDALA": "Spatial Synchrony Mandala", + "SPATIAL_SYNCHRONY_MANDALA_DESC": "The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.", + "SPECIALIST": "Specialist", + "SPECIALIST_DESC": "You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.\nLevel 1: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\nLevel 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.", + "SPECIES_GENDER": "Species / Gender", + "SPECIFIC_HUMAN": "Specific human", + "SPEED": "Speed", + "SPELL": "Spell", + "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", + "SPIKE_DRIVE_2": "Drive-2 upgrade", + "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", + "SPIKE_DRIVE_3": "Drive-3 upgrade", + "SPIKE_DRIVE_3_DESC": "Upgrade a spike drive to drive-3 rating.", + "SPIKE_DRIVE_4": " Drive-4 upgrade", + "SPIKE_DRIVE_4_DESC": "Upgrade a spike drive to drive-4 rating.", + "SPIKE_DRIVE_5": "Drive-5 upgrade", + "SPIKE_DRIVE_5_DESC": "Upgrade a spike drive to drive-5 rating.", + "SPIKE_DRIVE_6": "Drive-6 upgrade", + "SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.", + "SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector", + "SPIKE_THROWER": "Spike Thrower", + "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.", + "SPINAL_BEAM_CANNON": "Spinal Beam Cannon", + "SQUEAL": "Squeal", + "SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter", + "STAB": "Stab", + "STABILIZATION_OVERRIDES": "Stabilization Overrides", + "STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.", + "STALKER": "Stalker", + "STARFARER": "Starfarer", + "STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.", + "STAR_CAPTAIN": "Star Captain", + "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.", + "STATBLOCK": "Statblock", + "STATIONKEEPING": "Stationkeeping", + "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.", + "STATUS": "Status", + "STAT_BLOCK": "Stat block", + "STEALTH": "Stealth", + "STEWARD": "Steward", + "STILETTO_CHARGE": "Stiletto charge", + "STILETTO_CHARGE_DESC": "These ancient Mandate-era polymorphic intrusion charges were originally made to allow Mandate agents to easily overcome primitive colonial data security measures. Each charge is a small interface plug the size of a human thumb. When used as part of a hack against a TL4 system, it causes the skill check to automatically succeed regardless of the difficulty. Without line shunts, however, the duration of the hack is still no more than the usual 1d4 rounds plus the hacker’s Program skill. These devices are single-use, and are prized so highly that they are almost always unavailable for conventional purchase. Favors to the right people and the looting of Mandate remnants are the only normal ways to acquire these devices.", + "STORAGE_UNIT": "Storage unit", + "STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.", + "STORM_ARMOR": "Storm Armor", + "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.", + "STOWED": "Stowed", + "STRAIN": "Strain", + "STRAIN_COST": "Strain cost", + "STREET": "Street", + "STRENGTH": "Strength", + "STRENGTH/2": "Strength/2", + "STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force", + "STRENGTH_SHORT": "STR", + "STRIKE_FIGHTER": "Strike Fighter", + "STR_DEX": "STR/DEX", + "STUN_BATON": "Stun baton", + "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.", + "STUTTERJUMP": "Stutterjump", + "STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.", + "STUTTERJUMP_SUIT": "Stutterjump Suit", + "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.", + "SUBMACHINE_GUN": "Submachine Gun", + "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.", + "SUBSYSTEMS": "Subsystems", + "SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.", + "SUCCESS!": "Success!", + "SUICIDE_CHARGE": "Suicide Charge", + "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.", + "SUIT_RIPPER": "Suit ripper", + "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.", + "SUNBLADE": "Sunblade", + "SUPPRESS_COGNITION": "Suppress Cognition", + "SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.", + "SURGE_MOMENTUM": "Surge Momentum", + "SURGE_MOMENTUM_DESC": "The metapsion’s abilities can be reinforced with a degree of metadimensional energy that would cause substantial damage to a less adept mind. Particularly weak or unprepared minds might be completely crushed by the force of the adept’s augmented will.\nThe adept must Commit Effort for the day when using a power that normally grants its target a saving throw. The target then suffers a penalty equal to the adept’s Metapsionics skill on any saving throw normally granted by the power. If the target’s hit die total or character level is less than half the adept’s level, rounded up, they automatically fail their saving throw.", + "SURVEY_SCANNER": "Survey scanner", + "SURVEY_SCANNER_DESC": "A multipurpose scanner that can take atmospheric and gravitic readings, provide basic chemical analysis of samples of up to one cubic centimeter in size, and record up to two hundred hours of video information or ten times that amount of audio. Know skill checks are necessary for any but the most basic analysis.", + "SURVEY_SENSOR_ARRAY": "Survey sensor array", + "SURVEY_SENSOR_ARRAY_DESC": "Improved planetary sensory array.", + "SURVIVAL": "Survival", + "SURVIVAL_KIT": "Survival kit", + "SURVIVAL_KIT_DESC": "A standard belt-worn kit with fire lighter, water filter, three thermal flares, knife, thermal blanket, a brightly-colored 3 x 3 meter waterproof tarp, a glowbug, and a radio beacon that can transmit a distress signal up to fifty kilometers for one month on the included type A power cell. Survival kits sold on a particular world will usually also include a small booklet on specific dangers or edible organics. Possession of a survival kit grants a +1 to all relevant Survive skill checks, assuming its contents are helpful on a given planet. Survival kits are well-organized, and count as only one item for encumbrance purposes.", + "SURVIVE": "Survive", + "SUSPENDED_MANIFESTATION": "Suspended Manifestation", + "SUSPENDED_MANIFESTATION_DESC": "The metapsion is capable of “hanging” a psychic power in their brain, forming the energy patterns and then suspending them in a self-sustaining loop until it’s time to trigger their release. The psychic must Commit Effort for the day to hang a power, along with the Effort normally necessary to trigger it. None of this Effort can be recovered until the power is expended, after which it recovers at its usual speed. Activating the power is an Instant action, or an On Turn action if it allows the target a saving throw of some kind. Only one ability can be held suspended at any one time.", + "SYNTHETIC_ADAPTATION": "Synthetic Adaptation", + "SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.", + "SYSTEM_DRIVE": "System drive", + "SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.", + "SYSTEM_RESET_INDUCTOR": "System Reset Inductor", + "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.", + "SYSTEM_STRAIN": "System Strain", + "TACTICS": "Tactics", + "TAGGER_NANITES": "Tagger Nanites", + "TAGGER_NANITES_DESC": "While true nanotechnology is beyond the grasp of standard TL4 science, this cyberware allows for the implantation of very simple nanofactories in the user, ones that exude a constant imperceptible “smart dust”. Objects the user touches can be tagged by these nanites, which generate more of their kind for up to 48 hours after tagging. The dust then lays down a trail behind the tagged object, one that is visible to the user or to someone using a properly-keyed tracer. Only counter-nanite measures can remove the dust, as ordinary bathing or scrubbing is insufficient. The dust can be pinged by radio to announce its location to anyone within five kilometers, but most users prefer to leave the dust in passive mode, where it is undetectable to most TL4 sensors. Tagging an object adds one System Strain to the user.", + "TAILORED_ANTIALLERGENS": "Tailored antiallergens", + "TAILORED_ANTIALLERGENS_DESC": "A dose of tailored antiallergens can be used to render a local world’s organics largely edible by humans and its atmosphere breathable without severe allergic reactions. While many worlds have been seeded with Terran life forms or have produced organics that are edible by humans, others are toxic without the appropriate chemical augmentation. A dose of these antiallergens lasts for twenty-four hours.", + "TALK": "Talk", + "TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct", + "TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.", + "TECHNIQUE": "Technique", + "TECH_ASTRONAUTIC": "Tech/Astronautic", + "TECH_MALTECH": "Tech/Maltech", + "TECH_MEDICAL": "Tech/Medical", + "TECH_POSTECH": "Tech/Postech", + "TECH_PRETECH": "Tech/Pretech", + "TECH_PSITECH": "Tech/Psitech", + "TELEKINESIS": "Telekinesis", + "TELEKINETIC_ARMORY": "Telekinetic Armory", + "TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.", + "TELEKINETIC_EXPERTISE": "Telekinetic Expertise", + "TELEKINETIC_EXPERTISE_DESC": "The adept has become familiar enough with the manipulation of telekinetic force that they may now use Telekinetic Manipulation without Committing Effort.", + "TELEKINETIC_FLIGHT": "Telekinetic Flight", + "TELEKINETIC_FLIGHT_DESC": "As an Instant action, the telekinetic can Commit Effort to begin flying, and may extend this effect to up to a half-dozen unresisting, human-sized allies within 30 meters. While flying, the psychic can move at twice their normal movement rate in any direction They can plunge earthward at up to terminal velocity without harm, and even orbital insertions are survivable with this power if a vacc suit is available or the Pressure Field technique is used. Allies must end their turns within 30 meters of the psychic to maintain this flight but control their own motion. As an Instant, this power may be triggered in time to negate falling damage. The flight lasts for as long as the Effort remains Committed.", + "TELEKINETIC_GENERATOR": "Telekinetic generator", + "TELEKINETIC_GENERATOR_DESC": "While this device assumes the presence of a trained telekinetic, it isn’t strictly psitech, as its operation is quite simple. A telekinetic user pushes a resistance bar within the generator, causing a flow of electricity to recharge an attached power cell. Any telekinetic with Telekinesis-1 skill or better can recharge a cell with fifteen minutes of concentration. In an emergency, a character with at least Strength 10 can operate the generator manually, though they need to succeed on a difficulty 8 Con/Exert skill check in order to keep up the pace for an hour. Failure means that the character must rest for at least an hour before trying again. The generator can charge one type A power cell at a time.", + "TELEKINETIC_MANIPULATION": "Telekinetic Manipulation", + "TELEKINETIC_MANIPULATION_DESC": "The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically.\nA telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.\nLevel-0: The psychic can exert force as if with one hand and their own strength.\nLevel-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.\nLevel-2: The psychic can lift or manipulate up to four hundred kilograms and smash a human-sized hole in structures of light wooden construction or lighter as a Main Action.\nLevel-3: The psychic can manipulate up to eight hundred kilograms and can affect as many individual objects at once as they have Telekinesis skill levels.\nLevel-4: The psychic can manipulate up to a metric ton and can smash human-sized holes in TL4-constructed exterior walls, light stone walls, or similar barriers as a Main Action.", + "TELEKINETIC_RAM": "Telekinetic Ram", + "TELEKINETIC_RAM_DESC": "As a Main Action, the psychic can Commit Effort for the scene to target a tremendous, uncontrolled burst of force at a single target within sight. This burst requires some time to detonate, however, and will only go off at the end of the next round. Targets of this technique are aware of an oppressive, electrical tingling in the air and are apt to instinctively move; this technique is thus generally useless against any target that is not entirely immobile, as any movement of a chosen target disrupts the ram. Once the ram detonates, however, it is sufficient to destroy any immobile civilian vehicle, create a five-meter hole in anything short of hardened military fortifications, or inflict 5d12 damage on anything else as if it were struck by a Heavy weapon.", + "TELEPATHIC_ASSAULT": "Telepathic Assault", + "TELEPATHIC_ASSAULT_DESC": "The telepath Commits Effort for the day as a Main Action to force a wave of metadimensional energy through the brain of a Telepathic Contact target. The assault does 6d6 damage, or 9d6 damage if the telepath has Telepathy-4 skill. The target may make a Mental saving throw to halve the damage. This assault cannot kill a target, but can knock them unconscious for an hour if they’re reduced to zero hit points, after which they wake up with one hit point. A victim cannot be\ntargeted by an assault more than once per scene.", + "TELEPATHIC_CONTACT": "Telepathic Contact", + "TELEPATHIC_CONTACT_DESC": "The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques.\nThe depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene. Level-0: Observe emotional states in a target. Intense\nemotions provide a single word or image related to the focus of the feelings.\nLevel-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.\nLevel-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.\nLevel-3: The psychic can drill down into the target’s memory to get a one or two-sentence answer to any single question they ask, or receive a single answering vision of the target’s recollections. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended. It can be re-established, but only by activating this technique again.\nLevel-4: The psychic instantly gets a full and nuanced awareness of everything the target can remember about a particular topic. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended afterwards. It can be re-established, but only by activating this technique again.", + "TELEPATHY": "Telepathy", + "TELEPORTATION": "Teleportation", + "TELEPORTATION_PADS": "Teleportation pads", + "TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.", + "TELESCOPING_POLE": "Telescoping pole", + "TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club", + "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array", + "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.", + "TERATIC_OVERLOAD": "Teratic Overload", + "TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.", + "TERMINAL_REFLECTION": "Terminal Reflection", + "TERMINAL_REFLECTION_DESC": "The psychic’s Oracle power automatically triggers as an Instant action moments before some unexpected danger or ambush, giving the precog a brief vision of the impending hazard. This warning comes just in time to avoid springing a trap or to negate combat surprise for the precog and their companions. If the psychic does not immediately Commit Effort for the day, this sense goes numb and this technique cannot be used for the rest of the day.", + "TERRIFYING_APEX_PREDATOR": "Terrifying Apex Predator", + "THERMAL_FLARE": "Thermal flare", + "THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.", + "THERMAL_PISTOL": "Thermal Pistol", + "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.", + "THERMOKINESIS": "Thermokinesis", + "THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.", + "THIRD_LEVEL": "3rd Level", + "THUNDER_GUN": "Thunder Gun", + "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.", + "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", + "TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.", + "TINKER": "Tinker", + "TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.", + "TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field", + "TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.", + "TITAN_POWERED_ARMOR": "Titan Powered Armor", + "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.", + "TOOLKIT_POSTECH": "Toolkit/Postech", + "TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.", + "TOOLKIT_PRETECH": "Toolkit/Pretech", + "TOOLKIT_PRETECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.", + "TOOLS_AND_MEDICAL": "Tools & Medical", + "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", + "TOXIN_INJECTOR": "Toxin Injector", + "TOXIN_INJECTOR_DESC": "The user’s canines or fingernails are altered to allow for the injection of one of two types of poison. If the user attempts to inject an unsuspecting victim they are already touching, the attempt is automatically successful. If the victim is wary or in combat, they can only be affected if they are unarmored and the user succeeds in a Punch attack roll. On a success, the victim must make a Physical saving throw at -2 or be incapacitated by the poison, dying in 1d6 rounds or being incapacitated for 1d6 hours at the user’s discretion. Each poison attack adds 2 System Strain to the user.", + "TRACTOR_BEAMS": "Tractor beams", + "TRACTOR_BEAMS_DESC": "Manipulate objects in space at a distance.", + "TRADE": "Trade", + "TRADE_GOODS": "Trade goods", + "TRADE_GOODS_DESC": "Glowbugs, ceramic fire lighters, antibiotics, ceraplast tools, and the other fruits of a TL4 civilization that might be valuable on more primitive worlds. A kilo of trade goods can usually be traded for at least a hundred credits worth of local products on more primitive worlds that are not well-served by interstellar merchants. The profit margin shrinks rapidly as interstellar trade becomes more common, and there is always the difficulty of finding local products that are actually worth a merchant’s journey.", + "TRADE_METALS": "Trade metals", + "TRADE_METALS_DESC": "The fruit of common TL4 asteroid mining, trade metals include gold, platinum, artificial gemstones, and other substances precious on many lost worlds and trivially valuable on spacefaring ones. A kilo worth of trade metals can be exchanged for as much as a thousand credits worth of local products on metal-poor worlds isolated from interstellar trade. Markets flood rapidly, however, and it usually doesn’t take more than a few merchant trips to persuade the locals to demand trade goods or credits.", + "TRANSHUMAN_CHARACTERS": "Transhuman Characters", + "TRANSHUMAN_CHARACTERS_DESC": "Run a Transhuman campaign with body-swapping. Rules for this are in the Deluxe edition.", + "TRANSLATOR_TORC": "Translator torc", + "TRANSLATOR_TORC_DESC": "Each translator torc is keyed for two languages, and will automatically translate what it hears in one into speech in the other. The translations are eccentric in many cases, and there is always a several-second delay between each statement and its translation. Any attempts to exert social skills or Charisma through a translator torc suffer a -2 skill check penalty. The torc is powered by one type A power cell, which lasts for one week of regular use.", + "TRANSMIT_THOUGHT": "Transmit Thought", + "TRANSMIT_THOUGHT_DESC": "The telepath can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.", + "TRAVEL_COST": "Travel Cost", + "TSUNAMI": "Tsunami", + "TSUNAMI_DESC": "Requires Heal-1. An emergency combat stim used to juice certain expendable soldiers before an assault, Tsunami fills them with a reckless disregard for pain and an intense aggressiveness. The short effect duration and difficult application limits its wider use, however. Subjects gain a Morale score of 12, 10 extra hit points for ten minutes and a +2 bonus on all hit rolls. At the end of the duration, they immediately lose those 10 hit points, which may leave them mortally wounded. Each application adds 2 System Strain to the target.", + "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", + "TWITCHLOCK_ACTUATORS_DESC": "Neural override fibers are woven into the user’s hands and arms and linked to a perceptual modulator implanted at the base of the user’s brain stem. When presented with a direct exercise of hand-eye coordination, the twitchlock can be engaged to produce superhuman accuracy and precision. Any attack roll or skill check reliant chiefly on manual dexterity or aim can be rerolled, though the power surge inflicts two points of System Strain on the user. A given roll can only be rerolled once with this cyberware. While the twitchlock allows superhuman accuracy when engaged, the overrides fuzz ordinary nerve impulses and reduce the user’s Dexterity modifier by 1 when active. Activating or deactivating the cyberware requires a Main Action.", + "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", + "UNARMED_COMBATANT": "Unarmed Combatant", + "UNARMED_COMBATANT_DESC": "Your empty hands are more dangerous than knives and guns in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding rifles and similar long arms, though you need at least one hand free to do so.\nLevel 1: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage, don’t add it twice to this Shock damage.\nLevel 2: You know locks and twists that use powered servos against their wearer. Your unarmed attacks count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a Punch attack, you do an unmodified 1d6 damage.", + "UNCOMMITTED": "Uncommitted", + "UNIQUE_GIFT": "Unique Gift", + "UNIQUE_GIFT_DESC": "Whether due to exotic technological augmentation, a unique transhuman background, or a remarkable human talent, you have the ability to do something that’s simply impossible for a normal human.\nThis is a special focus which serves as a catch-all for some novel power or background perk that doesn’t have a convenient fit in the existing rules. A transhuman who can function normally in lethal environments, a nanotech-laden experimental subject with a head full of exotic sensors, or a brilliant gravitic scientist who can fly thanks to their personal tech might all take this focus to cover their special abilities.\nIt’s up to the GM to decide what’s reasonable and fair to be covered under this gift. If an ability is particularly powerful, it might require the user to take System Strain to use it, as described on page 32.\nAs a general rule this ability should be better than a piece of gear the PC could buy for credits. The player is spending a very limited resource when they make this focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.", + "UNITY_OF_THOUGHT": "Unity of Thought", + "UNITY_OF_THOUGHT_DESC": "The telepath becomes exceptionally skilled at weaving together multiple allied minds. When they establish a Telepathic Contact with a willing ally they may bind up to six willing participants into the same contact without further Effort. This multi-person link is relatively shallow, and allows only the Instant exchange of thoughts, images, and sensory impressions. While under its effect, every participant knows the exact location and condition of all others, and uses the best Initiative roll of any of them if combat commences. At the table, up to five minutes of discussion and coordination among the players can be arranged each round without incurring delays for the PCs. Every combat turn, one gestalt member of the psychic’s choice gets an extra round of action to represent the benefits of the perfect coordination of the group. The psychic cannot gain this bonus round himself. The telepathic link lasts as long as the psychic initiates no new Telepathic Contact, and it has a range that extends to any point within a solar system.", + "UNSPENT_PSIONIC_SKILL_POINTS": "Unspent psionic skill points", + "UNSPENT_SKILL_POINTS": "Unspent skill points", + "UNTRAINED": "Untrained", + "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", + "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", + "VACC_FRESHER": "Vacc fresher", + "VACC_FRESHER_DESC": "This three-kilo tube filters and compresses atmosphere to refill vacc suit oxygen tanks. It can extract oxygen from any atmosphere which contains it, even in the form of carbon dioxide. Refilling a standard vacc suit tank requires ten minutes of operation and consumes one type A power cell. Most vacc freshers are also equipped with an emergency hand crank power source, though it requires at least two hours of cranking.", + "VACC_SKIN": "Vacc skin", + "VACC_SKIN_DESC": "A more advanced TL5 version of the vacc suit, this skin-tight suit can be worn as a readied item in conjunction with armor, though it grants no Armor Class bonus itself. It requires no oxygen tank, automatically cracking and recycling the wearer’s respiration, and can even recycle the wearer’s bodily waste into drinkable water if necessary. Vacc skins apply no penalty to hit rolls or skill checks for wearers. It suffers tears in the same way as a normal vacc suit, and requires a type A power cell for each 24 hours of operation.", + "VACC_SUIT": "Vacc suit", + "VACC_SUIT_DESC": "The standard TL4 vacc suit is designed to allow the wearer to survive in both hard vacuum and on most inhospitable planetary surfaces. The suit protects against ordinary levels of cosmic radiation and provides a temperature-controlled atmosphere. Vacc suits are equipped with radios that have a ten-kilometer range. A vacc suit oxygen tank weighs 1 encumbrance, included with the weight of the suit, and functions for six hours. Vacc suits are cumbersome, and apply a -2 penalty to all hit rolls and skill checks that require movement. Those with at least a month of zero-gee experience can ignore this penalty. No armor can be worn with a vacc suit, though the suit itself grants AC 13 to its wearers. A vacc suit requires one type A power cell for each twelve hours of operation. Vacc suits have a self-healing exterior that can seal the puncture wounds caused by bullets, arrows, or energy beams, but a strike from an edged weapon can overwhelm the repair system. If a character with 10 or fewer hit points is struck by an edged weapon, there is a 50% chance the suit is torn. Suits are equipped with emergency repair patches, but it requires a Main Action to apply one.", + "VEHICLE": "Vehicle", + "VEHICLE_AIR": "Vehicle/Air", + "VEHICLE_GRAV": "Vehicle/Grav", + "VEHICLE_LAND": "Vehicle/Land", + "VEHICLE_SPACE": "Vehicle/Space", + "VEHICLE_TRANSPORT_FITTINGS": "Vehicle transport fittings", + "VEHICLE_TRANSPORT_FITTINGS_DESC": "Halve tonnage space of carried vehicles.", + "VEHICLE_TYPE": "Vehicle type", + "VEHICLE_WATER": "Vehicle/Water", + "VESTIMENTUM": "Vestimentum", + "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.", + "VETERAN_FIGHTER": "Veteran Fighter", + "VOID_CARBINE": "Void Carbine", + "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.", + "VOID_HAWK": "Void Hawk", + "VORTEX_CANNON": "Vortex Cannon", + "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.", + "VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor", + "VS": "vs", + "VS_AC_LEQ": "vs AC ≤", + "WANDERER": "Wanderer", + "WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.", + "WARPAINT": "Warpaint", + "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.", + "WARRIOR": "Warrior", + "WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.", + "WARRIOR_TYRANT": "Warrior Tyrant", + "WEAPON": "Weapon", + "WEAPONS": "Weapons", + "WHEATCUTTER_BELT": "Wheatcutter belt", + "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.", + "WEAPON_FITTING": "Weapon Fitting", + "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.", + "WIDEAWAKE_SERUM": "Wideawake Serum", + "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.", + "WILD_PSYCHIC_TALENT": "Wild Psychic Talent", + "WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.", + "WISDOM": "Wisdom", + "WISDOM_DESC": "Noticing things, making judgments, reading situations, intuition", + "WISDOM_SHORT": "WIS", + "WORK": "Work", + "WORKSHOP": "Workshop", + "WORKSHOP_DESC": "Automated tech workshops for maintenance.", + "WORLDS_WITHOUT_NUMBER": "Worlds Without Number", + "WOVEN_BODY_ARMOR": "Woven Body Armor", + "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.", + "XP": "XP", + "XP_NEXT_LEVEL": "XP / Next Level", + "XP_SCHEME": "XP scheme", + "XP_SCHEME_DESC": "Chose what to show in the \"next level xp\" field, if anything.", + "YES": "Yes" +} diff --git a/Stars_Without_Number_Revised/translations/hu.json b/Stars_Without_Number_Revised/translations/hu.json new file mode 100644 index 0000000000..f6a0479086 --- /dev/null +++ b/Stars_Without_Number_Revised/translations/hu.json @@ -0,0 +1,1135 @@ +{ + "+SKILL": "+skill", + "+STR": "+str", + "ABILITIES": "Abilities", + "ABILITY": "Ability", + "ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments", + "AC": "AC", + "ACCELERATED_SUCCOR": "Accelerated Succor", + "ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.", + "ACTIVE?": "Active?", + "AC_DESC": "Determined by armor in Gear section", + "ADD": "Add", + "ADD_EXTRA_SKILLS": "Add extra skills", + "ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.", + "ADD_LUCK_SAVE": "Add a luck save", + "ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.", + "ADEPT": "Adept", + "ADMINISTER": "Administer", + "ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump", + "ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.", + "ADVANCED_BOW": "Advanced Bow", + "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", + "ADVANCED_LAB": "Advanced lab", + "ADVANCED_LAB_DESC": "Skill bonus for analysis and research.", + "ADVANCED_NAV_COMPUTER": "Advanced nav computer", + "ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.", + "ADVENTURER": "Adventurer", + "ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.", + "AFFINITY?": "Affinity?", + "AFFINITY_ABILITIES": "Affinity Abilities", + "AI": "AI", + "AI_CHARACTER": "AI Character", + "AI_CHARACTER_DESC": "Play as an AI, with mechanical Shells and advanced Processing and Routines. Rules for this are in the Deluxe Edition.", + "AI_COMPANION": "AI Companion", + "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.", + "AI_ROUTINE": "AI Routine", + "AI_ROUTINES": "AI Routines", + "ALECTO": "Alecto", + "ALERT": "Alert", + "ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.", + "ALTERNATE_OUTCOME": "Alternate Outcome", + "ALTERNATE_OUTCOME_DESC": "The precog can sense impending failure and attempt to salvage the action. As an Instant action, the precog can target a visible ally or their own self and Commit Effort for the day to allow the target to reroll a failed hit roll, saving throw, or skill check, taking the better of the two rolls. This power disrupts delicate lines of probability, however, and cannot be used on any given target more than once a day.", + "ALWAYS": "Always", + "AMMO": "Ammo", + "AMMO_20_ROUNDS": "Ammo, 20 rounds", + "AMMO_20_ROUNDS_DESC": "A few worlds are too primitive or too resource-poor to manufacture ammunition, but the vast majority of worlds provide cartridges in almost every conceivable caliber and make. Most local gunsmiths can load ammunition to any specification required by a buyer.", + "AMMO_AND_POWER": "Ammo & Power", + "AMMO_MISSILE": "Ammo, missile", + "AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.", + "AMMO_UNIT": "Ammo Unit", + "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.", + "AMPHIBIOUS_OPERATION": "Amphibious operation", + "AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.", + "ANGUISHED_VISION": "Anguished Vision", + "ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.", + "ANTI_VEHICLE_LASER": "Anti-Vehicle Laser", + "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.", + "AP": "AP", + "ARCANIST": "Arcanist", + "ARMOR": "Armor", + "ARMORED_UNDERSUIT": "Armored Undersuit", + "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.", + "ARMORED_VACC_SUIT": "Armored Vacc Suit", + "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.", + "ARMORY": "Armory", + "ARMORY_DESC": "Weapons and armor for the crew.", + "ARMOR_CLASS": "Armor Class", + "ARMSMAN": "Armsman", + "ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.", + "ARTIFACT": "Artifact", + "ARTIST": "Artist", + "ASK": "Ask", + "ASSASSIN": "Assassin", + "ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.", + "ASSAULT_SUIT": "Assault Suit", + "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.", + "ASSISTED": "Assisted", + "ATHLETICS": "Athletics", + "ATMOFILTER": "Atmofilter", + "ATMOFILTER_DESC": "This face mask can filter out most atmospheric toxins. Attaching a standard vacc suit oxygen bottle to a belt-mounted feed will also supply a breathable atmosphere for up to six hours.", + "ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration", + "ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.", + "ATTACK": "Attack", + "ATTACKS": "Attacks", + "ATTACK_BONUS": "Attack Bonus", + "ATTACK_BONUS_SHORT": "AB", + "ATTR": "Attr", + "ATTRIBUTE": "Attribute", + "AUGMENTED_PLATING": "Augmented Plating", + "AUTHORITY": "Authority", + "AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.", + "AUTOMATION_SUPPORT": "Automation Support", + "AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.", + "AUTO_TARGETING_SYSTEM": "Auto-targeting system", + "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.", + "BACKGROUND": "Background", + "BACKPACK": "Backpack", + "BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.", + "BARBARIAN_HERO": "Barbarian Hero", + "BARBARIAN_TRIBAL": "Barbarian Tribal", + "BASE": "Base", + "BASIC_ABILITIES": "Basic Abilities", + "BATTLESHIP": "Battleship", + "BEAST": "Beast", + "BEZOAR": "Bezoar", + "BEZOAR_DESC": "Requires Heal-1. A complex antibiotic cocktail, Bezoar is an effective default treatment for a wide variety of infectious diseases. When applied to a sufferer, roll 1d6; on a 1, this victim cannot be helped by Bezoar, while otherwise the affliction is cured within 24 hours. Each application of Bezoar adds 1 System Strain to the target, and it cannot cure cancers, bioweapons, or congenital diseases.", + "BINOCULARS": "Binoculars", + "BINOCULARS_DESC": "Standard 7x50 binoculars. TL4 versions are available that have integral low-light optics and up to 25x150 power. TL 4 binocs cost 200 credits and require a type A power cell for up to a week of regular usage.", + "BIOADAPTATION_AUGMENTS": "Bioadaptation Augments", + "BIOADAPTATION_AUGMENTS_DESC": "These additional synthetic organs and filters allow the bearer to survive in thin-atmosphere conditions, as well as tolerate temperatures ranging from Antarctic chill to heat sufficient to boil water. They can also eat a wide range of native life forms for sustenance; no normal planet’s native biology is ever considered immiscible for consumption.", + "BIOPSIONICS": "Biopsionics", + "BIOSCANNER": "Bioscanner", + "BIOSCANNER_DESC": "While an untrained user can use this tool to discern internal bleeding, gross physical distress, or toxins in a plant or animal, it requires Heal-0 skill to use this tool to its fullest. Such operators can use the bioscanner for a full spectrum of diagnosis and DNA sequencing achievable in minutes. One type A power cell will power it for up to twenty-four hours of regular usage.", + "BLACK_SLAB": "Black slab", + "BLACK_SLAB_DESC": "While a “black slab” appears to be a normal dataslab to casual examination, these devices are packed with intrusion-optimization hardware and integral line tapping tools. They function as a metatool for purposes of accessing data lines and grant a +1 bonus to all hacking attempts made with them. They are also quite illegal on most worlds, available only from black market dealers and private sales from hackers.", + "BOARDING_COUNTERMEASURES": "Boarding Countermeasures", + "BOARDING_COUNTERMEASURES_DESC": "Makes enemy boarding more difficult.", + "BOARDING_TUBES": "Boarding tubes", + "BOARDING_TUBES_DESC": "Allows boarding of a hostile disabled ship.", + "BODY_ARSENAL_ARRAY": "Body Arsenal Array", + "BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.", + "BODY_SCULPTING": "Body Sculpting", + "BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.", + "BOMBER": "Bomber", + "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.", + "BONUS": "Bonus", + "BOOSTS": "Boosts", + "BRAINWAVE": "Brainwave", + "BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.", + "BROKEN": "Broken", + "BULK_FREIGHTER": "Bulk Freighter", + "BUNDLED": "Bundled", + "BURDENED_APPORTATION": "Burdened Apportation", + "BURDENED_APPORTATION_DESC": "The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.", + "BUREAUCRACY": "Bureaucracy", + "BURST": "Burst", + "BURST_ECM_GENERATOR": "Burst ECM Generator", + "BURST_ECM_GENERATOR_DESC": "Negates one successful hit.", + "BUSINESS": "Business", + "CAPITAL": "Capital", + "CARGO": "Cargo", + "CARGO_LIGHTER": "Cargo lighter", + "CARGO_LIGHTER_DESC": "Orbit-to-surface cargo shuttle.", + "CARGO_SPACE": "Cargo space", + "CARGO_SPACE_DESC": "Pressurized cargo space.", + "CARRIER": "Carrier", + "CHARACTER": "Character", + "CHARACTER_OPTIONS": "Character options", + "CHARGED_PARTICLE_CASTER": "Charged Particle Caster", + "CHARISMA": "Charisma", + "CHARISMA_DESC": "Commanding, charming, attracting attention, being taken seriously", + "CHARISMA_SHORT": "CHA", + "CHECK_RESULT": "Check Result", + "CHOOSE_ARMOR": "Choose armor", + "CHOOSE_CYBERWARE": "Choose cyberware", + "CHOOSE_DEFENSE": "Choose defense", + "CHOOSE_FITTING": "Choose fitting", + "CHOOSE_FOCUS": "Choose focus", + "CHOOSE_GEAR": "Choose gear", + "CHOOSE_ON_HOVER": "Choose on hover", + "CHOOSE_TECHNIQUE": "Choose technique", + "CHOOSE_WEAPON": "Choose weapon", + "CIVILIAN_SECURITY_BOT": "Civilian Security Bot", + "CLASS": "Class", + "CLASS_ABILITY": "Class ability", + "CLIMBING_HARNESS": "Climbing harness", + "CLIMBING_HARNESS_DESC": "A collection of straps, ropes, pitons, and other climbing aids that grant a +1 bonus on any Exert climbing skill test. Using a climbing harness is noisy, and any Sneak skill checks while climbing with one suffer a -2 penalty.", + "CLOAK_POWERS": "Cloak Powers", + "CLOAK_POWERS_DESC": "The metapsion can conceal their own psychic abilities from metapsionic senses. They must Commit Effort for as long as they wish to cloak their powers. While hidden, only a metapsion with equal or higher skill in Metapsionics can detect their abilities with their level-0 or level-2 Psychic Refinement abilities. In such cases, an opposed Wis/Metapsionics roll is made between the metapsion and the investigator. If the investigator wins, the cloak is pierced, while if the metapsion wins, the investigator’s Psychic Refinement remains oblivious.", + "CLOSE_COMBATANT": "Close Combatant", + "CLOSE_COMBATANT_DESC": "You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\nLevel 1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\nLevel 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.", + "CLOUD": "Cloud", + "CLUMSY": "Clumsy", + "COLD_SLEEP_PODS": "Cold sleep pods", + "COLD_SLEEP_PODS_DESC": "Keeps occupants in stasis.", + "COLONY_CORE": "Colony core", + "COLONY_CORE_DESC": "Ship can be deconstructed into a colony base.", + "COMBAT": "Combat", + "COMBAT_ENERGY": "Combat/Energy Weapons", + "COMBAT_FIELD_UNIFORM": "Combat Field Uniform", + "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.", + "COMBAT_GUNNERY": "Combat/Gunnery", + "COMBAT_PRIMITIVE": "Combat/Primitive Weapons", + "COMBAT_PROJECTILE": "Combat/Projectile Weapons", + "COMBAT_PSITECH": "Combat/Psitech", + "COMBAT_RIFLE": "Combat Rifle", + "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.", + "COMBAT_SHOTGUN": "Combat Shotgun", + "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.", + "COMBAT_UNARMED": "Combat/Unarmed", + "COMMITTED_EFFORT": "Committed Effort", + "COMMITTED_PROCESSING": "Committed Processing", + "COMMUNICATIONS": "Communications", + "COMM_SERVER": "Comm server", + "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.", + "COMPAD": "Compad", + "COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.", + "COMPANION_BOT": "Companion Bot", + "COMPUTER": "Computer", + "COMPUTING_GEAR": "Computing Gear", + "CONCERT_OF_MINDS": "Concert of Minds", + "CONCERT_OF_MINDS_DESC": "As an On Turn action, the metapsion may Commit Effort and form a psychic gestalt with one or more willing psychics within three meters, including up to one other psychic per Metapsion skill level. This gestalt persists as long as the Effort remains committed, regardless of the subsequent distance between psychics. On their own turn, any member of the gestalt may use any power or technique known by any other member, using the other member’s skill levels as necessary and paying any Effort cost from their own pool. This gestalt shares only psychic power, not thoughts or senses. At the end of each round in which one or more members have used some other member’s powers or abilities on their turn of action, the metapsion must Commit Effort for the scene or the gestalt drops and cannot be re-established for the rest of the scene.", + "CONNECT": "Connect", + "CONNECTED": "Connected", + "CONNECTED?": "Connected?", + "CONNECTED_DESC": "You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.\nLevel 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.\nLevel 2: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.", + "CONSTITUTION": "Constitution", + "CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep", + "CONSTITUTION_SHORT": "CON", + "CONVERSION_BOW": "Conversion Bow", + "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", + "CONVINCE": "Convince", + "CORE_STATISTICS": "Core Statistics", + "CORE_TECHNIQUE": "Core technique", + "CORVETTE": "Corvette", + "CRAFT": "Craft", + "CREDITS": "Credits", + "CREDITS_OWED": "Credits Owed", + "CREW_MIN": "Crew Min", + "CRUDE_PISTOL": "Crude Pistol", + "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.", + "CRUISER": "Cruiser", + "CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate", + "CULTURE": "Culture", + "CULTURE_ALIEN": "Culture/Alien", + "CULTURE_CRIMINAL": "Culture/Criminal", + "CULTURE_SPACER": "Culture/Spacer", + "CULTURE_TRAVELLER": "Culture/Traveller", + "CURRENT": "Current", + "CURSED_LUCK": "Cursed Luck", + "CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.", + "CUSTOM": "Custom", + "CUSTOM_AMOUNTS": "Custom amounts", + "CUTTLEFISH": "Cuttlefish", + "CYBERWARE": "Cyberware", + "DAMAGE": "Damage", + "DAMAGE_SHORT": "Dmg", + "DATASLAB": "Dataslab", + "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.", + "DATA_PHASE_TAB": "Data phase tab", + "DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.", + "DATA_PROTOCOL": "Data protocol", + "DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.", + "DAY": "Day", + "DEEP_INTRUSION": "Deep Intrusion", + "DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.", + "DEFENSES": "Defenses", + "DEFLECTOR_ARRAY": "Deflector Array", + "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.", + "DEFYING_DOOM": "Defying Doom", + "DEFY_DOOM": "Defy Doom", + "DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d", + "DEMO_CHARGE": "Demo Charge", + "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.", + "DERMAL_ARMOR": "Dermal Armor", + "DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.", + "DESCRIPTION": "Description", + "DESTINYS_SHIELD": "Destiny’s Shield", + "DESTINYS_SHIELD_DESC": "The precog observes an incoming injury and tries to find an alternate future in which the attack misses. As an Instant action, the precog can Commit Effort for the day to force an attacker to reroll a successful hit roll. This technique only works on attacks against the psychic’s person, not against attacks aimed at a vehicle they’re occupying or harm that doesn’t involve an attack roll. If the rerolled attack still hits, however, the damage done is maximized. This technique can be used only once per incoming attack.", + "DETAILS": "details", + "DEXTERITY": "Dexterity", + "DEXTERITY_DESC": "Speed, evasion, manual dexterity, reaction time, combat initiative", + "DEXTERITY_SHORT": "DEX", + "DIE_HARD": "Die Hard", + "DIE_HARD_DESC": "You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero.\nLevel 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.\nLevel 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma.", + "DIPLOMAT": "Diplomat", + "DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.", + "DISCIPLINE": "Discipline", + "DISTORTION_CANNON": "Distortion Cannon", + "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.", + "DOOM_DAMAGE": "Doom damage", + "DRILL_COURSE_REGULATOR": "Drill course regulator", + "DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.", + "DRONE": "Drone", + "DRONES": "Drones", + "DRONE_CONTROL_LINK": "Drone Control Link", + "DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.", + "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.", + "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.", + "DROP_POD": "Drop pod", + "DROP_POD_DESC": "Stealthed landing pod for troops.", + "EDIT_MODE_ONLY": "Edit mode only", + "EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh", + "EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.", + "EFFECT": "Effect", + "EFFORTLESS_APPORTATION": "Effortless Apportation", + "EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.", + "EFFORT_MODIFIER": "Effort modifier", + "ELITE_FIGHTER": "Elite Fighter", + "EMISSIONS_DAMPERS": "Emissions dampers", + "EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.", + "ENCUMBRANCE": "Encumbrance", + "ENCUMBRANCE_SHORT": "Enc", + "ENVIRONMENTAL_POWER": "Environmental Power", + "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.", + "EQUIPMENT": "Equipment", + "EVASION": "Evasion", + "EVASION_SAVE": "Evasion Save", + "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit", + "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.", + "EXERT": "Exert", + "EXODUS_BAY": "Exodus bay", + "EXODUS_BAY_DESC": "House vast number of cold sleep passengers.", + "EXOSUIT": "Exosuit", + "EXPAND": "Expand", + "EXPERT": "Expert", + "EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.", + "EXPERT_SYSTEM": "Expert System", + "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.", + "EXTENDED_FLIGHT": "Extended Flight", + "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.", + "EXTENDED_LIFE_SUPPORT": "Extended life support", + "EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.", + "EXTENDED_MEDBAY": "Extended medbay", + "EXTENDED_MEDBAY_DESC": "Can provide medical care to more patients.", + "EXTENDED_STORE": "Extended store", + "EXTENDED_STORE_DESC": "Maximum life support duration doubled.", + "EXTRA_HP_QUERY": "Extra hit points? Enter 2 for Warrior", + "FACILE_MIND": "Facile Mind", + "FACILE_MIND_DESC": "The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.", + "FACTION": "Faction", + "FAILURE!": "Failure!", + "FAR_THOUGHT": "Far Thought", + "FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.", + "FIELD_EMITTER_PANOPLY": "Field Emitter Panoply", + "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.", + "FIELD_EQUIPMENT": "Field Equipment", + "FIELD_RADIO": "Field radio", + "FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.", + "FIFTH_LEVEL": "5th Level", + "FIGHT": "Fight", + "FIGHTER": "Fighter", + "FINE_NPC_WHISPERING": "Fine-grained NPC whispers", + "FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.", + "FIRST_EDITION": "First Edition", + "FIRST_LEVEL": "1st Level", + "FITTING": "Fitting", + "FIX": "Fix", + "FLAK": "Flak", + "FLAK_EMITTER_BATTERY": "Flak Emitter Battery", + "FLAWLESS_MASTERY": "Flawless Mastery", + "FLAWLESS_MASTERY_DESC": "When this technique is learned, the adept may choose one technique from any discipline they know. That technique no longer requires Effort to be Committed in any way, though other techniques that augment it may still exact a cost. Mastered Psychic Static, for example, can expend an effectively unlimited amount of effort. If the technique has a duration based on Committed Effort then it lasts until the metapsion chooses to end it or is killed. This technique may only be mastered once, though the perfected technique may be changed with a month of meditation and practice.", + "FLEET_CRUISER": "Fleet Cruiser", + "FOCI": "Foci", + "FOCI_LOCATION": "Foci location", + "FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.", + "FOCUS": "Focus", + "FORCED_OUTCOME": "Forced Outcome", + "FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.", + "FORCE_PAVIS": "Force Pavis", + "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.", + "FORCE_PUPPETRY": "Force Puppetry", + "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.", + "FOURTH_LEVEL": "4th Level", + "FOXER_DRONES": "Foxer Drones", + "FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.", + "FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge", + "FREE_MERCHANT": "Free Merchant", + "FRIENDLY": "Friendly", + "FRIGATE": "Frigate", + "FUEL_BUNKERS": "Fuel bunkers", + "FUEL_BUNKERS_DESC": "Adds fuel for one more drill between fuelings.", + "FUEL_SCOOPS": "Fuel scoops", + "FUEL_SCOOPS_DESC": "Ship can scoop fuel from a gas giant or star.", + "FULL_PLATE_LAYERED_MAIL": "Full plate, layered mail", + "GAMBLING": "Gambling", + "GANG_BOSS": "Gang Boss", + "GANG_MEMBER": "Gang Member", + "GEAR": "Gear", + "GECKO_ANCHORS": "Gecko Anchors", + "GECKO_ANCHORS_DESC": "Miniaturized gravitic manipulators are embedded in the subject’s hands and feet as part of this complex surgery. While they are too weak to allow levitation or damping fall damage, they can twist localized gravity around those limbs to anchor the subject to the nearest surface capable of bearing their weight. As a result, the user can freely run or climb up or down sheer surfaces at their normal movement rate, carrying no more than their normal maximum encumbrance.", + "GENEENGINEERED_KILLER": "Geneengineered Killer", + "GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast", + "GENERAL SETTINGS": "General settings", + "GENERIC_HUMAN": "Generic human", + "GHOSTWALKER": "Ghostwalker", + "GHOST_MANTLE": "Ghost Mantle", + "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.", + "GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver", + "GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.", + "GLOBAL_STATS": "Global stats", + "GLOWBUG": "Glowbug", + "GLOWBUG_DESC": "A palm-sized disc that can adhere to any non-porous surface. When turned on, it emits a white light, illuminating everything within ten meters for twenty-four hours. A hundred glowbugs can be recharged off a single type A cell.", + "GOALS": "Goals", + "GRAPNEL_LAUNCHER": "Grapnel launcher", + "GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.", + "GRAVCANNON": "Gravcannon", + "GRAV_CHUTE": "Grav chute", + "GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.", + "GRAV_EDDY_DISPLACER": "Grav Eddy Displacer", + "GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.", + "GRAV_HARNESS": "Grav harness", + "GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.", + "GRAV_MUFFLES": "Grav Muffles", + "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.", + "GREATER_LONE_PREDATOR": "Greater Lone Predator", + "GRENADE": "Grenade", + "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.", + "GROUND_SPEED": "Ground speed", + "GUNSLINGER": "Gunslinger", + "GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.", + "HACKER": "Hacker", + "HACKER_DESC": "You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control.\nLevel 1: Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.\nLevel 2: Your hack duration increases to 1d4+Program skill x 10 minutes. You have an instinctive understanding of the tech; you never need to learn the data protocols for a strange system and are always treated as familiar with it.", + "HARDENED_POLYCERAMIC_OVERLAY": "Hardened Polyceramic Overlay", + "HARDENED_POLYCERAMIC_OVERLAY_DESC": "AP quality of attacking weapons reduced by 5.", + "HARDPOINTS": "Hardpoints", + "HARDPOINTS_INIT": "H", + "HARDPOINTS_SHORT": "Hardpts", + "HD": "HD", + "HEAL": "Heal", + "HEALER": "Healer", + "HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.", + "HEAVY_FRIGATE": "Heavy Frigate", + "HEAVY_LIFT": "Heavy Lift", + "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.", + "HEAVY_MACHINE_GUN": "Heavy Machine Gun", + "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.", + "HEAVY_WARBOT": "Heavy Warbot", + "HEAVY_WEAPONS": "Heavy weapons", + "HENCHKEEPER": "Henchkeeper", + "HENCHKEEPER_DESC": "You have an distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options.\nYou can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\nLevel 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will be treated as Peaceful Humans from the Xenobestiary section of the book. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\nLevel 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as Martial Humans from the Xenobestiary section. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.", + "HEROIC_CHARACTERS": "Heroic characters", + "HEROIC_CHARACTERS_DESC": "Run a space opera campaign with Heroic characters. Rules for this are in the Deluxe edition.", + "HEROIC_FIGHTER": "Heroic Fighter", + "HIDDEN": "Hidden", + "HIDE": "Hide", + "HISTORY": "History", + "HIT_POINTS": "Hit Points", + "HOLDOUT_CAVITY": "Holdout Cavity", + "HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.", + "HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning", + "HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.", + "HOLOSKIN": "Holoskin", + "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.", + "HOLOSKIN_EMITTER": "Holoskin Emitter", + "HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.", + "HOMEBREW_OPTIONS": "Homebrew options", + "HOMEWORLD": "Homeworld", + "HOME_PORT": "Home Port", + "HOSTILE": "Hostile", + "HULL_TYPE": "Hull Type", + "HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.", + "HUSH": "Hush", + "HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.", + "HYDRA_ARRAY": "Hydra Array", + "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.", + "HYDROPONIC_PRODUCTION": "Hydroponic production", + "HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.", + "ICARUS_HARNESS": "Icarus Harness", + "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.", + "IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger", + "IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.", + "IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems", + "IMMUNOFILTRATION_SYSTEMS_DESC": "This broad-spectrum scrub system carefully identifies and contains toxic substances introduced into the user’s system. Whenever the subject would normally have to make a saving throw to resist some disease or toxin, they may instead gain one System Strain to automatically succeed on the save. Most of these systems are calibrated to automatically filter any toxins or chemicals in standard use by police or military forces in the sector, but if presented with a special biowarfare toxin, the filters are less effective. In such cases, the most it can do is either grant a second saving throw if the first is failed, or grant a single saving throw if none is normally allowed.", + "IMPACT_SUMP": "Impact Sump", + "IMPACT_SUMP_DESC": "The adept may Commit Effort for the day as an Instant action to negate a single instance of physical damage. This ability is too taxing to be used more than once per day, but as an Instant action, it can be triggered even after damage is rolled.", + "IMPERVIOUS_PAVIS_OF_WILL": "Impervious Pavis of Will", + "IMPERVIOUS_PAVIS_OF_WILL_DESC": "When this technique is learned, the metapsion must choose a discipline. They then become entirely immune to unwanted powers from that discipline; they and their abilities are simply not valid targets for purposes of that discipline’s powers unless the adept chooses to be affected. By Committing Effort for the day as an Instant action, they can extend this immunity for a scene to all allies within 50 meters. This technique may be learned more than once, and any shared protection applies to all disciplines negated by the adept.", + "INDUCED_COMA_TRIGGER": "Induced Coma Trigger", + "INDUCED_COMA_TRIGGER_DESC": "A series of implants are wired to the user’s brain stem, allowing them to trigger an induced therapeutic coma at a mental command. The user appears dead to anything short of a medical inspection, and has no need of respiration, food, or water while the coma is in effect. The user does not heal while in a coma, but any diseases or poisons also halt progression. The user determines how long the coma is to last before triggering it, and is unconscious for its duration. A character can survive in a coma up to two weeks before needing to regain consciousness for as long as they were in the coma.", + "INDUSTRIAL_WORK_BOT": "Industrial Work Bot", + "INITIATIVE_FIXED": "Initiative", + "INNATE_AC": "Innate AC", + "INSTAPANEL": "Instapanel", + "INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.", + "INSTRUCTOR": "Instructor", + "INTEGRITY_STIMS": "Integrity Stims", + "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.", + "INTELLIGENCE": "Intelligence", + "INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education", + "INTELLIGENCE_SHORT": "INT", + "INTUITIVE_RESPONSE": "Intuitive Response", + "INTUITIVE_RESPONSE_DESC": "As an Instant action, the precog can Commit Effort for the scene just before they roll initiative. Their initiative score is treated as one better than anyone else’s involved in the scene. If another participant has this power or some other ability that grants automatic initiative success, roll initiative normally to determine which of them goes first, and then the rest of the combatants act. This ability cannot be used if the precog has been surprised.", + "INVINCIBLE_STAND": "Invincible Stand", + "INVINCIBLE_STAND_DESC": "The biopsion has mastered techniques of emergency tissue reinforcement and system stabilization. As an Instant action, they can Commit Effort for the scene to keep themself or a target they can touch active even at zero hit points. This technique must be used once every round on the target or they collapse at the end of the round. If the target suffers hit point damage, the biopsion must Instantly Commit Effort for the scene or the target goes down immediately with a mortal wound. A Heavy weapon hit on a subject of this power or similar physical dismemberment will always kill a target, regardless of this technique.", + "IRONHIDE": "Ironhide", + "IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.", + "ITEM": "Item", + "JANITOR_BOT": "Janitor Bot", + "JUGGERNAUT_STIMS": "Juggernaut Stims", + "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.", + "KINETIC_TRANSVERSAL": "Kinetic Transversal", + "KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.", + "KNOW": "Know", + "KNOW_MAGIC": "Know Magic", + "LANGUAGE": "Language", + "LANGUAGES": "Languages", + "LARGE_ADVANCED_WEAPON": "Large advanced weapon", + "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.", + "LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal", + "LARGE_PACK_HUNTER": "Large Pack Hunter", + "LARGE_PRIMITIVE_WEAPON": "Large primitive weapon", + "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.", + "LARGE_STATION": "Large Station", + "LASER_PISTOL": "Laser Pistol", + "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.", + "LASER_RIFLE": "Laser Rifle", + "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.", + "LAST_MAINTENANCE": "Last Maintenance", + "LAZARUS_PATCH": "Lazarus patch", + "LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.", + "LEAD": "Lead", + "LEADERSHIP": "Leadership", + "LEATHER_JACKS_THICK_HIDES_QUILTED_ARMOR": "Leather jacks, thick hides, quilted armor", + "LEFT_COLUMN": "Left column", + "LEGENDARY_FIGHTER": "Legendary Fighter", + "LESSER_LONE_PREDATOR": "Lesser Lone Predator", + "LEVEL": "Level", + "LIFEBOATS": "Lifeboats", + "LIFEBOATS_DESC": "Emergency escape craft for ship's crew.", + "LIFT": "Lift", + "LIFT_DESC": "Requires Heal-0. A Lift stim augments and amplifies the body’s natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d8 plus the user’s Heal skill in hit points after five minutes of rest. Lift stims do not work on PCs who are mortally wounded; they need to be stabilized before the Lift can help them, though application to a stabilized target will get them back on their feet and active again. Each application adds 1 System Strain to the target. Each additional application of Lift to a target the same day increases the minimum Heal skill needed by 1.", + "LIGHTNING_CHARGE_MANTLE": "Lightning Charge Mantle", + "LINE_SHUNT": "Line shunt", + "LINE_SHUNT_DESC": "These palm-sized discs are roughly one centimeter in thickness, with an adhesive side that will stick to virtually anything and a polychromatic phased compound on its shell which will shift color to blend with its surroundings. One or more line shunts must be applied at specific locations within a site to access the more well-defended varieties of computerized systems. Shunts employ phased energy manipulation tech, and so do not need to be directly in contact with a data line but only within a few centimeters. Line shunts are single-use, and keep functioning until removed.", + "LOCATION": "Location", + "LOW_LIGHT_GOGGLES": "Low-light goggles", + "LOW_LIGHT_GOGGLES_DESC": "These goggles provide a monochrome but serviceable view out to the wearer’s normal visual distance, provided that there is any illumination available at all. A type A power cell will operate these goggles for a week.", + "LUCK": "Luck", + "LUCK_SAVE": "Luck Save", + "LUXURY_CABINS": "Luxury Cabins", + "LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.", + "MAGIC": "Magic", + "MAGIC_EFFORT": "Magic Effort", + "MAGISTER": "Magister", + "MAG_PISTOL": "Mag Pistol", + "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.", + "MAG_RIFLE": "Mag Rifle", + "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.", + "MAG_SPIKE_ARRAY": "Mag Spike Array", + "MAINTENANCE COST": "Maintenance Cost", + "MAJOR_ORGAN_RESTORATION": "Major Organ Restoration", + "MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.", + "MARTIAL_HUMAN": "Martial Human", + "MASS": "Mass", + "MASS_CANNON": "Mass Cannon", + "MASS_INIT": "M", + "MASTERED_SUCCOR": "Mastered Succor", + "MASTERED_SUCCOR_DESC": "The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.", + "MAX": "Max", + "MAXIMUM": "Maximum", + "MAXIMUM_EFFORT_DESC": "1 + WIS/CON mod + highest psychic skill + effort modifier - committed effort", + "MAXIMUM_HIT_POINTS": "Maximum hit points", + "MAXIMUM_HP_1": "Maximum of", + "MAXIMUM_HP_2": "and", + "MECH": "Mech", + "MEDICAL_SUPPORT": "Medical Support", + "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.", + "MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon", + "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.", + "MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon", + "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.", + "MEDKIT": "Medkit", + "MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.", + "MELEE_WEAPONS": "Melee weapons", + "MEMORY_EDITING": "Memory Editing", + "MEMORY_EDITING_DESC": "The telepath can make simple edits to the memory of a target currently linked by a Telepathic Contact. Events of no more than 24 hours in duration can be erased from memory, conversations can be created or changed, new events can be added to a day, or other similar alterations made. The psychic can make these changes as a Main Action by Committing Effort for the day. If the psychic doesn’t have a good understanding of the memories they’re changing, such as might be granted by the level-4 degree of Telepathic Contact, the edits they make may not fit well. The target gets a Mental saving throw to resist editing for the rest of the scene, but on a failure, they will not notice the changed memories until given a reason to recollect them.", + "MENTAL": "Mental", + "MENTAL_SAVE": "Mental Save", + "METADIMENSIONAL_FRICTION": "Metadimensional Friction", + "METADIMENSIONAL_FRICTION_DESC": "As a Main Action, the metapsion Commits Effort for the scene to create localized MES turbulence around a visible target psychic within 200 meters. Each time the target Commits Effort or an NPC initiates a psychic power, they suffer 1d8 damage per Metapsionics skill level of the adept. Each time the target suffers the damage they can attempt a Mental saving throw to throw off the effect. It lasts no longer than the rest of the scene at most. Only one application of this friction can affect a target at once.", + "METAMORPH": "Metamorph", + "METAMORPH_DESC": "The biopsion can now shape their own or another willing target’s physical form as a Main Action, transforming a touched target into any humanoid form within 50% of their own mass. Claws and other body armaments can be fashioned equivalent to Light or Medium melee weapons and innate armor equivalent to AC 13. Gills and other environmental-survival alterations are also viable at the GM’s discretion, but flight is a bridge too far for this power.\nA person can be impersonated down to the DNA level, provided a blood or hair sample is available. The use of this adds one System Strain point to the target that does not recover so long as the change is in effect. Applying Metamorph requires that the biopsion Commit Effort for as long as the change is to be maintained. If applied to a target other than the psychic, the power automatically ends if the psychic gets more than one hundred kilometers away.", + "METAPSIONICS": "Metapsionics", + "METATOOL": "Metatool", + "METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.", + "MICROPURGATOR_STIMS": "Micropurgator Stims", + "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.", + "MILITARY_ELITE": "Military Elite", + "MILITARY_SOLDIER": "Military Soldier", + "MINDTRACING": "Mindtracing", + "MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.", + "MINDWALL_HELMET": "Mindwall Helmet", + "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.", + "MISCELLANEOUS": "Miscellaneous", + "MOBILE_EXTRACTOR": "Mobile extractor", + "MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.", + "MOBILE_FACTORY": "Mobile factory", + "MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.", + "MOD": "Mod", + "MODEL": "Model", + "MODIFIER": "Modifier", + "MODIFIER_SHORT": "Mod", + "MONEY": "Money", + "MORALE": "Morale", + "MOVE": "Move", + "MULTIFOCAL_LASER": "Multifocal Laser", + "MUSKET": "Musket", + "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.", + "NAME": "Name", + "NAVCOMP": "Navcomp", + "NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.", + "NAVIGATION": "Navigation", + "NEGATIVE": "Negative", + "NEITHER": "Neither", + "NEURAL_TRAP": "Neural Trap", + "NEURAL_TRAP_DESC": "The metapsion allows a hostile psychic into their mental sanctum in order to gain a later advantage. When targeted by a hostile psionic power that allows a save, the metapsion may Commit Effort as an Instant action and voluntarily fail the saving throw, accepting the effect. The next psychic power the user targets at that assailant then allows the victim no saving throw. This technique lasts until the metapsion makes their psychic attack or reclaims their Committed Effort. A hostile psychic may be affected by only one Neural Trap from a given psychic at a time.", + "NEUROINTRUDER_ALERT": "Neurointruder Alert", + "NEUROINTRUDER_ALERT_DESC": "While somewhat primitive by pretech standards, this TL5 cybernetic implant allows the wearer to gain a +3 bonus on all saving throws to resist telepathic intrusion. Even if such a save is failed, the user will be aware that they are under telepathic assault, though some forms of mental control may not allow them to say as much until after the influence is ended. The warning does not indicate the source of the influence.", + "NEUTRAL": "Neutral", + "NO": "No", + "NONE": "None", + "NORMAL_HUMAN": "Normal Human", + "NORMAL_XP": "Normal XP", + "NOTES": "Notes", + "NOTICE": "Notice", + "NOT_MY_TIME": "Not My Time", + "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.", + "NPC": "NPC", + "NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.", + "NUCLEAR_MISSILES": "Nuclear Missiles", + "NUMBER_OF_DICE": "Number of dice", + "NUM_ATTACKS": "# Attacks", + "NUM_FITTINGS": "# Fittings", + "OBSERVATION_SUITE": "Observation Suite", + "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.", + "OFFENSIVE_APPORTATION": "Offensive Apportation", + "OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.", + "OPERATING_COST": "Operating Cost", + "ORACLE": "Oracle", + "ORACLE_DESC": "The precog gains a progressively-greater intuitive understanding of their own future. Each invocation of the Oracle technique requires a Main Action and that the user Commit Effort for the day. Once triggered, the adept gets a single brief vision related to the question about the future that they’re asking. This vision is always from their own personal vantage point and never reveals more than a minute of insight, though the psychic processes it almost instantly as part of the power’s use.\nThe GM should answer the question as if the PC were about to perform the act or engage in the investigation pertinent to the question. Thus, if the adept wanted to know what pressing a button would do and the GM knows that it’s connected to a bomb, the psychic might get a vision of sudden death. If the bomb were on a time delay that extended past the time horizon of the oracle, however, the psychic might just see a vision of herself waiting patiently, with nothing happening.\nVisions should relate to actions and events, not abstract facts. Oracle couldn’t tell a psychic who the crime boss of a slum neighborhood is, for example, but it could give a vision of the psychic caught in the next bloody riot and the gang boss who’s directing the myriad thugs. It couldn’t reveal the name of a security guard, but it could show the seer the impending moment that the next guard patrol will enter the area the psychic plans to infiltrate. Only the most important or significant information is conveyed by the technique, even if multiple events of interest might transpire during the time horizon.\nOracle can only be used on a given question or topic once until the situation changes substantially or a week goes by. The maximum time horizon of the Oracle increases as the adept’s Precognition skill improves.\nLevel-0: One minute into the future.\nLevel-1: One day into the future.\nLevel-2: One week into the future.\nLevel-3: Three months into the future.\nLevel-4: One year into the future.", + "ORGANIC_PURIFICATION_PROTOCOLS": "Organic Purification Protocols", + "ORGANIC_PURIFICATION_PROTOCOLS_DESC": "The biopsion’s Psychic Succor now cures any poisons or diseases the subject may be suffering, albeit it requires Committing Effort for the day as an additional surcharge. Biowarfare organisms, exceptionally virulent diseases, or TL5 toxins may resist this curing, requiring a Wis/Biopsionics skill check at a difficulty of at least 10. Failure means that the adept cannot cure the target’s disease. This technique cannot cure congenital illnesses.", + "OTHER": "Other", + "OTHER_EQUIPMENT": "Other equipment", + "PANSPECTRAL_OPTICS": "Panspectral Optics", + "PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.", + "PATROL_BOAT": "Patrol Boat", + "PAX": "Pax", + "PC": "PC", + "PEACEFUL_HUMAN": "Peaceful Human", + "PERCEPTION": "Perception", + "PERCEPTIVE_DISLOCATION": "Perceptive Dislocation", + "PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.", + "PERFORM": "Perform", + "PERMANENT_STRAIN": "Permanent Strain", + "PERMANENT_STRAIN_EXTRA": "Permanent Strain Extra", + "PERSONAL_APPORTATION": "Personal Apportation", + "PERSONAL_APPORTATION_DESC": "The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void.\nThe core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind.\nA teleporter will instinctively abort any apportation that would leave him embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power.\nThe maximum range of Personal Apportation depends on the teleporter’s skill level. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene.\nLevel-0: The psychic can teleport up to 10 meters.\nLevel-1: The psychic can teleport up to 100 meters.\nLevel-2: The psychic can teleport up to 10 kilometers.\nLevel-3: The psychic can teleport up to 1,000 kilometers.\nLevel-4: The psychic can teleport anywhere on a planet’s surface or near orbit.", + "PERSUADE": "Persuade", + "PHARMACEUTICALS": "Pharmaceuticals", + "PHYSICAL": "Physical", + "PHYSICAL_SAVE": "Physical Save", + "PILOT": "Pilot", + "PIRATE_KING": "Pirate King", + "PLANETARY_DEFENSE_ARRAY": "Planetary Defense Array", + "PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.", + "PLASMA_BEAM": "Plasma Beam", + "PLASMA_PROJECTOR": "Plasma Projector", + "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.", + "POINT_DEFENSE_LASERS": "Point Defense Lasers", + "POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.", + "POLICE_OFFICER": "Police Officer", + "POLYMORPHIC_NANITES": "Polymorphic Nanites", + "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.", + "POLYPLAST_CARAPACE": "Polyplast Carapace", + "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.", + "POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam", + "PORTABOX": "Portabox", + "PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.", + "POSITIVE": "Positive", + "POWER": "Power", + "POWERED": "Powered", + "POWER_CELL_TYPE_A": "Power cell, type A", + "POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.", + "POWER_CELL_TYPE_B": "Power cell, type B", + "POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.", + "POWER_INIT": "P", + "PRAY": "Pray", + "PRECOGNITION": "Precognition", + "PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber", + "PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.", + "PREPARED": "Prepared", + "PRESSURE_FIELD": "Pressure Field", + "PRESSURE_FIELD_DESC": "As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.", + "PRESSURE_SHEATHING": "Pressure Sheathing", + "PRESSURE_SHEATHING_DESC": "Occasionally purchased by workers in hard vacuum or other hostile environments, pressure sheathing integrates an ultrathin pressure membrane with the user’s dermis and emergency film sealants that trigger at the user’s mental command. The pressure sheathing serves as an emergency vacc suit with an integral oxygen supply and temperature regulators that can sustain them for up to thirty minutes. A pressure sheath needs 48 hours to regain structural integrity and power after triggering. A pressure sheath can be detected only by a close medical examination.", + "PRESSURE_TENT": "Pressure tent", + "PRESSURE_TENT_DESC": "This tent maintains a breathable atmosphere, tolerable temperature and serviceable sleeping quarters for up to five very friendly occupants. Advanced filtration and cracking tech allows a single standard vacc suit oxygen tank to provide breathable air for the occupants for up to 24 hours. The tent requires a type A power cell for each day in which this filter is employed.", + "PRETECH_COSMETIC": "Pretech Cosmetic", + "PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.", + "PRICE": "Price", + "PRIMITIVE": "Primitive", + "PRIMITIVE_BOW": "Primitive Bow", + "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", + "PRIMITIVE_DRONE": "Primitive Drone", + "PROCESSING": "Processing", + "PROCESSING_NODES": "Processing Nodes", + "PROFESSION": "Profession", + "PROFICIENT": "Proficient", + "PROFICIENT_APPORTATION": "Proficient Apportation", + "PROFICIENT_APPORTATION_DESC": "Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.", + "PROGRAM": "Program", + "PROPHECY": "Prophecy", + "PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.", + "PROSTHETIC_LIMB": "Prosthetic Limb", + "PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.", + "PSEUDONUKE": "Pseudonuke", + "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.", + "PSIONICS": "Psionics", + "PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic", + "PSIONIC_ANCHORPOINT": "Psionic anchorpoint", + "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.", + "PSITECH_COMBAT_SUIT": "Psitech Combat Suit", + "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.", + "PSYCH": "Psych", + "PSYCHIC": "Psychic", + "PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.", + "PSYCHIC_REFINEMENT": "Psychic Refinement", + "PSYCHIC_REFINEMENT_DESC": "The metapsion gains improved mastery over their own powers and an innate sensitivity to the use of psionic abilities in their presence.\nLevel-0: The adept can visually and audibly detect the use of psychic powers. If both the source and target are visible to the metapsion, they can tell who’s using the power, even if it’s normally imperceptible. They gain a +2 bonus on any saving throw versus a psionic power.\nLevel-1: The metapsion’s maximum Effort increases by an additional point.\nLevel-2: The adept can determine whether or not a person is a psychic or has latent psionic abilities through one round of visual inspection. Their saving throw bonus against psionic powers increases to +3.\nLevel-3: The metapsion’s maximum Effort increases by an additional point.\nLevel-4: The metapsion can perform a slightly safer version of torching. Instead of rolling the torching damage die, they simply suffer 10 hit points of damage after torching is used. The damage occurs after the fueled power activates, allowing a psychic at low hit points to trigger a power before falling unconscious. This damage cannot be healed by anything but natural bed rest, though a psychic can be stabilized if this technique drops her to zero hit points.", + "PSYCHIC_SKILLS_TECHNIQUES": "Psychic Skills & Techniques", + "PSYCHIC_STATIC": "Psychic Static", + "PSYCHIC_STATIC_DESC": "As an Instant action, the metapsion may Commit Effort for the day to negate a perceived psychic power. The psychic responsible for the effect must Commit Effort for the day as an Instant action to resist this negation, otherwise the power ends and any action used to trigger it is wasted. The PC may then Commit Effort for the day again, with each spending and counter-spending until one runs out of Effort or chooses to stop. Psychic Static can be applied only once per round to any particular power. The target of the Psychic Static automatically knows the position of the interfering metapsion, though other onlookers do not have any obvious way of identifying the metapsion.", + "PSYCHIC_SUCCOR": "Psychic Succor", + "PSYCHIC_SUCCOR_DESC": "The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time.\nActivating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.\nLevel-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.\nLevel-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.\nLevel-2: As level-1, but healing 2d6+2 hit points instead. Level-3: As level-2, but healing 2d6+6 hit points instead. Level-4: As level-3, but healing 3d6+8 hit points instead.", + "PSYCHIC_TECHNIQUE": "Psychic Technique", + "PSYCHIC_TECHNIQUES": "Psychic Techniques", + "PSYCHIC_TRAINING": "Psychic Training", + "PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.", + "PSYCHIC_TUTELAGE": "Psychic Tutelage", + "PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.", + "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.", + "PUNCH": "Punch", + "QUALITIES": "Qualities", + "QUERY": "Query", + "QUERY_FOR_MODIFIERS": "Query for modifiers", + "QUERY_FOR_MODIFIERS_DESC": "Turn this off to stop roll buttons on the sheet from querying for roll modifiers.", + "QUICK_MENUS": "Quick Menus", + "QUICK_ROLLS": "Quick Rolls", + "QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction", + "QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.", + "RACING_GRAVITICS": "Racing Gravitics", + "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.", + "RAILGUN": "Railgun", + "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.", + "RANGE": "Range", + "RANGED_WEAPONS": "Ranged weapons", + "RATIONS_1_DAY": "Rations, 1 day", + "RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.", + "REDIVIVUS_SHEATH": "Redivivus Sheath", + "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.", + "REACTION": "Reaction", + "REACTIVE_TELEKINESIS": "Reactive Telekinesis", + "REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.", + "READIED": "Readied", + "REAPER_BATTERY": "Reaper Battery", + "REFLEX_RESPONSE": "Reflex Response", + "REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.", + "REINFORCED_STRUCTURE": "Reinforced Structure", + "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.", + "RELIGION": "Religion", + "REMOTE_LINK_UNIT": "Remote link unit", + "REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.", + "REMOTE_REPAIR": "Remote Repair", + "REMOTE_REPAIR_DESC": "Psychic Succor and other biopsionic techniques that normally require touch contact can now be applied at a distance up to 100 meters, provided the biopsion can see the target with their unaided vision. Hostile powers that normally require a hit roll will hit automatically. Each time this technique is used, Effort must be Committed for the scene.", + "REPAIR_BOT": "Repair Bot", + "REPORT_AN_ISSUE": "Report an issue", + "REQUIRES_CHATSETATTR": "Requires the ChatSetAttr API script.", + "RESOURCES": "Resources", + "RESULT": "Result", + "REVENANT_WIRING": "Revenant Wiring", + "REVENANT_WIRING_DESC": "One of the more grotesque results of late pretech augmentation research, revenant wiring permeates the user’s body with a web of supplementary limb actuators and sensor clusters. In combat, the user may designate up to a half-dozen targets to the system’s braked micro-AI. If the user goes unconscious or is killed, the micro-AI will engage the limb actuators to keep fighting, even if the user is nothing more than a ragged mass of mangled tissue. The micro-AI is not brilliant, but it is capable of negotiating most terrain and dealing with physical impediments to killing the designated targets. The actuators have power to keep operating for 3d4 rounds, or until the wearer takes 25 more hit points of damage, whichever comes first. The stress produced by revenant wiring makes it much more difficult to revive a downed user with Lazarus patches or biopsionics; all revivification chances are half normal.", + "REVERIE": "Reverie", + "REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.", + "REVISED_EDITION": "Revised Edition", + "REVOLVER": "Revolver", + "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.", + "RIDE": "Ride", + "RIFLE": "Rifle", + "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.", + "RIFT_REDUPLICATION": "Rift Reduplication", + "RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.", + "RIGHT_COLUMN": "Right column", + "ROBOT": "Robot", + "ROCKET_LAUNCHER": "Rocket Launcher", + "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.", + "ROLLS": "Rolls", + "ROLL_FULL_ATTACK": "Roll full attack", + "ROLL_HP": "Roll HP", + "ROPE_20_METERS": "Rope, 20 meters", + "ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.", + "SAIL": "Sail", + "SANDTHROWER": "Sandthrower", + "SAVAGE_FRAY": "Savage Fray", + "SAVAGE_FRAY_DESC": "You are a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.\nLevel 1: Gain Stab as a bonus skill. All enemies adjacent to you at the end of your turn whom you have not attacked suffer the Shock damage of your weapon if their Armor Class is not too high to be affected.\nLevel 2: After suffering your first melee hit in a round, any further melee attacks from other assailants automatically miss you. If the attacker who hits you has multiple attacks, they may attempt all of them, but other foes around you simply miss.", + "SAVE": "Save", + "SAVES": "Saves", + "SAVING_THROW": "Saving Throw", + "SAVING_THROWS": "Saving Throws", + "SCENE": "Scene", + "SCIENCE": "Science", + "SCOUT_REPORT": "Scout report", + "SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.", + "SECOND_LEVEL": "2nd Level", + "SECURE_CLOTHING": "Secure Clothing", + "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.", + "SECURITY": "Security", + "SECURITY_ARMOR": "Security Armor", + "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.", + "SEMI_AUTO_PISTOL": "Semi-Auto Pistol", + "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.", + "SENSE_THE_NEED": "Sense the Need", + "SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.", + "SENSOR_MASK": "Sensor mask", + "SENSOR_MASK_DESC": "At long distances, disguise ship as another.", + "SENSOR_TRANSPARENCY": "Sensor Transparency", + "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.", + "SERIAL_KILLER": "Serial Killer", + "SHEAR_RIFLE": "Shear Rifle", + "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.", + "SHELL": "Shell", + "SHELLS": "Shells", + "SHIELD": "Shield", + "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.", + "SHIP": "Ship", + "SHIPS_LOCKER": "Ship's locker", + "SHIPS_LOCKER_DESC": "General equipment for the crew.", + "SHIPTENDER_MOUNT": "Shiptender mount", + "SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.", + "SHIP_BAY_FIGHTER": "Ship Bay/Fighter", + "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.", + "SHIP_BAY_FRIGATE": "Ship Bay/Frigate", + "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.", + "SHOCK": "Shock", + "SHOCKING_ASSAULT": "Shocking Assault", + "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.", + "SHOCK_AC": "Shock AC", + "SHOCK_DAMAGE": "Shock damage", + "SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤", + "SHOOT": "Shoot", + "SHOTGUN": "Shotgun", + "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.", + "SHOW_HIDE": "show/hide", + "SHUTTLE": "Shuttle", + "SINGULARITY_GUN": "Singularity Gun", + "SIZE": "Size", + "SKILL": "Skill", + "SKILLED_PROFESSIONAL": "Skilled Professional", + "SKILLS": "Skills", + "SKILL_AB": "Skill AB", + "SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice", + "SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.", + "SKILL_LIST": "Skill list", + "SKILL_LIST_DESC": "Chose whether to change to the skill list from First Edition SWN, or use neither (in which case you should probably enable custom skills).", + "SKILL_NAME": "Skill name", + "SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership", + "SKILL_ORDER_MAGIC": "know_magic,use_magic,sunblade", + "SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation", + "SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot", + "SKILL_ORDER_WWN": "administer,connect,convince, craft,exert,heal,know,lead,magic,notice,perform,pray,punch,ride,sail,shoot,sneak,stab,survive,trade,work", + "SLEEPER": "Sleeper", + "SLIP_FIELD": "Slip Field", + "SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.", + "SLOWTIME_WINDOW": "Slowtime Window", + "SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.", + "SMALL_ADVANCED_WEAPON": "Small advanced weapon", + "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ", + "SMALL_PACK_HUNTER": "Small Pack Hunter", + "SMALL_PRIMITIVE_WEAPON": "Small primitive weapon", + "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.", + "SMALL_STATION": "Small Station", + "SMALL_VICIOUS_BEAST": "Small Vicious Beast", + "SMART_CLOUD": "Smart Cloud", + "SMUGGLERS_HOLD": "Smuggler's hold", + "SMUGGLERS_HOLD_DESC": "Small amount of well-hidden cargo space.", + "SNEAK": "Sneak", + "SNIPER": "Sniper", + "SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.", + "SNIPER_RIFLE": "Sniper Rifle", + "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.", + "SOLAR_RECHARGER": "Solar recharger", + "SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.", + "SOLDIER_BOT": "Soldier Bot", + "SPACE_MAGIC": "Space Magic", + "SPARE_PARTS": "Spare parts", + "SPARE_PARTS_DESC": "This is a general category for a number of small TL4 components and repair materials. While a simple toolkit or metatool is often enough to fix a damaged object, severely broken devices may need replacement parts. Rather than keep a catalog of bits and pieces, a technician can simply bring along one or more units of spare parts, subtracting one whenever the GM decides that a repair effort requires more than existing salvage can support. A unit of spare parts can also be used to jury-rig some basic, uncomplicated tool or weapon from the equipment list with ten or fifteen minutes of assembly and at least Fix-0 skill. Such bodged devices rarely last longer than one scene.", + "SPATIAL_AWARENESS": "Spatial Awareness", + "SPATIAL_AWARENESS_DESC": "The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.", + "SPATIAL_SYNCHRONY_MANDALA": "Spatial Synchrony Mandala", + "SPATIAL_SYNCHRONY_MANDALA_DESC": "The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.", + "SPECIALIST": "Specialist", + "SPECIALIST_DESC": "You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.\nLevel 1: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\nLevel 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.", + "SPECIES_GENDER": "Species / Gender", + "SPECIFIC_HUMAN": "Specific human", + "SPEED": "Speed", + "SPELL": "Spell", + "SPELLS": "Spells", + "SPELL_SLOTS": "Spell Slots", + "SPIKE_DRIVE_2": "Drive-2 upgrade", + "SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.", + "SPIKE_DRIVE_3": "Drive-3 upgrade", + "SPIKE_DRIVE_3_DESC": "Upgrade a spike drive to drive-3 rating.", + "SPIKE_DRIVE_4": " Drive-4 upgrade", + "SPIKE_DRIVE_4_DESC": "Upgrade a spike drive to drive-4 rating.", + "SPIKE_DRIVE_5": "Drive-5 upgrade", + "SPIKE_DRIVE_5_DESC": "Upgrade a spike drive to drive-5 rating.", + "SPIKE_DRIVE_6": "Drive-6 upgrade", + "SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.", + "SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector", + "SPIKE_THROWER": "Spike Thrower", + "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.", + "SPINAL_BEAM_CANNON": "Spinal Beam Cannon", + "SQUEAL": "Squeal", + "SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter", + "STAB": "Stab", + "STABILIZATION_OVERRIDES": "Stabilization Overrides", + "STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.", + "STALKER": "Stalker", + "STARFARER": "Starfarer", + "STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.", + "STAR_CAPTAIN": "Star Captain", + "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.", + "STATBLOCK": "Statblock", + "STATIONKEEPING": "Stationkeeping", + "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.", + "STATUS": "Status", + "STAT_BLOCK": "Stat block", + "STEALTH": "Stealth", + "STEWARD": "Steward", + "STILETTO_CHARGE": "Stiletto charge", + "STILETTO_CHARGE_DESC": "These ancient Mandate-era polymorphic intrusion charges were originally made to allow Mandate agents to easily overcome primitive colonial data security measures. Each charge is a small interface plug the size of a human thumb. When used as part of a hack against a TL4 system, it causes the skill check to automatically succeed regardless of the difficulty. Without line shunts, however, the duration of the hack is still no more than the usual 1d4 rounds plus the hacker’s Program skill. These devices are single-use, and are prized so highly that they are almost always unavailable for conventional purchase. Favors to the right people and the looting of Mandate remnants are the only normal ways to acquire these devices.", + "STORAGE_UNIT": "Storage unit", + "STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.", + "STORM_ARMOR": "Storm Armor", + "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.", + "STOWED": "Stowed", + "STRAIN": "Strain", + "STRAIN_COST": "Strain cost", + "STREET": "Street", + "STRENGTH": "Strength", + "STRENGTH/2": "Strength/2", + "STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force", + "STRENGTH_SHORT": "STR", + "STRIKE_FIGHTER": "Strike Fighter", + "STR_DEX": "STR/DEX", + "STUN_BATON": "Stun baton", + "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.", + "STUTTERJUMP": "Stutterjump", + "STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.", + "STUTTERJUMP_SUIT": "Stutterjump Suit", + "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.", + "SUBMACHINE_GUN": "Submachine Gun", + "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.", + "SUBSYSTEMS": "Subsystems", + "SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.", + "SUCCESS!": "Success!", + "SUICIDE_CHARGE": "Suicide Charge", + "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.", + "SUIT_RIPPER": "Suit ripper", + "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.", + "SUNBLADE": "Sunblade", + "SUPPRESS_COGNITION": "Suppress Cognition", + "SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.", + "SURGE_MOMENTUM": "Surge Momentum", + "SURGE_MOMENTUM_DESC": "The metapsion’s abilities can be reinforced with a degree of metadimensional energy that would cause substantial damage to a less adept mind. Particularly weak or unprepared minds might be completely crushed by the force of the adept’s augmented will.\nThe adept must Commit Effort for the day when using a power that normally grants its target a saving throw. The target then suffers a penalty equal to the adept’s Metapsionics skill on any saving throw normally granted by the power. If the target’s hit die total or character level is less than half the adept’s level, rounded up, they automatically fail their saving throw.", + "SURVEY_SCANNER": "Survey scanner", + "SURVEY_SCANNER_DESC": "A multipurpose scanner that can take atmospheric and gravitic readings, provide basic chemical analysis of samples of up to one cubic centimeter in size, and record up to two hundred hours of video information or ten times that amount of audio. Know skill checks are necessary for any but the most basic analysis.", + "SURVEY_SENSOR_ARRAY": "Survey sensor array", + "SURVEY_SENSOR_ARRAY_DESC": "Improved planetary sensory array.", + "SURVIVAL": "Survival", + "SURVIVAL_KIT": "Survival kit", + "SURVIVAL_KIT_DESC": "A standard belt-worn kit with fire lighter, water filter, three thermal flares, knife, thermal blanket, a brightly-colored 3 x 3 meter waterproof tarp, a glowbug, and a radio beacon that can transmit a distress signal up to fifty kilometers for one month on the included type A power cell. Survival kits sold on a particular world will usually also include a small booklet on specific dangers or edible organics. Possession of a survival kit grants a +1 to all relevant Survive skill checks, assuming its contents are helpful on a given planet. Survival kits are well-organized, and count as only one item for encumbrance purposes.", + "SURVIVE": "Survive", + "SUSPENDED_MANIFESTATION": "Suspended Manifestation", + "SUSPENDED_MANIFESTATION_DESC": "The metapsion is capable of “hanging” a psychic power in their brain, forming the energy patterns and then suspending them in a self-sustaining loop until it’s time to trigger their release. The psychic must Commit Effort for the day to hang a power, along with the Effort normally necessary to trigger it. None of this Effort can be recovered until the power is expended, after which it recovers at its usual speed. Activating the power is an Instant action, or an On Turn action if it allows the target a saving throw of some kind. Only one ability can be held suspended at any one time.", + "SYNTHETIC_ADAPTATION": "Synthetic Adaptation", + "SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.", + "SYSTEM_DRIVE": "System drive", + "SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.", + "SYSTEM_RESET_INDUCTOR": "System Reset Inductor", + "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.", + "SYSTEM_STRAIN": "System Strain", + "TACTICS": "Tactics", + "TAGGER_NANITES": "Tagger Nanites", + "TAGGER_NANITES_DESC": "While true nanotechnology is beyond the grasp of standard TL4 science, this cyberware allows for the implantation of very simple nanofactories in the user, ones that exude a constant imperceptible “smart dust”. Objects the user touches can be tagged by these nanites, which generate more of their kind for up to 48 hours after tagging. The dust then lays down a trail behind the tagged object, one that is visible to the user or to someone using a properly-keyed tracer. Only counter-nanite measures can remove the dust, as ordinary bathing or scrubbing is insufficient. The dust can be pinged by radio to announce its location to anyone within five kilometers, but most users prefer to leave the dust in passive mode, where it is undetectable to most TL4 sensors. Tagging an object adds one System Strain to the user.", + "TAILORED_ANTIALLERGENS": "Tailored antiallergens", + "TAILORED_ANTIALLERGENS_DESC": "A dose of tailored antiallergens can be used to render a local world’s organics largely edible by humans and its atmosphere breathable without severe allergic reactions. While many worlds have been seeded with Terran life forms or have produced organics that are edible by humans, others are toxic without the appropriate chemical augmentation. A dose of these antiallergens lasts for twenty-four hours.", + "TALK": "Talk", + "TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct", + "TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.", + "TECHNIQUE": "Technique", + "TECH_ASTRONAUTIC": "Tech/Astronautic", + "TECH_MALTECH": "Tech/Maltech", + "TECH_MEDICAL": "Tech/Medical", + "TECH_POSTECH": "Tech/Postech", + "TECH_PRETECH": "Tech/Pretech", + "TECH_PSITECH": "Tech/Psitech", + "TELEKINESIS": "Telekinesis", + "TELEKINETIC_ARMORY": "Telekinetic Armory", + "TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.", + "TELEKINETIC_EXPERTISE": "Telekinetic Expertise", + "TELEKINETIC_EXPERTISE_DESC": "The adept has become familiar enough with the manipulation of telekinetic force that they may now use Telekinetic Manipulation without Committing Effort.", + "TELEKINETIC_FLIGHT": "Telekinetic Flight", + "TELEKINETIC_FLIGHT_DESC": "As an Instant action, the telekinetic can Commit Effort to begin flying, and may extend this effect to up to a half-dozen unresisting, human-sized allies within 30 meters. While flying, the psychic can move at twice their normal movement rate in any direction They can plunge earthward at up to terminal velocity without harm, and even orbital insertions are survivable with this power if a vacc suit is available or the Pressure Field technique is used. Allies must end their turns within 30 meters of the psychic to maintain this flight but control their own motion. As an Instant, this power may be triggered in time to negate falling damage. The flight lasts for as long as the Effort remains Committed.", + "TELEKINETIC_GENERATOR": "Telekinetic generator", + "TELEKINETIC_GENERATOR_DESC": "While this device assumes the presence of a trained telekinetic, it isn’t strictly psitech, as its operation is quite simple. A telekinetic user pushes a resistance bar within the generator, causing a flow of electricity to recharge an attached power cell. Any telekinetic with Telekinesis-1 skill or better can recharge a cell with fifteen minutes of concentration. In an emergency, a character with at least Strength 10 can operate the generator manually, though they need to succeed on a difficulty 8 Con/Exert skill check in order to keep up the pace for an hour. Failure means that the character must rest for at least an hour before trying again. The generator can charge one type A power cell at a time.", + "TELEKINETIC_MANIPULATION": "Telekinetic Manipulation", + "TELEKINETIC_MANIPULATION_DESC": "The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically.\nA telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.\nLevel-0: The psychic can exert force as if with one hand and their own strength.\nLevel-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.\nLevel-2: The psychic can lift or manipulate up to four hundred kilograms and smash a human-sized hole in structures of light wooden construction or lighter as a Main Action.\nLevel-3: The psychic can manipulate up to eight hundred kilograms and can affect as many individual objects at once as they have Telekinesis skill levels.\nLevel-4: The psychic can manipulate up to a metric ton and can smash human-sized holes in TL4-constructed exterior walls, light stone walls, or similar barriers as a Main Action.", + "TELEKINETIC_RAM": "Telekinetic Ram", + "TELEKINETIC_RAM_DESC": "As a Main Action, the psychic can Commit Effort for the scene to target a tremendous, uncontrolled burst of force at a single target within sight. This burst requires some time to detonate, however, and will only go off at the end of the next round. Targets of this technique are aware of an oppressive, electrical tingling in the air and are apt to instinctively move; this technique is thus generally useless against any target that is not entirely immobile, as any movement of a chosen target disrupts the ram. Once the ram detonates, however, it is sufficient to destroy any immobile civilian vehicle, create a five-meter hole in anything short of hardened military fortifications, or inflict 5d12 damage on anything else as if it were struck by a Heavy weapon.", + "TELEPATHIC_ASSAULT": "Telepathic Assault", + "TELEPATHIC_ASSAULT_DESC": "The telepath Commits Effort for the day as a Main Action to force a wave of metadimensional energy through the brain of a Telepathic Contact target. The assault does 6d6 damage, or 9d6 damage if the telepath has Telepathy-4 skill. The target may make a Mental saving throw to halve the damage. This assault cannot kill a target, but can knock them unconscious for an hour if they’re reduced to zero hit points, after which they wake up with one hit point. A victim cannot be\ntargeted by an assault more than once per scene.", + "TELEPATHIC_CONTACT": "Telepathic Contact", + "TELEPATHIC_CONTACT_DESC": "The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques.\nThe depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene. Level-0: Observe emotional states in a target. Intense\nemotions provide a single word or image related to the focus of the feelings.\nLevel-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.\nLevel-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.\nLevel-3: The psychic can drill down into the target’s memory to get a one or two-sentence answer to any single question they ask, or receive a single answering vision of the target’s recollections. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended. It can be re-established, but only by activating this technique again.\nLevel-4: The psychic instantly gets a full and nuanced awareness of everything the target can remember about a particular topic. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended afterwards. It can be re-established, but only by activating this technique again.", + "TELEPATHY": "Telepathy", + "TELEPORTATION": "Teleportation", + "TELEPORTATION_PADS": "Teleportation pads", + "TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.", + "TELESCOPING_POLE": "Telescoping pole", + "TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club", + "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array", + "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.", + "TERATIC_OVERLOAD": "Teratic Overload", + "TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.", + "TERMINAL_REFLECTION": "Terminal Reflection", + "TERMINAL_REFLECTION_DESC": "The psychic’s Oracle power automatically triggers as an Instant action moments before some unexpected danger or ambush, giving the precog a brief vision of the impending hazard. This warning comes just in time to avoid springing a trap or to negate combat surprise for the precog and their companions. If the psychic does not immediately Commit Effort for the day, this sense goes numb and this technique cannot be used for the rest of the day.", + "TERRIFYING_APEX_PREDATOR": "Terrifying Apex Predator", + "THERMAL_FLARE": "Thermal flare", + "THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.", + "THERMAL_PISTOL": "Thermal Pistol", + "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.", + "THERMOKINESIS": "Thermokinesis", + "THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.", + "THIRD_LEVEL": "3rd Level", + "THUNDER_GUN": "Thunder Gun", + "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.", + "TIGHTBEAM_LINK_UNIT": "Tightbeam link unit", + "TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.", + "TINKER": "Tinker", + "TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.", + "TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field", + "TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.", + "TITAN_POWERED_ARMOR": "Titan Powered Armor", + "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.", + "TOOLKIT_POSTECH": "Toolkit/Postech", + "TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.", + "TOOLKIT_PRETECH": "Toolkit/Pretech", + "TOOLKIT_PRETECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.", + "TOOLS_AND_MEDICAL": "Tools & Medical", + "TORPEDO_LAUNCHER": "Torpedo Launcher", + "TOTAL": "Total", + "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", + "TOXIN_INJECTOR": "Toxin Injector", + "TOXIN_INJECTOR_DESC": "The user’s canines or fingernails are altered to allow for the injection of one of two types of poison. If the user attempts to inject an unsuspecting victim they are already touching, the attempt is automatically successful. If the victim is wary or in combat, they can only be affected if they are unarmored and the user succeeds in a Punch attack roll. On a success, the victim must make a Physical saving throw at -2 or be incapacitated by the poison, dying in 1d6 rounds or being incapacitated for 1d6 hours at the user’s discretion. Each poison attack adds 2 System Strain to the user.", + "TRACTOR_BEAMS": "Tractor beams", + "TRACTOR_BEAMS_DESC": "Manipulate objects in space at a distance.", + "TRADE": "Trade", + "TRADE_GOODS": "Trade goods", + "TRADE_GOODS_DESC": "Glowbugs, ceramic fire lighters, antibiotics, ceraplast tools, and the other fruits of a TL4 civilization that might be valuable on more primitive worlds. A kilo of trade goods can usually be traded for at least a hundred credits worth of local products on more primitive worlds that are not well-served by interstellar merchants. The profit margin shrinks rapidly as interstellar trade becomes more common, and there is always the difficulty of finding local products that are actually worth a merchant’s journey.", + "TRADE_METALS": "Trade metals", + "TRADE_METALS_DESC": "The fruit of common TL4 asteroid mining, trade metals include gold, platinum, artificial gemstones, and other substances precious on many lost worlds and trivially valuable on spacefaring ones. A kilo worth of trade metals can be exchanged for as much as a thousand credits worth of local products on metal-poor worlds isolated from interstellar trade. Markets flood rapidly, however, and it usually doesn’t take more than a few merchant trips to persuade the locals to demand trade goods or credits.", + "TRANSHUMAN_CHARACTERS": "Transhuman Characters", + "TRANSHUMAN_CHARACTERS_DESC": "Run a Transhuman campaign with body-swapping. Rules for this are in the Deluxe edition.", + "TRANSLATOR_TORC": "Translator torc", + "TRANSLATOR_TORC_DESC": "Each translator torc is keyed for two languages, and will automatically translate what it hears in one into speech in the other. The translations are eccentric in many cases, and there is always a several-second delay between each statement and its translation. Any attempts to exert social skills or Charisma through a translator torc suffer a -2 skill check penalty. The torc is powered by one type A power cell, which lasts for one week of regular use.", + "TRANSMIT_THOUGHT": "Transmit Thought", + "TRANSMIT_THOUGHT_DESC": "The telepath can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.", + "TRAVEL_COST": "Travel Cost", + "TSUNAMI": "Tsunami", + "TSUNAMI_DESC": "Requires Heal-1. An emergency combat stim used to juice certain expendable soldiers before an assault, Tsunami fills them with a reckless disregard for pain and an intense aggressiveness. The short effect duration and difficult application limits its wider use, however. Subjects gain a Morale score of 12, 10 extra hit points for ten minutes and a +2 bonus on all hit rolls. At the end of the duration, they immediately lose those 10 hit points, which may leave them mortally wounded. Each application adds 2 System Strain to the target.", + "TWITCHLOCK_ACTUATORS": "Twitchlock Actuators", + "TWITCHLOCK_ACTUATORS_DESC": "Neural override fibers are woven into the user’s hands and arms and linked to a perceptual modulator implanted at the base of the user’s brain stem. When presented with a direct exercise of hand-eye coordination, the twitchlock can be engaged to produce superhuman accuracy and precision. Any attack roll or skill check reliant chiefly on manual dexterity or aim can be rerolled, though the power surge inflicts two points of System Strain on the user. A given roll can only be rerolled once with this cyberware. While the twitchlock allows superhuman accuracy when engaged, the overrides fuzz ordinary nerve impulses and reduce the user’s Dexterity modifier by 1 when active. Activating or deactivating the cyberware requires a Main Action.", + "TYPE": "Type", + "TYPE_OF_MAGIC": "Type of Magic", + "UNARMED_COMBATANT": "Unarmed Combatant", + "UNARMED_COMBATANT_DESC": "Your empty hands are more dangerous than knives and guns in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding rifles and similar long arms, though you need at least one hand free to do so.\nLevel 1: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage, don’t add it twice to this Shock damage.\nLevel 2: You know locks and twists that use powered servos against their wearer. Your unarmed attacks count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a Punch attack, you do an unmodified 1d6 damage.", + "UNCOMMITTED": "Uncommitted", + "UNIQUE_GIFT": "Unique Gift", + "UNIQUE_GIFT_DESC": "Whether due to exotic technological augmentation, a unique transhuman background, or a remarkable human talent, you have the ability to do something that’s simply impossible for a normal human.\nThis is a special focus which serves as a catch-all for some novel power or background perk that doesn’t have a convenient fit in the existing rules. A transhuman who can function normally in lethal environments, a nanotech-laden experimental subject with a head full of exotic sensors, or a brilliant gravitic scientist who can fly thanks to their personal tech might all take this focus to cover their special abilities.\nIt’s up to the GM to decide what’s reasonable and fair to be covered under this gift. If an ability is particularly powerful, it might require the user to take System Strain to use it, as described on page 32.\nAs a general rule this ability should be better than a piece of gear the PC could buy for credits. The player is spending a very limited resource when they make this focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.", + "UNITY_OF_THOUGHT": "Unity of Thought", + "UNITY_OF_THOUGHT_DESC": "The telepath becomes exceptionally skilled at weaving together multiple allied minds. When they establish a Telepathic Contact with a willing ally they may bind up to six willing participants into the same contact without further Effort. This multi-person link is relatively shallow, and allows only the Instant exchange of thoughts, images, and sensory impressions. While under its effect, every participant knows the exact location and condition of all others, and uses the best Initiative roll of any of them if combat commences. At the table, up to five minutes of discussion and coordination among the players can be arranged each round without incurring delays for the PCs. Every combat turn, one gestalt member of the psychic’s choice gets an extra round of action to represent the benefits of the perfect coordination of the group. The psychic cannot gain this bonus round himself. The telepathic link lasts as long as the psychic initiates no new Telepathic Contact, and it has a range that extends to any point within a solar system.", + "UNSPENT_PSIONIC_SKILL_POINTS": "Unspent psionic skill points", + "UNSPENT_SKILL_POINTS": "Unspent skill points", + "UNTRAINED": "Untrained", + "UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro", + "USE_AMMO_AUTOMATICALLY": "Use ammo automatically", + "USE_MAGIC": "Use Magic", + "VACC_FRESHER": "Vacc fresher", + "VACC_FRESHER_DESC": "This three-kilo tube filters and compresses atmosphere to refill vacc suit oxygen tanks. It can extract oxygen from any atmosphere which contains it, even in the form of carbon dioxide. Refilling a standard vacc suit tank requires ten minutes of operation and consumes one type A power cell. Most vacc freshers are also equipped with an emergency hand crank power source, though it requires at least two hours of cranking.", + "VACC_SKIN": "Vacc skin", + "VACC_SKIN_DESC": "A more advanced TL5 version of the vacc suit, this skin-tight suit can be worn as a readied item in conjunction with armor, though it grants no Armor Class bonus itself. It requires no oxygen tank, automatically cracking and recycling the wearer’s respiration, and can even recycle the wearer’s bodily waste into drinkable water if necessary. Vacc skins apply no penalty to hit rolls or skill checks for wearers. It suffers tears in the same way as a normal vacc suit, and requires a type A power cell for each 24 hours of operation.", + "VACC_SUIT": "Vacc suit", + "VACC_SUIT_DESC": "The standard TL4 vacc suit is designed to allow the wearer to survive in both hard vacuum and on most inhospitable planetary surfaces. The suit protects against ordinary levels of cosmic radiation and provides a temperature-controlled atmosphere. Vacc suits are equipped with radios that have a ten-kilometer range. A vacc suit oxygen tank weighs 1 encumbrance, included with the weight of the suit, and functions for six hours. Vacc suits are cumbersome, and apply a -2 penalty to all hit rolls and skill checks that require movement. Those with at least a month of zero-gee experience can ignore this penalty. No armor can be worn with a vacc suit, though the suit itself grants AC 13 to its wearers. A vacc suit requires one type A power cell for each twelve hours of operation. Vacc suits have a self-healing exterior that can seal the puncture wounds caused by bullets, arrows, or energy beams, but a strike from an edged weapon can overwhelm the repair system. If a character with 10 or fewer hit points is struck by an edged weapon, there is a 50% chance the suit is torn. Suits are equipped with emergency repair patches, but it requires a Main Action to apply one.", + "VEHICLE": "Vehicle", + "VEHICLE_AIR": "Vehicle/Air", + "VEHICLE_GRAV": "Vehicle/Grav", + "VEHICLE_LAND": "Vehicle/Land", + "VEHICLE_SPACE": "Vehicle/Space", + "VEHICLE_TRANSPORT_FITTINGS": "Vehicle transport fittings", + "VEHICLE_TRANSPORT_FITTINGS_DESC": "Halve tonnage space of carried vehicles.", + "VEHICLE_TYPE": "Vehicle type", + "VEHICLE_WATER": "Vehicle/Water", + "VESTIMENTUM": "Vestimentum", + "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.", + "VETERAN_FIGHTER": "Veteran Fighter", + "VOID_CARBINE": "Void Carbine", + "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.", + "VOID_HAWK": "Void Hawk", + "VORTEX_CANNON": "Vortex Cannon", + "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.", + "VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor", + "VS": "vs", + "VS_AC_LEQ": "vs AC ≤", + "WANDERER": "Wanderer", + "WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.", + "WARPAINT": "Warpaint", + "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.", + "WARRIOR": "Warrior", + "WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.", + "WARRIOR_TYRANT": "Warrior Tyrant", + "WEAPON": "Weapon", + "WEAPONS": "Weapons", + "WHEATCUTTER_BELT": "Wheatcutter belt", + "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.", + "WEAPON_FITTING": "Weapon Fitting", + "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.", + "WIDEAWAKE_SERUM": "Wideawake Serum", + "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.", + "WILD_PSYCHIC_TALENT": "Wild Psychic Talent", + "WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.", + "WISDOM": "Wisdom", + "WISDOM_DESC": "Noticing things, making judgments, reading situations, intuition", + "WISDOM_SHORT": "WIS", + "WORK": "Work", + "WORKSHOP": "Workshop", + "WORKSHOP_DESC": "Automated tech workshops for maintenance.", + "WORLDS_WITHOUT_NUMBER": "Worlds Without Number", + "WOVEN_BODY_ARMOR": "Woven Body Armor", + "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.", + "XP": "XP", + "XP_NEXT_LEVEL": "XP / Next Level", + "XP_SCHEME": "XP scheme", + "XP_SCHEME_DESC": "Chose what to show in the \"next level xp\" field, if anything.", + "YES": "Yes" +} diff --git a/Symbaroum/translations/ca.json b/Symbaroum/translations/ca.json new file mode 100644 index 0000000000..6cc7c03a60 --- /dev/null +++ b/Symbaroum/translations/ca.json @@ -0,0 +1,176 @@ +{ + "ability": "Ability", + "abilities": "Abilities", + "accurate": "Accurate", + "active": "Active", + "armor-or-power": "Armor or Power", + "attack": "Attack", + "attack-critically-hit": "Attack critically hit", + "attack-critically-missed": "Attack critically missed", + "attack-hit": "Attack Hit", + "attack-missed": "Attack missed", + "attacks": "Attacks", + "attacks-chat": "Attacks", + "attribute": "Attribute", + "attribute-not-selected": "has failed to select an Attribute for this Ability", + "balanced": "Balanced", + "blunt": "Blunt", + "bonus-damage-abbrv": "Bonus dmg", + "bonus-defense-abbrv": "Bonus def", + "bonuses-and-advantages": "Bonuses/Disadvantages", + "bonuses-and-disadvantages": "Bonuses/Disadvantages", + "boons": "Boons", + "burdens": "Burdens", + "character": "Character", + "character-background": "Character Background", + "corruption": "Corruption", + "cumbersome": "Cumbersome", + "cunning": "Cunning", + "currency-orteg": "Orteg", + "currency-shilling": "Shilling", + "currency-thaler": "Thaler", + "current": "Current", + "damage": "Damage", + "damage-negated": "Damage negated", + "deep-impact": "Deep Impact", + "defends": "Defends", + "defenses": "Defenses", + "description": "Description", + "detailed-equipment-and-artifacts": "Detailed Equipment & Artifacts", + "dice-roll": "Roll", + "discreet": "Discreet", + "does-extra-damage": "does extra damage", + "effect": "Effect", + "enemy-critically-hit": "Enemy critically hit", + "enemy-critically-missed": "Enemy critically missed", + "enemy-hit": "Enemy hit", + "enemy-missed": "Enemy missed", + "equipment-and-biography": "Equipment | Bio", + "experience-abbrv": "Exp", + "failure": "Failure", + "flexible": "Flexible", + "free": "Free", + "friends": "Friends", + "friends-name": "Friend Name", + "friends-occupation": "Friend Occupation", + "friends-race": "Friend Race", + "group": "Group", + "group-goal": "Group Goal", + "group-name": "Group Name", + "impede": "Impede", + "item-name": "Item Name", + "items": "Items", + "jointed": "Jointed", + "long": "Long", + "maximum-abbrv": "Max", + "mystical-powers": "Mystical Powers", + "name": "Name", + "negates-extra-damage": "negates extra damage", + "negation": "Negation", + "occupation": "Occupation", + "pain-threshold-abbrv": "Pain thresh.", + "passive": "Passive", + "permanent-abbrv": "Perm.", + "persuasive": "Persuasive", + "player": "Player", + "power": "Mystical Power", + "precise": "Precise", + "quality": "Quality", + "quick": "Quick", + "quote": "Quote", + "race": "Race", + "reactive": "Reactive", + "resolute": "Resolute", + "ritual": "Ritual", + "rituals": "Rituals", + "rituals-and-powers": "Rituals | Powers", + "roll": "Roll", + "select": "Select", + "short": "Short", + "special": "Special", + "strong": "Strong", + "success": "Success", + "temporary-abbrv": "Temp.", + "temporary-corruption": "Temp Corruption", + "temporary-corruption-abbrv": "Temp Corruption", + "threshold": "Threshold", + "title-ability-action-type": "Ability action type", + "title-ability-check": "Ability check", + "title-ability-description": "Ability description", + "title-ability-name": "Ability Name", + "title-ability-that-determines-defense": "Ability that determines defense, usually Quick", + "title-adept": "Adept", + "title-any-bonus-to-defense": "Any bonus to defense, including shields", + "title-armor-or-power-explanation": "Armor the character is wearing, or Power used to defend", + "title-armor-quality": "Flexible, Cumbersome, etc.", + "title-armors-impending-penalty": "Armor's impeding penalty", + "title-attack-roll": "Attack roll for the weapon", + "title-attribute-ability": "Attribute used for Ability Checks", + "title-attribute-explanation": "Ability that determines a hit, usually Accurate", + "title-bond-to-player": "Bound to player", + "title-bonus-to-attack-roll": "Bonus to attack roll", + "title-bonus-to-damage": "Bonus to damage", + "title-boon-action-type": "Boon action type", + "title-boon-description": "Boon description", + "title-boon-name": "Boon Name", + "title-burden-action-type": "Burden action type", + "title-burden-description": "Burden description", + "title-burden-name": "Burden Name", + "title-character-background": "Explain where your character comes from and where he or she wants to go and accomplish.", + "title-character-sheet": "Character Sheet", + "title-choose-dice-and-roll": "Pick a dice value (to the right) and hit this button to roll", + "title-damage-negated": "Damage negated due to an ability", + "title-damage-reduction": "Any damage reduction from skills or items", + "title-defense-armor": "Defense roll for the armor", + "title-equipment-group-and-friends": "Equipment, Group, and Friends", + "title-extra-damage-roll": "Extra damage roll due to an ability", + "title-item-name": "Item Name", + "title-item-quantity": "Item Quantity", + "title-master": "Master", + "title-mystical-power-attribute": "Attribute used for Mystical Power", + "title-mystical-power-check": "Mystical Power Check", + "title-novice": "Novice", + "title-power-attribute": "Attribute for Ritual", + "title-power-description": "Power description", + "title-powers-name": "Power's name", + "title-ritual-check": "Ritual check", + "title-ritual-description": "Ritual description", + "title-ritual-name": "Ritual name", + "title-rituals-and-powers": "Rituals and Powers", + "title-standard-equipment": "Standard Equipment", + "title-temporary-corruption-when-equipment-is-used": "Temporary Corruption when equipment or artifacts is used", + "title-temporary-corruption-when-power-is-used": "Temporary Corruption when power is used", + "title-temporary-corruption-when-ritual-is-used": "Temporary Corruption when ritual is used", + "title-trait-ability": "Attribute used for Trait", + "title-trait-action-type": "Trait action type", + "title-trait-check": "Trait check", + "title-trait-description": "Trait description", + "title-trait-name": "Trait Name", + "title-traits-and-abilities": "Traits and Abilities", + "title-use-attack": "Use attack!", + "title-weapon-or-power-used": "Weapon or power used in attack", + "title-weapon-quality": "Balanced, Blunt, Deep Impact, Jointed, Long, Precise, Short, etc.", + "title-worn-armor-or-power": "Armor the character is wearing, or Power used to defend", + "total": "Total", + "toughness": "Toughness", + "trait": "Trait", + "traits": "Traits", + "traits-and-abilities": "Traits | Abilities", + "unspent": "Unspent", + "using": "using", + "vigilant": "Vigilant", + "weapon-or-power": "Weapon or Power", + "with": "with", + "shadow": "Shadow", + "pain threshold display": "pain threshold display", + "toughness maximum input": "toughness maximum input", + "current toughness input": "current toughness input", + "corruption threshold": "corruption threshold", + "permanent corruption input": "permanent corruption input", + "corruption input": "corruption input", + "Novice": "Novice", + "Adept": "Adept", + "Master": "Master", + "defense": "Defense", + "character-goal": "Character Goal" +} \ No newline at end of file diff --git a/Symbaroum/translations/hu.json b/Symbaroum/translations/hu.json new file mode 100644 index 0000000000..6cc7c03a60 --- /dev/null +++ b/Symbaroum/translations/hu.json @@ -0,0 +1,176 @@ +{ + "ability": "Ability", + "abilities": "Abilities", + "accurate": "Accurate", + "active": "Active", + "armor-or-power": "Armor or Power", + "attack": "Attack", + "attack-critically-hit": "Attack critically hit", + "attack-critically-missed": "Attack critically missed", + "attack-hit": "Attack Hit", + "attack-missed": "Attack missed", + "attacks": "Attacks", + "attacks-chat": "Attacks", + "attribute": "Attribute", + "attribute-not-selected": "has failed to select an Attribute for this Ability", + "balanced": "Balanced", + "blunt": "Blunt", + "bonus-damage-abbrv": "Bonus dmg", + "bonus-defense-abbrv": "Bonus def", + "bonuses-and-advantages": "Bonuses/Disadvantages", + "bonuses-and-disadvantages": "Bonuses/Disadvantages", + "boons": "Boons", + "burdens": "Burdens", + "character": "Character", + "character-background": "Character Background", + "corruption": "Corruption", + "cumbersome": "Cumbersome", + "cunning": "Cunning", + "currency-orteg": "Orteg", + "currency-shilling": "Shilling", + "currency-thaler": "Thaler", + "current": "Current", + "damage": "Damage", + "damage-negated": "Damage negated", + "deep-impact": "Deep Impact", + "defends": "Defends", + "defenses": "Defenses", + "description": "Description", + "detailed-equipment-and-artifacts": "Detailed Equipment & Artifacts", + "dice-roll": "Roll", + "discreet": "Discreet", + "does-extra-damage": "does extra damage", + "effect": "Effect", + "enemy-critically-hit": "Enemy critically hit", + "enemy-critically-missed": "Enemy critically missed", + "enemy-hit": "Enemy hit", + "enemy-missed": "Enemy missed", + "equipment-and-biography": "Equipment | Bio", + "experience-abbrv": "Exp", + "failure": "Failure", + "flexible": "Flexible", + "free": "Free", + "friends": "Friends", + "friends-name": "Friend Name", + "friends-occupation": "Friend Occupation", + "friends-race": "Friend Race", + "group": "Group", + "group-goal": "Group Goal", + "group-name": "Group Name", + "impede": "Impede", + "item-name": "Item Name", + "items": "Items", + "jointed": "Jointed", + "long": "Long", + "maximum-abbrv": "Max", + "mystical-powers": "Mystical Powers", + "name": "Name", + "negates-extra-damage": "negates extra damage", + "negation": "Negation", + "occupation": "Occupation", + "pain-threshold-abbrv": "Pain thresh.", + "passive": "Passive", + "permanent-abbrv": "Perm.", + "persuasive": "Persuasive", + "player": "Player", + "power": "Mystical Power", + "precise": "Precise", + "quality": "Quality", + "quick": "Quick", + "quote": "Quote", + "race": "Race", + "reactive": "Reactive", + "resolute": "Resolute", + "ritual": "Ritual", + "rituals": "Rituals", + "rituals-and-powers": "Rituals | Powers", + "roll": "Roll", + "select": "Select", + "short": "Short", + "special": "Special", + "strong": "Strong", + "success": "Success", + "temporary-abbrv": "Temp.", + "temporary-corruption": "Temp Corruption", + "temporary-corruption-abbrv": "Temp Corruption", + "threshold": "Threshold", + "title-ability-action-type": "Ability action type", + "title-ability-check": "Ability check", + "title-ability-description": "Ability description", + "title-ability-name": "Ability Name", + "title-ability-that-determines-defense": "Ability that determines defense, usually Quick", + "title-adept": "Adept", + "title-any-bonus-to-defense": "Any bonus to defense, including shields", + "title-armor-or-power-explanation": "Armor the character is wearing, or Power used to defend", + "title-armor-quality": "Flexible, Cumbersome, etc.", + "title-armors-impending-penalty": "Armor's impeding penalty", + "title-attack-roll": "Attack roll for the weapon", + "title-attribute-ability": "Attribute used for Ability Checks", + "title-attribute-explanation": "Ability that determines a hit, usually Accurate", + "title-bond-to-player": "Bound to player", + "title-bonus-to-attack-roll": "Bonus to attack roll", + "title-bonus-to-damage": "Bonus to damage", + "title-boon-action-type": "Boon action type", + "title-boon-description": "Boon description", + "title-boon-name": "Boon Name", + "title-burden-action-type": "Burden action type", + "title-burden-description": "Burden description", + "title-burden-name": "Burden Name", + "title-character-background": "Explain where your character comes from and where he or she wants to go and accomplish.", + "title-character-sheet": "Character Sheet", + "title-choose-dice-and-roll": "Pick a dice value (to the right) and hit this button to roll", + "title-damage-negated": "Damage negated due to an ability", + "title-damage-reduction": "Any damage reduction from skills or items", + "title-defense-armor": "Defense roll for the armor", + "title-equipment-group-and-friends": "Equipment, Group, and Friends", + "title-extra-damage-roll": "Extra damage roll due to an ability", + "title-item-name": "Item Name", + "title-item-quantity": "Item Quantity", + "title-master": "Master", + "title-mystical-power-attribute": "Attribute used for Mystical Power", + "title-mystical-power-check": "Mystical Power Check", + "title-novice": "Novice", + "title-power-attribute": "Attribute for Ritual", + "title-power-description": "Power description", + "title-powers-name": "Power's name", + "title-ritual-check": "Ritual check", + "title-ritual-description": "Ritual description", + "title-ritual-name": "Ritual name", + "title-rituals-and-powers": "Rituals and Powers", + "title-standard-equipment": "Standard Equipment", + "title-temporary-corruption-when-equipment-is-used": "Temporary Corruption when equipment or artifacts is used", + "title-temporary-corruption-when-power-is-used": "Temporary Corruption when power is used", + "title-temporary-corruption-when-ritual-is-used": "Temporary Corruption when ritual is used", + "title-trait-ability": "Attribute used for Trait", + "title-trait-action-type": "Trait action type", + "title-trait-check": "Trait check", + "title-trait-description": "Trait description", + "title-trait-name": "Trait Name", + "title-traits-and-abilities": "Traits and Abilities", + "title-use-attack": "Use attack!", + "title-weapon-or-power-used": "Weapon or power used in attack", + "title-weapon-quality": "Balanced, Blunt, Deep Impact, Jointed, Long, Precise, Short, etc.", + "title-worn-armor-or-power": "Armor the character is wearing, or Power used to defend", + "total": "Total", + "toughness": "Toughness", + "trait": "Trait", + "traits": "Traits", + "traits-and-abilities": "Traits | Abilities", + "unspent": "Unspent", + "using": "using", + "vigilant": "Vigilant", + "weapon-or-power": "Weapon or Power", + "with": "with", + "shadow": "Shadow", + "pain threshold display": "pain threshold display", + "toughness maximum input": "toughness maximum input", + "current toughness input": "current toughness input", + "corruption threshold": "corruption threshold", + "permanent corruption input": "permanent corruption input", + "corruption input": "corruption input", + "Novice": "Novice", + "Adept": "Adept", + "Master": "Master", + "defense": "Defense", + "character-goal": "Character Goal" +} \ No newline at end of file diff --git a/TIH/translations/ca.json b/TIH/translations/ca.json new file mode 100644 index 0000000000..ade724a9c3 --- /dev/null +++ b/TIH/translations/ca.json @@ -0,0 +1,107 @@ +{ + "character-sheet": "Character Sheet", + "name": "Name", + "class": "Class", + "the-veteran": "The Veteran", + "the-exorcist": "The Exorcist", + "the-hunter": "The Hunter", + "the-scoundrel": "The Scoundrel", + "the-elementalist": "The Elementalist", + "the-occultist": "The Occultist", + "the-outlander": "The Outlander", + "veteran_intro": "You have stared into the face of death herself. Now, life holds few pleasures, and you must take up your sword again.", + "veteran_attributes": "Class Attributes: Tough [+1], Precise [0], Clever [-1]", + "veteran_aptitudes": "Natural Aptitudes (choose 2): Tactics, Fighting Humans, Endurance", + "exorcist_intro": "The end is never really the end, of course. Foul creatures wish to drag you down into the pit, and you must stop them.", + "exorcist_attributes": "Class Attributes: Tough [+1], Precise [-1], Clever [0]", + "exorcist_aptitudes": "Natural Aptitudes (choose 3): Endurance, Identifying Symbols, Avoiding Spells, Fighting Unliving", + "hunter_intro": "A simple life in a house by a stream is too much to ask from these shattered lands. The dogs bay from their kennels. The hunt calls.", + "hunter_attributes": "Class Attributes: Tough [0], Precise [+1], Clever [-1]", + "hunter_aptitudes": "Natural Aptitudes (choose 3): Navigation, Stealth, Fighting Insects, Fighting Animals", + "scoundrel_intro": "There is much to be gained in this new economy when no trap or guard can keep you out.", + "scoundrel_attributes": "Class Attributes: Tough [-1], Precise [+1], Clever [-1]", + "scoundrel_aptitudes": "Natural Aptitudes (choose 3): Stealth, Avoiding Traps, Identifying Symbols, Disguise", + "elementalist_intro": "The world is not made of singular stuff, but shifting patterns and energies. Stare deep into the flame. Become fire herself.", + "elementalist_attributes": "Class Attributes: Tough [0], Precise [-1], Clever [+1]", + "elementalist_aptitudes": "Natural Aptitudes (choose 2): Avoiding Spells, Disguise, Fighting Abominations", + "occultist_intro": "Your journey is brief. Seething power lies buried. The cold ground enfolds us all in the end.", + "occultist_attributes": "Class Attributes: Tough [-1], Precise [0], Clever [+1]", + "occultist_aptitudes": "Natural Aptitudes (choose 2): Stealth, Identifying Symbols, Avoiding Spells", + "outlander_intro": "It’s time to leave...", + "outlander_attributes": "Class Attributes: Tough [0], Precise [0], Clever [0]", + "outlander_aptitudes": "Natural Aptitudes (choose 4): Avoiding Spells, Disguise, Navigation, Fighting Abominations, Fighting Unliving", + "attributes": "Attributes", + "tough": "Tough", + "precise": "Precise", + "clever": "Clever", + "message": "In order to use the dark dice above, don't write the plus sign of the positive attributes (e.g., write 1 instead of +1).", + "natural_aptitudes": "Natural Aptitudes", + "positive-details": "Positive Details", + "veteran-detail-1": "Weapon Master (Proficient with all bows; Hand, Heavy, and Dueling Weapons; all shields; and all armour)", + "veteran-detail-2": "Cleave Through Foes (Skill: If the group is outnumbered or facing a swarm, apply twice as many damage details divided among the enemies)", + "veteran-detail-3": "Splintered Shield (Skill: Add a damage detail to a shield to negate all GM details from a single roll)", + "exorcist-detail-1": "Holy Weapons (Proficient with Hand and Heavy Weapons, all shields, and Chainmail Armour or lighter)", + "exorcist-detail-2": "Banish the Unliving (Spell: Test Clever. Number over indicates the number of monsters banished)", + "exorcist-detail-3": "Light of the Mother (Skill: Test Clever. Details can be spent one-to-one to heal allies, fill a small room with light, or detect monsters at far range or closer)", + "hunter-detail-1": "Hunting Weapons (Proficient with all bows, Hand Weapons, Dueling Weapons, and Reinforced Leather Armour or lighter)", + "hunter-detail-2": "Track your Prey (Skill: Test Precise. Details can be spent to locate water, animals, or monsters)", + "hunter-detail-3": "Skin and Bones (Skill: Test Tough. With raw materials, details can be spent to create valuable skins, warm clothing, or bone weapons)", + "scoundrel-detail-1": "Cruel Weapons (Proficient with the Crossbow, Hand Weapons, Dueling Weapons, and Reinforced Leather Armour or lighter)", + "scoundrel-detail-2": "Pilfer (Skill: Test Clever. Details can be spent to obtain items from pockets, conceal weapons, open locks, or spring traps)", + "scoundrel-detail-3": "Aim between the Ribs (Skill: Test Precise. Details can be spent one-to-one to add damage details to your next successful attack from behind during this scene)", + "elementalist-detail-1": "Few Weapons (Proficient with Hand Weapons and Leather Armour)", + "elementalist-detail-2": "Disrupt the Balance (Spell: Test Clever. Details can be spent to create of destroy a handful of fire or water, or turn a handful of stone into mud or mud into stone)", + "elementalist-detail-3": "Shifting Forms (Skill: Test Precise. Details can be spent to polymorph yourself for minutes or others for several seconds)", + "occultist-detail-1": "No Weapons (Proficient with Leather Armour)", + "occultist-detail-2": "Draw Forth the Unliving (Spell: Test Clever. Number over indicates the number of monsters created from fresh corpses; lasts for the scene)", + "occultist-detail-3": "Shade of the Crone (Skill: Test Precise. Details can be spent to deal damage to close or far enemies)", + "outlander-detail-1": "Precise Weapons (Proficient with the Bow, Hand Weapons, Dueling Weapons, Small Shields, and Chainmail Armour or lighter)", + "outlander-detail-2": "Natural Scavenger (Skill: Test Clever. Details can be spent to gather herbs, ammunition, or supplies)", + "outlander-detail-3": "Sound of the Child (Skill: Test Precise. Details give you visions/sounds of the area at very far range)", + "negative-details": "Negative Details", + "fallen": "Fallen", + "items": "Items", + "jingle": "Jingle", + "pack": "Pack", + "_/6+Tough": " /6+Tough", + "rations": "Rations", + "flint-and-tinder": "Flint-and-Tinder", + "hand-weapon": "Hand Weapon", + "masters": "Masters", + "relationships": "Relationships", + "scars": "Scars", + "questions": "Questions", + "two-answers": "Answer 2", + "veteran-question-1": "What did she look like?", + "veteran-question-2": "How many years has it been?", + "veteran-question-3": "Where do you keep your sword?", + "veteran-question-4": "Who won the last great battle (and how)?", + "exorcist-question-1": "Who have you lost?", + "exorcist-question-2": "Where did you eventually find them?", + "exorcist-question-3": "What holds the world together", + "exorcist-question-4": "What tears the world apart?", + "hunter-question-1": "Who cares for the dogs in your absence?", + "hunter-question-2": "What is your favorite prey?", + "hunter-question-3": "What stalks the realm by night?", + "hunter-question-4": "What food enchants people (and how)?", + "scoundrel-question-1": "What's the next big score?", + "scoundrel-question-2": "What score did you fail to pull off?", + "scoundrel-question-3": "Whose betrayal will you remember (and what was it)?", + "scoundrel-question-4": "Who will remember your betrayal (and what was it)?", + "elementalist-question-1": "What remains unchanged?", + "elementalist-question-2": "How close have you come to the flame?", + "elementalist-question-3": "What burns in the hearts of the people?", + "elementalist-question-4": "What stone structure is built on a foundation of mud?", + "occultist-question-1": "What maddening secret do you know?", + "occultist-question-2": "How many more must die?", + "occultist-question-3": "Who most wishes to see the world come to harm?", + "occultist-question-4": "Who knows your darkest secrets?", + "one-or-four-answers": "Answer 1 or 4", + "outlander-question-1": "You can hear them too, can’t you (what do they say)?", + "outlander-question-2": "What lies deep beneath these hills?", + "outlander-question-3": "Where can you never go?", + "outlander-question-4": "Where must you always return?", + "outlander-question-5": "Can you hear him crying (why or why not)?", + "outlander-question-6": "What lands have the greatest bounty just beneath the surface?", + "notes": "Notes" +} diff --git a/TIH/translations/hu.json b/TIH/translations/hu.json new file mode 100644 index 0000000000..ade724a9c3 --- /dev/null +++ b/TIH/translations/hu.json @@ -0,0 +1,107 @@ +{ + "character-sheet": "Character Sheet", + "name": "Name", + "class": "Class", + "the-veteran": "The Veteran", + "the-exorcist": "The Exorcist", + "the-hunter": "The Hunter", + "the-scoundrel": "The Scoundrel", + "the-elementalist": "The Elementalist", + "the-occultist": "The Occultist", + "the-outlander": "The Outlander", + "veteran_intro": "You have stared into the face of death herself. Now, life holds few pleasures, and you must take up your sword again.", + "veteran_attributes": "Class Attributes: Tough [+1], Precise [0], Clever [-1]", + "veteran_aptitudes": "Natural Aptitudes (choose 2): Tactics, Fighting Humans, Endurance", + "exorcist_intro": "The end is never really the end, of course. Foul creatures wish to drag you down into the pit, and you must stop them.", + "exorcist_attributes": "Class Attributes: Tough [+1], Precise [-1], Clever [0]", + "exorcist_aptitudes": "Natural Aptitudes (choose 3): Endurance, Identifying Symbols, Avoiding Spells, Fighting Unliving", + "hunter_intro": "A simple life in a house by a stream is too much to ask from these shattered lands. The dogs bay from their kennels. The hunt calls.", + "hunter_attributes": "Class Attributes: Tough [0], Precise [+1], Clever [-1]", + "hunter_aptitudes": "Natural Aptitudes (choose 3): Navigation, Stealth, Fighting Insects, Fighting Animals", + "scoundrel_intro": "There is much to be gained in this new economy when no trap or guard can keep you out.", + "scoundrel_attributes": "Class Attributes: Tough [-1], Precise [+1], Clever [-1]", + "scoundrel_aptitudes": "Natural Aptitudes (choose 3): Stealth, Avoiding Traps, Identifying Symbols, Disguise", + "elementalist_intro": "The world is not made of singular stuff, but shifting patterns and energies. Stare deep into the flame. Become fire herself.", + "elementalist_attributes": "Class Attributes: Tough [0], Precise [-1], Clever [+1]", + "elementalist_aptitudes": "Natural Aptitudes (choose 2): Avoiding Spells, Disguise, Fighting Abominations", + "occultist_intro": "Your journey is brief. Seething power lies buried. The cold ground enfolds us all in the end.", + "occultist_attributes": "Class Attributes: Tough [-1], Precise [0], Clever [+1]", + "occultist_aptitudes": "Natural Aptitudes (choose 2): Stealth, Identifying Symbols, Avoiding Spells", + "outlander_intro": "It’s time to leave...", + "outlander_attributes": "Class Attributes: Tough [0], Precise [0], Clever [0]", + "outlander_aptitudes": "Natural Aptitudes (choose 4): Avoiding Spells, Disguise, Navigation, Fighting Abominations, Fighting Unliving", + "attributes": "Attributes", + "tough": "Tough", + "precise": "Precise", + "clever": "Clever", + "message": "In order to use the dark dice above, don't write the plus sign of the positive attributes (e.g., write 1 instead of +1).", + "natural_aptitudes": "Natural Aptitudes", + "positive-details": "Positive Details", + "veteran-detail-1": "Weapon Master (Proficient with all bows; Hand, Heavy, and Dueling Weapons; all shields; and all armour)", + "veteran-detail-2": "Cleave Through Foes (Skill: If the group is outnumbered or facing a swarm, apply twice as many damage details divided among the enemies)", + "veteran-detail-3": "Splintered Shield (Skill: Add a damage detail to a shield to negate all GM details from a single roll)", + "exorcist-detail-1": "Holy Weapons (Proficient with Hand and Heavy Weapons, all shields, and Chainmail Armour or lighter)", + "exorcist-detail-2": "Banish the Unliving (Spell: Test Clever. Number over indicates the number of monsters banished)", + "exorcist-detail-3": "Light of the Mother (Skill: Test Clever. Details can be spent one-to-one to heal allies, fill a small room with light, or detect monsters at far range or closer)", + "hunter-detail-1": "Hunting Weapons (Proficient with all bows, Hand Weapons, Dueling Weapons, and Reinforced Leather Armour or lighter)", + "hunter-detail-2": "Track your Prey (Skill: Test Precise. Details can be spent to locate water, animals, or monsters)", + "hunter-detail-3": "Skin and Bones (Skill: Test Tough. With raw materials, details can be spent to create valuable skins, warm clothing, or bone weapons)", + "scoundrel-detail-1": "Cruel Weapons (Proficient with the Crossbow, Hand Weapons, Dueling Weapons, and Reinforced Leather Armour or lighter)", + "scoundrel-detail-2": "Pilfer (Skill: Test Clever. Details can be spent to obtain items from pockets, conceal weapons, open locks, or spring traps)", + "scoundrel-detail-3": "Aim between the Ribs (Skill: Test Precise. Details can be spent one-to-one to add damage details to your next successful attack from behind during this scene)", + "elementalist-detail-1": "Few Weapons (Proficient with Hand Weapons and Leather Armour)", + "elementalist-detail-2": "Disrupt the Balance (Spell: Test Clever. Details can be spent to create of destroy a handful of fire or water, or turn a handful of stone into mud or mud into stone)", + "elementalist-detail-3": "Shifting Forms (Skill: Test Precise. Details can be spent to polymorph yourself for minutes or others for several seconds)", + "occultist-detail-1": "No Weapons (Proficient with Leather Armour)", + "occultist-detail-2": "Draw Forth the Unliving (Spell: Test Clever. Number over indicates the number of monsters created from fresh corpses; lasts for the scene)", + "occultist-detail-3": "Shade of the Crone (Skill: Test Precise. Details can be spent to deal damage to close or far enemies)", + "outlander-detail-1": "Precise Weapons (Proficient with the Bow, Hand Weapons, Dueling Weapons, Small Shields, and Chainmail Armour or lighter)", + "outlander-detail-2": "Natural Scavenger (Skill: Test Clever. Details can be spent to gather herbs, ammunition, or supplies)", + "outlander-detail-3": "Sound of the Child (Skill: Test Precise. Details give you visions/sounds of the area at very far range)", + "negative-details": "Negative Details", + "fallen": "Fallen", + "items": "Items", + "jingle": "Jingle", + "pack": "Pack", + "_/6+Tough": " /6+Tough", + "rations": "Rations", + "flint-and-tinder": "Flint-and-Tinder", + "hand-weapon": "Hand Weapon", + "masters": "Masters", + "relationships": "Relationships", + "scars": "Scars", + "questions": "Questions", + "two-answers": "Answer 2", + "veteran-question-1": "What did she look like?", + "veteran-question-2": "How many years has it been?", + "veteran-question-3": "Where do you keep your sword?", + "veteran-question-4": "Who won the last great battle (and how)?", + "exorcist-question-1": "Who have you lost?", + "exorcist-question-2": "Where did you eventually find them?", + "exorcist-question-3": "What holds the world together", + "exorcist-question-4": "What tears the world apart?", + "hunter-question-1": "Who cares for the dogs in your absence?", + "hunter-question-2": "What is your favorite prey?", + "hunter-question-3": "What stalks the realm by night?", + "hunter-question-4": "What food enchants people (and how)?", + "scoundrel-question-1": "What's the next big score?", + "scoundrel-question-2": "What score did you fail to pull off?", + "scoundrel-question-3": "Whose betrayal will you remember (and what was it)?", + "scoundrel-question-4": "Who will remember your betrayal (and what was it)?", + "elementalist-question-1": "What remains unchanged?", + "elementalist-question-2": "How close have you come to the flame?", + "elementalist-question-3": "What burns in the hearts of the people?", + "elementalist-question-4": "What stone structure is built on a foundation of mud?", + "occultist-question-1": "What maddening secret do you know?", + "occultist-question-2": "How many more must die?", + "occultist-question-3": "Who most wishes to see the world come to harm?", + "occultist-question-4": "Who knows your darkest secrets?", + "one-or-four-answers": "Answer 1 or 4", + "outlander-question-1": "You can hear them too, can’t you (what do they say)?", + "outlander-question-2": "What lies deep beneath these hills?", + "outlander-question-3": "Where can you never go?", + "outlander-question-4": "Where must you always return?", + "outlander-question-5": "Can you hear him crying (why or why not)?", + "outlander-question-6": "What lands have the greatest bounty just beneath the surface?", + "notes": "Notes" +} diff --git a/Tales from the Loop Official/translations/ca.json b/Tales from the Loop Official/translations/ca.json new file mode 100644 index 0000000000..7c2b9604a1 --- /dev/null +++ b/Tales from the Loop Official/translations/ca.json @@ -0,0 +1,47 @@ +{ + "Attributes": "Attributes", + "Body": "Body", + "Tech": "Tech", + "Heart": "Heart", + "Mind": "Mind", + "Conditions": "Conditions", + "Upset": "Upset", + "Scared": "Scared", + "Exhausted": "Exhausted", + "Injured": "Injured", + "Broken": "Broken", + "Skills": "Skills", + "Sneak (Body)": "Sneak (Body)", + "Force (Body)": "Force (Body)", + "Move (Body)": "Move (Body)", + "Tinker (Tech)": "Tinker (Tech)", + "Program (Tech)": "Program (Tech)", + "Calculate (Tech)": "Calculate (Tech)", + "Contact (Heart)": "Contact (Heart)", + "Charm (Heart)": "Charm (Heart)", + "Lead (Heart)": "Lead (Heart)", + "Investigate (Mind)": "Investigate (Mind)", + "Comprehend (Mind)": "Comprehend (Mind)", + "Empathize (Mind)": "Empathize (Mind)", + "Experience": "Experience", + "Name": "Name", + "Type": "Type", + "Age": "Age", + "Luck": "Luck", + "Drive": "Drive", + "Problem": "Problem", + "Pride": "Pride", + "Description": "Description", + "Favourite Song": "Favourite Song", + "Anchor": "Anchor", + "Relationships": "Relationships", + "PC": "PC", + "NPC": "NPC", + "Items": "Items", + "Bonus": "Bonus", + "Iconic Item": "Iconic Item", + "Hideout": "Hideout", + "Notes": "Notes", + "Reroll": "Reroll", + "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition" +} \ No newline at end of file diff --git a/Tales from the Loop Official/translations/hu.json b/Tales from the Loop Official/translations/hu.json new file mode 100644 index 0000000000..7c2b9604a1 --- /dev/null +++ b/Tales from the Loop Official/translations/hu.json @@ -0,0 +1,47 @@ +{ + "Attributes": "Attributes", + "Body": "Body", + "Tech": "Tech", + "Heart": "Heart", + "Mind": "Mind", + "Conditions": "Conditions", + "Upset": "Upset", + "Scared": "Scared", + "Exhausted": "Exhausted", + "Injured": "Injured", + "Broken": "Broken", + "Skills": "Skills", + "Sneak (Body)": "Sneak (Body)", + "Force (Body)": "Force (Body)", + "Move (Body)": "Move (Body)", + "Tinker (Tech)": "Tinker (Tech)", + "Program (Tech)": "Program (Tech)", + "Calculate (Tech)": "Calculate (Tech)", + "Contact (Heart)": "Contact (Heart)", + "Charm (Heart)": "Charm (Heart)", + "Lead (Heart)": "Lead (Heart)", + "Investigate (Mind)": "Investigate (Mind)", + "Comprehend (Mind)": "Comprehend (Mind)", + "Empathize (Mind)": "Empathize (Mind)", + "Experience": "Experience", + "Name": "Name", + "Type": "Type", + "Age": "Age", + "Luck": "Luck", + "Drive": "Drive", + "Problem": "Problem", + "Pride": "Pride", + "Description": "Description", + "Favourite Song": "Favourite Song", + "Anchor": "Anchor", + "Relationships": "Relationships", + "PC": "PC", + "NPC": "NPC", + "Items": "Items", + "Bonus": "Bonus", + "Iconic Item": "Iconic Item", + "Hideout": "Hideout", + "Notes": "Notes", + "Reroll": "Reroll", + "Spend a point of luck, or take a condition": "Spend a point of luck, or take a condition" +} \ No newline at end of file diff --git a/Tales from the Loop/translations/ca.json b/Tales from the Loop/translations/ca.json new file mode 100644 index 0000000000..a990a7f876 --- /dev/null +++ b/Tales from the Loop/translations/ca.json @@ -0,0 +1,94 @@ +{ + "TFTL-u": "TFTL", + "TFTF-u": "TFTF", + "Attributes-u": "Attributes", + "Body-u": " Body", + "Tech-u": " Tech", + "Heart-u": " Heart", + "Mind-u": " Mind", + "Conditions-u": "Conditions", + "Angry-u": "Angry", + "Scared-u": "Scared", + "Exhausted-u": "Exhausted", + "Injured-u": "Injured", + "Broken-u": "Broken", + "Skills-u": "Skills", + "Sneak (Body)-u": " Sneak (Body)", + "Force (Body)-u": " Force (Body)", + "Move (Body)-u": " Move (Body)", + "Program (Tech)-u": " Program (Tech)", + "Tinker (Tech)-u": " Tinker (Tech)", + "Calculate (Tech)-u": " Calculate (Tech)", + "Contact (Heart)-u": " Contact (Heart)", + "Charm (Heart)-u": " Charm (Heart)", + "Lead (Heart)-u": " Lead (Heart)", + "Investigate (Mind)-u": " Investigate (Mind)", + "Comprehend (Mind)-u": " Comprehend (Mind)", + "Empathize (Mind)-u": " Empathize (Mind)", + "Experience-u": "Experience", + "Hideout-u": "Hideout", + "Name-u": "Name", + "Age-u": "Age", + "Type-u": "Type", + "Bookworm": "Bookworm", + "Computer Geek": "Computer Geek", + "Hick": "Hick", + "Jock": "Jock", + "Popular Kid": "Popular Kid", + "Rocker": "Rocker", + "Troublemaker": "Troublemaker", + "Weirdo": "Weirdo", + "Hustler": "Hustler", + "Show-off": "Show-off", + "Inventor": "Inventor", + "Roll-Player": "Roll-Player", + "Gender-u": "Gender", + "Luck Points-u": "Luck
    Points", + "Max Luck-u": "Max
    Luck", + "Iconic Item-u": "Iconic Item", + "(Bonus +2)-u": "(Bonus +2)", + "Body": "Body", + "Tech": "Tech", + "Heart": "Heart", + "Mind": "Mind", + "Sneak": "Sneak", + "Force": "Force", + "Move": "Move", + "Program": "Program", + "Tinker": "Tinker", + "Calculate": "Calculate", + "Contact": "Contact", + "Charm": "Charm", + "Lead": "Lead", + "Investigate": "Investigate", + "Comprehend": "Comprehend", + "Empathize": "Empathize", + "Anchor-u": "Anchor", + "Pride-u": "Pride", + "Problem-u": "Problem", + "Drive-u": "Drive", + "Description-u": "Description", + "Favorite Song-u": "Favorite Song", + "Relationships-u": "Relationships", + "relationshipName": "PC/NPC Name", + "Items-u": "Items", + "itemName": "Item name", + "Notes-u": "Notes", + "Upset-u": "Upset", + "Broken & Scarred-u": "Broken & Scarred", + "Hacker-u": "Hacker", + "Jock-u": "Jock", + "Lone Wolf-u": "Lone Wolf", + "Motorhead-u": "Motorhead", + "Party Animal-u": "Party Animal", + "Raver-u": "Raver", + "Rocker-u": "Rocker", + "Seeker-u": "Seeker", + "Snob-u": "Snob", + "Street Kid-u": "Street Kid", + "Shame-u": "Shame", + "Scars-u": "Scars", + "Scar": "Scar", + "Attribute/Skill-u": "Attr/Skill", + "Successes-u": "Successes" +} \ No newline at end of file diff --git a/Tales from the Loop/translations/hu.json b/Tales from the Loop/translations/hu.json new file mode 100644 index 0000000000..a990a7f876 --- /dev/null +++ b/Tales from the Loop/translations/hu.json @@ -0,0 +1,94 @@ +{ + "TFTL-u": "TFTL", + "TFTF-u": "TFTF", + "Attributes-u": "Attributes", + "Body-u": " Body", + "Tech-u": " Tech", + "Heart-u": " Heart", + "Mind-u": " Mind", + "Conditions-u": "Conditions", + "Angry-u": "Angry", + "Scared-u": "Scared", + "Exhausted-u": "Exhausted", + "Injured-u": "Injured", + "Broken-u": "Broken", + "Skills-u": "Skills", + "Sneak (Body)-u": " Sneak (Body)", + "Force (Body)-u": " Force (Body)", + "Move (Body)-u": " Move (Body)", + "Program (Tech)-u": " Program (Tech)", + "Tinker (Tech)-u": " Tinker (Tech)", + "Calculate (Tech)-u": " Calculate (Tech)", + "Contact (Heart)-u": " Contact (Heart)", + "Charm (Heart)-u": " Charm (Heart)", + "Lead (Heart)-u": " Lead (Heart)", + "Investigate (Mind)-u": " Investigate (Mind)", + "Comprehend (Mind)-u": " Comprehend (Mind)", + "Empathize (Mind)-u": " Empathize (Mind)", + "Experience-u": "Experience", + "Hideout-u": "Hideout", + "Name-u": "Name", + "Age-u": "Age", + "Type-u": "Type", + "Bookworm": "Bookworm", + "Computer Geek": "Computer Geek", + "Hick": "Hick", + "Jock": "Jock", + "Popular Kid": "Popular Kid", + "Rocker": "Rocker", + "Troublemaker": "Troublemaker", + "Weirdo": "Weirdo", + "Hustler": "Hustler", + "Show-off": "Show-off", + "Inventor": "Inventor", + "Roll-Player": "Roll-Player", + "Gender-u": "Gender", + "Luck Points-u": "Luck
    Points", + "Max Luck-u": "Max
    Luck", + "Iconic Item-u": "Iconic Item", + "(Bonus +2)-u": "(Bonus +2)", + "Body": "Body", + "Tech": "Tech", + "Heart": "Heart", + "Mind": "Mind", + "Sneak": "Sneak", + "Force": "Force", + "Move": "Move", + "Program": "Program", + "Tinker": "Tinker", + "Calculate": "Calculate", + "Contact": "Contact", + "Charm": "Charm", + "Lead": "Lead", + "Investigate": "Investigate", + "Comprehend": "Comprehend", + "Empathize": "Empathize", + "Anchor-u": "Anchor", + "Pride-u": "Pride", + "Problem-u": "Problem", + "Drive-u": "Drive", + "Description-u": "Description", + "Favorite Song-u": "Favorite Song", + "Relationships-u": "Relationships", + "relationshipName": "PC/NPC Name", + "Items-u": "Items", + "itemName": "Item name", + "Notes-u": "Notes", + "Upset-u": "Upset", + "Broken & Scarred-u": "Broken & Scarred", + "Hacker-u": "Hacker", + "Jock-u": "Jock", + "Lone Wolf-u": "Lone Wolf", + "Motorhead-u": "Motorhead", + "Party Animal-u": "Party Animal", + "Raver-u": "Raver", + "Rocker-u": "Rocker", + "Seeker-u": "Seeker", + "Snob-u": "Snob", + "Street Kid-u": "Street Kid", + "Shame-u": "Shame", + "Scars-u": "Scars", + "Scar": "Scar", + "Attribute/Skill-u": "Attr/Skill", + "Successes-u": "Successes" +} \ No newline at end of file diff --git a/Teens in Space Official/translations/ca.json b/Teens in Space Official/translations/ca.json new file mode 100644 index 0000000000..ee272c8093 --- /dev/null +++ b/Teens in Space Official/translations/ca.json @@ -0,0 +1,24 @@ +{ + "Name": "Name", + "Age": "Age", + "Species": "Species", + "Species Drawback": "Species Drawback", + "Trope": "Trope", + "Fatal Flaw": "Fatal Flaw", + "Description": "Description", + "Stats": "Stats", + "Fight": "Fight", + "Flight": "Flight", + "Brains": "Brains", + "Brawn": "Brawn", + "Charm": "Charm", + "Grit": "Grit", + "Improvements": "Improvements", + "Records": "Records", + "Adversity Tokens": "Adversity Tokens", + "Improvement Points": "Improvement Points", + "Space Backpack": "Space Backpack", + "Strength Name": "Strength Name", + "Strength Effects": "Strength Effects", + "Ship Roles": "Ship Roles" +} \ No newline at end of file diff --git a/Teens in Space Official/translations/hu.json b/Teens in Space Official/translations/hu.json new file mode 100644 index 0000000000..ee272c8093 --- /dev/null +++ b/Teens in Space Official/translations/hu.json @@ -0,0 +1,24 @@ +{ + "Name": "Name", + "Age": "Age", + "Species": "Species", + "Species Drawback": "Species Drawback", + "Trope": "Trope", + "Fatal Flaw": "Fatal Flaw", + "Description": "Description", + "Stats": "Stats", + "Fight": "Fight", + "Flight": "Flight", + "Brains": "Brains", + "Brawn": "Brawn", + "Charm": "Charm", + "Grit": "Grit", + "Improvements": "Improvements", + "Records": "Records", + "Adversity Tokens": "Adversity Tokens", + "Improvement Points": "Improvement Points", + "Space Backpack": "Space Backpack", + "Strength Name": "Strength Name", + "Strength Effects": "Strength Effects", + "Ship Roles": "Ship Roles" +} \ No newline at end of file diff --git a/TerraDevastada/translations/ca.json b/TerraDevastada/translations/ca.json new file mode 100644 index 0000000000..fb559b4993 --- /dev/null +++ b/TerraDevastada/translations/ca.json @@ -0,0 +1,19 @@ +{ + "name": "Nome", + "nicknames": "Alcunhas", + "nickname": "Alcunha", + "conditions": "Condições", + "condition": "Condição", + "torments": "Tormentos", + "torment": "Tormento", + "traits": "Características", + "trait": "Característica", + "conviction": "Convicção", + "notes": "Anotações", + "luckdie": "Dado de Sorte", + "successes": "Sucessos", + "numberofdice": "Quantidade de dados", + "dice-check": "Teste de Dados", + "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída", + "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações." +} diff --git a/TerraDevastada/translations/hu.json b/TerraDevastada/translations/hu.json new file mode 100644 index 0000000000..fb559b4993 --- /dev/null +++ b/TerraDevastada/translations/hu.json @@ -0,0 +1,19 @@ +{ + "name": "Nome", + "nicknames": "Alcunhas", + "nickname": "Alcunha", + "conditions": "Condições", + "condition": "Condição", + "torments": "Tormentos", + "torment": "Tormento", + "traits": "Características", + "trait": "Característica", + "conviction": "Convicção", + "notes": "Anotações", + "luckdie": "Dado de Sorte", + "successes": "Sucessos", + "numberofdice": "Quantidade de dados", + "dice-check": "Teste de Dados", + "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída", + "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações." +} diff --git a/The Expanse RPG (AGE System)/translations/ca.json b/The Expanse RPG (AGE System)/translations/ca.json new file mode 100644 index 0000000000..58d89b9ac6 --- /dev/null +++ b/The Expanse RPG (AGE System)/translations/ca.json @@ -0,0 +1,182 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "TALENTS", + "talents-u": "TALENTS", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "old-u": "OLD", + "char-name-u": "CHARACTER NAME", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "fatigued": "FATIGUED", + "exhausted": "EXHAUSTED", + "dying": "DYING", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "armor-u": "ARMOR", + "base": "Base", + "Shield": "Shield Bonus", + "Penalty": "Armor Penalty", + "attack-u": "WEAPON TYPE", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ATT. MOD.", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "focus-bonus:-u": "FOCUS BONUS:", + "cast-spell:-u": "CAST SPELL:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "ability:-u": "ABILITY:", + "communication": "Communication", + "intelligence": "Intelligence", + "perception": "Perception", + "willpower": "Willpower", + "game-system-u": "GAME SYSTEM", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "options-u": "OPTIONS", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "SECTIONS", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-old-character-sheet-section": "Show the Old character sheet section", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "conditions": "CONDITIONS", + "blind": "BLIND", + "deafened": "DEAFENED", + "freefalling": "FREE-FALLING", + "helpless": "HELPLESS", + "hindered": "HINDERED", + "injured": "INJURED", + "prone": "PRONE", + "restrained": "RESTRAINED", + "unconscious": "UNCONSCIOUS", + "wounded": "WOUNDED", + "about-u": "ABOUT", + "DEGREE:-u": "DEGREE:" +} \ No newline at end of file diff --git a/The Expanse RPG (AGE System)/translations/hu.json b/The Expanse RPG (AGE System)/translations/hu.json new file mode 100644 index 0000000000..58d89b9ac6 --- /dev/null +++ b/The Expanse RPG (AGE System)/translations/hu.json @@ -0,0 +1,182 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "TALENTS", + "talents-u": "TALENTS", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "old-u": "OLD", + "char-name-u": "CHARACTER NAME", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "fatigued": "FATIGUED", + "exhausted": "EXHAUSTED", + "dying": "DYING", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "armor-u": "ARMOR", + "base": "Base", + "Shield": "Shield Bonus", + "Penalty": "Armor Penalty", + "attack-u": "WEAPON TYPE", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ATT. MOD.", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "focus-bonus:-u": "FOCUS BONUS:", + "cast-spell:-u": "CAST SPELL:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "ability:-u": "ABILITY:", + "communication": "Communication", + "intelligence": "Intelligence", + "perception": "Perception", + "willpower": "Willpower", + "game-system-u": "GAME SYSTEM", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "options-u": "OPTIONS", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "SECTIONS", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-old-character-sheet-section": "Show the Old character sheet section", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "conditions": "CONDITIONS", + "blind": "BLIND", + "deafened": "DEAFENED", + "freefalling": "FREE-FALLING", + "helpless": "HELPLESS", + "hindered": "HINDERED", + "injured": "INJURED", + "prone": "PRONE", + "restrained": "RESTRAINED", + "unconscious": "UNCONSCIOUS", + "wounded": "WOUNDED", + "about-u": "ABOUT", + "DEGREE:-u": "DEGREE:" +} \ No newline at end of file diff --git a/The Laundry/translations/ca.json b/The Laundry/translations/ca.json new file mode 100644 index 0000000000..92f6f2803a --- /dev/null +++ b/The Laundry/translations/ca.json @@ -0,0 +1,172 @@ +{ + "CON": "CON", + "DEX": "DEX", + "EDU": "EDU", + "INT": "INT", + "POW": "POW", + "SIZ": "SIZ", + "CHR": "CHR", + "age": "Age", + "agility": "Agility", + "ammo": "Ammo", + "appraise": "Appraise", + "art": "Art", + "art-user-place": "Art Speciality", + "artillary": "Siz", + "artillery": "Artillery (00%)", + "assignment": "Assignment", + "astronomy": "Astronomy", + "athelitics": "Athelitics", + "attack": "Attack", + "attitude": "Attitude", + "bargin": "Bargin", + "biology": "Biology", + "born": "Born", + "botony": "Botony", + "brawl": "Brawl (25%)", + "bureaucracy": "Bureaucracy", + "character-name": "Name", + "characteristic": "Characteristic", + "characteristics-and-rolls": "Characteristics & Attributes", + "charisma": "Charisma", + "chemistry": "Chemistry", + "circumstances": "Circumstances", + "climb": "Climb", + "command": "Command", + "computer-use": "Computer Use", + "configuration": "Configuration", + "consulted-books": "Occult Books", + "contact": "Contact", + "contacts": "Contacts", + "craft": "Craft", + "craft-1-place": "Craft Speciality", + "cryptography": "cryptography", + "cur-san": "Cur. SAN", + "damage": "Damage", + "damage-mod": "Damage Mod.", + "deceased": "Deceased", + "demolition": "Demolition", + "disguise": "Disguise", + "dodge": "Dodge (Dex x 2%)", + "drive": "Drive", + "drive-s-place": "Drive Speciality", + "earth-science-place": "Science", + "effort": "Effort", + "endurance": "Endurance", + "equipment": "Equipment", + "etiquette": "Etiquette", + "exp-bonus": "Exp Bonus", + "fail-result": "Failed", + "fast-talk": "Fast Talk", + "fine-manipulation": "Fine Manipulation", + "firearm-assult-rifle": "Firearm (Assult Rifle) (15%)", + "firearm-esoteric": "Firearm (Esoteric) (00%)", + "firearm-exotic": "Firearm (Exotic) (05%)", + "firearm-heavy": "Heavy Weapon (various)", + "firearm-melee": "Melee Weapon (various)", + "firearm-mineown": "Mine Own (various)", + "firearm-missile": "Missile Weapon (various)", + "firearm-pistol": "Firearm (Pistol) (20%)", + "firearm-rifle": "Firearm (Rifle) (25%)", + "firearm-shotgun": "Firearm (Shotgun) (30%)", + "firearm-smg": "Firearm (SMG) (15%)", + "first-aid": "First Aid", + "forensics": "Forensics", + "gaming": "Gaming", + "gender": "Gender", + "genetics": "genetics", + "geology": "Geology", + "grade": "Grade", + "grapple": "Grapple", + "health": "Health & Wellbeing", + "heavy-machine": "Heavy Machine", + "height": "Height", + "hide": "Hide", + "hp": "HP", + "idea": "Idea", + "influence": "Influence", + "initial-san": "Initial Sanity", + "insight": "Insight", + "jump": "Jump", + "know-accounting": "Knowledge (Accounting)", + "know-espionage": "Knowledge (Espionage)", + "know-law": "Knowledge (Law)", + "know-occult": "Knowledge (Occult)", + "know-politics": "Knowledge (Politics)", + "know-s-place": "knowledge (other)", + "knowledge": "Know", + "known-creatures": "Creatures Encountered", + "language-place": "language", + "languages": "Science Other", + "laundry-position": "Laundry Position", + "line-manager": "Line Manager ", + "listen": "Listen", + "luck": "Luck", + "madness": "Madness", + "major-wound": "Major Wound", + "mathematics": "Mathematics", + "max-hp": "Max HP", + "maximum-san": "Maximum Sanity", + "medicine": "Medicine", + "meteorology": "Meteorology", + "mother-tongue-place": "Language (Own: Intx5%)", + "motivation": "Motivation", + "mov": "MOV", + "mythos": "Mythos %", + "navigate": "Navigate", + "notes": "Notes", + "occult-knowledge": "Occult Encounters", + "perform": "Perform", + "personal-story": "Personal History", + "personal-story-details": "Personal Story Details", + "personality": "Personality", + "persuade": "Persuade", + "pharmacy": "Pharmacy", + "physics": "Physics", + "pilot-place": "Pilot", + "planetology": "Planetology", + "player-name": "Player", + "position": "Position", + "profession": "Profession", + "psychology": "Psychology", + "psychotherapy": "Psychotherapy", + "public": "Public", + "range": "Range", + "repair": "Repair", + "research": "Research", + "result": "Result", + "ride": "Ride", + "rolls-results": "Roll Results", + "scenario": "Scenario", + "science": "Science", + "sense": "Sense", + "skills": "Skills", + "Skill%": "%", + "sleight-of-hand": "Sleight of hand", + "sorcery": "Sorcery", + "special": "Special", + "spot": "Spot", + "status": "Status", + "stealth": "Stealth", + "strategy": "Strategy", + "strength": "STR", + "supervisors": "Supervisor(s)", + "success-result": "Success", + "swim": "Swim", + "teach": "Teach", + "technology-use": "Technology Use", + "thaumaturgy": "Thaumaturgy", + "threshold": "Threshold", + "track": "Track", + "type": "Type", + "value": "Value", + "wealth": "Wealth(s)", + "weapon": "Weapon", + "weapon-throw": "Throw (25%)", + "weapons": "Combat Skills", + "weight": "Weight", + "whisper-to-guardian": "Whisper to GM", + "wpn-hp": "HP", + "wpn-size": "SIZ", + "zoology": "Zoology" +} diff --git a/The Laundry/translations/hu.json b/The Laundry/translations/hu.json new file mode 100644 index 0000000000..92f6f2803a --- /dev/null +++ b/The Laundry/translations/hu.json @@ -0,0 +1,172 @@ +{ + "CON": "CON", + "DEX": "DEX", + "EDU": "EDU", + "INT": "INT", + "POW": "POW", + "SIZ": "SIZ", + "CHR": "CHR", + "age": "Age", + "agility": "Agility", + "ammo": "Ammo", + "appraise": "Appraise", + "art": "Art", + "art-user-place": "Art Speciality", + "artillary": "Siz", + "artillery": "Artillery (00%)", + "assignment": "Assignment", + "astronomy": "Astronomy", + "athelitics": "Athelitics", + "attack": "Attack", + "attitude": "Attitude", + "bargin": "Bargin", + "biology": "Biology", + "born": "Born", + "botony": "Botony", + "brawl": "Brawl (25%)", + "bureaucracy": "Bureaucracy", + "character-name": "Name", + "characteristic": "Characteristic", + "characteristics-and-rolls": "Characteristics & Attributes", + "charisma": "Charisma", + "chemistry": "Chemistry", + "circumstances": "Circumstances", + "climb": "Climb", + "command": "Command", + "computer-use": "Computer Use", + "configuration": "Configuration", + "consulted-books": "Occult Books", + "contact": "Contact", + "contacts": "Contacts", + "craft": "Craft", + "craft-1-place": "Craft Speciality", + "cryptography": "cryptography", + "cur-san": "Cur. SAN", + "damage": "Damage", + "damage-mod": "Damage Mod.", + "deceased": "Deceased", + "demolition": "Demolition", + "disguise": "Disguise", + "dodge": "Dodge (Dex x 2%)", + "drive": "Drive", + "drive-s-place": "Drive Speciality", + "earth-science-place": "Science", + "effort": "Effort", + "endurance": "Endurance", + "equipment": "Equipment", + "etiquette": "Etiquette", + "exp-bonus": "Exp Bonus", + "fail-result": "Failed", + "fast-talk": "Fast Talk", + "fine-manipulation": "Fine Manipulation", + "firearm-assult-rifle": "Firearm (Assult Rifle) (15%)", + "firearm-esoteric": "Firearm (Esoteric) (00%)", + "firearm-exotic": "Firearm (Exotic) (05%)", + "firearm-heavy": "Heavy Weapon (various)", + "firearm-melee": "Melee Weapon (various)", + "firearm-mineown": "Mine Own (various)", + "firearm-missile": "Missile Weapon (various)", + "firearm-pistol": "Firearm (Pistol) (20%)", + "firearm-rifle": "Firearm (Rifle) (25%)", + "firearm-shotgun": "Firearm (Shotgun) (30%)", + "firearm-smg": "Firearm (SMG) (15%)", + "first-aid": "First Aid", + "forensics": "Forensics", + "gaming": "Gaming", + "gender": "Gender", + "genetics": "genetics", + "geology": "Geology", + "grade": "Grade", + "grapple": "Grapple", + "health": "Health & Wellbeing", + "heavy-machine": "Heavy Machine", + "height": "Height", + "hide": "Hide", + "hp": "HP", + "idea": "Idea", + "influence": "Influence", + "initial-san": "Initial Sanity", + "insight": "Insight", + "jump": "Jump", + "know-accounting": "Knowledge (Accounting)", + "know-espionage": "Knowledge (Espionage)", + "know-law": "Knowledge (Law)", + "know-occult": "Knowledge (Occult)", + "know-politics": "Knowledge (Politics)", + "know-s-place": "knowledge (other)", + "knowledge": "Know", + "known-creatures": "Creatures Encountered", + "language-place": "language", + "languages": "Science Other", + "laundry-position": "Laundry Position", + "line-manager": "Line Manager ", + "listen": "Listen", + "luck": "Luck", + "madness": "Madness", + "major-wound": "Major Wound", + "mathematics": "Mathematics", + "max-hp": "Max HP", + "maximum-san": "Maximum Sanity", + "medicine": "Medicine", + "meteorology": "Meteorology", + "mother-tongue-place": "Language (Own: Intx5%)", + "motivation": "Motivation", + "mov": "MOV", + "mythos": "Mythos %", + "navigate": "Navigate", + "notes": "Notes", + "occult-knowledge": "Occult Encounters", + "perform": "Perform", + "personal-story": "Personal History", + "personal-story-details": "Personal Story Details", + "personality": "Personality", + "persuade": "Persuade", + "pharmacy": "Pharmacy", + "physics": "Physics", + "pilot-place": "Pilot", + "planetology": "Planetology", + "player-name": "Player", + "position": "Position", + "profession": "Profession", + "psychology": "Psychology", + "psychotherapy": "Psychotherapy", + "public": "Public", + "range": "Range", + "repair": "Repair", + "research": "Research", + "result": "Result", + "ride": "Ride", + "rolls-results": "Roll Results", + "scenario": "Scenario", + "science": "Science", + "sense": "Sense", + "skills": "Skills", + "Skill%": "%", + "sleight-of-hand": "Sleight of hand", + "sorcery": "Sorcery", + "special": "Special", + "spot": "Spot", + "status": "Status", + "stealth": "Stealth", + "strategy": "Strategy", + "strength": "STR", + "supervisors": "Supervisor(s)", + "success-result": "Success", + "swim": "Swim", + "teach": "Teach", + "technology-use": "Technology Use", + "thaumaturgy": "Thaumaturgy", + "threshold": "Threshold", + "track": "Track", + "type": "Type", + "value": "Value", + "wealth": "Wealth(s)", + "weapon": "Weapon", + "weapon-throw": "Throw (25%)", + "weapons": "Combat Skills", + "weight": "Weight", + "whisper-to-guardian": "Whisper to GM", + "wpn-hp": "HP", + "wpn-size": "SIZ", + "zoology": "Zoology" +} diff --git a/The One Ring/translations/ca.json b/The One Ring/translations/ca.json new file mode 100644 index 0000000000..4231092637 --- /dev/null +++ b/The One Ring/translations/ca.json @@ -0,0 +1,154 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "hate": "Hate", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Standard of Living", + "cultural-blessing": "Cultural Blessing", + "calling": "Calling", + "shadow-weakness": "Shadow Weakness", + "specialities": "Specialities", + "distinctive-features": "Distinctive Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

    When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

    When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "Awe", + "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

    A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", + "inspire": "Inspire", + "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

    A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", + "persuade": "Persuade", + "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

    The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", + "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", + "athletics": "Athletics", + "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

    A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", + "travel": "Travel", + "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

    When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", + "stealth": "Stealth", + "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

    A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

    A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", + "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", + "awareness": "Awareness", + "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

    A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", + "insight": "Insight", + "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", + "search": "Search", + "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", + "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", + "explore": "Explore", + "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", + "healing": "Healing", + "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

    The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", + "hunting": "Hunting", + "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", + "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", + "song": "Song", + "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

    Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", + "courtesy": "Courtesy", + "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

    A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", + "riddle": "Riddle", + "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

    An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

    An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", + "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", + "craft": "Craft", + "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

    A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", + "battle": "Battle", + "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", + "lore": "Lore", + "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", + "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", + "weapon": "Weapon", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "shield": "Shield", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship Pool", + "advancement-points": "Advancement Points", + "experience": "Experience", + "treasure": "Treasure", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack" +} diff --git a/The One Ring/translations/hu.json b/The One Ring/translations/hu.json new file mode 100644 index 0000000000..4231092637 --- /dev/null +++ b/The One Ring/translations/hu.json @@ -0,0 +1,154 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "hate": "Hate", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Standard of Living", + "cultural-blessing": "Cultural Blessing", + "calling": "Calling", + "shadow-weakness": "Shadow Weakness", + "specialities": "Specialities", + "distinctive-features": "Distinctive Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

    When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

    When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "Awe", + "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

    A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", + "inspire": "Inspire", + "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

    A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", + "persuade": "Persuade", + "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

    The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", + "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", + "athletics": "Athletics", + "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

    A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", + "travel": "Travel", + "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

    When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", + "stealth": "Stealth", + "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

    A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

    A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", + "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", + "awareness": "Awareness", + "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

    A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", + "insight": "Insight", + "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", + "search": "Search", + "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", + "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", + "explore": "Explore", + "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", + "healing": "Healing", + "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

    The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", + "hunting": "Hunting", + "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", + "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", + "song": "Song", + "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

    Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", + "courtesy": "Courtesy", + "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

    A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", + "riddle": "Riddle", + "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

    An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

    An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", + "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", + "craft": "Craft", + "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

    A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", + "battle": "Battle", + "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", + "lore": "Lore", + "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", + "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", + "weapon": "Weapon", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "shield": "Shield", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship Pool", + "advancement-points": "Advancement Points", + "experience": "Experience", + "treasure": "Treasure", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack" +} diff --git a/The Sprawl/translations/ca.json b/The Sprawl/translations/ca.json new file mode 100644 index 0000000000..ad7f4e60f8 --- /dev/null +++ b/The Sprawl/translations/ca.json @@ -0,0 +1,104 @@ +{ + "acquire-agri-property": "Acquire Agri Property", + "act-under-pressure": "Act Under Pressure", + "apply-first-aid": "Apply First Aid", + "armed": "Armed", + "assess": "Assess", + "avatar-img": "Avatar Img", + "body": "Body", + "broadcast": "Broadcast", + "character": "Character", + "contacts": "Contacts", + "cool": "Cool", + "cred": "Cred", + "crew-image": "crew image", + "crews": "Crews", + "cyberdeck": "Cyberdeck", + "cyberdeck-image": "cyberdeck image", + "cyberware": "Cyberware", + "cyberware-image": "cyberware image", + "design": "Design", + "details": "Details", + "dice": "Dice", + "directive": "Directive", + "directives": "Directives", + "disaster": "Disaster", + "drone-image": "drone image", + "drone-style": "Style", + "drones": "Drones", + "edge": "Edge", + "equipment": "Equipment", + "experience": "Experience", + "eyes": "Eyes", + "face": "Face", + "fast-talk": "Fast Talk", + "file-image": "file image", + "firewall": "Firewall", + "forward": "Forward", + "frame": "Frame", + "gang-image": "gang image", + "gangs": "Gangs", + "gangs-and-crews": "Gangs and Crews", + "gear-image": "gear image", + "hardening": "Hardening", + "harm": "Harm", + "harm-clock": "harm clock", + "harm-clock-t": "Harm Clock", + "harm-suffered": "Harm Suffered", + "hit-the-street": "Hit The Street", + "img-url": "Img Url", + "img-url-u": "IMG URL", + "intel-and-gear": "[Intel] & [Gear]", + "leader": "Leader", + "links": "Links", + "looks": "Looks", + "main-gigs": "Main Gigs", + "meat": "Meat", + "mind": "Mind", + "mix-it-up": "Mix It Up", + "moves": "Moves", + "name": "Name", + "notes": "Notes", + "operator-file-u": "OPERATOR FILE", + "operator-name": "Operator name", + "other-equipment": "Other Equipment", + "play-hardball": "Play Hardball", + "playbook": "Playbook", + "processor": "Processor", + "product-id": "Product ID", + "profile": "Profile", + "profit": "Profit", + "program": "Program", + "programs-loaded": "Programs Loaded", + "programs-owned": "Programs Owned", + "research": "Research", + "roll-harm": "Roll Harm", + "rolls-cool": "Rolls Cool", + "rolls-edge": "Rolls Edge", + "rolls-harm": "Rolls Harm", + "rolls-links-with": "Rolls links with", + "rolls-mind": "Rolls Mind", + "rolls-style": "Rolls Style", + "rolls-synth": "Rolls Synth", + "sensors": "Sensors", + "size": "Size", + "skin": "Skin", + "stealth": "Stealth", + "strengths": "Strengths", + "style": "Style", + "synth": "Synth", + "tags": "Tags", + "territory": "Territory", + "time": "Time", + "total": "Total", + "type": "Type", + "use-cyberware": "Use Cyberware", + "user": "User", + "vehicle": "Vehicle", + "vehicle-image": "vehicle image", + "vehicles": "Vehicles", + "vehicles-and-drones": "Vehicles and Drones", + "weaknesses": "Weaknesses", + "weapons": "Weapons", + "wear": "Wear" +} \ No newline at end of file diff --git a/The Sprawl/translations/hu.json b/The Sprawl/translations/hu.json new file mode 100644 index 0000000000..ad7f4e60f8 --- /dev/null +++ b/The Sprawl/translations/hu.json @@ -0,0 +1,104 @@ +{ + "acquire-agri-property": "Acquire Agri Property", + "act-under-pressure": "Act Under Pressure", + "apply-first-aid": "Apply First Aid", + "armed": "Armed", + "assess": "Assess", + "avatar-img": "Avatar Img", + "body": "Body", + "broadcast": "Broadcast", + "character": "Character", + "contacts": "Contacts", + "cool": "Cool", + "cred": "Cred", + "crew-image": "crew image", + "crews": "Crews", + "cyberdeck": "Cyberdeck", + "cyberdeck-image": "cyberdeck image", + "cyberware": "Cyberware", + "cyberware-image": "cyberware image", + "design": "Design", + "details": "Details", + "dice": "Dice", + "directive": "Directive", + "directives": "Directives", + "disaster": "Disaster", + "drone-image": "drone image", + "drone-style": "Style", + "drones": "Drones", + "edge": "Edge", + "equipment": "Equipment", + "experience": "Experience", + "eyes": "Eyes", + "face": "Face", + "fast-talk": "Fast Talk", + "file-image": "file image", + "firewall": "Firewall", + "forward": "Forward", + "frame": "Frame", + "gang-image": "gang image", + "gangs": "Gangs", + "gangs-and-crews": "Gangs and Crews", + "gear-image": "gear image", + "hardening": "Hardening", + "harm": "Harm", + "harm-clock": "harm clock", + "harm-clock-t": "Harm Clock", + "harm-suffered": "Harm Suffered", + "hit-the-street": "Hit The Street", + "img-url": "Img Url", + "img-url-u": "IMG URL", + "intel-and-gear": "[Intel] & [Gear]", + "leader": "Leader", + "links": "Links", + "looks": "Looks", + "main-gigs": "Main Gigs", + "meat": "Meat", + "mind": "Mind", + "mix-it-up": "Mix It Up", + "moves": "Moves", + "name": "Name", + "notes": "Notes", + "operator-file-u": "OPERATOR FILE", + "operator-name": "Operator name", + "other-equipment": "Other Equipment", + "play-hardball": "Play Hardball", + "playbook": "Playbook", + "processor": "Processor", + "product-id": "Product ID", + "profile": "Profile", + "profit": "Profit", + "program": "Program", + "programs-loaded": "Programs Loaded", + "programs-owned": "Programs Owned", + "research": "Research", + "roll-harm": "Roll Harm", + "rolls-cool": "Rolls Cool", + "rolls-edge": "Rolls Edge", + "rolls-harm": "Rolls Harm", + "rolls-links-with": "Rolls links with", + "rolls-mind": "Rolls Mind", + "rolls-style": "Rolls Style", + "rolls-synth": "Rolls Synth", + "sensors": "Sensors", + "size": "Size", + "skin": "Skin", + "stealth": "Stealth", + "strengths": "Strengths", + "style": "Style", + "synth": "Synth", + "tags": "Tags", + "territory": "Territory", + "time": "Time", + "total": "Total", + "type": "Type", + "use-cyberware": "Use Cyberware", + "user": "User", + "vehicle": "Vehicle", + "vehicle-image": "vehicle image", + "vehicles": "Vehicles", + "vehicles-and-drones": "Vehicles and Drones", + "weaknesses": "Weaknesses", + "weapons": "Weapons", + "wear": "Wear" +} \ No newline at end of file diff --git a/The Veil/translations/ca.json b/The Veil/translations/ca.json new file mode 100644 index 0000000000..be36313b28 --- /dev/null +++ b/The Veil/translations/ca.json @@ -0,0 +1,102 @@ +{ + "advancement": "Advancement", + "advancement-also": "Also, whenever you fail a roll with an emotional state, you gain 1 XP.", + "advancement-at": "At the end of the session, you’ll go around the table and talk about if a belief was tested or challenged; if so, you mark 1 XP. When a belief gets you into trouble, you’ll mark 2 XP. Finally, when a belief is resolved, you’ll mark 3 XP", + "advancement-when": "When you have 5 XP, you may purchase an advancement.", + "aesthetic": "The Aesthetic", + "apparatus": "The Apparatus", + "architect": "The Architect", + "armor": "Armor", + "assign-s": "Assign Stats: -1, 0, 0, +1, +1, +2", + "assumptions": "ASSUMPTIONS", + "attached": "The Attached", + "beliefs": "BELIEFS", + "catabolist": "The Catabolist", + "class": "Class: ", + "classslots": "Class Slots", + "compress": "Compress: ", + "critical": "Critical", + "culture-is": "CULTURE IS TIED TO THE IRRATIONAL, RUNAWAY HORSE THAT IS TECHNOLOGY", + "culturesociety": "CULTURE & SOCIETY", + "cybernetics": "Cybernetics", + "denotation": "The Denotation", + "dying": "The Dying", + "E": "E", + "emotionspikes": "Emotion Spikes", + "emotionspikes-alt": "Alternatively, you may use any other state at a one-time value of -2 and then clear all the tick marks on the spiked state.", + "emotionspikes-once": "Once you've used the spiked emotion five times, it returns to normal and you clear all the tickmarks.", + "emotionspikes-when": "When your emotion spike checkboxes are filled for any given emotional state, that emotion is considered 'spiked' and becomes +1. All other states become -2. ", + "emotionspikes-you": "You may keep using your spiked out emotion at the new value of +1. Each time you use it, mark a checkbox here. ", + "empath": "The Empath", + "environment": "ENVIRONMENT", + "eurodollar": "Eurodollar", + "events": "EVENTS", + "executive": "The Executive", + "extreme-2d": "Extreme (2d8KH1)", + "gear": "Gear", + "H": "H", + "harm": "HARM", + "harm-b": "Harm Bonus", + "harm-t": "Harm Taken", + "harmboxes": "Harm Boxes ", + "harmstart": "Starting Harm Boxes: Pusher 4, Ace 5, Booster 6", + "heavy-2d": "Heavy (2d6KH1)", + "here": "YOU'RE HERE BECAUSE THERE'S SOMETHING WRONG...", + "hold": "HOLD", + "honed": "The Honed", + "honorbound": "The Honorbound", + "I": "I", + "idenity-l": "Identity/Look: ", + "improvement": "IMPROVEMENT", + "joyful": "JOYFUL", + "L": "L", + "level": "Level: ", + "light": "Light", + "light-2d": "Light (2d4KL1)", + "linked": "LINKED PEOPLE", + "looknjam": "Look n Jam", + "mad": "MAD", + "misc-g": "Misc Gear", + "mnemologist": "The Mnemologist", + "moderate": "Moderate", + "moves": "Moves", + "notes": "Notes", + "obligations": "Obligations", + "obligations-for": "For more info about obligations, see the peripheral moves: String, Lean On, Refute, and Leverage", + "obligations-formerly": "(Formerly known as 'Giri')", + "obligations-obl": "Obligations are a type of social currency which can be spent to call in favours, force actions, deny responsibilities, etc.", + "obligations-use": "Use this space to track obligations in broad strokes. See the Moves tab to list specfic details about Obligations and Questions related to Obligations.", + "onomastic": "The Onomastic", + "optional-f": "Optional from Level 2 & Level 8", + "other": "OTHER", + "other-2": "Other (-2) :", + "peaceful": "PEACEFUL", + "percipient": "The Percipient", + "playbook": "Playbook", + "playbookinfo": "Playbook Info", + "plugins": "Plugins and Other Improvements", + "plus1": "+1", + "powerful": "POWERFUL", + "primary-2d": "Primary (2d4KH1)", + "questions": "QUESTIONS", + "rolldice": "Roll Dice!", + "sad": "SAD", + "scared": "SCARED", + "seeker": "The Seeker", + "simons": "The original RPGs by Fraser Simons", + "simplified": "Simplified, World-of-Dungeons style hack from The Gauntlet's monthly RPG zine: Codex, Chrome: 2", + "simplify": "Simplify: ", + "spiked-1": "Spiked (+1) :", + "states": "States", + "T": "T", + "technology": "TECHNOLOGY", + "telepresence": "The Telepresence", + "threats-a": "THREATS / ANTAGONISTS", + "unarmed-3d": "Unarmed (3d4KL1)", + "used-t": "Used this session? ", + "V": "V", + "veil": "Veil & Cascade", + "veil2020": "Veil 2020", + "wayward": "The Wayward", + "weapons": "Weapons" +} \ No newline at end of file diff --git a/The Veil/translations/hu.json b/The Veil/translations/hu.json new file mode 100644 index 0000000000..be36313b28 --- /dev/null +++ b/The Veil/translations/hu.json @@ -0,0 +1,102 @@ +{ + "advancement": "Advancement", + "advancement-also": "Also, whenever you fail a roll with an emotional state, you gain 1 XP.", + "advancement-at": "At the end of the session, you’ll go around the table and talk about if a belief was tested or challenged; if so, you mark 1 XP. When a belief gets you into trouble, you’ll mark 2 XP. Finally, when a belief is resolved, you’ll mark 3 XP", + "advancement-when": "When you have 5 XP, you may purchase an advancement.", + "aesthetic": "The Aesthetic", + "apparatus": "The Apparatus", + "architect": "The Architect", + "armor": "Armor", + "assign-s": "Assign Stats: -1, 0, 0, +1, +1, +2", + "assumptions": "ASSUMPTIONS", + "attached": "The Attached", + "beliefs": "BELIEFS", + "catabolist": "The Catabolist", + "class": "Class: ", + "classslots": "Class Slots", + "compress": "Compress: ", + "critical": "Critical", + "culture-is": "CULTURE IS TIED TO THE IRRATIONAL, RUNAWAY HORSE THAT IS TECHNOLOGY", + "culturesociety": "CULTURE & SOCIETY", + "cybernetics": "Cybernetics", + "denotation": "The Denotation", + "dying": "The Dying", + "E": "E", + "emotionspikes": "Emotion Spikes", + "emotionspikes-alt": "Alternatively, you may use any other state at a one-time value of -2 and then clear all the tick marks on the spiked state.", + "emotionspikes-once": "Once you've used the spiked emotion five times, it returns to normal and you clear all the tickmarks.", + "emotionspikes-when": "When your emotion spike checkboxes are filled for any given emotional state, that emotion is considered 'spiked' and becomes +1. All other states become -2. ", + "emotionspikes-you": "You may keep using your spiked out emotion at the new value of +1. Each time you use it, mark a checkbox here. ", + "empath": "The Empath", + "environment": "ENVIRONMENT", + "eurodollar": "Eurodollar", + "events": "EVENTS", + "executive": "The Executive", + "extreme-2d": "Extreme (2d8KH1)", + "gear": "Gear", + "H": "H", + "harm": "HARM", + "harm-b": "Harm Bonus", + "harm-t": "Harm Taken", + "harmboxes": "Harm Boxes ", + "harmstart": "Starting Harm Boxes: Pusher 4, Ace 5, Booster 6", + "heavy-2d": "Heavy (2d6KH1)", + "here": "YOU'RE HERE BECAUSE THERE'S SOMETHING WRONG...", + "hold": "HOLD", + "honed": "The Honed", + "honorbound": "The Honorbound", + "I": "I", + "idenity-l": "Identity/Look: ", + "improvement": "IMPROVEMENT", + "joyful": "JOYFUL", + "L": "L", + "level": "Level: ", + "light": "Light", + "light-2d": "Light (2d4KL1)", + "linked": "LINKED PEOPLE", + "looknjam": "Look n Jam", + "mad": "MAD", + "misc-g": "Misc Gear", + "mnemologist": "The Mnemologist", + "moderate": "Moderate", + "moves": "Moves", + "notes": "Notes", + "obligations": "Obligations", + "obligations-for": "For more info about obligations, see the peripheral moves: String, Lean On, Refute, and Leverage", + "obligations-formerly": "(Formerly known as 'Giri')", + "obligations-obl": "Obligations are a type of social currency which can be spent to call in favours, force actions, deny responsibilities, etc.", + "obligations-use": "Use this space to track obligations in broad strokes. See the Moves tab to list specfic details about Obligations and Questions related to Obligations.", + "onomastic": "The Onomastic", + "optional-f": "Optional from Level 2 & Level 8", + "other": "OTHER", + "other-2": "Other (-2) :", + "peaceful": "PEACEFUL", + "percipient": "The Percipient", + "playbook": "Playbook", + "playbookinfo": "Playbook Info", + "plugins": "Plugins and Other Improvements", + "plus1": "+1", + "powerful": "POWERFUL", + "primary-2d": "Primary (2d4KH1)", + "questions": "QUESTIONS", + "rolldice": "Roll Dice!", + "sad": "SAD", + "scared": "SCARED", + "seeker": "The Seeker", + "simons": "The original RPGs by Fraser Simons", + "simplified": "Simplified, World-of-Dungeons style hack from The Gauntlet's monthly RPG zine: Codex, Chrome: 2", + "simplify": "Simplify: ", + "spiked-1": "Spiked (+1) :", + "states": "States", + "T": "T", + "technology": "TECHNOLOGY", + "telepresence": "The Telepresence", + "threats-a": "THREATS / ANTAGONISTS", + "unarmed-3d": "Unarmed (3d4KL1)", + "used-t": "Used this session? ", + "V": "V", + "veil": "Veil & Cascade", + "veil2020": "Veil 2020", + "wayward": "The Wayward", + "weapons": "Weapons" +} \ No newline at end of file diff --git a/TheWitcher/translations/ca.json b/TheWitcher/translations/ca.json new file mode 100644 index 0000000000..9e94dfc3b6 --- /dev/null +++ b/TheWitcher/translations/ca.json @@ -0,0 +1,272 @@ +{ + "whisper-rolls-u": "WHISPER ROLLS?", + "npc-sheet-u": "NPC SHEET?", + "count-x2-skills": "COUNT x2 SKILLS", + "maximum-current": "Maximum / Current", + "int-u": "INT", + "ref-u": "REF", + "dex-u": "DEX", + "body-u": "BODY", + "spd-u": "SPD", + "emp-u": "EMP", + "cra-u": "CRA", + "will-u": "WILL", + "luck-u": "LUCK", + "stat-tota-u": "STAT TOTAL", + "name-u": "NAME", + "age-u": "AGE", + "race-u": "RACE", + "gender-u": "GENDER", + "prof-u": "PROF", + "origin-u": "ORIGIN", + "note-wound-threshold": "Note: Wound Threshold & Death State are automatically applied. Increase 'Current' HP above your 'Wound Threshold' to see stats at their full value.", + "stun-u": "STUN", + "run-u": "RUN", + "leap-u": "LEAP", + "hp-u": "HP", + "sta-u": "STA", + "enc-u": "ENC", + "rec-u": "REC", + "resolv-u": "RESOLVE", + "wound-threshol-u": "WOUND THRESHOLD", + "bonus-melee-dmg-u": "BONUS MELEE DMG.", + "skills-modifier-u": "SKILLS & MODIFIERS", + "profession-skill-u": "PROFESSION SKILLS", + "gear-inventor-u": "GEAR & INVENTORY", + "magic-spell-u": "MAGIC & SPELLS", + "backgroun-u": "BACKGROUND", + "intelligence-u": "INTELLIGENCE", + "awarenes-u": "AWARENESS", + "busines-u": "BUSINESS", + "deductio-u": "DEDUCTION", + "educatio-u": "EDUCATION", + "nordling-u": "NORDLING*", + "elder-speech-u": "ELDER SPEECH*", + "dwarven-u": "DWARVEN*", + "monster-lore-u": "MONSTER LORE*", + "social-etiquett-u": "SOCIAL ETIQUETTE", + "streetwis-u": "STREETWISE", + "tactics-u": "TACTICS*", + "teachin-u": "TEACHING", + "wilderness-surviva-u": "WILDERNESS SURVIVAL", + "reflexe-u": "REFLEXES", + "brawlin-u": "BRAWLING", + "fast-strik-u": "FAST STRIKE", + "disarm--take-u": "DISARM (TAKE)", + "strong-strik-u": "STRONG STRIKE", + "special-mov-u": "SPECIAL MOVE", + "charg-u": "CHARGE", + "bloc-u": "BLOCK", + "joint-attac-u": "JOINT ATTACK", + "parr-u": "PARRY", + "dodge-escap-u": "DODGE/ESCAPE", + "mele-u": "MELEE", + "ridin-u": "RIDING", + "sailin-u": "SAILING", + "small-blade-u": "SMALL BLADES", + "staff-spea-u": "STAFF/SPEAR", + "swordsmanshi-u": "SWORDSMANSHIP", + "dexterit-u": "DEXTERITY", + "archer-u": "ARCHERY", + "athletic-u": "ATHLETICS", + "basic-rol-u": "BASIC ROLL", + "repositio-u": "REPOSITION", + "crossbo-u": "CROSSBOW", + "sleight-of-han-u": "SLEIGHT OF HAND", + "stealt-u": "STEALTH", + "skill-tota-u": "SKILL TOTAL", + "skills-u": "SKILLS", + "physiqu-u": "PHYSIQUE", + "enduranc-u": "ENDURANCE", + "empath-u": "EMPATHY", + "charism-u": "CHARISMA", + "decei-u": "DECEIT", + "fine-art-u": "FINE ARTS", + "gamblin-u": "GAMBLING", + "grooming-style-u": "GROOMING & STYLE", + "human-perceptio-u": "HUMAN PERCEPTION", + "leadershi-u": "LEADERSHIP", + "persuasio-u": "PERSUASION", + "performanc-u": "PERFORMANCE", + "seductio-u": "SEDUCTION", + "craf-u": "CRAFT", + "alchemy-u": "ALCHEMY*", + "crafting-u": "CRAFTING*", + "disguis-u": "DISGUISE", + "first-ai-u": "FIRST AID", + "forger-u": "FORGERY", + "pick-loc-u": "PICK LOCK", + "trap-crafting-u": "TRAP CRAFTING*", + "courag-u": "COURAGE", + "hex-weaving-u": "HEX WEAVING*", + "detailed-rol-u": "DETAILED ROLL", + "intimidatio-u": "INTIMIDATION", + "spell-casting-u": "SPELL CASTING*", + "resist-magic-u": "RESIST MAGIC*", + "resist-coercio-u": "RESIST COERCION", + "ritual-crafting-u": "RITUAL CRAFTING*", + "stat-modifier-u": "STAT MODIFIERS", + "quick-roll-button-u": "QUICK ROLL BUTTONS", + "initiativ-u": "INITIATIVE", + "stun-death-save-u": "STUN & DEATH SAVE", + "crit-or-fumbl-u": "CRIT OR FUMBLE", + "target-locatio-u": "TARGET LOCATION", + "quick-weapon-button-u": "QUICK WEAPON BUTTONS", + "skills--stats-modifier-note-u": "SKILLS, STATS & MODIFIER NOTES", + "notes-on-buffs-or-penalties": "For any notes on buffs or penalties that affect skills and/or stats...", + "improvement-point-u": "IMPROVEMENT POINTS", + "current-i-p-u": "CURRENT I.P.", + "skill-ability-training-u": "SKILL & ABILITY TRAINING", + "-int-u": "(INT)", + "-ref-u": "(REF)", + "-dex-u": "(DEX)", + "-body-u": "(BODY)", + "-spd-u": "(SPD)", + "-emp-u": "(EMP)", + "-cra-u": "(CRA)", + "-will-u": "(WILL)", + "skill-leve-u": "SKILL LEVEL", + "equipped-weapon-u": "EQUIPPED WEAPONS", + "weapons-u": "WEAPONS", + "reliabilit-u": "RELIABILITY", + "w-accuracy-u": "W. ACCURACY", + "range-u": "RANGE", + "bonus-dmg-u": "BONUS DMG?", + "yes-u": "YES", + "damage-u": "DAMAGE", + "type-u": "TYPE", + "one-handed-u": "ONE-HANDED", + "two-handed-u": "TWO-HANDED", + "s-p-sword-u": "S/P (SWORD)", + "s-p-small-blade-u": "S/P (SMALL BLADE)", + "s-b-small-blade-u": "S/B (SMALL BLADE)", + "s-axe-u": "S (AXE)", + "b-bludgeon-u": "B (BLUDGEON)", + "p-b-pole-arm-u": "P/B (POLE ARM)", + "s-p-b-pole-arm-u": "S/P/B (POLE ARM)", + "b-staff-u": "B (STAFF)", + "p-b-staff-u": "P/B (STAFF)", + "p-thrown-weapon-u": "P (THROWN WEAPON)", + "s-thrown-weapon-u": "S (THROWN WEAPON)", + "p-bow-u": "P (BOW)", + "p-crossbow-u": "P (CROSSBOW)", + "any-other-u": "ANY (OTHER)", + "conc-u": "CONC.", + "tiny-u": "TINY", + "small-u": "SMALL", + "medium-u": "MEDIUM", + "large-u": "LARGE", + "weight-u": "WEIGHT", + "effect-u": "EFFECT", + "enhancement-u": "ENHANCEMENT", + "punch-u": "PUNCH", + "kick-u": "KICK", + "total-weigh-u": "TOTAL WEIGHT", + "armor-u": "ARMOR", + "equipped-armo-u": "EQUIPPED ARMOR", + "max-s-u": "MAX SP", + "head-u": "HEAD", + "armor-enh-u": "ARMOR ENH.", + "enc-value-u": "ENC. VALUE", + "armor-notes": "Armor notes such as layers, style and/or RP details...", + "torso-u": "TORSO", + "r-ar-u": "R. ARM", + "l-ar-u": "L. ARM", + "r-le-u": "R. LEG", + "l-le-u": "L. LEG", + "shiel-u": "SHIELD", + "shield-notes": "Shield notes such as style and/or RP details...", + "item-nam-u": "ITEM NAME", + "qty-u": "QTY.", + "item-note-u": "ITEM NOTES", + "diagram---recipe-note-u": "DIAGRAM & RECIPE NOTES", + "statu-u": "STATUS", + "unlearned-u": "UNLEARNED", + "have-diagram-u": "HAVE DIAGRAM", + "learned-u": "LEARNED", + "alchemical-substanc-u": "ALCHEMICAL SUBSTANCE", + "vitriol-u": "VITRIOL", + "rebis-u": "REBIS", + "aether-u": "AETHER", + "quebrith-u": "QUEBRITH", + "hydragenum-u": "HYDRAGENUM", + "vermilion-u": "VERMILION", + "sol-u": "SOL", + "caelum-u": "CAELUM", + "fulgur-u": "FULGUR", + "component-name-u": "COMPONENT NAME", + "novice-spells-signs-invocation-u": "NOVICE - SPELLS, SIGNS & INVOCATIONS", + "sign-u": "SIGN", + "spell-u": "SPELL", + "invocatio-u": "INVOCATION", + "sta-cos-u": "STA COST", + "non-u": "NONE", + "quer-u": "QUERY", + "duratio-u": "DURATION", + "defens-u": "DEFENSE", + "spell-description-goes-here": "Spell description goes here...", + "journeyman-spells-alternate-signs-u": "JOURNEYMAN - SPELLS, ALTERNATE SIGNS & INVOCATIONS", + "alt-sign-u": "ALT. SIGN", + "master-arch-priest-spells-invocatio-u": "MASTER/ARCH PRIEST - SPELLS & INVOCATIONS", + "vigor-u": "VIGOR", + "1st-focus-u": "1ST FOCUS", + "focus-lvl-u": "FOCUS LVL", + "greater-focus-u": "GREATER FOCUS?", + "focus-notes": "Any notes about this focus go here...", + "2nd-focus-u": "2ND FOCUS", + "3rd-focus-u": "3RD FOCUS", + "4th-focus-u": "4TH FOCUS", + "ritual-u": "RITUALS", + "prep-u": "PREP.", + "ritual-description-goes-here": "Ritual description goes here...", + "ritual-components-go-here": "Ritual components go here...", + "hexe-u": "HEXES", + "dange-u": "DANGER", + "low-u": "LOW", + "high-u": "HIGH", + "hex-description": "Hex description goes here...", + "requirements-to-lift": "Requirements to lift go here...", + "style-appearance-outloo-u": "STYLE, APPEARANCE & OUTLOOK", + "clothin-u": "CLOTHING", + "hair-styl-u": "HAIR STYLE", + "valued-perso-u": "VALUED PERSON", + "value-u": "VALUE", + "personalit-u": "PERSONALITY", + "affectation-u": "AFFECTATIONS", + "feelings-on-peopl-u": "FEELINGS ON PEOPLE", + "early-lif-u": "EARLY LIFE", + "witcher-training-u": "WITCHER TRAINING?", + "homelan-u": "HOMELAND", + "parent-u": "PARENTS", + "famil-u": "FAMILY", + "influential-frien-u": "INFLUENTIAL FRIEND", + "friend-u": "FRIEND", + "school-starting-age-u": "SCHOOL & STARTING AGE", + "early-trainin-u": "EARLY TRAINING", + "trial-u": "TRIALS", + "current-statu-u": "CURRENT STATUS", + "most-important-even-u": "MOST IMPORTANT EVENT", + "siblings-rivals-friends-u": "SIBLINGS, RIVALS & FRIENDS", + "sibling-u": "SIBLING", + "rival-u": "RIVAL", + "life-event-u": "LIFE EVENTS", + "description-here-make-sure": "Description goes here. Make sure to include the decade in the left-hand 'year' box...", + "reputatio-u": "REPUTATION", + "reputation-leve-u": "REPUTATION LEVEL", + "reputation-notes-details": "Reputation notes & details...", + "critical-wound-u": "CRITICAL WOUNDS", + "wound-typ-u": "WOUND TYPE", + "days-u": "DAYS", + "perks-racials-campaign-note-u": "PERKS, RACIALS & CAMPAIGN NOTES", + "additional-race-profession-details": "Additional race/profession details and campaign notes...", + "threat-u": "THREAT", + "bounty-u": "BOUNTY", + "environment-u": "ENVIRONMENT", + "organisation-u": "ORGANISATION", + "height-u": "HEIGHT", + "abilities-u": "ABILITIES", + "ability-details": "Ability details go here...", + "vulnerabilitie-u": "VULNERABILITIES", + "list-npcs-vulnerabilities": "List the NPCs vulnerabilities & weaknesses here...", + "loot-u": "LOOT" +} diff --git a/TheWitcher/translations/es.json b/TheWitcher/translations/es.json index 3d733354b7..cff45acd10 100644 --- a/TheWitcher/translations/es.json +++ b/TheWitcher/translations/es.json @@ -31,7 +31,7 @@ "wound-threshol-u": "UMBRAL DE HERIDA", "bonus-melee-dmg-u": "BONUS CUERPO A CUERPO", "skills-modifier-u": "HABILIDADES Y MOD.", - "profession-skill-u": "HABILIDADES DE PROFESIÓN", + "profession-skill-u": "HAB. DE PROFESIÓN", "gear-inventor-u": "EQUIPO E INVENTARIO", "magic-spell-u": "MAGIA Y HECHIZOS", "backgroun-u": "TRASFONDO", diff --git a/TheWitcher/translations/hu.json b/TheWitcher/translations/hu.json new file mode 100644 index 0000000000..9e94dfc3b6 --- /dev/null +++ b/TheWitcher/translations/hu.json @@ -0,0 +1,272 @@ +{ + "whisper-rolls-u": "WHISPER ROLLS?", + "npc-sheet-u": "NPC SHEET?", + "count-x2-skills": "COUNT x2 SKILLS", + "maximum-current": "Maximum / Current", + "int-u": "INT", + "ref-u": "REF", + "dex-u": "DEX", + "body-u": "BODY", + "spd-u": "SPD", + "emp-u": "EMP", + "cra-u": "CRA", + "will-u": "WILL", + "luck-u": "LUCK", + "stat-tota-u": "STAT TOTAL", + "name-u": "NAME", + "age-u": "AGE", + "race-u": "RACE", + "gender-u": "GENDER", + "prof-u": "PROF", + "origin-u": "ORIGIN", + "note-wound-threshold": "Note: Wound Threshold & Death State are automatically applied. Increase 'Current' HP above your 'Wound Threshold' to see stats at their full value.", + "stun-u": "STUN", + "run-u": "RUN", + "leap-u": "LEAP", + "hp-u": "HP", + "sta-u": "STA", + "enc-u": "ENC", + "rec-u": "REC", + "resolv-u": "RESOLVE", + "wound-threshol-u": "WOUND THRESHOLD", + "bonus-melee-dmg-u": "BONUS MELEE DMG.", + "skills-modifier-u": "SKILLS & MODIFIERS", + "profession-skill-u": "PROFESSION SKILLS", + "gear-inventor-u": "GEAR & INVENTORY", + "magic-spell-u": "MAGIC & SPELLS", + "backgroun-u": "BACKGROUND", + "intelligence-u": "INTELLIGENCE", + "awarenes-u": "AWARENESS", + "busines-u": "BUSINESS", + "deductio-u": "DEDUCTION", + "educatio-u": "EDUCATION", + "nordling-u": "NORDLING*", + "elder-speech-u": "ELDER SPEECH*", + "dwarven-u": "DWARVEN*", + "monster-lore-u": "MONSTER LORE*", + "social-etiquett-u": "SOCIAL ETIQUETTE", + "streetwis-u": "STREETWISE", + "tactics-u": "TACTICS*", + "teachin-u": "TEACHING", + "wilderness-surviva-u": "WILDERNESS SURVIVAL", + "reflexe-u": "REFLEXES", + "brawlin-u": "BRAWLING", + "fast-strik-u": "FAST STRIKE", + "disarm--take-u": "DISARM (TAKE)", + "strong-strik-u": "STRONG STRIKE", + "special-mov-u": "SPECIAL MOVE", + "charg-u": "CHARGE", + "bloc-u": "BLOCK", + "joint-attac-u": "JOINT ATTACK", + "parr-u": "PARRY", + "dodge-escap-u": "DODGE/ESCAPE", + "mele-u": "MELEE", + "ridin-u": "RIDING", + "sailin-u": "SAILING", + "small-blade-u": "SMALL BLADES", + "staff-spea-u": "STAFF/SPEAR", + "swordsmanshi-u": "SWORDSMANSHIP", + "dexterit-u": "DEXTERITY", + "archer-u": "ARCHERY", + "athletic-u": "ATHLETICS", + "basic-rol-u": "BASIC ROLL", + "repositio-u": "REPOSITION", + "crossbo-u": "CROSSBOW", + "sleight-of-han-u": "SLEIGHT OF HAND", + "stealt-u": "STEALTH", + "skill-tota-u": "SKILL TOTAL", + "skills-u": "SKILLS", + "physiqu-u": "PHYSIQUE", + "enduranc-u": "ENDURANCE", + "empath-u": "EMPATHY", + "charism-u": "CHARISMA", + "decei-u": "DECEIT", + "fine-art-u": "FINE ARTS", + "gamblin-u": "GAMBLING", + "grooming-style-u": "GROOMING & STYLE", + "human-perceptio-u": "HUMAN PERCEPTION", + "leadershi-u": "LEADERSHIP", + "persuasio-u": "PERSUASION", + "performanc-u": "PERFORMANCE", + "seductio-u": "SEDUCTION", + "craf-u": "CRAFT", + "alchemy-u": "ALCHEMY*", + "crafting-u": "CRAFTING*", + "disguis-u": "DISGUISE", + "first-ai-u": "FIRST AID", + "forger-u": "FORGERY", + "pick-loc-u": "PICK LOCK", + "trap-crafting-u": "TRAP CRAFTING*", + "courag-u": "COURAGE", + "hex-weaving-u": "HEX WEAVING*", + "detailed-rol-u": "DETAILED ROLL", + "intimidatio-u": "INTIMIDATION", + "spell-casting-u": "SPELL CASTING*", + "resist-magic-u": "RESIST MAGIC*", + "resist-coercio-u": "RESIST COERCION", + "ritual-crafting-u": "RITUAL CRAFTING*", + "stat-modifier-u": "STAT MODIFIERS", + "quick-roll-button-u": "QUICK ROLL BUTTONS", + "initiativ-u": "INITIATIVE", + "stun-death-save-u": "STUN & DEATH SAVE", + "crit-or-fumbl-u": "CRIT OR FUMBLE", + "target-locatio-u": "TARGET LOCATION", + "quick-weapon-button-u": "QUICK WEAPON BUTTONS", + "skills--stats-modifier-note-u": "SKILLS, STATS & MODIFIER NOTES", + "notes-on-buffs-or-penalties": "For any notes on buffs or penalties that affect skills and/or stats...", + "improvement-point-u": "IMPROVEMENT POINTS", + "current-i-p-u": "CURRENT I.P.", + "skill-ability-training-u": "SKILL & ABILITY TRAINING", + "-int-u": "(INT)", + "-ref-u": "(REF)", + "-dex-u": "(DEX)", + "-body-u": "(BODY)", + "-spd-u": "(SPD)", + "-emp-u": "(EMP)", + "-cra-u": "(CRA)", + "-will-u": "(WILL)", + "skill-leve-u": "SKILL LEVEL", + "equipped-weapon-u": "EQUIPPED WEAPONS", + "weapons-u": "WEAPONS", + "reliabilit-u": "RELIABILITY", + "w-accuracy-u": "W. ACCURACY", + "range-u": "RANGE", + "bonus-dmg-u": "BONUS DMG?", + "yes-u": "YES", + "damage-u": "DAMAGE", + "type-u": "TYPE", + "one-handed-u": "ONE-HANDED", + "two-handed-u": "TWO-HANDED", + "s-p-sword-u": "S/P (SWORD)", + "s-p-small-blade-u": "S/P (SMALL BLADE)", + "s-b-small-blade-u": "S/B (SMALL BLADE)", + "s-axe-u": "S (AXE)", + "b-bludgeon-u": "B (BLUDGEON)", + "p-b-pole-arm-u": "P/B (POLE ARM)", + "s-p-b-pole-arm-u": "S/P/B (POLE ARM)", + "b-staff-u": "B (STAFF)", + "p-b-staff-u": "P/B (STAFF)", + "p-thrown-weapon-u": "P (THROWN WEAPON)", + "s-thrown-weapon-u": "S (THROWN WEAPON)", + "p-bow-u": "P (BOW)", + "p-crossbow-u": "P (CROSSBOW)", + "any-other-u": "ANY (OTHER)", + "conc-u": "CONC.", + "tiny-u": "TINY", + "small-u": "SMALL", + "medium-u": "MEDIUM", + "large-u": "LARGE", + "weight-u": "WEIGHT", + "effect-u": "EFFECT", + "enhancement-u": "ENHANCEMENT", + "punch-u": "PUNCH", + "kick-u": "KICK", + "total-weigh-u": "TOTAL WEIGHT", + "armor-u": "ARMOR", + "equipped-armo-u": "EQUIPPED ARMOR", + "max-s-u": "MAX SP", + "head-u": "HEAD", + "armor-enh-u": "ARMOR ENH.", + "enc-value-u": "ENC. VALUE", + "armor-notes": "Armor notes such as layers, style and/or RP details...", + "torso-u": "TORSO", + "r-ar-u": "R. ARM", + "l-ar-u": "L. ARM", + "r-le-u": "R. LEG", + "l-le-u": "L. LEG", + "shiel-u": "SHIELD", + "shield-notes": "Shield notes such as style and/or RP details...", + "item-nam-u": "ITEM NAME", + "qty-u": "QTY.", + "item-note-u": "ITEM NOTES", + "diagram---recipe-note-u": "DIAGRAM & RECIPE NOTES", + "statu-u": "STATUS", + "unlearned-u": "UNLEARNED", + "have-diagram-u": "HAVE DIAGRAM", + "learned-u": "LEARNED", + "alchemical-substanc-u": "ALCHEMICAL SUBSTANCE", + "vitriol-u": "VITRIOL", + "rebis-u": "REBIS", + "aether-u": "AETHER", + "quebrith-u": "QUEBRITH", + "hydragenum-u": "HYDRAGENUM", + "vermilion-u": "VERMILION", + "sol-u": "SOL", + "caelum-u": "CAELUM", + "fulgur-u": "FULGUR", + "component-name-u": "COMPONENT NAME", + "novice-spells-signs-invocation-u": "NOVICE - SPELLS, SIGNS & INVOCATIONS", + "sign-u": "SIGN", + "spell-u": "SPELL", + "invocatio-u": "INVOCATION", + "sta-cos-u": "STA COST", + "non-u": "NONE", + "quer-u": "QUERY", + "duratio-u": "DURATION", + "defens-u": "DEFENSE", + "spell-description-goes-here": "Spell description goes here...", + "journeyman-spells-alternate-signs-u": "JOURNEYMAN - SPELLS, ALTERNATE SIGNS & INVOCATIONS", + "alt-sign-u": "ALT. SIGN", + "master-arch-priest-spells-invocatio-u": "MASTER/ARCH PRIEST - SPELLS & INVOCATIONS", + "vigor-u": "VIGOR", + "1st-focus-u": "1ST FOCUS", + "focus-lvl-u": "FOCUS LVL", + "greater-focus-u": "GREATER FOCUS?", + "focus-notes": "Any notes about this focus go here...", + "2nd-focus-u": "2ND FOCUS", + "3rd-focus-u": "3RD FOCUS", + "4th-focus-u": "4TH FOCUS", + "ritual-u": "RITUALS", + "prep-u": "PREP.", + "ritual-description-goes-here": "Ritual description goes here...", + "ritual-components-go-here": "Ritual components go here...", + "hexe-u": "HEXES", + "dange-u": "DANGER", + "low-u": "LOW", + "high-u": "HIGH", + "hex-description": "Hex description goes here...", + "requirements-to-lift": "Requirements to lift go here...", + "style-appearance-outloo-u": "STYLE, APPEARANCE & OUTLOOK", + "clothin-u": "CLOTHING", + "hair-styl-u": "HAIR STYLE", + "valued-perso-u": "VALUED PERSON", + "value-u": "VALUE", + "personalit-u": "PERSONALITY", + "affectation-u": "AFFECTATIONS", + "feelings-on-peopl-u": "FEELINGS ON PEOPLE", + "early-lif-u": "EARLY LIFE", + "witcher-training-u": "WITCHER TRAINING?", + "homelan-u": "HOMELAND", + "parent-u": "PARENTS", + "famil-u": "FAMILY", + "influential-frien-u": "INFLUENTIAL FRIEND", + "friend-u": "FRIEND", + "school-starting-age-u": "SCHOOL & STARTING AGE", + "early-trainin-u": "EARLY TRAINING", + "trial-u": "TRIALS", + "current-statu-u": "CURRENT STATUS", + "most-important-even-u": "MOST IMPORTANT EVENT", + "siblings-rivals-friends-u": "SIBLINGS, RIVALS & FRIENDS", + "sibling-u": "SIBLING", + "rival-u": "RIVAL", + "life-event-u": "LIFE EVENTS", + "description-here-make-sure": "Description goes here. Make sure to include the decade in the left-hand 'year' box...", + "reputatio-u": "REPUTATION", + "reputation-leve-u": "REPUTATION LEVEL", + "reputation-notes-details": "Reputation notes & details...", + "critical-wound-u": "CRITICAL WOUNDS", + "wound-typ-u": "WOUND TYPE", + "days-u": "DAYS", + "perks-racials-campaign-note-u": "PERKS, RACIALS & CAMPAIGN NOTES", + "additional-race-profession-details": "Additional race/profession details and campaign notes...", + "threat-u": "THREAT", + "bounty-u": "BOUNTY", + "environment-u": "ENVIRONMENT", + "organisation-u": "ORGANISATION", + "height-u": "HEIGHT", + "abilities-u": "ABILITIES", + "ability-details": "Ability details go here...", + "vulnerabilitie-u": "VULNERABILITIES", + "list-npcs-vulnerabilities": "List the NPCs vulnerabilities & weaknesses here...", + "loot-u": "LOOT" +} diff --git a/Thirsty Sword Lesbians/translations/ca.json b/Thirsty Sword Lesbians/translations/ca.json new file mode 100644 index 0000000000..cbfa3e6fcd --- /dev/null +++ b/Thirsty Sword Lesbians/translations/ca.json @@ -0,0 +1,649 @@ +{ + "(Default)": "(Default)", + "(start with the move marked and choose two more)": "(start with the move marked and choose two more)", + "+1 forward": "+1 forward", + "0-3 Conditions:": "0-3 Conditions:", + "0–3 Conditions:": "0–3 Conditions:", + "2d6 buttons prompt for mods": "2d6 buttons prompt for mods", + "2d6 buttons use checked mods": "2d6 buttons use checked mods", + "4 or 5 Conditions:": "4 or 5 Conditions:", + "a cold-wrought sword, a sword of teeth, a found sword": "a cold-wrought sword, a sword of teeth, a found sword", + "Add 1 to a stat (max stat of 3)": "Add 1 to a stat (max stat of 3)", + "Add 1 to your roll against them (after rolling)": "Add 1 to your roll against them (after rolling)", + "Add or subtract 1 from any roll they make (after rolling)": "Add or subtract 1 from any roll they make (after rolling)", + "Advances": "Advances", + "Aesthetics": "Aesthetics", + "Angry": "Angry", + "Any PC confessed their love": "Any PC confessed their love", + "Any PC de-escalated a violent situation": "Any PC de-escalated a violent situation", + "Any PC struck a blow against oppression or de-escalated a violent situation": "Any PC struck a blow against oppression or de-escalated a violent situation", + "Any PC leapt into danger with daring and panache": "Any PC leapt into danger with daring and panache", + "Any player used a safety tool such as the palette or Check-In Card": "Any player used a safety tool such as the palette or Check-In Card", + "Ask a question from Figure Out a Person of anyone, anywhere, if you can name one of their deceased loved ones": "Ask a question from Figure Out a Person of anyone, anywhere, if you can name one of their deceased loved ones", + "At any time, spend a String on someone to do one of the following:": "At any time, spend a String on someone to do one of the following:", + "Basic Moves": "Basic Moves", + "Big Dyke Energy": "Big Dyke Energy", + "Call on a Toxic Power": "Call on a Toxic Power", + "Charm or social insight. +Heart": "Charm or social insight. +Heart", + "check all": "check all", + "Choice made and locked": "Choice made and locked", + "Choose 1": "Choose 1", + "Choose 2 and your opponent chooses 1": "Choose 2 and your opponent chooses 1", + "Choose 2 from the \"0–3 Conditions\" options": "Choose 2 from the \"0–3 Conditions\" options", + "Choose 2 from the 10+ list, but choose 1 thing that goes awry": "Choose 2 from the 10+ list, but choose 1 thing that goes awry", + "Choose 2": "Choose 2", + "Choose 3 and your opponent chooses 1 to apply to you in response": "Choose 3 and your opponent chooses 1 to apply to you in response", + "Choose a playbook!": "Choose a playbook!", + "Clear a Condition": "Clear a Condition", + "Cleverness or knowledge. +Wit": "Cleverness or knowledge. +Wit", + "cleverness, knowledge": "cleverness, knowledge", + "clothes": "clothes", + "Clothes": "Clothes", + "Commune with the Unseen": "Commune with the Unseen", + "Condition is active.": "Condition is active.", + "Modifier is marked.": "Modifier is marked.", + "Modifier is not marked.": "Modifier is not marked.", + "Click to toggle.": "Click to toggle.", + "Conditions": "Conditions", + "Create an opportunity for an ally through prowess or distraction": "Create an opportunity for an ally through prowess or distraction", + "Create an opportunity for you or your allies": "Create an opportunity for you or your allies", + "Current tally": "Current tally", + "Danger Moves": "Danger Moves", + "daring": "daring", + "Daring": "Daring", + "Defy Disaster": "Defy Disaster", + "demeanor": "demeanor", + "Demeanor": "Demeanor", + "Do it with style. At the GM’s discretion, you may also learn new information, discover a new opportunity, or gain a String on someone.": "Do it with style. At the GM’s discretion, you may also learn new information, discover a new opportunity, or gain a String on someone.", + "Down Beat": "Down Beat", + "Each character may only spend one String to add or subtract from a given roll.": "Each character may only spend one String to add or subtract from a given roll.", + "Each player marks XP if, during the session:": "Each player marks XP if, during the session:", + "elegance, agility": "elegance, agility", + "emotional awareness, expression": "emotional awareness, expression", + "Emotional Support": "Emotional Support", + "End of Session": "End of Session", + "Entice": "Entice", + "Experience": "Experience", + "Ferocious": "Ferocious", + "Fight": "Fight", + "Figure Out a Person": "Figure Out a Person", + "Finally Kiss, in a Dangerous Situation": "Finally Kiss, in a Dangerous Situation", + "Find out what it will take to get them to do what you want (for an NPC, spending the String means they may simply agree)": "Find out what it will take to get them to do what you want (for an NPC, spending the String means they may simply agree)", + "Flirt with or provoke your opponent and gain a String on them": "Flirt with or provoke your opponent and gain a String on them", + "For either a PC or an NPC, if you aren’t already Smitten with them, you may choose to treat a 7–9 result as a 10+ by choosing to become Smitten with the target.": "For either a PC or an NPC, if you aren’t already Smitten with them, you may choose to treat a 7–9 result as a 10+ by choosing to become Smitten with the target.", + "forward": "forward", + "Frightened": "Frightened", + "Gain a String on them and they choose 1": "Gain a String on them and they choose 1", + "Gain a String on them, unless they decide instead to choose 1": "Gain a String on them, unless they decide instead to choose 1", + "Gain insight from the GM about an obstacle facing one of you": "Gain insight from the GM about an obstacle facing one of you", + "Get flustered and awkward": "Get flustered and awkward", + "Give in to desire": "Give in to desire", + "Grace": "Grace", + "Guilty": "Guilty", + "heart": "heart", + "Heart": "Heart", + "Heartstring Moves": "Heartstring Moves", + "Heat of the Moment": "Heat of the Moment", + "Hide Basic Moves": "Hide Basic Moves", + "Hide something in the Unseen world": "Hide something in the Unseen world", + "Hide Untaken Moves": "Hide Untaken Moves", + "Hide": "Hide", + "Hopeless": "Hopeless", + "How could I get you to _____?": "How could I get you to _____?", + "How would you feel if I _____?": "How would you feel if I _____?", + "Hungry Unseen destroy all non-sentient life in a small area": "Hungry Unseen destroy all non-sentient life in a small area", + "If more than two people finally kiss in these circumstances, they all get the bonus. Each participant must be enthusiastic about kissing to trigger this move.": "If more than two people finally kiss in these circumstances, they all get the bonus. Each participant must be enthusiastic about kissing to trigger this move.", + "If the target is a PC:": "If the target is a PC:", + "If the target is an NPC:": "If the target is an NPC:", + "If they open up to you, they choose 1, and you either choose 1 or take a String on them": "If they open up to you, they choose 1, and you either choose 1 or take a String on them", + "If they open up to you, they choose 1": "If they open up to you, they choose 1", + "If they’re Smitten with you, they may choose an additional option.": "If they’re Smitten with you, they may choose an additional option.", + "If you gain a fourth String on someone, you have a profound insight and learn something about them that even they don’t know; the player tells you what you learn, possibly asking the GM for ideas. It’s up to you whether you share that insight with the character or not. In addition, clear all but one of your Strings on them and gain 2 XP.": "If you gain a fourth String on someone, you have a profound insight and learn something about them that even they don’t know; the player tells you what you learn, possibly asking the GM for ideas. It’s up to you whether you share that insight with the character or not. In addition, clear all but one of your Strings on them and gain 2 XP.", + "If you’re Smitten with them and they refuse to open up to you, it stings. You mark a Condition.": "If you’re Smitten with them and they refuse to open up to you, it stings. You mark a Condition.", + "Individual Playbook Moves": "Individual Playbook Moves", + "Influence With a String": "Influence With a String", + "Insecure": "Insecure", + "integrity, metaphysical power": "integrity, metaphysical power", + "It answers the question and grants you +1 forward to act on the information": "It answers the question and grants you +1 forward to act on the information", + "It answers the question and the GM chooses 1": "It answers the question and the GM chooses 1", + "It gains a String on you": "It gains a String on you", + "It takes something from you, either knowledge, reputation, or something physical": "It takes something from you, either knowledge, reputation, or something physical", + "Learn something important from the Unseen": "Learn something important from the Unseen", + "Learn the recent history of an object you hold": "Learn the recent history of an object you hold", + "Live happily ever after": "Live happily ever after", + "Lock menu to prevent overwrite": "Lock menu to prevent overwrite", + "Loyal Steed": "Loyal Steed", + "Make sure to mark experience!": "Make sure to mark experience!", + "Mark XP": "Mark XP", + "Might, endurance, or courage. +Daring": "Might, endurance, or courage. +Daring", + "Mixed Beat": "Mixed Beat", + "Modifiers": "Modifiers", + "Mouse over for your options.": "Mouse over for your options.", + "Moves": "Moves", + "My Playbook's Moves Only": "My Playbook's Moves Only", + "Name your steed and detail two strengths and two weaknesses from the lists given. When riding your steed, you may roll +Spirit to Fight and may take a person with you whenever you Defy Disaster.": "Name your steed and detail two strengths and two weaknesses from the lists given. When riding your steed, you may roll +Spirit to Fight and may take a person with you whenever you Defy Disaster.", + "no": "no", + "Notes": "Notes", + "Offer them an XP to do something (don’t spend the String if they refuse the temptation)": "Offer them an XP to do something (don’t spend the String if they refuse the temptation)", + "ongoing": "ongoing", + "Pain is nothing to you; ignore the next time you would Stagger while transformed": "Pain is nothing to you; ignore the next time you would Stagger while transformed", + "Pick one of these sets (overwrites current ratings), then add 1 to two different stats.": "Pick one of these sets (overwrites current ratings), then add 1 to two different stats.", + "Playbook Moves": "Playbook Moves", + "Playbook": "Playbook", + "Promise something they think you want": "Promise something they think you want", + "Pronouns": "Pronouns", + "provoke them to do something foolish or harmful and take advantage of a String on them if you have one": "provoke them to do something foolish or harmful and take advantage of a String on them if you have one", + "Receive experience (XP) whenever you roll a 6- or when a move tells you to mark XP. A PC can spend XP to take an Advance; consult that section for more.": "Receive experience (XP) whenever you roll a 6- or when a move tells you to mark XP. A PC can spend XP to take an Advance; consult that section for more.", + "Restless Unseen cause a haunting": "Restless Unseen cause a haunting", + "roll with modifier": "roll with modifier", + "Shameless": "Shameless", + "Show All Loaded Moves": "Show All Loaded Moves", + "Show": "Show", + "skill at arms, forcefulness": "skill at arms, forcefulness", + "Smitten": "Smitten", + "Special Features": "Special Features", + "Special Moves": "Special Moves", + "spirit": "spirit", + "Spirit": "Spirit", + "Stagger (Reactive Move)": "Stagger (Reactive Move)", + "Starting Stats": "Starting Stats", + "Stern Unseen judge you, inflicting a Condition": "Stern Unseen judge you, inflicting a Condition", + "Strengths": "Strengths", + "String Advance": "String Advance", + "Strings": "Strings", + "Swiftness or elegance. +Grace": "Swiftness or elegance. +Grace", + "Switch to a new playbook": "Switch to a new playbook", + "sword": "sword", + "Sword": "Sword", + "Take a move from any playbook": "Take a move from any playbook", + "Take an object from your opponent or seize a superior position": "Take an object from your opponent or seize a superior position", + "Take another move from your playbook": "Take another move from your playbook", + "Temporarily alter the Unseen nature of a place": "Temporarily alter the Unseen nature of a place", + "Tenacious Purpose": "Tenacious Purpose", + "The Beast": "The Beast", + "The Chosen": "The Chosen", + "The Devoted": "The Devoted", + "The GM will offer you a hard choice or success with a sacrifice.": "The GM will offer you a hard choice or success with a sacrifice.", + "The Infamous": "The Infamous", + "The Nature Witch": "The Nature Witch", + "The Scoundrel": "The Scoundrel", + "The Seeker": "The Seeker", + "The Spooky Witch": "The Spooky Witch", + "The Trickster": "The Trickster", + "They choose 1": "They choose 1", + "They give you a String on them": "They give you a String on them", + "They mark XP if they do it, and must take a Condition if they don't": "They mark XP if they do it, and must take a Condition if they don't", + "They mark XP if they do it": "They mark XP if they do it", + "They take a Condition if they don't": "They take a Condition if they don't", + "They'll do it in exchange for a small concession or reassurance": "They'll do it in exchange for a small concession or reassurance", + "Thirsty Sword Lesbians is copyright Evil Hat Productions, LLC and April Kit Walsh.": "Thirsty Sword Lesbians is copyright Evil Hat Productions, LLC and April Kit Walsh.", + "This move is marked by default for its playbook.": "This move is marked by default for its playbook.", + "Through violence or cutting words, inflict a Condition": "Through violence or cutting words, inflict a Condition", + "To clear, break something important to you or someone you care about": "To clear, break something important to you or someone you care about", + "To clear, lose yourself in escapism or pleasure when you should be doing something important": "To clear, lose yourself in escapism or pleasure when you should be doing something important", + "To clear, run away and leave something important behind": "To clear, run away and leave something important behind", + "To clear, sacrifice something important just to hurt yourself for what you did": "To clear, sacrifice something important just to hurt yourself for what you did", + "To clear, take rash action to confront the object of your jealousy and prove your worth without any plan or advice": "To clear, take rash action to confront the object of your jealousy and prove your worth without any plan or advice", + "to": "to", + "torn clothes, practical clothes, chitinous clothes, raider's clothes": "torn clothes, practical clothes, chitinous clothes, raider's clothes", + "Tracker": "Tracker", + "Transform": "Transform", + "uncheck all": "uncheck all", + "unthreatening, fast and agile, dangerous attack, hardy, stealthy, mental bond, flying (counts as both strength choices unless flight is common)": "unthreatening, fast and agile, dangerous attack, hardy, stealthy, mental bond, flying (counts as both strength choices unless flight is common)", + "unusual diet, conspicuous, plodding, harmless, stubborn, collateral damage, vulnerable to something common": "unusual diet, conspicuous, plodding, harmless, stubborn, collateral damage, vulnerable to something common", + "Up Beat": "Up Beat", + "Weaknesses": "Weaknesses", + "What are your feelings towards _____?": "What are your feelings towards _____?", + "What do you hope to get from _____?": "What do you hope to get from _____?", + "What do you love most?": "What do you love most?", + "When people finally kiss after a period of tension, each takes +1 ongoing to get to safety and protect the other for the rest of the scene.": "When people finally kiss after a period of tension, each takes +1 ongoing to get to safety and protect the other for the rest of the scene.", + "When you appeal to someone’s physical or romantic sensibilities, roll +Heart:": "When you appeal to someone’s physical or romantic sensibilities, roll +Heart:", + "When you become Smitten with someone (always your choice), say why, give them a String on you, and answer the question in the Truths of Heart and Blade section of your playbook.": "When you become Smitten with someone (always your choice), say why, give them a String on you, and answer the question in the Truths of Heart and Blade section of your playbook.", + "When you commit yourself to a specific goal, you may ask the GM once per scene how you could advance that goal in a way that violates “civilized” norms. Take +1 forward to act on the answer. If you refrain, it counts as an uncomfortable situation that reduces your Feral by 1 and you must mark a Condition.": "When you commit yourself to a specific goal, you may ask the GM once per scene how you could advance that goal in a way that violates “civilized” norms. Take +1 forward to act on the answer. If you refrain, it counts as an uncomfortable situation that reduces your Feral by 1 and you must mark a Condition.", + "When you Fight, you may mark a Condition to choose an additional option, even on a 6-.": "When you Fight, you may mark a Condition to choose an additional option, even on a 6-.", + "When you investigate a person’s living space, camp, or trail, or an object important to them, you can roll +Heart instead of +Wit to Figure Them Out, and may do so even when they’re not present. You can also ask the question, “Where did they go?” as if it were an option on the list for that move. On a 7–9, they take a String on you instead of asking a question back. Say why. Do they just smell that good or that fearsome?": "When you investigate a person’s living space, camp, or trail, or an object important to them, you can roll +Heart instead of +Wit to Figure Them Out, and may do so even when they’re not present. You can also ask the question, “Where did they go?” as if it were an option on the list for that move. On a 7–9, they take a String on you instead of asking a question back. Say why. Do they just smell that good or that fearsome?", + "When you make it clear to your foes that you’re the biggest threat, then for the rest of the scene, whenever you roll a 10+, you may choose someone present to be impressed or intrigued with you. Once during the scene, when you gain a String on someone, gain an additional String on someone else who considers you an enemy": "When you make it clear to your foes that you’re the biggest threat, then for the rest of the scene, whenever you roll a 10+, you may choose someone present to be impressed or intrigued with you. Once during the scene, when you gain a String on someone, gain an additional String on someone else who considers you an enemy", + "When you offer someone support in a way that could be meaningful to them, roll +Heart or +Spirit (+3 more if you spend a String on them):": "When you offer someone support in a way that could be meaningful to them, roll +Heart or +Spirit (+3 more if you spend a String on them):", + "When you parley with a Toxic Power, ask it your question and roll +Spirit:": "When you parley with a Toxic Power, ask it your question and roll +Spirit:", + "When you perform a ritual to commune with the Unseen, give a dangerous Unseen a String on you and roll +Spirit:": "When you perform a ritual to commune with the Unseen, give a dangerous Unseen a String on you and roll +Spirit:", + "When you push your limits to achieve something extraordinary that’s not covered by another move, or to avert an imminent danger to yourself or someone else, say what you’re willing to sacrifice and pick your approach:": "When you push your limits to achieve something extraordinary that’s not covered by another move, or to avert an imminent danger to yourself or someone else, say what you’re willing to sacrifice and pick your approach:", + "When you say aloud what you want from an NPC, you may give them a String on you to ask a question about them from the Figure Out move.": "When you say aloud what you want from an NPC, you may give them a String on you to ask a question about them from the Figure Out move.", + "When you seek to incapacitate someone with violence, roll +Daring or +Grace:": "When you seek to incapacitate someone with violence, roll +Daring or +Grace:", + "When you suffer a staggering physical or emotional blow, choose an option from the following based on the number of Conditions you have marked.": "When you suffer a staggering physical or emotional blow, choose an option from the following based on the number of Conditions you have marked.", + "When you taunt someone into doing something they want to do but find unwise, roll +Daring:": "When you taunt someone into doing something they want to do but find unwise, roll +Daring:", + "When you try to understand a person, roll +Wit (+3 more if you spend a String on them):": "When you try to understand a person, roll +Wit (+3 more if you spend a String on them):", + "wild demeanor, hungry demeanor, piercing demeanor": "wild demeanor, hungry demeanor, piercing demeanor", + "Willpower or metaphysical skill. +Spirit": "Willpower or metaphysical skill. +Spirit", + "Wit": "Wit", + "You are in harmony with your beast and may clear a Condition": "You are in harmony with your beast and may clear a Condition", + "You are magnificent and little escapes your notice; you gain leverage or an opportunity with a monster": "You are magnificent and little escapes your notice; you gain leverage or an opportunity with a monster", + "You can move in ways no ordinary person could": "You can move in ways no ordinary person could", + "You choose 1": "You choose 1", + "You grin and bear the blow; mark two Conditions": "You grin and bear the blow; mark two Conditions", + "You have a bestial form, which you can assume at will and must assume whenever your Feral hits 4. When you do, tell everyone what the beast in you looks like, increase your Feral to 4 if it’s not there already, and roll +Daring:": "You have a bestial form, which you can assume at will and must assume whenever your Feral hits 4. When you do, tell everyone what the beast in you looks like, increase your Feral to 4 if it’s not there already, and roll +Daring:", + "You hesitate or stumble and the opposition gains an opportunity": "You hesitate or stumble and the opposition gains an opportunity", + "You lash out at someone whose regard matters to you: provoke them to do something foolish or harmful and take advantage of a String on them if you have one": "You lash out at someone whose regard matters to you: provoke them to do something foolish or harmful and take advantage of a String on them if you have one", + "You mark a Condition": "You mark a Condition", + "You may ask 2 questions, but they may ask 1 of you": "You may ask 2 questions, but they may ask 1 of you", + "You may ask 2 questions, now or later in the scene": "You may ask 2 questions, now or later in the scene", + "You revert to your usual form when your Feral drops below 4. While transformed, you may mark a Condition to avoid reducing your Feral, as often as you like.": "You revert to your usual form when your Feral drops below 4. While transformed, you may mark a Condition to avoid reducing your Feral, as often as you like.", + "You’re rendered helpless for the scene": "You’re rendered helpless for the scene", + "You’re utterly humiliated and news will spread; this could be a consequence of a setback in the confrontation, or might be caused by something you confess in the heat of the moment": "You’re utterly humiliated and news will spread; this could be a consequence of a setback in the confrontation, or might be caused by something you confess in the heat of the moment", + "Your first five Advances must be from the top six on the list. After you take your fifth Advance, you can choose to switch to another playbook or live happily ever after. Choose one of these last two options when the emotional conflict at the core of your playbook has been resolved or eclipsed by a new conflict corresponding to a new playbook.": "Your first five Advances must be from the top six on the list. After you take your fifth Advance, you can choose to switch to another playbook or live happily ever after. Choose one of these last two options when the emotional conflict at the core of your playbook has been resolved or eclipsed by a new conflict corresponding to a new playbook.", + "Feral": "Feral", + "You may walk in civilized circles, but sooner or later your feral truth will come to the fore. Your Feral score starts at 1. If it hits 4, you can't hold back the beast any longer and you Transform. If your Feral drops to 0, you lose access to all your Beast playbook moves until it increases again. On the plus side, you're fitting in. You blend. You've assimilated.": "You may walk in civilized circles, but sooner or later your feral truth will come to the fore. Your Feral score starts at 1. If it hits 4, you can't hold back the beast any longer and you Transform. If your Feral drops to 0, you lose access to all your Beast playbook moves until it increases again. On the plus side, you're fitting in. You blend. You've assimilated.", + "Increase Feral when:": "Increase Feral when:", + "Decrease Feral when:": "Decrease Feral when:", + "You express yourself in a shocking way through your appearance": "You express yourself in a shocking way through your appearance", + "You feel that your bestial nature has hurt someone you care about": "You feel that your bestial nature has hurt someone you care about", + "You display intense emotion that society wants you to conceal": "You display intense emotion that society wants you to conceal", + "You go along with an uncomfortable interaction to fit in": "You go along with an uncomfortable interaction to fit in", + "Truths of Heart and Blade": "Truths of Heart and Blade", + "Smitten Kitten": "Smitten Kitten", + "When you become Smitten with someone, say why, give them a String, and answer this question:": "When you become Smitten with someone, say why, give them a String, and answer this question:", + "What have you done that you are sure they view as inappropriate?": "What have you done that you are sure they view as inappropriate?", + "The Bloody Truth": "The Bloody Truth", + "When you Figure Out a Person in physical conflict, you may additionally ask one of these questions, even on a 6-:": "When you Figure Out a Person in physical conflict, you may additionally ask one of these questions, even on a 6-:", + "What awakens the beast inside you?": "What awakens the beast inside you?", + "How could I get you to kiss me?": "How could I get you to kiss me?", + "The Beast follows their truth and their passions, which puts them in conflict with civilization and civilized norms. Unless they give up what makes them special and powerful, they cannot make themself acceptable to that civilized society. Their central conflict is living their truth versus fitting in with a dominant social order. Example Archetypes: Ranger Between Worlds, Bitten, Raised by Beasts": "The Beast follows their truth and their passions, which puts them in conflict with civilization and civilized norms. Unless they give up what makes them special and powerful, they cannot make themself acceptable to that civilized society. Their central conflict is living their truth versus fitting in with a dominant social order. Example Archetypes: Ranger Between Worlds, Bitten, Raised by Beasts", + "More about": "More about", + "Choose": "Choose", + "The Chosen playbook revolves around special status, relationships across social strata, and the crushing expectations of fate, family, or the adoring public. Their central conflict is inner truth versus crushing social expectations. Example Archetypes: Magical Princess, Pop Idol, Chosen One": "The Chosen playbook revolves around special status, relationships across social strata, and the crushing expectations of fate, family, or the adoring public. Their central conflict is inner truth versus crushing social expectations. Example Archetypes: Magical Princess, Pop Idol, Chosen One", + "Destiny": "Destiny", + "They keep telling you that you have a Destiny, but it’s not what your heart truly desires. What is it?": "They keep telling you that you have a Destiny, but it’s not what your heart truly desires. What is it?", + "Destiny Examples:": "Destiny Examples:", + "You may fulfill your Destiny in the course of play, or reject it so firmly that you no longer feel pressure to fulfill it. This deserves a climactic scene either way, and trying to reject your Destiny draws the full wrath of your Aspects and those pressing you to fulfill it. Afterwards, choose a new Destiny, adopt a new playbook, or live happily ever after.": "You may fulfill your Destiny in the course of play, or reject it so firmly that you no longer feel pressure to fulfill it. This deserves a climactic scene either way, and trying to reject your Destiny draws the full wrath of your Aspects and those pressing you to fulfill it. Afterwards, choose a new Destiny, adopt a new playbook, or live happily ever after.", + "Choose two Heroic Aspects and two Tragic Aspects from the following lists. When you act in accordance with one of your Aspects, check it off and take +1 forward. If it’s a Tragic Aspect, also mark XP. When all four Aspects are checked off, describe how your Destiny grows ever nearer, then erase the check marks and begin again.": "Choose two Heroic Aspects and two Tragic Aspects from the following lists. When you act in accordance with one of your Aspects, check it off and take +1 forward. If it’s a Tragic Aspect, also mark XP. When all four Aspects are checked off, describe how your Destiny grows ever nearer, then erase the check marks and begin again.", + "Heroic Aspect": "Heroic Aspect", + "Portents & Prophecies, Spiritual Prowess, Heir to a Mystic Power, Prominent Suitors, Save Your World, Soother of Monsters, Help of the Masses, Chosen by a God, Legendary Skill": "Portents & Prophecies, Spiritual Prowess, Heir to a Mystic Power, Prominent Suitors, Save Your World, Soother of Monsters, Help of the Masses, Chosen by a God, Legendary Skill", + "Marry the Prince of Heteronormia": "Marry the Prince of Heteronormia", + "Be sacrificed to appease the Horror": "Be sacrificed to appease the Horror", + "Tragic Aspect": "Tragic Aspect", + "Love that Cannot Be, End of the Universe, Lose Those You Love, Arch-Nemesis, Bitter Rival, Betrayal, Seduced by Evil, Coveted Destiny, The End of Love Itself": "Love that Cannot Be, End of the Universe, Lose Those You Love, Arch-Nemesis, Bitter Rival, Betrayal, Seduced by Evil, Coveted Destiny, The End of Love Itself", + "Banish magic from the world": "Banish magic from the world", + "Melt the heart of the Undying One": "Melt the heart of the Undying One", + "The Fated Day Approaches": "The Fated Day Approaches", + "Whenever you miss an opportunity to make progress towards your Destiny, choose 1:": "Whenever you miss an opportunity to make progress towards your Destiny, choose 1:", + "The GM will tell you the details, inspired by your Destiny. They may wait until a lull in the action to drop the consequences on you.": "The GM will tell you the details, inspired by your Destiny. They may wait until a lull in the action to drop the consequences on you.", + "Someone with power over you makes an uncomfortable demand in furtherance of your Destiny, backed by a threat": "Someone with power over you makes an uncomfortable demand in furtherance of your Destiny, backed by a threat", + "The PC you care about the most receives bad news or has an accident serious enough to make them Stagger": "The PC you care about the most receives bad news or has an accident serious enough to make them Stagger", + "Don’t You Know Who I Am?": "Don’t You Know Who I Am?", + "When you meet someone who knows you by reputation (you decide), roll +Heart:": "When you meet someone who knows you by reputation (you decide), roll +Heart:", + "Say two things they’ve heard about you": "Say two things they’ve heard about you", + "You say one, the GM says one": "You say one, the GM says one", + "Entourage": "Entourage", + "You have a group of loyal attendants. Name three of them who accompany you and choose a trait for them: Dangerous, Fanatical, Resourceful, Charming": "You have a group of loyal attendants. Name three of them who accompany you and choose a trait for them: Dangerous, Fanatical, Resourceful, Charming", + "Choose a basic move. Your entourage grants you a +1 on rolls for this move when present. When you would Stagger, you may choose instead for one of your named Entourage to die. If you do, your Entourage gains a String on you.": "Choose a basic move. Your entourage grants you a +1 on rolls for this move when present. When you would Stagger, you may choose instead for one of your named Entourage to die. If you do, your Entourage gains a String on you.", + "Member Names": "Member Names", + "Entourage Trait": "Entourage Trait", + "Dangerous, Fanatical, Resourceful, Charming": "Dangerous, Fanatical, Resourceful, Charming", + "Basic Move Receiving +1": "Basic Move Receiving +1", + "Fight, Defy Disaster, Entice, Figure Out a Person, Emotional Support, Call on a Toxic Power": "Fight, Defy Disaster, Entice, Figure Out a Person, Emotional Support, Call on a Toxic Power", + "Gossip": "Gossip", + "When you seek insight about a person by spending some time gossiping with those who know them, roll +Wit:": "When you seek insight about a person by spending some time gossiping with those who know them, roll +Wit:", + "Someone you speak to who is dangerous to you may ask a question of you from the same list.": "Someone you speak to who is dangerous to you may ask a question of you from the same list.", + "You learn a dangerous secret and gain a String on the target. You may also ask a question from the Figure Out a Person move.": "You learn a dangerous secret and gain a String on the target. You may also ask a question from the Figure Out a Person move.", + "You may ask a question from the Figure Out a Person move.": "You may ask a question from the Figure Out a Person move.", + "Guidance from Above": "Guidance from Above", + "When you petition a superior for guidance, they give you instructions and useful information. Mark XP or clear a Condition if you do as commanded. They gain a String on you if you do otherwise.": "When you petition a superior for guidance, they give you instructions and useful information. Mark XP or clear a Condition if you do as commanded. They gain a String on you if you do otherwise.", + "Help Me~~!": "Help Me~~!", + "You’re a magnet for trouble and hunted by those who would use you for their own purposes. Others mark XP when they Defy Disaster that would otherwise befall you. In addition, whenever you’re captured, your captor reveals something they hope to achieve; gain a String on them and mark XP.": "You’re a magnet for trouble and hunted by those who would use you for their own purposes. Others mark XP when they Defy Disaster that would otherwise befall you. In addition, whenever you’re captured, your captor reveals something they hope to achieve; gain a String on them and mark XP.", + "Know Your Place!": "Know Your Place!", + "When someone dares insult you and you deliver a scathing retort, roll +Wit": "When someone dares insult you and you deliver a scathing retort, roll +Wit", + "Word spreads of your sharp wit, take +1 forward, and they choose 1": "Word spreads of your sharp wit, take +1 forward, and they choose 1", + "Back down": "Back down", + "Make a fool of themself": "Make a fool of themself", + "Attack you": "Attack you", + "Love Is Not My Destiny": "Love Is Not My Destiny", + "How do our respective stations make it impossible to be together?": "How do our respective stations make it impossible to be together?", + "Inescapable Conclusions": "Inescapable Conclusions", + "When you Figure Out a Person during a physical conflict, you may ask one additional question from this list, even on a 6-:": "When you Figure Out a Person during a physical conflict, you may ask one additional question from this list, even on a 6-:", + "What do you hope for your future?": "What do you hope for your future?", + "What do you fear is your destiny?": "What do you fear is your destiny?", + "The Devoted is a selfless protector, committed to a person or a cause. Their central conflict lies in pitting this devotion against self-care. Example Archetypes: Sidekick, Champion, Protective Friend": "The Devoted is a selfless protector, committed to a person or a cause. Their central conflict lies in pitting this devotion against self-care. Example Archetypes: Sidekick, Champion, Protective Friend", + "Devotion": "Devotion", + "Choose a Devotion from the example lists or invent one of your own. What three tenets of your Devotion have you found yourself tempted to violate?": "Choose a Devotion from the example lists or invent one of your own. What three tenets of your Devotion have you found yourself tempted to violate?", + "Mark a Condition if you act contrary to your Devotion, for instance by violating its tenets or disobeying a superior.": "Mark a Condition if you act contrary to your Devotion, for instance by violating its tenets or disobeying a superior.", + "When you Defy Disaster, you may bring a subject of your Devotion with you safely.": "When you Defy Disaster, you may bring a subject of your Devotion with you safely.", + "My Devotion": "My Devotion", + "To a cause: Freedom, vengeance, justice, love, the gay agenda. To a person: A PC, a liege, an idol. To a higher power: A god, a sexy dragon, a sentient planet.": "To a cause: Freedom, vengeance, justice, love, the gay agenda. To a person: A PC, a liege, an idol. To a higher power: A god, a sexy dragon, a sentient planet.", + "Tenet 1": "Tenet 1", + "Tenet 2": "Tenet 2", + "Tenet 3": "Tenet 3", + "Last Stand": "Last Stand", + "When you face a superior foe on behalf of your Devotion, you may roll +Conditions (the number of Conditions you have marked) instead of the normal stat to Fight or to Defy Disaster that’s about to befall someone else.": "When you face a superior foe on behalf of your Devotion, you may roll +Conditions (the number of Conditions you have marked) instead of the normal stat to Fight or to Defy Disaster that’s about to befall someone else.", + "What’s Best for Them": "What’s Best for Them", + "When you’re Smitten with someone, you may treat them as a subject of your Devotion. Also, when you take action to help them be romantic with someone other than you, mark XP.": "When you’re Smitten with someone, you may treat them as a subject of your Devotion. Also, when you take action to help them be romantic with someone other than you, mark XP.", + "Fanatical Self-Sacrifice": "Fanatical Self-Sacrifice", + "You may mark a Condition to prevent a Condition being inflicted on another. When you do, mark XP, and you may only clear that Condition by taking the associated destructive action. Mark it with an asterisk to remind yourself. Also, your Conditions only cause a –1 penalty to the associated basic moves (instead of –2).": "You may mark a Condition to prevent a Condition being inflicted on another. When you do, mark XP, and you may only clear that Condition by taking the associated destructive action. Mark it with an asterisk to remind yourself. Also, your Conditions only cause a –1 penalty to the associated basic moves (instead of –2).", + "For the Cause!": "For the Cause!", + "When you Fight the enemy of your Devotion, you can suffer a Condition to choose an additional option from the Fight move, even if you roll a 6-. You can inflict a Condition a second time within a single Fight move this way.": "When you Fight the enemy of your Devotion, you can suffer a Condition to choose an additional option from the Fight move, even if you roll a 6-. You can inflict a Condition a second time within a single Fight move this way.", + "Gallant Rescue": "Gallant Rescue", + "When you Defy Disaster that’s about to befall someone else, you can either gain a String on them or ask one of the following questions, even if you roll a 6-. You can only gain one String per scene in this way on any given person.": "When you Defy Disaster that’s about to befall someone else, you can either gain a String on them or ask one of the following questions, even if you roll a 6-. You can only gain one String per scene in this way on any given person.", + "How do you feel about my Devotion?": "How do you feel about my Devotion?", + "What secret pain lies in your heart?": "What secret pain lies in your heart?", + "Power of Conviction": "Power of Conviction", + "When you Entice someone while extolling the virtues of your Devotion or invoking its authority, you may roll +Spirit instead of +Heart. A superior in your Devotion gains a String on you, representing your dependence.": "When you Entice someone while extolling the virtues of your Devotion or invoking its authority, you may roll +Spirit instead of +Heart. A superior in your Devotion gains a String on you, representing your dependence.", + "Lay on Hands": "Lay on Hands", + "When you touch someone as part of Emotional Support, you heal their physical ailments. Tell them how your Devotion sustains you; they mark an XP if they validate your Devotion, and you gain a String on them if they criticize it.": "When you touch someone as part of Emotional Support, you heal their physical ailments. Tell them how your Devotion sustains you; they mark an XP if they validate your Devotion, and you gain a String on them if they criticize it.", + "Toxic Devotion": "Toxic Devotion", + "Once per scene, when you forgive your Devotion for abusing you or make excuses for obvious problems with your Devotion, take +1 forward or mark XP. Also, once per scene, when you learn that another PC thinks your Devotion is problematic and you don’t defend it, mark a Condition and give them a String on you.": "Once per scene, when you forgive your Devotion for abusing you or make excuses for obvious problems with your Devotion, take +1 forward or mark XP. Also, once per scene, when you learn that another PC thinks your Devotion is problematic and you don’t defend it, mark a Condition and give them a String on you.", + "My Heart is Not Mine to Give": "My Heart is Not Mine to Give", + "How does pursuing them conflict with your Devotion?": "How does pursuing them conflict with your Devotion?", + "What Will You Fight For?": "What Will You Fight For?", + "When you Figure Out a Person during a physical conflict, you may additionally ask one of these questions, even on a 6-:": "When you Figure Out a Person during a physical conflict, you may additionally ask one of these questions, even on a 6-:", + "What are you willing to risk death for?": "What are you willing to risk death for?", + "What kind of deeds earn your loyalty?": "What kind of deeds earn your loyalty?", + "This move is not available for other playbooks.": "This move is not available for other playbooks.", + "The Infamous once participated in wicked deeds, but they’ve become fiercely righteous in trying to atone. Their central conflict arises from the lasting consequences of their past actions and beliefs versus their new convictions. Will they repair the harm they caused, will they seek forgiveness, or will they despair? Will they find a new place to belong? Example Archetypes: Former Villain, Escaped Henchperson, Veteran of Dishonor": "The Infamous once participated in wicked deeds, but they’ve become fiercely righteous in trying to atone. Their central conflict arises from the lasting consequences of their past actions and beliefs versus their new convictions. Will they repair the harm they caused, will they seek forgiveness, or will they despair? Will they find a new place to belong? Example Archetypes: Former Villain, Escaped Henchperson, Veteran of Dishonor", + "What Cannot Be Undone": "What Cannot Be Undone", + "You’ve hurt people, and they have no obligation to forgive you or engage with you.": "You’ve hurt people, and they have no obligation to forgive you or engage with you.", + "Before defining Relationships in character creation, propose a wicked past that you think could be forgiven, and ask each PC this question:": "Before defining Relationships in character creation, propose a wicked past that you think could be forgiven, and ask each PC this question:", + "If anyone hesitates or can’t answer the question, revisit your past and tone it down. You can tone down the gravity of your backstory by reducing the severity of your deeds or the agency you had in enacting them. Afterwards, answer these questions:": "If anyone hesitates or can’t answer the question, revisit your past and tone it down. You can tone down the gravity of your backstory by reducing the severity of your deeds or the agency you had in enacting them. Afterwards, answer these questions:", + "What circumstances or subsequent deeds could make it possible to forgive this past?": "What circumstances or subsequent deeds could make it possible to forgive this past?", + "What personal growth are you proud of?": "What personal growth are you proud of?", + "What about your past causes you the most grief?": "What about your past causes you the most grief?", + "You swore to never again perform certain actions that could lead to harm. What are they? Examples include: Lying, stealing, accepting someone’s love, drawing blood, or breaking a promise. If you break your vow, you Stagger. Then decide whether to keep the vow or abandon it.": "You swore to never again perform certain actions that could lead to harm. What are they? Examples include: Lying, stealing, accepting someone’s love, drawing blood, or breaking a promise. If you break your vow, you Stagger. Then decide whether to keep the vow or abandon it.", + "(start with the moves marked and choose two more)": "(start with the moves marked and choose two more)", + "Wicked Past": "Wicked Past", + "When you hear about a villain for the first time, you may decide that you know them from your past. If so, give them a String on you to ask a question from the Figure Out a Person list and take +1 forward against them.": "When you hear about a villain for the first time, you may decide that you know them from your past. If so, give them a String on you to ask a question from the Figure Out a Person list and take +1 forward against them.", + "Make It Right": "Make It Right", + "When you allow yourself to be vulnerable to someone you hurt during your villainous past, they choose 1": "When you allow yourself to be vulnerable to someone you hurt during your villainous past, they choose 1", + "Decline to engage; they gain a String on you": "Decline to engage; they gain a String on you", + "Lash out; you Stagger": "Lash out; you Stagger", + "Guide you; they mark XP and give you a task to help make amends": "Guide you; they mark XP and give you a task to help make amends", + "Show vulnerability; you take +1 forward to interact with them": "Show vulnerability; you take +1 forward to interact with them", + "Forgive you; you each clear a Condition and this move no longer triggers with this person": "Forgive you; you each clear a Condition and this move no longer triggers with this person", + "Always Suspect": "Always Suspect", + "When you pretend to be a villain to win a villain’s trust, they trust you enough to offer you an opportunity and you gain a String on them. You must choose one of the following options:": "When you pretend to be a villain to win a villain’s trust, they trust you enough to offer you an opportunity and you gain a String on them. You must choose one of the following options:", + "Someone watching comes to the worst possible conclusion": "Someone watching comes to the worst possible conclusion", + "The villain requires an act of villainy to prove your intentions first": "The villain requires an act of villainy to prove your intentions first", + "The villain is only pretending to trust you and the opportunity is a trap": "The villain is only pretending to trust you and the opportunity is a trap", + "Talons of the Past": "Talons of the Past", + "When you gain a String on someone associated with your villainous past, or vice versa, mark XP. The first time this happens for a given person, you each can define a secret or vulnerability you know about the other.": "When you gain a String on someone associated with your villainous past, or vice versa, mark XP. The first time this happens for a given person, you each can define a secret or vulnerability you know about the other.", + "They Can Change, Too": "They Can Change, Too", + "When you give up an advantage on someone dangerous because you believe they can mend their wicked ways, you can ask a question as if you’d Figured Them Out.": "When you give up an advantage on someone dangerous because you believe they can mend their wicked ways, you can ask a question as if you’d Figured Them Out.", + "Used to Disappointment": "Used to Disappointment", + "When you rely upon or trust someone else with something important, say how you expect them to let you down.": "When you rely upon or trust someone else with something important, say how you expect them to let you down.", + "If they pleasantly surprise you, they gain a String on you": "If they pleasantly surprise you, they gain a String on you", + "If they do as you expect, choose 1: they lose a String on you, or you gain a String on them": "If they do as you expect, choose 1: they lose a String on you, or you gain a String on them", + "If they are somehow even worse than you expected, you have a choice: berate them and inflict a Condition, or swallow your loneliness and take a Condition yourself": "If they are somehow even worse than you expected, you have a choice: berate them and inflict a Condition, or swallow your loneliness and take a Condition yourself", + "What Makes a Home": "What Makes a Home", + "If every other PC in a scene has a String on you, your Conditions cause you only a –1 penalty instead of a –2 to the associated basic moves.": "If every other PC in a scene has a String on you, your Conditions cause you only a –1 penalty instead of a –2 to the associated basic moves.", + "Who’s the Monster?": "Who’s the Monster?", + "When you expose the hypocrisy of someone who is supposedly virtuous, roll +Daring:": "When you expose the hypocrisy of someone who is supposedly virtuous, roll +Daring:", + "Gain a String on them and choose 1": "Gain a String on them and choose 1", + "The wrongness of their act is exposed to all; they mark XP if they change their mind. If they don’t, they must attack you or take a Condition.": "The wrongness of their act is exposed to all; they mark XP if they change their mind. If they don’t, they must attack you or take a Condition.", + "Your words sting; they take a Condition.": "Your words sting; they take a Condition.", + "You impress an onlooker; gain a String on them.": "You impress an onlooker; gain a String on them.", + "Undeserving": "Undeserving", + "Why do you think they would be wrong to forgive you?": "Why do you think they would be wrong to forgive you?", + "Your Wicked Heart": "Your Wicked Heart", + "When you Figure Out a Person during physical conflict, you may additionally ask one of these questions, even on a 6-:": "When you Figure Out a Person during physical conflict, you may additionally ask one of these questions, even on a 6-:", + "What are you most ashamed of?": "What are you most ashamed of?", + "How could I get you to betray your ideals?": "How could I get you to betray your ideals?", + "The Nature Witch is deeply connected to their environment and less experienced when it comes to people. They’re either new to socializing or are newly exploring what it feels like to socialize as their true self. Their central conflict revolves around the growth that their explorations will require from them and those who love them. Example Archetypes: Oblivious Horse Girl, Beacon of Kindness, Plant Geek Babygay": "The Nature Witch is deeply connected to their environment and less experienced when it comes to people. They’re either new to socializing or are newly exploring what it feels like to socialize as their true self. Their central conflict revolves around the growth that their explorations will require from them and those who love them. Example Archetypes: Oblivious Horse Girl, Beacon of Kindness, Plant Geek Babygay", + "Curiosity": "Curiosity", + "Dealing with people feels new to you and you might be awkward, but you want to learn. What better way to learn than by doing?": "Dealing with people feels new to you and you might be awkward, but you want to learn. What better way to learn than by doing?", + "Choose four Trials from the list. When you complete a chosen Trial, mark it and choose one: mark XP, clear a Condition, or take a String on someone involved. When your four chosen Trials are all fulfilled, reflect on what you’ve learned about yourself and pick four more. If you complete the entire list, choose the ones that meant the most to you and then evolve into a new form of life inspired by those experiences. Adopt a new playbook, remain a Nature Witch, or retire to live happily ever after.": "Choose four Trials from the list. When you complete a chosen Trial, mark it and choose one: mark XP, clear a Condition, or take a String on someone involved. When your four chosen Trials are all fulfilled, reflect on what you’ve learned about yourself and pick four more. If you complete the entire list, choose the ones that meant the most to you and then evolve into a new form of life inspired by those experiences. Adopt a new playbook, remain a Nature Witch, or retire to live happily ever after.", + "Trial 1": "Trial 1", + "Ride a fantastical creature. Win a duel. Go somewhere no person has tread before. Fall in love. Stick up for yourself, though it breaks someone’s heart. Lose someone you care about. Befriend someone very different from you. Liberate something dangerous. Receive a rare gift from someone you respect. Experience an altered state with a friend. Fail at something that means the world to you. Reject a conviction you once held. Extend kindness to someone who doesn’t deserve it. Achieve a lost cause. Throw away something comfortable to pursue a dream. Kiss someone dangerous. Forgive someone who deserves forgiveness. Trust someone with your secrets, only to be betrayed. Shock someone with an unwelcome truth. Earn forgiveness for a misdeed.": "Ride a fantastical creature. Win a duel. Go somewhere no person has tread before. Fall in love. Stick up for yourself, though it breaks someone’s heart. Lose someone you care about. Befriend someone very different from you. Liberate something dangerous. Receive a rare gift from someone you respect. Experience an altered state with a friend. Fail at something that means the world to you. Reject a conviction you once held. Extend kindness to someone who doesn’t deserve it. Achieve a lost cause. Throw away something comfortable to pursue a dream. Kiss someone dangerous. Forgive someone who deserves forgiveness. Trust someone with your secrets, only to be betrayed. Shock someone with an unwelcome truth. Earn forgiveness for a misdeed.", + "Trial 2": "Trial 2", + "Trial 3": "Trial 3", + "Trial 4": "Trial 4", + "Wild Friends": "Wild Friends", + "You can speak with animals and plants and may Influence them with Strings just like other NPCs. Near your home, or anywhere you have spent a long period of time, animal and plant friends are always nearby when you want them.": "You can speak with animals and plants and may Influence them with Strings just like other NPCs. Near your home, or anywhere you have spent a long period of time, animal and plant friends are always nearby when you want them.", + "Awaken the Wild": "Awaken the Wild", + "When you are in a safe position and attempt to commune with a place or non-sentient creature, roll +Spirit:": "When you are in a safe position and attempt to commune with a place or non-sentient creature, roll +Spirit:", + "If you attempt this move while rushed or while distressed to the point of having three or more Conditions, it works as above, briefly, but afterwards the place or creature will fall dead and barren.": "If you attempt this move while rushed or while distressed to the point of having three or more Conditions, it works as above, briefly, but afterwards the place or creature will fall dead and barren.", + "Choose 1, GM will offer you a hard choice or success at a cost": "Choose 1, GM will offer you a hard choice or success at a cost", + "You cleanse it of hurt, corruption, or sickness": "You cleanse it of hurt, corruption, or sickness", + "You alter its behavior, ecosystem, or atmosphere to one you choose": "You alter its behavior, ecosystem, or atmosphere to one you choose", + "You make it dangerous to a certain person or creature, or a type of person or creature": "You make it dangerous to a certain person or creature, or a type of person or creature", + "Familiar": "Familiar", + "You have a cute animal as your loyal familiar. You can perceive the world through its senses whenever you choose and communicate with it at any distance. In addition, choose a basic move. When the familiar helps with that basic move or with Emotional Support, take +1 to your roll.": "You have a cute animal as your loyal familiar. You can perceive the world through its senses whenever you choose and communicate with it at any distance. In addition, choose a basic move. When the familiar helps with that basic move or with Emotional Support, take +1 to your roll.", + "Basic Move": "Basic Move", + "Fight, Defy Disaster, Entice, Figure Out a Person, Call on a Toxic Power": "Fight, Defy Disaster, Entice, Figure Out a Person, Call on a Toxic Power", + "I Ship It": "I Ship It", + "When you want to make a match between two other people and talk up one to the other, roll +Heart:": "When you want to make a match between two other people and talk up one to the other, roll +Heart:", + "Anyone involved may mark XP if they become Smitten with anyone else involved, including the Witch (immediately or later this session, maximum of 1 XP per PC).": "Anyone involved may mark XP if they become Smitten with anyone else involved, including the Witch (immediately or later this session, maximum of 1 XP per PC).", + "You may give the listener a String on the other person or give the other person a String on the listener": "You may give the listener a String on the other person or give the other person a String on the listener", + "As above, and the listener can either take a String on you or give the other person a String on you": "As above, and the listener can either take a String on you or give the other person a String on you", + "The Magic of Love": "The Magic of Love", + "When you’re Smitten with someone and proudly extol the power of love, either of you may spend a String on the other to gain the use of one of their playbook moves for one scene.": "When you’re Smitten with someone and proudly extol the power of love, either of you may spend a String on the other to gain the use of one of their playbook moves for one scene.", + "Nature’s Touch": "Nature’s Touch", + "When you touch someone and let the power of the natural world flow into them, roll +Spirit:": "When you touch someone and let the power of the natural world flow into them, roll +Spirit:", + "They may give you a String on them to clear a Condition": "They may give you a String on them to clear a Condition", + "They gain the ability to speak with plants and animals for the rest of the scene": "They gain the ability to speak with plants and animals for the rest of the scene", + "They must answer one of the Figure Out a Person questions of your choice or else they take a Condition": "They must answer one of the Figure Out a Person questions of your choice or else they take a Condition", + "Love Conquers All": "Love Conquers All", + "What is a clear challenge to being with them that you’re overlooking because of your naivete?": "What is a clear challenge to being with them that you’re overlooking because of your naivete?", + "Clear-Hearted Insight": "Clear-Hearted Insight", + "What makes you feel loved?": "What makes you feel loved?", + "What do you hope for the future?": "What do you hope for the future?", + "Living in the Moment": "Living in the Moment", + "Why are you so fickle? Is there something you need to figure out about yourself, and you keep looking for it in other people instead? Are you afraid of the vulnerability that comes from investing in a relationship? Is your true love unattainable? Are you just that oblivious?": "Why are you so fickle? Is there something you need to figure out about yourself, and you keep looking for it in other people instead? Are you afraid of the vulnerability that comes from investing in a relationship? Is your true love unattainable? Are you just that oblivious?", + "Choose something that you’ll be able to grow past to give your character an emotional story arc. You don’t need to figure it out immediately, and the Scoundrel themself may not know at all.": "Choose something that you’ll be able to grow past to give your character an emotional story arc. You don’t need to figure it out immediately, and the Scoundrel themself may not know at all.", + "I may grow past": "I may grow past", + "Lust at First Sight": "Lust at First Sight", + "When you become Smitten with someone you barely know, declare your undying love and give them a String on you. Lose your Smitten status with anyone who has no Strings on you. Take +1 forward to any act you think might impress your new interest.": "When you become Smitten with someone you barely know, declare your undying love and give them a String on you. Lose your Smitten status with anyone who has no Strings on you. Take +1 forward to any act you think might impress your new interest.", + "Shiny and New": "Shiny and New", + "When you give or receive Emotional Support in an intimate moment with someone new, you each mark XP or clear a Condition.": "When you give or receive Emotional Support in an intimate moment with someone new, you each mark XP or clear a Condition.", + "Better to Seek Forgiveness": "Better to Seek Forgiveness", + "When you apologize to someone for your outrageous conduct and put yourself at their mercy, roll +Daring:": "When you apologize to someone for your outrageous conduct and put yourself at their mercy, roll +Daring:", + "You find out what it will take for them to forgive you and you each gain a String on the other. If they forgive you, you each clear a Condition.": "You find out what it will take for them to forgive you and you each gain a String on the other. If they forgive you, you each clear a Condition.", + "You find out what it will take for them to forgive you. If you do it, you either take Strings on each other or they may clear a Condition, your choice.": "You find out what it will take for them to forgive you. If you do it, you either take Strings on each other or they may clear a Condition, your choice.", + "Fools Rush In": "Fools Rush In", + "When you vault into a situation without forethought and wind up way over your head, give someone dangerous to you a String, mark XP, and take +1 forward to Defy Disaster.": "When you vault into a situation without forethought and wind up way over your head, give someone dangerous to you a String, mark XP, and take +1 forward to Defy Disaster.", + "Impressive Swordplay": "Impressive Swordplay", + "Whenever you roll a 7+ to Fight, you may gain a String on someone who is present and ask their player what it is about you that has impressed or intrigued them.": "Whenever you roll a 7+ to Fight, you may gain a String on someone who is present and ask their player what it is about you that has impressed or intrigued them.", + "The Main Attraction": "The Main Attraction", + "When you make a dramatic entrance, roll +Grace:": "When you make a dramatic entrance, roll +Grace:", + "All attention is focused on you for a moment": "All attention is focused on you for a moment", + "You hold the attention of one person for as long as you deliver a dramatic speech": "You hold the attention of one person for as long as you deliver a dramatic speech", + "Take a String on someone present": "Take a String on someone present", + "You take +1 forward": "You take +1 forward", + "One in Every Port": "One in Every Port", + "When you return to any town you’ve been to before, name a person with whom you shared intimacy here and say how you left things. If you left on bad terms, mark XP and the GM will tell you something interesting that has changed since you were last here.": "When you return to any town you’ve been to before, name a person with whom you shared intimacy here and say how you left things. If you left on bad terms, mark XP and the GM will tell you something interesting that has changed since you were last here.", + "Rrrip!": "Rrrip!", + "When you take or narrowly evade a physical blow from someone dangerous to you, you may declare that your clothes were damaged and are now practically indecent. For the remainder of the scene, when you roll a 10+ on any move against an NPC, you may declare that they have a crush on you (up to one NPC per roll and subject to GM discretion). Additionally, any PC who becomes Smitten with you during the remainder of the scene may mark XP.": "When you take or narrowly evade a physical blow from someone dangerous to you, you may declare that your clothes were damaged and are now practically indecent. For the remainder of the scene, when you roll a 10+ on any move against an NPC, you may declare that they have a crush on you (up to one NPC per roll and subject to GM discretion). Additionally, any PC who becomes Smitten with you during the remainder of the scene may mark XP.", + "To Love and Lose": "To Love and Lose", + "Why would your romance never last?": "Why would your romance never last?", + "Repartée": "Repartée", + "What would make you run away with me?": "What would make you run away with me?", + "Where did you learn to fight?": "Where did you learn to fight?", + "The Seeker comes from a toxic society and has found a new community in which to belong and grow. Their central conflict pits tradition and upbringing against justice and developing their personal values. Example Archetypes: Immigrant from Heteronormia, Enclave-Raised, Privileged Background": "The Seeker comes from a toxic society and has found a new community in which to belong and grow. Their central conflict pits tradition and upbringing against justice and developing their personal values. Example Archetypes: Immigrant from Heteronormia, Enclave-Raised, Privileged Background", + "Tradition, Commandments, Conviction": "Tradition, Commandments, Conviction", + "Tradition": "Tradition", + "Tradition is a measure of how you feel your Authority would judge your behavior.": "Tradition is a measure of how you feel your Authority would judge your behavior.", + "Your Tradition starts at 1. Gain a point of Tradition whenever you make a personal sacrifice to act in accordance with your Commandments, to a maximum of 4. When you are at 4 Tradition, you incur a Condition each time you act contrary to your Commandments.": "Your Tradition starts at 1. Gain a point of Tradition whenever you make a personal sacrifice to act in accordance with your Commandments, to a maximum of 4. When you are at 4 Tradition, you incur a Condition each time you act contrary to your Commandments.", + "Spend Tradition at any time to temper the wrath of the Authority, or to take +1 forward to follow your Commandments or Call on a Toxic Power.": "Spend Tradition at any time to temper the wrath of the Authority, or to take +1 forward to follow your Commandments or Call on a Toxic Power.", + "Commandments": "Commandments", + "Describe the Authority that governed your upbringing and choose at least six Commandments the Authority has issued:": "Describe the Authority that governed your upbringing and choose at least six Commandments the Authority has issued:", + "Commandment": "Commandment", + "Always answer an insult with a drawn sword. Never admit to your weak emotions. Always cover your sinful body. No intimacy until after a monogamous marriage. Never give when you can sell. Never let a weaker person fight their own battles. Never fight a weaker person’s battles. Always obey the Authority. Always obey a certain type of person (gender, race, class, belief, elders). Never go unchaperoned (or at all) with a certain type of person.": "Always answer an insult with a drawn sword. Never admit to your weak emotions. Always cover your sinful body. No intimacy until after a monogamous marriage. Never give when you can sell. Never let a weaker person fight their own battles. Never fight a weaker person’s battles. Always obey the Authority. Always obey a certain type of person (gender, race, class, belief, elders). Never go unchaperoned (or at all) with a certain type of person.", + "Convictions": "Convictions", + "When you break a Commandment and repudiate it forever, mark its checkbox and mark XP. Write a Conviction expressing your new beliefs, something that contradicts the Commandment.": "When you break a Commandment and repudiate it forever, mark its checkbox and mark XP. Write a Conviction expressing your new beliefs, something that contradicts the Commandment.", + "Each time you live up to a Conviction despite temptation or cost, reduce your Tradition by 1 and ask an onlooker if they agree with that Conviction. If they say yes, take a String on them and learn what holds them back from living up to it, if anything. If they say no, mark a Condition.": "Each time you live up to a Conviction despite temptation or cost, reduce your Tradition by 1 and ask an onlooker if they agree with that Conviction. If they say yes, take a String on them and learn what holds them back from living up to it, if anything. If they say no, mark a Condition.", + "Convictions should be bold statements that stand in contrast to the Commandments. Refer to the suggestions for each blank for ideas.": "Convictions should be bold statements that stand in contrast to the Commandments. Refer to the suggestions for each blank for ideas.", + "Conviction": "Conviction", + "I care for myself as I would my dearest friend. Fear will not stop me from speaking the truth of my heart. I will fight for the well-being of those targeted by the Authority, if they wish it. I will atone for the harm I’ve done by liberating others from the Authority. When I see something unjust, I will educate those who can learn to do better and challenge those who must be overcome.": "I care for myself as I would my dearest friend. Fear will not stop me from speaking the truth of my heart. I will fight for the well-being of those targeted by the Authority, if they wish it. I will atone for the harm I’ve done by liberating others from the Authority. When I see something unjust, I will educate those who can learn to do better and challenge those who must be overcome.", + "People Are People": "People Are People", + "When you talk about your home, roll +Heart:": "When you talk about your home, roll +Heart:", + "Admit a flaw about your home; gain +1 forward": "Admit a flaw about your home; gain +1 forward", + "Share something good about your home; clear a Condition": "Share something good about your home; clear a Condition", + "Lie about your home to impress a listener; take a String on them": "Lie about your home to impress a listener; take a String on them", + "Hear Me!": "Hear Me!", + "When you shout one of your Convictions aloud in confrontation with those who hold a contrary belief, roll +Daring:": "When you shout one of your Convictions aloud in confrontation with those who hold a contrary belief, roll +Daring:", + "Ask 2": "Ask 2", + "Ask 1": "Ask 1", + "Why do you think you have to follow that belief?": "Why do you think you have to follow that belief?", + "What does it cost you to follow that belief?": "What does it cost you to follow that belief?", + "What do you wish for that is contrary to that belief?": "What do you wish for that is contrary to that belief?", + "It Wasn’t All Bad": "It Wasn’t All Bad", + "When you encounter someone whose perspective is different from that of your companions, share a relevant story from your home culture and roll +Spirit:": "When you encounter someone whose perspective is different from that of your companions, share a relevant story from your home culture and roll +Spirit:", + "In either case, they also tell you something interesting or useful about their upbringing.": "In either case, they also tell you something interesting or useful about their upbringing.", + "Gain a String on them and either take +1 forward to interact with them or grant that +1 forward to a companion": "Gain a String on them and either take +1 forward to interact with them or grant that +1 forward to a companion", + "Gain a String on them": "Gain a String on them", + "Listen and Learn": "Listen and Learn", + "When you ask someone what you should do in an unfamiliar situation:": "When you ask someone what you should do in an unfamiliar situation:", + "If you follow their advice, take +1 forward and clear a Condition": "If you follow their advice, take +1 forward and clear a Condition", + "If you follow their advice and it goes poorly, mark XP": "If you follow their advice and it goes poorly, mark XP", + "Proper Courtship": "Proper Courtship", + "When you’re Smitten with someone and perform an elaborate and roundabout courtship ritual…": "When you’re Smitten with someone and perform an elaborate and roundabout courtship ritual…", + "If the recipient responds properly, you each get +1 forward to protect each other until either of you breaks a Commandment, and they gain a point of Tradition that they can spend for the same effects you can": "If the recipient responds properly, you each get +1 forward to protect each other until either of you breaks a Commandment, and they gain a point of Tradition that they can spend for the same effects you can", + "If they don’t understand that you’re Smitten, give a String to an onlooker who does understand": "If they don’t understand that you’re Smitten, give a String to an onlooker who does understand", + "Silly Tourist": "Silly Tourist", + "When you Figure Out a Person or Defy Disaster by playing the fool, you may additionally ask a question from this list, even on a 6-:": "When you Figure Out a Person or Defy Disaster by playing the fool, you may additionally ask a question from this list, even on a 6-:", + "What would make you laugh?": "What would make you laugh?", + "What hidden threat or opportunity am I missing?": "What hidden threat or opportunity am I missing?", + "How are you vulnerable?": "How are you vulnerable?", + "Stiff Upper Lip": "Stiff Upper Lip", + "You can spend a point of Tradition to ignore the -2 penalty caused by Conditions. This effect ends if you violate a Commandment or at the end of the scene. When the effect ends, take a Condition.": "You can spend a point of Tradition to ignore the -2 penalty caused by Conditions. This effect ends if you violate a Commandment or at the end of the scene. When the effect ends, take a Condition.", + "I Don’t Belong": "I Don’t Belong", + "Which of your values do they openly violate or decry?": "Which of your values do they openly violate or decry?", + "Not So Different": "Not So Different", + "What prejudice do you hold?": "What prejudice do you hold?", + "What tradition do you most value?": "What tradition do you most value?", + "The Spooky Witch is a weirdo who does their own thing while craving connection. They’ve found that many monsters are quite friendly if you give them a chance, but befriending them brands you a monster, as well. Their central conflict lies in navigating pressures to conform versus their own desires or those of their monstrous friends. Example archetypes: Spell Dancer, Nerdy Alchemist, Speaker for the Unseen": "The Spooky Witch is a weirdo who does their own thing while craving connection. They’ve found that many monsters are quite friendly if you give them a chance, but befriending them brands you a monster, as well. Their central conflict lies in navigating pressures to conform versus their own desires or those of their monstrous friends. Example archetypes: Spell Dancer, Nerdy Alchemist, Speaker for the Unseen", + "The Unseen": "The Unseen", + "The Unseen are mysterious beings most cannot perceive. Their very existence may be debated, but you know the truth, because they have spoken to you. You know that some are kind and some are dangerous, that they have abilities and limitations that differ from “normal” people, and that you find yourself in between.": "The Unseen are mysterious beings most cannot perceive. Their very existence may be debated, but you know the truth, because they have spoken to you. You know that some are kind and some are dangerous, that they have abilities and limitations that differ from “normal” people, and that you find yourself in between.", + "Work with your GM to define what the Unseen are—or what your Spooky Witch thinks they are. They could be friendly spirits, phase-shifted aliens, psychic remnants, glitched-out nanites, angry poltergeists, or something totally other. When did you first interact with them? What do you think they want?": "Work with your GM to define what the Unseen are—or what your Spooky Witch thinks they are. They could be friendly spirits, phase-shifted aliens, psychic remnants, glitched-out nanites, angry poltergeists, or something totally other. When did you first interact with them? What do you think they want?", + "I Like Snails!": "I Like Snails!", + "When you are Smitten with someone and Figure Them Out, blurt out something weird and let them ask you a question from the list. Then ask them another question from the list, even on a 6-.": "When you are Smitten with someone and Figure Them Out, blurt out something weird and let them ask you a question from the list. Then ask them another question from the list, even on a 6-.", + "Astral Dance": "Astral Dance", + "When you dance across the boundary into the realm beyond, describe it and roll +Grace:": "When you dance across the boundary into the realm beyond, describe it and roll +Grace:", + "You and a small number of others who dance with you arrive at a distant destination of your choice.": "You and a small number of others who dance with you arrive at a distant destination of your choice.", + "You don’t arrive where you intend, you arrive almost too late, or you lose something important in the process. The GM will tell you which.": "You don’t arrive where you intend, you arrive almost too late, or you lose something important in the process. The GM will tell you which.", + "Divination": "Divination", + "When you have time and safety to read the unseen truth of someone present, describe your divination process and what makes it conspicuous. The GM will tell you something interesting about the person or the obstacles they face that they don’t know. Then roll +Spirit:": "When you have time and safety to read the unseen truth of someone present, describe your divination process and what makes it conspicuous. The GM will tell you something interesting about the person or the obstacles they face that they don’t know. Then roll +Spirit:", + "If you tell the truth, they clear a Condition. If you lie, gain a String on them.": "If you tell the truth, they clear a Condition. If you lie, gain a String on them.", + "They learn the truth and clear a Condition.": "They learn the truth and clear a Condition.", + "Dreamwalk": "Dreamwalk", + "When you touch an unconscious, sleeping, or willing subject, you can see an impression of their thoughts and appear in their dreams. You may roll +Spirit to Figure Out or Entice them in this state.": "When you touch an unconscious, sleeping, or willing subject, you can see an impression of their thoughts and appear in their dreams. You may roll +Spirit to Figure Out or Entice them in this state.", + "Eerie Companion": "Eerie Companion", + "You have a little pet monster or spirit. Choose two basic moves. The companion grants you +1 to these moves when it assists you, but its assistance is always obvious and alarming to ordinary people. In addition, you can speak with monsters.": "You have a little pet monster or spirit. Choose two basic moves. The companion grants you +1 to these moves when it assists you, but its assistance is always obvious and alarming to ordinary people. In addition, you can speak with monsters.", + "Friends in Weird Places": "Friends in Weird Places", + "You are friends with some odd people. Folx that others might not consider people at all…": "You are friends with some odd people. Folx that others might not consider people at all…", + "Name three of them. For each one, write down one thing they’re good at, one reason why everyone else is afraid of them, and what you like to do together when you hang out.": "Name three of them. For each one, write down one thing they’re good at, one reason why everyone else is afraid of them, and what you like to do together when you hang out.", + "When you call on them for help, the GM tells you what they provide. Give them a String on you and mark the Favor next to their name. Whenever significant time passes, one of your friends with marked Favor will need help from you. Clear their Favor if you help, mark a Condition if you don’t.": "When you call on them for help, the GM tells you what they provide. Give them a String on you and mark the Favor next to their name. Whenever significant time passes, one of your friends with marked Favor will need help from you. Clear their Favor if you help, mark a Condition if you don’t.", + "1st friend": "1st friend", + "Why everyone else is afraid of them": "Why everyone else is afraid of them", + "What we like to do together": "What we like to do together", + "2nd friend": "2nd friend", + "3rd friend": "3rd friend", + "Talk Nerdy to Me": "Talk Nerdy to Me", + "You may roll +Wit instead of +Heart to Entice someone. In addition, choose an area of study that holds special interest for you. You have top-tier knowledge of this area and are always prepared with an interesting fact, and sometimes even a useful fact, when you come across something within your expertise. The GM will provide the information or invite you to make something up.": "You may roll +Wit instead of +Heart to Entice someone. In addition, choose an area of study that holds special interest for you. You have top-tier knowledge of this area and are always prepared with an interesting fact, and sometimes even a useful fact, when you come across something within your expertise. The GM will provide the information or invite you to make something up.", + "Witchfire": "Witchfire", + "You may roll +Spirit instead of +Daring to Fight, but you’re very conspicuous when you do. The consequences of a 6- will be severe.": "You may roll +Spirit instead of +Daring to Fight, but you’re very conspicuous when you do. The consequences of a 6- will be severe.", + "Why Did I Bring up the Snails?": "Why Did I Bring up the Snails?", + "What obvious thing about you are you sure would make them reject you?": "What obvious thing about you are you sure would make them reject you?", + "Whispered Secrets": "Whispered Secrets", + "What makes you insecure?": "What makes you insecure?", + "What haunts you?": "What haunts you?", + "The Trickster is devious and calculating. They fear closeness, sincerity, and vulnerability. If they show you the truth of their heart, they’ll be wearing a mask to do it. Their central conflict lies in desiring closeness while fearing vulnerability. Example Archetypes: Businesslike Spy, Endearing Charlatan, Cold Mastermind": "The Trickster is devious and calculating. They fear closeness, sincerity, and vulnerability. If they show you the truth of their heart, they’ll be wearing a mask to do it. Their central conflict lies in desiring closeness while fearing vulnerability. Example Archetypes: Businesslike Spy, Endearing Charlatan, Cold Mastermind", + "Too Many Feelings": "Too Many Feelings", + "Feelings": "Feelings", + "Your heart is as passionate as any other, but you bury it beneath layers of deception—until you can’t keep your feelings in any longer.": "Your heart is as passionate as any other, but you bury it beneath layers of deception—until you can’t keep your feelings in any longer.", + "Start at 1 and increase your Feelings by 1 each time you gain a String, someone gains a String on you, or you mark a Condition. You may also choose to increase your Feelings any time you find yourself gasping or swooning over someone. Strings assigned during character creation don’t increase your Feelings.": "Start at 1 and increase your Feelings by 1 each time you gain a String, someone gains a String on you, or you mark a Condition. You may also choose to increase your Feelings any time you find yourself gasping or swooning over someone. Strings assigned during character creation don’t increase your Feelings.", + "If your Feelings track reaches 4, you can’t hold it in anymore. Tear off the mask and scream what you’ve been holding in, do what you’ve been afraid to do, and damn the consequences. You can give anyone present a String on you to gain a String on them. Stop when the consequences catch up with you, for good or ill. Afterwards, reduce your Feelings to 0 and clear a Condition. It feels good to get it out, at least in the moment.": "If your Feelings track reaches 4, you can’t hold it in anymore. Tear off the mask and scream what you’ve been holding in, do what you’ve been afraid to do, and damn the consequences. You can give anyone present a String on you to gain a String on them. Stop when the consequences catch up with you, for good or ill. Afterwards, reduce your Feelings to 0 and clear a Condition. It feels good to get it out, at least in the moment.", + "When you open up to someone whose regard matters to you, reduce your Feelings by 2. When you secretly perform a loving act for someone, reduce your Feelings by 1.": "When you open up to someone whose regard matters to you, reduce your Feelings by 2. When you secretly perform a loving act for someone, reduce your Feelings by 1.", + "Ew, Feelings": "Ew, Feelings", + "When someone offers you Emotional Support and you refuse to open up, increase your Feelings by 1 and choose 1 from the listed options for that move as if they rolled 7–9. If they rolled 10+, they know they got through to you; they gain the benefits of a 10+ result as if you had opened up.": "When someone offers you Emotional Support and you refuse to open up, increase your Feelings by 1 and choose 1 from the listed options for that move as if they rolled 7–9. If they rolled 10+, they know they got through to you; they gain the benefits of a 10+ result as if you had opened up.", + "The Mask": "The Mask", + "When you seek to persuade an NPC of a lie about yourself, roll +Wit:": "When you seek to persuade an NPC of a lie about yourself, roll +Wit:", + "Additionally, whenever a PC Figures You Out, you can give false answers. You must increase your Feelings by 1 at the end of any scene where you do this.": "Additionally, whenever a PC Figures You Out, you can give false answers. You must increase your Feelings by 1 at the end of any scene where you do this.", + "They believe a big lie": "They believe a big lie", + "The lie you have chosen is unexpectedly perfect, creating a new opportunity": "The lie you have chosen is unexpectedly perfect, creating a new opportunity", + "They give you the benefit of the doubt and remain convinced even if there is some evidence of your lie": "They give you the benefit of the doubt and remain convinced even if there is some evidence of your lie", + "Center of the Web": "Center of the Web", + "When someone approaches you to get something from you or threaten you. Choose 1:": "When someone approaches you to get something from you or threaten you. Choose 1:", + "Gain a String on them or they lose a String on you": "Gain a String on them or they lose a String on you", + "Ask them a question from the Figure Out a Person move": "Ask them a question from the Figure Out a Person move", + "+1 ongoing against them for the scene": "+1 ongoing against them for the scene", + "Deft Fingers": "Deft Fingers", + "When you filch something from a person, roll +Grace:": "When you filch something from a person, roll +Grace:", + "The item reveals a secret love or vulnerability": "The item reveals a secret love or vulnerability", + "The item creates an opportunity (such as a map, key, or note)": "The item creates an opportunity (such as a map, key, or note)", + "The person doesn’t know you took it": "The person doesn’t know you took it", + "Devious Scheme": "Devious Scheme", + "When others go along with your cunning plan, roll +Wit:": "When others go along with your cunning plan, roll +Wit:", + "Twice during your plan, you may choose 1": "Twice during your plan, you may choose 1", + "Once during your plan, you may choose 1": "Once during your plan, you may choose 1", + "Produce just the right object": "Produce just the right object", + "Describe an unexpected weakness in an obstacle": "Describe an unexpected weakness in an obstacle", + "Appear right behind someone at a crucial moment": "Appear right behind someone at a crucial moment", + "Knives behind the Mask": "Knives behind the Mask", + "When someone reveals a secret about you in your presence, you’re prepared with a damaging secret about them. If you reveal it now in retaliation, they mark a Condition. If you keep the secret for the time being, gain a String on them.": "When someone reveals a secret about you in your presence, you’re prepared with a damaging secret about them. If you reveal it now in retaliation, they mark a Condition. If you keep the secret for the time being, gain a String on them.", + "Play the Part": "Play the Part", + "When you use someone else’s personal item or clothing to disguise yourself as them, roll +Daring:": "When you use someone else’s personal item or clothing to disguise yourself as them, roll +Daring:", + "While you remain so dressed, your disguise is perfect; only your words or deeds may expose you.": "While you remain so dressed, your disguise is perfect; only your words or deeds may expose you.", + "Someone sees through your disguise, but they don’t give you away just yet. Give them a String.": "Someone sees through your disguise, but they don’t give you away just yet. Give them a String.", + "A Beautiful Lie": "A Beautiful Lie", + "What secret do you have that you think would make them reject you if they knew?": "What secret do you have that you think would make them reject you if they knew?", + "I See through You": "I See through You", + "Who do you want me to be?": "Who do you want me to be?", + "What are you most afraid of right now?": "What are you most afraid of right now?", + "The Scoundrel is a hero of action and intense physicality. Their sword fights are punctuated by banter and flirtation and end in kisses as often as they end in bloodshed. Their central conflict lies in their urge to explore new horizons versus committing to purpose or security. Example Archetypes: Shimbo Pirate, Diva Fencing Champion, Dashing Jewel Thief": "The Scoundrel is a hero of action and intense physicality. Their sword fights are punctuated by banter and flirtation and end in kisses as often as they end in bloodshed. Their central conflict lies in their urge to explore new horizons versus committing to purpose or security. Example Archetypes: Shimbo Pirate, Diva Fencing Champion, Dashing Jewel Thief", + "Playful demeanor, provocative demeanor, eyes only for you": "Playful demeanor, provocative demeanor, eyes only for you", + "Revealing clothes, flowing clothes, tight clothes, gaudy costume": "Revealing clothes, flowing clothes, tight clothes, gaudy costume", + "A flashy sword, a famous sword, a delicate sword": "A flashy sword, a famous sword, a delicate sword", + "Show More": "Show More", + "Show Less": "Show Less", + "What the Unseen are like": "What the Unseen are like", + "Filter Out Moves I Can't Take": "Filter Out Moves I Can't Take", + "Hide Special Features": "Hide Special Features", + "Hide Playbook Moves": "Hide Playbook Moves", + "Hide Truths of Heart and Blade": "Hide Truths of Heart and Blade", + "Note to display": "Note to display", + "Override penalty value": "Override penalty value", + "Number of Conditions marked": "Number of Conditions marked", + "When you fill your XP track, you gain an Advance from the list. If you’re playing a single session rather than an ongoing game, you earn an Advance every 3 XP instead of every 5.": "When you fill your XP track, you gain an Advance from the list. If you’re playing a single session rather than an ongoing game, you earn an Advance every 3 XP instead of every 5.", + "You may experience a short pause before your choice displays, slightly longer for playbooks that haven't been loaded yet! Please note that when displayed, moves will appear in your character sheet in the order in which you loaded them.": "You may experience a short pause before your choice displays, slightly longer for playbooks that haven't been loaded yet! Please note that when displayed, moves will appear in your character sheet in the order in which you loaded them.", + "Load and": "Load and", + "Load": "Load", + "Consult the basic move “Influence with a String” for options to influence others for good or ill. Several basic and playbook moves also have effects upon spending a string.": "Consult the basic move “Influence with a String” for options to influence others for good or ill. Several basic and playbook moves also have effects upon spending a string.", + "Gaining a fourth String on someone triggers a String Advance. The basic moves reference contains details.": "Gaining a fourth String on someone triggers a String Advance. The basic moves reference contains details.", + "Quick String Spending Buttons": "Quick String Spending Buttons", + "+3 to a roll to Figure Out or Emotionally Support": "+3 to a roll to Figure Out or Emotionally Support", + "Spend on any other purpose for": "Spend on any other purpose for", + "Spend": "Spend", + "Other": "Other", + "Figure Out": "Figure Out", + "Time for a String Advance!": "Time for a String Advance!", + "Introduce yourself!": "Introduce yourself!", + "Sheet Height": "Sheet Height", + "Default": "Default", + "Tall": "Tall", + "Max": "Max", + "Relationship Questions": "Relationship Questions", + "Who most reminds you of a beast?": "Who most reminds you of a beast?", + "Who most reminds you of prey?": "Who most reminds you of prey?", + "Who has seen you at your most bestial?": "Who has seen you at your most bestial?", + "Who believes in the importance of your Destiny?": "Who believes in the importance of your Destiny?", + "Who makes you feel like an ordinary person?": "Who makes you feel like an ordinary person?", + "Who is just as important to you as your Destiny?": "Who is just as important to you as your Destiny?", + "Is another PC an object of your Devotion?": "Is another PC an object of your Devotion?", + "Who looks out for you even when you don’t look out for yourself?": "Who looks out for you even when you don’t look out for yourself?", + "Who did you save from a terrible fate?": "Who did you save from a terrible fate?", + "Whom have you wronged the most? Do they know it was you?": "Whom have you wronged the most? Do they know it was you?", + "Who believes in you more than you believe in yourself?": "Who believes in you more than you believe in yourself?", + "Who talks to you about things they wouldn’t discuss with others because of your past?": "Who talks to you about things they wouldn’t discuss with others because of your past?", + "Who sees your potential?": "Who sees your potential?", + "Who thinks you’re perfect the way you are?": "Who thinks you’re perfect the way you are?", + "Who thought they took you on a date when you thought it was just a fun, friendly time?": "Who thought they took you on a date when you thought it was just a fun, friendly time?", + "Who were you Smitten with until recently?": "Who were you Smitten with until recently?", + "Who replaced them in your desire?": "Who replaced them in your desire?", + "Who has almost as much flair as you?": "Who has almost as much flair as you?", + "Who reminds you of home?": "Who reminds you of home?", + "Who is the most outrageous of your new companions?": "Who is the most outrageous of your new companions?", + "Who is your model for local customs?": "Who is your model for local customs?", + "Who thinks you’re not all that weird?": "Who thinks you’re not all that weird?", + "Whom have the Unseen warned you about?": "Whom have the Unseen warned you about?", + "Who is your touchstone for what “normal” is?": "Who is your touchstone for what “normal” is?", + "Who has seen a hint of what’s behind your mask?": "Who has seen a hint of what’s behind your mask?", + "Who has been the worst victim of your trickery?": "Who has been the worst victim of your trickery?", + "Whom are you most concerned about?": "Whom are you most concerned about?", + "__end__": "END OF JSON" +} diff --git a/Thirsty Sword Lesbians/translations/hu.json b/Thirsty Sword Lesbians/translations/hu.json new file mode 100644 index 0000000000..cbfa3e6fcd --- /dev/null +++ b/Thirsty Sword Lesbians/translations/hu.json @@ -0,0 +1,649 @@ +{ + "(Default)": "(Default)", + "(start with the move marked and choose two more)": "(start with the move marked and choose two more)", + "+1 forward": "+1 forward", + "0-3 Conditions:": "0-3 Conditions:", + "0–3 Conditions:": "0–3 Conditions:", + "2d6 buttons prompt for mods": "2d6 buttons prompt for mods", + "2d6 buttons use checked mods": "2d6 buttons use checked mods", + "4 or 5 Conditions:": "4 or 5 Conditions:", + "a cold-wrought sword, a sword of teeth, a found sword": "a cold-wrought sword, a sword of teeth, a found sword", + "Add 1 to a stat (max stat of 3)": "Add 1 to a stat (max stat of 3)", + "Add 1 to your roll against them (after rolling)": "Add 1 to your roll against them (after rolling)", + "Add or subtract 1 from any roll they make (after rolling)": "Add or subtract 1 from any roll they make (after rolling)", + "Advances": "Advances", + "Aesthetics": "Aesthetics", + "Angry": "Angry", + "Any PC confessed their love": "Any PC confessed their love", + "Any PC de-escalated a violent situation": "Any PC de-escalated a violent situation", + "Any PC struck a blow against oppression or de-escalated a violent situation": "Any PC struck a blow against oppression or de-escalated a violent situation", + "Any PC leapt into danger with daring and panache": "Any PC leapt into danger with daring and panache", + "Any player used a safety tool such as the palette or Check-In Card": "Any player used a safety tool such as the palette or Check-In Card", + "Ask a question from Figure Out a Person of anyone, anywhere, if you can name one of their deceased loved ones": "Ask a question from Figure Out a Person of anyone, anywhere, if you can name one of their deceased loved ones", + "At any time, spend a String on someone to do one of the following:": "At any time, spend a String on someone to do one of the following:", + "Basic Moves": "Basic Moves", + "Big Dyke Energy": "Big Dyke Energy", + "Call on a Toxic Power": "Call on a Toxic Power", + "Charm or social insight. +Heart": "Charm or social insight. +Heart", + "check all": "check all", + "Choice made and locked": "Choice made and locked", + "Choose 1": "Choose 1", + "Choose 2 and your opponent chooses 1": "Choose 2 and your opponent chooses 1", + "Choose 2 from the \"0–3 Conditions\" options": "Choose 2 from the \"0–3 Conditions\" options", + "Choose 2 from the 10+ list, but choose 1 thing that goes awry": "Choose 2 from the 10+ list, but choose 1 thing that goes awry", + "Choose 2": "Choose 2", + "Choose 3 and your opponent chooses 1 to apply to you in response": "Choose 3 and your opponent chooses 1 to apply to you in response", + "Choose a playbook!": "Choose a playbook!", + "Clear a Condition": "Clear a Condition", + "Cleverness or knowledge. +Wit": "Cleverness or knowledge. +Wit", + "cleverness, knowledge": "cleverness, knowledge", + "clothes": "clothes", + "Clothes": "Clothes", + "Commune with the Unseen": "Commune with the Unseen", + "Condition is active.": "Condition is active.", + "Modifier is marked.": "Modifier is marked.", + "Modifier is not marked.": "Modifier is not marked.", + "Click to toggle.": "Click to toggle.", + "Conditions": "Conditions", + "Create an opportunity for an ally through prowess or distraction": "Create an opportunity for an ally through prowess or distraction", + "Create an opportunity for you or your allies": "Create an opportunity for you or your allies", + "Current tally": "Current tally", + "Danger Moves": "Danger Moves", + "daring": "daring", + "Daring": "Daring", + "Defy Disaster": "Defy Disaster", + "demeanor": "demeanor", + "Demeanor": "Demeanor", + "Do it with style. At the GM’s discretion, you may also learn new information, discover a new opportunity, or gain a String on someone.": "Do it with style. At the GM’s discretion, you may also learn new information, discover a new opportunity, or gain a String on someone.", + "Down Beat": "Down Beat", + "Each character may only spend one String to add or subtract from a given roll.": "Each character may only spend one String to add or subtract from a given roll.", + "Each player marks XP if, during the session:": "Each player marks XP if, during the session:", + "elegance, agility": "elegance, agility", + "emotional awareness, expression": "emotional awareness, expression", + "Emotional Support": "Emotional Support", + "End of Session": "End of Session", + "Entice": "Entice", + "Experience": "Experience", + "Ferocious": "Ferocious", + "Fight": "Fight", + "Figure Out a Person": "Figure Out a Person", + "Finally Kiss, in a Dangerous Situation": "Finally Kiss, in a Dangerous Situation", + "Find out what it will take to get them to do what you want (for an NPC, spending the String means they may simply agree)": "Find out what it will take to get them to do what you want (for an NPC, spending the String means they may simply agree)", + "Flirt with or provoke your opponent and gain a String on them": "Flirt with or provoke your opponent and gain a String on them", + "For either a PC or an NPC, if you aren’t already Smitten with them, you may choose to treat a 7–9 result as a 10+ by choosing to become Smitten with the target.": "For either a PC or an NPC, if you aren’t already Smitten with them, you may choose to treat a 7–9 result as a 10+ by choosing to become Smitten with the target.", + "forward": "forward", + "Frightened": "Frightened", + "Gain a String on them and they choose 1": "Gain a String on them and they choose 1", + "Gain a String on them, unless they decide instead to choose 1": "Gain a String on them, unless they decide instead to choose 1", + "Gain insight from the GM about an obstacle facing one of you": "Gain insight from the GM about an obstacle facing one of you", + "Get flustered and awkward": "Get flustered and awkward", + "Give in to desire": "Give in to desire", + "Grace": "Grace", + "Guilty": "Guilty", + "heart": "heart", + "Heart": "Heart", + "Heartstring Moves": "Heartstring Moves", + "Heat of the Moment": "Heat of the Moment", + "Hide Basic Moves": "Hide Basic Moves", + "Hide something in the Unseen world": "Hide something in the Unseen world", + "Hide Untaken Moves": "Hide Untaken Moves", + "Hide": "Hide", + "Hopeless": "Hopeless", + "How could I get you to _____?": "How could I get you to _____?", + "How would you feel if I _____?": "How would you feel if I _____?", + "Hungry Unseen destroy all non-sentient life in a small area": "Hungry Unseen destroy all non-sentient life in a small area", + "If more than two people finally kiss in these circumstances, they all get the bonus. Each participant must be enthusiastic about kissing to trigger this move.": "If more than two people finally kiss in these circumstances, they all get the bonus. Each participant must be enthusiastic about kissing to trigger this move.", + "If the target is a PC:": "If the target is a PC:", + "If the target is an NPC:": "If the target is an NPC:", + "If they open up to you, they choose 1, and you either choose 1 or take a String on them": "If they open up to you, they choose 1, and you either choose 1 or take a String on them", + "If they open up to you, they choose 1": "If they open up to you, they choose 1", + "If they’re Smitten with you, they may choose an additional option.": "If they’re Smitten with you, they may choose an additional option.", + "If you gain a fourth String on someone, you have a profound insight and learn something about them that even they don’t know; the player tells you what you learn, possibly asking the GM for ideas. It’s up to you whether you share that insight with the character or not. In addition, clear all but one of your Strings on them and gain 2 XP.": "If you gain a fourth String on someone, you have a profound insight and learn something about them that even they don’t know; the player tells you what you learn, possibly asking the GM for ideas. It’s up to you whether you share that insight with the character or not. In addition, clear all but one of your Strings on them and gain 2 XP.", + "If you’re Smitten with them and they refuse to open up to you, it stings. You mark a Condition.": "If you’re Smitten with them and they refuse to open up to you, it stings. You mark a Condition.", + "Individual Playbook Moves": "Individual Playbook Moves", + "Influence With a String": "Influence With a String", + "Insecure": "Insecure", + "integrity, metaphysical power": "integrity, metaphysical power", + "It answers the question and grants you +1 forward to act on the information": "It answers the question and grants you +1 forward to act on the information", + "It answers the question and the GM chooses 1": "It answers the question and the GM chooses 1", + "It gains a String on you": "It gains a String on you", + "It takes something from you, either knowledge, reputation, or something physical": "It takes something from you, either knowledge, reputation, or something physical", + "Learn something important from the Unseen": "Learn something important from the Unseen", + "Learn the recent history of an object you hold": "Learn the recent history of an object you hold", + "Live happily ever after": "Live happily ever after", + "Lock menu to prevent overwrite": "Lock menu to prevent overwrite", + "Loyal Steed": "Loyal Steed", + "Make sure to mark experience!": "Make sure to mark experience!", + "Mark XP": "Mark XP", + "Might, endurance, or courage. +Daring": "Might, endurance, or courage. +Daring", + "Mixed Beat": "Mixed Beat", + "Modifiers": "Modifiers", + "Mouse over for your options.": "Mouse over for your options.", + "Moves": "Moves", + "My Playbook's Moves Only": "My Playbook's Moves Only", + "Name your steed and detail two strengths and two weaknesses from the lists given. When riding your steed, you may roll +Spirit to Fight and may take a person with you whenever you Defy Disaster.": "Name your steed and detail two strengths and two weaknesses from the lists given. When riding your steed, you may roll +Spirit to Fight and may take a person with you whenever you Defy Disaster.", + "no": "no", + "Notes": "Notes", + "Offer them an XP to do something (don’t spend the String if they refuse the temptation)": "Offer them an XP to do something (don’t spend the String if they refuse the temptation)", + "ongoing": "ongoing", + "Pain is nothing to you; ignore the next time you would Stagger while transformed": "Pain is nothing to you; ignore the next time you would Stagger while transformed", + "Pick one of these sets (overwrites current ratings), then add 1 to two different stats.": "Pick one of these sets (overwrites current ratings), then add 1 to two different stats.", + "Playbook Moves": "Playbook Moves", + "Playbook": "Playbook", + "Promise something they think you want": "Promise something they think you want", + "Pronouns": "Pronouns", + "provoke them to do something foolish or harmful and take advantage of a String on them if you have one": "provoke them to do something foolish or harmful and take advantage of a String on them if you have one", + "Receive experience (XP) whenever you roll a 6- or when a move tells you to mark XP. A PC can spend XP to take an Advance; consult that section for more.": "Receive experience (XP) whenever you roll a 6- or when a move tells you to mark XP. A PC can spend XP to take an Advance; consult that section for more.", + "Restless Unseen cause a haunting": "Restless Unseen cause a haunting", + "roll with modifier": "roll with modifier", + "Shameless": "Shameless", + "Show All Loaded Moves": "Show All Loaded Moves", + "Show": "Show", + "skill at arms, forcefulness": "skill at arms, forcefulness", + "Smitten": "Smitten", + "Special Features": "Special Features", + "Special Moves": "Special Moves", + "spirit": "spirit", + "Spirit": "Spirit", + "Stagger (Reactive Move)": "Stagger (Reactive Move)", + "Starting Stats": "Starting Stats", + "Stern Unseen judge you, inflicting a Condition": "Stern Unseen judge you, inflicting a Condition", + "Strengths": "Strengths", + "String Advance": "String Advance", + "Strings": "Strings", + "Swiftness or elegance. +Grace": "Swiftness or elegance. +Grace", + "Switch to a new playbook": "Switch to a new playbook", + "sword": "sword", + "Sword": "Sword", + "Take a move from any playbook": "Take a move from any playbook", + "Take an object from your opponent or seize a superior position": "Take an object from your opponent or seize a superior position", + "Take another move from your playbook": "Take another move from your playbook", + "Temporarily alter the Unseen nature of a place": "Temporarily alter the Unseen nature of a place", + "Tenacious Purpose": "Tenacious Purpose", + "The Beast": "The Beast", + "The Chosen": "The Chosen", + "The Devoted": "The Devoted", + "The GM will offer you a hard choice or success with a sacrifice.": "The GM will offer you a hard choice or success with a sacrifice.", + "The Infamous": "The Infamous", + "The Nature Witch": "The Nature Witch", + "The Scoundrel": "The Scoundrel", + "The Seeker": "The Seeker", + "The Spooky Witch": "The Spooky Witch", + "The Trickster": "The Trickster", + "They choose 1": "They choose 1", + "They give you a String on them": "They give you a String on them", + "They mark XP if they do it, and must take a Condition if they don't": "They mark XP if they do it, and must take a Condition if they don't", + "They mark XP if they do it": "They mark XP if they do it", + "They take a Condition if they don't": "They take a Condition if they don't", + "They'll do it in exchange for a small concession or reassurance": "They'll do it in exchange for a small concession or reassurance", + "Thirsty Sword Lesbians is copyright Evil Hat Productions, LLC and April Kit Walsh.": "Thirsty Sword Lesbians is copyright Evil Hat Productions, LLC and April Kit Walsh.", + "This move is marked by default for its playbook.": "This move is marked by default for its playbook.", + "Through violence or cutting words, inflict a Condition": "Through violence or cutting words, inflict a Condition", + "To clear, break something important to you or someone you care about": "To clear, break something important to you or someone you care about", + "To clear, lose yourself in escapism or pleasure when you should be doing something important": "To clear, lose yourself in escapism or pleasure when you should be doing something important", + "To clear, run away and leave something important behind": "To clear, run away and leave something important behind", + "To clear, sacrifice something important just to hurt yourself for what you did": "To clear, sacrifice something important just to hurt yourself for what you did", + "To clear, take rash action to confront the object of your jealousy and prove your worth without any plan or advice": "To clear, take rash action to confront the object of your jealousy and prove your worth without any plan or advice", + "to": "to", + "torn clothes, practical clothes, chitinous clothes, raider's clothes": "torn clothes, practical clothes, chitinous clothes, raider's clothes", + "Tracker": "Tracker", + "Transform": "Transform", + "uncheck all": "uncheck all", + "unthreatening, fast and agile, dangerous attack, hardy, stealthy, mental bond, flying (counts as both strength choices unless flight is common)": "unthreatening, fast and agile, dangerous attack, hardy, stealthy, mental bond, flying (counts as both strength choices unless flight is common)", + "unusual diet, conspicuous, plodding, harmless, stubborn, collateral damage, vulnerable to something common": "unusual diet, conspicuous, plodding, harmless, stubborn, collateral damage, vulnerable to something common", + "Up Beat": "Up Beat", + "Weaknesses": "Weaknesses", + "What are your feelings towards _____?": "What are your feelings towards _____?", + "What do you hope to get from _____?": "What do you hope to get from _____?", + "What do you love most?": "What do you love most?", + "When people finally kiss after a period of tension, each takes +1 ongoing to get to safety and protect the other for the rest of the scene.": "When people finally kiss after a period of tension, each takes +1 ongoing to get to safety and protect the other for the rest of the scene.", + "When you appeal to someone’s physical or romantic sensibilities, roll +Heart:": "When you appeal to someone’s physical or romantic sensibilities, roll +Heart:", + "When you become Smitten with someone (always your choice), say why, give them a String on you, and answer the question in the Truths of Heart and Blade section of your playbook.": "When you become Smitten with someone (always your choice), say why, give them a String on you, and answer the question in the Truths of Heart and Blade section of your playbook.", + "When you commit yourself to a specific goal, you may ask the GM once per scene how you could advance that goal in a way that violates “civilized” norms. Take +1 forward to act on the answer. If you refrain, it counts as an uncomfortable situation that reduces your Feral by 1 and you must mark a Condition.": "When you commit yourself to a specific goal, you may ask the GM once per scene how you could advance that goal in a way that violates “civilized” norms. Take +1 forward to act on the answer. If you refrain, it counts as an uncomfortable situation that reduces your Feral by 1 and you must mark a Condition.", + "When you Fight, you may mark a Condition to choose an additional option, even on a 6-.": "When you Fight, you may mark a Condition to choose an additional option, even on a 6-.", + "When you investigate a person’s living space, camp, or trail, or an object important to them, you can roll +Heart instead of +Wit to Figure Them Out, and may do so even when they’re not present. You can also ask the question, “Where did they go?” as if it were an option on the list for that move. On a 7–9, they take a String on you instead of asking a question back. Say why. Do they just smell that good or that fearsome?": "When you investigate a person’s living space, camp, or trail, or an object important to them, you can roll +Heart instead of +Wit to Figure Them Out, and may do so even when they’re not present. You can also ask the question, “Where did they go?” as if it were an option on the list for that move. On a 7–9, they take a String on you instead of asking a question back. Say why. Do they just smell that good or that fearsome?", + "When you make it clear to your foes that you’re the biggest threat, then for the rest of the scene, whenever you roll a 10+, you may choose someone present to be impressed or intrigued with you. Once during the scene, when you gain a String on someone, gain an additional String on someone else who considers you an enemy": "When you make it clear to your foes that you’re the biggest threat, then for the rest of the scene, whenever you roll a 10+, you may choose someone present to be impressed or intrigued with you. Once during the scene, when you gain a String on someone, gain an additional String on someone else who considers you an enemy", + "When you offer someone support in a way that could be meaningful to them, roll +Heart or +Spirit (+3 more if you spend a String on them):": "When you offer someone support in a way that could be meaningful to them, roll +Heart or +Spirit (+3 more if you spend a String on them):", + "When you parley with a Toxic Power, ask it your question and roll +Spirit:": "When you parley with a Toxic Power, ask it your question and roll +Spirit:", + "When you perform a ritual to commune with the Unseen, give a dangerous Unseen a String on you and roll +Spirit:": "When you perform a ritual to commune with the Unseen, give a dangerous Unseen a String on you and roll +Spirit:", + "When you push your limits to achieve something extraordinary that’s not covered by another move, or to avert an imminent danger to yourself or someone else, say what you’re willing to sacrifice and pick your approach:": "When you push your limits to achieve something extraordinary that’s not covered by another move, or to avert an imminent danger to yourself or someone else, say what you’re willing to sacrifice and pick your approach:", + "When you say aloud what you want from an NPC, you may give them a String on you to ask a question about them from the Figure Out move.": "When you say aloud what you want from an NPC, you may give them a String on you to ask a question about them from the Figure Out move.", + "When you seek to incapacitate someone with violence, roll +Daring or +Grace:": "When you seek to incapacitate someone with violence, roll +Daring or +Grace:", + "When you suffer a staggering physical or emotional blow, choose an option from the following based on the number of Conditions you have marked.": "When you suffer a staggering physical or emotional blow, choose an option from the following based on the number of Conditions you have marked.", + "When you taunt someone into doing something they want to do but find unwise, roll +Daring:": "When you taunt someone into doing something they want to do but find unwise, roll +Daring:", + "When you try to understand a person, roll +Wit (+3 more if you spend a String on them):": "When you try to understand a person, roll +Wit (+3 more if you spend a String on them):", + "wild demeanor, hungry demeanor, piercing demeanor": "wild demeanor, hungry demeanor, piercing demeanor", + "Willpower or metaphysical skill. +Spirit": "Willpower or metaphysical skill. +Spirit", + "Wit": "Wit", + "You are in harmony with your beast and may clear a Condition": "You are in harmony with your beast and may clear a Condition", + "You are magnificent and little escapes your notice; you gain leverage or an opportunity with a monster": "You are magnificent and little escapes your notice; you gain leverage or an opportunity with a monster", + "You can move in ways no ordinary person could": "You can move in ways no ordinary person could", + "You choose 1": "You choose 1", + "You grin and bear the blow; mark two Conditions": "You grin and bear the blow; mark two Conditions", + "You have a bestial form, which you can assume at will and must assume whenever your Feral hits 4. When you do, tell everyone what the beast in you looks like, increase your Feral to 4 if it’s not there already, and roll +Daring:": "You have a bestial form, which you can assume at will and must assume whenever your Feral hits 4. When you do, tell everyone what the beast in you looks like, increase your Feral to 4 if it’s not there already, and roll +Daring:", + "You hesitate or stumble and the opposition gains an opportunity": "You hesitate or stumble and the opposition gains an opportunity", + "You lash out at someone whose regard matters to you: provoke them to do something foolish or harmful and take advantage of a String on them if you have one": "You lash out at someone whose regard matters to you: provoke them to do something foolish or harmful and take advantage of a String on them if you have one", + "You mark a Condition": "You mark a Condition", + "You may ask 2 questions, but they may ask 1 of you": "You may ask 2 questions, but they may ask 1 of you", + "You may ask 2 questions, now or later in the scene": "You may ask 2 questions, now or later in the scene", + "You revert to your usual form when your Feral drops below 4. While transformed, you may mark a Condition to avoid reducing your Feral, as often as you like.": "You revert to your usual form when your Feral drops below 4. While transformed, you may mark a Condition to avoid reducing your Feral, as often as you like.", + "You’re rendered helpless for the scene": "You’re rendered helpless for the scene", + "You’re utterly humiliated and news will spread; this could be a consequence of a setback in the confrontation, or might be caused by something you confess in the heat of the moment": "You’re utterly humiliated and news will spread; this could be a consequence of a setback in the confrontation, or might be caused by something you confess in the heat of the moment", + "Your first five Advances must be from the top six on the list. After you take your fifth Advance, you can choose to switch to another playbook or live happily ever after. Choose one of these last two options when the emotional conflict at the core of your playbook has been resolved or eclipsed by a new conflict corresponding to a new playbook.": "Your first five Advances must be from the top six on the list. After you take your fifth Advance, you can choose to switch to another playbook or live happily ever after. Choose one of these last two options when the emotional conflict at the core of your playbook has been resolved or eclipsed by a new conflict corresponding to a new playbook.", + "Feral": "Feral", + "You may walk in civilized circles, but sooner or later your feral truth will come to the fore. Your Feral score starts at 1. If it hits 4, you can't hold back the beast any longer and you Transform. If your Feral drops to 0, you lose access to all your Beast playbook moves until it increases again. On the plus side, you're fitting in. You blend. You've assimilated.": "You may walk in civilized circles, but sooner or later your feral truth will come to the fore. Your Feral score starts at 1. If it hits 4, you can't hold back the beast any longer and you Transform. If your Feral drops to 0, you lose access to all your Beast playbook moves until it increases again. On the plus side, you're fitting in. You blend. You've assimilated.", + "Increase Feral when:": "Increase Feral when:", + "Decrease Feral when:": "Decrease Feral when:", + "You express yourself in a shocking way through your appearance": "You express yourself in a shocking way through your appearance", + "You feel that your bestial nature has hurt someone you care about": "You feel that your bestial nature has hurt someone you care about", + "You display intense emotion that society wants you to conceal": "You display intense emotion that society wants you to conceal", + "You go along with an uncomfortable interaction to fit in": "You go along with an uncomfortable interaction to fit in", + "Truths of Heart and Blade": "Truths of Heart and Blade", + "Smitten Kitten": "Smitten Kitten", + "When you become Smitten with someone, say why, give them a String, and answer this question:": "When you become Smitten with someone, say why, give them a String, and answer this question:", + "What have you done that you are sure they view as inappropriate?": "What have you done that you are sure they view as inappropriate?", + "The Bloody Truth": "The Bloody Truth", + "When you Figure Out a Person in physical conflict, you may additionally ask one of these questions, even on a 6-:": "When you Figure Out a Person in physical conflict, you may additionally ask one of these questions, even on a 6-:", + "What awakens the beast inside you?": "What awakens the beast inside you?", + "How could I get you to kiss me?": "How could I get you to kiss me?", + "The Beast follows their truth and their passions, which puts them in conflict with civilization and civilized norms. Unless they give up what makes them special and powerful, they cannot make themself acceptable to that civilized society. Their central conflict is living their truth versus fitting in with a dominant social order. Example Archetypes: Ranger Between Worlds, Bitten, Raised by Beasts": "The Beast follows their truth and their passions, which puts them in conflict with civilization and civilized norms. Unless they give up what makes them special and powerful, they cannot make themself acceptable to that civilized society. Their central conflict is living their truth versus fitting in with a dominant social order. Example Archetypes: Ranger Between Worlds, Bitten, Raised by Beasts", + "More about": "More about", + "Choose": "Choose", + "The Chosen playbook revolves around special status, relationships across social strata, and the crushing expectations of fate, family, or the adoring public. Their central conflict is inner truth versus crushing social expectations. Example Archetypes: Magical Princess, Pop Idol, Chosen One": "The Chosen playbook revolves around special status, relationships across social strata, and the crushing expectations of fate, family, or the adoring public. Their central conflict is inner truth versus crushing social expectations. Example Archetypes: Magical Princess, Pop Idol, Chosen One", + "Destiny": "Destiny", + "They keep telling you that you have a Destiny, but it’s not what your heart truly desires. What is it?": "They keep telling you that you have a Destiny, but it’s not what your heart truly desires. What is it?", + "Destiny Examples:": "Destiny Examples:", + "You may fulfill your Destiny in the course of play, or reject it so firmly that you no longer feel pressure to fulfill it. This deserves a climactic scene either way, and trying to reject your Destiny draws the full wrath of your Aspects and those pressing you to fulfill it. Afterwards, choose a new Destiny, adopt a new playbook, or live happily ever after.": "You may fulfill your Destiny in the course of play, or reject it so firmly that you no longer feel pressure to fulfill it. This deserves a climactic scene either way, and trying to reject your Destiny draws the full wrath of your Aspects and those pressing you to fulfill it. Afterwards, choose a new Destiny, adopt a new playbook, or live happily ever after.", + "Choose two Heroic Aspects and two Tragic Aspects from the following lists. When you act in accordance with one of your Aspects, check it off and take +1 forward. If it’s a Tragic Aspect, also mark XP. When all four Aspects are checked off, describe how your Destiny grows ever nearer, then erase the check marks and begin again.": "Choose two Heroic Aspects and two Tragic Aspects from the following lists. When you act in accordance with one of your Aspects, check it off and take +1 forward. If it’s a Tragic Aspect, also mark XP. When all four Aspects are checked off, describe how your Destiny grows ever nearer, then erase the check marks and begin again.", + "Heroic Aspect": "Heroic Aspect", + "Portents & Prophecies, Spiritual Prowess, Heir to a Mystic Power, Prominent Suitors, Save Your World, Soother of Monsters, Help of the Masses, Chosen by a God, Legendary Skill": "Portents & Prophecies, Spiritual Prowess, Heir to a Mystic Power, Prominent Suitors, Save Your World, Soother of Monsters, Help of the Masses, Chosen by a God, Legendary Skill", + "Marry the Prince of Heteronormia": "Marry the Prince of Heteronormia", + "Be sacrificed to appease the Horror": "Be sacrificed to appease the Horror", + "Tragic Aspect": "Tragic Aspect", + "Love that Cannot Be, End of the Universe, Lose Those You Love, Arch-Nemesis, Bitter Rival, Betrayal, Seduced by Evil, Coveted Destiny, The End of Love Itself": "Love that Cannot Be, End of the Universe, Lose Those You Love, Arch-Nemesis, Bitter Rival, Betrayal, Seduced by Evil, Coveted Destiny, The End of Love Itself", + "Banish magic from the world": "Banish magic from the world", + "Melt the heart of the Undying One": "Melt the heart of the Undying One", + "The Fated Day Approaches": "The Fated Day Approaches", + "Whenever you miss an opportunity to make progress towards your Destiny, choose 1:": "Whenever you miss an opportunity to make progress towards your Destiny, choose 1:", + "The GM will tell you the details, inspired by your Destiny. They may wait until a lull in the action to drop the consequences on you.": "The GM will tell you the details, inspired by your Destiny. They may wait until a lull in the action to drop the consequences on you.", + "Someone with power over you makes an uncomfortable demand in furtherance of your Destiny, backed by a threat": "Someone with power over you makes an uncomfortable demand in furtherance of your Destiny, backed by a threat", + "The PC you care about the most receives bad news or has an accident serious enough to make them Stagger": "The PC you care about the most receives bad news or has an accident serious enough to make them Stagger", + "Don’t You Know Who I Am?": "Don’t You Know Who I Am?", + "When you meet someone who knows you by reputation (you decide), roll +Heart:": "When you meet someone who knows you by reputation (you decide), roll +Heart:", + "Say two things they’ve heard about you": "Say two things they’ve heard about you", + "You say one, the GM says one": "You say one, the GM says one", + "Entourage": "Entourage", + "You have a group of loyal attendants. Name three of them who accompany you and choose a trait for them: Dangerous, Fanatical, Resourceful, Charming": "You have a group of loyal attendants. Name three of them who accompany you and choose a trait for them: Dangerous, Fanatical, Resourceful, Charming", + "Choose a basic move. Your entourage grants you a +1 on rolls for this move when present. When you would Stagger, you may choose instead for one of your named Entourage to die. If you do, your Entourage gains a String on you.": "Choose a basic move. Your entourage grants you a +1 on rolls for this move when present. When you would Stagger, you may choose instead for one of your named Entourage to die. If you do, your Entourage gains a String on you.", + "Member Names": "Member Names", + "Entourage Trait": "Entourage Trait", + "Dangerous, Fanatical, Resourceful, Charming": "Dangerous, Fanatical, Resourceful, Charming", + "Basic Move Receiving +1": "Basic Move Receiving +1", + "Fight, Defy Disaster, Entice, Figure Out a Person, Emotional Support, Call on a Toxic Power": "Fight, Defy Disaster, Entice, Figure Out a Person, Emotional Support, Call on a Toxic Power", + "Gossip": "Gossip", + "When you seek insight about a person by spending some time gossiping with those who know them, roll +Wit:": "When you seek insight about a person by spending some time gossiping with those who know them, roll +Wit:", + "Someone you speak to who is dangerous to you may ask a question of you from the same list.": "Someone you speak to who is dangerous to you may ask a question of you from the same list.", + "You learn a dangerous secret and gain a String on the target. You may also ask a question from the Figure Out a Person move.": "You learn a dangerous secret and gain a String on the target. You may also ask a question from the Figure Out a Person move.", + "You may ask a question from the Figure Out a Person move.": "You may ask a question from the Figure Out a Person move.", + "Guidance from Above": "Guidance from Above", + "When you petition a superior for guidance, they give you instructions and useful information. Mark XP or clear a Condition if you do as commanded. They gain a String on you if you do otherwise.": "When you petition a superior for guidance, they give you instructions and useful information. Mark XP or clear a Condition if you do as commanded. They gain a String on you if you do otherwise.", + "Help Me~~!": "Help Me~~!", + "You’re a magnet for trouble and hunted by those who would use you for their own purposes. Others mark XP when they Defy Disaster that would otherwise befall you. In addition, whenever you’re captured, your captor reveals something they hope to achieve; gain a String on them and mark XP.": "You’re a magnet for trouble and hunted by those who would use you for their own purposes. Others mark XP when they Defy Disaster that would otherwise befall you. In addition, whenever you’re captured, your captor reveals something they hope to achieve; gain a String on them and mark XP.", + "Know Your Place!": "Know Your Place!", + "When someone dares insult you and you deliver a scathing retort, roll +Wit": "When someone dares insult you and you deliver a scathing retort, roll +Wit", + "Word spreads of your sharp wit, take +1 forward, and they choose 1": "Word spreads of your sharp wit, take +1 forward, and they choose 1", + "Back down": "Back down", + "Make a fool of themself": "Make a fool of themself", + "Attack you": "Attack you", + "Love Is Not My Destiny": "Love Is Not My Destiny", + "How do our respective stations make it impossible to be together?": "How do our respective stations make it impossible to be together?", + "Inescapable Conclusions": "Inescapable Conclusions", + "When you Figure Out a Person during a physical conflict, you may ask one additional question from this list, even on a 6-:": "When you Figure Out a Person during a physical conflict, you may ask one additional question from this list, even on a 6-:", + "What do you hope for your future?": "What do you hope for your future?", + "What do you fear is your destiny?": "What do you fear is your destiny?", + "The Devoted is a selfless protector, committed to a person or a cause. Their central conflict lies in pitting this devotion against self-care. Example Archetypes: Sidekick, Champion, Protective Friend": "The Devoted is a selfless protector, committed to a person or a cause. Their central conflict lies in pitting this devotion against self-care. Example Archetypes: Sidekick, Champion, Protective Friend", + "Devotion": "Devotion", + "Choose a Devotion from the example lists or invent one of your own. What three tenets of your Devotion have you found yourself tempted to violate?": "Choose a Devotion from the example lists or invent one of your own. What three tenets of your Devotion have you found yourself tempted to violate?", + "Mark a Condition if you act contrary to your Devotion, for instance by violating its tenets or disobeying a superior.": "Mark a Condition if you act contrary to your Devotion, for instance by violating its tenets or disobeying a superior.", + "When you Defy Disaster, you may bring a subject of your Devotion with you safely.": "When you Defy Disaster, you may bring a subject of your Devotion with you safely.", + "My Devotion": "My Devotion", + "To a cause: Freedom, vengeance, justice, love, the gay agenda. To a person: A PC, a liege, an idol. To a higher power: A god, a sexy dragon, a sentient planet.": "To a cause: Freedom, vengeance, justice, love, the gay agenda. To a person: A PC, a liege, an idol. To a higher power: A god, a sexy dragon, a sentient planet.", + "Tenet 1": "Tenet 1", + "Tenet 2": "Tenet 2", + "Tenet 3": "Tenet 3", + "Last Stand": "Last Stand", + "When you face a superior foe on behalf of your Devotion, you may roll +Conditions (the number of Conditions you have marked) instead of the normal stat to Fight or to Defy Disaster that’s about to befall someone else.": "When you face a superior foe on behalf of your Devotion, you may roll +Conditions (the number of Conditions you have marked) instead of the normal stat to Fight or to Defy Disaster that’s about to befall someone else.", + "What’s Best for Them": "What’s Best for Them", + "When you’re Smitten with someone, you may treat them as a subject of your Devotion. Also, when you take action to help them be romantic with someone other than you, mark XP.": "When you’re Smitten with someone, you may treat them as a subject of your Devotion. Also, when you take action to help them be romantic with someone other than you, mark XP.", + "Fanatical Self-Sacrifice": "Fanatical Self-Sacrifice", + "You may mark a Condition to prevent a Condition being inflicted on another. When you do, mark XP, and you may only clear that Condition by taking the associated destructive action. Mark it with an asterisk to remind yourself. Also, your Conditions only cause a –1 penalty to the associated basic moves (instead of –2).": "You may mark a Condition to prevent a Condition being inflicted on another. When you do, mark XP, and you may only clear that Condition by taking the associated destructive action. Mark it with an asterisk to remind yourself. Also, your Conditions only cause a –1 penalty to the associated basic moves (instead of –2).", + "For the Cause!": "For the Cause!", + "When you Fight the enemy of your Devotion, you can suffer a Condition to choose an additional option from the Fight move, even if you roll a 6-. You can inflict a Condition a second time within a single Fight move this way.": "When you Fight the enemy of your Devotion, you can suffer a Condition to choose an additional option from the Fight move, even if you roll a 6-. You can inflict a Condition a second time within a single Fight move this way.", + "Gallant Rescue": "Gallant Rescue", + "When you Defy Disaster that’s about to befall someone else, you can either gain a String on them or ask one of the following questions, even if you roll a 6-. You can only gain one String per scene in this way on any given person.": "When you Defy Disaster that’s about to befall someone else, you can either gain a String on them or ask one of the following questions, even if you roll a 6-. You can only gain one String per scene in this way on any given person.", + "How do you feel about my Devotion?": "How do you feel about my Devotion?", + "What secret pain lies in your heart?": "What secret pain lies in your heart?", + "Power of Conviction": "Power of Conviction", + "When you Entice someone while extolling the virtues of your Devotion or invoking its authority, you may roll +Spirit instead of +Heart. A superior in your Devotion gains a String on you, representing your dependence.": "When you Entice someone while extolling the virtues of your Devotion or invoking its authority, you may roll +Spirit instead of +Heart. A superior in your Devotion gains a String on you, representing your dependence.", + "Lay on Hands": "Lay on Hands", + "When you touch someone as part of Emotional Support, you heal their physical ailments. Tell them how your Devotion sustains you; they mark an XP if they validate your Devotion, and you gain a String on them if they criticize it.": "When you touch someone as part of Emotional Support, you heal their physical ailments. Tell them how your Devotion sustains you; they mark an XP if they validate your Devotion, and you gain a String on them if they criticize it.", + "Toxic Devotion": "Toxic Devotion", + "Once per scene, when you forgive your Devotion for abusing you or make excuses for obvious problems with your Devotion, take +1 forward or mark XP. Also, once per scene, when you learn that another PC thinks your Devotion is problematic and you don’t defend it, mark a Condition and give them a String on you.": "Once per scene, when you forgive your Devotion for abusing you or make excuses for obvious problems with your Devotion, take +1 forward or mark XP. Also, once per scene, when you learn that another PC thinks your Devotion is problematic and you don’t defend it, mark a Condition and give them a String on you.", + "My Heart is Not Mine to Give": "My Heart is Not Mine to Give", + "How does pursuing them conflict with your Devotion?": "How does pursuing them conflict with your Devotion?", + "What Will You Fight For?": "What Will You Fight For?", + "When you Figure Out a Person during a physical conflict, you may additionally ask one of these questions, even on a 6-:": "When you Figure Out a Person during a physical conflict, you may additionally ask one of these questions, even on a 6-:", + "What are you willing to risk death for?": "What are you willing to risk death for?", + "What kind of deeds earn your loyalty?": "What kind of deeds earn your loyalty?", + "This move is not available for other playbooks.": "This move is not available for other playbooks.", + "The Infamous once participated in wicked deeds, but they’ve become fiercely righteous in trying to atone. Their central conflict arises from the lasting consequences of their past actions and beliefs versus their new convictions. Will they repair the harm they caused, will they seek forgiveness, or will they despair? Will they find a new place to belong? Example Archetypes: Former Villain, Escaped Henchperson, Veteran of Dishonor": "The Infamous once participated in wicked deeds, but they’ve become fiercely righteous in trying to atone. Their central conflict arises from the lasting consequences of their past actions and beliefs versus their new convictions. Will they repair the harm they caused, will they seek forgiveness, or will they despair? Will they find a new place to belong? Example Archetypes: Former Villain, Escaped Henchperson, Veteran of Dishonor", + "What Cannot Be Undone": "What Cannot Be Undone", + "You’ve hurt people, and they have no obligation to forgive you or engage with you.": "You’ve hurt people, and they have no obligation to forgive you or engage with you.", + "Before defining Relationships in character creation, propose a wicked past that you think could be forgiven, and ask each PC this question:": "Before defining Relationships in character creation, propose a wicked past that you think could be forgiven, and ask each PC this question:", + "If anyone hesitates or can’t answer the question, revisit your past and tone it down. You can tone down the gravity of your backstory by reducing the severity of your deeds or the agency you had in enacting them. Afterwards, answer these questions:": "If anyone hesitates or can’t answer the question, revisit your past and tone it down. You can tone down the gravity of your backstory by reducing the severity of your deeds or the agency you had in enacting them. Afterwards, answer these questions:", + "What circumstances or subsequent deeds could make it possible to forgive this past?": "What circumstances or subsequent deeds could make it possible to forgive this past?", + "What personal growth are you proud of?": "What personal growth are you proud of?", + "What about your past causes you the most grief?": "What about your past causes you the most grief?", + "You swore to never again perform certain actions that could lead to harm. What are they? Examples include: Lying, stealing, accepting someone’s love, drawing blood, or breaking a promise. If you break your vow, you Stagger. Then decide whether to keep the vow or abandon it.": "You swore to never again perform certain actions that could lead to harm. What are they? Examples include: Lying, stealing, accepting someone’s love, drawing blood, or breaking a promise. If you break your vow, you Stagger. Then decide whether to keep the vow or abandon it.", + "(start with the moves marked and choose two more)": "(start with the moves marked and choose two more)", + "Wicked Past": "Wicked Past", + "When you hear about a villain for the first time, you may decide that you know them from your past. If so, give them a String on you to ask a question from the Figure Out a Person list and take +1 forward against them.": "When you hear about a villain for the first time, you may decide that you know them from your past. If so, give them a String on you to ask a question from the Figure Out a Person list and take +1 forward against them.", + "Make It Right": "Make It Right", + "When you allow yourself to be vulnerable to someone you hurt during your villainous past, they choose 1": "When you allow yourself to be vulnerable to someone you hurt during your villainous past, they choose 1", + "Decline to engage; they gain a String on you": "Decline to engage; they gain a String on you", + "Lash out; you Stagger": "Lash out; you Stagger", + "Guide you; they mark XP and give you a task to help make amends": "Guide you; they mark XP and give you a task to help make amends", + "Show vulnerability; you take +1 forward to interact with them": "Show vulnerability; you take +1 forward to interact with them", + "Forgive you; you each clear a Condition and this move no longer triggers with this person": "Forgive you; you each clear a Condition and this move no longer triggers with this person", + "Always Suspect": "Always Suspect", + "When you pretend to be a villain to win a villain’s trust, they trust you enough to offer you an opportunity and you gain a String on them. You must choose one of the following options:": "When you pretend to be a villain to win a villain’s trust, they trust you enough to offer you an opportunity and you gain a String on them. You must choose one of the following options:", + "Someone watching comes to the worst possible conclusion": "Someone watching comes to the worst possible conclusion", + "The villain requires an act of villainy to prove your intentions first": "The villain requires an act of villainy to prove your intentions first", + "The villain is only pretending to trust you and the opportunity is a trap": "The villain is only pretending to trust you and the opportunity is a trap", + "Talons of the Past": "Talons of the Past", + "When you gain a String on someone associated with your villainous past, or vice versa, mark XP. The first time this happens for a given person, you each can define a secret or vulnerability you know about the other.": "When you gain a String on someone associated with your villainous past, or vice versa, mark XP. The first time this happens for a given person, you each can define a secret or vulnerability you know about the other.", + "They Can Change, Too": "They Can Change, Too", + "When you give up an advantage on someone dangerous because you believe they can mend their wicked ways, you can ask a question as if you’d Figured Them Out.": "When you give up an advantage on someone dangerous because you believe they can mend their wicked ways, you can ask a question as if you’d Figured Them Out.", + "Used to Disappointment": "Used to Disappointment", + "When you rely upon or trust someone else with something important, say how you expect them to let you down.": "When you rely upon or trust someone else with something important, say how you expect them to let you down.", + "If they pleasantly surprise you, they gain a String on you": "If they pleasantly surprise you, they gain a String on you", + "If they do as you expect, choose 1: they lose a String on you, or you gain a String on them": "If they do as you expect, choose 1: they lose a String on you, or you gain a String on them", + "If they are somehow even worse than you expected, you have a choice: berate them and inflict a Condition, or swallow your loneliness and take a Condition yourself": "If they are somehow even worse than you expected, you have a choice: berate them and inflict a Condition, or swallow your loneliness and take a Condition yourself", + "What Makes a Home": "What Makes a Home", + "If every other PC in a scene has a String on you, your Conditions cause you only a –1 penalty instead of a –2 to the associated basic moves.": "If every other PC in a scene has a String on you, your Conditions cause you only a –1 penalty instead of a –2 to the associated basic moves.", + "Who’s the Monster?": "Who’s the Monster?", + "When you expose the hypocrisy of someone who is supposedly virtuous, roll +Daring:": "When you expose the hypocrisy of someone who is supposedly virtuous, roll +Daring:", + "Gain a String on them and choose 1": "Gain a String on them and choose 1", + "The wrongness of their act is exposed to all; they mark XP if they change their mind. If they don’t, they must attack you or take a Condition.": "The wrongness of their act is exposed to all; they mark XP if they change their mind. If they don’t, they must attack you or take a Condition.", + "Your words sting; they take a Condition.": "Your words sting; they take a Condition.", + "You impress an onlooker; gain a String on them.": "You impress an onlooker; gain a String on them.", + "Undeserving": "Undeserving", + "Why do you think they would be wrong to forgive you?": "Why do you think they would be wrong to forgive you?", + "Your Wicked Heart": "Your Wicked Heart", + "When you Figure Out a Person during physical conflict, you may additionally ask one of these questions, even on a 6-:": "When you Figure Out a Person during physical conflict, you may additionally ask one of these questions, even on a 6-:", + "What are you most ashamed of?": "What are you most ashamed of?", + "How could I get you to betray your ideals?": "How could I get you to betray your ideals?", + "The Nature Witch is deeply connected to their environment and less experienced when it comes to people. They’re either new to socializing or are newly exploring what it feels like to socialize as their true self. Their central conflict revolves around the growth that their explorations will require from them and those who love them. Example Archetypes: Oblivious Horse Girl, Beacon of Kindness, Plant Geek Babygay": "The Nature Witch is deeply connected to their environment and less experienced when it comes to people. They’re either new to socializing or are newly exploring what it feels like to socialize as their true self. Their central conflict revolves around the growth that their explorations will require from them and those who love them. Example Archetypes: Oblivious Horse Girl, Beacon of Kindness, Plant Geek Babygay", + "Curiosity": "Curiosity", + "Dealing with people feels new to you and you might be awkward, but you want to learn. What better way to learn than by doing?": "Dealing with people feels new to you and you might be awkward, but you want to learn. What better way to learn than by doing?", + "Choose four Trials from the list. When you complete a chosen Trial, mark it and choose one: mark XP, clear a Condition, or take a String on someone involved. When your four chosen Trials are all fulfilled, reflect on what you’ve learned about yourself and pick four more. If you complete the entire list, choose the ones that meant the most to you and then evolve into a new form of life inspired by those experiences. Adopt a new playbook, remain a Nature Witch, or retire to live happily ever after.": "Choose four Trials from the list. When you complete a chosen Trial, mark it and choose one: mark XP, clear a Condition, or take a String on someone involved. When your four chosen Trials are all fulfilled, reflect on what you’ve learned about yourself and pick four more. If you complete the entire list, choose the ones that meant the most to you and then evolve into a new form of life inspired by those experiences. Adopt a new playbook, remain a Nature Witch, or retire to live happily ever after.", + "Trial 1": "Trial 1", + "Ride a fantastical creature. Win a duel. Go somewhere no person has tread before. Fall in love. Stick up for yourself, though it breaks someone’s heart. Lose someone you care about. Befriend someone very different from you. Liberate something dangerous. Receive a rare gift from someone you respect. Experience an altered state with a friend. Fail at something that means the world to you. Reject a conviction you once held. Extend kindness to someone who doesn’t deserve it. Achieve a lost cause. Throw away something comfortable to pursue a dream. Kiss someone dangerous. Forgive someone who deserves forgiveness. Trust someone with your secrets, only to be betrayed. Shock someone with an unwelcome truth. Earn forgiveness for a misdeed.": "Ride a fantastical creature. Win a duel. Go somewhere no person has tread before. Fall in love. Stick up for yourself, though it breaks someone’s heart. Lose someone you care about. Befriend someone very different from you. Liberate something dangerous. Receive a rare gift from someone you respect. Experience an altered state with a friend. Fail at something that means the world to you. Reject a conviction you once held. Extend kindness to someone who doesn’t deserve it. Achieve a lost cause. Throw away something comfortable to pursue a dream. Kiss someone dangerous. Forgive someone who deserves forgiveness. Trust someone with your secrets, only to be betrayed. Shock someone with an unwelcome truth. Earn forgiveness for a misdeed.", + "Trial 2": "Trial 2", + "Trial 3": "Trial 3", + "Trial 4": "Trial 4", + "Wild Friends": "Wild Friends", + "You can speak with animals and plants and may Influence them with Strings just like other NPCs. Near your home, or anywhere you have spent a long period of time, animal and plant friends are always nearby when you want them.": "You can speak with animals and plants and may Influence them with Strings just like other NPCs. Near your home, or anywhere you have spent a long period of time, animal and plant friends are always nearby when you want them.", + "Awaken the Wild": "Awaken the Wild", + "When you are in a safe position and attempt to commune with a place or non-sentient creature, roll +Spirit:": "When you are in a safe position and attempt to commune with a place or non-sentient creature, roll +Spirit:", + "If you attempt this move while rushed or while distressed to the point of having three or more Conditions, it works as above, briefly, but afterwards the place or creature will fall dead and barren.": "If you attempt this move while rushed or while distressed to the point of having three or more Conditions, it works as above, briefly, but afterwards the place or creature will fall dead and barren.", + "Choose 1, GM will offer you a hard choice or success at a cost": "Choose 1, GM will offer you a hard choice or success at a cost", + "You cleanse it of hurt, corruption, or sickness": "You cleanse it of hurt, corruption, or sickness", + "You alter its behavior, ecosystem, or atmosphere to one you choose": "You alter its behavior, ecosystem, or atmosphere to one you choose", + "You make it dangerous to a certain person or creature, or a type of person or creature": "You make it dangerous to a certain person or creature, or a type of person or creature", + "Familiar": "Familiar", + "You have a cute animal as your loyal familiar. You can perceive the world through its senses whenever you choose and communicate with it at any distance. In addition, choose a basic move. When the familiar helps with that basic move or with Emotional Support, take +1 to your roll.": "You have a cute animal as your loyal familiar. You can perceive the world through its senses whenever you choose and communicate with it at any distance. In addition, choose a basic move. When the familiar helps with that basic move or with Emotional Support, take +1 to your roll.", + "Basic Move": "Basic Move", + "Fight, Defy Disaster, Entice, Figure Out a Person, Call on a Toxic Power": "Fight, Defy Disaster, Entice, Figure Out a Person, Call on a Toxic Power", + "I Ship It": "I Ship It", + "When you want to make a match between two other people and talk up one to the other, roll +Heart:": "When you want to make a match between two other people and talk up one to the other, roll +Heart:", + "Anyone involved may mark XP if they become Smitten with anyone else involved, including the Witch (immediately or later this session, maximum of 1 XP per PC).": "Anyone involved may mark XP if they become Smitten with anyone else involved, including the Witch (immediately or later this session, maximum of 1 XP per PC).", + "You may give the listener a String on the other person or give the other person a String on the listener": "You may give the listener a String on the other person or give the other person a String on the listener", + "As above, and the listener can either take a String on you or give the other person a String on you": "As above, and the listener can either take a String on you or give the other person a String on you", + "The Magic of Love": "The Magic of Love", + "When you’re Smitten with someone and proudly extol the power of love, either of you may spend a String on the other to gain the use of one of their playbook moves for one scene.": "When you’re Smitten with someone and proudly extol the power of love, either of you may spend a String on the other to gain the use of one of their playbook moves for one scene.", + "Nature’s Touch": "Nature’s Touch", + "When you touch someone and let the power of the natural world flow into them, roll +Spirit:": "When you touch someone and let the power of the natural world flow into them, roll +Spirit:", + "They may give you a String on them to clear a Condition": "They may give you a String on them to clear a Condition", + "They gain the ability to speak with plants and animals for the rest of the scene": "They gain the ability to speak with plants and animals for the rest of the scene", + "They must answer one of the Figure Out a Person questions of your choice or else they take a Condition": "They must answer one of the Figure Out a Person questions of your choice or else they take a Condition", + "Love Conquers All": "Love Conquers All", + "What is a clear challenge to being with them that you’re overlooking because of your naivete?": "What is a clear challenge to being with them that you’re overlooking because of your naivete?", + "Clear-Hearted Insight": "Clear-Hearted Insight", + "What makes you feel loved?": "What makes you feel loved?", + "What do you hope for the future?": "What do you hope for the future?", + "Living in the Moment": "Living in the Moment", + "Why are you so fickle? Is there something you need to figure out about yourself, and you keep looking for it in other people instead? Are you afraid of the vulnerability that comes from investing in a relationship? Is your true love unattainable? Are you just that oblivious?": "Why are you so fickle? Is there something you need to figure out about yourself, and you keep looking for it in other people instead? Are you afraid of the vulnerability that comes from investing in a relationship? Is your true love unattainable? Are you just that oblivious?", + "Choose something that you’ll be able to grow past to give your character an emotional story arc. You don’t need to figure it out immediately, and the Scoundrel themself may not know at all.": "Choose something that you’ll be able to grow past to give your character an emotional story arc. You don’t need to figure it out immediately, and the Scoundrel themself may not know at all.", + "I may grow past": "I may grow past", + "Lust at First Sight": "Lust at First Sight", + "When you become Smitten with someone you barely know, declare your undying love and give them a String on you. Lose your Smitten status with anyone who has no Strings on you. Take +1 forward to any act you think might impress your new interest.": "When you become Smitten with someone you barely know, declare your undying love and give them a String on you. Lose your Smitten status with anyone who has no Strings on you. Take +1 forward to any act you think might impress your new interest.", + "Shiny and New": "Shiny and New", + "When you give or receive Emotional Support in an intimate moment with someone new, you each mark XP or clear a Condition.": "When you give or receive Emotional Support in an intimate moment with someone new, you each mark XP or clear a Condition.", + "Better to Seek Forgiveness": "Better to Seek Forgiveness", + "When you apologize to someone for your outrageous conduct and put yourself at their mercy, roll +Daring:": "When you apologize to someone for your outrageous conduct and put yourself at their mercy, roll +Daring:", + "You find out what it will take for them to forgive you and you each gain a String on the other. If they forgive you, you each clear a Condition.": "You find out what it will take for them to forgive you and you each gain a String on the other. If they forgive you, you each clear a Condition.", + "You find out what it will take for them to forgive you. If you do it, you either take Strings on each other or they may clear a Condition, your choice.": "You find out what it will take for them to forgive you. If you do it, you either take Strings on each other or they may clear a Condition, your choice.", + "Fools Rush In": "Fools Rush In", + "When you vault into a situation without forethought and wind up way over your head, give someone dangerous to you a String, mark XP, and take +1 forward to Defy Disaster.": "When you vault into a situation without forethought and wind up way over your head, give someone dangerous to you a String, mark XP, and take +1 forward to Defy Disaster.", + "Impressive Swordplay": "Impressive Swordplay", + "Whenever you roll a 7+ to Fight, you may gain a String on someone who is present and ask their player what it is about you that has impressed or intrigued them.": "Whenever you roll a 7+ to Fight, you may gain a String on someone who is present and ask their player what it is about you that has impressed or intrigued them.", + "The Main Attraction": "The Main Attraction", + "When you make a dramatic entrance, roll +Grace:": "When you make a dramatic entrance, roll +Grace:", + "All attention is focused on you for a moment": "All attention is focused on you for a moment", + "You hold the attention of one person for as long as you deliver a dramatic speech": "You hold the attention of one person for as long as you deliver a dramatic speech", + "Take a String on someone present": "Take a String on someone present", + "You take +1 forward": "You take +1 forward", + "One in Every Port": "One in Every Port", + "When you return to any town you’ve been to before, name a person with whom you shared intimacy here and say how you left things. If you left on bad terms, mark XP and the GM will tell you something interesting that has changed since you were last here.": "When you return to any town you’ve been to before, name a person with whom you shared intimacy here and say how you left things. If you left on bad terms, mark XP and the GM will tell you something interesting that has changed since you were last here.", + "Rrrip!": "Rrrip!", + "When you take or narrowly evade a physical blow from someone dangerous to you, you may declare that your clothes were damaged and are now practically indecent. For the remainder of the scene, when you roll a 10+ on any move against an NPC, you may declare that they have a crush on you (up to one NPC per roll and subject to GM discretion). Additionally, any PC who becomes Smitten with you during the remainder of the scene may mark XP.": "When you take or narrowly evade a physical blow from someone dangerous to you, you may declare that your clothes were damaged and are now practically indecent. For the remainder of the scene, when you roll a 10+ on any move against an NPC, you may declare that they have a crush on you (up to one NPC per roll and subject to GM discretion). Additionally, any PC who becomes Smitten with you during the remainder of the scene may mark XP.", + "To Love and Lose": "To Love and Lose", + "Why would your romance never last?": "Why would your romance never last?", + "Repartée": "Repartée", + "What would make you run away with me?": "What would make you run away with me?", + "Where did you learn to fight?": "Where did you learn to fight?", + "The Seeker comes from a toxic society and has found a new community in which to belong and grow. Their central conflict pits tradition and upbringing against justice and developing their personal values. Example Archetypes: Immigrant from Heteronormia, Enclave-Raised, Privileged Background": "The Seeker comes from a toxic society and has found a new community in which to belong and grow. Their central conflict pits tradition and upbringing against justice and developing their personal values. Example Archetypes: Immigrant from Heteronormia, Enclave-Raised, Privileged Background", + "Tradition, Commandments, Conviction": "Tradition, Commandments, Conviction", + "Tradition": "Tradition", + "Tradition is a measure of how you feel your Authority would judge your behavior.": "Tradition is a measure of how you feel your Authority would judge your behavior.", + "Your Tradition starts at 1. Gain a point of Tradition whenever you make a personal sacrifice to act in accordance with your Commandments, to a maximum of 4. When you are at 4 Tradition, you incur a Condition each time you act contrary to your Commandments.": "Your Tradition starts at 1. Gain a point of Tradition whenever you make a personal sacrifice to act in accordance with your Commandments, to a maximum of 4. When you are at 4 Tradition, you incur a Condition each time you act contrary to your Commandments.", + "Spend Tradition at any time to temper the wrath of the Authority, or to take +1 forward to follow your Commandments or Call on a Toxic Power.": "Spend Tradition at any time to temper the wrath of the Authority, or to take +1 forward to follow your Commandments or Call on a Toxic Power.", + "Commandments": "Commandments", + "Describe the Authority that governed your upbringing and choose at least six Commandments the Authority has issued:": "Describe the Authority that governed your upbringing and choose at least six Commandments the Authority has issued:", + "Commandment": "Commandment", + "Always answer an insult with a drawn sword. Never admit to your weak emotions. Always cover your sinful body. No intimacy until after a monogamous marriage. Never give when you can sell. Never let a weaker person fight their own battles. Never fight a weaker person’s battles. Always obey the Authority. Always obey a certain type of person (gender, race, class, belief, elders). Never go unchaperoned (or at all) with a certain type of person.": "Always answer an insult with a drawn sword. Never admit to your weak emotions. Always cover your sinful body. No intimacy until after a monogamous marriage. Never give when you can sell. Never let a weaker person fight their own battles. Never fight a weaker person’s battles. Always obey the Authority. Always obey a certain type of person (gender, race, class, belief, elders). Never go unchaperoned (or at all) with a certain type of person.", + "Convictions": "Convictions", + "When you break a Commandment and repudiate it forever, mark its checkbox and mark XP. Write a Conviction expressing your new beliefs, something that contradicts the Commandment.": "When you break a Commandment and repudiate it forever, mark its checkbox and mark XP. Write a Conviction expressing your new beliefs, something that contradicts the Commandment.", + "Each time you live up to a Conviction despite temptation or cost, reduce your Tradition by 1 and ask an onlooker if they agree with that Conviction. If they say yes, take a String on them and learn what holds them back from living up to it, if anything. If they say no, mark a Condition.": "Each time you live up to a Conviction despite temptation or cost, reduce your Tradition by 1 and ask an onlooker if they agree with that Conviction. If they say yes, take a String on them and learn what holds them back from living up to it, if anything. If they say no, mark a Condition.", + "Convictions should be bold statements that stand in contrast to the Commandments. Refer to the suggestions for each blank for ideas.": "Convictions should be bold statements that stand in contrast to the Commandments. Refer to the suggestions for each blank for ideas.", + "Conviction": "Conviction", + "I care for myself as I would my dearest friend. Fear will not stop me from speaking the truth of my heart. I will fight for the well-being of those targeted by the Authority, if they wish it. I will atone for the harm I’ve done by liberating others from the Authority. When I see something unjust, I will educate those who can learn to do better and challenge those who must be overcome.": "I care for myself as I would my dearest friend. Fear will not stop me from speaking the truth of my heart. I will fight for the well-being of those targeted by the Authority, if they wish it. I will atone for the harm I’ve done by liberating others from the Authority. When I see something unjust, I will educate those who can learn to do better and challenge those who must be overcome.", + "People Are People": "People Are People", + "When you talk about your home, roll +Heart:": "When you talk about your home, roll +Heart:", + "Admit a flaw about your home; gain +1 forward": "Admit a flaw about your home; gain +1 forward", + "Share something good about your home; clear a Condition": "Share something good about your home; clear a Condition", + "Lie about your home to impress a listener; take a String on them": "Lie about your home to impress a listener; take a String on them", + "Hear Me!": "Hear Me!", + "When you shout one of your Convictions aloud in confrontation with those who hold a contrary belief, roll +Daring:": "When you shout one of your Convictions aloud in confrontation with those who hold a contrary belief, roll +Daring:", + "Ask 2": "Ask 2", + "Ask 1": "Ask 1", + "Why do you think you have to follow that belief?": "Why do you think you have to follow that belief?", + "What does it cost you to follow that belief?": "What does it cost you to follow that belief?", + "What do you wish for that is contrary to that belief?": "What do you wish for that is contrary to that belief?", + "It Wasn’t All Bad": "It Wasn’t All Bad", + "When you encounter someone whose perspective is different from that of your companions, share a relevant story from your home culture and roll +Spirit:": "When you encounter someone whose perspective is different from that of your companions, share a relevant story from your home culture and roll +Spirit:", + "In either case, they also tell you something interesting or useful about their upbringing.": "In either case, they also tell you something interesting or useful about their upbringing.", + "Gain a String on them and either take +1 forward to interact with them or grant that +1 forward to a companion": "Gain a String on them and either take +1 forward to interact with them or grant that +1 forward to a companion", + "Gain a String on them": "Gain a String on them", + "Listen and Learn": "Listen and Learn", + "When you ask someone what you should do in an unfamiliar situation:": "When you ask someone what you should do in an unfamiliar situation:", + "If you follow their advice, take +1 forward and clear a Condition": "If you follow their advice, take +1 forward and clear a Condition", + "If you follow their advice and it goes poorly, mark XP": "If you follow their advice and it goes poorly, mark XP", + "Proper Courtship": "Proper Courtship", + "When you’re Smitten with someone and perform an elaborate and roundabout courtship ritual…": "When you’re Smitten with someone and perform an elaborate and roundabout courtship ritual…", + "If the recipient responds properly, you each get +1 forward to protect each other until either of you breaks a Commandment, and they gain a point of Tradition that they can spend for the same effects you can": "If the recipient responds properly, you each get +1 forward to protect each other until either of you breaks a Commandment, and they gain a point of Tradition that they can spend for the same effects you can", + "If they don’t understand that you’re Smitten, give a String to an onlooker who does understand": "If they don’t understand that you’re Smitten, give a String to an onlooker who does understand", + "Silly Tourist": "Silly Tourist", + "When you Figure Out a Person or Defy Disaster by playing the fool, you may additionally ask a question from this list, even on a 6-:": "When you Figure Out a Person or Defy Disaster by playing the fool, you may additionally ask a question from this list, even on a 6-:", + "What would make you laugh?": "What would make you laugh?", + "What hidden threat or opportunity am I missing?": "What hidden threat or opportunity am I missing?", + "How are you vulnerable?": "How are you vulnerable?", + "Stiff Upper Lip": "Stiff Upper Lip", + "You can spend a point of Tradition to ignore the -2 penalty caused by Conditions. This effect ends if you violate a Commandment or at the end of the scene. When the effect ends, take a Condition.": "You can spend a point of Tradition to ignore the -2 penalty caused by Conditions. This effect ends if you violate a Commandment or at the end of the scene. When the effect ends, take a Condition.", + "I Don’t Belong": "I Don’t Belong", + "Which of your values do they openly violate or decry?": "Which of your values do they openly violate or decry?", + "Not So Different": "Not So Different", + "What prejudice do you hold?": "What prejudice do you hold?", + "What tradition do you most value?": "What tradition do you most value?", + "The Spooky Witch is a weirdo who does their own thing while craving connection. They’ve found that many monsters are quite friendly if you give them a chance, but befriending them brands you a monster, as well. Their central conflict lies in navigating pressures to conform versus their own desires or those of their monstrous friends. Example archetypes: Spell Dancer, Nerdy Alchemist, Speaker for the Unseen": "The Spooky Witch is a weirdo who does their own thing while craving connection. They’ve found that many monsters are quite friendly if you give them a chance, but befriending them brands you a monster, as well. Their central conflict lies in navigating pressures to conform versus their own desires or those of their monstrous friends. Example archetypes: Spell Dancer, Nerdy Alchemist, Speaker for the Unseen", + "The Unseen": "The Unseen", + "The Unseen are mysterious beings most cannot perceive. Their very existence may be debated, but you know the truth, because they have spoken to you. You know that some are kind and some are dangerous, that they have abilities and limitations that differ from “normal” people, and that you find yourself in between.": "The Unseen are mysterious beings most cannot perceive. Their very existence may be debated, but you know the truth, because they have spoken to you. You know that some are kind and some are dangerous, that they have abilities and limitations that differ from “normal” people, and that you find yourself in between.", + "Work with your GM to define what the Unseen are—or what your Spooky Witch thinks they are. They could be friendly spirits, phase-shifted aliens, psychic remnants, glitched-out nanites, angry poltergeists, or something totally other. When did you first interact with them? What do you think they want?": "Work with your GM to define what the Unseen are—or what your Spooky Witch thinks they are. They could be friendly spirits, phase-shifted aliens, psychic remnants, glitched-out nanites, angry poltergeists, or something totally other. When did you first interact with them? What do you think they want?", + "I Like Snails!": "I Like Snails!", + "When you are Smitten with someone and Figure Them Out, blurt out something weird and let them ask you a question from the list. Then ask them another question from the list, even on a 6-.": "When you are Smitten with someone and Figure Them Out, blurt out something weird and let them ask you a question from the list. Then ask them another question from the list, even on a 6-.", + "Astral Dance": "Astral Dance", + "When you dance across the boundary into the realm beyond, describe it and roll +Grace:": "When you dance across the boundary into the realm beyond, describe it and roll +Grace:", + "You and a small number of others who dance with you arrive at a distant destination of your choice.": "You and a small number of others who dance with you arrive at a distant destination of your choice.", + "You don’t arrive where you intend, you arrive almost too late, or you lose something important in the process. The GM will tell you which.": "You don’t arrive where you intend, you arrive almost too late, or you lose something important in the process. The GM will tell you which.", + "Divination": "Divination", + "When you have time and safety to read the unseen truth of someone present, describe your divination process and what makes it conspicuous. The GM will tell you something interesting about the person or the obstacles they face that they don’t know. Then roll +Spirit:": "When you have time and safety to read the unseen truth of someone present, describe your divination process and what makes it conspicuous. The GM will tell you something interesting about the person or the obstacles they face that they don’t know. Then roll +Spirit:", + "If you tell the truth, they clear a Condition. If you lie, gain a String on them.": "If you tell the truth, they clear a Condition. If you lie, gain a String on them.", + "They learn the truth and clear a Condition.": "They learn the truth and clear a Condition.", + "Dreamwalk": "Dreamwalk", + "When you touch an unconscious, sleeping, or willing subject, you can see an impression of their thoughts and appear in their dreams. You may roll +Spirit to Figure Out or Entice them in this state.": "When you touch an unconscious, sleeping, or willing subject, you can see an impression of their thoughts and appear in their dreams. You may roll +Spirit to Figure Out or Entice them in this state.", + "Eerie Companion": "Eerie Companion", + "You have a little pet monster or spirit. Choose two basic moves. The companion grants you +1 to these moves when it assists you, but its assistance is always obvious and alarming to ordinary people. In addition, you can speak with monsters.": "You have a little pet monster or spirit. Choose two basic moves. The companion grants you +1 to these moves when it assists you, but its assistance is always obvious and alarming to ordinary people. In addition, you can speak with monsters.", + "Friends in Weird Places": "Friends in Weird Places", + "You are friends with some odd people. Folx that others might not consider people at all…": "You are friends with some odd people. Folx that others might not consider people at all…", + "Name three of them. For each one, write down one thing they’re good at, one reason why everyone else is afraid of them, and what you like to do together when you hang out.": "Name three of them. For each one, write down one thing they’re good at, one reason why everyone else is afraid of them, and what you like to do together when you hang out.", + "When you call on them for help, the GM tells you what they provide. Give them a String on you and mark the Favor next to their name. Whenever significant time passes, one of your friends with marked Favor will need help from you. Clear their Favor if you help, mark a Condition if you don’t.": "When you call on them for help, the GM tells you what they provide. Give them a String on you and mark the Favor next to their name. Whenever significant time passes, one of your friends with marked Favor will need help from you. Clear their Favor if you help, mark a Condition if you don’t.", + "1st friend": "1st friend", + "Why everyone else is afraid of them": "Why everyone else is afraid of them", + "What we like to do together": "What we like to do together", + "2nd friend": "2nd friend", + "3rd friend": "3rd friend", + "Talk Nerdy to Me": "Talk Nerdy to Me", + "You may roll +Wit instead of +Heart to Entice someone. In addition, choose an area of study that holds special interest for you. You have top-tier knowledge of this area and are always prepared with an interesting fact, and sometimes even a useful fact, when you come across something within your expertise. The GM will provide the information or invite you to make something up.": "You may roll +Wit instead of +Heart to Entice someone. In addition, choose an area of study that holds special interest for you. You have top-tier knowledge of this area and are always prepared with an interesting fact, and sometimes even a useful fact, when you come across something within your expertise. The GM will provide the information or invite you to make something up.", + "Witchfire": "Witchfire", + "You may roll +Spirit instead of +Daring to Fight, but you’re very conspicuous when you do. The consequences of a 6- will be severe.": "You may roll +Spirit instead of +Daring to Fight, but you’re very conspicuous when you do. The consequences of a 6- will be severe.", + "Why Did I Bring up the Snails?": "Why Did I Bring up the Snails?", + "What obvious thing about you are you sure would make them reject you?": "What obvious thing about you are you sure would make them reject you?", + "Whispered Secrets": "Whispered Secrets", + "What makes you insecure?": "What makes you insecure?", + "What haunts you?": "What haunts you?", + "The Trickster is devious and calculating. They fear closeness, sincerity, and vulnerability. If they show you the truth of their heart, they’ll be wearing a mask to do it. Their central conflict lies in desiring closeness while fearing vulnerability. Example Archetypes: Businesslike Spy, Endearing Charlatan, Cold Mastermind": "The Trickster is devious and calculating. They fear closeness, sincerity, and vulnerability. If they show you the truth of their heart, they’ll be wearing a mask to do it. Their central conflict lies in desiring closeness while fearing vulnerability. Example Archetypes: Businesslike Spy, Endearing Charlatan, Cold Mastermind", + "Too Many Feelings": "Too Many Feelings", + "Feelings": "Feelings", + "Your heart is as passionate as any other, but you bury it beneath layers of deception—until you can’t keep your feelings in any longer.": "Your heart is as passionate as any other, but you bury it beneath layers of deception—until you can’t keep your feelings in any longer.", + "Start at 1 and increase your Feelings by 1 each time you gain a String, someone gains a String on you, or you mark a Condition. You may also choose to increase your Feelings any time you find yourself gasping or swooning over someone. Strings assigned during character creation don’t increase your Feelings.": "Start at 1 and increase your Feelings by 1 each time you gain a String, someone gains a String on you, or you mark a Condition. You may also choose to increase your Feelings any time you find yourself gasping or swooning over someone. Strings assigned during character creation don’t increase your Feelings.", + "If your Feelings track reaches 4, you can’t hold it in anymore. Tear off the mask and scream what you’ve been holding in, do what you’ve been afraid to do, and damn the consequences. You can give anyone present a String on you to gain a String on them. Stop when the consequences catch up with you, for good or ill. Afterwards, reduce your Feelings to 0 and clear a Condition. It feels good to get it out, at least in the moment.": "If your Feelings track reaches 4, you can’t hold it in anymore. Tear off the mask and scream what you’ve been holding in, do what you’ve been afraid to do, and damn the consequences. You can give anyone present a String on you to gain a String on them. Stop when the consequences catch up with you, for good or ill. Afterwards, reduce your Feelings to 0 and clear a Condition. It feels good to get it out, at least in the moment.", + "When you open up to someone whose regard matters to you, reduce your Feelings by 2. When you secretly perform a loving act for someone, reduce your Feelings by 1.": "When you open up to someone whose regard matters to you, reduce your Feelings by 2. When you secretly perform a loving act for someone, reduce your Feelings by 1.", + "Ew, Feelings": "Ew, Feelings", + "When someone offers you Emotional Support and you refuse to open up, increase your Feelings by 1 and choose 1 from the listed options for that move as if they rolled 7–9. If they rolled 10+, they know they got through to you; they gain the benefits of a 10+ result as if you had opened up.": "When someone offers you Emotional Support and you refuse to open up, increase your Feelings by 1 and choose 1 from the listed options for that move as if they rolled 7–9. If they rolled 10+, they know they got through to you; they gain the benefits of a 10+ result as if you had opened up.", + "The Mask": "The Mask", + "When you seek to persuade an NPC of a lie about yourself, roll +Wit:": "When you seek to persuade an NPC of a lie about yourself, roll +Wit:", + "Additionally, whenever a PC Figures You Out, you can give false answers. You must increase your Feelings by 1 at the end of any scene where you do this.": "Additionally, whenever a PC Figures You Out, you can give false answers. You must increase your Feelings by 1 at the end of any scene where you do this.", + "They believe a big lie": "They believe a big lie", + "The lie you have chosen is unexpectedly perfect, creating a new opportunity": "The lie you have chosen is unexpectedly perfect, creating a new opportunity", + "They give you the benefit of the doubt and remain convinced even if there is some evidence of your lie": "They give you the benefit of the doubt and remain convinced even if there is some evidence of your lie", + "Center of the Web": "Center of the Web", + "When someone approaches you to get something from you or threaten you. Choose 1:": "When someone approaches you to get something from you or threaten you. Choose 1:", + "Gain a String on them or they lose a String on you": "Gain a String on them or they lose a String on you", + "Ask them a question from the Figure Out a Person move": "Ask them a question from the Figure Out a Person move", + "+1 ongoing against them for the scene": "+1 ongoing against them for the scene", + "Deft Fingers": "Deft Fingers", + "When you filch something from a person, roll +Grace:": "When you filch something from a person, roll +Grace:", + "The item reveals a secret love or vulnerability": "The item reveals a secret love or vulnerability", + "The item creates an opportunity (such as a map, key, or note)": "The item creates an opportunity (such as a map, key, or note)", + "The person doesn’t know you took it": "The person doesn’t know you took it", + "Devious Scheme": "Devious Scheme", + "When others go along with your cunning plan, roll +Wit:": "When others go along with your cunning plan, roll +Wit:", + "Twice during your plan, you may choose 1": "Twice during your plan, you may choose 1", + "Once during your plan, you may choose 1": "Once during your plan, you may choose 1", + "Produce just the right object": "Produce just the right object", + "Describe an unexpected weakness in an obstacle": "Describe an unexpected weakness in an obstacle", + "Appear right behind someone at a crucial moment": "Appear right behind someone at a crucial moment", + "Knives behind the Mask": "Knives behind the Mask", + "When someone reveals a secret about you in your presence, you’re prepared with a damaging secret about them. If you reveal it now in retaliation, they mark a Condition. If you keep the secret for the time being, gain a String on them.": "When someone reveals a secret about you in your presence, you’re prepared with a damaging secret about them. If you reveal it now in retaliation, they mark a Condition. If you keep the secret for the time being, gain a String on them.", + "Play the Part": "Play the Part", + "When you use someone else’s personal item or clothing to disguise yourself as them, roll +Daring:": "When you use someone else’s personal item or clothing to disguise yourself as them, roll +Daring:", + "While you remain so dressed, your disguise is perfect; only your words or deeds may expose you.": "While you remain so dressed, your disguise is perfect; only your words or deeds may expose you.", + "Someone sees through your disguise, but they don’t give you away just yet. Give them a String.": "Someone sees through your disguise, but they don’t give you away just yet. Give them a String.", + "A Beautiful Lie": "A Beautiful Lie", + "What secret do you have that you think would make them reject you if they knew?": "What secret do you have that you think would make them reject you if they knew?", + "I See through You": "I See through You", + "Who do you want me to be?": "Who do you want me to be?", + "What are you most afraid of right now?": "What are you most afraid of right now?", + "The Scoundrel is a hero of action and intense physicality. Their sword fights are punctuated by banter and flirtation and end in kisses as often as they end in bloodshed. Their central conflict lies in their urge to explore new horizons versus committing to purpose or security. Example Archetypes: Shimbo Pirate, Diva Fencing Champion, Dashing Jewel Thief": "The Scoundrel is a hero of action and intense physicality. Their sword fights are punctuated by banter and flirtation and end in kisses as often as they end in bloodshed. Their central conflict lies in their urge to explore new horizons versus committing to purpose or security. Example Archetypes: Shimbo Pirate, Diva Fencing Champion, Dashing Jewel Thief", + "Playful demeanor, provocative demeanor, eyes only for you": "Playful demeanor, provocative demeanor, eyes only for you", + "Revealing clothes, flowing clothes, tight clothes, gaudy costume": "Revealing clothes, flowing clothes, tight clothes, gaudy costume", + "A flashy sword, a famous sword, a delicate sword": "A flashy sword, a famous sword, a delicate sword", + "Show More": "Show More", + "Show Less": "Show Less", + "What the Unseen are like": "What the Unseen are like", + "Filter Out Moves I Can't Take": "Filter Out Moves I Can't Take", + "Hide Special Features": "Hide Special Features", + "Hide Playbook Moves": "Hide Playbook Moves", + "Hide Truths of Heart and Blade": "Hide Truths of Heart and Blade", + "Note to display": "Note to display", + "Override penalty value": "Override penalty value", + "Number of Conditions marked": "Number of Conditions marked", + "When you fill your XP track, you gain an Advance from the list. If you’re playing a single session rather than an ongoing game, you earn an Advance every 3 XP instead of every 5.": "When you fill your XP track, you gain an Advance from the list. If you’re playing a single session rather than an ongoing game, you earn an Advance every 3 XP instead of every 5.", + "You may experience a short pause before your choice displays, slightly longer for playbooks that haven't been loaded yet! Please note that when displayed, moves will appear in your character sheet in the order in which you loaded them.": "You may experience a short pause before your choice displays, slightly longer for playbooks that haven't been loaded yet! Please note that when displayed, moves will appear in your character sheet in the order in which you loaded them.", + "Load and": "Load and", + "Load": "Load", + "Consult the basic move “Influence with a String” for options to influence others for good or ill. Several basic and playbook moves also have effects upon spending a string.": "Consult the basic move “Influence with a String” for options to influence others for good or ill. Several basic and playbook moves also have effects upon spending a string.", + "Gaining a fourth String on someone triggers a String Advance. The basic moves reference contains details.": "Gaining a fourth String on someone triggers a String Advance. The basic moves reference contains details.", + "Quick String Spending Buttons": "Quick String Spending Buttons", + "+3 to a roll to Figure Out or Emotionally Support": "+3 to a roll to Figure Out or Emotionally Support", + "Spend on any other purpose for": "Spend on any other purpose for", + "Spend": "Spend", + "Other": "Other", + "Figure Out": "Figure Out", + "Time for a String Advance!": "Time for a String Advance!", + "Introduce yourself!": "Introduce yourself!", + "Sheet Height": "Sheet Height", + "Default": "Default", + "Tall": "Tall", + "Max": "Max", + "Relationship Questions": "Relationship Questions", + "Who most reminds you of a beast?": "Who most reminds you of a beast?", + "Who most reminds you of prey?": "Who most reminds you of prey?", + "Who has seen you at your most bestial?": "Who has seen you at your most bestial?", + "Who believes in the importance of your Destiny?": "Who believes in the importance of your Destiny?", + "Who makes you feel like an ordinary person?": "Who makes you feel like an ordinary person?", + "Who is just as important to you as your Destiny?": "Who is just as important to you as your Destiny?", + "Is another PC an object of your Devotion?": "Is another PC an object of your Devotion?", + "Who looks out for you even when you don’t look out for yourself?": "Who looks out for you even when you don’t look out for yourself?", + "Who did you save from a terrible fate?": "Who did you save from a terrible fate?", + "Whom have you wronged the most? Do they know it was you?": "Whom have you wronged the most? Do they know it was you?", + "Who believes in you more than you believe in yourself?": "Who believes in you more than you believe in yourself?", + "Who talks to you about things they wouldn’t discuss with others because of your past?": "Who talks to you about things they wouldn’t discuss with others because of your past?", + "Who sees your potential?": "Who sees your potential?", + "Who thinks you’re perfect the way you are?": "Who thinks you’re perfect the way you are?", + "Who thought they took you on a date when you thought it was just a fun, friendly time?": "Who thought they took you on a date when you thought it was just a fun, friendly time?", + "Who were you Smitten with until recently?": "Who were you Smitten with until recently?", + "Who replaced them in your desire?": "Who replaced them in your desire?", + "Who has almost as much flair as you?": "Who has almost as much flair as you?", + "Who reminds you of home?": "Who reminds you of home?", + "Who is the most outrageous of your new companions?": "Who is the most outrageous of your new companions?", + "Who is your model for local customs?": "Who is your model for local customs?", + "Who thinks you’re not all that weird?": "Who thinks you’re not all that weird?", + "Whom have the Unseen warned you about?": "Whom have the Unseen warned you about?", + "Who is your touchstone for what “normal” is?": "Who is your touchstone for what “normal” is?", + "Who has seen a hint of what’s behind your mask?": "Who has seen a hint of what’s behind your mask?", + "Who has been the worst victim of your trickery?": "Who has been the worst victim of your trickery?", + "Whom are you most concerned about?": "Whom are you most concerned about?", + "__end__": "END OF JSON" +} diff --git a/Tiny D6 Games/translations/ca.json b/Tiny D6 Games/translations/ca.json new file mode 100644 index 0000000000..2da75d9454 --- /dev/null +++ b/Tiny D6 Games/translations/ca.json @@ -0,0 +1,55 @@ +{ + "character": "Character", + "name": "Name", + "heritage": "Heritage", + "people": "People", + "homeland": "Homeland", + "home-planet": "Home Planet", + "age": "Age", + "eyes": "Eyes", + "hair": "Hair", + "gender": "Gender", + "appearance": "Appearance", + "family-trade": "Family Trade", + "belief": "Belief", + "traits": "Traits", + "trait-name": "Trait Name", + "trait-description...": "Trait Description...", + "inventory-bags": "Inventory Bags", + "roll-buttons": "Roll Buttons", + "roll-modifiers": "Roll Modifiers", + "focus": "Focus", + "initiative-modifier": "Initiative Modifier", + "marksmanship": "Marksmanship", + "disadvantage": "Disadvantage", + "normal": "Normal", + "advantage": "Advantage", + "heritage-trait-name": "Heritage Trait Name", + "heritage-trait-description...": "Heritage Trait Description...", + "experience": "Experience", + "total": "Total", + "spent": "Spent", + "remaining": "Remaining", + "health": "Health", + "weapon-proficiences": "Weapon Proficiencies", + "light": "Light", + "heavy": "Heavy", + "ranged": "Ranged", + "unarmed": "Unarmed", + "improvised": "Improvised", + "light-melee": "Light Melee", + "heavy-melee": "Heavy Melee", + "light-range": "Light Range", + "heavy-range": "Heavy Range", + "mastered-weapons": "Mastered Weapons", + "list-of-weapons...": "List of Weapons...", + "equipped-items": "Equipped Items", + "item-name": "Item Name", + "inventory": "Inventory", + "depletion": "Depletion", + "weilding": "Weilding", + "wearing": "Wearing", + "armor-name": "Armor Name", + "armor": "Armor", + "slots": "Slots" +} diff --git a/Tiny D6 Games/translations/hu.json b/Tiny D6 Games/translations/hu.json new file mode 100644 index 0000000000..2da75d9454 --- /dev/null +++ b/Tiny D6 Games/translations/hu.json @@ -0,0 +1,55 @@ +{ + "character": "Character", + "name": "Name", + "heritage": "Heritage", + "people": "People", + "homeland": "Homeland", + "home-planet": "Home Planet", + "age": "Age", + "eyes": "Eyes", + "hair": "Hair", + "gender": "Gender", + "appearance": "Appearance", + "family-trade": "Family Trade", + "belief": "Belief", + "traits": "Traits", + "trait-name": "Trait Name", + "trait-description...": "Trait Description...", + "inventory-bags": "Inventory Bags", + "roll-buttons": "Roll Buttons", + "roll-modifiers": "Roll Modifiers", + "focus": "Focus", + "initiative-modifier": "Initiative Modifier", + "marksmanship": "Marksmanship", + "disadvantage": "Disadvantage", + "normal": "Normal", + "advantage": "Advantage", + "heritage-trait-name": "Heritage Trait Name", + "heritage-trait-description...": "Heritage Trait Description...", + "experience": "Experience", + "total": "Total", + "spent": "Spent", + "remaining": "Remaining", + "health": "Health", + "weapon-proficiences": "Weapon Proficiencies", + "light": "Light", + "heavy": "Heavy", + "ranged": "Ranged", + "unarmed": "Unarmed", + "improvised": "Improvised", + "light-melee": "Light Melee", + "heavy-melee": "Heavy Melee", + "light-range": "Light Range", + "heavy-range": "Heavy Range", + "mastered-weapons": "Mastered Weapons", + "list-of-weapons...": "List of Weapons...", + "equipped-items": "Equipped Items", + "item-name": "Item Name", + "inventory": "Inventory", + "depletion": "Depletion", + "weilding": "Weilding", + "wearing": "Wearing", + "armor-name": "Armor Name", + "armor": "Armor", + "slots": "Slots" +} diff --git a/Torchbearer/translations/ca.json b/Torchbearer/translations/ca.json new file mode 100644 index 0000000000..33cec96641 --- /dev/null +++ b/Torchbearer/translations/ca.json @@ -0,0 +1,148 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "TraitFirstLevelEffect": "1: +1D per session", + "TraitSecondLevelEffect": "2: +1D per roll", + "TraitThirdLevelEffect": "3: 1s on suc/tie roll", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Spellbook": "Spellbook", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits", + "GrindConditionsOrder": "The Grind", + "BeginnersLuck": "BL", + "BeginnersLuckFull": "Beginner s Luck!" +} diff --git a/Torchbearer/translations/hu.json b/Torchbearer/translations/hu.json new file mode 100644 index 0000000000..33cec96641 --- /dev/null +++ b/Torchbearer/translations/hu.json @@ -0,0 +1,148 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "TraitFirstLevelEffect": "1: +1D per session", + "TraitSecondLevelEffect": "2: +1D per roll", + "TraitThirdLevelEffect": "3: 1s on suc/tie roll", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Spellbook": "Spellbook", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits", + "GrindConditionsOrder": "The Grind", + "BeginnersLuck": "BL", + "BeginnersLuckFull": "Beginner s Luck!" +} diff --git a/Torg Eternity/translations/ca.json b/Torg Eternity/translations/ca.json new file mode 100644 index 0000000000..db79aae53e --- /dev/null +++ b/Torg Eternity/translations/ca.json @@ -0,0 +1,247 @@ +{ + "name": "Name", + "total-xp": "Total XP", + "race": "Race", + "cosm": "Cosm", + "pick-one": "(Pick one)", + "aysle": "Aysle", + "core-earth": "Core Earth", + "cyberpapacy": "Cyberpapacy", + "living-land": "Living Land", + "nile-empire": "Nile Empire", + "orrorsh": "Orrorsh", + "pan-pacifica": "Pan-Pacifica", + "tharkold": "Tharkold", + "other": "Other", + "unspent": "Unspent", + "axioms": "Axioms:", + "magic": "Magic", + "social": "Social", + "spiritual": "Spiritual", + "tech": "Tech", + "clearance": "Clearance", + "announcements-version-4-upgrade": "Announcements: Version 4 Upgrade", + "your-sheet-is-being-updated-to-version-403": "Your sheet is being updated to version 4.03. This may take a few seconds to complete.", + "read-this-note-in-the-meantime": "Read this note in the meantime; it should be complete when you finish.", + "you-can-learn-more-about-sheet-features": "You can learn more about the sheet features at the wiki page:", + "here-is-a-summary-of-changes": "Here is a summary of changes:", + "better-handling-of-ammo": "Version 4.02: Better handling for changes in ammo capacity.", + "updated-glories-and-deeds": "Version 4.02: Updated Glories and Deeds & Exploits section, so they operate like Perks, Equipment, Armor.", + "various-css-updates-402": "Version 4.02: Behind the scenes CSS updates.", + "corrected-tharkold-typo": "Version 4.01: Corrected tharkold typo (from Tharkhold)", + "minor-tweaks-to-visual-style": "Version 4.01: Minor tweaks to visual style", + "added-new-buttons": "Version 4.01: Added new buttons to torg rolltemplate.", + "added-some-elements-to-stort-tab": "Version 4.01: Added some elements to Story tab.", + "a-new-visual-design-and-layout": "A new visual design and layout.", + "headings-on-the-abilities-page": "Every heading on the Abilities page does something. Hover over them or click them to see.", + "added-automatic-calculation-of-most-things": "Added automatic calculation of most things on the sheet - attributes, skills, attacks, cosm axioms, wounds, shock, armour, and so on.", + "added-skill-display-option": "Added skill display option, where you can choose which are shown or hidden via settings, and use them by name in macros.", + "added-status-buttons": "Added status buttons, so you can spend possibilities, suffer shock or wounds, or apply stymied, vulnerable, and fatigue results with the click of a button.", + "combined-weapons-and-powers": "Combined Weapons and Powers into a single repeating section, which takes up less space.", + "added-a-repeating-section-for-armor": "Added a repeating section for armor, so you aren't limited to two sets. there is a Worn checkbox, and the stats of all armor worn will be applied according to the rules (take best armor, worst dex, and total fatigue).", + "cosm-axioms-are-filled-in-automatically": "Cosm axioms are filled in automatically, and added a popup for Cosm-specific Possibilities.", + "popup-for-recording-permanent-changes": "Added popup for recording permanent changes to Wounds, Shock, Toughness, and Move, perhaps due to Perks.", + "added-expandable-description-boxes": "Added expandable description boxes for each of Perks, Armour, Equipment, and Weapons and Powers.", + "revised-action-and-damage-rolltemplates": "Revised action and damage rolltemplates, so now you are asked for a modifier, and then are given a roll total. Using UP and Possibilities takes the current skill or ability into account.", + "clearance-level-is-calculated": "Your Clearance level is calculated automatically from Experience.", + "character-should-be-updated-now": "Your character should be updated now. Have fun!", + "note-u": "NOTE", + "if-attributes-aren-t-updating-properly": "If attributes aren't updating properly after the update, close the sheet and reopen it. You only need to do this once.", + "close-this-frame": "Close This Frame", + "you-can-get-this-announcement-page-back": "You can get this Announcement page back from the settings cog at the right.", + "Abilities": "Abilities", + "Story": "Story", + "Threat": "Threat", + "Adventure": "Adventure", + "settings": "Settings", + "use-tokens": "Use Tokens for Roll Tracking", + "display-roll": "Damage: Display Roll Only", + "ask-for-toughness": "Damage: Ask for Toughness", + "choose-target": "Damage: Choose target", + "toggle-panels": "Toggle Hidden Panels", + "toggle-announcements": "Toggle Announcements", + "skills": "Skills", + "combat": "Combat", + "adds": "Adds", + "mod": "Mod", + "stat": "Stat", + "total": "Total", + "energy-weapons": "Energy Weapons", + "cha-u": "CHA", + "dex-u": "DEX", + "min-u": "MIN", + "spi-u": "SPI", + "str-u": "STR", + "fire-combat": "Fire Combat", + "heavy-weapons": "Heavy Weapons", + "melee-weapons": "Melee Weapons", + "missile-weapons": "Missile Weapons", + "unarmed-combat": "Unarmed Combat", + "interaction": "Interaction", + "intimidate": "Intimidate", + "maneuver": "Maneuver", + "taunt": "Taunt", + "trick": "Trick", + "select-your-skills": "Select Your Skills", + "check-which-skills-to-display": "Check which skills to display.", + "air-vehicles": "Air Vehicles", + "alteration": "Alteration", + "apportation": "Apportation", + "beast-riding": "Beast Riding", + "computers": "Computers", + "conjuration": "Conjuration", + "divination": "Divination", + "dodge": "Dodge", + "evidence-analysis": "Evidence Analysis", + "faith": "Faith", + "find": "Find", + "first-aid": "First Aid", + "kinesis": "Kinesis", + "land-vehicles": "Land Vehicles", + "language": "Language", + "lockpicking": "Lockpicking", + "medicine": "Medicine", + "persuasion": "Persuasion", + "precognition": "Precognition", + "profession": "Profession", + "reality": "Reality", + "scholar": "Scholar", + "science": "Science", + "stealth": "Stealth", + "streetwise": "Streetwise", + "survival": "Survival", + "telepathy": "Telepathy", + "tracking": "Tracking", + "water-vehicles": "Water Vehicles", + "willpower": "Willpower", + "custom-skills": "Custom Skills", + "custom": "Custom", + "Choose": "(Choose)", + "equipment": "Equipment", + "item": "Item", + "axiom": "Axiom", + "attributes": "Attributes", + "base": "Base", + "charisma-u": "CHARISMA", + "dexterity-u": "DEXTERITY", + "mind-u": "MIND", + "spirit-u": "SPIRIT", + "strength-u": "STRENGTH", + "enhancements": "Enhancements", + "move": "Move", + "shock": "Shock", + "wounds": "Wounds", + "toughness": "Toughness", + "fatigue": "Fatigue", + "derived-ratings": "Derived Ratings", + "move-u": "MOVE", + "shock-u": "SHOCK", + "run-u": "RUN", + "wounds-u": "WOUNDS", + "defenses": "Defenses", + "defense": "Defense", + "melee": "Melee", + "unarmed": "Unarmed", + "armor": "Armor", + "will-mind": "Will (Mind)", + "worn": "W", + "fat-u": "FAT", + "notes": "Notes", + "weapons-and-powers": "Weapons and Powers", + "range": "Range", + "ammo": "Ammo", + "damage": "Damage", + "spirit": "Spirit", + "none": "None", + "skill": "Skill", + "intimidation": "Intimidation", + "special": "Special", + "fixed": "Fixed", + "strength-plus": "Strength +", + "spirit-plus": "Spirit +", + "mind-plus": "Mind +", + "dexterity-plus": "Dexterity +", + "charisma-plus": "Charisma +", + "power-question-mark": "Power?", + "casting": "Casting", + "target": "Target", + "attack-type": "(Attack Type)", + "standard-attack": "Standard Attack", + "dodge-or-dexterity": "Dodge or Dexterity", + "faith-or-spirit": "Faith or Spirit", + "willpower-or-mind": "Willpower or Mind", + "willpower-or-spirit": "Willpower or Spirit", + "very-easy-dn-6": "Very Easy (DN 6)", + "easy-8": "Easy (8)", + "standard-10": "Standard (10)", + "challenging-12": "Challenging (12)", + "hard-14": "Hard (14)", + "very-hard-16": "Very Hard (16)", + "heroic-18": "Heroic (18)", + "near-impossible-20": "Near Impossible (20)", + "duration": "Duration", + "success-standard": "Success - Standard", + "success-good": "Success - Good", + "success-outstanding": "Success - Outstanding", + "attack-note": "Attack Note", + "damage-note": "Damage Note", + "perks": "Perks", + "effect": "Effect", + "cosms": "Cosms", + "status": "Status", + "possibilities": "Possibilities", + "wounded": "Wounded", + "vulnerable": "Vulnerable", + "stymied": "Stymied", + "description": "Description", + "physical-description": "Physical Description", + "personality-beliefs-and-mannerisms": "Personality: Beliefs and Mannerisms", + "personal-quote": "Personal Quote", + "background-and-moment-of-crisis": "Background and Moment of Crisis", + "deeds-and-exploits": "Deeds", + "glory": "Glory", + "record-your-moments-of-glory": "Record the details of your moments of Glory.", + "advancement-track": "Advancement Track", + "advancement": "Advancement", + "cost": "Cost", + "xp-totals": "XP Totals -", + "earned": "Earned:", + "spent": "Spent:", + "left": "Left:", + "coming-soon": "Coming Soon", + "this-tab-is-primarily-for-the-gm-and-will-provide-a-condensed-statistic-listing-handy-for-tracking-quick-npcs-and-monsters": "This tab is primarily for the GM and will provide a condensed statistic listing handy for tracking quick npcs and monsters.", + "this-tab-is-primarily-for-the-gm--and-wil": "This tab is primarily for the GM, and will include sections for adding notes, quick rolls, and other time-saving tools for when the GM is running an adventure. Players might use it for taking notes.", + "manually-drag-in-this-box": "manually drag in this box to copy the address (roll20 doesnt let us embed links).", + "front-page": "Front Page of the Character Sheet.", + "back-page": "Back Page of the Character Sheet.", + "quick-npcs": "Quick NPCs, Monsters, and the like.", + "note-sheet": "Note taking, and streamlining play for GMs.", + "use-tokens-to-remember-last-roll": "to remember the last roll for rerolls, must use tokens.", + "choose-how-to-roll-damage": "Choose how to roll damage.", + "click-to-select-other-skills": "Click to select Other skills", + "click-to-show-hide-descriptions": "Click to show/hide Descriptions", + "clikc-to-roll-for-multi-action": "click to roll for Multi-Action Bonus", + "only-for-fatigue": "Only for Fatigue initiative event, not backlash.", + "click-to-add-derived-stat-bonus": "Click to add derived stat bonuses", + "click-for-active-defense": "click to roll Active defense", + "click-to-show-hide-details": "Click to show/hide Details", + "click-name-to-roll-attack": "Click the name to roll an attack.", + "click-damage-to-roll-for-damage": "Click Damage to roll for damage.", + "fixed-bonus-to-damage": "Fixed Bonus to Damage", + "bonus-dice-for-damage": "Bonus Dice for Damage", + "bonus-to-attack": "Bonus to Attack", + "edit-attack": "Edit Attack", + "minimum-skill-for-powers": "Minimum Skill for Powers", + "anything-here-will-be-printed-out-when-attacking": "anything here will be printed out when attacking.", + "anything-here-will-be-printed-out-when-rolling-damage": "anything here will be printed out when rolling damage", + "attack-description": "Attack_Description", + "check-to-show-description": "Check to show description.", + "click-to-show-cosm-possibilities": "Click to reveal Cosm-specific Possibilities", + "shock-suffered-on-fatigue": "Shock suffered on Fatigue initiative event", + "connections": "CONNECTIONS", + "enter-details-of-connections": "Your Connections, Romances, and other relationships.", + "update-connections-section": "Version 4.03: Added a Connections section on story tab.", + "added-translation-tags": "Version 4.03: Added translation tags (not in sheet workers yet, and skills wont be sorted alphabetically).", + "fixed-advancement-worker": "Version 4.03: advancement costs work properly if row removed.", + "ammo-cant-go-below-zero": "Version 4.03: Cant set ammo to a negative score now." +} \ No newline at end of file diff --git a/Torg Eternity/translations/hu.json b/Torg Eternity/translations/hu.json new file mode 100644 index 0000000000..db79aae53e --- /dev/null +++ b/Torg Eternity/translations/hu.json @@ -0,0 +1,247 @@ +{ + "name": "Name", + "total-xp": "Total XP", + "race": "Race", + "cosm": "Cosm", + "pick-one": "(Pick one)", + "aysle": "Aysle", + "core-earth": "Core Earth", + "cyberpapacy": "Cyberpapacy", + "living-land": "Living Land", + "nile-empire": "Nile Empire", + "orrorsh": "Orrorsh", + "pan-pacifica": "Pan-Pacifica", + "tharkold": "Tharkold", + "other": "Other", + "unspent": "Unspent", + "axioms": "Axioms:", + "magic": "Magic", + "social": "Social", + "spiritual": "Spiritual", + "tech": "Tech", + "clearance": "Clearance", + "announcements-version-4-upgrade": "Announcements: Version 4 Upgrade", + "your-sheet-is-being-updated-to-version-403": "Your sheet is being updated to version 4.03. This may take a few seconds to complete.", + "read-this-note-in-the-meantime": "Read this note in the meantime; it should be complete when you finish.", + "you-can-learn-more-about-sheet-features": "You can learn more about the sheet features at the wiki page:", + "here-is-a-summary-of-changes": "Here is a summary of changes:", + "better-handling-of-ammo": "Version 4.02: Better handling for changes in ammo capacity.", + "updated-glories-and-deeds": "Version 4.02: Updated Glories and Deeds & Exploits section, so they operate like Perks, Equipment, Armor.", + "various-css-updates-402": "Version 4.02: Behind the scenes CSS updates.", + "corrected-tharkold-typo": "Version 4.01: Corrected tharkold typo (from Tharkhold)", + "minor-tweaks-to-visual-style": "Version 4.01: Minor tweaks to visual style", + "added-new-buttons": "Version 4.01: Added new buttons to torg rolltemplate.", + "added-some-elements-to-stort-tab": "Version 4.01: Added some elements to Story tab.", + "a-new-visual-design-and-layout": "A new visual design and layout.", + "headings-on-the-abilities-page": "Every heading on the Abilities page does something. Hover over them or click them to see.", + "added-automatic-calculation-of-most-things": "Added automatic calculation of most things on the sheet - attributes, skills, attacks, cosm axioms, wounds, shock, armour, and so on.", + "added-skill-display-option": "Added skill display option, where you can choose which are shown or hidden via settings, and use them by name in macros.", + "added-status-buttons": "Added status buttons, so you can spend possibilities, suffer shock or wounds, or apply stymied, vulnerable, and fatigue results with the click of a button.", + "combined-weapons-and-powers": "Combined Weapons and Powers into a single repeating section, which takes up less space.", + "added-a-repeating-section-for-armor": "Added a repeating section for armor, so you aren't limited to two sets. there is a Worn checkbox, and the stats of all armor worn will be applied according to the rules (take best armor, worst dex, and total fatigue).", + "cosm-axioms-are-filled-in-automatically": "Cosm axioms are filled in automatically, and added a popup for Cosm-specific Possibilities.", + "popup-for-recording-permanent-changes": "Added popup for recording permanent changes to Wounds, Shock, Toughness, and Move, perhaps due to Perks.", + "added-expandable-description-boxes": "Added expandable description boxes for each of Perks, Armour, Equipment, and Weapons and Powers.", + "revised-action-and-damage-rolltemplates": "Revised action and damage rolltemplates, so now you are asked for a modifier, and then are given a roll total. Using UP and Possibilities takes the current skill or ability into account.", + "clearance-level-is-calculated": "Your Clearance level is calculated automatically from Experience.", + "character-should-be-updated-now": "Your character should be updated now. Have fun!", + "note-u": "NOTE", + "if-attributes-aren-t-updating-properly": "If attributes aren't updating properly after the update, close the sheet and reopen it. You only need to do this once.", + "close-this-frame": "Close This Frame", + "you-can-get-this-announcement-page-back": "You can get this Announcement page back from the settings cog at the right.", + "Abilities": "Abilities", + "Story": "Story", + "Threat": "Threat", + "Adventure": "Adventure", + "settings": "Settings", + "use-tokens": "Use Tokens for Roll Tracking", + "display-roll": "Damage: Display Roll Only", + "ask-for-toughness": "Damage: Ask for Toughness", + "choose-target": "Damage: Choose target", + "toggle-panels": "Toggle Hidden Panels", + "toggle-announcements": "Toggle Announcements", + "skills": "Skills", + "combat": "Combat", + "adds": "Adds", + "mod": "Mod", + "stat": "Stat", + "total": "Total", + "energy-weapons": "Energy Weapons", + "cha-u": "CHA", + "dex-u": "DEX", + "min-u": "MIN", + "spi-u": "SPI", + "str-u": "STR", + "fire-combat": "Fire Combat", + "heavy-weapons": "Heavy Weapons", + "melee-weapons": "Melee Weapons", + "missile-weapons": "Missile Weapons", + "unarmed-combat": "Unarmed Combat", + "interaction": "Interaction", + "intimidate": "Intimidate", + "maneuver": "Maneuver", + "taunt": "Taunt", + "trick": "Trick", + "select-your-skills": "Select Your Skills", + "check-which-skills-to-display": "Check which skills to display.", + "air-vehicles": "Air Vehicles", + "alteration": "Alteration", + "apportation": "Apportation", + "beast-riding": "Beast Riding", + "computers": "Computers", + "conjuration": "Conjuration", + "divination": "Divination", + "dodge": "Dodge", + "evidence-analysis": "Evidence Analysis", + "faith": "Faith", + "find": "Find", + "first-aid": "First Aid", + "kinesis": "Kinesis", + "land-vehicles": "Land Vehicles", + "language": "Language", + "lockpicking": "Lockpicking", + "medicine": "Medicine", + "persuasion": "Persuasion", + "precognition": "Precognition", + "profession": "Profession", + "reality": "Reality", + "scholar": "Scholar", + "science": "Science", + "stealth": "Stealth", + "streetwise": "Streetwise", + "survival": "Survival", + "telepathy": "Telepathy", + "tracking": "Tracking", + "water-vehicles": "Water Vehicles", + "willpower": "Willpower", + "custom-skills": "Custom Skills", + "custom": "Custom", + "Choose": "(Choose)", + "equipment": "Equipment", + "item": "Item", + "axiom": "Axiom", + "attributes": "Attributes", + "base": "Base", + "charisma-u": "CHARISMA", + "dexterity-u": "DEXTERITY", + "mind-u": "MIND", + "spirit-u": "SPIRIT", + "strength-u": "STRENGTH", + "enhancements": "Enhancements", + "move": "Move", + "shock": "Shock", + "wounds": "Wounds", + "toughness": "Toughness", + "fatigue": "Fatigue", + "derived-ratings": "Derived Ratings", + "move-u": "MOVE", + "shock-u": "SHOCK", + "run-u": "RUN", + "wounds-u": "WOUNDS", + "defenses": "Defenses", + "defense": "Defense", + "melee": "Melee", + "unarmed": "Unarmed", + "armor": "Armor", + "will-mind": "Will (Mind)", + "worn": "W", + "fat-u": "FAT", + "notes": "Notes", + "weapons-and-powers": "Weapons and Powers", + "range": "Range", + "ammo": "Ammo", + "damage": "Damage", + "spirit": "Spirit", + "none": "None", + "skill": "Skill", + "intimidation": "Intimidation", + "special": "Special", + "fixed": "Fixed", + "strength-plus": "Strength +", + "spirit-plus": "Spirit +", + "mind-plus": "Mind +", + "dexterity-plus": "Dexterity +", + "charisma-plus": "Charisma +", + "power-question-mark": "Power?", + "casting": "Casting", + "target": "Target", + "attack-type": "(Attack Type)", + "standard-attack": "Standard Attack", + "dodge-or-dexterity": "Dodge or Dexterity", + "faith-or-spirit": "Faith or Spirit", + "willpower-or-mind": "Willpower or Mind", + "willpower-or-spirit": "Willpower or Spirit", + "very-easy-dn-6": "Very Easy (DN 6)", + "easy-8": "Easy (8)", + "standard-10": "Standard (10)", + "challenging-12": "Challenging (12)", + "hard-14": "Hard (14)", + "very-hard-16": "Very Hard (16)", + "heroic-18": "Heroic (18)", + "near-impossible-20": "Near Impossible (20)", + "duration": "Duration", + "success-standard": "Success - Standard", + "success-good": "Success - Good", + "success-outstanding": "Success - Outstanding", + "attack-note": "Attack Note", + "damage-note": "Damage Note", + "perks": "Perks", + "effect": "Effect", + "cosms": "Cosms", + "status": "Status", + "possibilities": "Possibilities", + "wounded": "Wounded", + "vulnerable": "Vulnerable", + "stymied": "Stymied", + "description": "Description", + "physical-description": "Physical Description", + "personality-beliefs-and-mannerisms": "Personality: Beliefs and Mannerisms", + "personal-quote": "Personal Quote", + "background-and-moment-of-crisis": "Background and Moment of Crisis", + "deeds-and-exploits": "Deeds", + "glory": "Glory", + "record-your-moments-of-glory": "Record the details of your moments of Glory.", + "advancement-track": "Advancement Track", + "advancement": "Advancement", + "cost": "Cost", + "xp-totals": "XP Totals -", + "earned": "Earned:", + "spent": "Spent:", + "left": "Left:", + "coming-soon": "Coming Soon", + "this-tab-is-primarily-for-the-gm-and-will-provide-a-condensed-statistic-listing-handy-for-tracking-quick-npcs-and-monsters": "This tab is primarily for the GM and will provide a condensed statistic listing handy for tracking quick npcs and monsters.", + "this-tab-is-primarily-for-the-gm--and-wil": "This tab is primarily for the GM, and will include sections for adding notes, quick rolls, and other time-saving tools for when the GM is running an adventure. Players might use it for taking notes.", + "manually-drag-in-this-box": "manually drag in this box to copy the address (roll20 doesnt let us embed links).", + "front-page": "Front Page of the Character Sheet.", + "back-page": "Back Page of the Character Sheet.", + "quick-npcs": "Quick NPCs, Monsters, and the like.", + "note-sheet": "Note taking, and streamlining play for GMs.", + "use-tokens-to-remember-last-roll": "to remember the last roll for rerolls, must use tokens.", + "choose-how-to-roll-damage": "Choose how to roll damage.", + "click-to-select-other-skills": "Click to select Other skills", + "click-to-show-hide-descriptions": "Click to show/hide Descriptions", + "clikc-to-roll-for-multi-action": "click to roll for Multi-Action Bonus", + "only-for-fatigue": "Only for Fatigue initiative event, not backlash.", + "click-to-add-derived-stat-bonus": "Click to add derived stat bonuses", + "click-for-active-defense": "click to roll Active defense", + "click-to-show-hide-details": "Click to show/hide Details", + "click-name-to-roll-attack": "Click the name to roll an attack.", + "click-damage-to-roll-for-damage": "Click Damage to roll for damage.", + "fixed-bonus-to-damage": "Fixed Bonus to Damage", + "bonus-dice-for-damage": "Bonus Dice for Damage", + "bonus-to-attack": "Bonus to Attack", + "edit-attack": "Edit Attack", + "minimum-skill-for-powers": "Minimum Skill for Powers", + "anything-here-will-be-printed-out-when-attacking": "anything here will be printed out when attacking.", + "anything-here-will-be-printed-out-when-rolling-damage": "anything here will be printed out when rolling damage", + "attack-description": "Attack_Description", + "check-to-show-description": "Check to show description.", + "click-to-show-cosm-possibilities": "Click to reveal Cosm-specific Possibilities", + "shock-suffered-on-fatigue": "Shock suffered on Fatigue initiative event", + "connections": "CONNECTIONS", + "enter-details-of-connections": "Your Connections, Romances, and other relationships.", + "update-connections-section": "Version 4.03: Added a Connections section on story tab.", + "added-translation-tags": "Version 4.03: Added translation tags (not in sheet workers yet, and skills wont be sorted alphabetically).", + "fixed-advancement-worker": "Version 4.03: advancement costs work properly if row removed.", + "ammo-cant-go-below-zero": "Version 4.03: Cant set ammo to a negative score now." +} \ No newline at end of file diff --git a/Tremulus/translations/ca.json b/Tremulus/translations/ca.json new file mode 100644 index 0000000000..0e03292292 --- /dev/null +++ b/Tremulus/translations/ca.json @@ -0,0 +1,189 @@ +{ + "lbl-name": "Name", + "lbl-playset": "Playset", + "lbl-success": "Success!", + "lbl-partialsuccess": "Partial Success", + "lbl-fail": "Fail!", + "lbl-rolls": "rolls", + "playbook-alienist": "Alienist", + "playbook-antiquarian": "Antiquarian", + "playbook-author": "Author", + "playbook-devout": "Devout", + "playbook-detective": "Detective", + "playbook-dilettante": "Dilettante", + "playbook-doctor": "Doctor", + "playbook-heir": "Heir", + "playbook-journalist": "Journalist", + "playbook-professor": "Professor", + "playbook-salesman": "Salesman", + "playbook-custom": "Custom", + "lbl-look": "Look", + "lbl-notes": "Notes", + "lbl-Reason": "Reason", + "lbl-Passion": "Passion", + "lbl-Might": "Might", + "lbl-Luck": "Luck", + "lbl-Affinity": "Affinity", + "lbl-backstory": "Your Backstory", + "text-Alienist-backstory": "You have studied at fine universities the world over. You know the inner workings of the human mind, and have a knack for uncovering people’s darkest secrets and deepest desires. You help to heal the soul, much as a doctor heals the body.", + "lbl-wealth": "Wealth", + "lbl-trust": "Trust", + "lbl-harm": "Harm", + "info-harm": "At four Harm, become unstable.", + "lbl-unstable": "Unstable", + "lbl-conditions": "Conditions", + "lbl-shock": "Shock", + "info-shock": "At four Shock, become unstable.", + "lbl-disorders": "Disorders", + "lbl-lore": "Lore", + "lbl-loremove": "Lore Move", + "lbl-moves": "Moves", + "lbl-othermoves": "Other Moves", + "text-askbonus": "Any other modifiers?", + "text-antiquarian-backstory": "You have spent your life studying antiquities, turning your interest into your occupation. Over the years, strange items have come in and out of your possession, and you know some of those things out there are truly evil, and you fear what may happen if more such things fall into the wrong hands.", + "text-author-backstory": "You are a writer of no small acclaim who devotes most waking moments to pondering the strangeness of this world, so it is no wonder you often have strange dreams that fade with the morning light. Your lustful curiosity has led you to come across occult texts filled with awfulness, only to discover such horror is real.", + "text-devout-backstory": "You have been called to minister to a flock of souls who have lost their path. You have encountered evil in its many guises and know it falls upon those of strong heart and conviction to stay the course.", + "text-detective-backstory": "You’ve found missing heirs, lost children, and brushed up against more than a few weird things in your hunt for the truth (and a steady paycheck). You’ve been banged around a lot over the years. It comes with the territory.", + "text-dilettante-backstory": "Born with a silver spoon in your mouth, you are filthy rich and jaded beyond your years. Your idle hours are filled with the pursuit of exotic entertainments, each more fantastic than the last. Your wealth allows you indulgences others only dream of.", + "text-doctor-backstory": "You have more than a calling, you have a gift. You are a skilled healer who has decided to leave the grind of the big city behind in search of greener pastures.", + "text-heir-backstory": "You have always felt apart, different, as though you didn’t belong anywhere. You attended university, got a nice job, and found a place where you could live out a mundane existence. Somewhere deep within, you knew it couldn’t last. It began with the letters from a place you never heard of, but you felt strangely called to it. You let them languish, unopened and unread—afraid of what they might contain. You had been warned to always avoid that side of the family. Then the man came, an attorney with a briefcase, a ticket, and the deed to your ancestral home. You felt a sudden release, as though you’d been holding your breath all these years, and decided to see for yourself if there was really a future for you somewhere else in a place less ordinary, a place where you might belong, a place you could call your home.", + "text-journalist-backstory": "Your passion for digging deep to find stories has given you a reputation as a muckraker and a no-nonsense sort. You’re just willing to look where others aren’t…or won’t. You turn over rocks, look for skeletons in closets, and are concerned first and foremost with the truth. You discovered early on the truth is often ugly and harsh, and something most don’t want to hear. In this pursuit, you’ve learned a few unsettling things, things downright strange and weird, and you’ve collected those notes in a box for when you write your memoirs. Until then, you get your byline when you can.", + "text-professor-backstory": "Learning is your greatest love, and you happily share your knowledge through teaching. You have taught in various colleges and universities across the country. Over the years, you have learned life is strange and history is often hysterical.", + "text-salesman-backstory": "Others may consider you a wheeler-dealer, a huckster, or a peddler of snakeoil, but you know better. You don’t just sell things, you sell dreams. You help put a product in someone’s hands to make their lives better, and the world better to boot. Sure, you’ve knocked on a few doors and have encountered more than your share of strange people in your travels, and you know every now and then you have to hightail it out of some place when you’ve worn out your welcome, but hey, that’s all part of doing business. What’s wrong with turning a little profit while you save the world?", + "text-alienist-loremovename": "Shock Therapy:", + "text-alienist-loremovedesc": "You may quickly attempt to snap someone out of a mental fugue without being in a safe place. Roll +reason and check the following:
    ✦   10+ Heal 2 segments
    ✦   7-9 Heal 1 segment
    ✦   6 or less You may choose either not to heal, or heal 1 segment, and the keeper gains 1 Hold to use as a hard move at any time.", + "text-antiquarian-loremovename": "Provenance:", + "text-antiquarian-loremovedesc": "You know a lot about the item in question. You can spend Lore to ask three questions about an item.", + "text-author-loremovename": "Novel Experience:", + "text-author-loremovedesc": "Lore Move Description: The place reminds you of something from one of your books. You may spend a point of Lore to get +2 to Poke Around.", + "text-devout-loremovename": "Smite:", + "text-devout-loremovedesc": "You may spend a point of Lore to roll +luck instead of roll +might when you Take Control or Threaten.", + "text-detective-loremovename": "Playing a Hunch:", + "text-detective-loremovedesc": "You can spend a point of Lore to get +1ongoing against 1 NPC.", + "text-dilettante-loremovename": "You've Done This Before:", + "text-dilettante-loremovedesc": "You can spend a point (or more) of Lore to gain a +1 Forward to any move. You get +1 Forward for each point of Lore expended (up to +3). If you wouldn've succeeded without spending any Lore, you don’t spend any.", + "text-doctor-loremovename": "Emergency Triage:", + "text-doctor-loremovedesc": "You may quickly attempt to heal a wounded person in any situation. roll +luck:
    ✦   10+ Heal 2 segments
    ✦   7-9 Heal 1 segment
    ✦   6 or less You may choose to either not heal or heal 1 segment. if you choose the latter, the Keeper gains 1 hold to use as a hard move at any time.", + "text-heir-loremovename": "Lucky:", + "text-heir-loremovedesc": "You may spend a point of Lore to turn any partial success into a success. You can use this for rolls made by other characters, provided you are close by (within shouting distance) and you trust them (Trust +1 or greater).", + "text-journalist-loremovename": "Locks Are Suggestions:", + "text-journalist-loremovedesc": "You may spend a point of Lore to get quickly and quietly into or out of any mundane place.", + "text-professor-loremovename": "Learned:", + "text-professor-loremovedesc": "Spend a point of Lore to gain +1ongoing regarding one topic of study (chosen by you) for yourself or someone else.", + "text-salesman-loremovename": "Just The Thing:", + "text-salesman-loremovedesc": "Spend a point of Lore to produce a specific minor item of your choice. roll +luck to determine how good it is.
    ✦   10+ It is of good quality
    ✦   7-9 It is unreliable
    ✦   6 or less Whatever it is, it will work one time or only for a short duration. A key will work once and then snap off, a flashlight will last a scene (maybe), and so on. It can be repaired, but may cost as much as a new item to get fixed.", + "text-alienist-move1name": "Therapy", + "text-alienist-move1desc": " You may restore people’s Sanity through talk and the proper administration of sedatives. You may roll +stock to heal the mind.", + "text-alienist-move2name": "Cottage", + "text-alienist-move2desc": " You have a small cottage in town where you can treat patients. It is a safe place. You may have a loyal assistant as well.", + "text-alienist-move3name": "Drawing Conclusions", + "text-alienist-move3desc": " You may use roll +passion to Puzzle Things Out.", + "text-alienist-move4name": "Empathetic", + "text-alienist-move4desc": " You may use roll +passion to Convince", + "text-alienist-move5name": "Quid Pro Quo", + "text-alienist-move5desc": " When you successfully Read a Person, you may ask additional questions (up to your Reason) by answering one posed by the target first. You must be completely honest and open in the exchange.", + "text-alienist-move6name": "Student of Human Nature", + "text-alienist-move6desc": " You gain +1 to any attempts to Convince.", + "text-antiquarian-move1name": "Antique Shope", + "text-antiquarian-move1desc": " You have a small store filled with bric-a-brac, and perhaps an assistant (Chester or Jennifer?) who runs things when you’re out and about. You may use roll +reason to Poke Around your shop once per day. Your shop generates d6 Wealth per month.", + "text-antiquarian-move2name": "Fortunate", + "text-antiquarian-move2desc": " Things tend to fall your way, +1 Luck.", + "text-antiquarian-move3name": "Horse Trader", + "text-antiquarian-move3desc": " With your glib tongue, you may swap items with people instead of wealth for goods or services. roll+affinity.
    ✦   10+ You make a favorable trade—your goods are worth +1 Wealth
    ✦   7-9 Even trade
    ✦   6 or less You may either make the trade at -1 wealth or renege on the deal, gaining a -1 forward with the person/place you’re dealing with.", + "text-antiquarian-move4name": "Identify Objects", + "text-antiquarian-move4desc": " When you use Puzzle Things Out on an item of import (your call), you may ask one additional question.", + "text-antiquarian-move5name": "Shrewd Dealer", + "text-antiquarian-move5desc": " You are able to analyze people through your insight and experience. You use roll +reason to Read a Person.", + "text-author-move1name": "Author-In-Residence", + "text-author-move1desc": " You have been put up by the local college as a feather in their cap and given a small cottage near the campus. You are expected to make an occasional appearance on campus, which earns you 2d6 Wealth per month and +1 Affinity with the academic community and those who appreciate the arts.", + "text-author-move2name": "Bookish", + "text-author-move2desc": " You may roll +reason when you Poke Around a library or similar place (county records office, and so on.)", + "text-author-move3name": "Creative Thinker", + "text-author-move3desc": " You may roll +passion instead of roll +reason when you Puzzle Things Out. When you achieve at least a partial success in this manner, you gain +1 question.", + "text-author-move4name": "Hard To Rattle", + "text-author-move4desc": " You have a tough mind. Whenever you suffer shock, you take one less.", + "text-author-move5name": "Strangely Intense", + "text-author-move5desc": " When you Act Under Pressure, roll +luck instead of roll +reason.", + "text-devout-move1name": "Divine Inspiration", + "text-devout-move1desc": " You may engage in lengthy meditation or prayer to think upon serious matters. When you do, you may roll +luck instead of roll +reason to Puzzle Things Out.", + "text-devout-move2name": "Easy To Talk To", + "text-devout-move2desc": " You gain +1 Affinity.", + "text-devout-move3name": "Grace", + "text-devout-move3desc": " You gain +1 to all Luck-related rolls.", + "text-devout-move4name": "Place Of Worship", + "text-devout-move4desc": " You have a small church, synagogue, temple, or converted house where you tend to your flock. You have a room above it where you sleep and keep your personal effects. Of the congregation, you have ten loyal souls you can call upon as the situation demands. You earn d6 Wealth per month.", + "text-devout-move5name": "Sanctify", + "text-devout-move5desc": " You may perform rituals or rites using holy water, incense, prayer, and the like to make a dwelling or individual safe from otherworldly affairs. This uses d6 supplies. (If it’s a big place, or has many points of egress, probably 2d6.) Should you not have enough on hand, all supplies you have used are wasted, and you’ll have to begin anew. Should a malevolent force be present, you’ll be Acting Under Pressure. Otherwise, roll +reason.", + "text-detective-move1name": "Methodical", + "text-detective-move1desc": " When you Poke Around, you may use roll +reason instead of roll +luck. On any success, you gain +1 clue.", + "text-detective-move2name": "Rough And Tumble", + "text-detective-move2desc": " You’ve been in more than a few fights. You gain +1 Might. You also get a set of brass knuckles, a blackjack, sap, or some other small bit of handheld nastiness for dealing with trouble.", + "text-detective-move3name": "Streetwise", + "text-detective-move3desc": " When you Read a Person, you may ask one additional question on a 7+.", + "text-detective-move4name": "Tough As Nails", + "text-detective-move4desc": " You are considered as having +1 armor at all times.", + "text-detective-move5name": "Well Connected", + "text-detective-move5desc": " When Buying Goods, you can roll +affinity to spread the word .", + "text-dilettante-move1name": "Athletic", + "text-dilettante-move1desc": " You are healthy and hale; add +1 Might. Whenever you must physically Act Under Pressure, you get a +1 to your roll.", + "text-dilettante-move2name": "Deep Pockets", + "text-dilettante-move2desc": " You have a regular reserve of wealth you can tap into at any time. If you need to access cash, you can go to a bank once per day and with a successful Roll+Luck, you get the following:
    ✦   10+ You can withdraw 2d6 Wealth.
    ✦   7-9 You can get d6 Wealth, but people will gossip about your large withdrawal.
    ✦   6 or less The bank is unaccustomed to such large tranctions, and doesn't have that much on hand. You can either wait d6 days to try again, or get a letter of credit for the amount. If the latter, it has to be made out to a particular pary, they must be willing to take it, and people are going to know your business.", + "text-dilettante-move3name": "Ready For Anything", + "text-dilettante-move3desc": " At the beginning of a session, roll +passion.
    ✦   10+ Hold 2.
    ✦   7-9 hold 1. At any time, you can spend your Hold to gain a +1ongoing for a scene
    ✦   6 or less The Keeper Holds 1, and can spend it to have you ill prepared and -1 for a scene.", + "text-dilettante-move4name": "Summer Home", + "text-dilettante-move4desc": " Your family has a place in the area, perhaps unvisited since your childhood. It is a fine, old mansion, and you have sent ahead two of your attendants.", + "text-dilettante-move5name": "Upper Crust", + "text-dilettante-move5desc": " People naturally defer to your grace and bearing (or maybe just your money?). You can drop your name and station to persuade people to do or say things they might not normally. Roll + Affinity:
    ✦   10+ They've heard of you and are willing to help, Hold 1. You can spend this at any time to get them to do pretty much anything they'd do normally. If it's something against their nature or tehy wouldn't otherwise do, it's going to cost you 2d6 wealth. If you don't have the money on hand, they' won'd do later.
    ✦   7-9 hold 1. They'll help you out or answer questions, but its going to cost you a d6 Wealth. And it has to be legal or non-harmful to them.
    ✦   6 or less Who do you think you are throwing your weight around? The Keeper gets to Hold 1 and may spend it at any time to take a hard move against you.", + "text-doctor-move1name": "Medical Training", + "text-doctor-move1desc": " You are a trained physician capable of dealing with cuts, scrapes, and broken bones. You may roll +stock to treat injuries. You may use any medical supplies with roll +reason.", + "text-doctor-move2name": "Bedside Manner", + "text-doctor-move2desc": " Gain +1 Trust with a character when you successfully treat them. Lose 1 Trust on a 6 or less. If you treat an NPC successfully, gain +1ongoing with them or -1ongoing with them on a 6 or less.", + "text-doctor-move3name": "Doctor's Office", + "text-doctor-move3desc": " You have a small home with a clinic where you can treat patients. You may have a loyal assistant as well. You have a stock of pharmaceuticals and other medical supplies on hand to treat people. You earn d6 Wealth per month it is in operation.", + "text-doctor-move4name": "Field Medic", + "text-doctor-move4desc": " While you are caring for people (not fighting), you get +1 armor.", + "text-doctor-move5name": "Forensic Expert", + "text-doctor-move5desc": " When you Poke Around corpses, you may use roll +reason instead of roll +luck. On a 7+, you gain 1 clue in addition to anything else. You also gain +2 to Puzzle Things Out about causes of death, and anatomy related questions.", + "text-doctor-move6name": "Trustworthy", + "text-doctor-move6desc": " Your position makes people innately inclined to confide in you. You gain +1 Affinity, and may ask one additional question when you successfully Read a Person.", + "text-heir-move1name": "Ancestral Home", + "text-heir-move1desc": " You have a large, crumbling, remote manor that has seen better days. It is filled with an assortment of oddities your ancestor collected. It is a weird place, to say the least. You may Poke Around the old place once per day. ✦   7+ You may choose to find one good item of your choice or two clues (or choose from the normal choices).
    ✦   6 or less The Keeper may Hold 2 to use as hard moves.", + "text-heir-move2name": "Certainty", + "text-heir-move2desc": " You are certain there is some reasonable explanation for the weirdness you witness. You aren’t delusional; you know strange things exist. You just know they must have logical underpinnings to them. Reduce any shock taken by 1.", + "text-heir-move3name": "Frantic", + "text-heir-move3desc": " After you are harmed, you may use roll +luck instead of roll +might to Threaten your assailant. On a hit, you deal 1 extra harm.", + "text-heir-move4name": "How Bad Is It?", + "text-heir-move4desc": " After a fight, you may roll +luck to recover from physical injury.
    ✦   10+ Heal 2
    ✦   7-9 Heal 1
    ✦   6 or less Your wound is worse, suffer 1 additional harm", + "text-heir-move5name": "Sensitive", + "text-heir-move5desc": " Increase your Passion by +1. You sometimes get strange vibes. Whenever you roll a natural 12, immediately make a roll +passion.
    ✦   10+ Get 1 Lore
    ✦   7-9 Get 1 Clue
    ✦   6 or less You suffer a horrible vision and take 2 Shock", + "text-journalist-move1name": "Familiar With Deadlines", + "text-journalist-move1desc": " You gain +1 to rolls when you Act Under Pressure.", + "text-journalist-move2name": "Nose For News", + "text-journalist-move2desc": " gain a +2 bonus from clues, instead of the normal +1.", + "text-journalist-move3name": "Snappy Comeback", + "text-journalist-move3desc": " You have a knack with a camera and a sharp eye. No camera is unreliable in your skilled hands. You may snap photos and later Poke Around them to see if there was anything you may have missed. Of course, to get any of those things, or more knowledge about them, will require you to go back to where the pictures were taken.", + "text-journalist-move4name": "Staff Reporter", + "text-journalist-move4desc": " You have a small desk located in the office of the local rag. You earn d6 Wealth per month and may roll +luck once per day. On any success, you get a story lead (a clue). On 6 or less, you have to wait d6 days before you can try again.", + "text-journalist-move5name": "Undaunted", + "text-journalist-move5desc": " When you fail to Convince an NPC you may roll +luck to try another angle.
    ✦   10+ They will do it, if you keep their name out of things
    ✦   7-9 They tell you about a guy who knows someone who may know
    ✦   6 or less They wonder why you won’t take no for an answer. The Keeper may give you -1ongoing with the NPC or hold 1 to take a hard move against you at any time.", + "text-professor-move1name": "Clearheaded", + "text-professor-move1desc": " When you Puzzle Things Out, you may ask 1 additional question on 7+.", + "text-professor-move2name": "Expert", + "text-professor-move2desc": " You gain +2ongoing with all rolls relating to one topic (your choice). When you Puzzle Things Out on this topic, you may ask one additional question on a 7+, and gain a point of Lore in addition to your other choices on a 10+.", + "text-professor-move3name": "Logical", + "text-professor-move3desc": " You think things through. +1 Reason.", + "text-professor-move4name": "Sage Advice", + "text-professor-move4desc": " When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make while following your suggestions, and you gain a point of Lore.", + "text-professor-move5name": "Sound Argument", + "text-professor-move5desc": " You may use roll +reason instead of roll +affinity to Convince someone. For NPCs, on a 6 or less, you have -1forward with them.", + "text-salesman-move1name": "A Mile In Their Shoes", + "text-salesman-move1desc": " You are able to get inside the heads of other people and think what you would have done in their place. You may roll +passion when you want to Puzzle Things Out.", + "text-salesman-move2name": "Develop Rapport", + "text-salesman-move2desc": " Whenever you successfully Read a Person, you get +1ongoing when reading them in the future.", + "text-salesman-move3name": "Have I Got A Deal For You!", + "text-salesman-move3desc": " You can get nearly anyone to put down hard coin for anything you own. You may Convince people to buy your stuff.
    ✦   10+ They will pay you Waelth + 1 in cash
    ✦   7-9 They will pay you its value (or offer to trade you something of roughly equivalent worth), Keeper’s choice. Depending upon the person targeted, it may take them d6 days to come up with the money.
    ✦   6 or less The Keeper can choose that they don’t want it or can’t afford it, or will give you value-1 for it, if you do them a favor first.", + "text-salesman-move4name": "May I Have Your Attention, Please?", + "text-salesman-move4desc": " You are able to Convince a crowd of folks to do something you like. If you miss the roll, however, they don’t take kindly to your interference and become hostile towards you.", + "text-salesman-move5name": "My Word Is My Bond", + "text-salesman-move5desc": " You can attempt to Convince anyone, anytime, to do something for you, even if you have nothing they might want.
    ✦   10+ They don’t really expect you to come through later and will be happy if you do (+1forward).
    ✦   7-9 They will be upset if you don’t come through in the next d6 days. Failure to deliver will either create bad feelings (-1ongoing to Convince), a bad reputation (where you can’t use this move again until you make things right), or the Keeper may hold one and decide some badness for you later.
    ✦   6 or less They’ve heard this sort of thing before, and you have -1forward with them in the future." +} \ No newline at end of file diff --git a/Tremulus/translations/hu.json b/Tremulus/translations/hu.json new file mode 100644 index 0000000000..0e03292292 --- /dev/null +++ b/Tremulus/translations/hu.json @@ -0,0 +1,189 @@ +{ + "lbl-name": "Name", + "lbl-playset": "Playset", + "lbl-success": "Success!", + "lbl-partialsuccess": "Partial Success", + "lbl-fail": "Fail!", + "lbl-rolls": "rolls", + "playbook-alienist": "Alienist", + "playbook-antiquarian": "Antiquarian", + "playbook-author": "Author", + "playbook-devout": "Devout", + "playbook-detective": "Detective", + "playbook-dilettante": "Dilettante", + "playbook-doctor": "Doctor", + "playbook-heir": "Heir", + "playbook-journalist": "Journalist", + "playbook-professor": "Professor", + "playbook-salesman": "Salesman", + "playbook-custom": "Custom", + "lbl-look": "Look", + "lbl-notes": "Notes", + "lbl-Reason": "Reason", + "lbl-Passion": "Passion", + "lbl-Might": "Might", + "lbl-Luck": "Luck", + "lbl-Affinity": "Affinity", + "lbl-backstory": "Your Backstory", + "text-Alienist-backstory": "You have studied at fine universities the world over. You know the inner workings of the human mind, and have a knack for uncovering people’s darkest secrets and deepest desires. You help to heal the soul, much as a doctor heals the body.", + "lbl-wealth": "Wealth", + "lbl-trust": "Trust", + "lbl-harm": "Harm", + "info-harm": "At four Harm, become unstable.", + "lbl-unstable": "Unstable", + "lbl-conditions": "Conditions", + "lbl-shock": "Shock", + "info-shock": "At four Shock, become unstable.", + "lbl-disorders": "Disorders", + "lbl-lore": "Lore", + "lbl-loremove": "Lore Move", + "lbl-moves": "Moves", + "lbl-othermoves": "Other Moves", + "text-askbonus": "Any other modifiers?", + "text-antiquarian-backstory": "You have spent your life studying antiquities, turning your interest into your occupation. Over the years, strange items have come in and out of your possession, and you know some of those things out there are truly evil, and you fear what may happen if more such things fall into the wrong hands.", + "text-author-backstory": "You are a writer of no small acclaim who devotes most waking moments to pondering the strangeness of this world, so it is no wonder you often have strange dreams that fade with the morning light. Your lustful curiosity has led you to come across occult texts filled with awfulness, only to discover such horror is real.", + "text-devout-backstory": "You have been called to minister to a flock of souls who have lost their path. You have encountered evil in its many guises and know it falls upon those of strong heart and conviction to stay the course.", + "text-detective-backstory": "You’ve found missing heirs, lost children, and brushed up against more than a few weird things in your hunt for the truth (and a steady paycheck). You’ve been banged around a lot over the years. It comes with the territory.", + "text-dilettante-backstory": "Born with a silver spoon in your mouth, you are filthy rich and jaded beyond your years. Your idle hours are filled with the pursuit of exotic entertainments, each more fantastic than the last. Your wealth allows you indulgences others only dream of.", + "text-doctor-backstory": "You have more than a calling, you have a gift. You are a skilled healer who has decided to leave the grind of the big city behind in search of greener pastures.", + "text-heir-backstory": "You have always felt apart, different, as though you didn’t belong anywhere. You attended university, got a nice job, and found a place where you could live out a mundane existence. Somewhere deep within, you knew it couldn’t last. It began with the letters from a place you never heard of, but you felt strangely called to it. You let them languish, unopened and unread—afraid of what they might contain. You had been warned to always avoid that side of the family. Then the man came, an attorney with a briefcase, a ticket, and the deed to your ancestral home. You felt a sudden release, as though you’d been holding your breath all these years, and decided to see for yourself if there was really a future for you somewhere else in a place less ordinary, a place where you might belong, a place you could call your home.", + "text-journalist-backstory": "Your passion for digging deep to find stories has given you a reputation as a muckraker and a no-nonsense sort. You’re just willing to look where others aren’t…or won’t. You turn over rocks, look for skeletons in closets, and are concerned first and foremost with the truth. You discovered early on the truth is often ugly and harsh, and something most don’t want to hear. In this pursuit, you’ve learned a few unsettling things, things downright strange and weird, and you’ve collected those notes in a box for when you write your memoirs. Until then, you get your byline when you can.", + "text-professor-backstory": "Learning is your greatest love, and you happily share your knowledge through teaching. You have taught in various colleges and universities across the country. Over the years, you have learned life is strange and history is often hysterical.", + "text-salesman-backstory": "Others may consider you a wheeler-dealer, a huckster, or a peddler of snakeoil, but you know better. You don’t just sell things, you sell dreams. You help put a product in someone’s hands to make their lives better, and the world better to boot. Sure, you’ve knocked on a few doors and have encountered more than your share of strange people in your travels, and you know every now and then you have to hightail it out of some place when you’ve worn out your welcome, but hey, that’s all part of doing business. What’s wrong with turning a little profit while you save the world?", + "text-alienist-loremovename": "Shock Therapy:", + "text-alienist-loremovedesc": "You may quickly attempt to snap someone out of a mental fugue without being in a safe place. Roll +reason and check the following:
    ✦   10+ Heal 2 segments
    ✦   7-9 Heal 1 segment
    ✦   6 or less You may choose either not to heal, or heal 1 segment, and the keeper gains 1 Hold to use as a hard move at any time.", + "text-antiquarian-loremovename": "Provenance:", + "text-antiquarian-loremovedesc": "You know a lot about the item in question. You can spend Lore to ask three questions about an item.", + "text-author-loremovename": "Novel Experience:", + "text-author-loremovedesc": "Lore Move Description: The place reminds you of something from one of your books. You may spend a point of Lore to get +2 to Poke Around.", + "text-devout-loremovename": "Smite:", + "text-devout-loremovedesc": "You may spend a point of Lore to roll +luck instead of roll +might when you Take Control or Threaten.", + "text-detective-loremovename": "Playing a Hunch:", + "text-detective-loremovedesc": "You can spend a point of Lore to get +1ongoing against 1 NPC.", + "text-dilettante-loremovename": "You've Done This Before:", + "text-dilettante-loremovedesc": "You can spend a point (or more) of Lore to gain a +1 Forward to any move. You get +1 Forward for each point of Lore expended (up to +3). If you wouldn've succeeded without spending any Lore, you don’t spend any.", + "text-doctor-loremovename": "Emergency Triage:", + "text-doctor-loremovedesc": "You may quickly attempt to heal a wounded person in any situation. roll +luck:
    ✦   10+ Heal 2 segments
    ✦   7-9 Heal 1 segment
    ✦   6 or less You may choose to either not heal or heal 1 segment. if you choose the latter, the Keeper gains 1 hold to use as a hard move at any time.", + "text-heir-loremovename": "Lucky:", + "text-heir-loremovedesc": "You may spend a point of Lore to turn any partial success into a success. You can use this for rolls made by other characters, provided you are close by (within shouting distance) and you trust them (Trust +1 or greater).", + "text-journalist-loremovename": "Locks Are Suggestions:", + "text-journalist-loremovedesc": "You may spend a point of Lore to get quickly and quietly into or out of any mundane place.", + "text-professor-loremovename": "Learned:", + "text-professor-loremovedesc": "Spend a point of Lore to gain +1ongoing regarding one topic of study (chosen by you) for yourself or someone else.", + "text-salesman-loremovename": "Just The Thing:", + "text-salesman-loremovedesc": "Spend a point of Lore to produce a specific minor item of your choice. roll +luck to determine how good it is.
    ✦   10+ It is of good quality
    ✦   7-9 It is unreliable
    ✦   6 or less Whatever it is, it will work one time or only for a short duration. A key will work once and then snap off, a flashlight will last a scene (maybe), and so on. It can be repaired, but may cost as much as a new item to get fixed.", + "text-alienist-move1name": "Therapy", + "text-alienist-move1desc": " You may restore people’s Sanity through talk and the proper administration of sedatives. You may roll +stock to heal the mind.", + "text-alienist-move2name": "Cottage", + "text-alienist-move2desc": " You have a small cottage in town where you can treat patients. It is a safe place. You may have a loyal assistant as well.", + "text-alienist-move3name": "Drawing Conclusions", + "text-alienist-move3desc": " You may use roll +passion to Puzzle Things Out.", + "text-alienist-move4name": "Empathetic", + "text-alienist-move4desc": " You may use roll +passion to Convince", + "text-alienist-move5name": "Quid Pro Quo", + "text-alienist-move5desc": " When you successfully Read a Person, you may ask additional questions (up to your Reason) by answering one posed by the target first. You must be completely honest and open in the exchange.", + "text-alienist-move6name": "Student of Human Nature", + "text-alienist-move6desc": " You gain +1 to any attempts to Convince.", + "text-antiquarian-move1name": "Antique Shope", + "text-antiquarian-move1desc": " You have a small store filled with bric-a-brac, and perhaps an assistant (Chester or Jennifer?) who runs things when you’re out and about. You may use roll +reason to Poke Around your shop once per day. Your shop generates d6 Wealth per month.", + "text-antiquarian-move2name": "Fortunate", + "text-antiquarian-move2desc": " Things tend to fall your way, +1 Luck.", + "text-antiquarian-move3name": "Horse Trader", + "text-antiquarian-move3desc": " With your glib tongue, you may swap items with people instead of wealth for goods or services. roll+affinity.
    ✦   10+ You make a favorable trade—your goods are worth +1 Wealth
    ✦   7-9 Even trade
    ✦   6 or less You may either make the trade at -1 wealth or renege on the deal, gaining a -1 forward with the person/place you’re dealing with.", + "text-antiquarian-move4name": "Identify Objects", + "text-antiquarian-move4desc": " When you use Puzzle Things Out on an item of import (your call), you may ask one additional question.", + "text-antiquarian-move5name": "Shrewd Dealer", + "text-antiquarian-move5desc": " You are able to analyze people through your insight and experience. You use roll +reason to Read a Person.", + "text-author-move1name": "Author-In-Residence", + "text-author-move1desc": " You have been put up by the local college as a feather in their cap and given a small cottage near the campus. You are expected to make an occasional appearance on campus, which earns you 2d6 Wealth per month and +1 Affinity with the academic community and those who appreciate the arts.", + "text-author-move2name": "Bookish", + "text-author-move2desc": " You may roll +reason when you Poke Around a library or similar place (county records office, and so on.)", + "text-author-move3name": "Creative Thinker", + "text-author-move3desc": " You may roll +passion instead of roll +reason when you Puzzle Things Out. When you achieve at least a partial success in this manner, you gain +1 question.", + "text-author-move4name": "Hard To Rattle", + "text-author-move4desc": " You have a tough mind. Whenever you suffer shock, you take one less.", + "text-author-move5name": "Strangely Intense", + "text-author-move5desc": " When you Act Under Pressure, roll +luck instead of roll +reason.", + "text-devout-move1name": "Divine Inspiration", + "text-devout-move1desc": " You may engage in lengthy meditation or prayer to think upon serious matters. When you do, you may roll +luck instead of roll +reason to Puzzle Things Out.", + "text-devout-move2name": "Easy To Talk To", + "text-devout-move2desc": " You gain +1 Affinity.", + "text-devout-move3name": "Grace", + "text-devout-move3desc": " You gain +1 to all Luck-related rolls.", + "text-devout-move4name": "Place Of Worship", + "text-devout-move4desc": " You have a small church, synagogue, temple, or converted house where you tend to your flock. You have a room above it where you sleep and keep your personal effects. Of the congregation, you have ten loyal souls you can call upon as the situation demands. You earn d6 Wealth per month.", + "text-devout-move5name": "Sanctify", + "text-devout-move5desc": " You may perform rituals or rites using holy water, incense, prayer, and the like to make a dwelling or individual safe from otherworldly affairs. This uses d6 supplies. (If it’s a big place, or has many points of egress, probably 2d6.) Should you not have enough on hand, all supplies you have used are wasted, and you’ll have to begin anew. Should a malevolent force be present, you’ll be Acting Under Pressure. Otherwise, roll +reason.", + "text-detective-move1name": "Methodical", + "text-detective-move1desc": " When you Poke Around, you may use roll +reason instead of roll +luck. On any success, you gain +1 clue.", + "text-detective-move2name": "Rough And Tumble", + "text-detective-move2desc": " You’ve been in more than a few fights. You gain +1 Might. You also get a set of brass knuckles, a blackjack, sap, or some other small bit of handheld nastiness for dealing with trouble.", + "text-detective-move3name": "Streetwise", + "text-detective-move3desc": " When you Read a Person, you may ask one additional question on a 7+.", + "text-detective-move4name": "Tough As Nails", + "text-detective-move4desc": " You are considered as having +1 armor at all times.", + "text-detective-move5name": "Well Connected", + "text-detective-move5desc": " When Buying Goods, you can roll +affinity to spread the word .", + "text-dilettante-move1name": "Athletic", + "text-dilettante-move1desc": " You are healthy and hale; add +1 Might. Whenever you must physically Act Under Pressure, you get a +1 to your roll.", + "text-dilettante-move2name": "Deep Pockets", + "text-dilettante-move2desc": " You have a regular reserve of wealth you can tap into at any time. If you need to access cash, you can go to a bank once per day and with a successful Roll+Luck, you get the following:
    ✦   10+ You can withdraw 2d6 Wealth.
    ✦   7-9 You can get d6 Wealth, but people will gossip about your large withdrawal.
    ✦   6 or less The bank is unaccustomed to such large tranctions, and doesn't have that much on hand. You can either wait d6 days to try again, or get a letter of credit for the amount. If the latter, it has to be made out to a particular pary, they must be willing to take it, and people are going to know your business.", + "text-dilettante-move3name": "Ready For Anything", + "text-dilettante-move3desc": " At the beginning of a session, roll +passion.
    ✦   10+ Hold 2.
    ✦   7-9 hold 1. At any time, you can spend your Hold to gain a +1ongoing for a scene
    ✦   6 or less The Keeper Holds 1, and can spend it to have you ill prepared and -1 for a scene.", + "text-dilettante-move4name": "Summer Home", + "text-dilettante-move4desc": " Your family has a place in the area, perhaps unvisited since your childhood. It is a fine, old mansion, and you have sent ahead two of your attendants.", + "text-dilettante-move5name": "Upper Crust", + "text-dilettante-move5desc": " People naturally defer to your grace and bearing (or maybe just your money?). You can drop your name and station to persuade people to do or say things they might not normally. Roll + Affinity:
    ✦   10+ They've heard of you and are willing to help, Hold 1. You can spend this at any time to get them to do pretty much anything they'd do normally. If it's something against their nature or tehy wouldn't otherwise do, it's going to cost you 2d6 wealth. If you don't have the money on hand, they' won'd do later.
    ✦   7-9 hold 1. They'll help you out or answer questions, but its going to cost you a d6 Wealth. And it has to be legal or non-harmful to them.
    ✦   6 or less Who do you think you are throwing your weight around? The Keeper gets to Hold 1 and may spend it at any time to take a hard move against you.", + "text-doctor-move1name": "Medical Training", + "text-doctor-move1desc": " You are a trained physician capable of dealing with cuts, scrapes, and broken bones. You may roll +stock to treat injuries. You may use any medical supplies with roll +reason.", + "text-doctor-move2name": "Bedside Manner", + "text-doctor-move2desc": " Gain +1 Trust with a character when you successfully treat them. Lose 1 Trust on a 6 or less. If you treat an NPC successfully, gain +1ongoing with them or -1ongoing with them on a 6 or less.", + "text-doctor-move3name": "Doctor's Office", + "text-doctor-move3desc": " You have a small home with a clinic where you can treat patients. You may have a loyal assistant as well. You have a stock of pharmaceuticals and other medical supplies on hand to treat people. You earn d6 Wealth per month it is in operation.", + "text-doctor-move4name": "Field Medic", + "text-doctor-move4desc": " While you are caring for people (not fighting), you get +1 armor.", + "text-doctor-move5name": "Forensic Expert", + "text-doctor-move5desc": " When you Poke Around corpses, you may use roll +reason instead of roll +luck. On a 7+, you gain 1 clue in addition to anything else. You also gain +2 to Puzzle Things Out about causes of death, and anatomy related questions.", + "text-doctor-move6name": "Trustworthy", + "text-doctor-move6desc": " Your position makes people innately inclined to confide in you. You gain +1 Affinity, and may ask one additional question when you successfully Read a Person.", + "text-heir-move1name": "Ancestral Home", + "text-heir-move1desc": " You have a large, crumbling, remote manor that has seen better days. It is filled with an assortment of oddities your ancestor collected. It is a weird place, to say the least. You may Poke Around the old place once per day. ✦   7+ You may choose to find one good item of your choice or two clues (or choose from the normal choices).
    ✦   6 or less The Keeper may Hold 2 to use as hard moves.", + "text-heir-move2name": "Certainty", + "text-heir-move2desc": " You are certain there is some reasonable explanation for the weirdness you witness. You aren’t delusional; you know strange things exist. You just know they must have logical underpinnings to them. Reduce any shock taken by 1.", + "text-heir-move3name": "Frantic", + "text-heir-move3desc": " After you are harmed, you may use roll +luck instead of roll +might to Threaten your assailant. On a hit, you deal 1 extra harm.", + "text-heir-move4name": "How Bad Is It?", + "text-heir-move4desc": " After a fight, you may roll +luck to recover from physical injury.
    ✦   10+ Heal 2
    ✦   7-9 Heal 1
    ✦   6 or less Your wound is worse, suffer 1 additional harm", + "text-heir-move5name": "Sensitive", + "text-heir-move5desc": " Increase your Passion by +1. You sometimes get strange vibes. Whenever you roll a natural 12, immediately make a roll +passion.
    ✦   10+ Get 1 Lore
    ✦   7-9 Get 1 Clue
    ✦   6 or less You suffer a horrible vision and take 2 Shock", + "text-journalist-move1name": "Familiar With Deadlines", + "text-journalist-move1desc": " You gain +1 to rolls when you Act Under Pressure.", + "text-journalist-move2name": "Nose For News", + "text-journalist-move2desc": " gain a +2 bonus from clues, instead of the normal +1.", + "text-journalist-move3name": "Snappy Comeback", + "text-journalist-move3desc": " You have a knack with a camera and a sharp eye. No camera is unreliable in your skilled hands. You may snap photos and later Poke Around them to see if there was anything you may have missed. Of course, to get any of those things, or more knowledge about them, will require you to go back to where the pictures were taken.", + "text-journalist-move4name": "Staff Reporter", + "text-journalist-move4desc": " You have a small desk located in the office of the local rag. You earn d6 Wealth per month and may roll +luck once per day. On any success, you get a story lead (a clue). On 6 or less, you have to wait d6 days before you can try again.", + "text-journalist-move5name": "Undaunted", + "text-journalist-move5desc": " When you fail to Convince an NPC you may roll +luck to try another angle.
    ✦   10+ They will do it, if you keep their name out of things
    ✦   7-9 They tell you about a guy who knows someone who may know
    ✦   6 or less They wonder why you won’t take no for an answer. The Keeper may give you -1ongoing with the NPC or hold 1 to take a hard move against you at any time.", + "text-professor-move1name": "Clearheaded", + "text-professor-move1desc": " When you Puzzle Things Out, you may ask 1 additional question on 7+.", + "text-professor-move2name": "Expert", + "text-professor-move2desc": " You gain +2ongoing with all rolls relating to one topic (your choice). When you Puzzle Things Out on this topic, you may ask one additional question on a 7+, and gain a point of Lore in addition to your other choices on a 10+.", + "text-professor-move3name": "Logical", + "text-professor-move3desc": " You think things through. +1 Reason.", + "text-professor-move4name": "Sage Advice", + "text-professor-move4desc": " When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make while following your suggestions, and you gain a point of Lore.", + "text-professor-move5name": "Sound Argument", + "text-professor-move5desc": " You may use roll +reason instead of roll +affinity to Convince someone. For NPCs, on a 6 or less, you have -1forward with them.", + "text-salesman-move1name": "A Mile In Their Shoes", + "text-salesman-move1desc": " You are able to get inside the heads of other people and think what you would have done in their place. You may roll +passion when you want to Puzzle Things Out.", + "text-salesman-move2name": "Develop Rapport", + "text-salesman-move2desc": " Whenever you successfully Read a Person, you get +1ongoing when reading them in the future.", + "text-salesman-move3name": "Have I Got A Deal For You!", + "text-salesman-move3desc": " You can get nearly anyone to put down hard coin for anything you own. You may Convince people to buy your stuff.
    ✦   10+ They will pay you Waelth + 1 in cash
    ✦   7-9 They will pay you its value (or offer to trade you something of roughly equivalent worth), Keeper’s choice. Depending upon the person targeted, it may take them d6 days to come up with the money.
    ✦   6 or less The Keeper can choose that they don’t want it or can’t afford it, or will give you value-1 for it, if you do them a favor first.", + "text-salesman-move4name": "May I Have Your Attention, Please?", + "text-salesman-move4desc": " You are able to Convince a crowd of folks to do something you like. If you miss the roll, however, they don’t take kindly to your interference and become hostile towards you.", + "text-salesman-move5name": "My Word Is My Bond", + "text-salesman-move5desc": " You can attempt to Convince anyone, anytime, to do something for you, even if you have nothing they might want.
    ✦   10+ They don’t really expect you to come through later and will be happy if you do (+1forward).
    ✦   7-9 They will be upset if you don’t come through in the next d6 days. Failure to deliver will either create bad feelings (-1ongoing to Convince), a bad reputation (where you can’t use this move again until you make things right), or the Keeper may hold one and decide some badness for you later.
    ✦   6 or less They’ve heard this sort of thing before, and you have -1forward with them in the future." +} \ No newline at end of file diff --git a/Trudvang Chronicles/translations/ca.json b/Trudvang Chronicles/translations/ca.json new file mode 100644 index 0000000000..db9a55139c --- /dev/null +++ b/Trudvang Chronicles/translations/ca.json @@ -0,0 +1,146 @@ +{ + "version-1-0": "Version 1.0", + "traits-and-personal-information": "Traits and personal information", + "character-name": "Character Name", + "name": "Name", + "type": "Type", + "roll": "Roll", + "race": "Race", + "human": "Human", + "stormlanders": "Stormlanders", + "mittlanders": "Mittlanders", + "viranns": "Viranns", + "wildfolk": "Wildfolk", + "elf": "Elf", + "korpikalli": "Korpikalli", + "illmalaini": "Illmalaini", + "dwarf": "Dwarf", + "buratja": "Buratja", + "borjornikkas": "Borjornikkas", + "half-trolls": "Half-trolls", + "changelings": "Changelings", + "gray-brute": "Gray brute", + "ogro": "Ogro", + "half-elves": "Half-elves", + "dyfirs": "Dyfirs", + "barkbrule": "Barkbrule", + "dwarf-troll": "Dwarf-troll", + "zvordas": "Zvordas", + "religion": "Religion", + "gender": "Gender", + "weapon-hand": "Weapon Hand", + "age": "Age", + "height": "Height", + "weight": "Weight", + "archetype": "Archetype", + "mother-tongue": "Mother Tongue", + "charisma": "Charisma", + "constitution": "Constitution", + "disciplines---specialties-": "Disciplines & Specialties:", + "entertainment--tradesman": "Entertainment, Tradesman", + "affects-starting-raud": "Affects starting raud", + "raud": "Raud", + "affects-body-points": "Affects body points", + "body-points": "body points", + "affects-body-health-per-day": "Affects body health per day", + "dexterity": "Dexterity", + "intelligence": "Intelligence", + "agility": "Agility", + "affects-maximum-movement": "Affects maximum movement", + "maximum-movement": "Maximum movement", + "affects-initiative": "Affects initiative", + "vitner-craft--knowledge--faith": "Vitner Craft, Knowledge, Faith", + "perception": "Perception", + "psyche": "Psyche", + "finding-and-spotting--thief-signs--tracke": "Finding and Spotting, Thief Signs, Tracker, Weatherman, Wilderness signs, Orienteering and Cartography, Navigation and Extracts", + "pathwalker--terrain-experience--weathered": "Pathwalker, Terrain Experience, Weathered", + "affects-terror-modifier-during-fear": "Affects terror modifier during fear", + "affects-persistence-in-the-wild": "Affects persistence in the wild", + "strength": "Strength", + "affects-damage": "Affects damage", + "spend-to-change-fate": "Spend to change fate", + "secondary-stats": "Secondary stats", + "persistance-in-wild": "Persistance in Wild", + "natural-healing": "Natural Healing", + "fear-modifier": "Fear modifier", + "base-initiative": "Base initiative", + "damage-modifier": "Damage modifier", + "adventure-points": "Adventure points", + "total-ap": "Total AP", + "ap-remaining": "AP remaining", + "skills": "Skills", + "level": "Level", + "magic": "Magic", + "divination-points": "Divination Points", + "temp-dp": "Temp DP", + "fatal-failure": "Fatal failure", + "concentration": "Concentration", + "divination-tablet-name": "Divination Tablet Name", + "description": "Description", + "vitner-points": "Vitner Points", + "temp-vp": "Temp VP", + "query-total-spell-cost": "?{What OR?|10} + ?{Total spell cost}]] }}\" >", + "vitner-tablet-name": "Vitner Tablet Name", + "galding--singing-": "Galding (Singing)", + "sejding--gestures-": "Sejding (Gestures)", + "vyrding--silent-": "Vyrding (Silent)", + "bodypoints--natural-healing-and-fear": "Bodypoints, Natural Healing and Fear", + "temp-bp": "Temp BP", + "lightly-damaged--": "Lightly Damaged (±0):", + "fear-points": "Fear points", + "fear-level": "Fear level", + "lvl-1--": "Lvl 1 (±0), lvl 2 (-1), lvl 3 (-3), lvl 4 (-5), lvl 5 (-7)", + "armor-and-shields": "Armor and Shields", + "-nbsp--nbsp-pv": "  PV", + "-nbsp--nbsp-bv": "  BV", + "-nbsp--nbsp--nbsp-h": "   H", + "-nbsp--nbsp-mm": "  MM", + "-nbsp--nbsp-im": "  IM", + "extra": "Extra", + "initiative-and-evade": "Initiative and Evade", + "initiative--combat-": "Initiative (Combat)", + "initiative--spells-": "Initiative (Spells)", + "evade-chance": "Evade Chance", + "combat-points": "Combat Points", + "free-cp": "Free CP", + "attack---parries": "Attack & Parries", + "combat-actions": "Combat Actions", + "attack-roll": "Attack roll", + "armed": "Armed", + "unarmed": "Unarmed", + "free-movement--m-": "Free Movement (m)", + "bows---slings": "Bows & Slings", + "crossbow": "Crossbow", + "shield-bearer": "Shield Bearer", + "1h-light--r-": "1H Light (R)", + "1h-heavy--r-": "1H Heavy (R)", + "throwing--r-": "Throwing (R)", + "1h-light--l-": "1H Light (L)", + "1h-heavy--l-": "1H Heavy (L)", + "throwing--l-": "Throwing (L)", + "two-handed": "Two-Handed", + "brawling": "Brawling", + "wrestling": "Wrestling", + "samples-of-attacks": "Samples of attacks", + "weapons": "Weapons", + "-nbsp--nbsp-wa": "  WA", + "-nbsp--nbsp--nbsp-pv": "   PV", + "-nbsp--nbsp-e-dmg": "  E.DMG", + "-nbsp--nbsp-or": "  OR", + "s-range": "S.Range", + "l-range": "L.Range", + "money-and-valuables": "Money and valuables", + "coins": "Coins", + "copper": "Copper", + "silver": "Silver", + "gold": "Gold", + "total-amount-of-coins": "Total amount of coins", + "-nbsp-1": " 1", + "-nbsp-5": " 5", + "-nbsp-10": " 10", + "other-valuables": "Other valuables", + "equipment": "Equipment", + "-nbsp-qty": " Qty", + "sum": "Sum", + "total-weight-of-equipment-and-coins": "Total weight of equipment and coins" +} \ No newline at end of file diff --git a/Trudvang Chronicles/translations/hu.json b/Trudvang Chronicles/translations/hu.json new file mode 100644 index 0000000000..db9a55139c --- /dev/null +++ b/Trudvang Chronicles/translations/hu.json @@ -0,0 +1,146 @@ +{ + "version-1-0": "Version 1.0", + "traits-and-personal-information": "Traits and personal information", + "character-name": "Character Name", + "name": "Name", + "type": "Type", + "roll": "Roll", + "race": "Race", + "human": "Human", + "stormlanders": "Stormlanders", + "mittlanders": "Mittlanders", + "viranns": "Viranns", + "wildfolk": "Wildfolk", + "elf": "Elf", + "korpikalli": "Korpikalli", + "illmalaini": "Illmalaini", + "dwarf": "Dwarf", + "buratja": "Buratja", + "borjornikkas": "Borjornikkas", + "half-trolls": "Half-trolls", + "changelings": "Changelings", + "gray-brute": "Gray brute", + "ogro": "Ogro", + "half-elves": "Half-elves", + "dyfirs": "Dyfirs", + "barkbrule": "Barkbrule", + "dwarf-troll": "Dwarf-troll", + "zvordas": "Zvordas", + "religion": "Religion", + "gender": "Gender", + "weapon-hand": "Weapon Hand", + "age": "Age", + "height": "Height", + "weight": "Weight", + "archetype": "Archetype", + "mother-tongue": "Mother Tongue", + "charisma": "Charisma", + "constitution": "Constitution", + "disciplines---specialties-": "Disciplines & Specialties:", + "entertainment--tradesman": "Entertainment, Tradesman", + "affects-starting-raud": "Affects starting raud", + "raud": "Raud", + "affects-body-points": "Affects body points", + "body-points": "body points", + "affects-body-health-per-day": "Affects body health per day", + "dexterity": "Dexterity", + "intelligence": "Intelligence", + "agility": "Agility", + "affects-maximum-movement": "Affects maximum movement", + "maximum-movement": "Maximum movement", + "affects-initiative": "Affects initiative", + "vitner-craft--knowledge--faith": "Vitner Craft, Knowledge, Faith", + "perception": "Perception", + "psyche": "Psyche", + "finding-and-spotting--thief-signs--tracke": "Finding and Spotting, Thief Signs, Tracker, Weatherman, Wilderness signs, Orienteering and Cartography, Navigation and Extracts", + "pathwalker--terrain-experience--weathered": "Pathwalker, Terrain Experience, Weathered", + "affects-terror-modifier-during-fear": "Affects terror modifier during fear", + "affects-persistence-in-the-wild": "Affects persistence in the wild", + "strength": "Strength", + "affects-damage": "Affects damage", + "spend-to-change-fate": "Spend to change fate", + "secondary-stats": "Secondary stats", + "persistance-in-wild": "Persistance in Wild", + "natural-healing": "Natural Healing", + "fear-modifier": "Fear modifier", + "base-initiative": "Base initiative", + "damage-modifier": "Damage modifier", + "adventure-points": "Adventure points", + "total-ap": "Total AP", + "ap-remaining": "AP remaining", + "skills": "Skills", + "level": "Level", + "magic": "Magic", + "divination-points": "Divination Points", + "temp-dp": "Temp DP", + "fatal-failure": "Fatal failure", + "concentration": "Concentration", + "divination-tablet-name": "Divination Tablet Name", + "description": "Description", + "vitner-points": "Vitner Points", + "temp-vp": "Temp VP", + "query-total-spell-cost": "?{What OR?|10} + ?{Total spell cost}]] }}\" >", + "vitner-tablet-name": "Vitner Tablet Name", + "galding--singing-": "Galding (Singing)", + "sejding--gestures-": "Sejding (Gestures)", + "vyrding--silent-": "Vyrding (Silent)", + "bodypoints--natural-healing-and-fear": "Bodypoints, Natural Healing and Fear", + "temp-bp": "Temp BP", + "lightly-damaged--": "Lightly Damaged (±0):", + "fear-points": "Fear points", + "fear-level": "Fear level", + "lvl-1--": "Lvl 1 (±0), lvl 2 (-1), lvl 3 (-3), lvl 4 (-5), lvl 5 (-7)", + "armor-and-shields": "Armor and Shields", + "-nbsp--nbsp-pv": "  PV", + "-nbsp--nbsp-bv": "  BV", + "-nbsp--nbsp--nbsp-h": "   H", + "-nbsp--nbsp-mm": "  MM", + "-nbsp--nbsp-im": "  IM", + "extra": "Extra", + "initiative-and-evade": "Initiative and Evade", + "initiative--combat-": "Initiative (Combat)", + "initiative--spells-": "Initiative (Spells)", + "evade-chance": "Evade Chance", + "combat-points": "Combat Points", + "free-cp": "Free CP", + "attack---parries": "Attack & Parries", + "combat-actions": "Combat Actions", + "attack-roll": "Attack roll", + "armed": "Armed", + "unarmed": "Unarmed", + "free-movement--m-": "Free Movement (m)", + "bows---slings": "Bows & Slings", + "crossbow": "Crossbow", + "shield-bearer": "Shield Bearer", + "1h-light--r-": "1H Light (R)", + "1h-heavy--r-": "1H Heavy (R)", + "throwing--r-": "Throwing (R)", + "1h-light--l-": "1H Light (L)", + "1h-heavy--l-": "1H Heavy (L)", + "throwing--l-": "Throwing (L)", + "two-handed": "Two-Handed", + "brawling": "Brawling", + "wrestling": "Wrestling", + "samples-of-attacks": "Samples of attacks", + "weapons": "Weapons", + "-nbsp--nbsp-wa": "  WA", + "-nbsp--nbsp--nbsp-pv": "   PV", + "-nbsp--nbsp-e-dmg": "  E.DMG", + "-nbsp--nbsp-or": "  OR", + "s-range": "S.Range", + "l-range": "L.Range", + "money-and-valuables": "Money and valuables", + "coins": "Coins", + "copper": "Copper", + "silver": "Silver", + "gold": "Gold", + "total-amount-of-coins": "Total amount of coins", + "-nbsp-1": " 1", + "-nbsp-5": " 5", + "-nbsp-10": " 10", + "other-valuables": "Other valuables", + "equipment": "Equipment", + "-nbsp-qty": " Qty", + "sum": "Sum", + "total-weight-of-equipment-and-coins": "Total weight of equipment and coins" +} \ No newline at end of file diff --git a/UnknownArmies/translations/ca.json b/UnknownArmies/translations/ca.json new file mode 100644 index 0000000000..071456156e --- /dev/null +++ b/UnknownArmies/translations/ca.json @@ -0,0 +1,48 @@ +{ + "personality": "Personality", + "triggerEvent": "Trigger Event", + "yourName": "Your Name", + "Archtype": "School or Archetype", + "description": "Description", + "notes": "Notes", + "obsession": "Your Obsession", + "taboos": "Taboos", + "rageStimulus": "Rage Stimulus", + "fearStimulus": "Fear Stimulus", + "nobleStimulus": "Noble Stimulus", + "body": "Body", + "speed": "Speed", + "mind": "Mind", + "soul": "Soul", + "bodySkills": "Body Skills", + "speedSkills": "Speed Skills", + "mindSkills": "Mind Skills", + "soulSkills": "Soul Skills", + "violance": "Violence", + "hardened": "Hardened", + "failed": "Failed", + "theUnnatural": "The Unnatural", + "helplessness": "Helplessness", + "isolation": "Isolation", + "self": "Self", + "sociopathy": "Sociopathy", + "sociopathy-description": "You are not callous or a sociopath", + "sociopathy-help-1": "When you have 10 Hardened notches in a single stress, you become callous. Being callous in two stresses makes you a sociopath.", + "sociopathy-help-2": "When you have 35 Hardened notches total between all stresses, you become a sociopath.", + "firearms": "Firearms", + "name": "Name", + "caliber": "Caliber", + "capacity": "Capacity", + "maxDamage": "Max Damage", + "rituals": "Rituals", + "powerLevel": "Power Level", + "chargeCost": "Charge Cost", + "hantToHandWeapons": "Hand-to-hand Weapons", + "damageBonus": "Damage Bonus", + "artifacts": "Artifacts", + "minor": "Minor", + "significant": "Significant", + "major": "Major", + "items": "Items", + "magick": "Magick" +} \ No newline at end of file diff --git a/UnknownArmies/translations/hu.json b/UnknownArmies/translations/hu.json new file mode 100644 index 0000000000..071456156e --- /dev/null +++ b/UnknownArmies/translations/hu.json @@ -0,0 +1,48 @@ +{ + "personality": "Personality", + "triggerEvent": "Trigger Event", + "yourName": "Your Name", + "Archtype": "School or Archetype", + "description": "Description", + "notes": "Notes", + "obsession": "Your Obsession", + "taboos": "Taboos", + "rageStimulus": "Rage Stimulus", + "fearStimulus": "Fear Stimulus", + "nobleStimulus": "Noble Stimulus", + "body": "Body", + "speed": "Speed", + "mind": "Mind", + "soul": "Soul", + "bodySkills": "Body Skills", + "speedSkills": "Speed Skills", + "mindSkills": "Mind Skills", + "soulSkills": "Soul Skills", + "violance": "Violence", + "hardened": "Hardened", + "failed": "Failed", + "theUnnatural": "The Unnatural", + "helplessness": "Helplessness", + "isolation": "Isolation", + "self": "Self", + "sociopathy": "Sociopathy", + "sociopathy-description": "You are not callous or a sociopath", + "sociopathy-help-1": "When you have 10 Hardened notches in a single stress, you become callous. Being callous in two stresses makes you a sociopath.", + "sociopathy-help-2": "When you have 35 Hardened notches total between all stresses, you become a sociopath.", + "firearms": "Firearms", + "name": "Name", + "caliber": "Caliber", + "capacity": "Capacity", + "maxDamage": "Max Damage", + "rituals": "Rituals", + "powerLevel": "Power Level", + "chargeCost": "Charge Cost", + "hantToHandWeapons": "Hand-to-hand Weapons", + "damageBonus": "Damage Bonus", + "artifacts": "Artifacts", + "minor": "Minor", + "significant": "Significant", + "major": "Major", + "items": "Items", + "magick": "Magick" +} \ No newline at end of file diff --git a/UnofficialElderScrollsRPG/translations/ca.json b/UnofficialElderScrollsRPG/translations/ca.json new file mode 100644 index 0000000000..e843e7cb0d --- /dev/null +++ b/UnofficialElderScrollsRPG/translations/ca.json @@ -0,0 +1,567 @@ +{ + "skills-list": "acrobatics,animal_handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight_of_hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium daedroth, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "AGI", + "con-u": "END", + "int-u": "INT", + "wis-u": "WIL", + "cha-u": "PER", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Aldmeris, Bosmeris, Cyrodiilic", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "AGILITY", + "dexterity-save-u": "AGILITY SAVE", + "constitution-u": "ENDURANCE", + "constitution-save-u": "ENDURANCE SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WILLPOWER", + "wisdom-save-u": "WILLPOWER SAVE", + "charisma-u": "PERSONALITY", + "charisma-save-u": "PERSONALITY SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Agi", + "con": "End", + "int": "Int", + "wis": "Wil", + "cha": "Per", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "alteration": "Alteration", + "conjuration": "Conjuration", + "destruction": "Destruction", + "illusion": "Illusion", + "necromancy": "Necromancy", + "mysticism": "Mysticism", + "restoration": "Restoration", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "spell-ritual": "R", + "spell-concentration": "C", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "barbarian": "Barbarian", + "bard": "Bard", + "crusader": "Crusader", + "mage": "Mage", + "monk": "Monk", + "nightblade": "Nightblade", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "spellsword": "Spellsword", + "thief": "Thief", + "warden": "Warden", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "LUCK", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Agility", + "dexterity-save": "Agility Save", + "constitution": "Endurance", + "constitution-save": "Endurance Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Willpower", + "wisdom-save": "Willpower Save", + "charisma": "Personality", + "charisma-save": "Personality Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Agi)", + "animal_handling-core": "Animal Handling (Wil)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Per)", + "history-core": "History (Int)", + "insight-core": "Insight (Wil)", + "intimidation-core": "Intimidation (Per)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wil)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wil)", + "performance-core": "Performance (Per)", + "persuasion-core": "Persuasion (Per)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Agi)", + "stealth-core": "Stealth (Agi)", + "survival-core": "Survival (Wil)", + "pass-wis-u": "PASSIVE WILLPOWER (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "mp-max-u": "Magicka Maximum", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "magicka-setting-u": "SHOW MAGICKA TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "silver-piece-u": "S", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "magicka-cost-u": "MAGICKA COST", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD AGI TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's agility score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "roll:-u": "ROLL:", + "prerequisite:": "Prerequisite:", + "firstlevel-u": "2 MP", + "secondlevel-u": "3 MP", + "thirdlevel-u": "5 MP", + "fourthlevel-u": "6 MP", + "fifthlevel-u": "7 MP", + "sixthlevel-u": "9 MP", + "seventhlevel-u": "10 MP", + "eighthlevel-u": "11 MP", + "ninthlevel-u": "13 MP" +} diff --git a/UnofficialElderScrollsRPG/translations/hu.json b/UnofficialElderScrollsRPG/translations/hu.json new file mode 100644 index 0000000000..e843e7cb0d --- /dev/null +++ b/UnofficialElderScrollsRPG/translations/hu.json @@ -0,0 +1,567 @@ +{ + "skills-list": "acrobatics,animal_handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight_of_hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium daedroth, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "AGI", + "con-u": "END", + "int-u": "INT", + "wis-u": "WIL", + "cha-u": "PER", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Aldmeris, Bosmeris, Cyrodiilic", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "AGILITY", + "dexterity-save-u": "AGILITY SAVE", + "constitution-u": "ENDURANCE", + "constitution-save-u": "ENDURANCE SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WILLPOWER", + "wisdom-save-u": "WILLPOWER SAVE", + "charisma-u": "PERSONALITY", + "charisma-save-u": "PERSONALITY SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Agi", + "con": "End", + "int": "Int", + "wis": "Wil", + "cha": "Per", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "alteration": "Alteration", + "conjuration": "Conjuration", + "destruction": "Destruction", + "illusion": "Illusion", + "necromancy": "Necromancy", + "mysticism": "Mysticism", + "restoration": "Restoration", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "spell-ritual": "R", + "spell-concentration": "C", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "barbarian": "Barbarian", + "bard": "Bard", + "crusader": "Crusader", + "mage": "Mage", + "monk": "Monk", + "nightblade": "Nightblade", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "spellsword": "Spellsword", + "thief": "Thief", + "warden": "Warden", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "LUCK", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Agility", + "dexterity-save": "Agility Save", + "constitution": "Endurance", + "constitution-save": "Endurance Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Willpower", + "wisdom-save": "Willpower Save", + "charisma": "Personality", + "charisma-save": "Personality Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Agi)", + "animal_handling-core": "Animal Handling (Wil)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Per)", + "history-core": "History (Int)", + "insight-core": "Insight (Wil)", + "intimidation-core": "Intimidation (Per)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wil)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wil)", + "performance-core": "Performance (Per)", + "persuasion-core": "Persuasion (Per)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Agi)", + "stealth-core": "Stealth (Agi)", + "survival-core": "Survival (Wil)", + "pass-wis-u": "PASSIVE WILLPOWER (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "mp-max-u": "Magicka Maximum", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "magicka-setting-u": "SHOW MAGICKA TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "silver-piece-u": "S", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "magicka-cost-u": "MAGICKA COST", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD AGI TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's agility score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "roll:-u": "ROLL:", + "prerequisite:": "Prerequisite:", + "firstlevel-u": "2 MP", + "secondlevel-u": "3 MP", + "thirdlevel-u": "5 MP", + "fourthlevel-u": "6 MP", + "fifthlevel-u": "7 MP", + "sixthlevel-u": "9 MP", + "seventhlevel-u": "10 MP", + "eighthlevel-u": "11 MP", + "ninthlevel-u": "13 MP" +} diff --git a/Urban-Jungle/translations/ca.json b/Urban-Jungle/translations/ca.json new file mode 100644 index 0000000000..c482082630 --- /dev/null +++ b/Urban-Jungle/translations/ca.json @@ -0,0 +1,66 @@ +{ + "TRAITS": "Traits", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "D10": "d10", + "D12": "d12", + "BODY": "Body", + "MIND": "Mind", + "SPEED": "Speed", + "WILL": "Will", + "CAREER": "Career", + "XP": "XP", + "SKILLS": "Skills", + "TOTALSPENT": "Total / Unspent", + "CORE": "Core", + "GIFTS": "Gifts", + "ATTACKS": "Attacks", + "SOAKS": "Soaks", + "GEAR": "Gear", + "SPECIES": "Species", + "TYPE": "Type", + "NAME": "Name", + "MOTTO": "Motto", + "GOALS": "Goals", + "MARKS": "Marks", + "MARKS+": "Marks+", + "EXPERT": "Expert", + "FAVORITE": "Favorite", + "ACADEMICS": "Academics", + "FAVORITES": "Favorites", + "CLAIM": "Claim", + "RECHARGE": "Recharge", + "ND": "ND", + "FAV": "Fav", + "ROLL": "Roll", + "ATHLETICS": "Athletics", + "CRAFT": "Craft", + "DECEIT": "Deceit", + "ENDURANCE": "Endurance", + "EVASION": "Evasion", + "FIGHTING": "Fighting", + "NEGOTIATION": "Negotiation", + "OBSERVATION": "Observation", + "PRESENCE": "Presence", + "QUESTIONING": "Questioning", + "SHOOTING": "Shooting", + "TACTICS": "Tactics", + "TRANSPORT": "Transport", + "ATTACK": "Attack", + "AIM": "Aim", + "RNG": "Rng", + "COUNTER": "Counter", + "EFFECTS": "Effects", + "NOTES": "Notes", + "AMMO": "Ammo", + "EXTRA": "Extra", + "INIT": "Init", + "DODGE": "Dodge", + "RALLY": "Rally", + "CLOSE": "Close", + "NEAR": "Near", + "SHORT": "Short", + "MEDIUM": "Medium", + "LONG": "Long" +} diff --git a/Urban-Jungle/translations/hu.json b/Urban-Jungle/translations/hu.json new file mode 100644 index 0000000000..c482082630 --- /dev/null +++ b/Urban-Jungle/translations/hu.json @@ -0,0 +1,66 @@ +{ + "TRAITS": "Traits", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "D10": "d10", + "D12": "d12", + "BODY": "Body", + "MIND": "Mind", + "SPEED": "Speed", + "WILL": "Will", + "CAREER": "Career", + "XP": "XP", + "SKILLS": "Skills", + "TOTALSPENT": "Total / Unspent", + "CORE": "Core", + "GIFTS": "Gifts", + "ATTACKS": "Attacks", + "SOAKS": "Soaks", + "GEAR": "Gear", + "SPECIES": "Species", + "TYPE": "Type", + "NAME": "Name", + "MOTTO": "Motto", + "GOALS": "Goals", + "MARKS": "Marks", + "MARKS+": "Marks+", + "EXPERT": "Expert", + "FAVORITE": "Favorite", + "ACADEMICS": "Academics", + "FAVORITES": "Favorites", + "CLAIM": "Claim", + "RECHARGE": "Recharge", + "ND": "ND", + "FAV": "Fav", + "ROLL": "Roll", + "ATHLETICS": "Athletics", + "CRAFT": "Craft", + "DECEIT": "Deceit", + "ENDURANCE": "Endurance", + "EVASION": "Evasion", + "FIGHTING": "Fighting", + "NEGOTIATION": "Negotiation", + "OBSERVATION": "Observation", + "PRESENCE": "Presence", + "QUESTIONING": "Questioning", + "SHOOTING": "Shooting", + "TACTICS": "Tactics", + "TRANSPORT": "Transport", + "ATTACK": "Attack", + "AIM": "Aim", + "RNG": "Rng", + "COUNTER": "Counter", + "EFFECTS": "Effects", + "NOTES": "Notes", + "AMMO": "Ammo", + "EXTRA": "Extra", + "INIT": "Init", + "DODGE": "Dodge", + "RALLY": "Rally", + "CLOSE": "Close", + "NEAR": "Near", + "SHORT": "Short", + "MEDIUM": "Medium", + "LONG": "Long" +} diff --git a/WODVtM5eAlpha/translations/ca.json b/WODVtM5eAlpha/translations/ca.json new file mode 100644 index 0000000000..515b5de143 --- /dev/null +++ b/WODVtM5eAlpha/translations/ca.json @@ -0,0 +1,100 @@ +{ + "name-u": "Name:", + "age-u": "Age", + "virtue-u": "Virtue", + "vice-u": "Vice", + "faction-u": "Faction", + "player-u": "Player:", + "chronicle-u": "Chronicle:", + "nature-u": "Nature:", + "demeanor-u": "Demeanor:", + "concept-u": "Concept:", + "clan-u": "Clan:", + "generation-u": "Generation:", + "sire-u": "Sire:", + "attributes-u": "Attributes", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "perception-u": "Perception", + "abilities-u": "Abilities", + "talents-u": "Talents", + "skills-u": "Skills", + "knowledges-u": "Knowledges", + "alertness-u": "Alertness", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "empathy-u": "Empathy", + "expression-u": "Expression", + "intimidation-u": "Intimidation", + "leadership-u": "Leadership", + "subterfuge-u": "Subterfuge", + "streetwise-u": "Streetwise", + "animalken-u": "Animal Ken", + "craft-u": "Craft", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "survival-u": "Survival", + "academics-u": "Academics", + "technology-u": "Technology", + "finance-u": "Finance", + "investigation-u": "Investigation", + "law-u": "Law", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "advantages-u": "Advantages", + "disciplines-u": "Disciplines", + "backgrounds-u": "Backgrounds", + "conscience-u": "Conscience", + "convinction-u": "Convinction", + "selfcontrol-u": "Self-Control", + "instinct-u": "Instinct", + "courage-u": "Courage", + "othertraits-u": "Other Traits", + "paths-u": "Paths", + "merits-u": "Merits", + "flaws-u": "Flaws", + "humanitypath-u": "Humanity/path", + "bearing-u": "Bearing:", + "willpower-u": "Willpower", + "bloodpool-u": "Blood Pool", + "pointsperturn-u": "Points Per Turn", + "dicepools-u": "Dice Pools", + "attributeability-u": "Attribute            Ability", + "health-u": "Health", + "bruised-u": "Bruised", + "hurt-u": "Hurt", + "injured-u": "Injured", + "wounded-u": "Wounded", + "mauled-u": "Mauled", + "crippled-u": "Crippled", + "incapacitated-u": "Incapacitated", + "weakness-u": "Weakness", + "experience-u": "Experience", + "notes-u": "Notes", + "hunger-u": "Hunger", + "humanity-u": "Humanity", + "composure-u": "Composure", + "bloodroused-u": "Blood Roused", + "dodge-u": "Dodge", + "physique-u": "Physique", + "art-u": "Art", + "persuasion-u": "Persuasion", + "socialize-u": "Socialize" +} \ No newline at end of file diff --git a/WODVtM5eAlpha/translations/hu.json b/WODVtM5eAlpha/translations/hu.json new file mode 100644 index 0000000000..515b5de143 --- /dev/null +++ b/WODVtM5eAlpha/translations/hu.json @@ -0,0 +1,100 @@ +{ + "name-u": "Name:", + "age-u": "Age", + "virtue-u": "Virtue", + "vice-u": "Vice", + "faction-u": "Faction", + "player-u": "Player:", + "chronicle-u": "Chronicle:", + "nature-u": "Nature:", + "demeanor-u": "Demeanor:", + "concept-u": "Concept:", + "clan-u": "Clan:", + "generation-u": "Generation:", + "sire-u": "Sire:", + "attributes-u": "Attributes", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "perception-u": "Perception", + "abilities-u": "Abilities", + "talents-u": "Talents", + "skills-u": "Skills", + "knowledges-u": "Knowledges", + "alertness-u": "Alertness", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "empathy-u": "Empathy", + "expression-u": "Expression", + "intimidation-u": "Intimidation", + "leadership-u": "Leadership", + "subterfuge-u": "Subterfuge", + "streetwise-u": "Streetwise", + "animalken-u": "Animal Ken", + "craft-u": "Craft", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "survival-u": "Survival", + "academics-u": "Academics", + "technology-u": "Technology", + "finance-u": "Finance", + "investigation-u": "Investigation", + "law-u": "Law", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "advantages-u": "Advantages", + "disciplines-u": "Disciplines", + "backgrounds-u": "Backgrounds", + "conscience-u": "Conscience", + "convinction-u": "Convinction", + "selfcontrol-u": "Self-Control", + "instinct-u": "Instinct", + "courage-u": "Courage", + "othertraits-u": "Other Traits", + "paths-u": "Paths", + "merits-u": "Merits", + "flaws-u": "Flaws", + "humanitypath-u": "Humanity/path", + "bearing-u": "Bearing:", + "willpower-u": "Willpower", + "bloodpool-u": "Blood Pool", + "pointsperturn-u": "Points Per Turn", + "dicepools-u": "Dice Pools", + "attributeability-u": "Attribute            Ability", + "health-u": "Health", + "bruised-u": "Bruised", + "hurt-u": "Hurt", + "injured-u": "Injured", + "wounded-u": "Wounded", + "mauled-u": "Mauled", + "crippled-u": "Crippled", + "incapacitated-u": "Incapacitated", + "weakness-u": "Weakness", + "experience-u": "Experience", + "notes-u": "Notes", + "hunger-u": "Hunger", + "humanity-u": "Humanity", + "composure-u": "Composure", + "bloodroused-u": "Blood Roused", + "dodge-u": "Dodge", + "physique-u": "Physique", + "art-u": "Art", + "persuasion-u": "Persuasion", + "socialize-u": "Socialize" +} \ No newline at end of file diff --git a/Warhammer 4e Character Sheet/translations/ca.json b/Warhammer 4e Character Sheet/translations/ca.json new file mode 100644 index 0000000000..edb3c2400b --- /dev/null +++ b/Warhammer 4e Character Sheet/translations/ca.json @@ -0,0 +1,1100 @@ +{ + "CHARACTER-NAME": "Character Name", + "CAREER": "Career", + "CAREER-PATH": "Career Path", + "CAREER-LVL": "Career Lvl", + "RACE": "Race", + "ELF": "Elf", + "HIGH-ELF": "High Elf", + "WOOD-ELF": "Wood Elf", + "DWARF": "Dwarf", + "HALFLING": "Halfling", + "HUMAN": "Human", + "STATUS": "Status", + "RELIGION": "Religion", + "DEITY": "Deity", + "TIER": "Tier", + "EXPERIENCE": "Experience", + "MOTIVATION": "MOTIVATION", + "ADVANCEMENTS": "Advancements", + "SUCCESS-LEVEL": "Success Level", + "WEAPON-SKILL": "Weapon Skill", + "BALLISTIC-SKILL": "Ballistic Skill", + "OOPS": "Oops", + "FUMBLE": "Fumble", + "STURDY": "Sturdy", + "OVERBURDENED": "Overburdened", + "AGILITY-PENALTY": "Agility Penalty", + "TRAVEL-FATIGUE": "Travel Fatigue", + "AMPUTATION": "Amputation", + "SB?": "SB?", + "SB": "SB", + "GOALS": "GOALS", + "SHORT-TERM-PERSONAL-GOAL": "Short Term Personal Goal", + "LONG-TERM-PERSONAL-GOAL": "Long Term Personal Goal", + "SHORT-TERM-PARTY-GOAL": "Short Term Party Goal", + "LONG-TERM-PARTY-GOAL": "Long Term Party Goal", + "ABBREVIATE-IMPALE": "Imp", + "XP": "XP", + "XP-EARNED": "XP Earned", + "XP-SPENT": "XP Spent", + "XP-TOTAL": "XP Remaining", + "XP-REST": "XP Rest", + "MODIFIERS": "Modifiers", + "FATE-AND-RESOLVE": "Fate and Resolve", + "CAREER-AND-STATUS": "Career and Status", + "TAKEN": "Taken", + "SHIELDS": "Shields", + "ALL": "All", + "BUCKLER": "Buckler", + "SHIELD": "Shield", + "LARGE-SHIELD": "Large Shield", + "EFFECTS": "Effects", + "SIN-AND-CORRUPTION": "Sin & Corruption", + "CORRUPTION": "Corruption", + "SIN": "Sin", + "ADVANTAGE": "Advantage", + "SHIELD1-DEFENSIVE-UNDAMAGING": "Shield1 Defensive Undamaging", + "SHIELD2-DEFENSIVE-UNDAMAGING": "Shield2 Defensive Undamaging", + "SHIELD3-DEFENSIVE-UNDAMAGING": "Shield3 Defensive Undamaging", + "PUBLIC": "Public Rolls", + "WHISPER": "Whisper Rolls", + "CORE-STATS": "Core Stats", + "BACKGROUND": "Background", + "RESILIENCE": "Resilience", + "WEAPONS": "Weapons", + "ARMOR": "Armor", + "ARMOR-QUALITIES": "Armor Qualities", + "SPELLBOOK": "Spellbook", + "ADVANCED": "Advanced", + "INVENTORY": "Inventory", + "SETTINGS": "SETTINGS", + "CHARACTER-PROFILE": "Character Profile", + "CHARACTERISTICS": "Characteristics", + "CHARACTERISTIC-BONUSES": "Characteristic Bonuses", + "MAIN-PROFILE": "Main Profile", + "MAIN": "Main", + "ARMOUR": "Armour", + "LOCATION": "Location", + "PENALTIES": "Penalties", + "DMG": "Dmg", + "OPPOSE": "Oppose", + "OPPOSED": "Opposed", + "OPP": "Opp?", + "SOFT-LEATHER": "Soft Leather", + "JACK": "Jack", + "JERKIN": "Jerkin", + "ARMS-BODY": "Arms, Body", + "FLEXIBLE": "Flexible", + "LEGGINGS": "Leggings", + "SKULLCAP": "Skullcap", + "BOILED-LEATHER": "Boiled Leather", + "BREASTPLATE": "Breastplate", + "WEAKPOINTS": "Weakpoints", + "COAT": "Coat", + "SHIRT": "Shirt", + "CHAUSSES": "Chasusses", + "COIF": "Coif", + "BRACERS": "Bracers", + "OPEN-HELM": "Open Helm", + "IMPENETRABLE-WEAKPOINTS": "Impentrable Weakpoints", + "HELM": "Helm", + "PARTIAL": "Partial", + "ABBREVIATE-WEAPON-SKILL": "WS", + "ABBREVIATE-BALLISTIC-SKILL": "BS", + "ABBREVIATE-STRENGTH": "S", + "ABBREVIATE-TOUGHNESS": "T", + "ABBREVIATE-INITIATIVE": "I", + "ABBREVIATE-AGILITY": "Ag", + "ABBREVIATE-DEXTERITY": "Dex", + "ABBREVIATE-INTELLIGENCE": "Int", + "ABBREVIATE-WILL-POWER": "WP", + "ABBREVIATE-FELLOWSHIP": "Fel", + "ABBREVIATE-ATTACKS": "A", + "ABBREVIATE-WOUNDS": "W", + "ABBREVIATE-WEAPON-SKILL-BONUS": "WSB", + "ABBREVIATE-BALLISTIC-SKILL-BONUS": "BSB", + "ABBREVIATE-STRENGTH-BONUS": "SB", + "ABBREVIATE-TOUGHNESS-BONUS": "TB", + "ABBREVIATE-INITIATIVE-BONUS": "IB", + "ABBREVIATE-DEXTERITY-BONUS": "DB", + "ABBREVIATE-AGILITY-BONUS": "AB", + "ABBREVIATE-INTELLIGENCE-BONUS": "INTB", + "ABBREVIATE-WILL-POWER-BONUS": "WPB", + "ABBREVIATE-FELLOWSHIP-BONUS": "FB", + "ABBREVIATE-MOVEMENT": "M", + "ABBREVIATE-MAGIC": "Mag", + "ABBREVIATE-INSANITY-POINTS": "IP", + "ABBREVIATE-FATE-POINTS": "FP", + "ABBREVIATE-ADVANCE": "Adv", + "ABBREVIATE-CHARACTERISTIC": "Char", + "ABBREVIATE-MISCELLANEOUS": "Misc", + "STARTING": "Starting", + "TALENTS": "Talents", + "TALENT": "Talent", + "TEST": "Test", + "CONDITIONS": "Conditions", + "LEVEL": "Level", + "MAX": "Max", + "ADVANCE": "Advance", + "CURRENT": "Current", + "MODIFIER": "Modifier", + "SECONDARY-PROFILE": "Secondary Profile", + "SECONDARY": "Secondary", + "COMBAT": "Combat", + "INITIATIVE": "Initiative", + "INIT": "INIT", + "WOUNDS": "Wounds", + "DAMAGE": "Damage", + "CRITICALS": "Criticals", + "SUCCFAILRULES": "Roll Critical Success/Failure Rules", + "HOUSERULE1-SUCCFAILRULES": "Houserule 1: 5 % rule : 01-05 always success, 96-100 always fail -- Core Book Default", + "HOUSERULE2-SUCCFAILRULES": "Houserule 2: 1/5 % rule : 01 always success, 96-100 always fail", + "HOUSERULE3-SUCCFAILRULES": "Houserule 3: 1 % rule : 01 always success, 100 always fail", + "CRITICALSANDINJURIES": "Criticals & Injuries", + "CRITICAL": "Critical", + "IMPALE-CRITICAL": "Critical Hit (Impaled)", + "BROKEN": "Broken", + "TORN": "Torn", + "FORTUNE": "Fortune", + "RESOLVE": "Resolve", + "MOVE": "Move", + "CHARGE": "Charge", + "RUN": "Run (yds)", + "LEAP": "Leap", + "CHECK-LUCK": "Check if you have the Luck Talent", + "TALENT-NAME": "Talent Name", + "DESCRIPTION": "Descripton", + "SKILLS": "Skills", + "SPECIALIZATION-SKILLS": "Specialization Skills", + "SPECIALIZATION": "Specialization", + "LANGUAGE": "Language", + "LORE": "Lore", + "KNOWLEDGE": "Knowledge", + "SKILL-NAME": "Skill Name", + "TRAINING": "Training", + "TOTAL": "Total", + "TOTAL-WOUNDS": "Total Wounds", + "IMPALE": "Impale", + "TOTAL-DAMAGE": "Total Damage", + "ROLL": "Roll", + "SKILL": "Skill", + "ABBREVIATE-GM": "GM", + "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)", + "COMMON-KNOWLEDGE": "Common Knowledge", + "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills", + "GROUPED-SKILLS": "Grouped Skills", + "TRADE-SKILLS": "Trade Skills", + "BASIC-SKILL": "Basic Skill", + "BASIC-SKILLS": "Basic Skills", + "LANGUAGE-SKILLS": "Language Skills", + "LORE-SKILLS": "Lore Skills", + "ADVANCED-SKILL": "Advanced Skill", + "ADVANCED-SKILLS": "Advanced Skills", + "ANIMAL-TRAINING-SKILLS": "Animal Training Skills", + "ART-SKILLS": "Art Skills", + "ENTERTAIN-SPECIALIZATION": "Entertain Specialization", + "PERFORM-SKILLS": "Perform Skills", + "PLAY-SKILLS": "Play Skills", + "RIDE-SPECIALIZATION": "Ride Specialization", + "SAIL-SKILLS": "Sail Skills", + "SECRET-SIGNS": "Secret Signs", + "TRADE": "Trade", + "TRAINED": "Trained", + "BASIC": "Basic", + "SPECIAL-RULES": "Special Rules", + "NAME": "Name", + "RANGED": "Ranged", + "ENTERTAIN": "Entertain", + "PERFORM": "Perform", + "SAIL": "Sail", + "ART": "Art", + "ART-SPECIALIZATION": "Art Specialization", + "ATHLETICS": "Athletics", + "BRIBERY": "Bribery", + "CLIMB": "Climb", + "COOL": "Cool", + "DODGE": "Dodge", + "DRIVE": "Drive", + "ENDURANCE": "Endurance", + "PLAY": "Play", + "PRAY": "Pray", + "STEALTH": "Stealth", + "ANIMAL-CARE": "Animal Care", + "CHARM": "Charm", + "CHARM-ANIMAL": "Charm Animal", + "COMMAND": "Command", + "CONCEALMENT": "Concealment", + "CONSUME-ALCOHOL": "Consume Alcohol", + "DISGUISE": "Disguise", + "EVALUATE": "Evaluate", + "GAMBLE": "Gamble", + "GOSSIP": "Gossip", + "HAGGLE": "Haggle", + "INTIMIDATE": "Intimidate", + "INTUITION": "Intuition", + "LEADERSHIP": "Leadership", + "OUTDOOR-SURVIVAL": "Outdoor Survival", + "PERCEPTION": "Perception", + "RIDE": "Ride", + "ROW": "Row", + "TRACK": "Track", + "MELEE-SPECIALIZATION": "Melee Specialization", + "RANGED-SKILLS": "Ranged Skills", + "WEAPON": "Weapon", + "SCALE-SHEER-SURFACE": "Scale Sheer Surface", + "SEARCH": "Search", + "SILENT-MOVE": "Silent Move", + "SWIM": "Swim", + "ANIMAL-TRAINING": "Animal Training", + "BLATHER": "Blather", + "CHANNELLING": "Channelling", + "DODGE-BLOW": "Dodge Blow", + "FOLLOW-TRAIL": "Follow Trail", + "HEAL": "Heal", + "RESEARCH": "Research", + "HYPNOTISM": "Hypnotism", + "LIP-READING": "Lip Reading", + "MAGICAL-SENSE": "Magical Sense", + "NAVIGATION": "Navigation", + "PICK-LOCK": "Pick Lock", + "PREPARE-POISON": "Prepare Poison", + "READ-AND-WRITE": "Read and Write", + "SET-TRAP": "Set Trap", + "SHADOWING": "Shadowing", + "SLEIGHT-OF-HAND": "Sleight of Hand", + "TORTURE": "Torture", + "VENTRILOQUISM": "Ventriloquism", + "ASTROLOGY": "Astrology", + "STAR-SIGN": "Star Sign", + "DOOM": "DOOM", + "APPEARANCE": "APPEARANCE", + "DISTINGUISHING-MARKS": "DISTINGUISHING MARKS", + "GENDER": "Gender", + "BUILD": "Build", + "AGE": "Age", + "HEIGHT": "Height", + "WEIGHT": "Weight", + "EYES": "Eyes", + "SKIN": "Skin", + "HAIR": "Hair", + "HISTORY": "History", + "MISCELLANEOUS-NOTES": "MISCELLANEOUS NOTES", + "CAREER-NAME": "Career Name", + "STARTING-CAREER": "Starting Career", + "SECOND-CAREER": "Second Career", + "THIRD-CAREER": "Third Career", + "FOURTH-CAREER": "Fourth Career", + "FIFTH-CAREER": "Fifth Career", + "CAREER-ENTERED": "Career Entered", + "CAREER-ENTERED_CHECK": "Check if you've entered this career.", + "CAREER-MAIN-PROFILE": "Career Main Profile", + "WEAPON-SKILLS": "Weapon Skills", + "STRENGTH": "Strength", + "TOUGHNESS": "Toughness", + "AGILITY": "Agility", + "DEXTERITY": "Dexterity", + "INTELLIGENCE": "Intelligence", + "WILL-POWER": "Will Power", + "FELLOWSHIP": "Fellowship", + "CAREER-SECONDARY-PROFILE": "Career Secondary Profile", + "ATTACKS": "Attacks", + "STRENGTH-BONUS": "Strength Bonus", + "TOUGHNESS-BONUS": "Toughness Bonus", + "MOVEMENT": "Movement", + "MAGIC": "Magic", + "INSANITY-POINTS": "Insanity Points", + "FATE": "Fate", + "CAREER-SKILLS": "Career Skills", + "CAREER-TALENTS": "Career Talents", + "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents", + "SKILL-OR-TALENT": "Skill or Talent", + "CAREER-EXITS": "Career Exits", + "MELEE-WEAPONS": "MELEE WEAPONS", + "MELEE": "Melee", + "MELEE-BASIC": "Melee (Basic)", + "MELEE-BRAWLING": "Melee (Brawling)", + "MELEE-CAVALRY": "Melee (Cavalry)", + "MELEE-FENCING": "Melee (Fencing)", + "MELEE-FLAIL": "Melee (Flail)", + "MELEE-PARRY": "Melee (Parry)", + "MELEE-POLEARM": "Melee (Polearm)", + "MELEE-TWOHANDED": "Melee (Two-Handed)", + "RANGED-BLACKPOWDER": "Ranged (Blackpowder)", + "RANGED-BOW": "Ranged (Bow)", + "RANGED-CROSSBOW": "Ranged (Crossbow)", + "RANGED-ENGINEERING": "Ranged (Engineering)", + "RANGED-ENTANGLING": "Ranged (Entangling)", + "RANGED-EXPLOSIVES": "Ranged (Explosives)", + "RANGED-SLING": "Ranged (Sling)", + "RANGED-THROWING": "Ranged (Throwing)", + "LANG-MAGICK": "Language (Magick)", + "CHANNELLING-FIRE": "Channelling (Fire)", + "CHANNELLING-HEAVENS": "Channelling (Heavens)", + "CHANNELLING-METAL": "Channelling (Metal)", + "CHANNELLING-BEASTS": "Channelling (Beasts)", + "CHANNELLING-LIFE": "Channelling (Life)", + "CHANNELLING-LIGHT": "Channelling (Light)", + "CHANNELLING-DEATH": "Channelling (Death)", + "CHANNELLING-SHADOWS": "Channelling (Shadows)", + "CHANNELLING-MISC": "Channelling (Misc)", + "ABBREVIATE-PROFICIENCY": "Prof?", + "CRAFTSMANSHIP": "Craftsmanship", + "ABBREVIATE-CRAFTSMANSHIP": "Craft", + "ABBREVIATE-ENCUMBRANCE": "Enc", + "USE-SB": "SB", + "WS-BONUS": "WS Bonus", + "TO-HIT": "To Hit", + "REACH": "Reach", + "DAMAGE-INC-SB": "Melee damage already includes SB.", + "IMPACT": "Impact", + "ABBREVIATE-IMPACT": "Imp", + "AMMO-QUALITIES": "Ammo Qualities", + "AMMO-TYPE": "Ammo Type", + "DEFENSIVE": "Defensive", + "ABBREVIATE-DEFENSIVE": "Def", + "QUALITIES": "Qualities", + "QUALITIES-AND-FLAWS": "Qualities and Flaws", + "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent", + "ATTACK": "Attack", + "PARRY": "Parry", + "POOR": "Poor", + "COMMON": "Common", + "GOOD": "Good", + "BEST": "Best", + "PERSONAL": "Personal", + "VERY-SHORT": "Very Short", + "SHORT": "Short", + "MEDIUM": "Medium", + "AVERAGE": "Average", + "LONG": "Long", + "VERY-LONG": "Very Long", + "MASSIVE": "Massive", + "ABBREVIATE-ATTACK": "Atk?", + "ABBREVIATE-DAMAGE": "Dmg", + "ABBREVIATE-PARRY": "Pry", + "RANGED-WEAPONS": "RANGED WEAPONS", + "BS-BONUS": "BS Bonus", + "TYPE": "Type", + "RELOAD": "Reload", + "RANGE": "Range", + "ABBREVIATE-AMMUNITION": "Ammo", + "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc", + "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.", + "SHOOT": "Shoot", + "THROW": "Throw", + "FREE": "Free", + "HALF": "Half", + "FULL-NUMBER": "{{0}} Full", + "CRITICAL-HIT": "Critical Hit", + "CRITICAL-ROLL": "Critical Roll", + "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance", + "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance", + "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance", + "ULRICS-FURY": "Ulric's Fury!", + "FURY-TEST": "Fury Test", + "FURY-DAMAGE": "Fury Damage", + "ROLL-ULRICS-FURY": "Roll for Ulric's Fury!", + "FURY-FAILS": "Fury Fails", + "PETTY": "Petty", + "LESSER": "Lesser", + "ARCANE": "Arcane", + "DIVINE": "Divine", + "RUNES": "Runes", + "RITUALS": "Rituals", + "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling", + "SPELL": "Spell", + "CASTING": "Casting", + "CASTING-NUMBER": "CN", + "CASTING-TIME": "Casting Time", + "DURATION": "Duration", + "TARGET": "Target/AoE", + "NONE": "None", + "1D10MAGIC": "1d10 + Magic", + "SPELL-HEALING": "Spell Healing", + "CAST": "Cast", + "INGREDIENT-BONUS": "Ingredient Bonus", + "INGREDIENT": "Ingredient", + "SPELL-DAMAGE": "Spell Damage", + "SPELL-DESCRIPTION": "Spell Description", + "RITUAL": "Ritual", + "INGREDIENTS": "Ingredients", + "RITUAL-DESCRIPTION": "Ritual Description", + "ARCANE-LANGUAGE": "Arcane Language", + "REQUIRED-MAGIC": "Required Magic", + "XP-COST": "XP Cost", + "CONSEQUENCES": "Consquences", + "PETTY-SPELL": "Petty Spell", + "LESSER-SPELL": "Lesser Spell", + "ARCANE-SPELL": "Arcane Spell", + "DIVINE-SPELL": "Divine Spell", + "RUNE": "Rune", + "INSCRIPTION-NUMBER": "Inscription Number", + "EMPOWERMENT": "Empowerment", + "INSCRIBE": "Inscribe", + "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description", + "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description", + "MAGIC-USED": "Amount of Magic used", + "CHANNELLING-SUCCESS": "Channelling success", + "INGREDIENT-USED": "Ingredient used", + "RUNE-TYPE": "Rune type", + "TEMPORARY": "Temporary", + "PERMANENT": "Permanent", + "MINUTES": "minute(s)", + "WEEKS": "week(s)", + "COIN-CARRIED": "COIN CARRIED", + "BRASS-PENNIES-BP": "Brass Pennies (BP)", + "SILVER-SHILLINGS-SS": "Silver Shillings (SS)", + "GOLD-CROWNS-GC": "Gold Crowns (GC)", + "TOTAL-GC-VALUE": "Total GC Value", + "EXCHANGE-RATE": "Exchange Rate", + "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown", + "ENCUMBRANCE": "ENCUMBRANCE", + "TRAPPINGS": "TRAPPINGS", + "COIN": "Coin", + "OTHER": "Other", + "CARRYING-CAPACITY": "Carrying Max", + "PUSH-DRAG-LIFT": "Push/Drag/Lift", + "ENCUMBERED": "Encumbered", + "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty", + "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.", + "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.", + "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:", + "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)", + "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", + "PAGE-1": "Page 1", + "PAGE-2": "Page 2", + "PAGE-3": "Page 3", + "SHOW-ALL": "Show All", + "UNLIMITED": "Unlimited", + "ROW-NR": "Row #", + "CARRIED-QUESTION": "Carried?", + "ABBREVIATE-QUANTITY": "Qty", + "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes", + "PROTECTIVE-ITEMS": "PROTECTIVE ITEMS", + "WORN": "Worn?", + "ARMOR-TYPE": "Armor Type", + "ARMOR-POINTS": "Armor Points", + "ABBREVIATE-ARMOR-POINTS": "AP", + "MAGIC-BONUS": "Magic Bonus", + "BONUS": "Bonus", + "TOTAL-AP": "Total AP", + "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs", + "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance", + "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.", + "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.", + "LEATHER": "Leather", + "MAIL": "Mail", + "PLATE": "Plate", + "LIGHT": "Light", + "HEAVY": "Heavy", + "LIGHT-ARMOR": "Light Armor", + "MEDIUM-ARMOR": "Medium Armor", + "HEAVY-ARMOR": "Heavy Armor", + "HIT-LOCATIONS": "HIT LOCATIONS", + "HEAD": "Head", + "BODY": "Body", + "TORSO": "Torso", + "ARMS": "Arms", + "LEGS": "Legs", + "ABBREVIATE-HEAD": "H", + "ABBREVIATE-BODY": "B", + "ABBREVIATE-ARMS": "A", + "ABBREVIATE-LEGS": "L", + "LEFT-ARM": "Left Arm", + "LEFT-LEG": "Left Leg", + "RIGHT-ARM": "Right Arm", + "RIGHT-LEG": "Right Leg", + "ARMOR-PENALTIES": "Armor Penalties", + "ARMOR-MAIL-PENALTY": "Wearing Mail Armor (-10 penalty to Stealth)", + "ARMOR-PLATE-PENALTY": "Wearing Plate Armor (-10 penalty to Stealth)", + "ARMOR-COIF-PENALTY": "Wearing Mail Coif (-10 penalty to Perception)", + "ARMOR-OPEN-PENALTY": "Wearing Open Helm (-10 penalty to Perception)", + "ARMOR-HELM-PENALTY": "Wearing Helm (-20 penalty to Perception)", + "BLOOD-LOSS": "Blood Loss", + "BLEEDING": "Bleeding", + "KNOWLEDGE-SKILL": "Knowledge Skill", + "VARIOUS-SKILL": "Various Skill", + "TARGET-NUMBER": "Target Number", + "TEST-RESULT": "Test Result", + "RESULT": "Result", + "OUTCOME": "Outcome", + "SUCCESS": "Success", + "FAILURE": "Failure", + "ATTACK-ROLL": "Attack Roll", + "MISS": "Miss", + "PARRY-ROLL": "Parry Roll", + "PARRIED": "Parried", + "CASTING-TEST": "Casting Test", + "SPELLCASTING-FAILS": "Spellcasting fails", + "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds", + "INSCRIPTION-TEST": "Inscription Test", + "INSCRIPTION-TIME": "Inscription Time", + "INSCRIPTION-FAILS": "Inscription fails", + "INSCRIPTION-SUCCEEDS": "Inscription succeeds", + "RITUAL-FAILS": "Ritual fails", + "RITUAL-SUCCEEDS": "Ritual succeeds", + "HIT-LOCATION": "Hit Location", + "HIT-HEAD": "Hit Head", + "HIT-BODY": "Hit Body", + "HIT-LEFT-ARM": "Hit Left Arm", + "HIT-LEFT-LEG": "Hit Left Leg", + "HIT-RIGHT-ARM": "Hit Right Arm", + "HIT-RIGHT-LEG": "Hit Right Leg", + "HIT-LOCATION-NUMBER": "Hit Location {{0}}", + "DAMAGE-NUMBER": "Damage {{0}}", + "CRITICAL-LOCATION": "Critical Location", + "CRITICAL-VALUE": "Critical Value", + "CRITICAL-EFFECT": "Critical Effect", + "DYNAMIC-INJURY": "Dynamic Injury", + "DYNAMIC-INJURY-DESC": "A fine wound accross the forehead and cheek. Gain 1 Bleeding Condition. Once the wound is healed, the impressive scar it leaves provides a bonus of +1 SL to appropriate social Tests. You can only gain this benefit once.", + "MINOR-CUT": "Minor Cut", + "MINOR-CUT-DESC": "The strike opens your cheek and blood flies everywhere. Gain 1 Bleeding Condition.", + "POKED-EYE": "Poked Eye", + "POKED-EYE-DESC": "The blow glances across your eye socket. Gain 1 Blinded condition.", + "EAR-BASH": "Ear Bash", + "EAR-BASH-DESC": "Your ear takes a sickening impact, leaving it ringing. The Gain 1 Deafened Condition.", + "RATTLING-BLOW": "Rattling Blow", + "RATTLING-BLOW-DESC": "The blow floods your vision with spots and flashing lights. Gain 1 Stunned Condition.", + "BLACK-EYE": "Black Eye", + "BLACK-EYE-DESC": "A solid blow hits your eye, leaving tears and much pain. Gain 2 Blinded Conditions.", + "SLICED-EAR": "Sliced Ear", + "SLICED-EAR-DESC": "Your side of your head takes a hard blow, cutting deep into your ear. Gain 2 Deafened and 1 Bleeding Condition.", + "STRUCK-FOREHEAD": "Struck Forehead", + "STRUCK-FOREHEAD-DESC": "A solid blow thumps into the centre of your forehead. Gain 2 Bleeding Conditions and a Blinded Condition that cannot be removed until all Bleeding Conditions are removed. ", + "FRACTURED-JAW": "Fractured Jaw", + "FRACTURED-JAW-DESC": "With a sickening crunch, pain fills your face as the blow fractures your jaw. Gain 2 Stunned contions. Suffer a Broken Bone (Minor) injury.", + "MAJOR-EYE-WOUND": "Major Eye Wound", + "MAJOR-EYE-WOUND-DESC": "The blow cracks across your eye socket. Gain 1 Bleeding Condition. Also gain 1 Blinded Condition that cannot be removed until you receive Medical Attention.", + "MAJOR-EAR-WOUND": "Major Ear Wound", + "MAJOR-EAR-WOUND-DESC": "The blow damages your ear, leaving you with permanent hearing loss in one ear. Suffer a –20 penalty on all Tests relating to hearing. If you suffer this result again, your hearing is permanently lost as the second ear falls quiet. Only magic can heal this.", + "BROKEN-NOSE": "Broken Nose", + "BROKEN-NOSE-DESC": "A solid blow to the centre of your face causing blood to pour. Gain 2 Bleeding Conditions. Make a Challenging (+0) Endurance Test, or also gain a Stunned Condition. After this wound has healed, gain +1/–1SL on social rolls, depending on context, unless Surgery is used to reset the nose. ", + "BROKEN-JAW": "Broken Jaw", + "BROKEN-JAW-DESC": "The crack is sickening as the blow hits you under the chin, breaking your jaw. Gain 3 Stunned Conditions. Make a Challenging (+0) Endurance Test or gain an Unconscious Condition. Suffer a Broken Bone (Major) injury.", + "CONCUSSIVE-BLOW": "Concussive Blow", + "CONCUSSIVE-BLOW-DESC": "Your brain rattles in your skull as blood spurts from your nose and ears. Take 1 Deafened , 2 Bleeding , and 1d10 Stunned Conditions. Gain a Fatigued Condition that lasts for 1d10 days. If you receive another Critical Wound to your head while suffering this Fatigued Condition, make an Average (+20) Endurance Test or also gain an Unconscious Condition.", + "SMASHED-MOUTH": "Smashed Mouth", + "SMASHED-MOUTH-DESC": "With a sickening crunch, your mouth is suddenly filled with broken teeth and blood. Gain 2 Bleeding Conditions. Lose 1d10 teeth — Amputation (Easy).", + "MANGLED-EAR": "Mangled Ear", + "MANGLED-EAR-DESC": "Little is left of your ear as the blow tears it apart. You gain 3 Deafened and 2 Bleeding Conditions. Lose your ear —Amputation (Average).", + "DEVASTATED-EYE": "Devastated Eye", + "DEVASTATED-EYE-DESC": "A strike to your eye completely bursts it, causing extraordinary pain. Gain 3 Blinded , 2 Bleeding , and 1 Stunned Condition. Lose your eye — Amputation (Difficult)", + "DISFIGURING-BLOW": "Disfiguring Blow", + "DISFIGURING-BLOW-DESC": "The blow smashes your entire face, destroying your eye and nose in a cloud of blood. Gain 3 Bleeding , 3 Blinded and 2 Stunned Conditions. Lose your eye and nose — Amputation (Hard).", + "MANGLED-JAW": "Disfiguring Blow", + "MANGLED-JAW-DESC": "The blow almost removes your jaw as it utterly destroys your tongue, sending teeth flying in a shower of blood. Gain 4 Bleeding and 3 Stunned Conditions. Make a Very Hard (–30) Endurance Test or gain an Unconscious Condition. Suffer a Broken Bone (Major) injury and lose your tongue and 1d10 teeth — Amputation (Hard).", + "DECAPITATED": "Decapitated", + "DECAPITATED-DESC": "Your head is entirely severed from your neck and soars through the air, landing 1d10 feet away in a random direction (see Scatter). Your body collapses, instantly dead.", + "JARRED-ARM": "Jarred Arm", + "JARRED-ARM-DESC": "Your arm is jarred in the attack. Drop whatever was held in that hand.", + "MINOR-CUT-ARM-DESC": "Gain a Bleeding Condition as your upper arm is cut badly.", + "SPRAIN": "Sprain", + "SPRAIN-DESC": "You sprain your arm, suffering a Torn Muscle (Minor) injury.", + "BADLY-JARRED-ARM": "Badly Jarred Arm", + "BADLY-JARRED-ARM-DESC": "Your arm is badly jarred in the attack. Drop whatever was held in that hand, which is useless for 1d10–TB rounds (minimum 1). For this time, treat the hand as lost (see Amputated Part).", + "TORN-MUSCLES": "Torn Muscles", + "TORN-MUSCLES-DESC": "The blow slams into your forearm. Gain a Bleeding Condition and a Torn Muscle (Minor) injury.", + "BLEEDING-HAND": "Bleeding Hand", + "BLEEDING-HAND-DESC": "Your hand is cut badly, making your grip slippery. Take 1 Bleeding Condition. While suffering from that Bleeding Condition, make an Average (+20) Dexterity Test before taking any Action that requires something being held in that hand; if you fail, the item slips from your grip. ", + "WRENCHED-ARM": "Wrenched Arm", + "WRENCHED-ARM-DESC": "Your arm is almost pulled from its socket. Drop whatever is held in the associate hand; the arm is useless for 1d10 Rounds (see Amputated Parts).", + "GAPING-WOUND": "Gaping Wound", + "GAPING-WOUND-DESC": "The blow opens a deep, gaping wound. Gain 2 Bleeding Conditions. Until you receive Surgery to stitch up the cut, any associated Arm Damage you receive will also inflict 1 Bleeding Condition as the wound reopens.", + "CLEAN-BREAK": "Clean Break", + "CLEAN-BREAK-DESC": "An audible crack resounds as the blow strikes your arm. Drop whatever was held in the associated hand and gain a Broken Bone (Minor) injury. Pass a Difficult (–10) Endurance Test or gain a Stunned Condition.", + "RUPTURED-LIGAMENT": "Ruptured Ligament", + "RUPTURED-LIGAMENT-DESC": "You immediately drop whatever was held in that hand. Suffer a Torn Muscle (Major) injury.", + "DEEP-CUT": "Deep Cut", + "DEEP-CUT-DESC": "Gain 2 Bleeding Conditions as your arm is mangled. Gain 1 Stunned Condition and suffer a Torn Muscle (Minor) injury. Take a Hard (–20) Endurance Test or gain the Unconscious Condition. ", + "DAMAGED-ARTERY": "Damaged Artery", + "DAMAGED-ARTERY-DESC": "Gain 4 Bleeding Conditions. Until you receive Surgery, every time you take Damage to this Arm Hit Location gain 2 Bleeding Conditions.", + "CRUSHED-ELBOW": "Crushed Elbow", + "CRUSHED-ELBOW-DESC": "The blow crushes your elbow, splintering bone and cartilage. You immediately drop whatever was held in that hand and gain a Broken Bone (Major) injury.", + "DISLOCATED-SHOULDER": "Dislocated Shoulder", + "DISLOCATED-SHOULDER-DESC": "Your arm is wrenched out of its socket. Pass a Hard (–20) Endurance Test or gain the Stunned and Prone Condition. Drop whatever is held in that hand: the arm is useless and counts as lost (see Amputated Part). Gain 1 Stunned Condition until you receive Medical Attention. After this initial Medical Attention, an Extended Routine (+20) Heal Test needing 6 SL is required to reset the arm, at which point you regain its use. Tests made using this arm suffer a –10 penalty for 1d10 days. ", + "SEVERED-FINGER": "Severed Finger", + "SEVERED-FINGER-DESC": "You gape in horror as a finger flies — Amputation (Average). Gain a Bleeding condition.", + "CLEFT-HAND": "Cleft Hand", + "CLEFT-HAND-DESC": "Your hand splays open from the blow. Lose 1 finger —Amputation (Difficult). Gain 2 Bleeding and 1 Stunned Condition. For every succeeding Round in which you don't receive Medical Attention, you lose another finger as the wound tears; if you run out of fingers, you lose the hand — Amputation (Difficult).", + "MAULED-BICEP": "Mauled Bicep", + "MAULED-BICEP-DESC": "The blow almost separates bicep and tendon from bone, leaving an ugly wound that sprays blood over you and your opponent. You automatically drop anything held in the associated hand and suffers a Torn Muscle (Major) injury and 2 Bleeding and 1 Stun Condition.", + "MANGLED-HAND": "Mangled Hand", + "MANGLED-HAND-DESC": "Your hand is left a mauled, bleeding mess. You lose your hand —Amputation (Hard). Gain 2 Bleeding Condition. Take a Hard (–20) Endurance Test or gain the Stunned and Prone Conditions. ", + "SLICED-TENDONS": "Sliced Tendons", + "SLICED-TENDONS-DESC": "Your tendons are cut by the blow, leaving your arm hanging useless — Amputation (Very Hard). Gain 3 Bleeding , 1 Prone , and 1 Stunned Condition. Pass a Hard (–20) Endurance Test or gain the Unconscious Condition.", + "BRUTAL-DISMEMBERMENT": "Brutal Dismemberment", + "BRUTAL-DISMEMBERMENT-DESC": "Your arm is severed, spraying arterial blood 1d10 feet in a random direction (see Scatter), before the blow follows through to your chest.", + "BUT-A-SCRATCH": "Tis But A Scratch!", + "BUT-A-SCRATCH-DESC": "Gain 1 Bleeding Condition.", + "GUT-BLOW": "Gut Blow", + "GUT-BLOW-DESC": "Gain 1 Stunned Condition. Pass an Easy (+40) Endurance Test, or vomit, gaining the Prone Condition.", + "LOW-BLOW": "Low Blow!", + "LOW-BLOW-DESC": "Make a Hard (-20) Endurance Test or gain 3 Stunned Condition. ", + "TWISTED-BACK": "Twisted Back", + "TWISTED-BACK-DESC": "Suffer a Torn Muscle (Minor) injury.", + "WINDED": "Winded", + "WINDED-DESC": "2 Gain the Stunned Condition. Make an Average (+20) Endurance Test, or gain the Prone Condition. Movement is halved for 1d10 rounds as you get your breath back.", + "BRUISED-RIBS": "Bruised Ribs", + "BRUISED-RIBS-DESC": "All Agility-based Tests suffer a –10 penalty for 1d10 days.", + "WRENCHED-COLLAR-BONE": "Wrenched Collar Bone", + "WRENCHED-COLLAR-BONE-DESC": "Randomly select one arm. Drop whatever is held in that hand; the arm is useless for 1d10 rounds (see Amputated Parts).", + "RAGGED-WOUND": "Ragged Wound", + "RAGGED-WOUND-DESC": "Take 2 Bleeding Conditions.", + "CRACKED-RIBS": "Cracked Ribs", + "CRACKED-RIBS-DESC": "The hit cracks one or more ribs. Gain the Stunned Condition. Gain a Broken Bone (Minor) injury.", + "GAPING-WOUND-BODY-DESC": "Take 3 Bleeding Conditions. Until you receive Surgery, any Wounds you receive to the Body Hit Location will inflict an additional Bleeding Condition as the cut reopens.", + "PAINFUL-CUT": "Painful Cut", + "PAINFUL-CUT-DESC": " Gain 2 Bleeding Conditions and the Stunned Condition. Take a Hard (–20) Endurance Test or gain the Unconscious Condition as you black out from the pain. Unless you achieve 4+ SL, you also scream out in agony.", + "ARTERIAL-DAMAGE": "Arterial Damage", + "ARTERIAL-DAMAGE-DESC": "Gain 4 Bleeding Conditions. Until you receive Surgery, every time you receive Damage to the Body Hit Location, gain 2 Bleeding Conditions.", + "PULLED-BACK": "Pulled Back", + "PULLED-BACKW-DESC": "Your back turns to white pain as you pull a muscles. Suffer a Torn Muscle (Major) injury.", + "FRACTURED-HIP": "Fractured Hip", + "FRACTURED-HIP-DESC": " Gain the Stunned Condition. Take a Challenging (+0) Endurance Test or also gain the Prone Condition. Suffer a Broken Bone (Minor) injury.", + "MAJOR-CHEST-WOUND": "Major Chest Wound", + "MAJOR-CHEST-WOUND-DESC": "You take a significant wound to your chest, flensing skin from muscle and sinew. Take 4 Bleeding Conditions. Until you receive Surgery, to stitch the wound together, any Wounds you receive to the Body Hit Location will also inflict 2 Bleeding Conditions as the tears reopen.", + "GUT-WOUND": "Gut Wound", + "GUT-WOUND-DESC": "Contract a Festering Wound (see Disease and Infection) and gain 2 Bleeding", + "SMASHED-RIB-CAGE": "Smashed Rib Cage", + "SMASHED-RIB-CAGE-DESC": "Gain a Stunned Condition that can only be removed through Medical Attention, and suffer a Broken Bone (Major) injury.", + "BROKEN-COLLAR-BONE": "Broken Collar Bone", + "BROKEN-COLLAR-BONE-DESC": "Gain the Unconscious Condition until you receive Medical Attention, and suffer a Broken Bone (Major) injury.", + "INTERNAL-BLEEDING": "Internal bleeding", + "INTERNAL-BLEEDING-DESC": "Gain a Bleeding Condition that can only be removed through Surgery. Contract Blood Rot (see Disease and Infection). ", + "TORN-APART": "Torn Apart", + "TORN-APART-DESC": "You are hacked in two. The top half lands in a random direction, and all characters within 2 yards are showered in blood.", + "STUBBED-TOE": "Stubbed Toe", + "STUBBED-TOE-DESC": "In the scuffle, you stub your toe. Pass a Routine (+20) Endurance Test or suffer –10 on Agility Tests until the end of the next turn. ", + "TWISTED-ANKLE": "Twisted Ankle", + "TWISTED-ANKLE-DESC": "You go over your ankle, hurting it. Agility Tests suffer a –10 penalty for 1d10 rounds. ", + "MINOR-CUT-LEG-DESC": "Gain 1 Bleeding Condition. ", + "LOST-FOOTING": "Lost Footing", + "LOST-FOOTING-DESC": "In the scuffle you lose your footing. Pass a Challenging (+0) Endurance Test or gain the Prone Condition.", + "THIGH-STRIKE": "Thigh Strike", + "THIGH-STRIKE-DESC": "A painful blow slams into your upper thigh. Gain a Bleeding Condition and take an Average (+20) Endurance Test or stumble, gaining a Prone Condition.", + "SPRAINED-ANKLE": "Sprained Ankle", + "SPRAINED-ANKLE-DESC": "You sprain your ankle, giving you a Torn Muscle (Minor) injury.", + "TWISTED-KNEE": "Twisted Knee", + "TWISTED-KNEE-DESC": "You twist your knee too far. Agility Tests suffer a –20 penalty for 1d10 rounds.", + "BADLY-CUT-TOE": "Badly Cut Toe", + "BADLY-CUT-TOE-DESC": "Gain 1 Bleeding Condition. After the encounter, make a Challenging (+0) Endurance Test. If you fail, lose 1 toe —Amputation (Average).", + "BAD-CUT": "Bad Cut", + "BAD-CUT-DESC": "Gain 2 Bleeding conditions as a deep wound opens up your shin. Pass a Challenging (+0) Endurance Test or gain the Prone Condition.", + "BADLY-TWISTED-KNEE": "Twisted Knee", + "BADLY-TWISTED-KNEE-DESC": "You badly twist your knee trying to avoid your opponent. Gain a Torn Muscle (Major) injury.", + "HACKED-LEG": "Hacked Leg", + "HACKED-LEG-DESC": "A cut bites down into the hip. Gain 2 Bleeding , 1 Prone Condition, and suffer a Broken Bone (Minor) injury. Further, take a Hard (–20) Endurance Test or also gain a Stunned condition from the pain.", + "TORN-THIGH": "Torn Thigh", + "TORN-THIGH-DESC": "Gain 3 Bleeding Conditions as the weapon opens up your upper thigh. Pass a Challenging (+0) Endurance Test or gain the Prone Condition. Until you receive Surgery to stitch up the wound, each time you receive Damage to this Leg, also receive 1 Bleeding Condition.", + "RUPTURED-TENDON": "Ruptured Tendon", + "RUPTURED-TENDON-DESC": "Gain the Prone and Stunned Condition as one of your tendons tears badly. Pass a Hard (–20) Endurance Test or gain the Unconscious Condition. Your leg is useless (see Amputated Parts). , Suffer a Torn Muscle (Major) injury.", + "CARVED-SHIN": "Carved Shin", + "CARVED-SHIN-DESC": "The weapon drives clean through your leg by the knee, slicing into bone and through tendons. Gain a Stunned and Prone Condition. Further, suffer a Torn Muscle (Major) and Broken Bone (Minor) injury.", + "BROKEN-KNEE": "Broken Knee", + "BROKEN-KNEE-DESC": "The blow hacks into your kneecap, shattering it into several pieces. You gain 1 Bleeding , 1 Prone , and Stunned Condition, and a Broken Bone (Major) Injury as you fall to the ground, clutching your ruined leg.", + "DISLOCATED-KNEE": "Dislocated Knee", + "DISLOCATED-KNEE-DESC": "Your knee is wrenched out of its socket. Gain the Prone Condition. Pass a Hard (–20) Endurance Test, or gain the Stunned Condition, which is not removed until you receive Medical Attention. After this initial Medical Attention, an Extended Routine (+20) Heal Test needing 6 SL is required to reset the knee at which point you regain its use. Movement is halved, and Tests made using this leg suffer a –10 penalty for d10 days. ", + "CRUSHED-FOOT": "Crushed Foot", + "CRUSHED-FOOT-DESC": "The blow crushes your foot. Make an Average (+20) Endurance Test; if you fail, gain the Prone condition and lose 1 toe, plus 1 additional toe for each SL below 0 — Amputation (Average). Gain 2 Bleeding Conditions. If you don't receive Surgery within 1d10 days, you will lose the foot entirely.", + "SEVERED-FOOT": "Severed Foot", + "SEVERED-FOOT-DESC": "Your foot is severed at the ankle and lands 1d10 feet away in a random direction — Amputation (Hard) (see Scatter). You gain 3 Bleeding , 2 Stunned , and 1 Prone Condition.", + "CUT-TENDON": "Cut Tendon", + "CUT-TENDON-DESC": "A major tendon at the back of your leg is cut, causing you to scream out in pain as your leg collapses. Gain 2 Bleeding , 2 Stunned , and 1 Prone Condition and look on in horror as your leg never works again — Amputation (Very Hard).", + "SHATTERED-PELVIS": "Shattered Pelvis", + "SHATTERED-PELVIS-DESC": "The blow shatters your pelvis, severing one leg then driving through to the next. You die instantly from traumatic shock.", + "FUMBLE-ROLL": "Fumble Roll", + "FUMBLE-20-DESC": "You catch a part of your anatomy while making your attack — lose 1 Wound, ignoring Toughness Bonus or Armour Points. ", + "FUMBLE-40-DESC": "Your melee weapon jars badly, or ranged weapon malfunctions or slightly breaks – your weapon suffers 1 Damage. Next round, you will act last regardless of Initiative order, Talents, or special rules as you recover ", + "FUMBLE-60-DESC": "Your manoeuvre was misjudged, leaving you out of position, or you lose grip of a ranged weapon. Next round, your Action suffers a penalty of –10. ", + "FUMBLE-70-DESC": "You stumble badly, finding it hard to right yourself. Lose your next Move.", + "FUMBLE-80-DESC": "You mishandle your weapon, or you drop your ammunition. Miss your next Action.", + "FUMBLE-90-DESC": "You overextend yourself or stumble and twist your ankle. Suffer a Torn Muscle (Minor) injury. This counts as a Critical Wound. ", + "FUMBLE-100-DESC": "You completely mess up your attack, hitting 1 random ally in range using your rolled units die to determine the SL of the hit. If that’s not possible, you somehow hit yourself in the face and gain the Stunned Condition ", + "AMPUTATION-ROLL": "Amputation Roll", + "AMPUTATION-2-DESC": "SL -2 or -3 Gain Stunned Condition", + "AMPUTATION-4-DESC": "SL -4 or worse Gain Unconscious Condition", + "BLOOD-SURVIVE": "Survive one more round.", + "BLOOD-DEATH": "Death from blood loss!", + "OLD-TRAPPINGS": "Use old Trappings layout", + "NEW-TRAPPINGS": "Use new Trappings layout", + "HOUSERULE1-INITIATIVE": "Houserule 1: Flat Initiative test to determine SL", + "HOUSERULE2-INITIATIVE": "Houserule 2: Roll 1d10 + Initiative", + "HOUSERULE3-INITIATIVE": "Houserule 3: Roll 1d10 + Agility Bonus + Initiative Bonus", + "CHAOS-MANIFESTATION": "Chaos Manifestation", + "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables", + "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables", + "TZEENTCHS-CURSE": "Tzeentch's Curse", + "CHAOS-ROLL": "Chaos Roll", + "CHAOS-TABLE": "Chaos Table", + "MINOR-NORMAL": "Minor Normal", + "MINOR-EXTENDED": "Minor Extended", + "MAJOR-NORMAL": "Major Normal", + "MAJOR-EXTENDED": "Major Extended", + "CATASTROPHIC-NORMAL": "Catastrophic Normal", + "CATASTROPHIC-EXTENDED": "Catastrophic Extended", + "MINOR": "Minor", + "MAJOR": "Major", + "CATASTROPHIC": "Catastrophic", + "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation", + "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation", + "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation", + "YES": "Yes", + "NO": "No", + "MINOR1": "Witchsign: The next living creature born within 1 mile is mutated. ", + "MINOR2": "Soured Milk: All milk within 1d100 yards goes sour instantly. ", + "MINOR3": "Blight: Willpower Bonus fields within Willpower Bonus miles suffer a blight, and all crops rot overnight.", + "MINOR4": "Soulwax: Your ears clog instantly with a thick wax. Gain 1 Deafened Condition, which is not removed until someone cleans them for you (with a successful use of the Heal Skill). ", + "MINOR5": "Witchlight: You glow with an eerie light related to your Lore, emitting as much light as a large bonfire, which lasts for 1d10 Rounds.", + "MINOR6": "Fell Whispers: Pass a Routine (+20) Willpower Test or gain 1 Corruption point.", + "MINOR7": "Rupture: Your nose, eyes, and ears bleed profusely. Gain 1d10 Bleeding Conditions.", + "MINOR8": "Soulquake: Gain the Prone Condition.", + "MINOR9": "Unfasten: On your person, every buckle unfastens, and every lace unties, which may cause belts to fall, pouches to open, bags to fall, and armour to slip.", + "MINOR10": "Warward Garb: your clothes seem to writhe with a mind of their own. Receive 1 Entangled Condition with a Strength of 1d10×5 to resist.", + "MINOR11": "Curse of Temperance: All alcohol within 1d100 yards goes bad, tasting bitter and foul.", + "MINOR12": "Souldrain: Gain 1 Fatigued Condition, which lasts for 1d10 hours.", + "MINOR13": "Driven to Distraction: If engaged in combat, gain the Surprised Condition. Otherwise, you are completely startled, your heart racing, and unable to concentrate for a few moments.", + "MINOR14": "Unholy Visions: Fleeting visions of profane and unholy acts harass you. Receive a Blinded Condition; pass a Challenging (+0) Cool Test or gain another.", + "MINOR15": "Cloying Tongue: All Language Tests (including Casting Tests) suffer a –10 penalty for 1d10 Rounds.", + "MINOR16": "The Horror!: Pass a Hard (–20) Cool Test or gain 1 Broken Condition.", + "MINOR17": "Curse of Corruption: Gain 1 Corruption point.", + "MINOR18": "Double Trouble: The effect of the spell you cast occurs elsewhere within 1d10 miles. At the GM’s discretion, where possible it should have consequences.", + "MINOR19": "Multiplying Misfortune: Roll twice on this table, rerolling any results between 91-00.", + "MINOR20": "Cascading Chaos: Roll again on the Major Miscast Table.", + "MAJOR1": "Ghostly Voices: Everyone within Willpower yards hears darkly seductive whispering of voices emanating from the Realm of Chaos. All sentient creatures must pass an Average (+20) Cool Test or gain 1 Corruption point.", + "MAJOR2": "Hexeyes: Your eyes turn an unnatural colour associated with your Lore for 1d10 hours. While your eyes are discoloured, you have 1 Blinded Condition that cannot be resolved by any means.", + "MAJOR3": "Aethyric Shock: You suffer 1d10 wounds, ignoring your Toughness Bonus and Armour Points. Pass an Average (+20) Endurance Test, or also gain a Stunned Condition.", + "MAJOR4": "Death Walker: Your footsteps leave death in their wake. For the next 1d10 hours, any plant life near you withers and dies.", + "MAJOR5": "Intestinal Rebellion: Your bowels move uncontrollably, and you soil yourself. Gain 1 Fatigued Condition, which cannot be removed until you can change your clothes and clean yourself up.", + "MAJOR6": "Soulfire: Gain an Ablaze Condition, as you are wreathed in unholy flames with a colour associated with your Lore.", + "MAJOR7": "Speak In Tongues: You gabble unintelligibly for 1d10 rounds. During this time, you cannot communicate verbally, or make any Casting Tests, although you may otherwise act normally.", + "MAJOR8": "Swarmed: You are engaged by a swarm of aethyric Rats, Giant Spiders, Snakes, or similar (GM’s choice). Use the standard profiles for the relevant creature type, adding the Swarm Creature Trait. After 1d10 rounds, if not yet destroyed, the swarm retreats. ", + "MAJOR9": "Ragdoll: You are flung 1d10 yards through the air in a random direction, taking 1d10 wounds on landing, ignoring Armour Points, and receiving the Prone Condition.", + "MAJOR10": "Limb Frozen: One limb (randomly determined) is frozen in place for 1d10 hours. The limb is useless, as if it had been Amputated (see page 180).", + "MAJOR11": "Darkling Sight: You lose the benefit of the Second Sight Talent for 1d10 hours. Channelling Tests also suffer a penalty of –20 for the duration. ", + "MAJOR12": "Chaotic Foresight: Gain a bonus pool of 1d10 Fortune points (this may take you beyond your natural limit). Every time you spend one of these points, gain 1 Corruption point. Any of these points remaining at the end of the session are lost. ", + "MAJOR13": "Levitation: You are borne aloft on the Winds of Magic, floating 1d10 yards above the ground for 1d10 minutes. Other characters may forcibly move you, and you may move using spells, wings or similar, but will continually return to your levitating position if otherwise left alone. Refer to the Falling rules (see page 166) for what happens when Levitation ends. ", + "MAJOR14": "Reguritation: You spew uncontrollably, throwing up far more foul-smelling vomitus than your body can possibly contain. Gain the Stunned Condition, which lasts for 1d10 Rounds. ", + "MAJOR15": "Chaos Quake: All creatures within 1d100 yards must pass an Average (+20) Athletics Test or gain the Prone Condition. ", + "MAJOR16": "Traitor's Heart: The Dark Gods entice you to commit horrendous perfidy. Should you attack or otherwise betray an ally to the full extent of your capabilities, regain all Fortune points. If you cause another character to lose a Fate Point, gain +1 Fate Point. ", + "MAJOR17": "Foul Enfeeblement: Gain 1 Corruption point, the Prone Condition, and a Fatigued Condition", + "MAJOR18": "Hellish Stench: You now smell really bad! You gain the Distracting Creature Trait (see page 339), and probably the enmity of anyone with a sense of smell. This lasts for 1d10 hours. ", + "MAJOR19": "Power Drain: You are unable to use the Talent used to cast the spell (usually Arcane Magic , though it could be Chaos Magic , or a similar Talent), for 1d10 minutes", + "MAJOR20": "Aethyric Feedback: Everyone within a number of yards equal to your Willpower Bonus — friend and foe alike — suffers 1d10 wounds, ignoring Toughness Bonus and Armour Points, and receives the Prone Condition. If there are no targets in range, the magic has nowhere to vent, so your head explodes, killing you instantly.", + "WRATH1": "Holy Vision: Visions of your god plague your senses. Attempt an Average (+20) Endurance Test. If you fail gain one Stunned Condition.", + "WRATH2": "Think Over Your Deeds: Any successful Pray test cannot achieve more than +0 SL for the next week.", + "WRATH3": "Heed My Lessons: You suffer a penalty of –10 to your Pray Skill for the next 1d10+Sin points Rounds.", + "WRATH4": "Prove Your Devotion: Gain the Prone Condition. This Condition is not removed until you score a Success with an Average (+20) Pray Test.", + "WRATH5": "You Try My Patience: You cannot enact any Pray Tests for 1d10 Rounds.", + "WRATH6": "You Do Not Understand My Intent: You suffer a penalty of –10 to any Skills associated with your deity (as determined by the GM) for the next 1d10+Sin points hours.", + "WRATH7": "I Find Your Lack Of Faith Disburbing:You cannot enact any Pray Tests for 1d10+Sin points Rounds.", + "WRATH8": "Share My Pain: ou suffer 1+Sin points Wounds, ignoring Toughness Bonus and APs. Also attempt an Average (+20) Endurance Test. If you fail gain one Stunned Condition.", + "WRATH9": "Your Cause Is Unwworthy: Your targets gain the Prone condition. Any Blessings or Miracles of your deity targeting them automatically fail for the next 1d10+Sin points days.", + "WRATH10": "Cease Your Prattling: You cannot enact any Pray Tests for the next 2d10+Sin points rounds.", + "WRATH11": "Feel My Wrath: You suffer 1d10+Sin points Wounds. Also attempt a Challenging (+0) Endurance Test. If you fail gain one Stunned Condition.", + "WRATH12": "I Shall Not Aid You: You suffer a penalty of –10 to a Skill associated with your deity (as determined by the GM) for the next 1d10+Sin Points days.", + "WRATH13": "Divine Wounds: Gain 1+Sin points Bleeding conditions.", + "WRATH14": "Struck Blind: Gain the Prone Condition. Gain 1+Sin point Blinded Conditions, which can only be removed by passing a Challenging (+0) Pray Test, with Success removing 1 + SL Blinded Conditions. ", + "WRATH15": "What Will You Sacrafice?:You suffer 1d10+Sin points Wounds, ignoring Toughness Bonus and APs. Also attempt a Difficult (–10) Endurance Test. If you fail gain one Stunned Condition.", + "WRATH16": "You Have Sinned Against Me: Your god is extremely annoyed and forces you to you enact Pray Tests as your Action for the next 1d10+Sin Points Rounds as a penance.", + "WRATH17": "Purge The Flesh:You suffer 2d10+Sin points Wounds, ignoring Toughness Bonus and APs. Also attempt a Hard (–20) Endurance Test. If you fail gain one Stunned Condition. If you fail with –4 SL or fewer, gain an Unconscious Condition that lasts a minimum of 1d10 Rounds.", + "WRATH18": "Daemonic Interference:The Dark Gods answer your pleas instead of your patron. 1d10 Lesser Daemons appear within 2d10 yards of your position, and attack the nearest target", + "WRATH19": "Fear My Wrath: Gain 1+Sin points Broken Conditions", + "WRATH20": "Go On A Penance: You must go on a Penance.", + "WRATH21": "Castigation: You are reduced to 0 Wounds (if you are not there already) then gain an Unconscious Condition, which cannot be removed until you regain at least 1 Wound.", + "WRATH22": "Do Not Use My Name in Vain: You lose the Bless and Invoke Talents for the next 1d10+Sin points days.", + "WRATH23": "Rely Not Upon Vanities: You have all of your trappings removed, leaving you naked. For each Penance you complete, you will have one taken Magical Item returned to you, should you have any.", + "WRATH24": "You Abuse My Mercy: You lose the Invoke and Bless Talents for the next 2d10+Sin points days.", + "WRATH25": "Behold Your Wickedness: You suffer excruciating visions of all your failures, which seem to take an eternity, but are over in a moment. Discuss with your GM to build a custom Psychology (see page 190) to reflect your character dealing with the traumatic experience.", + "WRATH26": "Thunderbolts and Lightening: Your god smites you. You are reduced to 0 Wounds (if you are not there already) and gain the Ablaze condition.", + "WRATH27": "Suffer As I Suffer: You gain 1+Sin points Bleeding conditions every morning, until you have performed a Penance.", + "WRATH28": "Excommunication: You lose the Invoke and Bless Talents until you perform 2 Penances; the first Penance returns the Bless Talent, and the second returns the Invoke Talent. All cultists of your god are automatically aware of your circumstance; all Tests to interact with them are automatically Very Hard (–30), and may not be positively modified above this. ", + "WRATH29": "Prove Your Worth: A Divine Servant of your deity appears within d100 yards and attacks, intervenes, berates, or similar according to the nature of the offended god.", + "WRATH30": "I Cast You Out: You are abandoned by your god. You permanently lose the Bless and Invoke Talents, and lose all Pray Advances. Further, all cultists of your god are automatically aware of your circumstance; all Tests to interact with them are automatically Very Hard (–30), and may not be positively modified above this.", + "WRATH31": "Called To Account: You are summoned before your god to face final judgement. Unless you have a Fate Point, you never return. If you spend a Fate Point, you are returned at a point of the GM’s choosing, and also suffer the effects of I Cast You Out.", + "ARCANE-MARK": "Arcane Mark", + "OPTIONAL-ARCANE-MARK": "Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).", + "ARCANE-LORE": "Arcane Lore", + "MINOR-MISCAST": "Minor Miscast", + "MAJOR-MISCAST": "Major Miscast", + "MINOR-ROLL": "Minor Roll", + "MAJOR-ROLL": "Major Roll", + "WRATH-ROLL": "Wrath Roll", + "WRATH-TABLE": "Wrath Table", + "WRATH": "Wrath", + "VENGEANCE": "Vengeance", + "WRATH-OF-THE-GODS": "Wrath of the Gods", + "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods", + "DISFAVOR-POOL": "Disfavor Pool", + "DISFAVOR-ROLL": "Disfavor Roll", + "DIVINE-LORE": "Divine Lore", + "LORE-OF-MANANN": "Lore of Manann", + "LORE-OF-MORR": "Lore of Morr", + "LORE-OF-MYRMIDIA": "Lore of Myrmidia", + "LORE-OF-RANALD": "Lore of Ranald", + "LORE-OF-SHALLYA": "Lore of Shallya", + "LORE-OF-SIGMAR": "Lore of Sigmar", + "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya", + "LORE-OF-ULRIC": "Lore of Ulric", + "LORE-OF-VERENA": "Lore of Verena", + "MARK-ROLL": "Mark Roll", + "MARKS": "Marks", + "NO-MARKS": "Don't use Marks optional rule", + "USE-MARKS": "Use Marks optional rule", + "MARKS-OF-THE-GODS": "Marks of the Gods", + "MARKS-OF-MANANN": "Marks of Manann", + "MARKS-OF-MORR": "Marks of Morr", + "MARKS-OF-MYRMIDIA": "Marks of Myrmidia", + "MARKS-OF-RANALD": "Marks of Ranald", + "MARKS-OF-SHALLYA": "Marks of Shallya", + "MARKS-OF-SIGMAR": "Marks of Sigmar", + "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya", + "MARKS-OF-ULRIC": "Marks of Ulric", + "MARKS-OF-VERENA": "Marks of Verena", + "MARKS-OF": "Marks of", + "MANANN": "Manann", + "MORR": "Morr", + "MYRMIDIA": "Myrmidia", + "RANALD": "Ranald", + "SHALLYA": "Shallya", + "SIGMAR": "Sigmar", + "TAAL-RHYA": "Taal & Rhya", + "ULRIC": "Ulric", + "VERENA": "Verena", + "MUTATION": "Mutation", + "PHYSICAL-MUTATION": "Physical Mutation", + "MENTAL-MUTATION": "Mental Mutation", + "FIXATION": "Fixation", + "PHYSICAL-MUTATIONC1": "This mutation can only be hidden by clothing", + "PHYSICAL-MUTATIONC2": "Difficult (–10) Athletics Test to walk with a normal gait", + "PHYSICAL-MUTATIONC3": "This mutation cannot be hidden", + "PHYSICAL-MUTATION1": "Animalistic Legs: +1 Movement", + "PHYSICAL-MUTATION2": "Acid Blood: Gain the Corrosive Blood Creature Trait", + "PHYSICAL-MUTATION3": "Beaked Face: Gain the Corrosive Blood Creature Trait", + "PHYSICAL-MUTATION4": "Beast Head: See below", + "PHYSICAL-MUTATION4-HEAD1": "Bear: +1 Armour Point to the Head; gain the Bite +9 Creature Trait", + "PHYSICAL-MUTATION4-HEAD2": "Boar: +1 Armour Point to the Head; gain the Horns (Tusks) Creature Trait", + "PHYSICAL-MUTATION4-HEAD3": "Bull: +1 Armour Point to the Head; gain the Horns Creature Trait", + "PHYSICAL-MUTATION4-HEAD4": "Dog: Gain the Bite +5 Creature Trait", + "PHYSICAL-MUTATION4-HEAD5": "Eagle: Gain the Bite +4 Creature Trait", + "PHYSICAL-MUTATION4-HEAD6": "Rat: Gain the Bite +4 and Infected Creature Traits", + "PHYSICAL-MUTATION4-HEAD7": "Giant Spider: Gain the Bite +3 and Venom (Average) Creature Traits", + "PHYSICAL-MUTATION4-HEAD8": "Goat: Gain the Horns Creature Trait ", + "PHYSICAL-MUTATION4-HEAD9": "Wolf: +1 Armour Point to the Head; gain the Bite +6 Creature Trait; gain the Acute Senses (Smell) Talen", + "PHYSICAL-MUTATION4-HEAD10": "Snake: +1 Armour Point to the Head; gain the Bite +3 and Venom (Average) Creature Traits", + "PHYSICAL-MUTATION5": "Beweaponed Extremities: Permanently reduce Dexterity to 0. You cannot be disarmed", + "PHYSICAL-MUTATION6": "Big Ears: Gain the Acute Sense (Hearing) Talent", + "PHYSICAL-MUTATION7": "Bird’s Feet: Gain the Arboreal Creature Trait", + "PHYSICAL-MUTATION8": "Blank Face: Gain the Fear 2 Creature Trait", + "PHYSICAL-MUTATION9": "Breathe Fire: Gain the Breath 5 (Fire) Creature Trait", + "PHYSICAL-MUTATION10": "Bulging Eyes: +10 Initiative", + "PHYSICAL-MUTATION11": "Burning Skin: Creatures and objects that physically touch you must pass an Athletics Test or gain 1 Ablaze Condition", + "PHYSICAL-MUTATION12": "Carapace: +1 Armour Point on two random Hit Locations", + "PHYSICAL-MUTATION13": "Claws: Hands count as a Creature Weapon of Damage equal to your SB", + "PHYSICAL-MUTATION14": "Cloud of Flies: Gain the Distracting Creature Trait", + "PHYSICAL-MUTATION15": "Corpulent: –1 Movement, +5 Strength, +5 Toughness", + "PHYSICAL-MUTATION16": "Crested Head: Gain the Attractive Talent when dealing with Mutants and Beastmen", + "PHYSICAL-MUTATION17": "Deafening Cry: Gain the Distracting Creature Trait", + "PHYSICAL-MUTATION18": "Distended Digits: +10 Dexterity", + "PHYSICAL-MUTATION19": "Elastic Arms: You may count any melee weapon as having a Reach up to 2 steps longer", + "PHYSICAL-MUTATION20": "Emaciated: –10 Strength, +5 Agility", + "PHYSICAL-MUTATION21": "Evil Eye: You may cast the Evil Eye Spell (WFRP, page 256) without performing a Test by spending a Fortune Point; you immediately suffer a Minor Miscast", + "PHYSICAL-MUTATION22": "Extra Leg Joints: +5 Agility", + "PHYSICAL-MUTATION23": "Extra Mouth: Roll on the Hit Location table to see where", + "PHYSICAL-MUTATION24": "Eyestalks: See over/around obstacles ", + "PHYSICAL-MUTATION25": "Fleshy Tentacle: Gain the Tentacles Creature Trait", + "PHYSICAL-MUTATION26": "Foul Odour: Gain the Distracting Creature Trait", + "PHYSICAL-MUTATION27": "Furred Skin: You no longer suffer the effects of Exposure (WFRP, page 181) in cold climates; the effects of Exposure in hot climates are doubled", + "PHYSICAL-MUTATION28": "Gills: You can breathe underwater", + "PHYSICAL-MUTATION29": "Glowing Skin: Effective light of a candle", + "PHYSICAL-MUTATION30": "Headless: Gain the Fear 2 Creature Trait; Head hits count as misses", + "PHYSICAL-MUTATION31": "Hopper: Your Movement is reduced to 2, and cannot be increased; gain the Bounce Creature Trait", + "PHYSICAL-MUTATION32": "Inhuman Beauty: +10 Fellowship; you do not scar", + "PHYSICAL-MUTATION33": "Iron Skin: If you and your opponent have weapons of the same Reach, your weapon counts as longer (WFRP, page 297)", + "PHYSICAL-MUTATION34": "Lolling Tongue: +2 Movement", + "PHYSICAL-MUTATION35": "Long Arms: Half of body hits are head hits", + "PHYSICAL-MUTATION36": "Long Legs: Gain one Free Attack", + "PHYSICAL-MUTATION37": "Long Neck: +1 Movement", + "PHYSICAL-MUTATION38": "Multiple Arms: +1 Movement ", + "PHYSICAL-MUTATION39": "Multiple Legs: –20 Ballistic Skill", + "PHYSICAL-MUTATION40": "One Eye: Roll on the Hit Location table twice to see where", + "PHYSICAL-MUTATION41": "Patchy Feathers: Gain the Stupid Creature Trait", + "PHYSICAL-MUTATION42": "Pin Head: Gain the Stupid Creature Trait", + "PHYSICAL-MUTATION43": "Pointed Head: Gain the Stupid Creature Trait; you cannot wear a helmet", + "PHYSICAL-MUTATION44": "Rearranged Face: Gain the Fear 1 Creature Trait; Characters trying to determine if you are lying suffer a –20 penalty to Intuition", + "PHYSICAL-MUTATION45": "Rotting Flesh: Gain the Fear 2 and Infected Creature Traits", + "PHYSICAL-MUTATION46": "Shifting Colours: Gain the Distracting Creature Trait", + "PHYSICAL-MUTATION47": "Short Legs: –1 Movement", + "PHYSICAL-MUTATION48": "Skull Face: Gain the Fear 2 Creature Trait", + "PHYSICAL-MUTATION49": "Spiked Skin: Cannot wear armour; +1 Armour Points on all locations; gain a Free Attack (Weapon +4 Creature Trait) when Charging", + "PHYSICAL-MUTATION50": "Suckered Hands and Feet: Gain the Wallcrawler Creature Trait", + "PHYSICAL-MUTATION51": "Tail: Gain the Tail Attack +3 Creature Trait", + "PHYSICAL-MUTATION52": "Thorny Scales: +1 Armour Points to all locations", + "PHYSICAL-MUTATION53": "Three Eyes: Gain the Acute Sense (Vision) Talent", + "PHYSICAL-MUTATION54": "Transparent Skin: Gain the Fear 2 Creature Trait", + "PHYSICAL-MUTATION55": "Two Heads: Gain the Ambidextrous Talent", + "PHYSICAL-MUTATION56": "Uneven Horns: +1 Armour Points to the Head; counts as a Creature Weapon of Damage equal to your SB", + "PHYSICAL-MUTATION57": "Unusual Skin: Odd colour or texture: orange, striped, spotted, warty, etc.", + "PHYSICAL-MUTATION58": "Warp Frenzy: Gain the Frenzy Creature Trait; whilst Frenzied, temporarily gain another random physical mutation", + "PHYSICAL-MUTATION59": "Webbed Feet: Gain the Amphibious Creature Trait", + "PHYSICAL-MUTATION60": "Weeping Pus: Roll on the Hit Location Table to see from where", + "PHYSICAL-MUTATION61": "Whiskered Snout: +10 Track", + "PHYSICAL-MUTATION62": "Wings: Gain the Flight 60 Creature Trait", + "MENTAL-MUTATION1": "Aethyric Leak: Gain the Witch! Talent; –5 Fellowship, –5 Intelligence", + "MENTAL-MUTATION2": "Animalistic Psyche: Gain the Bestial Creature Trait for 1d10 hours if you fail a Test derived from Willpower", + "MENTAL-MUTATION3": "Awful Cravings: –5 Fellowship, –5 Willpower", + "MENTAL-MUTATION4": "Beacon of Corruption: Whenever subject to Psychology (WFRP, page 190), gain the Corruption (Minor) Creature Trait; –10 Fellowship", + "MENTAL-MUTATION5": "Beast Within: +10 Willpower, –5 Fellowship, –5 Intelligence", + "MENTAL-MUTATION6": "Beyond Pain: Gain the Painless Creature Trait; –20 Initiative, –20 Intelligence", + "MENTAL-MUTATION7": "Blasphemous Soul: Gain the Hatred (Religion) Creature Trait; +10 Willpower", + "MENTAL-MUTATION8": "Blasted Mind: Gain the Immunity to Psychology Creature Trait for 1d10 Rounds whenever you would take a Broken Condition, afterwards take 1d10 Broken Conditions", + "MENTAL-MUTATION9": "Chaotic Dreams: Gain the Fatigued Condition for the first two hours every day", + "MENTAL-MUTATION10": "Crawling Skin: –5 Initiative, –5 Dexterity", + "MENTAL-MUTATION11": "Fantasist: –5 Initiative, –5 Willpower", + "MENTAL-MUTATION12": "Fitful Hatred: Gain the Hatred (Target) Creature Trait. Roll on the Fixations Table once per day for the Target", + "MENTAL-MUTATION13": "Glorious Corruption: Gain a Fatigued Condition for every week you go without gaining a Corruption Point, or where you are not responsible for another Character gaining a Corruption Point; lose all Fatigued Conditions if either situation occurs", + "MENTAL-MUTATION14": "Hateful Impulses: Subject to Animosity (WFRP, page 190) to all not of your species", + "MENTAL-MUTATION15": "Hollow Heart: +10 Willpower, –10 Fellowship", + "MENTAL-MUTATION16": "Hounds of Despair: Gain the Malaise Symptom for 1d10 hours if you fail a Test derived from Willpower", + "MENTAL-MUTATION17": "Hurried Masochism: Gain the Belligerent Creature Trait; you cannot Flee (WFRP, page 165) voluntarily", + "MENTAL-MUTATION18": "Jealous Thoughts: –10 Fellowship", + "MENTAL-MUTATION19": "Lingering Foulness: Gain the Nausea Symptom for 1d10 hours after interacting with filth", + "MENTAL-MUTATION20": "Lonely Spirit: –10 to any Test when alone", + "MENTAL-MUTATION21": "Mental Blocks: –10 Intelligence", + "MENTAL-MUTATION22": "Mindless Wandering: –10 Intelligence, +10 Willpower Additionally, Gain the Stupid Creature Trait when alone.", + "MENTAL-MUTATION23": "Monstrous Paranoia: Gain the Skittish Creature Trait; +10 Initiative", + "MENTAL-MUTATION24": "Panicked Urgency: –10 Willpower, +10 Agility", + "MENTAL-MUTATION25": "Ravenous Hunger: Gain the Hungry Creature Trait", + "MENTAL-MUTATION26": "Shaky Morale: Gain the Broken Condition if you fail a Test derived from Willpower", + "MENTAL-MUTATION27": "Soul Sickness: Gain the Convulsions Symptom for 1d10 hours if you fail a Test derived from Willpower", + "MENTAL-MUTATION28": "Suspicious Mind: –5 Initiative, –5 Intelligence", + "MENTAL-MUTATION29": "Terrible Phobia: Gain the Afraid (Target) Creature Trait, rolling on the Fixations Table to determine the Target", + "MENTAL-MUTATION30": "Thrill Seeker: +10 Willpower, –10 Initiative", + "MENTAL-MUTATION31": "Tortured Visions: +10 Willpower, –10 Initiative", + "MENTAL-MUTATION32": "Totally Unhinged: –20 Fellowship, +10 Willpower", + "MENTAL-MUTATION33": "Unending Malice: –10 to any Test not hurting another; +10 on Tests to hurt", + "MENTAL-MUTATION34": "Worried Jitters: +5 Agility, –5 Fellowship", + "FIXATION2": "Inanimate Objects", + "FIXATION3": "Poverty", + "FIXATION4": "Fire", + "FIXATION5": "Figures/Symbols of War", + "FIXATION6": "Figures/Symbols of Authority", + "FIXATION7": "Figures/Symbols of Religion", + "FIXATION8": "Monsters", + "FIXATION9": "Mutants", + "FIXATION10": "Halflings", + "FIXATION11": "Humans", + "FIXATION12": "Dwarfs", + "FIXATION13": "Elves", + "FIXATION14": "Wild Animals", + "FIXATION15": "Domestic Animals", + "FIXATION16": "Magic", + "FIXATION17": "Sickness", + "FIXATION18": "Water", + "FIXATION19": "Affluence", + "FIXATION20": "Happiness", + "CHARACTERISTIC": "Characteristic", + "GNOME": "Gnome", + "DISPEL": "Dispel", + "EXPERIENCE-SPENDING-RECORD": "Experience Spending Record", + "HARDY": "Hardy", + "BASE": "Base", + "WALK": "Walk (yds)", + "CHANNEL-NUMBER": "Channel SL", + "MAXIMUM-WOUNDS": "Max Wounds", + "EXTENDED-CHANNELLING-TEST": "Extended Channelling Test", + "CHANNELLING-TEST": "Channelling Test Lore", + "LEVEL-0": "Level 0", + "LEVEL-1": "Level 1", + "LEVEL-2": "Level 2", + "LEVEL-3": "Level 3", + "LEVEL-4": "Level 4", + "LEVEL-5": "Level 5", + "LEVEL-6": "Level 6", + "LEVEL-7": "Level 7", + "LEVEL-8": "Level 8", + "LEVEL-9": "Level 9", + "CLASS": "Class", + "WOUNDSCAP": "WOUNDS", + "FATE-&-RESILENCE": "FATE & RESILIENCE", + "ADVANTAGECAP": "ADVANTAGE", + "COMBAT-ACTIONS": "COMBAT ACTIONS", + "MOVEMENTCAP": "MOVEMENT", + "CHARACTERISTICSCAP": "CHARACTERISTICS", + "CHARACTERISTIC-BONUSCAP": "CHARACTERISTIC BONUS", + "CORRUPTION-&-SINCAP": "CORRUPTION & SIN", + "INJURIES-&-OTHER-AILMENTSCAP": "INJURIES & OTHER AILMENTS", + "DICE-ROLLS": "Dice Rolls", + "MOVEMENT-ROLLS": "Movement Rolls", + "CURRENT-ATTACK-WEAPON": "Current Attack Weapon", + "CURRENT-OPPOSED-WEAPON": "Current Opposed Weapon", + "CURRENT-RANGED-WEAPON": "Current Ranged Weapon", + "CLIMBING": "Climing", + "FALLING": "Falling", + "LEAPING": "Leaping", + "PURSUIT": "Pursuit", + "SPRINTING": "Sprinting", + "CUSTOM-NPC-PAGES": "CUSTOM NPC PAGES", + "NPC-NAME": "NPC Name", + "SIZE": "Size", + "NPC-SIZE-AVERAGE": "Average", + "NPC-SIZE-TINY": "Tiny", + "NPC-SIZE-LITTLE": "Little", + "NPC-SIZE-SMALL": "Small", + "NPC-SIZE-LARGE": "Large", + "NPC-SIZE-ENORMOUS": "Enormous", + "NPC-SIZE-MONSTROUS": "Monstrous", + "ABLAZE": "Ablaze", + "BLINDED": "Blinded", + "DEAFENED": "Deafened", + "ENTANGLED": "Entangled", + "FATIGUED": "Fatigued", + "FEARED": "Feared", + "POISONED": "Poisoned", + "STUNNED": "Stunned", + "PRONE": "Prone", + "UNCONSCIOUS": "Unconscious", + "BASIC-SKILLS-CAP": "BASIC SKILLS", + "ADVANCED-SKILLS-CAP": "ADVANCED SKILLS", + "TALENTS-CAP": "TALENTS", + "SPELLBOOK-CAP": "SPELLBOOK", + "BACKGROUND-CAP": "BACKGROUND", + "BLESSING-DESCRIPTION": "Blessing Description", + "MIRACLE-DESCRIPTION": "Miracle Description", + "PACKS-CONTAINTERS-VEHICLES": "PACKS, CONTAINERS & VEHICLES", + "PACKS-ENC": "Enc:", + "PACKS-CARRIES": "Carries:", + "VEHICLE": "Vehicle", + "VEHICLE-TOUGHNESS": "Toughness:", + "VEHICLE-WOUNDS": "Wounds:", + "INVENTORY-NOTES": "INVENTORY NOTES", + "CS-UI-THEME": "CS UI Theme", + "ROLL-TYPE": "Roll Type", + "HOUSERULE-INITIATIVE": "Combat Initiative Rule (NPC tab has seperate R1/R2/R3 selector)", + "HOUSERULE-ADVANTAGE": "Advantage Limit Rule (NPC tab has seperate R1/R2 selector no custom)", + "HOUSERULE1-ADVANTAGE": "Houserule 1: No Limits -- *Core Book Default*", + "HOUSERULE2-ADVANTAGE": "Houserule 2: Advantage has an upper limit equal to each character’s Initiative Bonus. (Advtange field will take a higher number, but apply upto the limit to rolls)", + "HOUSERULE3-ADVANTAGE": "Houserule 3: Cap advantage at a pre-arranged limit, such as 2, 4, or more. 10 also works well as you can easily track it with 1d10. Use custom field to the right (Advtange field will take a higher number, but apply upto the limit to rolls)", + "SETTINGS-HOUSERULES": "HOUSERULES: GM to advise on Critical, Initiative, Advantage & Condition Tracking Rules, ensure they are set the same on all Character Sheets in the game.", + "NOTE-ARMOR-ENC": "Input the full Enc of each item (-1 is auto), dont add Enc twice for single item (i.e. leather jack arms/body).", + "NOTE-HIT-LOC": " DMG ABS = TB + AP (+SHIELD AP if actively blocking with a shield)", + "HOUSERULE-COND-TRACKER": "Condition Tracker roll template integration (As close to rule book as currently possibles)", + "HOUSERULE1-COND-TRACKER": "Houserule 1: Minimal Condition Tracking, only Advantage is integratied into rolls", + "HOUSERULE2-COND-TRACKER": "Houserule 2: Full Condition Tracking (Highest Condition, except Ablaze/Bleeding and Fear, is added to roll modifier automatically, multiple conds do not stack.)", + "PURSUER-ROLL": "Pursuer Roll", + "PURSUED-ROLL": "Pursued Roll", + "NPC": "NPC", + "CRITICAL-SUCCESS": "Criticial Success", + "CRITICAL-FAILURE": "Critical Failure", + "HEAL-SUCCESS": "Healing Test Successful", + "HEAL-FAILURE": "Healing Test Failed", + "HEAL-DESC1": "Target healed for Int Bonus", + "HEAL-DESC2": "+ SL", + "SKILLTEST-SUCCESS": "Skill Test Successful", + "SKILLTEST-FAILURE": "Skill Test Failed", + "CASTING-SUCCESS": "Casting Test Successful", + "PRAY-SUCCESS": "Pray Test Successful", + "OPPOSED-SL": "Opposed SL", + "EQUIP-WEAPON": "Equip in Weapons Tab", + "TOTAL-WORN-ENC": "Total Worn Enc (worn armor bonus -1 pp)" +} diff --git a/Warhammer 4e Character Sheet/translations/hu.json b/Warhammer 4e Character Sheet/translations/hu.json new file mode 100644 index 0000000000..edb3c2400b --- /dev/null +++ b/Warhammer 4e Character Sheet/translations/hu.json @@ -0,0 +1,1100 @@ +{ + "CHARACTER-NAME": "Character Name", + "CAREER": "Career", + "CAREER-PATH": "Career Path", + "CAREER-LVL": "Career Lvl", + "RACE": "Race", + "ELF": "Elf", + "HIGH-ELF": "High Elf", + "WOOD-ELF": "Wood Elf", + "DWARF": "Dwarf", + "HALFLING": "Halfling", + "HUMAN": "Human", + "STATUS": "Status", + "RELIGION": "Religion", + "DEITY": "Deity", + "TIER": "Tier", + "EXPERIENCE": "Experience", + "MOTIVATION": "MOTIVATION", + "ADVANCEMENTS": "Advancements", + "SUCCESS-LEVEL": "Success Level", + "WEAPON-SKILL": "Weapon Skill", + "BALLISTIC-SKILL": "Ballistic Skill", + "OOPS": "Oops", + "FUMBLE": "Fumble", + "STURDY": "Sturdy", + "OVERBURDENED": "Overburdened", + "AGILITY-PENALTY": "Agility Penalty", + "TRAVEL-FATIGUE": "Travel Fatigue", + "AMPUTATION": "Amputation", + "SB?": "SB?", + "SB": "SB", + "GOALS": "GOALS", + "SHORT-TERM-PERSONAL-GOAL": "Short Term Personal Goal", + "LONG-TERM-PERSONAL-GOAL": "Long Term Personal Goal", + "SHORT-TERM-PARTY-GOAL": "Short Term Party Goal", + "LONG-TERM-PARTY-GOAL": "Long Term Party Goal", + "ABBREVIATE-IMPALE": "Imp", + "XP": "XP", + "XP-EARNED": "XP Earned", + "XP-SPENT": "XP Spent", + "XP-TOTAL": "XP Remaining", + "XP-REST": "XP Rest", + "MODIFIERS": "Modifiers", + "FATE-AND-RESOLVE": "Fate and Resolve", + "CAREER-AND-STATUS": "Career and Status", + "TAKEN": "Taken", + "SHIELDS": "Shields", + "ALL": "All", + "BUCKLER": "Buckler", + "SHIELD": "Shield", + "LARGE-SHIELD": "Large Shield", + "EFFECTS": "Effects", + "SIN-AND-CORRUPTION": "Sin & Corruption", + "CORRUPTION": "Corruption", + "SIN": "Sin", + "ADVANTAGE": "Advantage", + "SHIELD1-DEFENSIVE-UNDAMAGING": "Shield1 Defensive Undamaging", + "SHIELD2-DEFENSIVE-UNDAMAGING": "Shield2 Defensive Undamaging", + "SHIELD3-DEFENSIVE-UNDAMAGING": "Shield3 Defensive Undamaging", + "PUBLIC": "Public Rolls", + "WHISPER": "Whisper Rolls", + "CORE-STATS": "Core Stats", + "BACKGROUND": "Background", + "RESILIENCE": "Resilience", + "WEAPONS": "Weapons", + "ARMOR": "Armor", + "ARMOR-QUALITIES": "Armor Qualities", + "SPELLBOOK": "Spellbook", + "ADVANCED": "Advanced", + "INVENTORY": "Inventory", + "SETTINGS": "SETTINGS", + "CHARACTER-PROFILE": "Character Profile", + "CHARACTERISTICS": "Characteristics", + "CHARACTERISTIC-BONUSES": "Characteristic Bonuses", + "MAIN-PROFILE": "Main Profile", + "MAIN": "Main", + "ARMOUR": "Armour", + "LOCATION": "Location", + "PENALTIES": "Penalties", + "DMG": "Dmg", + "OPPOSE": "Oppose", + "OPPOSED": "Opposed", + "OPP": "Opp?", + "SOFT-LEATHER": "Soft Leather", + "JACK": "Jack", + "JERKIN": "Jerkin", + "ARMS-BODY": "Arms, Body", + "FLEXIBLE": "Flexible", + "LEGGINGS": "Leggings", + "SKULLCAP": "Skullcap", + "BOILED-LEATHER": "Boiled Leather", + "BREASTPLATE": "Breastplate", + "WEAKPOINTS": "Weakpoints", + "COAT": "Coat", + "SHIRT": "Shirt", + "CHAUSSES": "Chasusses", + "COIF": "Coif", + "BRACERS": "Bracers", + "OPEN-HELM": "Open Helm", + "IMPENETRABLE-WEAKPOINTS": "Impentrable Weakpoints", + "HELM": "Helm", + "PARTIAL": "Partial", + "ABBREVIATE-WEAPON-SKILL": "WS", + "ABBREVIATE-BALLISTIC-SKILL": "BS", + "ABBREVIATE-STRENGTH": "S", + "ABBREVIATE-TOUGHNESS": "T", + "ABBREVIATE-INITIATIVE": "I", + "ABBREVIATE-AGILITY": "Ag", + "ABBREVIATE-DEXTERITY": "Dex", + "ABBREVIATE-INTELLIGENCE": "Int", + "ABBREVIATE-WILL-POWER": "WP", + "ABBREVIATE-FELLOWSHIP": "Fel", + "ABBREVIATE-ATTACKS": "A", + "ABBREVIATE-WOUNDS": "W", + "ABBREVIATE-WEAPON-SKILL-BONUS": "WSB", + "ABBREVIATE-BALLISTIC-SKILL-BONUS": "BSB", + "ABBREVIATE-STRENGTH-BONUS": "SB", + "ABBREVIATE-TOUGHNESS-BONUS": "TB", + "ABBREVIATE-INITIATIVE-BONUS": "IB", + "ABBREVIATE-DEXTERITY-BONUS": "DB", + "ABBREVIATE-AGILITY-BONUS": "AB", + "ABBREVIATE-INTELLIGENCE-BONUS": "INTB", + "ABBREVIATE-WILL-POWER-BONUS": "WPB", + "ABBREVIATE-FELLOWSHIP-BONUS": "FB", + "ABBREVIATE-MOVEMENT": "M", + "ABBREVIATE-MAGIC": "Mag", + "ABBREVIATE-INSANITY-POINTS": "IP", + "ABBREVIATE-FATE-POINTS": "FP", + "ABBREVIATE-ADVANCE": "Adv", + "ABBREVIATE-CHARACTERISTIC": "Char", + "ABBREVIATE-MISCELLANEOUS": "Misc", + "STARTING": "Starting", + "TALENTS": "Talents", + "TALENT": "Talent", + "TEST": "Test", + "CONDITIONS": "Conditions", + "LEVEL": "Level", + "MAX": "Max", + "ADVANCE": "Advance", + "CURRENT": "Current", + "MODIFIER": "Modifier", + "SECONDARY-PROFILE": "Secondary Profile", + "SECONDARY": "Secondary", + "COMBAT": "Combat", + "INITIATIVE": "Initiative", + "INIT": "INIT", + "WOUNDS": "Wounds", + "DAMAGE": "Damage", + "CRITICALS": "Criticals", + "SUCCFAILRULES": "Roll Critical Success/Failure Rules", + "HOUSERULE1-SUCCFAILRULES": "Houserule 1: 5 % rule : 01-05 always success, 96-100 always fail -- Core Book Default", + "HOUSERULE2-SUCCFAILRULES": "Houserule 2: 1/5 % rule : 01 always success, 96-100 always fail", + "HOUSERULE3-SUCCFAILRULES": "Houserule 3: 1 % rule : 01 always success, 100 always fail", + "CRITICALSANDINJURIES": "Criticals & Injuries", + "CRITICAL": "Critical", + "IMPALE-CRITICAL": "Critical Hit (Impaled)", + "BROKEN": "Broken", + "TORN": "Torn", + "FORTUNE": "Fortune", + "RESOLVE": "Resolve", + "MOVE": "Move", + "CHARGE": "Charge", + "RUN": "Run (yds)", + "LEAP": "Leap", + "CHECK-LUCK": "Check if you have the Luck Talent", + "TALENT-NAME": "Talent Name", + "DESCRIPTION": "Descripton", + "SKILLS": "Skills", + "SPECIALIZATION-SKILLS": "Specialization Skills", + "SPECIALIZATION": "Specialization", + "LANGUAGE": "Language", + "LORE": "Lore", + "KNOWLEDGE": "Knowledge", + "SKILL-NAME": "Skill Name", + "TRAINING": "Training", + "TOTAL": "Total", + "TOTAL-WOUNDS": "Total Wounds", + "IMPALE": "Impale", + "TOTAL-DAMAGE": "Total Damage", + "ROLL": "Roll", + "SKILL": "Skill", + "ABBREVIATE-GM": "GM", + "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)", + "COMMON-KNOWLEDGE": "Common Knowledge", + "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills", + "GROUPED-SKILLS": "Grouped Skills", + "TRADE-SKILLS": "Trade Skills", + "BASIC-SKILL": "Basic Skill", + "BASIC-SKILLS": "Basic Skills", + "LANGUAGE-SKILLS": "Language Skills", + "LORE-SKILLS": "Lore Skills", + "ADVANCED-SKILL": "Advanced Skill", + "ADVANCED-SKILLS": "Advanced Skills", + "ANIMAL-TRAINING-SKILLS": "Animal Training Skills", + "ART-SKILLS": "Art Skills", + "ENTERTAIN-SPECIALIZATION": "Entertain Specialization", + "PERFORM-SKILLS": "Perform Skills", + "PLAY-SKILLS": "Play Skills", + "RIDE-SPECIALIZATION": "Ride Specialization", + "SAIL-SKILLS": "Sail Skills", + "SECRET-SIGNS": "Secret Signs", + "TRADE": "Trade", + "TRAINED": "Trained", + "BASIC": "Basic", + "SPECIAL-RULES": "Special Rules", + "NAME": "Name", + "RANGED": "Ranged", + "ENTERTAIN": "Entertain", + "PERFORM": "Perform", + "SAIL": "Sail", + "ART": "Art", + "ART-SPECIALIZATION": "Art Specialization", + "ATHLETICS": "Athletics", + "BRIBERY": "Bribery", + "CLIMB": "Climb", + "COOL": "Cool", + "DODGE": "Dodge", + "DRIVE": "Drive", + "ENDURANCE": "Endurance", + "PLAY": "Play", + "PRAY": "Pray", + "STEALTH": "Stealth", + "ANIMAL-CARE": "Animal Care", + "CHARM": "Charm", + "CHARM-ANIMAL": "Charm Animal", + "COMMAND": "Command", + "CONCEALMENT": "Concealment", + "CONSUME-ALCOHOL": "Consume Alcohol", + "DISGUISE": "Disguise", + "EVALUATE": "Evaluate", + "GAMBLE": "Gamble", + "GOSSIP": "Gossip", + "HAGGLE": "Haggle", + "INTIMIDATE": "Intimidate", + "INTUITION": "Intuition", + "LEADERSHIP": "Leadership", + "OUTDOOR-SURVIVAL": "Outdoor Survival", + "PERCEPTION": "Perception", + "RIDE": "Ride", + "ROW": "Row", + "TRACK": "Track", + "MELEE-SPECIALIZATION": "Melee Specialization", + "RANGED-SKILLS": "Ranged Skills", + "WEAPON": "Weapon", + "SCALE-SHEER-SURFACE": "Scale Sheer Surface", + "SEARCH": "Search", + "SILENT-MOVE": "Silent Move", + "SWIM": "Swim", + "ANIMAL-TRAINING": "Animal Training", + "BLATHER": "Blather", + "CHANNELLING": "Channelling", + "DODGE-BLOW": "Dodge Blow", + "FOLLOW-TRAIL": "Follow Trail", + "HEAL": "Heal", + "RESEARCH": "Research", + "HYPNOTISM": "Hypnotism", + "LIP-READING": "Lip Reading", + "MAGICAL-SENSE": "Magical Sense", + "NAVIGATION": "Navigation", + "PICK-LOCK": "Pick Lock", + "PREPARE-POISON": "Prepare Poison", + "READ-AND-WRITE": "Read and Write", + "SET-TRAP": "Set Trap", + "SHADOWING": "Shadowing", + "SLEIGHT-OF-HAND": "Sleight of Hand", + "TORTURE": "Torture", + "VENTRILOQUISM": "Ventriloquism", + "ASTROLOGY": "Astrology", + "STAR-SIGN": "Star Sign", + "DOOM": "DOOM", + "APPEARANCE": "APPEARANCE", + "DISTINGUISHING-MARKS": "DISTINGUISHING MARKS", + "GENDER": "Gender", + "BUILD": "Build", + "AGE": "Age", + "HEIGHT": "Height", + "WEIGHT": "Weight", + "EYES": "Eyes", + "SKIN": "Skin", + "HAIR": "Hair", + "HISTORY": "History", + "MISCELLANEOUS-NOTES": "MISCELLANEOUS NOTES", + "CAREER-NAME": "Career Name", + "STARTING-CAREER": "Starting Career", + "SECOND-CAREER": "Second Career", + "THIRD-CAREER": "Third Career", + "FOURTH-CAREER": "Fourth Career", + "FIFTH-CAREER": "Fifth Career", + "CAREER-ENTERED": "Career Entered", + "CAREER-ENTERED_CHECK": "Check if you've entered this career.", + "CAREER-MAIN-PROFILE": "Career Main Profile", + "WEAPON-SKILLS": "Weapon Skills", + "STRENGTH": "Strength", + "TOUGHNESS": "Toughness", + "AGILITY": "Agility", + "DEXTERITY": "Dexterity", + "INTELLIGENCE": "Intelligence", + "WILL-POWER": "Will Power", + "FELLOWSHIP": "Fellowship", + "CAREER-SECONDARY-PROFILE": "Career Secondary Profile", + "ATTACKS": "Attacks", + "STRENGTH-BONUS": "Strength Bonus", + "TOUGHNESS-BONUS": "Toughness Bonus", + "MOVEMENT": "Movement", + "MAGIC": "Magic", + "INSANITY-POINTS": "Insanity Points", + "FATE": "Fate", + "CAREER-SKILLS": "Career Skills", + "CAREER-TALENTS": "Career Talents", + "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents", + "SKILL-OR-TALENT": "Skill or Talent", + "CAREER-EXITS": "Career Exits", + "MELEE-WEAPONS": "MELEE WEAPONS", + "MELEE": "Melee", + "MELEE-BASIC": "Melee (Basic)", + "MELEE-BRAWLING": "Melee (Brawling)", + "MELEE-CAVALRY": "Melee (Cavalry)", + "MELEE-FENCING": "Melee (Fencing)", + "MELEE-FLAIL": "Melee (Flail)", + "MELEE-PARRY": "Melee (Parry)", + "MELEE-POLEARM": "Melee (Polearm)", + "MELEE-TWOHANDED": "Melee (Two-Handed)", + "RANGED-BLACKPOWDER": "Ranged (Blackpowder)", + "RANGED-BOW": "Ranged (Bow)", + "RANGED-CROSSBOW": "Ranged (Crossbow)", + "RANGED-ENGINEERING": "Ranged (Engineering)", + "RANGED-ENTANGLING": "Ranged (Entangling)", + "RANGED-EXPLOSIVES": "Ranged (Explosives)", + "RANGED-SLING": "Ranged (Sling)", + "RANGED-THROWING": "Ranged (Throwing)", + "LANG-MAGICK": "Language (Magick)", + "CHANNELLING-FIRE": "Channelling (Fire)", + "CHANNELLING-HEAVENS": "Channelling (Heavens)", + "CHANNELLING-METAL": "Channelling (Metal)", + "CHANNELLING-BEASTS": "Channelling (Beasts)", + "CHANNELLING-LIFE": "Channelling (Life)", + "CHANNELLING-LIGHT": "Channelling (Light)", + "CHANNELLING-DEATH": "Channelling (Death)", + "CHANNELLING-SHADOWS": "Channelling (Shadows)", + "CHANNELLING-MISC": "Channelling (Misc)", + "ABBREVIATE-PROFICIENCY": "Prof?", + "CRAFTSMANSHIP": "Craftsmanship", + "ABBREVIATE-CRAFTSMANSHIP": "Craft", + "ABBREVIATE-ENCUMBRANCE": "Enc", + "USE-SB": "SB", + "WS-BONUS": "WS Bonus", + "TO-HIT": "To Hit", + "REACH": "Reach", + "DAMAGE-INC-SB": "Melee damage already includes SB.", + "IMPACT": "Impact", + "ABBREVIATE-IMPACT": "Imp", + "AMMO-QUALITIES": "Ammo Qualities", + "AMMO-TYPE": "Ammo Type", + "DEFENSIVE": "Defensive", + "ABBREVIATE-DEFENSIVE": "Def", + "QUALITIES": "Qualities", + "QUALITIES-AND-FLAWS": "Qualities and Flaws", + "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent", + "ATTACK": "Attack", + "PARRY": "Parry", + "POOR": "Poor", + "COMMON": "Common", + "GOOD": "Good", + "BEST": "Best", + "PERSONAL": "Personal", + "VERY-SHORT": "Very Short", + "SHORT": "Short", + "MEDIUM": "Medium", + "AVERAGE": "Average", + "LONG": "Long", + "VERY-LONG": "Very Long", + "MASSIVE": "Massive", + "ABBREVIATE-ATTACK": "Atk?", + "ABBREVIATE-DAMAGE": "Dmg", + "ABBREVIATE-PARRY": "Pry", + "RANGED-WEAPONS": "RANGED WEAPONS", + "BS-BONUS": "BS Bonus", + "TYPE": "Type", + "RELOAD": "Reload", + "RANGE": "Range", + "ABBREVIATE-AMMUNITION": "Ammo", + "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc", + "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.", + "SHOOT": "Shoot", + "THROW": "Throw", + "FREE": "Free", + "HALF": "Half", + "FULL-NUMBER": "{{0}} Full", + "CRITICAL-HIT": "Critical Hit", + "CRITICAL-ROLL": "Critical Roll", + "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance", + "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance", + "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance", + "ULRICS-FURY": "Ulric's Fury!", + "FURY-TEST": "Fury Test", + "FURY-DAMAGE": "Fury Damage", + "ROLL-ULRICS-FURY": "Roll for Ulric's Fury!", + "FURY-FAILS": "Fury Fails", + "PETTY": "Petty", + "LESSER": "Lesser", + "ARCANE": "Arcane", + "DIVINE": "Divine", + "RUNES": "Runes", + "RITUALS": "Rituals", + "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling", + "SPELL": "Spell", + "CASTING": "Casting", + "CASTING-NUMBER": "CN", + "CASTING-TIME": "Casting Time", + "DURATION": "Duration", + "TARGET": "Target/AoE", + "NONE": "None", + "1D10MAGIC": "1d10 + Magic", + "SPELL-HEALING": "Spell Healing", + "CAST": "Cast", + "INGREDIENT-BONUS": "Ingredient Bonus", + "INGREDIENT": "Ingredient", + "SPELL-DAMAGE": "Spell Damage", + "SPELL-DESCRIPTION": "Spell Description", + "RITUAL": "Ritual", + "INGREDIENTS": "Ingredients", + "RITUAL-DESCRIPTION": "Ritual Description", + "ARCANE-LANGUAGE": "Arcane Language", + "REQUIRED-MAGIC": "Required Magic", + "XP-COST": "XP Cost", + "CONSEQUENCES": "Consquences", + "PETTY-SPELL": "Petty Spell", + "LESSER-SPELL": "Lesser Spell", + "ARCANE-SPELL": "Arcane Spell", + "DIVINE-SPELL": "Divine Spell", + "RUNE": "Rune", + "INSCRIPTION-NUMBER": "Inscription Number", + "EMPOWERMENT": "Empowerment", + "INSCRIBE": "Inscribe", + "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description", + "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description", + "MAGIC-USED": "Amount of Magic used", + "CHANNELLING-SUCCESS": "Channelling success", + "INGREDIENT-USED": "Ingredient used", + "RUNE-TYPE": "Rune type", + "TEMPORARY": "Temporary", + "PERMANENT": "Permanent", + "MINUTES": "minute(s)", + "WEEKS": "week(s)", + "COIN-CARRIED": "COIN CARRIED", + "BRASS-PENNIES-BP": "Brass Pennies (BP)", + "SILVER-SHILLINGS-SS": "Silver Shillings (SS)", + "GOLD-CROWNS-GC": "Gold Crowns (GC)", + "TOTAL-GC-VALUE": "Total GC Value", + "EXCHANGE-RATE": "Exchange Rate", + "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown", + "ENCUMBRANCE": "ENCUMBRANCE", + "TRAPPINGS": "TRAPPINGS", + "COIN": "Coin", + "OTHER": "Other", + "CARRYING-CAPACITY": "Carrying Max", + "PUSH-DRAG-LIFT": "Push/Drag/Lift", + "ENCUMBERED": "Encumbered", + "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty", + "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.", + "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.", + "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:", + "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)", + "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", + "PAGE-1": "Page 1", + "PAGE-2": "Page 2", + "PAGE-3": "Page 3", + "SHOW-ALL": "Show All", + "UNLIMITED": "Unlimited", + "ROW-NR": "Row #", + "CARRIED-QUESTION": "Carried?", + "ABBREVIATE-QUANTITY": "Qty", + "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes", + "PROTECTIVE-ITEMS": "PROTECTIVE ITEMS", + "WORN": "Worn?", + "ARMOR-TYPE": "Armor Type", + "ARMOR-POINTS": "Armor Points", + "ABBREVIATE-ARMOR-POINTS": "AP", + "MAGIC-BONUS": "Magic Bonus", + "BONUS": "Bonus", + "TOTAL-AP": "Total AP", + "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs", + "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance", + "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.", + "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.", + "LEATHER": "Leather", + "MAIL": "Mail", + "PLATE": "Plate", + "LIGHT": "Light", + "HEAVY": "Heavy", + "LIGHT-ARMOR": "Light Armor", + "MEDIUM-ARMOR": "Medium Armor", + "HEAVY-ARMOR": "Heavy Armor", + "HIT-LOCATIONS": "HIT LOCATIONS", + "HEAD": "Head", + "BODY": "Body", + "TORSO": "Torso", + "ARMS": "Arms", + "LEGS": "Legs", + "ABBREVIATE-HEAD": "H", + "ABBREVIATE-BODY": "B", + "ABBREVIATE-ARMS": "A", + "ABBREVIATE-LEGS": "L", + "LEFT-ARM": "Left Arm", + "LEFT-LEG": "Left Leg", + "RIGHT-ARM": "Right Arm", + "RIGHT-LEG": "Right Leg", + "ARMOR-PENALTIES": "Armor Penalties", + "ARMOR-MAIL-PENALTY": "Wearing Mail Armor (-10 penalty to Stealth)", + "ARMOR-PLATE-PENALTY": "Wearing Plate Armor (-10 penalty to Stealth)", + "ARMOR-COIF-PENALTY": "Wearing Mail Coif (-10 penalty to Perception)", + "ARMOR-OPEN-PENALTY": "Wearing Open Helm (-10 penalty to Perception)", + "ARMOR-HELM-PENALTY": "Wearing Helm (-20 penalty to Perception)", + "BLOOD-LOSS": "Blood Loss", + "BLEEDING": "Bleeding", + "KNOWLEDGE-SKILL": "Knowledge Skill", + "VARIOUS-SKILL": "Various Skill", + "TARGET-NUMBER": "Target Number", + "TEST-RESULT": "Test Result", + "RESULT": "Result", + "OUTCOME": "Outcome", + "SUCCESS": "Success", + "FAILURE": "Failure", + "ATTACK-ROLL": "Attack Roll", + "MISS": "Miss", + "PARRY-ROLL": "Parry Roll", + "PARRIED": "Parried", + "CASTING-TEST": "Casting Test", + "SPELLCASTING-FAILS": "Spellcasting fails", + "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds", + "INSCRIPTION-TEST": "Inscription Test", + "INSCRIPTION-TIME": "Inscription Time", + "INSCRIPTION-FAILS": "Inscription fails", + "INSCRIPTION-SUCCEEDS": "Inscription succeeds", + "RITUAL-FAILS": "Ritual fails", + "RITUAL-SUCCEEDS": "Ritual succeeds", + "HIT-LOCATION": "Hit Location", + "HIT-HEAD": "Hit Head", + "HIT-BODY": "Hit Body", + "HIT-LEFT-ARM": "Hit Left Arm", + "HIT-LEFT-LEG": "Hit Left Leg", + "HIT-RIGHT-ARM": "Hit Right Arm", + "HIT-RIGHT-LEG": "Hit Right Leg", + "HIT-LOCATION-NUMBER": "Hit Location {{0}}", + "DAMAGE-NUMBER": "Damage {{0}}", + "CRITICAL-LOCATION": "Critical Location", + "CRITICAL-VALUE": "Critical Value", + "CRITICAL-EFFECT": "Critical Effect", + "DYNAMIC-INJURY": "Dynamic Injury", + "DYNAMIC-INJURY-DESC": "A fine wound accross the forehead and cheek. Gain 1 Bleeding Condition. Once the wound is healed, the impressive scar it leaves provides a bonus of +1 SL to appropriate social Tests. You can only gain this benefit once.", + "MINOR-CUT": "Minor Cut", + "MINOR-CUT-DESC": "The strike opens your cheek and blood flies everywhere. Gain 1 Bleeding Condition.", + "POKED-EYE": "Poked Eye", + "POKED-EYE-DESC": "The blow glances across your eye socket. Gain 1 Blinded condition.", + "EAR-BASH": "Ear Bash", + "EAR-BASH-DESC": "Your ear takes a sickening impact, leaving it ringing. The Gain 1 Deafened Condition.", + "RATTLING-BLOW": "Rattling Blow", + "RATTLING-BLOW-DESC": "The blow floods your vision with spots and flashing lights. Gain 1 Stunned Condition.", + "BLACK-EYE": "Black Eye", + "BLACK-EYE-DESC": "A solid blow hits your eye, leaving tears and much pain. Gain 2 Blinded Conditions.", + "SLICED-EAR": "Sliced Ear", + "SLICED-EAR-DESC": "Your side of your head takes a hard blow, cutting deep into your ear. Gain 2 Deafened and 1 Bleeding Condition.", + "STRUCK-FOREHEAD": "Struck Forehead", + "STRUCK-FOREHEAD-DESC": "A solid blow thumps into the centre of your forehead. Gain 2 Bleeding Conditions and a Blinded Condition that cannot be removed until all Bleeding Conditions are removed. ", + "FRACTURED-JAW": "Fractured Jaw", + "FRACTURED-JAW-DESC": "With a sickening crunch, pain fills your face as the blow fractures your jaw. Gain 2 Stunned contions. Suffer a Broken Bone (Minor) injury.", + "MAJOR-EYE-WOUND": "Major Eye Wound", + "MAJOR-EYE-WOUND-DESC": "The blow cracks across your eye socket. Gain 1 Bleeding Condition. Also gain 1 Blinded Condition that cannot be removed until you receive Medical Attention.", + "MAJOR-EAR-WOUND": "Major Ear Wound", + "MAJOR-EAR-WOUND-DESC": "The blow damages your ear, leaving you with permanent hearing loss in one ear. Suffer a –20 penalty on all Tests relating to hearing. If you suffer this result again, your hearing is permanently lost as the second ear falls quiet. Only magic can heal this.", + "BROKEN-NOSE": "Broken Nose", + "BROKEN-NOSE-DESC": "A solid blow to the centre of your face causing blood to pour. Gain 2 Bleeding Conditions. Make a Challenging (+0) Endurance Test, or also gain a Stunned Condition. After this wound has healed, gain +1/–1SL on social rolls, depending on context, unless Surgery is used to reset the nose. ", + "BROKEN-JAW": "Broken Jaw", + "BROKEN-JAW-DESC": "The crack is sickening as the blow hits you under the chin, breaking your jaw. Gain 3 Stunned Conditions. Make a Challenging (+0) Endurance Test or gain an Unconscious Condition. Suffer a Broken Bone (Major) injury.", + "CONCUSSIVE-BLOW": "Concussive Blow", + "CONCUSSIVE-BLOW-DESC": "Your brain rattles in your skull as blood spurts from your nose and ears. Take 1 Deafened , 2 Bleeding , and 1d10 Stunned Conditions. Gain a Fatigued Condition that lasts for 1d10 days. If you receive another Critical Wound to your head while suffering this Fatigued Condition, make an Average (+20) Endurance Test or also gain an Unconscious Condition.", + "SMASHED-MOUTH": "Smashed Mouth", + "SMASHED-MOUTH-DESC": "With a sickening crunch, your mouth is suddenly filled with broken teeth and blood. Gain 2 Bleeding Conditions. Lose 1d10 teeth — Amputation (Easy).", + "MANGLED-EAR": "Mangled Ear", + "MANGLED-EAR-DESC": "Little is left of your ear as the blow tears it apart. You gain 3 Deafened and 2 Bleeding Conditions. Lose your ear —Amputation (Average).", + "DEVASTATED-EYE": "Devastated Eye", + "DEVASTATED-EYE-DESC": "A strike to your eye completely bursts it, causing extraordinary pain. Gain 3 Blinded , 2 Bleeding , and 1 Stunned Condition. Lose your eye — Amputation (Difficult)", + "DISFIGURING-BLOW": "Disfiguring Blow", + "DISFIGURING-BLOW-DESC": "The blow smashes your entire face, destroying your eye and nose in a cloud of blood. Gain 3 Bleeding , 3 Blinded and 2 Stunned Conditions. Lose your eye and nose — Amputation (Hard).", + "MANGLED-JAW": "Disfiguring Blow", + "MANGLED-JAW-DESC": "The blow almost removes your jaw as it utterly destroys your tongue, sending teeth flying in a shower of blood. Gain 4 Bleeding and 3 Stunned Conditions. Make a Very Hard (–30) Endurance Test or gain an Unconscious Condition. Suffer a Broken Bone (Major) injury and lose your tongue and 1d10 teeth — Amputation (Hard).", + "DECAPITATED": "Decapitated", + "DECAPITATED-DESC": "Your head is entirely severed from your neck and soars through the air, landing 1d10 feet away in a random direction (see Scatter). Your body collapses, instantly dead.", + "JARRED-ARM": "Jarred Arm", + "JARRED-ARM-DESC": "Your arm is jarred in the attack. Drop whatever was held in that hand.", + "MINOR-CUT-ARM-DESC": "Gain a Bleeding Condition as your upper arm is cut badly.", + "SPRAIN": "Sprain", + "SPRAIN-DESC": "You sprain your arm, suffering a Torn Muscle (Minor) injury.", + "BADLY-JARRED-ARM": "Badly Jarred Arm", + "BADLY-JARRED-ARM-DESC": "Your arm is badly jarred in the attack. Drop whatever was held in that hand, which is useless for 1d10–TB rounds (minimum 1). For this time, treat the hand as lost (see Amputated Part).", + "TORN-MUSCLES": "Torn Muscles", + "TORN-MUSCLES-DESC": "The blow slams into your forearm. Gain a Bleeding Condition and a Torn Muscle (Minor) injury.", + "BLEEDING-HAND": "Bleeding Hand", + "BLEEDING-HAND-DESC": "Your hand is cut badly, making your grip slippery. Take 1 Bleeding Condition. While suffering from that Bleeding Condition, make an Average (+20) Dexterity Test before taking any Action that requires something being held in that hand; if you fail, the item slips from your grip. ", + "WRENCHED-ARM": "Wrenched Arm", + "WRENCHED-ARM-DESC": "Your arm is almost pulled from its socket. Drop whatever is held in the associate hand; the arm is useless for 1d10 Rounds (see Amputated Parts).", + "GAPING-WOUND": "Gaping Wound", + "GAPING-WOUND-DESC": "The blow opens a deep, gaping wound. Gain 2 Bleeding Conditions. Until you receive Surgery to stitch up the cut, any associated Arm Damage you receive will also inflict 1 Bleeding Condition as the wound reopens.", + "CLEAN-BREAK": "Clean Break", + "CLEAN-BREAK-DESC": "An audible crack resounds as the blow strikes your arm. Drop whatever was held in the associated hand and gain a Broken Bone (Minor) injury. Pass a Difficult (–10) Endurance Test or gain a Stunned Condition.", + "RUPTURED-LIGAMENT": "Ruptured Ligament", + "RUPTURED-LIGAMENT-DESC": "You immediately drop whatever was held in that hand. Suffer a Torn Muscle (Major) injury.", + "DEEP-CUT": "Deep Cut", + "DEEP-CUT-DESC": "Gain 2 Bleeding Conditions as your arm is mangled. Gain 1 Stunned Condition and suffer a Torn Muscle (Minor) injury. Take a Hard (–20) Endurance Test or gain the Unconscious Condition. ", + "DAMAGED-ARTERY": "Damaged Artery", + "DAMAGED-ARTERY-DESC": "Gain 4 Bleeding Conditions. Until you receive Surgery, every time you take Damage to this Arm Hit Location gain 2 Bleeding Conditions.", + "CRUSHED-ELBOW": "Crushed Elbow", + "CRUSHED-ELBOW-DESC": "The blow crushes your elbow, splintering bone and cartilage. You immediately drop whatever was held in that hand and gain a Broken Bone (Major) injury.", + "DISLOCATED-SHOULDER": "Dislocated Shoulder", + "DISLOCATED-SHOULDER-DESC": "Your arm is wrenched out of its socket. Pass a Hard (–20) Endurance Test or gain the Stunned and Prone Condition. Drop whatever is held in that hand: the arm is useless and counts as lost (see Amputated Part). Gain 1 Stunned Condition until you receive Medical Attention. After this initial Medical Attention, an Extended Routine (+20) Heal Test needing 6 SL is required to reset the arm, at which point you regain its use. Tests made using this arm suffer a –10 penalty for 1d10 days. ", + "SEVERED-FINGER": "Severed Finger", + "SEVERED-FINGER-DESC": "You gape in horror as a finger flies — Amputation (Average). Gain a Bleeding condition.", + "CLEFT-HAND": "Cleft Hand", + "CLEFT-HAND-DESC": "Your hand splays open from the blow. Lose 1 finger —Amputation (Difficult). Gain 2 Bleeding and 1 Stunned Condition. For every succeeding Round in which you don't receive Medical Attention, you lose another finger as the wound tears; if you run out of fingers, you lose the hand — Amputation (Difficult).", + "MAULED-BICEP": "Mauled Bicep", + "MAULED-BICEP-DESC": "The blow almost separates bicep and tendon from bone, leaving an ugly wound that sprays blood over you and your opponent. You automatically drop anything held in the associated hand and suffers a Torn Muscle (Major) injury and 2 Bleeding and 1 Stun Condition.", + "MANGLED-HAND": "Mangled Hand", + "MANGLED-HAND-DESC": "Your hand is left a mauled, bleeding mess. You lose your hand —Amputation (Hard). Gain 2 Bleeding Condition. Take a Hard (–20) Endurance Test or gain the Stunned and Prone Conditions. ", + "SLICED-TENDONS": "Sliced Tendons", + "SLICED-TENDONS-DESC": "Your tendons are cut by the blow, leaving your arm hanging useless — Amputation (Very Hard). Gain 3 Bleeding , 1 Prone , and 1 Stunned Condition. Pass a Hard (–20) Endurance Test or gain the Unconscious Condition.", + "BRUTAL-DISMEMBERMENT": "Brutal Dismemberment", + "BRUTAL-DISMEMBERMENT-DESC": "Your arm is severed, spraying arterial blood 1d10 feet in a random direction (see Scatter), before the blow follows through to your chest.", + "BUT-A-SCRATCH": "Tis But A Scratch!", + "BUT-A-SCRATCH-DESC": "Gain 1 Bleeding Condition.", + "GUT-BLOW": "Gut Blow", + "GUT-BLOW-DESC": "Gain 1 Stunned Condition. Pass an Easy (+40) Endurance Test, or vomit, gaining the Prone Condition.", + "LOW-BLOW": "Low Blow!", + "LOW-BLOW-DESC": "Make a Hard (-20) Endurance Test or gain 3 Stunned Condition. ", + "TWISTED-BACK": "Twisted Back", + "TWISTED-BACK-DESC": "Suffer a Torn Muscle (Minor) injury.", + "WINDED": "Winded", + "WINDED-DESC": "2 Gain the Stunned Condition. Make an Average (+20) Endurance Test, or gain the Prone Condition. Movement is halved for 1d10 rounds as you get your breath back.", + "BRUISED-RIBS": "Bruised Ribs", + "BRUISED-RIBS-DESC": "All Agility-based Tests suffer a –10 penalty for 1d10 days.", + "WRENCHED-COLLAR-BONE": "Wrenched Collar Bone", + "WRENCHED-COLLAR-BONE-DESC": "Randomly select one arm. Drop whatever is held in that hand; the arm is useless for 1d10 rounds (see Amputated Parts).", + "RAGGED-WOUND": "Ragged Wound", + "RAGGED-WOUND-DESC": "Take 2 Bleeding Conditions.", + "CRACKED-RIBS": "Cracked Ribs", + "CRACKED-RIBS-DESC": "The hit cracks one or more ribs. Gain the Stunned Condition. Gain a Broken Bone (Minor) injury.", + "GAPING-WOUND-BODY-DESC": "Take 3 Bleeding Conditions. Until you receive Surgery, any Wounds you receive to the Body Hit Location will inflict an additional Bleeding Condition as the cut reopens.", + "PAINFUL-CUT": "Painful Cut", + "PAINFUL-CUT-DESC": " Gain 2 Bleeding Conditions and the Stunned Condition. Take a Hard (–20) Endurance Test or gain the Unconscious Condition as you black out from the pain. Unless you achieve 4+ SL, you also scream out in agony.", + "ARTERIAL-DAMAGE": "Arterial Damage", + "ARTERIAL-DAMAGE-DESC": "Gain 4 Bleeding Conditions. Until you receive Surgery, every time you receive Damage to the Body Hit Location, gain 2 Bleeding Conditions.", + "PULLED-BACK": "Pulled Back", + "PULLED-BACKW-DESC": "Your back turns to white pain as you pull a muscles. Suffer a Torn Muscle (Major) injury.", + "FRACTURED-HIP": "Fractured Hip", + "FRACTURED-HIP-DESC": " Gain the Stunned Condition. Take a Challenging (+0) Endurance Test or also gain the Prone Condition. Suffer a Broken Bone (Minor) injury.", + "MAJOR-CHEST-WOUND": "Major Chest Wound", + "MAJOR-CHEST-WOUND-DESC": "You take a significant wound to your chest, flensing skin from muscle and sinew. Take 4 Bleeding Conditions. Until you receive Surgery, to stitch the wound together, any Wounds you receive to the Body Hit Location will also inflict 2 Bleeding Conditions as the tears reopen.", + "GUT-WOUND": "Gut Wound", + "GUT-WOUND-DESC": "Contract a Festering Wound (see Disease and Infection) and gain 2 Bleeding", + "SMASHED-RIB-CAGE": "Smashed Rib Cage", + "SMASHED-RIB-CAGE-DESC": "Gain a Stunned Condition that can only be removed through Medical Attention, and suffer a Broken Bone (Major) injury.", + "BROKEN-COLLAR-BONE": "Broken Collar Bone", + "BROKEN-COLLAR-BONE-DESC": "Gain the Unconscious Condition until you receive Medical Attention, and suffer a Broken Bone (Major) injury.", + "INTERNAL-BLEEDING": "Internal bleeding", + "INTERNAL-BLEEDING-DESC": "Gain a Bleeding Condition that can only be removed through Surgery. Contract Blood Rot (see Disease and Infection). ", + "TORN-APART": "Torn Apart", + "TORN-APART-DESC": "You are hacked in two. The top half lands in a random direction, and all characters within 2 yards are showered in blood.", + "STUBBED-TOE": "Stubbed Toe", + "STUBBED-TOE-DESC": "In the scuffle, you stub your toe. Pass a Routine (+20) Endurance Test or suffer –10 on Agility Tests until the end of the next turn. ", + "TWISTED-ANKLE": "Twisted Ankle", + "TWISTED-ANKLE-DESC": "You go over your ankle, hurting it. Agility Tests suffer a –10 penalty for 1d10 rounds. ", + "MINOR-CUT-LEG-DESC": "Gain 1 Bleeding Condition. ", + "LOST-FOOTING": "Lost Footing", + "LOST-FOOTING-DESC": "In the scuffle you lose your footing. Pass a Challenging (+0) Endurance Test or gain the Prone Condition.", + "THIGH-STRIKE": "Thigh Strike", + "THIGH-STRIKE-DESC": "A painful blow slams into your upper thigh. Gain a Bleeding Condition and take an Average (+20) Endurance Test or stumble, gaining a Prone Condition.", + "SPRAINED-ANKLE": "Sprained Ankle", + "SPRAINED-ANKLE-DESC": "You sprain your ankle, giving you a Torn Muscle (Minor) injury.", + "TWISTED-KNEE": "Twisted Knee", + "TWISTED-KNEE-DESC": "You twist your knee too far. Agility Tests suffer a –20 penalty for 1d10 rounds.", + "BADLY-CUT-TOE": "Badly Cut Toe", + "BADLY-CUT-TOE-DESC": "Gain 1 Bleeding Condition. After the encounter, make a Challenging (+0) Endurance Test. If you fail, lose 1 toe —Amputation (Average).", + "BAD-CUT": "Bad Cut", + "BAD-CUT-DESC": "Gain 2 Bleeding conditions as a deep wound opens up your shin. Pass a Challenging (+0) Endurance Test or gain the Prone Condition.", + "BADLY-TWISTED-KNEE": "Twisted Knee", + "BADLY-TWISTED-KNEE-DESC": "You badly twist your knee trying to avoid your opponent. Gain a Torn Muscle (Major) injury.", + "HACKED-LEG": "Hacked Leg", + "HACKED-LEG-DESC": "A cut bites down into the hip. Gain 2 Bleeding , 1 Prone Condition, and suffer a Broken Bone (Minor) injury. Further, take a Hard (–20) Endurance Test or also gain a Stunned condition from the pain.", + "TORN-THIGH": "Torn Thigh", + "TORN-THIGH-DESC": "Gain 3 Bleeding Conditions as the weapon opens up your upper thigh. Pass a Challenging (+0) Endurance Test or gain the Prone Condition. Until you receive Surgery to stitch up the wound, each time you receive Damage to this Leg, also receive 1 Bleeding Condition.", + "RUPTURED-TENDON": "Ruptured Tendon", + "RUPTURED-TENDON-DESC": "Gain the Prone and Stunned Condition as one of your tendons tears badly. Pass a Hard (–20) Endurance Test or gain the Unconscious Condition. Your leg is useless (see Amputated Parts). , Suffer a Torn Muscle (Major) injury.", + "CARVED-SHIN": "Carved Shin", + "CARVED-SHIN-DESC": "The weapon drives clean through your leg by the knee, slicing into bone and through tendons. Gain a Stunned and Prone Condition. Further, suffer a Torn Muscle (Major) and Broken Bone (Minor) injury.", + "BROKEN-KNEE": "Broken Knee", + "BROKEN-KNEE-DESC": "The blow hacks into your kneecap, shattering it into several pieces. You gain 1 Bleeding , 1 Prone , and Stunned Condition, and a Broken Bone (Major) Injury as you fall to the ground, clutching your ruined leg.", + "DISLOCATED-KNEE": "Dislocated Knee", + "DISLOCATED-KNEE-DESC": "Your knee is wrenched out of its socket. Gain the Prone Condition. Pass a Hard (–20) Endurance Test, or gain the Stunned Condition, which is not removed until you receive Medical Attention. After this initial Medical Attention, an Extended Routine (+20) Heal Test needing 6 SL is required to reset the knee at which point you regain its use. Movement is halved, and Tests made using this leg suffer a –10 penalty for d10 days. ", + "CRUSHED-FOOT": "Crushed Foot", + "CRUSHED-FOOT-DESC": "The blow crushes your foot. Make an Average (+20) Endurance Test; if you fail, gain the Prone condition and lose 1 toe, plus 1 additional toe for each SL below 0 — Amputation (Average). Gain 2 Bleeding Conditions. If you don't receive Surgery within 1d10 days, you will lose the foot entirely.", + "SEVERED-FOOT": "Severed Foot", + "SEVERED-FOOT-DESC": "Your foot is severed at the ankle and lands 1d10 feet away in a random direction — Amputation (Hard) (see Scatter). You gain 3 Bleeding , 2 Stunned , and 1 Prone Condition.", + "CUT-TENDON": "Cut Tendon", + "CUT-TENDON-DESC": "A major tendon at the back of your leg is cut, causing you to scream out in pain as your leg collapses. Gain 2 Bleeding , 2 Stunned , and 1 Prone Condition and look on in horror as your leg never works again — Amputation (Very Hard).", + "SHATTERED-PELVIS": "Shattered Pelvis", + "SHATTERED-PELVIS-DESC": "The blow shatters your pelvis, severing one leg then driving through to the next. You die instantly from traumatic shock.", + "FUMBLE-ROLL": "Fumble Roll", + "FUMBLE-20-DESC": "You catch a part of your anatomy while making your attack — lose 1 Wound, ignoring Toughness Bonus or Armour Points. ", + "FUMBLE-40-DESC": "Your melee weapon jars badly, or ranged weapon malfunctions or slightly breaks – your weapon suffers 1 Damage. Next round, you will act last regardless of Initiative order, Talents, or special rules as you recover ", + "FUMBLE-60-DESC": "Your manoeuvre was misjudged, leaving you out of position, or you lose grip of a ranged weapon. Next round, your Action suffers a penalty of –10. ", + "FUMBLE-70-DESC": "You stumble badly, finding it hard to right yourself. Lose your next Move.", + "FUMBLE-80-DESC": "You mishandle your weapon, or you drop your ammunition. Miss your next Action.", + "FUMBLE-90-DESC": "You overextend yourself or stumble and twist your ankle. Suffer a Torn Muscle (Minor) injury. This counts as a Critical Wound. ", + "FUMBLE-100-DESC": "You completely mess up your attack, hitting 1 random ally in range using your rolled units die to determine the SL of the hit. If that’s not possible, you somehow hit yourself in the face and gain the Stunned Condition ", + "AMPUTATION-ROLL": "Amputation Roll", + "AMPUTATION-2-DESC": "SL -2 or -3 Gain Stunned Condition", + "AMPUTATION-4-DESC": "SL -4 or worse Gain Unconscious Condition", + "BLOOD-SURVIVE": "Survive one more round.", + "BLOOD-DEATH": "Death from blood loss!", + "OLD-TRAPPINGS": "Use old Trappings layout", + "NEW-TRAPPINGS": "Use new Trappings layout", + "HOUSERULE1-INITIATIVE": "Houserule 1: Flat Initiative test to determine SL", + "HOUSERULE2-INITIATIVE": "Houserule 2: Roll 1d10 + Initiative", + "HOUSERULE3-INITIATIVE": "Houserule 3: Roll 1d10 + Agility Bonus + Initiative Bonus", + "CHAOS-MANIFESTATION": "Chaos Manifestation", + "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables", + "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables", + "TZEENTCHS-CURSE": "Tzeentch's Curse", + "CHAOS-ROLL": "Chaos Roll", + "CHAOS-TABLE": "Chaos Table", + "MINOR-NORMAL": "Minor Normal", + "MINOR-EXTENDED": "Minor Extended", + "MAJOR-NORMAL": "Major Normal", + "MAJOR-EXTENDED": "Major Extended", + "CATASTROPHIC-NORMAL": "Catastrophic Normal", + "CATASTROPHIC-EXTENDED": "Catastrophic Extended", + "MINOR": "Minor", + "MAJOR": "Major", + "CATASTROPHIC": "Catastrophic", + "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation", + "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation", + "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation", + "YES": "Yes", + "NO": "No", + "MINOR1": "Witchsign: The next living creature born within 1 mile is mutated. ", + "MINOR2": "Soured Milk: All milk within 1d100 yards goes sour instantly. ", + "MINOR3": "Blight: Willpower Bonus fields within Willpower Bonus miles suffer a blight, and all crops rot overnight.", + "MINOR4": "Soulwax: Your ears clog instantly with a thick wax. Gain 1 Deafened Condition, which is not removed until someone cleans them for you (with a successful use of the Heal Skill). ", + "MINOR5": "Witchlight: You glow with an eerie light related to your Lore, emitting as much light as a large bonfire, which lasts for 1d10 Rounds.", + "MINOR6": "Fell Whispers: Pass a Routine (+20) Willpower Test or gain 1 Corruption point.", + "MINOR7": "Rupture: Your nose, eyes, and ears bleed profusely. Gain 1d10 Bleeding Conditions.", + "MINOR8": "Soulquake: Gain the Prone Condition.", + "MINOR9": "Unfasten: On your person, every buckle unfastens, and every lace unties, which may cause belts to fall, pouches to open, bags to fall, and armour to slip.", + "MINOR10": "Warward Garb: your clothes seem to writhe with a mind of their own. Receive 1 Entangled Condition with a Strength of 1d10×5 to resist.", + "MINOR11": "Curse of Temperance: All alcohol within 1d100 yards goes bad, tasting bitter and foul.", + "MINOR12": "Souldrain: Gain 1 Fatigued Condition, which lasts for 1d10 hours.", + "MINOR13": "Driven to Distraction: If engaged in combat, gain the Surprised Condition. Otherwise, you are completely startled, your heart racing, and unable to concentrate for a few moments.", + "MINOR14": "Unholy Visions: Fleeting visions of profane and unholy acts harass you. Receive a Blinded Condition; pass a Challenging (+0) Cool Test or gain another.", + "MINOR15": "Cloying Tongue: All Language Tests (including Casting Tests) suffer a –10 penalty for 1d10 Rounds.", + "MINOR16": "The Horror!: Pass a Hard (–20) Cool Test or gain 1 Broken Condition.", + "MINOR17": "Curse of Corruption: Gain 1 Corruption point.", + "MINOR18": "Double Trouble: The effect of the spell you cast occurs elsewhere within 1d10 miles. At the GM’s discretion, where possible it should have consequences.", + "MINOR19": "Multiplying Misfortune: Roll twice on this table, rerolling any results between 91-00.", + "MINOR20": "Cascading Chaos: Roll again on the Major Miscast Table.", + "MAJOR1": "Ghostly Voices: Everyone within Willpower yards hears darkly seductive whispering of voices emanating from the Realm of Chaos. All sentient creatures must pass an Average (+20) Cool Test or gain 1 Corruption point.", + "MAJOR2": "Hexeyes: Your eyes turn an unnatural colour associated with your Lore for 1d10 hours. While your eyes are discoloured, you have 1 Blinded Condition that cannot be resolved by any means.", + "MAJOR3": "Aethyric Shock: You suffer 1d10 wounds, ignoring your Toughness Bonus and Armour Points. Pass an Average (+20) Endurance Test, or also gain a Stunned Condition.", + "MAJOR4": "Death Walker: Your footsteps leave death in their wake. For the next 1d10 hours, any plant life near you withers and dies.", + "MAJOR5": "Intestinal Rebellion: Your bowels move uncontrollably, and you soil yourself. Gain 1 Fatigued Condition, which cannot be removed until you can change your clothes and clean yourself up.", + "MAJOR6": "Soulfire: Gain an Ablaze Condition, as you are wreathed in unholy flames with a colour associated with your Lore.", + "MAJOR7": "Speak In Tongues: You gabble unintelligibly for 1d10 rounds. During this time, you cannot communicate verbally, or make any Casting Tests, although you may otherwise act normally.", + "MAJOR8": "Swarmed: You are engaged by a swarm of aethyric Rats, Giant Spiders, Snakes, or similar (GM’s choice). Use the standard profiles for the relevant creature type, adding the Swarm Creature Trait. After 1d10 rounds, if not yet destroyed, the swarm retreats. ", + "MAJOR9": "Ragdoll: You are flung 1d10 yards through the air in a random direction, taking 1d10 wounds on landing, ignoring Armour Points, and receiving the Prone Condition.", + "MAJOR10": "Limb Frozen: One limb (randomly determined) is frozen in place for 1d10 hours. The limb is useless, as if it had been Amputated (see page 180).", + "MAJOR11": "Darkling Sight: You lose the benefit of the Second Sight Talent for 1d10 hours. Channelling Tests also suffer a penalty of –20 for the duration. ", + "MAJOR12": "Chaotic Foresight: Gain a bonus pool of 1d10 Fortune points (this may take you beyond your natural limit). Every time you spend one of these points, gain 1 Corruption point. Any of these points remaining at the end of the session are lost. ", + "MAJOR13": "Levitation: You are borne aloft on the Winds of Magic, floating 1d10 yards above the ground for 1d10 minutes. Other characters may forcibly move you, and you may move using spells, wings or similar, but will continually return to your levitating position if otherwise left alone. Refer to the Falling rules (see page 166) for what happens when Levitation ends. ", + "MAJOR14": "Reguritation: You spew uncontrollably, throwing up far more foul-smelling vomitus than your body can possibly contain. Gain the Stunned Condition, which lasts for 1d10 Rounds. ", + "MAJOR15": "Chaos Quake: All creatures within 1d100 yards must pass an Average (+20) Athletics Test or gain the Prone Condition. ", + "MAJOR16": "Traitor's Heart: The Dark Gods entice you to commit horrendous perfidy. Should you attack or otherwise betray an ally to the full extent of your capabilities, regain all Fortune points. If you cause another character to lose a Fate Point, gain +1 Fate Point. ", + "MAJOR17": "Foul Enfeeblement: Gain 1 Corruption point, the Prone Condition, and a Fatigued Condition", + "MAJOR18": "Hellish Stench: You now smell really bad! You gain the Distracting Creature Trait (see page 339), and probably the enmity of anyone with a sense of smell. This lasts for 1d10 hours. ", + "MAJOR19": "Power Drain: You are unable to use the Talent used to cast the spell (usually Arcane Magic , though it could be Chaos Magic , or a similar Talent), for 1d10 minutes", + "MAJOR20": "Aethyric Feedback: Everyone within a number of yards equal to your Willpower Bonus — friend and foe alike — suffers 1d10 wounds, ignoring Toughness Bonus and Armour Points, and receives the Prone Condition. If there are no targets in range, the magic has nowhere to vent, so your head explodes, killing you instantly.", + "WRATH1": "Holy Vision: Visions of your god plague your senses. Attempt an Average (+20) Endurance Test. If you fail gain one Stunned Condition.", + "WRATH2": "Think Over Your Deeds: Any successful Pray test cannot achieve more than +0 SL for the next week.", + "WRATH3": "Heed My Lessons: You suffer a penalty of –10 to your Pray Skill for the next 1d10+Sin points Rounds.", + "WRATH4": "Prove Your Devotion: Gain the Prone Condition. This Condition is not removed until you score a Success with an Average (+20) Pray Test.", + "WRATH5": "You Try My Patience: You cannot enact any Pray Tests for 1d10 Rounds.", + "WRATH6": "You Do Not Understand My Intent: You suffer a penalty of –10 to any Skills associated with your deity (as determined by the GM) for the next 1d10+Sin points hours.", + "WRATH7": "I Find Your Lack Of Faith Disburbing:You cannot enact any Pray Tests for 1d10+Sin points Rounds.", + "WRATH8": "Share My Pain: ou suffer 1+Sin points Wounds, ignoring Toughness Bonus and APs. Also attempt an Average (+20) Endurance Test. If you fail gain one Stunned Condition.", + "WRATH9": "Your Cause Is Unwworthy: Your targets gain the Prone condition. Any Blessings or Miracles of your deity targeting them automatically fail for the next 1d10+Sin points days.", + "WRATH10": "Cease Your Prattling: You cannot enact any Pray Tests for the next 2d10+Sin points rounds.", + "WRATH11": "Feel My Wrath: You suffer 1d10+Sin points Wounds. Also attempt a Challenging (+0) Endurance Test. If you fail gain one Stunned Condition.", + "WRATH12": "I Shall Not Aid You: You suffer a penalty of –10 to a Skill associated with your deity (as determined by the GM) for the next 1d10+Sin Points days.", + "WRATH13": "Divine Wounds: Gain 1+Sin points Bleeding conditions.", + "WRATH14": "Struck Blind: Gain the Prone Condition. Gain 1+Sin point Blinded Conditions, which can only be removed by passing a Challenging (+0) Pray Test, with Success removing 1 + SL Blinded Conditions. ", + "WRATH15": "What Will You Sacrafice?:You suffer 1d10+Sin points Wounds, ignoring Toughness Bonus and APs. Also attempt a Difficult (–10) Endurance Test. If you fail gain one Stunned Condition.", + "WRATH16": "You Have Sinned Against Me: Your god is extremely annoyed and forces you to you enact Pray Tests as your Action for the next 1d10+Sin Points Rounds as a penance.", + "WRATH17": "Purge The Flesh:You suffer 2d10+Sin points Wounds, ignoring Toughness Bonus and APs. Also attempt a Hard (–20) Endurance Test. If you fail gain one Stunned Condition. If you fail with –4 SL or fewer, gain an Unconscious Condition that lasts a minimum of 1d10 Rounds.", + "WRATH18": "Daemonic Interference:The Dark Gods answer your pleas instead of your patron. 1d10 Lesser Daemons appear within 2d10 yards of your position, and attack the nearest target", + "WRATH19": "Fear My Wrath: Gain 1+Sin points Broken Conditions", + "WRATH20": "Go On A Penance: You must go on a Penance.", + "WRATH21": "Castigation: You are reduced to 0 Wounds (if you are not there already) then gain an Unconscious Condition, which cannot be removed until you regain at least 1 Wound.", + "WRATH22": "Do Not Use My Name in Vain: You lose the Bless and Invoke Talents for the next 1d10+Sin points days.", + "WRATH23": "Rely Not Upon Vanities: You have all of your trappings removed, leaving you naked. For each Penance you complete, you will have one taken Magical Item returned to you, should you have any.", + "WRATH24": "You Abuse My Mercy: You lose the Invoke and Bless Talents for the next 2d10+Sin points days.", + "WRATH25": "Behold Your Wickedness: You suffer excruciating visions of all your failures, which seem to take an eternity, but are over in a moment. Discuss with your GM to build a custom Psychology (see page 190) to reflect your character dealing with the traumatic experience.", + "WRATH26": "Thunderbolts and Lightening: Your god smites you. You are reduced to 0 Wounds (if you are not there already) and gain the Ablaze condition.", + "WRATH27": "Suffer As I Suffer: You gain 1+Sin points Bleeding conditions every morning, until you have performed a Penance.", + "WRATH28": "Excommunication: You lose the Invoke and Bless Talents until you perform 2 Penances; the first Penance returns the Bless Talent, and the second returns the Invoke Talent. All cultists of your god are automatically aware of your circumstance; all Tests to interact with them are automatically Very Hard (–30), and may not be positively modified above this. ", + "WRATH29": "Prove Your Worth: A Divine Servant of your deity appears within d100 yards and attacks, intervenes, berates, or similar according to the nature of the offended god.", + "WRATH30": "I Cast You Out: You are abandoned by your god. You permanently lose the Bless and Invoke Talents, and lose all Pray Advances. Further, all cultists of your god are automatically aware of your circumstance; all Tests to interact with them are automatically Very Hard (–30), and may not be positively modified above this.", + "WRATH31": "Called To Account: You are summoned before your god to face final judgement. Unless you have a Fate Point, you never return. If you spend a Fate Point, you are returned at a point of the GM’s choosing, and also suffer the effects of I Cast You Out.", + "ARCANE-MARK": "Arcane Mark", + "OPTIONAL-ARCANE-MARK": "Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).", + "ARCANE-LORE": "Arcane Lore", + "MINOR-MISCAST": "Minor Miscast", + "MAJOR-MISCAST": "Major Miscast", + "MINOR-ROLL": "Minor Roll", + "MAJOR-ROLL": "Major Roll", + "WRATH-ROLL": "Wrath Roll", + "WRATH-TABLE": "Wrath Table", + "WRATH": "Wrath", + "VENGEANCE": "Vengeance", + "WRATH-OF-THE-GODS": "Wrath of the Gods", + "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods", + "DISFAVOR-POOL": "Disfavor Pool", + "DISFAVOR-ROLL": "Disfavor Roll", + "DIVINE-LORE": "Divine Lore", + "LORE-OF-MANANN": "Lore of Manann", + "LORE-OF-MORR": "Lore of Morr", + "LORE-OF-MYRMIDIA": "Lore of Myrmidia", + "LORE-OF-RANALD": "Lore of Ranald", + "LORE-OF-SHALLYA": "Lore of Shallya", + "LORE-OF-SIGMAR": "Lore of Sigmar", + "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya", + "LORE-OF-ULRIC": "Lore of Ulric", + "LORE-OF-VERENA": "Lore of Verena", + "MARK-ROLL": "Mark Roll", + "MARKS": "Marks", + "NO-MARKS": "Don't use Marks optional rule", + "USE-MARKS": "Use Marks optional rule", + "MARKS-OF-THE-GODS": "Marks of the Gods", + "MARKS-OF-MANANN": "Marks of Manann", + "MARKS-OF-MORR": "Marks of Morr", + "MARKS-OF-MYRMIDIA": "Marks of Myrmidia", + "MARKS-OF-RANALD": "Marks of Ranald", + "MARKS-OF-SHALLYA": "Marks of Shallya", + "MARKS-OF-SIGMAR": "Marks of Sigmar", + "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya", + "MARKS-OF-ULRIC": "Marks of Ulric", + "MARKS-OF-VERENA": "Marks of Verena", + "MARKS-OF": "Marks of", + "MANANN": "Manann", + "MORR": "Morr", + "MYRMIDIA": "Myrmidia", + "RANALD": "Ranald", + "SHALLYA": "Shallya", + "SIGMAR": "Sigmar", + "TAAL-RHYA": "Taal & Rhya", + "ULRIC": "Ulric", + "VERENA": "Verena", + "MUTATION": "Mutation", + "PHYSICAL-MUTATION": "Physical Mutation", + "MENTAL-MUTATION": "Mental Mutation", + "FIXATION": "Fixation", + "PHYSICAL-MUTATIONC1": "This mutation can only be hidden by clothing", + "PHYSICAL-MUTATIONC2": "Difficult (–10) Athletics Test to walk with a normal gait", + "PHYSICAL-MUTATIONC3": "This mutation cannot be hidden", + "PHYSICAL-MUTATION1": "Animalistic Legs: +1 Movement", + "PHYSICAL-MUTATION2": "Acid Blood: Gain the Corrosive Blood Creature Trait", + "PHYSICAL-MUTATION3": "Beaked Face: Gain the Corrosive Blood Creature Trait", + "PHYSICAL-MUTATION4": "Beast Head: See below", + "PHYSICAL-MUTATION4-HEAD1": "Bear: +1 Armour Point to the Head; gain the Bite +9 Creature Trait", + "PHYSICAL-MUTATION4-HEAD2": "Boar: +1 Armour Point to the Head; gain the Horns (Tusks) Creature Trait", + "PHYSICAL-MUTATION4-HEAD3": "Bull: +1 Armour Point to the Head; gain the Horns Creature Trait", + "PHYSICAL-MUTATION4-HEAD4": "Dog: Gain the Bite +5 Creature Trait", + "PHYSICAL-MUTATION4-HEAD5": "Eagle: Gain the Bite +4 Creature Trait", + "PHYSICAL-MUTATION4-HEAD6": "Rat: Gain the Bite +4 and Infected Creature Traits", + "PHYSICAL-MUTATION4-HEAD7": "Giant Spider: Gain the Bite +3 and Venom (Average) Creature Traits", + "PHYSICAL-MUTATION4-HEAD8": "Goat: Gain the Horns Creature Trait ", + "PHYSICAL-MUTATION4-HEAD9": "Wolf: +1 Armour Point to the Head; gain the Bite +6 Creature Trait; gain the Acute Senses (Smell) Talen", + "PHYSICAL-MUTATION4-HEAD10": "Snake: +1 Armour Point to the Head; gain the Bite +3 and Venom (Average) Creature Traits", + "PHYSICAL-MUTATION5": "Beweaponed Extremities: Permanently reduce Dexterity to 0. You cannot be disarmed", + "PHYSICAL-MUTATION6": "Big Ears: Gain the Acute Sense (Hearing) Talent", + "PHYSICAL-MUTATION7": "Bird’s Feet: Gain the Arboreal Creature Trait", + "PHYSICAL-MUTATION8": "Blank Face: Gain the Fear 2 Creature Trait", + "PHYSICAL-MUTATION9": "Breathe Fire: Gain the Breath 5 (Fire) Creature Trait", + "PHYSICAL-MUTATION10": "Bulging Eyes: +10 Initiative", + "PHYSICAL-MUTATION11": "Burning Skin: Creatures and objects that physically touch you must pass an Athletics Test or gain 1 Ablaze Condition", + "PHYSICAL-MUTATION12": "Carapace: +1 Armour Point on two random Hit Locations", + "PHYSICAL-MUTATION13": "Claws: Hands count as a Creature Weapon of Damage equal to your SB", + "PHYSICAL-MUTATION14": "Cloud of Flies: Gain the Distracting Creature Trait", + "PHYSICAL-MUTATION15": "Corpulent: –1 Movement, +5 Strength, +5 Toughness", + "PHYSICAL-MUTATION16": "Crested Head: Gain the Attractive Talent when dealing with Mutants and Beastmen", + "PHYSICAL-MUTATION17": "Deafening Cry: Gain the Distracting Creature Trait", + "PHYSICAL-MUTATION18": "Distended Digits: +10 Dexterity", + "PHYSICAL-MUTATION19": "Elastic Arms: You may count any melee weapon as having a Reach up to 2 steps longer", + "PHYSICAL-MUTATION20": "Emaciated: –10 Strength, +5 Agility", + "PHYSICAL-MUTATION21": "Evil Eye: You may cast the Evil Eye Spell (WFRP, page 256) without performing a Test by spending a Fortune Point; you immediately suffer a Minor Miscast", + "PHYSICAL-MUTATION22": "Extra Leg Joints: +5 Agility", + "PHYSICAL-MUTATION23": "Extra Mouth: Roll on the Hit Location table to see where", + "PHYSICAL-MUTATION24": "Eyestalks: See over/around obstacles ", + "PHYSICAL-MUTATION25": "Fleshy Tentacle: Gain the Tentacles Creature Trait", + "PHYSICAL-MUTATION26": "Foul Odour: Gain the Distracting Creature Trait", + "PHYSICAL-MUTATION27": "Furred Skin: You no longer suffer the effects of Exposure (WFRP, page 181) in cold climates; the effects of Exposure in hot climates are doubled", + "PHYSICAL-MUTATION28": "Gills: You can breathe underwater", + "PHYSICAL-MUTATION29": "Glowing Skin: Effective light of a candle", + "PHYSICAL-MUTATION30": "Headless: Gain the Fear 2 Creature Trait; Head hits count as misses", + "PHYSICAL-MUTATION31": "Hopper: Your Movement is reduced to 2, and cannot be increased; gain the Bounce Creature Trait", + "PHYSICAL-MUTATION32": "Inhuman Beauty: +10 Fellowship; you do not scar", + "PHYSICAL-MUTATION33": "Iron Skin: If you and your opponent have weapons of the same Reach, your weapon counts as longer (WFRP, page 297)", + "PHYSICAL-MUTATION34": "Lolling Tongue: +2 Movement", + "PHYSICAL-MUTATION35": "Long Arms: Half of body hits are head hits", + "PHYSICAL-MUTATION36": "Long Legs: Gain one Free Attack", + "PHYSICAL-MUTATION37": "Long Neck: +1 Movement", + "PHYSICAL-MUTATION38": "Multiple Arms: +1 Movement ", + "PHYSICAL-MUTATION39": "Multiple Legs: –20 Ballistic Skill", + "PHYSICAL-MUTATION40": "One Eye: Roll on the Hit Location table twice to see where", + "PHYSICAL-MUTATION41": "Patchy Feathers: Gain the Stupid Creature Trait", + "PHYSICAL-MUTATION42": "Pin Head: Gain the Stupid Creature Trait", + "PHYSICAL-MUTATION43": "Pointed Head: Gain the Stupid Creature Trait; you cannot wear a helmet", + "PHYSICAL-MUTATION44": "Rearranged Face: Gain the Fear 1 Creature Trait; Characters trying to determine if you are lying suffer a –20 penalty to Intuition", + "PHYSICAL-MUTATION45": "Rotting Flesh: Gain the Fear 2 and Infected Creature Traits", + "PHYSICAL-MUTATION46": "Shifting Colours: Gain the Distracting Creature Trait", + "PHYSICAL-MUTATION47": "Short Legs: –1 Movement", + "PHYSICAL-MUTATION48": "Skull Face: Gain the Fear 2 Creature Trait", + "PHYSICAL-MUTATION49": "Spiked Skin: Cannot wear armour; +1 Armour Points on all locations; gain a Free Attack (Weapon +4 Creature Trait) when Charging", + "PHYSICAL-MUTATION50": "Suckered Hands and Feet: Gain the Wallcrawler Creature Trait", + "PHYSICAL-MUTATION51": "Tail: Gain the Tail Attack +3 Creature Trait", + "PHYSICAL-MUTATION52": "Thorny Scales: +1 Armour Points to all locations", + "PHYSICAL-MUTATION53": "Three Eyes: Gain the Acute Sense (Vision) Talent", + "PHYSICAL-MUTATION54": "Transparent Skin: Gain the Fear 2 Creature Trait", + "PHYSICAL-MUTATION55": "Two Heads: Gain the Ambidextrous Talent", + "PHYSICAL-MUTATION56": "Uneven Horns: +1 Armour Points to the Head; counts as a Creature Weapon of Damage equal to your SB", + "PHYSICAL-MUTATION57": "Unusual Skin: Odd colour or texture: orange, striped, spotted, warty, etc.", + "PHYSICAL-MUTATION58": "Warp Frenzy: Gain the Frenzy Creature Trait; whilst Frenzied, temporarily gain another random physical mutation", + "PHYSICAL-MUTATION59": "Webbed Feet: Gain the Amphibious Creature Trait", + "PHYSICAL-MUTATION60": "Weeping Pus: Roll on the Hit Location Table to see from where", + "PHYSICAL-MUTATION61": "Whiskered Snout: +10 Track", + "PHYSICAL-MUTATION62": "Wings: Gain the Flight 60 Creature Trait", + "MENTAL-MUTATION1": "Aethyric Leak: Gain the Witch! Talent; –5 Fellowship, –5 Intelligence", + "MENTAL-MUTATION2": "Animalistic Psyche: Gain the Bestial Creature Trait for 1d10 hours if you fail a Test derived from Willpower", + "MENTAL-MUTATION3": "Awful Cravings: –5 Fellowship, –5 Willpower", + "MENTAL-MUTATION4": "Beacon of Corruption: Whenever subject to Psychology (WFRP, page 190), gain the Corruption (Minor) Creature Trait; –10 Fellowship", + "MENTAL-MUTATION5": "Beast Within: +10 Willpower, –5 Fellowship, –5 Intelligence", + "MENTAL-MUTATION6": "Beyond Pain: Gain the Painless Creature Trait; –20 Initiative, –20 Intelligence", + "MENTAL-MUTATION7": "Blasphemous Soul: Gain the Hatred (Religion) Creature Trait; +10 Willpower", + "MENTAL-MUTATION8": "Blasted Mind: Gain the Immunity to Psychology Creature Trait for 1d10 Rounds whenever you would take a Broken Condition, afterwards take 1d10 Broken Conditions", + "MENTAL-MUTATION9": "Chaotic Dreams: Gain the Fatigued Condition for the first two hours every day", + "MENTAL-MUTATION10": "Crawling Skin: –5 Initiative, –5 Dexterity", + "MENTAL-MUTATION11": "Fantasist: –5 Initiative, –5 Willpower", + "MENTAL-MUTATION12": "Fitful Hatred: Gain the Hatred (Target) Creature Trait. Roll on the Fixations Table once per day for the Target", + "MENTAL-MUTATION13": "Glorious Corruption: Gain a Fatigued Condition for every week you go without gaining a Corruption Point, or where you are not responsible for another Character gaining a Corruption Point; lose all Fatigued Conditions if either situation occurs", + "MENTAL-MUTATION14": "Hateful Impulses: Subject to Animosity (WFRP, page 190) to all not of your species", + "MENTAL-MUTATION15": "Hollow Heart: +10 Willpower, –10 Fellowship", + "MENTAL-MUTATION16": "Hounds of Despair: Gain the Malaise Symptom for 1d10 hours if you fail a Test derived from Willpower", + "MENTAL-MUTATION17": "Hurried Masochism: Gain the Belligerent Creature Trait; you cannot Flee (WFRP, page 165) voluntarily", + "MENTAL-MUTATION18": "Jealous Thoughts: –10 Fellowship", + "MENTAL-MUTATION19": "Lingering Foulness: Gain the Nausea Symptom for 1d10 hours after interacting with filth", + "MENTAL-MUTATION20": "Lonely Spirit: –10 to any Test when alone", + "MENTAL-MUTATION21": "Mental Blocks: –10 Intelligence", + "MENTAL-MUTATION22": "Mindless Wandering: –10 Intelligence, +10 Willpower Additionally, Gain the Stupid Creature Trait when alone.", + "MENTAL-MUTATION23": "Monstrous Paranoia: Gain the Skittish Creature Trait; +10 Initiative", + "MENTAL-MUTATION24": "Panicked Urgency: –10 Willpower, +10 Agility", + "MENTAL-MUTATION25": "Ravenous Hunger: Gain the Hungry Creature Trait", + "MENTAL-MUTATION26": "Shaky Morale: Gain the Broken Condition if you fail a Test derived from Willpower", + "MENTAL-MUTATION27": "Soul Sickness: Gain the Convulsions Symptom for 1d10 hours if you fail a Test derived from Willpower", + "MENTAL-MUTATION28": "Suspicious Mind: –5 Initiative, –5 Intelligence", + "MENTAL-MUTATION29": "Terrible Phobia: Gain the Afraid (Target) Creature Trait, rolling on the Fixations Table to determine the Target", + "MENTAL-MUTATION30": "Thrill Seeker: +10 Willpower, –10 Initiative", + "MENTAL-MUTATION31": "Tortured Visions: +10 Willpower, –10 Initiative", + "MENTAL-MUTATION32": "Totally Unhinged: –20 Fellowship, +10 Willpower", + "MENTAL-MUTATION33": "Unending Malice: –10 to any Test not hurting another; +10 on Tests to hurt", + "MENTAL-MUTATION34": "Worried Jitters: +5 Agility, –5 Fellowship", + "FIXATION2": "Inanimate Objects", + "FIXATION3": "Poverty", + "FIXATION4": "Fire", + "FIXATION5": "Figures/Symbols of War", + "FIXATION6": "Figures/Symbols of Authority", + "FIXATION7": "Figures/Symbols of Religion", + "FIXATION8": "Monsters", + "FIXATION9": "Mutants", + "FIXATION10": "Halflings", + "FIXATION11": "Humans", + "FIXATION12": "Dwarfs", + "FIXATION13": "Elves", + "FIXATION14": "Wild Animals", + "FIXATION15": "Domestic Animals", + "FIXATION16": "Magic", + "FIXATION17": "Sickness", + "FIXATION18": "Water", + "FIXATION19": "Affluence", + "FIXATION20": "Happiness", + "CHARACTERISTIC": "Characteristic", + "GNOME": "Gnome", + "DISPEL": "Dispel", + "EXPERIENCE-SPENDING-RECORD": "Experience Spending Record", + "HARDY": "Hardy", + "BASE": "Base", + "WALK": "Walk (yds)", + "CHANNEL-NUMBER": "Channel SL", + "MAXIMUM-WOUNDS": "Max Wounds", + "EXTENDED-CHANNELLING-TEST": "Extended Channelling Test", + "CHANNELLING-TEST": "Channelling Test Lore", + "LEVEL-0": "Level 0", + "LEVEL-1": "Level 1", + "LEVEL-2": "Level 2", + "LEVEL-3": "Level 3", + "LEVEL-4": "Level 4", + "LEVEL-5": "Level 5", + "LEVEL-6": "Level 6", + "LEVEL-7": "Level 7", + "LEVEL-8": "Level 8", + "LEVEL-9": "Level 9", + "CLASS": "Class", + "WOUNDSCAP": "WOUNDS", + "FATE-&-RESILENCE": "FATE & RESILIENCE", + "ADVANTAGECAP": "ADVANTAGE", + "COMBAT-ACTIONS": "COMBAT ACTIONS", + "MOVEMENTCAP": "MOVEMENT", + "CHARACTERISTICSCAP": "CHARACTERISTICS", + "CHARACTERISTIC-BONUSCAP": "CHARACTERISTIC BONUS", + "CORRUPTION-&-SINCAP": "CORRUPTION & SIN", + "INJURIES-&-OTHER-AILMENTSCAP": "INJURIES & OTHER AILMENTS", + "DICE-ROLLS": "Dice Rolls", + "MOVEMENT-ROLLS": "Movement Rolls", + "CURRENT-ATTACK-WEAPON": "Current Attack Weapon", + "CURRENT-OPPOSED-WEAPON": "Current Opposed Weapon", + "CURRENT-RANGED-WEAPON": "Current Ranged Weapon", + "CLIMBING": "Climing", + "FALLING": "Falling", + "LEAPING": "Leaping", + "PURSUIT": "Pursuit", + "SPRINTING": "Sprinting", + "CUSTOM-NPC-PAGES": "CUSTOM NPC PAGES", + "NPC-NAME": "NPC Name", + "SIZE": "Size", + "NPC-SIZE-AVERAGE": "Average", + "NPC-SIZE-TINY": "Tiny", + "NPC-SIZE-LITTLE": "Little", + "NPC-SIZE-SMALL": "Small", + "NPC-SIZE-LARGE": "Large", + "NPC-SIZE-ENORMOUS": "Enormous", + "NPC-SIZE-MONSTROUS": "Monstrous", + "ABLAZE": "Ablaze", + "BLINDED": "Blinded", + "DEAFENED": "Deafened", + "ENTANGLED": "Entangled", + "FATIGUED": "Fatigued", + "FEARED": "Feared", + "POISONED": "Poisoned", + "STUNNED": "Stunned", + "PRONE": "Prone", + "UNCONSCIOUS": "Unconscious", + "BASIC-SKILLS-CAP": "BASIC SKILLS", + "ADVANCED-SKILLS-CAP": "ADVANCED SKILLS", + "TALENTS-CAP": "TALENTS", + "SPELLBOOK-CAP": "SPELLBOOK", + "BACKGROUND-CAP": "BACKGROUND", + "BLESSING-DESCRIPTION": "Blessing Description", + "MIRACLE-DESCRIPTION": "Miracle Description", + "PACKS-CONTAINTERS-VEHICLES": "PACKS, CONTAINERS & VEHICLES", + "PACKS-ENC": "Enc:", + "PACKS-CARRIES": "Carries:", + "VEHICLE": "Vehicle", + "VEHICLE-TOUGHNESS": "Toughness:", + "VEHICLE-WOUNDS": "Wounds:", + "INVENTORY-NOTES": "INVENTORY NOTES", + "CS-UI-THEME": "CS UI Theme", + "ROLL-TYPE": "Roll Type", + "HOUSERULE-INITIATIVE": "Combat Initiative Rule (NPC tab has seperate R1/R2/R3 selector)", + "HOUSERULE-ADVANTAGE": "Advantage Limit Rule (NPC tab has seperate R1/R2 selector no custom)", + "HOUSERULE1-ADVANTAGE": "Houserule 1: No Limits -- *Core Book Default*", + "HOUSERULE2-ADVANTAGE": "Houserule 2: Advantage has an upper limit equal to each character’s Initiative Bonus. (Advtange field will take a higher number, but apply upto the limit to rolls)", + "HOUSERULE3-ADVANTAGE": "Houserule 3: Cap advantage at a pre-arranged limit, such as 2, 4, or more. 10 also works well as you can easily track it with 1d10. Use custom field to the right (Advtange field will take a higher number, but apply upto the limit to rolls)", + "SETTINGS-HOUSERULES": "HOUSERULES: GM to advise on Critical, Initiative, Advantage & Condition Tracking Rules, ensure they are set the same on all Character Sheets in the game.", + "NOTE-ARMOR-ENC": "Input the full Enc of each item (-1 is auto), dont add Enc twice for single item (i.e. leather jack arms/body).", + "NOTE-HIT-LOC": " DMG ABS = TB + AP (+SHIELD AP if actively blocking with a shield)", + "HOUSERULE-COND-TRACKER": "Condition Tracker roll template integration (As close to rule book as currently possibles)", + "HOUSERULE1-COND-TRACKER": "Houserule 1: Minimal Condition Tracking, only Advantage is integratied into rolls", + "HOUSERULE2-COND-TRACKER": "Houserule 2: Full Condition Tracking (Highest Condition, except Ablaze/Bleeding and Fear, is added to roll modifier automatically, multiple conds do not stack.)", + "PURSUER-ROLL": "Pursuer Roll", + "PURSUED-ROLL": "Pursued Roll", + "NPC": "NPC", + "CRITICAL-SUCCESS": "Criticial Success", + "CRITICAL-FAILURE": "Critical Failure", + "HEAL-SUCCESS": "Healing Test Successful", + "HEAL-FAILURE": "Healing Test Failed", + "HEAL-DESC1": "Target healed for Int Bonus", + "HEAL-DESC2": "+ SL", + "SKILLTEST-SUCCESS": "Skill Test Successful", + "SKILLTEST-FAILURE": "Skill Test Failed", + "CASTING-SUCCESS": "Casting Test Successful", + "PRAY-SUCCESS": "Pray Test Successful", + "OPPOSED-SL": "Opposed SL", + "EQUIP-WEAPON": "Equip in Weapons Tab", + "TOTAL-WORN-ENC": "Total Worn Enc (worn armor bonus -1 pp)" +} diff --git a/Warhammer Fantasy Roleplay 4e Official/translations/ca.json b/Warhammer Fantasy Roleplay 4e Official/translations/ca.json new file mode 100644 index 0000000000..e62143e7dd --- /dev/null +++ b/Warhammer Fantasy Roleplay 4e Official/translations/ca.json @@ -0,0 +1,370 @@ +{ + "Name": "Name", + "Species": "Species", + "Human": "Human", + "Halfling": "Halfling", + "Dwarf": "Dwarf", + "Class": "Class", + "Academic": "Academic", + "Burgher": "Burgher", + "Courtier": "Courtier", + "Peasant": "Peasant", + "Ranger": "Ranger", + "Riverfolk": "Riverfolk", + "Rogue": "Rogue", + "Warrior": "Warrior", + "Career": "Career", + "Status": "Status", + "Age": "Age", + "Height": "Height", + "Hair": "Hair", + "Eyes": "Eyes", + "Characteristics": "Characteristics", + "Initial": "Initial", + "Advances": "Advances", + "Modifier": "Modifier", + "Current": "Current", + "Bonus": "Bonus", + "WS": "WS", + "BS": "BS", + "S": "S", + "T": "T", + "I": "I", + "Ag": "Ag", + "Dex": "Dex", + "Int": "Int", + "WP": "WP", + "Fel": "Fel", + "W": "W", + "M": "M", + "Fate": "Fate", + "Fortune": "Fortune", + "Resilience": "Resilience", + "Resolve": "Resolve", + "Motivation": "Motivation", + "Experience": "Experience", + "Current XP": "Current", + "Spent XP": "Spent", + "Total XP": "Total", + "Movement": "Movement", + "Walk": "Walk", + "Run": "Run", + "Skills": "Skills", + "Characteristic": "Characteristic", + "Skill": "Skill", + "Athletics": "Athletics", + "Bribery": "Bribery", + "Channelling": "Channelling", + "Aqshy": "Aqshy", + "Chamon": "Chamon", + "Dhar": "Dhar", + "Ghur": "Ghur", + "Ghyran": "Ghyran", + "Hysh": "Hysh", + "Shyish": "Shyish", + "Ulgu": "Ulgu", + "attr_1": "attr_1", + "attr_Aqshy": "attr_Aqshy", + "attr_Chamon": "attr_Chamon", + "attr_Dhar": "attr_Dhar", + "attr_Ghur": "attr_Ghur", + "attr_Ghyran": "attr_Ghyran", + "attr_Hysh": "attr_Hysh", + "attr_Shyish": "attr_Shyish", + "attr_Ulgu": "attr_Ulgu", + "Charm": "Charm", + "Charm Animal": "Charm Animal", + "Animal Care": "Animal Care", + "Animal Training": "Animal Training", + "Career Level": "Career Level", + "Career Path": "Career Path", + "High Elf": "High Elf", + "Wood Elf": "Wood Elf", + "Climb": "Climb", + "Consume Alcohol": "Consume Alcohol", + "Cool": "Cool", + "Dodge": "Dodge", + "Drive": "Drive", + "Endurance": "Endurance", + "Entertain": "Entertain", + "Evaluate": "Evaluate", + "Gamble": "Gamble", + "Gossip": "Gossip", + "Haggle": "Haggle", + "Heal": "Heal", + "Intimidate": "Intimidate", + "Intuition": "Intuition", + "Language": "Language", + "Leadership": "Leadership", + "Lore": "Lore", + "Melee": "Melee", + "attr_Basic": "attr_Basic", + "attr_Brawling": "attr_Brawling", + "attr_Cavalry": "attr_Cavalry", + "attr_Fencing": "attr_Fencing", + "attr_Flail": "attr_Flail", + "attr_Parry": "attr_Parry", + "attr_Polearm": "attr_Polearm", + "attr_Two-Handed": "attr_Two-Handed", + "Navigation": "Navigation", + "Outdoor Survival": "Outdoor Survival", + "Perception": "Perception", + "Perform": "Perform", + "Pick Lock": "Pick Lock", + "Play": "Play", + "Pray": "Pray", + "Ranged": "Ranged", + "attr_Blackpowder": "attr_Blackpowder", + "attr_Bow": "attr_Bow", + "attr_Crossbow": "attr_Crossbow", + "attr_Engineering": "attr_Engineering", + "attr_Entangling": "attr_Entangling", + "attr_Explosives": "attr_Explosives", + "attr_Sling": "attr_Sling", + "attr_Throwing": "attr_Throwing", + "Research": "Research", + "Ride": "Ride", + "Row": "Row", + "Sail": "Sail", + "Secret Signs": "Secret Signs", + "Set Trap": "Set Trap", + "Sleight of Hand": "Sleight of Hand", + "Stealth": "Stealth", + "Swim": "Swim", + "Track": "Track", + "Trade": "Trade", + "Talents": "Talents", + "Ranks": "Ranks", + "Ambitions": "Ambitions", + "Party": "Party", + "Armour": "Armour", + "Locations": "Locations", + "AP": "AP", + "Qualities": "Qualities", + "Placeholder": "Placeholder", + "Trappings": "Trappings", + "Enc": "Enc", + "Max Enc.": "Max Enc.", + "Psychology": "Psychology", + "Corruption & Mutations": "Corruption & Mutations", + "Corruption Points": "Corruption Points", + "Wealth": "Wealth", + "GC": "GC", + "SS": "SS", + "BP": "BP", + "Wounds": "Wounds", + "Max Wounds": "Max Wounds", + "Critical Wounds": "Critical Wounds", + "Conditions": "Conditions", + "Weapons": "Weapons", + "Group": "Group", + "Range/Reach": "Range/Reach", + "Damage": "Damage", + "spells": "spells", + "Spells & Prayers": "Spells & Prayers", + "CN": "CN", + "Range": "Range", + "Target/Rating": "Target/Rating", + "Duration": "Duration", + "Sin": "Sin", + "Art": "Art", + "Adv.": "Adv.", + "Total": "Total", + "Custom": "Custom", + "Char.": "Char.", + "Basic Skills": "Basic Skills", + "Advanced Skills": "Advanced Skills", + "Max": "Max", + "Test Type": "Test Type", + "Description": "Description", + "Characteristic Modifiers": "Characteristic Modifiers", + "None": "None", + "Weapon Skill": "Weapon Skill", + "Ballistic Skill": "Ballistic Skill", + "Strength": "Strength", + "Toughness": "Toughness", + "Initiative": "Initiative", + "Agility": "Agility", + "Dexterity": "Dexterity", + "Intelligence": "Intelligence", + "Willpower": "Willpower", + "Fellowship": "Fellowship", + "Out": "Out", + "Global Penalty": "Global Penalty", + "modifier": "modifier", + "name": "name", + "specialisation display": "specialisation display", + "Basic": "Basic", + "Cavalry": "Cavalry", + "Flail": "Flail", + "Polearm": "Polearm", + "Brawling": "Brawling", + "Fencing": "Fencing", + "Parry": "Parry", + "Two-Handed": "Two-Handed", + "Blackpowder": "Blackpowder", + "Crossbow": "Crossbow", + "Entangling": "Entangling", + "Sling": "Sling", + "Bow": "Bow", + "Engineering": "Engineering", + "Explosives": "Explosives", + "Throwing": "Throwing", + "Specialisation Name": "Specialisation Name", + "Short-term": "Short-term", + "Long-term": "Long-term", + "Party Name": "Party Name", + "Members": "Members", + "Modifiers": "Modifiers", + "Traits": "Traits", + "Type": "Type", + "Count Enc.": "Count Enc.", + "Armour Points": "Armour Points", + "Current Wounds": "Current Wounds", + "Location": "Location", + "Target": "Target", + "School / Deity": "School / Deity", + "Enc.": "Enc.", + "Choose": "Choose", + "Weapon": "Weapon", + "Ammunition": "Ammunition", + "Pouch/Container": "Pouch/Container", + "Clothing/Accessory": "Clothing/Accessory", + "Pack/Container": "Pack/Container", + "Tool/Kit": "Tool/Kit", + "Book/Document": "Book/Document", + "Trade Tool/Workshop": "Trade Tool/Workshop", + "Animal/Vehicle": "Animal/Vehicle", + "Drug/Poison": "Drug/Poison", + "Herb/Draught": "Herb/Draught", + "Prosthetic": "Prosthetic", + "Current Enc.": "Current Enc.", + "Miscellaneous": "Miscellaneous", + "Roll Notes": "Roll Notes", + "Head": "Head", + "Left Arm": "Left Arm", + "Right Arm": "Right Arm", + "Body": "Body", + "Right Leg": "Right Leg", + "Left Leg": "Left Leg", + "Shield": "Shield", + "Next Level": "Next Level", + "Level": "Level", + "Careers": "Careers", + "Notes": "Notes", + "Characteristic Advances": "Characteristic Advances", + "Current Career": "Current Career", + "Tier 1": "Tier 1", + "Tier 2": "Tier 2", + "Tier 3": "Tier 3", + "Tier 4": "Tier 4", + "Skill 1": "Skill 1", + "Skill 2": "Skill 2", + "Skill 3": "Skill 3", + "Skill 4": "Skill 4", + "Skill 5": "Skill 5", + "Skill 6": "Skill 6", + "Skill 7": "Skill 7", + "Skill 8": "Skill 8", + "Skill 9": "Skill 9", + "Skill 10": "Skill 10", + "Talent 1": "Talent 1", + "Talent 2": "Talent 2", + "Talent 3": "Talent 3", + "Talent 4": "Talent 4", + "Talent 5": "Talent 5", + "Skill Name": "Skill Name", + "Talent Name": "Talent Name", + "Experience Awards": "Experience Awards", + "Source": "Source", + "XP": "XP", + "Controls": "Controls", + "Critical Hit": "Critical Hit", + "Advantage": "Advantage", + "General": "General", + "Fumble": "Fumble", + "Character Size": "Character Size", + "Experience Mod": "Experience Mod", + "Wounds Mod": "Wounds Mod", + "Encumbrance Mod": "Encumbrance Mod", + "Query Difficulty": "Query Difficulty", + "Query Additional Bonuses": "Query Additional Bonuses", + "Automatic Success & Failure": "Automatic Success & Failure", + "Combat Options": "Combat Options", + "Maximum Advantage": "Maximum Advantage", + "Ranged Damage Bonus": "Ranged Damage Bonus", + "Melee Damage Bonus": "Melee Damage Bonus", + "Custom Modifiers": "Custom Modifiers", + "Non-Career Advances": "Non-Career Advances", + "Roll Options": "Roll Options", + "Tiny": "Tiny", + "Little": "Little", + "Small": "Small", + "Average": "Average", + "Large": "Large", + "Enormous": "Enormous", + "Monstrous": "Monstrous", + "On": "On", + "Off": "Off", + "Default": "Default", + "Very Easy (+60)": "Very Easy (+60)", + "Easy (+40)": "Easy (+40)", + "Average (+20)": "Average (+20)", + "Challenging (0)": "Challenging (0)", + "Difficult (-10)": "Difficult (-10)", + "Hard (-20)": "Hard (-20)", + "Very Hard (-30)": "Very Hard (-30)", + "Target Number": "Target Number", + "Failure": "Failure", + "Success": "Success", + "Critical": "Critical", + "Success Level": "Success Level", + "SL Bonus": "SL Bonus", + "Magick": "Magick", + "Spell": "Spell", + "Prayer": "Prayer", + "Deity": "Deity", + "School": "School", + "Hit Location": "Hit Location", + "+SB": "+SB", + "Hide Control Buttons": "Hide Control Buttons", + "Switch": "Switch", + "Accepting compendium drop": "Accepting compendium drop", + "Consolidate Rewards": "Consolidate Rewards", + "Attacks": "Attacks", + "Settings": "Settings", + "NPC": "NPC", + "Whisper to GM": "Whisper to GM", + "Enabled": "Enabled", + "Optional Traits": "Optional Traits", + "Show Skills": "Show Skills", + "Show Trappings": "Show Trappings", + "Worn": "Worn", + "TB": "TB", + "Combat": "Combat", + "Channelling (Aqshy)": "Channelling (Aqshy)", + "Channelling (Chamon)": "Channelling (Chamon)", + "Channelling (Dhar)": "Channelling (Dhar)", + "Channelling (Ghur)": "Channelling (Ghur)", + "Channelling (Ghyran)": "Channelling (Ghyran)", + "Channelling (Hysh)": "Channelling (Hysh)", + "Channelling (Shyish)": "Channelling (Shyish)", + "Channelling (Ulgu)": "Channelling (Ulgu)", + "Language (Magick)": "Language (Magick)", + "Melee (Basic)": "Melee (Basic)", + "Melee (Brawling)": "Melee (Brawling)", + "Melee (Cavalry)": "Melee (Cavalry)", + "Melee (Fencing)": "Melee (Fencing)", + "Melee (Flail)": "Melee (Flail)", + "Melee (Parry)": "Melee (Parry)", + "Melee (Polearm)": "Melee (Polearm)", + "Melee (Two-Handed)": "Melee (Two-Handed)", + "Ranged (Blackpowder)": "Ranged (Blackpowder)", + "Ranged (Bow)": "Ranged (Bow)", + "Ranged (Crossbow)": "Ranged (Crossbow)", + "Ranged (Engineering)": "Ranged (Engineering)", + "Ranged (Entangling)": "Ranged (Entangling)", + "Ranged (Explosives)": "Ranged (Explosives)", + "Ranged (Sling)": "Ranged (Sling)", + "Ranged (Throwing)": "Ranged (Throwing)" +} \ No newline at end of file diff --git a/Warhammer Fantasy Roleplay 4e Official/translations/hu.json b/Warhammer Fantasy Roleplay 4e Official/translations/hu.json new file mode 100644 index 0000000000..e62143e7dd --- /dev/null +++ b/Warhammer Fantasy Roleplay 4e Official/translations/hu.json @@ -0,0 +1,370 @@ +{ + "Name": "Name", + "Species": "Species", + "Human": "Human", + "Halfling": "Halfling", + "Dwarf": "Dwarf", + "Class": "Class", + "Academic": "Academic", + "Burgher": "Burgher", + "Courtier": "Courtier", + "Peasant": "Peasant", + "Ranger": "Ranger", + "Riverfolk": "Riverfolk", + "Rogue": "Rogue", + "Warrior": "Warrior", + "Career": "Career", + "Status": "Status", + "Age": "Age", + "Height": "Height", + "Hair": "Hair", + "Eyes": "Eyes", + "Characteristics": "Characteristics", + "Initial": "Initial", + "Advances": "Advances", + "Modifier": "Modifier", + "Current": "Current", + "Bonus": "Bonus", + "WS": "WS", + "BS": "BS", + "S": "S", + "T": "T", + "I": "I", + "Ag": "Ag", + "Dex": "Dex", + "Int": "Int", + "WP": "WP", + "Fel": "Fel", + "W": "W", + "M": "M", + "Fate": "Fate", + "Fortune": "Fortune", + "Resilience": "Resilience", + "Resolve": "Resolve", + "Motivation": "Motivation", + "Experience": "Experience", + "Current XP": "Current", + "Spent XP": "Spent", + "Total XP": "Total", + "Movement": "Movement", + "Walk": "Walk", + "Run": "Run", + "Skills": "Skills", + "Characteristic": "Characteristic", + "Skill": "Skill", + "Athletics": "Athletics", + "Bribery": "Bribery", + "Channelling": "Channelling", + "Aqshy": "Aqshy", + "Chamon": "Chamon", + "Dhar": "Dhar", + "Ghur": "Ghur", + "Ghyran": "Ghyran", + "Hysh": "Hysh", + "Shyish": "Shyish", + "Ulgu": "Ulgu", + "attr_1": "attr_1", + "attr_Aqshy": "attr_Aqshy", + "attr_Chamon": "attr_Chamon", + "attr_Dhar": "attr_Dhar", + "attr_Ghur": "attr_Ghur", + "attr_Ghyran": "attr_Ghyran", + "attr_Hysh": "attr_Hysh", + "attr_Shyish": "attr_Shyish", + "attr_Ulgu": "attr_Ulgu", + "Charm": "Charm", + "Charm Animal": "Charm Animal", + "Animal Care": "Animal Care", + "Animal Training": "Animal Training", + "Career Level": "Career Level", + "Career Path": "Career Path", + "High Elf": "High Elf", + "Wood Elf": "Wood Elf", + "Climb": "Climb", + "Consume Alcohol": "Consume Alcohol", + "Cool": "Cool", + "Dodge": "Dodge", + "Drive": "Drive", + "Endurance": "Endurance", + "Entertain": "Entertain", + "Evaluate": "Evaluate", + "Gamble": "Gamble", + "Gossip": "Gossip", + "Haggle": "Haggle", + "Heal": "Heal", + "Intimidate": "Intimidate", + "Intuition": "Intuition", + "Language": "Language", + "Leadership": "Leadership", + "Lore": "Lore", + "Melee": "Melee", + "attr_Basic": "attr_Basic", + "attr_Brawling": "attr_Brawling", + "attr_Cavalry": "attr_Cavalry", + "attr_Fencing": "attr_Fencing", + "attr_Flail": "attr_Flail", + "attr_Parry": "attr_Parry", + "attr_Polearm": "attr_Polearm", + "attr_Two-Handed": "attr_Two-Handed", + "Navigation": "Navigation", + "Outdoor Survival": "Outdoor Survival", + "Perception": "Perception", + "Perform": "Perform", + "Pick Lock": "Pick Lock", + "Play": "Play", + "Pray": "Pray", + "Ranged": "Ranged", + "attr_Blackpowder": "attr_Blackpowder", + "attr_Bow": "attr_Bow", + "attr_Crossbow": "attr_Crossbow", + "attr_Engineering": "attr_Engineering", + "attr_Entangling": "attr_Entangling", + "attr_Explosives": "attr_Explosives", + "attr_Sling": "attr_Sling", + "attr_Throwing": "attr_Throwing", + "Research": "Research", + "Ride": "Ride", + "Row": "Row", + "Sail": "Sail", + "Secret Signs": "Secret Signs", + "Set Trap": "Set Trap", + "Sleight of Hand": "Sleight of Hand", + "Stealth": "Stealth", + "Swim": "Swim", + "Track": "Track", + "Trade": "Trade", + "Talents": "Talents", + "Ranks": "Ranks", + "Ambitions": "Ambitions", + "Party": "Party", + "Armour": "Armour", + "Locations": "Locations", + "AP": "AP", + "Qualities": "Qualities", + "Placeholder": "Placeholder", + "Trappings": "Trappings", + "Enc": "Enc", + "Max Enc.": "Max Enc.", + "Psychology": "Psychology", + "Corruption & Mutations": "Corruption & Mutations", + "Corruption Points": "Corruption Points", + "Wealth": "Wealth", + "GC": "GC", + "SS": "SS", + "BP": "BP", + "Wounds": "Wounds", + "Max Wounds": "Max Wounds", + "Critical Wounds": "Critical Wounds", + "Conditions": "Conditions", + "Weapons": "Weapons", + "Group": "Group", + "Range/Reach": "Range/Reach", + "Damage": "Damage", + "spells": "spells", + "Spells & Prayers": "Spells & Prayers", + "CN": "CN", + "Range": "Range", + "Target/Rating": "Target/Rating", + "Duration": "Duration", + "Sin": "Sin", + "Art": "Art", + "Adv.": "Adv.", + "Total": "Total", + "Custom": "Custom", + "Char.": "Char.", + "Basic Skills": "Basic Skills", + "Advanced Skills": "Advanced Skills", + "Max": "Max", + "Test Type": "Test Type", + "Description": "Description", + "Characteristic Modifiers": "Characteristic Modifiers", + "None": "None", + "Weapon Skill": "Weapon Skill", + "Ballistic Skill": "Ballistic Skill", + "Strength": "Strength", + "Toughness": "Toughness", + "Initiative": "Initiative", + "Agility": "Agility", + "Dexterity": "Dexterity", + "Intelligence": "Intelligence", + "Willpower": "Willpower", + "Fellowship": "Fellowship", + "Out": "Out", + "Global Penalty": "Global Penalty", + "modifier": "modifier", + "name": "name", + "specialisation display": "specialisation display", + "Basic": "Basic", + "Cavalry": "Cavalry", + "Flail": "Flail", + "Polearm": "Polearm", + "Brawling": "Brawling", + "Fencing": "Fencing", + "Parry": "Parry", + "Two-Handed": "Two-Handed", + "Blackpowder": "Blackpowder", + "Crossbow": "Crossbow", + "Entangling": "Entangling", + "Sling": "Sling", + "Bow": "Bow", + "Engineering": "Engineering", + "Explosives": "Explosives", + "Throwing": "Throwing", + "Specialisation Name": "Specialisation Name", + "Short-term": "Short-term", + "Long-term": "Long-term", + "Party Name": "Party Name", + "Members": "Members", + "Modifiers": "Modifiers", + "Traits": "Traits", + "Type": "Type", + "Count Enc.": "Count Enc.", + "Armour Points": "Armour Points", + "Current Wounds": "Current Wounds", + "Location": "Location", + "Target": "Target", + "School / Deity": "School / Deity", + "Enc.": "Enc.", + "Choose": "Choose", + "Weapon": "Weapon", + "Ammunition": "Ammunition", + "Pouch/Container": "Pouch/Container", + "Clothing/Accessory": "Clothing/Accessory", + "Pack/Container": "Pack/Container", + "Tool/Kit": "Tool/Kit", + "Book/Document": "Book/Document", + "Trade Tool/Workshop": "Trade Tool/Workshop", + "Animal/Vehicle": "Animal/Vehicle", + "Drug/Poison": "Drug/Poison", + "Herb/Draught": "Herb/Draught", + "Prosthetic": "Prosthetic", + "Current Enc.": "Current Enc.", + "Miscellaneous": "Miscellaneous", + "Roll Notes": "Roll Notes", + "Head": "Head", + "Left Arm": "Left Arm", + "Right Arm": "Right Arm", + "Body": "Body", + "Right Leg": "Right Leg", + "Left Leg": "Left Leg", + "Shield": "Shield", + "Next Level": "Next Level", + "Level": "Level", + "Careers": "Careers", + "Notes": "Notes", + "Characteristic Advances": "Characteristic Advances", + "Current Career": "Current Career", + "Tier 1": "Tier 1", + "Tier 2": "Tier 2", + "Tier 3": "Tier 3", + "Tier 4": "Tier 4", + "Skill 1": "Skill 1", + "Skill 2": "Skill 2", + "Skill 3": "Skill 3", + "Skill 4": "Skill 4", + "Skill 5": "Skill 5", + "Skill 6": "Skill 6", + "Skill 7": "Skill 7", + "Skill 8": "Skill 8", + "Skill 9": "Skill 9", + "Skill 10": "Skill 10", + "Talent 1": "Talent 1", + "Talent 2": "Talent 2", + "Talent 3": "Talent 3", + "Talent 4": "Talent 4", + "Talent 5": "Talent 5", + "Skill Name": "Skill Name", + "Talent Name": "Talent Name", + "Experience Awards": "Experience Awards", + "Source": "Source", + "XP": "XP", + "Controls": "Controls", + "Critical Hit": "Critical Hit", + "Advantage": "Advantage", + "General": "General", + "Fumble": "Fumble", + "Character Size": "Character Size", + "Experience Mod": "Experience Mod", + "Wounds Mod": "Wounds Mod", + "Encumbrance Mod": "Encumbrance Mod", + "Query Difficulty": "Query Difficulty", + "Query Additional Bonuses": "Query Additional Bonuses", + "Automatic Success & Failure": "Automatic Success & Failure", + "Combat Options": "Combat Options", + "Maximum Advantage": "Maximum Advantage", + "Ranged Damage Bonus": "Ranged Damage Bonus", + "Melee Damage Bonus": "Melee Damage Bonus", + "Custom Modifiers": "Custom Modifiers", + "Non-Career Advances": "Non-Career Advances", + "Roll Options": "Roll Options", + "Tiny": "Tiny", + "Little": "Little", + "Small": "Small", + "Average": "Average", + "Large": "Large", + "Enormous": "Enormous", + "Monstrous": "Monstrous", + "On": "On", + "Off": "Off", + "Default": "Default", + "Very Easy (+60)": "Very Easy (+60)", + "Easy (+40)": "Easy (+40)", + "Average (+20)": "Average (+20)", + "Challenging (0)": "Challenging (0)", + "Difficult (-10)": "Difficult (-10)", + "Hard (-20)": "Hard (-20)", + "Very Hard (-30)": "Very Hard (-30)", + "Target Number": "Target Number", + "Failure": "Failure", + "Success": "Success", + "Critical": "Critical", + "Success Level": "Success Level", + "SL Bonus": "SL Bonus", + "Magick": "Magick", + "Spell": "Spell", + "Prayer": "Prayer", + "Deity": "Deity", + "School": "School", + "Hit Location": "Hit Location", + "+SB": "+SB", + "Hide Control Buttons": "Hide Control Buttons", + "Switch": "Switch", + "Accepting compendium drop": "Accepting compendium drop", + "Consolidate Rewards": "Consolidate Rewards", + "Attacks": "Attacks", + "Settings": "Settings", + "NPC": "NPC", + "Whisper to GM": "Whisper to GM", + "Enabled": "Enabled", + "Optional Traits": "Optional Traits", + "Show Skills": "Show Skills", + "Show Trappings": "Show Trappings", + "Worn": "Worn", + "TB": "TB", + "Combat": "Combat", + "Channelling (Aqshy)": "Channelling (Aqshy)", + "Channelling (Chamon)": "Channelling (Chamon)", + "Channelling (Dhar)": "Channelling (Dhar)", + "Channelling (Ghur)": "Channelling (Ghur)", + "Channelling (Ghyran)": "Channelling (Ghyran)", + "Channelling (Hysh)": "Channelling (Hysh)", + "Channelling (Shyish)": "Channelling (Shyish)", + "Channelling (Ulgu)": "Channelling (Ulgu)", + "Language (Magick)": "Language (Magick)", + "Melee (Basic)": "Melee (Basic)", + "Melee (Brawling)": "Melee (Brawling)", + "Melee (Cavalry)": "Melee (Cavalry)", + "Melee (Fencing)": "Melee (Fencing)", + "Melee (Flail)": "Melee (Flail)", + "Melee (Parry)": "Melee (Parry)", + "Melee (Polearm)": "Melee (Polearm)", + "Melee (Two-Handed)": "Melee (Two-Handed)", + "Ranged (Blackpowder)": "Ranged (Blackpowder)", + "Ranged (Bow)": "Ranged (Bow)", + "Ranged (Crossbow)": "Ranged (Crossbow)", + "Ranged (Engineering)": "Ranged (Engineering)", + "Ranged (Entangling)": "Ranged (Entangling)", + "Ranged (Explosives)": "Ranged (Explosives)", + "Ranged (Sling)": "Ranged (Sling)", + "Ranged (Throwing)": "Ranged (Throwing)" +} \ No newline at end of file diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ca.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ca.json new file mode 100644 index 0000000000..ce54c15933 --- /dev/null +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ca.json @@ -0,0 +1,799 @@ +{ + "CHARACTER-NAME": "Character Name", + "CAREER": "Career", + "CAREER-PATH": "Career Path", + "RACE": "Race", + "RELIGION": "Religion", + "CONCEPT": "Concept", + "ADVANCEMENTS": "Advancements", + "XP": "XP", + "XP-EARNED": "XP Earned", + "XP-SPENT": "XP Spent", + "XP-REST": "XP Rest", + "PUBLIC": "Make all rolls public", + "WHISPER": "Whisper all rolls to GM", + "CORE-STATS": "Core Stats", + "BACKGROUND": "Background", + "WEAPONS": "Weapons", + "ARMOR": "Armor", + "SPELLBOOK": "Spellbook", + "INVENTORY": "Inventory", + "SETTINGS": "Settings", + "CHARACTER-PROFILE": "Character Profile", + "MAIN-PROFILE": "Main Profile", + "MAIN": "Main", + "ABBREVIATE-WEAPON-SKILL": "WS", + "ABBREVIATE-BALLISTIC-SKILL": "BS", + "ABBREVIATE-STRENGTH": "S", + "ABBREVIATE-TOUGHNESS": "T", + "ABBREVIATE-AGILITY": "Ag", + "ABBREVIATE-INTELLIGENCE": "Int", + "ABBREVIATE-WILL-POWER": "WP", + "ABBREVIATE-FELLOWSHIP": "Fel", + "STARTING": "Starting", + "TALENTS": "Talents", + "ADVANCE": "Advance", + "CURRENT": "Current", + "MODIFIER": "Modifier", + "SECONDARY-PROFILE": "Secondary Profile", + "SECONDARY": "Secondary", + "ABBREVIATE-ATTACKS": "A", + "ABBREVIATE-WOUNDS": "W", + "ABBREVIATE-STRENGTH-BONUS": "SB", + "ABBREVIATE-TOUGHNESS-BONUS": "TB", + "ABBREVIATE-MOVEMENT": "M", + "ABBREVIATE-MAGIC": "Mag", + "ABBREVIATE-INSANITY-POINTS": "IP", + "ABBREVIATE-FATE-POINTS": "FP", + "COMBAT": "Combat", + "INITIATIVE": "Initiative", + "WOUNDS": "Wounds", + "FORTUNE": "Fortune", + "MOVE": "Move", + "CHARGE": "Charge", + "RUN": "Run", + "LEAP": "Leap", + "ABBREVIATE-INITIATIVE": "Init", + "CHECK-LUCK": "Check if you have the Luck Talent", + "TALENT-NAME": "Talent Name", + "DESCRIPTION": "Descripton", + "SKILLS": "Skills", + "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills", + "KNOWLEDGE": "Knowledge", + "SKILL-NAME": "Skill Name", + "ABBREVIATE-CHARACTERISTIC": "Char", + "TRAINING": "Training", + "ABBREVIATE-MISCELLANEOUS": "Misc", + "TOTAL": "Total", + "ROLL": "Roll", + "ABBREVIATE-GM": "GM", + "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)", + "COMMON-KNOWLEDGE": "Common Knowledge", + "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills", + "TRAINED": "Trained", + "BASIC": "Basic", + "SPECIAL-RULES": "Special Rules", + "NAME": "Name", + "BASIC-SKILL": "Basic Skill", + "BASIC-SKILLS": "Basic Skills", + "ANIMAL-CARE": "Animal Care", + "CHARM": "Charm", + "COMMAND": "Command", + "CONCEALMENT": "Concealment", + "CONSUME-ALCOHOL": "Consume Alcohol", + "DISGUISE": "Disguise", + "DRIVE": "Drive", + "EVALUATE": "Evaluate", + "GAMBLE": "Gamble", + "GOSSIP": "Gossip", + "HAGGLE": "Haggle", + "INTIMIDATE": "Intimidate", + "OUTDOOR-SURVIVAL": "Outdoor Survival", + "PERCEPTION": "Perception", + "RIDE": "Ride", + "ROW": "Row", + "SCALE-SHEER-SURFACE": "Scale Sheer Surface", + "SEARCH": "Search", + "SILENT-MOVE": "Silent Move", + "SWIM": "Swim", + "ADVANCED-SKILL": "Advanced Skill", + "ADVANCED-SKILLS": "Advanced Skills", + "ANIMAL-TRAINING": "Animal Training", + "BLATHER": "Blather", + "CHANNELLING": "Channelling", + "CHARM-ANIMAL": "Charm Animal", + "DODGE-BLOW": "Dodge Blow", + "FOLLOW-TRAIL": "Follow Trail", + "HEAL": "Heal", + "HYPNOTISM": "Hypnotism", + "LIP-READING": "Lip Reading", + "MAGICAL-SENSE": "Magical Sense", + "NAVIGATION": "Navigation", + "PICK-LOCK": "Pick Lock", + "PREPARE-POISON": "Prepare Poison", + "READ-AND-WRITE": "Read and Write", + "SAIL": "Sail", + "SET-TRAP": "Set Trap", + "SHADOWING": "Shadowing", + "SLEIGHT-OF-HAND": "Sleight of Hand", + "TORTURE": "Torture", + "VENTRILOQUISM": "Ventriloquism", + "ASTROLOGY": "Astrology", + "STAR-SIGN": "Star Sign", + "DOOM": "Doom", + "APPEARANCE": "Appearance", + "GENDER": "Gender", + "BUILD": "Build", + "AGE": "Age", + "HEIGHT": "Height", + "WEIGHT": "Weight", + "EYES": "Eyes", + "SKIN": "Skin", + "HAIR": "Hair", + "HISTORY": "History", + "MISCELLANEOUS-NOTES": "Miscellaneous Notes", + "CAREER-NAME": "Career Name", + "STARTING-CAREER": "Starting Career", + "SECOND-CAREER": "Second Career", + "THIRD-CAREER": "Third Career", + "FOURTH-CAREER": "Fourth Career", + "FIFTH-CAREER": "Fifth Career", + "CAREER-ENTERED": "Career Entered", + "CAREER-ENTERED_CHECK": "Check if you've entered this career.", + "CAREER-MAIN-PROFILE": "Career Main Profile", + "WEAPON-SKILL": "Weapon Skill", + "BALLISTIC-SKILL": "Ballistic Skill", + "STRENGTH": "Strength", + "TOUGHNESS": "Toughness", + "AGILITY": "Agility", + "INTELLIGENCE": "Intelligence", + "WILL-POWER": "Will Power", + "FELLOWSHIP": "Fellowship", + "CAREER-SECONDARY-PROFILE": "Career Secondary Profile", + "ATTACKS": "Attacks", + "STRENGTH-BONUS": "Strength Bonus", + "TOUGHNESS-BONUS": "Toughness Bonus", + "MOVEMENT": "Movement", + "MAGIC": "Magic", + "INSANITY-POINTS": "Insanity Points", + "FATE-POINTS": "Fate Points", + "CAREER-SKILLS": "Career Skills", + "CAREER-TALENTS": "Career Talents", + "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents", + "SKILL-OR-TALENT": "Skill or Talent", + "CAREER-EXITS": "Career Exits", + "TAKEN": "Taken", + "MELEE-WEAPONS": "Melee Weapons", + "MELEE": "Melee", + "ABBREVIATE-PROFICIENCY": "Prof?", + "WEAPON": "Weapon", + "CRAFTSMANSHIP": "Craftsmanship", + "ABBREVIATE-CRAFTSMANSHIP": "Craft", + "ABBREVIATE-ENCUMBRANCE": "Enc", + "WS-BONUS": "WS Bonus", + "TO-HIT": "To Hit", + "DAMAGE": "Damage", + "DAMAGE-INC-SB": "Melee damage already includes SB.", + "IMPACT": "Impact", + "ABBREVIATE-IMPACT": "Imp", + "DEFENSIVE": "Defensive", + "ABBREVIATE-DEFENSIVE": "Def", + "QUALITIES": "Qualities", + "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent", + "ATTACK": "Attack", + "PARRY": "Parry", + "POOR": "Poor", + "COMMON": "Common", + "GOOD": "Good", + "BEST": "Best", + "ABBREVIATE-ATTACK": "Atk", + "ABBREVIATE-DAMAGE": "Dmg", + "ABBREVIATE-PARRY": "Pry", + "RANGED-WEAPONS": "Ranged Weapons", + "RANGED": "Ranged", + "BS-BONUS": "BS Bonus", + "TYPE": "Type", + "RELOAD": "Reload", + "RANGE": "Range", + "ABBREVIATE-AMMUNITION": "Ammo", + "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc", + "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.", + "SHOOT": "Shoot", + "THROW": "Throw", + "FREE": "Free", + "HALF": "Half", + "FULL-NUMBER": "{{0}} Full", + "CRITICAL": "Critical", + "CRITICAL-HIT": "Critical Hit", + "CRITICAL-ROLL": "Critical Roll", + "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance", + "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance", + "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance", + "ULRICS-FURY": "Ulric's Fury!", + "FURY-TEST": "Fury Test", + "FURY-DAMAGE": "Fury Damage", + "ROLL-ULRICS-FURY": "Roll for Ulric's Fury!", + "FURY-FAILS": "Fury Fails", + "PETTY": "Petty", + "LESSER": "Lesser", + "ARCANE": "Arcane", + "DIVINE": "Divine", + "RUNES": "Runes", + "RITUALS": "Rituals", + "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling", + "SPELL": "Spell", + "CASTING-NUMBER": "Casting Number", + "CASTING-TIME": "Casting Time", + "DURATION": "Duration", + "TARGET": "Target/AoE", + "NONE": "None", + "1D10MAGIC": "1d10 + Magic", + "SPELL-HEALING": "Spell Healing", + "CAST": "Cast", + "INGREDIENT-BONUS": "Ingredient Bonus", + "INGREDIENT": "Ingredient", + "SPELL-DAMAGE": "Spell Damage", + "SPELL-DESCRIPTION": "Spell Description", + "RITUAL": "Ritual", + "INGREDIENTS": "Ingredients", + "RITUAL-DESCRIPTION": "Ritual Description", + "ARCANE-LANGUAGE": "Arcane Language", + "REQUIRED-MAGIC": "Required Magic", + "XP-COST": "XP Cost", + "CONDITIONS": "Conditions", + "CONSEQUENCES": "Consquences", + "PETTY-SPELL": "Petty Spell", + "LESSER-SPELL": "Lesser Spell", + "ARCANE-SPELL": "Arcane Spell", + "DIVINE-SPELL": "Divine Spell", + "RUNE": "Rune", + "INSCRIPTION-NUMBER": "Inscription Number", + "EMPOWERMENT": "Empowerment", + "INSCRIBE": "Inscribe", + "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description", + "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description", + "MAGIC-USED": "Amount of Magic used", + "CHANNELLING-SUCCESS": "Channelling success", + "INGREDIENT-USED": "Ingredient used", + "RUNE-TYPE": "Rune type", + "TEMPORARY": "Temporary", + "PERMANENT": "Permanent", + "MINUTES": "minute(s)", + "WEEKS": "week(s)", + "COIN-CARRIED": "Coin Carried", + "BRASS-PENNIES-BP": "Brass Pennies (BP)", + "SILVER-SHILLINGS-SS": "Silver Shillings (SS)", + "GOLD-CROWNS-GC": "Gold Crowns (GC)", + "TOTAL-GC-VALUE": "Total GC Value", + "EXCHANGE-RATE": "Exchange Rate", + "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown", + "ENCUMBRANCE": "Encumbrance", + "TRAPPINGS": "Trappings", + "COIN": "Coin", + "OTHER": "Other", + "CARRYING-CAPACITY": "Carrying Max", + "PUSH-DRAG-LIFT": "Push/Drag/Lift", + "ENCUMBERED": "Encumbered", + "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty", + "DWARF": "Dwarf", + "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.", + "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.", + "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:", + "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)", + "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", + "PAGE-1": "Page 1", + "PAGE-2": "Page 2", + "PAGE-3": "Page 3", + "SHOW-ALL": "Show All", + "UNLIMITED": "Unlimited", + "ROW-NR": "Row #", + "CARRIED-QUESTION": "Carried?", + "ABBREVIATE-QUANTITY": "Qty", + "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes", + "PROTECTIVE-ITEMS": "Protective Items", + "WORN": "Worn", + "ARMOR-TYPE": "Armor Type", + "ARMOR-POINTS": "Armor Points", + "ABBREVIATE-ARMOR-POINTS": "AP", + "MAGIC-BONUS": "Magic Bonus", + "BONUS": "Bonus", + "TOTAL-AP": "Total AP", + "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs", + "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance", + "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.", + "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.", + "LEATHER": "Leather", + "MAIL": "Mail", + "PLATE": "Plate", + "LIGHT": "Light", + "MEDIUM": "Medium", + "HEAVY": "Heavy", + "LIGHT-ARMOR": "Light Armor", + "MEDIUM-ARMOR": "Medium Armor", + "HEAVY-ARMOR": "Heavy Armor", + "HIT-LOCATIONS": "Hit Locations", + "HEAD": "Head", + "BODY": "Body", + "TORSO": "Torso", + "ARMS": "Arms", + "LEGS": "Legs", + "ABBREVIATE-HEAD": "H", + "ABBREVIATE-BODY": "B", + "ABBREVIATE-ARMS": "A", + "ABBREVIATE-LEGS": "L", + "LEFT-ARM": "Left Arm", + "LEFT-LEG": "Left Leg", + "RIGHT-ARM": "Right Arm", + "RIGHT-LEG": "Right Leg", + "ARMOR-PENALTIES": "Armor Penalties", + "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.", + "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", + "BLOOD-LOSS": "Blood Loss", + "BLEEDING": "Bleeding", + "KNOWLEDGE-SKILL": "Knowledge Skill", + "VARIOUS-SKILL": "Various Skill", + "TARGET-NUMBER": "Target Number", + "TEST-RESULT": "Test Result", + "RESULT": "Result", + "OUTCOME": "Outcome", + "SUCCESS": "Success", + "FAILURE": "Failure", + "ATTACK-ROLL": "Attack Roll", + "MISS": "Miss", + "PARRY-ROLL": "Parry Roll", + "PARRIED": "Parried", + "CASTING-TEST": "Casting Test", + "SPELLCASTING-FAILS": "Spellcasting fails", + "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds", + "INSCRIPTION-TEST": "Inscription Test", + "INSCRIPTION-TIME": "Inscription Time", + "INSCRIPTION-FAILS": "Inscription fails", + "INSCRIPTION-SUCCEEDS": "Inscription succeeds", + "RITUAL-FAILS": "Ritual fails", + "RITUAL-SUCCEEDS": "Ritual succeeds", + "HIT-LOCATION": "Hit Location", + "HIT-HEAD": "Hit Head", + "HIT-BODY": "Hit Body", + "HIT-LEFT-ARM": "Hit Left Arm", + "HIT-LEFT-LEG": "Hit Left Leg", + "HIT-RIGHT-ARM": "Hit Right Arm", + "HIT-RIGHT-LEG": "Hit Right Leg", + "HIT-LOCATION-NUMBER": "Hit Location {{0}}", + "DAMAGE-NUMBER": "Damage {{0}}", + "CRITICAL-LOCATION": "Critical Location", + "CRITICAL-VALUE": "Critical Value", + "CRITICAL-EFFECT": "Critical Effect", + "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.", + "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.", + "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.", + "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.", + "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.", + "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.", + "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.", + "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.", + "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.", + "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.", + "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.", + "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).", + "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.", + "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).", + "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.", + "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.", + "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.", + "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.", + "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.", + "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.", + "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.", + "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
    Struck in the groin. The pain is such that the character cannot take any actions for one round.", + "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.", + "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.", + "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.", + "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.", + "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.", + "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.", + "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.", + "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.", + "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.", + "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.", + "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.", + "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.", + "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.", + "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.", + "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.", + "BLOOD-SURVIVE": "Survive one more round.", + "BLOOD-DEATH": "Death from blood loss!", + "OLD-TRAPPINGS": "Use old Trappings layout", + "NEW-TRAPPINGS": "Use new Trappings layout", + "DEFAULT-INITIATIVE": "Use default Initiative rules", + "HOUSERULE-INITIATIVE": "Houserule: Apply Agility Bonus instead of Agility Characteristic to Initiative rolls", + "CHAOS-MANIFESTATION": "Chaos Manifestation", + "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables", + "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables", + "TZEENTCHS-CURSE": "Tzeentch's Curse", + "CHAOS-ROLL": "Chaos Roll", + "CHAOS-TABLE": "Chaos Table", + "MINOR-NORMAL": "Minor Normal", + "MINOR-EXTENDED": "Minor Extended", + "MAJOR-NORMAL": "Major Normal", + "MAJOR-EXTENDED": "Major Extended", + "CATASTROPHIC-NORMAL": "Catastrophic Normal", + "CATASTROPHIC-EXTENDED": "Catastrophic Extended", + "MINOR": "Minor", + "MAJOR": "Major", + "CATASTROPHIC": "Catastrophic", + "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation", + "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation", + "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation", + "YES": "Yes", + "NO": "No", + "MINOR1": "Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.", + "MINOR2": "Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.", + "MINOR3": "Breath of Chaos: A cold and unnatural wind blows through the area.", + "MINOR4": "Horripilation: Your hair stands on end for 1d10 rounds.", + "MINOR5": "Wyrdlight: You glow with an eerie light for 1d10 rounds.", + "MINOR6": "Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.", + "MINOR7": "Haunted: Ghostly voices fill the air for the duration of your spell.", + "MINOR8": "Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.", + "MINOR9": "Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.", + "MINOR10": "Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.", + "MINOR11": "Unlucky !: Roll on Major Chaos Manifestation instead.", + "MINORE1": "Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.", + "MINORE2": "Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.", + "MINORE3": "Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.", + "MINORE4": "Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.", + "MINORE5": "Breath of Chaos: A cold and unnatural wind blows through the area.", + "MINORE6": "Horripilation: Your hair stands on end for 1d10 rounds.", + "MINORE7": "Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.", + "MINORE8": "Wyrdlight: You glow with an eerie light for 1d10 rounds.", + "MINORE9": "Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.", + "MINORE10": "Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.", + "MINORE11": "Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.", + "MINORE12": "Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.", + "MINORE13": "Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.", + "MINORE14": "Haunted: Ghostly voices fill the air for the duration of your spell.", + "MINORE15": "Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.", + "MINORE16": "Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.", + "MINORE17": "Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.", + "MINORE18": "Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.", + "MINORE19": "Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.", + "MINORE20": "Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.", + "MINORE21": "Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.", + "MINORE22": "Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.", + "MINORE23": "Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.", + "MINORE24": "Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.", + "MINORE25": "Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.", + "MINORE26": "Unlucky!: Roll on Major Chaos Manifestation instead.", + "MAJOR1": "Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.", + "MAJOR2": "Silenced: You lose your voice for 1d10 rounds.", + "MAJOR3": "Overload: You are overwhelmed by magical energy and are stunned for 1 round.", + "MAJOR4": "Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.", + "MAJOR5": "Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.", + "MAJOR6": "Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.", + "MAJOR7": "Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.", + "MAJOR8": "Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.", + "MAJOR9": "Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.", + "MAJOR10": "Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.", + "MAJOR11": "Trick of Fate: Roll on Catastrophic Chaos Manifestation.", + "MAJORE1": "Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.", + "MAJORE2": "Silenced: You lose your voice for 1d10 rounds.", + "MAJORE3": "Hairless: Every hair in your body falls out.", + "MAJORE4": "Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.", + "MAJORE5": "Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.", + "MAJORE6": "Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.", + "MAJORE7": "Overload: You are overwhelmed by magical energy and are stunned for 1 round.", + "MAJORE8": "Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.", + "MAJORE9": "Fire!: Your clothing bursts into flame (see WFRP, page 136).", + "MAJORE10": "Loadstones: Every piece of metal on your body is permanently magnetized.", + "MAJORE11": "Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.", + "MAJORE12": "Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.", + "MAJORE13": "Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.", + "MAJORE14": "Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.", + "MAJORE15": "Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.", + "MAJORE16": "Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.", + "MAJORE17": "Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.", + "MAJORE18": "Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.", + "MAJORE19": "Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.", + "MAJORE20": "Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.", + "MAJORE21": "Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.", + "MAJORE22": "Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.", + "MAJORE23": "Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.", + "MAJORE24": "Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.", + "MAJORE25": "Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.", + "MAJORE26": "Trick of Fate: Roll on Catastrophic Chaos Manifestation.", + "CATA1": "Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.", + "CATA2": "The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.", + "CATA3": "Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.", + "CATA4": "Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.", + "CATA5": "Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.", + "CATA6": "Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.", + "CATA7": "Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.", + "CATA8": "Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.", + "CATA9": "Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.", + "CATA10": "Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.", + "CATAE1": "Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.", + "CATAE2": "The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.", + "CATAE3": "Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.", + "CATAE4": "Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.", + "CATAE5": "Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.", + "CATAE6": "Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.", + "CATAE7": "Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.", + "CATAE8": "Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.", + "CATAE9": "Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.", + "CATAE10": "Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.", + "CATAE11": "Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.", + "CATAE12": "Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.", + "CATAE13": "Chaotic Servitors: 1d10 Daemon Imps (see WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.", + "CATAE14": "Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.", + "CATAE15": "Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.", + "CATAE16": "Lineage Concluded: The infection of Chaos renders you sterile or barren.", + "CATAE17": "Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.", + "CATAE18": "Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.", + "CATAE19": "Witherlimb: A randomly determined limb withers and becomes permanently useless.", + "CATAE20": "Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).", + "CATAE21": "Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.", + "CATAE22": "Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.", + "CATAE23": "Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.", + "CATAE24": "Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.", + "CATAE25": "Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.", + "GODWRATH1": "Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.", + "GODWRATH2": "Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.", + "GODWRATH3": "You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.", + "GODWRATH4": "Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.", + "GODWRATH5": "Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.", + "GODWRATH6": "What Will You Sacrifice for this Boon?:", + "GODWRATH7": "You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.", + "GODWRATH8": "Daemonic Interference: Your prayer is answered but not by your God. Roll a Major Chaos Manifestation.", + "GODWRATHV1": "Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.", + "GODWRATHV2": "Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.", + "GODWRATHV3": "You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.", + "GODWRATHV4": "Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.", + "GODWRATHV5": "Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)", + "GODWRATHV6": "Called to Account: ", + "GODWRATHV7": "Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.", + "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.", + "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.", + "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.", + "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.", + "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.", + "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.", + "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.", + "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.", + "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.", + "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.", + "ARCANE-MARK": "Arcane Mark", + "OPTIONAL-ARCANE-MARK": "Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).", + "ARCANE-LORE": "Arcane Lore", + "LORE-OF-BEASTS": "Lore of Beasts", + "LORE-OF-DEATH": "Lore of Death", + "LORE-OF-FIRE": "Lore of Fire", + "LORE-OF-HEAVENS": "Lore of the Heavens", + "LORE-OF-LIFE": "Lore of Life", + "LORE-OF-LIGHT": "Lore of Light", + "LORE-OF-METAL": "Lore of Metal", + "LORE-OF-SHADOW": "Lore of Shadow", + "MARK": "Mark", + "MARK-OF": "Mark of", + "BEASTS": "Beasts", + "DEATH": "Death", + "FIRE": "Fire", + "HEAVENS": "the Heavens", + "LIFE": "Life", + "METAL": "Metal", + "SHADOW": "Shadow", + "NO-LORE": "No Lore selected", + "GM-DISCRETION": "GM's discretion", + "MARK-GM-DISCRETION": "Mark at GM's discretion", + "WRATH-ROLL": "Wrath Roll", + "WRATH-TABLE": "Wrath Table", + "WRATH": "Wrath", + "VENGEANCE": "Vengeance", + "WRATH-OF-THE-GODS": "Wrath of the Gods", + "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods", + "DISFAVOR-POOL": "Disfavor Pool", + "DISFAVOR-ROLL": "Disfavor Roll", + "DIVINE-LORE": "Divine Lore", + "LORE-OF-MANANN": "Lore of Manann", + "LORE-OF-MORR": "Lore of Morr", + "LORE-OF-MYRMIDIA": "Lore of Myrmidia", + "LORE-OF-RANALD": "Lore of Ranald", + "LORE-OF-SHALLYA": "Lore of Shallya", + "LORE-OF-SIGMAR": "Lore of Sigmar", + "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya", + "LORE-OF-ULRIC": "Lore of Ulric", + "LORE-OF-VERENA": "Lore of Verena", + "MARK-ROLL": "Mark Roll", + "MARKS": "Marks", + "NO-MARKS": "Don't use Marks optional rule", + "USE-MARKS": "Use Marks optional rule", + "MARKS-OF-THE-GODS": "Marks of the Gods", + "MARKS-OF-MANANN": "Marks of Manann", + "MARKS-OF-MORR": "Marks of Morr", + "MARKS-OF-MYRMIDIA": "Marks of Myrmidia", + "MARKS-OF-RANALD": "Marks of Ranald", + "MARKS-OF-SHALLYA": "Marks of Shallya", + "MARKS-OF-SIGMAR": "Marks of Sigmar", + "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya", + "MARKS-OF-ULRIC": "Marks of Ulric", + "MARKS-OF-VERENA": "Marks of Verena", + "MARKS-OF": "Marks of", + "MANANN": "Manann", + "MORR": "Morr", + "MYRMIDIA": "Myrmidia", + "RANALD": "Ranald", + "SHALLYA": "Shallya", + "SIGMAR": "Sigmar", + "TAAL-RHYA": "Taal & Rhya", + "ULRIC": "Ulric", + "VERENA": "Verena", + "MARK-MANANN-1": "Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.", + "MARK-MANANN-2": "Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.", + "MARK-MANANN-3": "Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.", + "MARK-MANANN-4": "Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.", + "MARK-MANANN-5": "Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.", + "MARK-MANANN-6": "Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.", + "MARK-MANANN-7": "Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).", + "MARK-MANANN-8": "Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.", + "MARK-MANANN-9": "One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.", + "MARK-MANANN-10": "Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.", + "MARK-MORR-1": "Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.", + "MARK-MORR-2": "Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.", + "MARK-MORR-4": "Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.", + "MARK-MORR-3": "Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.", + "MARK-MORR-5": "Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.", + "MARK-MORR-6": "Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.", + "MARK-MORR-7": "Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.", + "MARK-MORR-8": "Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.", + "MARK-MORR-9": "Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.", + "MARK-MORR-10": "Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.", + "MARK-MYRMIDIA-1": "Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.", + "MARK-MYRMIDIA-2": "Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.", + "MARK-MYRMIDIA-3": "Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.", + "MARK-MYRMIDIA-4": "Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.", + "MARK-MYRMIDIA-5": "Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.", + "MARK-MYRMIDIA-6": "Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.", + "MARK-MYRMIDIA-7": "Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.", + "MARK-MYRMIDIA-8": "Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.", + "MARK-MYRMIDIA-9": "War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.", + "MARK-MYRMIDIA-10": "Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.", + "MARK-RANALD-1": "Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%", + "MARK-RANALD-2": "Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.", + "MARK-RANALD-3": "Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.", + "MARK-RANALD-4": "Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.", + "MARK-RANALD-5": "Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%", + "MARK-RANALD-6": "Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.", + "MARK-RANALD-7": "Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.", + "MARK-RANALD-8": "Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.", + "MARK-RANALD-9": "Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.", + "MARK-RANALD-10": "Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.", + "MARK-SHALLYA-1": "Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.", + "MARK-SHALLYA-2": "Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.", + "MARK-SHALLYA-3": "Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.", + "MARK-SHALLYA-4": "Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.", + "MARK-SHALLYA-5": "Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.", + "MARK-SHALLYA-6": "Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.", + "MARK-SHALLYA-7": "Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.", + "MARK-SHALLYA-8": "Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.", + "MARK-SHALLYA-9": "Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.", + "MARK-SHALLYA-10": "Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.", + "MARK-SIGMAR-1": "Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.", + "MARK-SIGMAR-2": "Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.", + "MARK-SIGMAR-3": "Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.", + "MARK-SIGMAR-4": "Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.", + "MARK-SIGMAR-5": "Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.", + "MARK-SIGMAR-6": "Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.", + "MARK-SIGMAR-7": "Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.", + "MARK-SIGMAR-8": "Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.", + "MARK-SIGMAR-9": "Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.", + "MARK-SIGMAR-10": "Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.", + "MARK-TAAL-RHYA-1": "Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.", + "MARK-TAAL-RHYA-2": "Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.", + "MARK-TAAL-RHYA-3": "Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.", + "MARK-TAAL-RHYA-4": "Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.", + "MARK-TAAL-RHYA-5": "Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.", + "MARK-TAAL-RHYA-6": "Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.", + "MARK-TAAL-RHYA-7": "Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.", + "MARK-TAAL-RHYA-8": "Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.", + "MARK-TAAL-RHYA-9": "Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.", + "MARK-TAAL-RHYA-10": "Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.", + "MARK-ULRIC-1": "Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.", + "MARK-ULRIC-2": "Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.", + "MARK-ULRIC-3": "Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.", + "MARK-ULRIC-4": "Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.", + "MARK-ULRIC-5": "Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.", + "MARK-ULRIC-6": "Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.", + "MARK-ULRIC-7": "Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.", + "MARK-ULRIC-8": "One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.", + "MARK-ULRIC-9": "Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.", + "MARK-ULRIC-10": "Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.", + "MARK-VERENA-1": "Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.", + "MARK-VERENA-2": "Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.", + "MARK-VERENA-3": "Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.", + "MARK-VERENA-4": "Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.", + "MARK-VERENA-5": "Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.", + "MARK-VERENA-6": "Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.", + "MARK-VERENA-7": "Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.", + "MARK-VERENA-8": "Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.", + "MARK-VERENA-9": "Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.", + "MARK-VERENA-10": "Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.", + "MARK-BEASTS-1": "Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.", + "MARK-BEASTS-2": "Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.", + "MARK-BEASTS-3": "Dirty: For some reason, you attract dirt and you can never fully get clean.", + "MARK-BEASTS-4": "Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.", + "MARK-BEASTS-5": "Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.", + "MARK-BEASTS-6": "Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.", + "MARK-BEASTS-7": "Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.", + "MARK-BEASTS-8": "Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.", + "MARK-BEASTS-9": "Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.", + "MARK-BEASTS-10": "Mark of Ghur: The rune of Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.", + "MARK-DEATH-1": "Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.", + "MARK-DEATH-2": "Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.", + "MARK-DEATH-4": "Dead Eyes: Your eyes are those of a dead man.", + "MARK-DEATH-3": "Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.", + "MARK-DEATH-5": "Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).", + "MARK-DEATH-6": "Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.", + "MARK-DEATH-7": "Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.", + "MARK-DEATH-8": "Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.", + "MARK-DEATH-9": "Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.", + "MARK-DEATH-10": "Mark of Shyish: The rune of Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.", + "MARK-FIRE-1": "Temper: You have a quick temper, losing your cool at the slightest provocation.", + "MARK-FIRE-2": "Hyperactive: You can't sit still. You fidget constantly.", + "MARK-FIRE-3": "Red Hair: Your hair and eyebrows turn bright, fiery red.", + "MARK-FIRE-4": "Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.", + "MARK-FIRE-5": "Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.", + "MARK-FIRE-6": "Hot Skin: Your skin is always feverish and you have a flushed appearance.", + "MARK-FIRE-7": "Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.", + "MARK-FIRE-8": "Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.", + "MARK-FIRE-9": "Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.", + "MARK-FIRE-10": "Mark of Aqshy: The rune of Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.", + "MARK-HEAVENS-1": "Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.", + "MARK-HEAVENS-2": "Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.", + "MARK-HEAVENS-3": "White Hair: Your hair turns snow white. Dyes do not hold.", + "MARK-HEAVENS-4": "Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.", + "MARK-HEAVENS-5": "Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.", + "MARK-HEAVENS-6": "Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).", + "MARK-HEAVENS-7": "Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.", + "MARK-HEAVENS-8": "Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.", + "MARK-HEAVENS-9": "Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.", + "MARK-HEAVENS-10": "Mark of Azyr: The rune of Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.", + "MARK-LIFE-1": "Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.", + "MARK-LIFE-2": "Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.", + "MARK-LIFE-3": "Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.", + "MARK-LIFE-4": "Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.", + "MARK-LIFE-5": "Vulnerability to Fire: Fire deals +1 Damage against you.", + "MARK-LIFE-6": "Great Constitution: You gain Resistance to Disease.", + "MARK-LIFE-7": "Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.", + "MARK-LIFE-8": "Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.", + "MARK-LIFE-9": "Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.", + "MARK-LIFE-10": "Mark of Ghyran: The rune of Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.", + "MARK-LIGHT-1": "Choral Voice: Your voice becomes suffused with the harmonious vibrations of Hysh. When you sing, it sounds as if scores of others are singing alongside you.", + "MARK-LIGHT-2": "Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.", + "MARK-LIGHT-3": "Pale: Your skin lightens considerably, bordering on semi-translucent.", + "MARK-LIGHT-4": "Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.", + "MARK-LIGHT-5": "Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.", + "MARK-LIGHT-6": "Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.", + "MARK-LIGHT-7": "Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.", + "MARK-LIGHT-8": "Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.", + "MARK-LIGHT-9": "Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see WFRP, page 117.).", + "MARK-LIGHT-10": "Mark of Hysh: The rune of Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.", + "MARK-METAL-1": "Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.", + "MARK-METAL-2": "Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.", + "MARK-METAL-3": "Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.", + "MARK-METAL-4": "Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.", + "MARK-METAL-5": "Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.", + "MARK-METAL-6": "Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.", + "MARK-METAL-7": "Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.", + "MARK-METAL-8": "Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in Old World Armoury). Modify your starting profile accordingly.", + "MARK-METAL-9": "Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.", + "MARK-METAL-10": "Mark of Chamon: The rune of Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.", + "MARK-SHADOW-1": "Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.", + "MARK-SHADOW-2": "Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.", + "MARK-SHADOW-3": "Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.", + "MARK-SHADOW-4": "Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.", + "MARK-SHADOW-5": "Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.", + "MARK-SHADOW-6": "Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.", + "MARK-SHADOW-7": "Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.", + "MARK-SHADOW-8": "Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.", + "MARK-SHADOW-9": "Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.", + "MARK-SHADOW-10": "Mark of Ulgu: The rune of Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.", + "CHARACTERISTIC": "Characteristic" +} diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/hu.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/hu.json new file mode 100644 index 0000000000..ce54c15933 --- /dev/null +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/hu.json @@ -0,0 +1,799 @@ +{ + "CHARACTER-NAME": "Character Name", + "CAREER": "Career", + "CAREER-PATH": "Career Path", + "RACE": "Race", + "RELIGION": "Religion", + "CONCEPT": "Concept", + "ADVANCEMENTS": "Advancements", + "XP": "XP", + "XP-EARNED": "XP Earned", + "XP-SPENT": "XP Spent", + "XP-REST": "XP Rest", + "PUBLIC": "Make all rolls public", + "WHISPER": "Whisper all rolls to GM", + "CORE-STATS": "Core Stats", + "BACKGROUND": "Background", + "WEAPONS": "Weapons", + "ARMOR": "Armor", + "SPELLBOOK": "Spellbook", + "INVENTORY": "Inventory", + "SETTINGS": "Settings", + "CHARACTER-PROFILE": "Character Profile", + "MAIN-PROFILE": "Main Profile", + "MAIN": "Main", + "ABBREVIATE-WEAPON-SKILL": "WS", + "ABBREVIATE-BALLISTIC-SKILL": "BS", + "ABBREVIATE-STRENGTH": "S", + "ABBREVIATE-TOUGHNESS": "T", + "ABBREVIATE-AGILITY": "Ag", + "ABBREVIATE-INTELLIGENCE": "Int", + "ABBREVIATE-WILL-POWER": "WP", + "ABBREVIATE-FELLOWSHIP": "Fel", + "STARTING": "Starting", + "TALENTS": "Talents", + "ADVANCE": "Advance", + "CURRENT": "Current", + "MODIFIER": "Modifier", + "SECONDARY-PROFILE": "Secondary Profile", + "SECONDARY": "Secondary", + "ABBREVIATE-ATTACKS": "A", + "ABBREVIATE-WOUNDS": "W", + "ABBREVIATE-STRENGTH-BONUS": "SB", + "ABBREVIATE-TOUGHNESS-BONUS": "TB", + "ABBREVIATE-MOVEMENT": "M", + "ABBREVIATE-MAGIC": "Mag", + "ABBREVIATE-INSANITY-POINTS": "IP", + "ABBREVIATE-FATE-POINTS": "FP", + "COMBAT": "Combat", + "INITIATIVE": "Initiative", + "WOUNDS": "Wounds", + "FORTUNE": "Fortune", + "MOVE": "Move", + "CHARGE": "Charge", + "RUN": "Run", + "LEAP": "Leap", + "ABBREVIATE-INITIATIVE": "Init", + "CHECK-LUCK": "Check if you have the Luck Talent", + "TALENT-NAME": "Talent Name", + "DESCRIPTION": "Descripton", + "SKILLS": "Skills", + "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills", + "KNOWLEDGE": "Knowledge", + "SKILL-NAME": "Skill Name", + "ABBREVIATE-CHARACTERISTIC": "Char", + "TRAINING": "Training", + "ABBREVIATE-MISCELLANEOUS": "Misc", + "TOTAL": "Total", + "ROLL": "Roll", + "ABBREVIATE-GM": "GM", + "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)", + "COMMON-KNOWLEDGE": "Common Knowledge", + "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills", + "TRAINED": "Trained", + "BASIC": "Basic", + "SPECIAL-RULES": "Special Rules", + "NAME": "Name", + "BASIC-SKILL": "Basic Skill", + "BASIC-SKILLS": "Basic Skills", + "ANIMAL-CARE": "Animal Care", + "CHARM": "Charm", + "COMMAND": "Command", + "CONCEALMENT": "Concealment", + "CONSUME-ALCOHOL": "Consume Alcohol", + "DISGUISE": "Disguise", + "DRIVE": "Drive", + "EVALUATE": "Evaluate", + "GAMBLE": "Gamble", + "GOSSIP": "Gossip", + "HAGGLE": "Haggle", + "INTIMIDATE": "Intimidate", + "OUTDOOR-SURVIVAL": "Outdoor Survival", + "PERCEPTION": "Perception", + "RIDE": "Ride", + "ROW": "Row", + "SCALE-SHEER-SURFACE": "Scale Sheer Surface", + "SEARCH": "Search", + "SILENT-MOVE": "Silent Move", + "SWIM": "Swim", + "ADVANCED-SKILL": "Advanced Skill", + "ADVANCED-SKILLS": "Advanced Skills", + "ANIMAL-TRAINING": "Animal Training", + "BLATHER": "Blather", + "CHANNELLING": "Channelling", + "CHARM-ANIMAL": "Charm Animal", + "DODGE-BLOW": "Dodge Blow", + "FOLLOW-TRAIL": "Follow Trail", + "HEAL": "Heal", + "HYPNOTISM": "Hypnotism", + "LIP-READING": "Lip Reading", + "MAGICAL-SENSE": "Magical Sense", + "NAVIGATION": "Navigation", + "PICK-LOCK": "Pick Lock", + "PREPARE-POISON": "Prepare Poison", + "READ-AND-WRITE": "Read and Write", + "SAIL": "Sail", + "SET-TRAP": "Set Trap", + "SHADOWING": "Shadowing", + "SLEIGHT-OF-HAND": "Sleight of Hand", + "TORTURE": "Torture", + "VENTRILOQUISM": "Ventriloquism", + "ASTROLOGY": "Astrology", + "STAR-SIGN": "Star Sign", + "DOOM": "Doom", + "APPEARANCE": "Appearance", + "GENDER": "Gender", + "BUILD": "Build", + "AGE": "Age", + "HEIGHT": "Height", + "WEIGHT": "Weight", + "EYES": "Eyes", + "SKIN": "Skin", + "HAIR": "Hair", + "HISTORY": "History", + "MISCELLANEOUS-NOTES": "Miscellaneous Notes", + "CAREER-NAME": "Career Name", + "STARTING-CAREER": "Starting Career", + "SECOND-CAREER": "Second Career", + "THIRD-CAREER": "Third Career", + "FOURTH-CAREER": "Fourth Career", + "FIFTH-CAREER": "Fifth Career", + "CAREER-ENTERED": "Career Entered", + "CAREER-ENTERED_CHECK": "Check if you've entered this career.", + "CAREER-MAIN-PROFILE": "Career Main Profile", + "WEAPON-SKILL": "Weapon Skill", + "BALLISTIC-SKILL": "Ballistic Skill", + "STRENGTH": "Strength", + "TOUGHNESS": "Toughness", + "AGILITY": "Agility", + "INTELLIGENCE": "Intelligence", + "WILL-POWER": "Will Power", + "FELLOWSHIP": "Fellowship", + "CAREER-SECONDARY-PROFILE": "Career Secondary Profile", + "ATTACKS": "Attacks", + "STRENGTH-BONUS": "Strength Bonus", + "TOUGHNESS-BONUS": "Toughness Bonus", + "MOVEMENT": "Movement", + "MAGIC": "Magic", + "INSANITY-POINTS": "Insanity Points", + "FATE-POINTS": "Fate Points", + "CAREER-SKILLS": "Career Skills", + "CAREER-TALENTS": "Career Talents", + "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents", + "SKILL-OR-TALENT": "Skill or Talent", + "CAREER-EXITS": "Career Exits", + "TAKEN": "Taken", + "MELEE-WEAPONS": "Melee Weapons", + "MELEE": "Melee", + "ABBREVIATE-PROFICIENCY": "Prof?", + "WEAPON": "Weapon", + "CRAFTSMANSHIP": "Craftsmanship", + "ABBREVIATE-CRAFTSMANSHIP": "Craft", + "ABBREVIATE-ENCUMBRANCE": "Enc", + "WS-BONUS": "WS Bonus", + "TO-HIT": "To Hit", + "DAMAGE": "Damage", + "DAMAGE-INC-SB": "Melee damage already includes SB.", + "IMPACT": "Impact", + "ABBREVIATE-IMPACT": "Imp", + "DEFENSIVE": "Defensive", + "ABBREVIATE-DEFENSIVE": "Def", + "QUALITIES": "Qualities", + "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent", + "ATTACK": "Attack", + "PARRY": "Parry", + "POOR": "Poor", + "COMMON": "Common", + "GOOD": "Good", + "BEST": "Best", + "ABBREVIATE-ATTACK": "Atk", + "ABBREVIATE-DAMAGE": "Dmg", + "ABBREVIATE-PARRY": "Pry", + "RANGED-WEAPONS": "Ranged Weapons", + "RANGED": "Ranged", + "BS-BONUS": "BS Bonus", + "TYPE": "Type", + "RELOAD": "Reload", + "RANGE": "Range", + "ABBREVIATE-AMMUNITION": "Ammo", + "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc", + "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.", + "SHOOT": "Shoot", + "THROW": "Throw", + "FREE": "Free", + "HALF": "Half", + "FULL-NUMBER": "{{0}} Full", + "CRITICAL": "Critical", + "CRITICAL-HIT": "Critical Hit", + "CRITICAL-ROLL": "Critical Roll", + "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance", + "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance", + "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance", + "ULRICS-FURY": "Ulric's Fury!", + "FURY-TEST": "Fury Test", + "FURY-DAMAGE": "Fury Damage", + "ROLL-ULRICS-FURY": "Roll for Ulric's Fury!", + "FURY-FAILS": "Fury Fails", + "PETTY": "Petty", + "LESSER": "Lesser", + "ARCANE": "Arcane", + "DIVINE": "Divine", + "RUNES": "Runes", + "RITUALS": "Rituals", + "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling", + "SPELL": "Spell", + "CASTING-NUMBER": "Casting Number", + "CASTING-TIME": "Casting Time", + "DURATION": "Duration", + "TARGET": "Target/AoE", + "NONE": "None", + "1D10MAGIC": "1d10 + Magic", + "SPELL-HEALING": "Spell Healing", + "CAST": "Cast", + "INGREDIENT-BONUS": "Ingredient Bonus", + "INGREDIENT": "Ingredient", + "SPELL-DAMAGE": "Spell Damage", + "SPELL-DESCRIPTION": "Spell Description", + "RITUAL": "Ritual", + "INGREDIENTS": "Ingredients", + "RITUAL-DESCRIPTION": "Ritual Description", + "ARCANE-LANGUAGE": "Arcane Language", + "REQUIRED-MAGIC": "Required Magic", + "XP-COST": "XP Cost", + "CONDITIONS": "Conditions", + "CONSEQUENCES": "Consquences", + "PETTY-SPELL": "Petty Spell", + "LESSER-SPELL": "Lesser Spell", + "ARCANE-SPELL": "Arcane Spell", + "DIVINE-SPELL": "Divine Spell", + "RUNE": "Rune", + "INSCRIPTION-NUMBER": "Inscription Number", + "EMPOWERMENT": "Empowerment", + "INSCRIBE": "Inscribe", + "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description", + "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description", + "MAGIC-USED": "Amount of Magic used", + "CHANNELLING-SUCCESS": "Channelling success", + "INGREDIENT-USED": "Ingredient used", + "RUNE-TYPE": "Rune type", + "TEMPORARY": "Temporary", + "PERMANENT": "Permanent", + "MINUTES": "minute(s)", + "WEEKS": "week(s)", + "COIN-CARRIED": "Coin Carried", + "BRASS-PENNIES-BP": "Brass Pennies (BP)", + "SILVER-SHILLINGS-SS": "Silver Shillings (SS)", + "GOLD-CROWNS-GC": "Gold Crowns (GC)", + "TOTAL-GC-VALUE": "Total GC Value", + "EXCHANGE-RATE": "Exchange Rate", + "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown", + "ENCUMBRANCE": "Encumbrance", + "TRAPPINGS": "Trappings", + "COIN": "Coin", + "OTHER": "Other", + "CARRYING-CAPACITY": "Carrying Max", + "PUSH-DRAG-LIFT": "Push/Drag/Lift", + "ENCUMBERED": "Encumbered", + "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty", + "DWARF": "Dwarf", + "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.", + "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.", + "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:", + "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)", + "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)", + "PAGE-1": "Page 1", + "PAGE-2": "Page 2", + "PAGE-3": "Page 3", + "SHOW-ALL": "Show All", + "UNLIMITED": "Unlimited", + "ROW-NR": "Row #", + "CARRIED-QUESTION": "Carried?", + "ABBREVIATE-QUANTITY": "Qty", + "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes", + "PROTECTIVE-ITEMS": "Protective Items", + "WORN": "Worn", + "ARMOR-TYPE": "Armor Type", + "ARMOR-POINTS": "Armor Points", + "ABBREVIATE-ARMOR-POINTS": "AP", + "MAGIC-BONUS": "Magic Bonus", + "BONUS": "Bonus", + "TOTAL-AP": "Total AP", + "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs", + "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance", + "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.", + "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.", + "LEATHER": "Leather", + "MAIL": "Mail", + "PLATE": "Plate", + "LIGHT": "Light", + "MEDIUM": "Medium", + "HEAVY": "Heavy", + "LIGHT-ARMOR": "Light Armor", + "MEDIUM-ARMOR": "Medium Armor", + "HEAVY-ARMOR": "Heavy Armor", + "HIT-LOCATIONS": "Hit Locations", + "HEAD": "Head", + "BODY": "Body", + "TORSO": "Torso", + "ARMS": "Arms", + "LEGS": "Legs", + "ABBREVIATE-HEAD": "H", + "ABBREVIATE-BODY": "B", + "ABBREVIATE-ARMS": "A", + "ABBREVIATE-LEGS": "L", + "LEFT-ARM": "Left Arm", + "LEFT-LEG": "Left Leg", + "RIGHT-ARM": "Right Arm", + "RIGHT-LEG": "Right Leg", + "ARMOR-PENALTIES": "Armor Penalties", + "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.", + "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.", + "BLOOD-LOSS": "Blood Loss", + "BLEEDING": "Bleeding", + "KNOWLEDGE-SKILL": "Knowledge Skill", + "VARIOUS-SKILL": "Various Skill", + "TARGET-NUMBER": "Target Number", + "TEST-RESULT": "Test Result", + "RESULT": "Result", + "OUTCOME": "Outcome", + "SUCCESS": "Success", + "FAILURE": "Failure", + "ATTACK-ROLL": "Attack Roll", + "MISS": "Miss", + "PARRY-ROLL": "Parry Roll", + "PARRIED": "Parried", + "CASTING-TEST": "Casting Test", + "SPELLCASTING-FAILS": "Spellcasting fails", + "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds", + "INSCRIPTION-TEST": "Inscription Test", + "INSCRIPTION-TIME": "Inscription Time", + "INSCRIPTION-FAILS": "Inscription fails", + "INSCRIPTION-SUCCEEDS": "Inscription succeeds", + "RITUAL-FAILS": "Ritual fails", + "RITUAL-SUCCEEDS": "Ritual succeeds", + "HIT-LOCATION": "Hit Location", + "HIT-HEAD": "Hit Head", + "HIT-BODY": "Hit Body", + "HIT-LEFT-ARM": "Hit Left Arm", + "HIT-LEFT-LEG": "Hit Left Leg", + "HIT-RIGHT-ARM": "Hit Right Arm", + "HIT-RIGHT-LEG": "Hit Right Leg", + "HIT-LOCATION-NUMBER": "Hit Location {{0}}", + "DAMAGE-NUMBER": "Damage {{0}}", + "CRITICAL-LOCATION": "Critical Location", + "CRITICAL-VALUE": "Critical Value", + "CRITICAL-EFFECT": "Critical Effect", + "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.", + "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.", + "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.", + "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
    Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.", + "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.", + "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.", + "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.", + "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.", + "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.", + "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.", + "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.", + "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).", + "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
    Arm struck numb and cannot be used for 1 round.", + "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).", + "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.", + "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.", + "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.", + "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.", + "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.", + "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.", + "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.", + "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
    Struck in the groin. The pain is such that the character cannot take any actions for one round.", + "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.", + "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.", + "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.", + "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.", + "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.", + "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.", + "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.", + "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.", + "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
    Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.", + "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.", + "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.", + "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.", + "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.", + "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.", + "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.", + "BLOOD-SURVIVE": "Survive one more round.", + "BLOOD-DEATH": "Death from blood loss!", + "OLD-TRAPPINGS": "Use old Trappings layout", + "NEW-TRAPPINGS": "Use new Trappings layout", + "DEFAULT-INITIATIVE": "Use default Initiative rules", + "HOUSERULE-INITIATIVE": "Houserule: Apply Agility Bonus instead of Agility Characteristic to Initiative rolls", + "CHAOS-MANIFESTATION": "Chaos Manifestation", + "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables", + "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables", + "TZEENTCHS-CURSE": "Tzeentch's Curse", + "CHAOS-ROLL": "Chaos Roll", + "CHAOS-TABLE": "Chaos Table", + "MINOR-NORMAL": "Minor Normal", + "MINOR-EXTENDED": "Minor Extended", + "MAJOR-NORMAL": "Major Normal", + "MAJOR-EXTENDED": "Major Extended", + "CATASTROPHIC-NORMAL": "Catastrophic Normal", + "CATASTROPHIC-EXTENDED": "Catastrophic Extended", + "MINOR": "Minor", + "MAJOR": "Major", + "CATASTROPHIC": "Catastrophic", + "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation", + "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation", + "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation", + "YES": "Yes", + "NO": "No", + "MINOR1": "Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.", + "MINOR2": "Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.", + "MINOR3": "Breath of Chaos: A cold and unnatural wind blows through the area.", + "MINOR4": "Horripilation: Your hair stands on end for 1d10 rounds.", + "MINOR5": "Wyrdlight: You glow with an eerie light for 1d10 rounds.", + "MINOR6": "Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.", + "MINOR7": "Haunted: Ghostly voices fill the air for the duration of your spell.", + "MINOR8": "Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.", + "MINOR9": "Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.", + "MINOR10": "Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.", + "MINOR11": "Unlucky !: Roll on Major Chaos Manifestation instead.", + "MINORE1": "Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.", + "MINORE2": "Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.", + "MINORE3": "Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.", + "MINORE4": "Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.", + "MINORE5": "Breath of Chaos: A cold and unnatural wind blows through the area.", + "MINORE6": "Horripilation: Your hair stands on end for 1d10 rounds.", + "MINORE7": "Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.", + "MINORE8": "Wyrdlight: You glow with an eerie light for 1d10 rounds.", + "MINORE9": "Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.", + "MINORE10": "Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.", + "MINORE11": "Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.", + "MINORE12": "Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.", + "MINORE13": "Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.", + "MINORE14": "Haunted: Ghostly voices fill the air for the duration of your spell.", + "MINORE15": "Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.", + "MINORE16": "Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.", + "MINORE17": "Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.", + "MINORE18": "Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.", + "MINORE19": "Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.", + "MINORE20": "Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.", + "MINORE21": "Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.", + "MINORE22": "Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.", + "MINORE23": "Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.", + "MINORE24": "Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.", + "MINORE25": "Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.", + "MINORE26": "Unlucky!: Roll on Major Chaos Manifestation instead.", + "MAJOR1": "Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.", + "MAJOR2": "Silenced: You lose your voice for 1d10 rounds.", + "MAJOR3": "Overload: You are overwhelmed by magical energy and are stunned for 1 round.", + "MAJOR4": "Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.", + "MAJOR5": "Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.", + "MAJOR6": "Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.", + "MAJOR7": "Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.", + "MAJOR8": "Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.", + "MAJOR9": "Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.", + "MAJOR10": "Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.", + "MAJOR11": "Trick of Fate: Roll on Catastrophic Chaos Manifestation.", + "MAJORE1": "Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.", + "MAJORE2": "Silenced: You lose your voice for 1d10 rounds.", + "MAJORE3": "Hairless: Every hair in your body falls out.", + "MAJORE4": "Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.", + "MAJORE5": "Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.", + "MAJORE6": "Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.", + "MAJORE7": "Overload: You are overwhelmed by magical energy and are stunned for 1 round.", + "MAJORE8": "Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.", + "MAJORE9": "Fire!: Your clothing bursts into flame (see WFRP, page 136).", + "MAJORE10": "Loadstones: Every piece of metal on your body is permanently magnetized.", + "MAJORE11": "Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.", + "MAJORE12": "Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.", + "MAJORE13": "Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.", + "MAJORE14": "Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.", + "MAJORE15": "Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.", + "MAJORE16": "Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.", + "MAJORE17": "Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.", + "MAJORE18": "Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.", + "MAJORE19": "Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.", + "MAJORE20": "Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.", + "MAJORE21": "Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.", + "MAJORE22": "Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.", + "MAJORE23": "Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.", + "MAJORE24": "Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.", + "MAJORE25": "Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.", + "MAJORE26": "Trick of Fate: Roll on Catastrophic Chaos Manifestation.", + "CATA1": "Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.", + "CATA2": "The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.", + "CATA3": "Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.", + "CATA4": "Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.", + "CATA5": "Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.", + "CATA6": "Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.", + "CATA7": "Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.", + "CATA8": "Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.", + "CATA9": "Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.", + "CATA10": "Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.", + "CATAE1": "Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.", + "CATAE2": "The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.", + "CATAE3": "Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.", + "CATAE4": "Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.", + "CATAE5": "Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.", + "CATAE6": "Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.", + "CATAE7": "Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.", + "CATAE8": "Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.", + "CATAE9": "Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.", + "CATAE10": "Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.", + "CATAE11": "Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.", + "CATAE12": "Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.", + "CATAE13": "Chaotic Servitors: 1d10 Daemon Imps (see WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.", + "CATAE14": "Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.", + "CATAE15": "Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.", + "CATAE16": "Lineage Concluded: The infection of Chaos renders you sterile or barren.", + "CATAE17": "Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.", + "CATAE18": "Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.", + "CATAE19": "Witherlimb: A randomly determined limb withers and becomes permanently useless.", + "CATAE20": "Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).", + "CATAE21": "Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.", + "CATAE22": "Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.", + "CATAE23": "Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.", + "CATAE24": "Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.", + "CATAE25": "Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.", + "GODWRATH1": "Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.", + "GODWRATH2": "Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.", + "GODWRATH3": "You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.", + "GODWRATH4": "Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.", + "GODWRATH5": "Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.", + "GODWRATH6": "What Will You Sacrifice for this Boon?:", + "GODWRATH7": "You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.", + "GODWRATH8": "Daemonic Interference: Your prayer is answered but not by your God. Roll a Major Chaos Manifestation.", + "GODWRATHV1": "Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.", + "GODWRATHV2": "Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.", + "GODWRATHV3": "You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.", + "GODWRATHV4": "Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.", + "GODWRATHV5": "Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)", + "GODWRATHV6": "Called to Account: ", + "GODWRATHV7": "Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.", + "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.", + "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.", + "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.", + "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.", + "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.", + "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.", + "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.", + "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.", + "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.", + "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.", + "ARCANE-MARK": "Arcane Mark", + "OPTIONAL-ARCANE-MARK": "Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).", + "ARCANE-LORE": "Arcane Lore", + "LORE-OF-BEASTS": "Lore of Beasts", + "LORE-OF-DEATH": "Lore of Death", + "LORE-OF-FIRE": "Lore of Fire", + "LORE-OF-HEAVENS": "Lore of the Heavens", + "LORE-OF-LIFE": "Lore of Life", + "LORE-OF-LIGHT": "Lore of Light", + "LORE-OF-METAL": "Lore of Metal", + "LORE-OF-SHADOW": "Lore of Shadow", + "MARK": "Mark", + "MARK-OF": "Mark of", + "BEASTS": "Beasts", + "DEATH": "Death", + "FIRE": "Fire", + "HEAVENS": "the Heavens", + "LIFE": "Life", + "METAL": "Metal", + "SHADOW": "Shadow", + "NO-LORE": "No Lore selected", + "GM-DISCRETION": "GM's discretion", + "MARK-GM-DISCRETION": "Mark at GM's discretion", + "WRATH-ROLL": "Wrath Roll", + "WRATH-TABLE": "Wrath Table", + "WRATH": "Wrath", + "VENGEANCE": "Vengeance", + "WRATH-OF-THE-GODS": "Wrath of the Gods", + "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods", + "DISFAVOR-POOL": "Disfavor Pool", + "DISFAVOR-ROLL": "Disfavor Roll", + "DIVINE-LORE": "Divine Lore", + "LORE-OF-MANANN": "Lore of Manann", + "LORE-OF-MORR": "Lore of Morr", + "LORE-OF-MYRMIDIA": "Lore of Myrmidia", + "LORE-OF-RANALD": "Lore of Ranald", + "LORE-OF-SHALLYA": "Lore of Shallya", + "LORE-OF-SIGMAR": "Lore of Sigmar", + "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya", + "LORE-OF-ULRIC": "Lore of Ulric", + "LORE-OF-VERENA": "Lore of Verena", + "MARK-ROLL": "Mark Roll", + "MARKS": "Marks", + "NO-MARKS": "Don't use Marks optional rule", + "USE-MARKS": "Use Marks optional rule", + "MARKS-OF-THE-GODS": "Marks of the Gods", + "MARKS-OF-MANANN": "Marks of Manann", + "MARKS-OF-MORR": "Marks of Morr", + "MARKS-OF-MYRMIDIA": "Marks of Myrmidia", + "MARKS-OF-RANALD": "Marks of Ranald", + "MARKS-OF-SHALLYA": "Marks of Shallya", + "MARKS-OF-SIGMAR": "Marks of Sigmar", + "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya", + "MARKS-OF-ULRIC": "Marks of Ulric", + "MARKS-OF-VERENA": "Marks of Verena", + "MARKS-OF": "Marks of", + "MANANN": "Manann", + "MORR": "Morr", + "MYRMIDIA": "Myrmidia", + "RANALD": "Ranald", + "SHALLYA": "Shallya", + "SIGMAR": "Sigmar", + "TAAL-RHYA": "Taal & Rhya", + "ULRIC": "Ulric", + "VERENA": "Verena", + "MARK-MANANN-1": "Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.", + "MARK-MANANN-2": "Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.", + "MARK-MANANN-3": "Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.", + "MARK-MANANN-4": "Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.", + "MARK-MANANN-5": "Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.", + "MARK-MANANN-6": "Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.", + "MARK-MANANN-7": "Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).", + "MARK-MANANN-8": "Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.", + "MARK-MANANN-9": "One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.", + "MARK-MANANN-10": "Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.", + "MARK-MORR-1": "Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.", + "MARK-MORR-2": "Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.", + "MARK-MORR-4": "Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.", + "MARK-MORR-3": "Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.", + "MARK-MORR-5": "Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.", + "MARK-MORR-6": "Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.", + "MARK-MORR-7": "Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.", + "MARK-MORR-8": "Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.", + "MARK-MORR-9": "Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.", + "MARK-MORR-10": "Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.", + "MARK-MYRMIDIA-1": "Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.", + "MARK-MYRMIDIA-2": "Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.", + "MARK-MYRMIDIA-3": "Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.", + "MARK-MYRMIDIA-4": "Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.", + "MARK-MYRMIDIA-5": "Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.", + "MARK-MYRMIDIA-6": "Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.", + "MARK-MYRMIDIA-7": "Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.", + "MARK-MYRMIDIA-8": "Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.", + "MARK-MYRMIDIA-9": "War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.", + "MARK-MYRMIDIA-10": "Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.", + "MARK-RANALD-1": "Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%", + "MARK-RANALD-2": "Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.", + "MARK-RANALD-3": "Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.", + "MARK-RANALD-4": "Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.", + "MARK-RANALD-5": "Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%", + "MARK-RANALD-6": "Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.", + "MARK-RANALD-7": "Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.", + "MARK-RANALD-8": "Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.", + "MARK-RANALD-9": "Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.", + "MARK-RANALD-10": "Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.", + "MARK-SHALLYA-1": "Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.", + "MARK-SHALLYA-2": "Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.", + "MARK-SHALLYA-3": "Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.", + "MARK-SHALLYA-4": "Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.", + "MARK-SHALLYA-5": "Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.", + "MARK-SHALLYA-6": "Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.", + "MARK-SHALLYA-7": "Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.", + "MARK-SHALLYA-8": "Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.", + "MARK-SHALLYA-9": "Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.", + "MARK-SHALLYA-10": "Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.", + "MARK-SIGMAR-1": "Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.", + "MARK-SIGMAR-2": "Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.", + "MARK-SIGMAR-3": "Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.", + "MARK-SIGMAR-4": "Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.", + "MARK-SIGMAR-5": "Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.", + "MARK-SIGMAR-6": "Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.", + "MARK-SIGMAR-7": "Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.", + "MARK-SIGMAR-8": "Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.", + "MARK-SIGMAR-9": "Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.", + "MARK-SIGMAR-10": "Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.", + "MARK-TAAL-RHYA-1": "Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.", + "MARK-TAAL-RHYA-2": "Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.", + "MARK-TAAL-RHYA-3": "Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.", + "MARK-TAAL-RHYA-4": "Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.", + "MARK-TAAL-RHYA-5": "Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.", + "MARK-TAAL-RHYA-6": "Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.", + "MARK-TAAL-RHYA-7": "Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.", + "MARK-TAAL-RHYA-8": "Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.", + "MARK-TAAL-RHYA-9": "Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.", + "MARK-TAAL-RHYA-10": "Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.", + "MARK-ULRIC-1": "Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.", + "MARK-ULRIC-2": "Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.", + "MARK-ULRIC-3": "Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.", + "MARK-ULRIC-4": "Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.", + "MARK-ULRIC-5": "Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.", + "MARK-ULRIC-6": "Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.", + "MARK-ULRIC-7": "Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.", + "MARK-ULRIC-8": "One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.", + "MARK-ULRIC-9": "Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.", + "MARK-ULRIC-10": "Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.", + "MARK-VERENA-1": "Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.", + "MARK-VERENA-2": "Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.", + "MARK-VERENA-3": "Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.", + "MARK-VERENA-4": "Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.", + "MARK-VERENA-5": "Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.", + "MARK-VERENA-6": "Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.", + "MARK-VERENA-7": "Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.", + "MARK-VERENA-8": "Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.", + "MARK-VERENA-9": "Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.", + "MARK-VERENA-10": "Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.", + "MARK-BEASTS-1": "Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.", + "MARK-BEASTS-2": "Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.", + "MARK-BEASTS-3": "Dirty: For some reason, you attract dirt and you can never fully get clean.", + "MARK-BEASTS-4": "Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.", + "MARK-BEASTS-5": "Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.", + "MARK-BEASTS-6": "Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.", + "MARK-BEASTS-7": "Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.", + "MARK-BEASTS-8": "Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.", + "MARK-BEASTS-9": "Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.", + "MARK-BEASTS-10": "Mark of Ghur: The rune of Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.", + "MARK-DEATH-1": "Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.", + "MARK-DEATH-2": "Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.", + "MARK-DEATH-4": "Dead Eyes: Your eyes are those of a dead man.", + "MARK-DEATH-3": "Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.", + "MARK-DEATH-5": "Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).", + "MARK-DEATH-6": "Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.", + "MARK-DEATH-7": "Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.", + "MARK-DEATH-8": "Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.", + "MARK-DEATH-9": "Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.", + "MARK-DEATH-10": "Mark of Shyish: The rune of Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.", + "MARK-FIRE-1": "Temper: You have a quick temper, losing your cool at the slightest provocation.", + "MARK-FIRE-2": "Hyperactive: You can't sit still. You fidget constantly.", + "MARK-FIRE-3": "Red Hair: Your hair and eyebrows turn bright, fiery red.", + "MARK-FIRE-4": "Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.", + "MARK-FIRE-5": "Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.", + "MARK-FIRE-6": "Hot Skin: Your skin is always feverish and you have a flushed appearance.", + "MARK-FIRE-7": "Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.", + "MARK-FIRE-8": "Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.", + "MARK-FIRE-9": "Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.", + "MARK-FIRE-10": "Mark of Aqshy: The rune of Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.", + "MARK-HEAVENS-1": "Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.", + "MARK-HEAVENS-2": "Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.", + "MARK-HEAVENS-3": "White Hair: Your hair turns snow white. Dyes do not hold.", + "MARK-HEAVENS-4": "Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.", + "MARK-HEAVENS-5": "Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.", + "MARK-HEAVENS-6": "Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).", + "MARK-HEAVENS-7": "Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.", + "MARK-HEAVENS-8": "Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.", + "MARK-HEAVENS-9": "Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.", + "MARK-HEAVENS-10": "Mark of Azyr: The rune of Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.", + "MARK-LIFE-1": "Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.", + "MARK-LIFE-2": "Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.", + "MARK-LIFE-3": "Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.", + "MARK-LIFE-4": "Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.", + "MARK-LIFE-5": "Vulnerability to Fire: Fire deals +1 Damage against you.", + "MARK-LIFE-6": "Great Constitution: You gain Resistance to Disease.", + "MARK-LIFE-7": "Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.", + "MARK-LIFE-8": "Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.", + "MARK-LIFE-9": "Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.", + "MARK-LIFE-10": "Mark of Ghyran: The rune of Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.", + "MARK-LIGHT-1": "Choral Voice: Your voice becomes suffused with the harmonious vibrations of Hysh. When you sing, it sounds as if scores of others are singing alongside you.", + "MARK-LIGHT-2": "Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.", + "MARK-LIGHT-3": "Pale: Your skin lightens considerably, bordering on semi-translucent.", + "MARK-LIGHT-4": "Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.", + "MARK-LIGHT-5": "Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.", + "MARK-LIGHT-6": "Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.", + "MARK-LIGHT-7": "Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.", + "MARK-LIGHT-8": "Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.", + "MARK-LIGHT-9": "Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see WFRP, page 117.).", + "MARK-LIGHT-10": "Mark of Hysh: The rune of Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.", + "MARK-METAL-1": "Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.", + "MARK-METAL-2": "Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.", + "MARK-METAL-3": "Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.", + "MARK-METAL-4": "Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.", + "MARK-METAL-5": "Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.", + "MARK-METAL-6": "Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.", + "MARK-METAL-7": "Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.", + "MARK-METAL-8": "Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in Old World Armoury). Modify your starting profile accordingly.", + "MARK-METAL-9": "Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.", + "MARK-METAL-10": "Mark of Chamon: The rune of Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.", + "MARK-SHADOW-1": "Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.", + "MARK-SHADOW-2": "Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.", + "MARK-SHADOW-3": "Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.", + "MARK-SHADOW-4": "Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.", + "MARK-SHADOW-5": "Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.", + "MARK-SHADOW-6": "Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.", + "MARK-SHADOW-7": "Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.", + "MARK-SHADOW-8": "Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.", + "MARK-SHADOW-9": "Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.", + "MARK-SHADOW-10": "Mark of Ulgu: The rune of Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.", + "CHARACTERISTIC": "Characteristic" +} diff --git a/Warhammer40k-WrathandGlory/translations/ca.json b/Warhammer40k-WrathandGlory/translations/ca.json new file mode 100644 index 0000000000..1d06b838a9 --- /dev/null +++ b/Warhammer40k-WrathandGlory/translations/ca.json @@ -0,0 +1,115 @@ +{ + "adjustedrating": "Adjusted Rating", + "agility": "agility", + "ap": "ap", + "archtype": "archtype:", + "archtypeability": "archtype ability:", + "armorvalue": "Armor value", + "ascensionnotes": "Ascension Notes", + "athletics": "athletics", + "attacks": "Attacks", + "attribute": "attribute", + "attributes": "attributes", + "awareness": "awareness", + "background-img": "Background image", + "background": "background", + "backgrounddescription": "Toggle the background image on or off.", + "ballistic": "ballistic skill", + "combattraits": "combat traits", + "conviction": "conviction", + "core": "Core", + "corruption": "corruption", + "cunning": "cunning", + "current": "current", + "damage": "damage", + "deception": "deception", + "default": "default", + "defence": "defence", + "defiance": "defiance", + "defiancetracker": "defiance tracker", + "diceroller": "dice roller", + "disclaimer": "Wrath & Glory, logos, & rules belong to Ulisses North America © 2019.", + "fellowship": "fellowship", + "framework": "framework:", + "gear": "gear", + "glory-add1": "Add +1 damage to a successful attack", + "glory-add1d": "Add +1d to a test after any re-rolls", + "glory-increase": "Increase the severity of a Critical Hit", + "glory-seize": "Seize the Initiative", + "glory-spendone": "Spend one Glory to:", + "gm-whisper": "GM Whisper", + "heavilywounded": "Heavily wounded at", + "influence": "influence", + "info": "Info", + "initiative": "initiative", + "insight": "insight", + "intellect": "intellect", + "intimidation": "intimidation", + "investigation": "investigation", + "keywords": "keywords", + "leadership": "leadership", + "linkedattribute": "linked attribute", + "malignancies": "malignancies", + "medicae": "medicae", + "mentaltraits": "mental traits", + "modifier": "modifier", + "name": "Name", + "name-c": "Name:", + "npc": "NPC", + "objectives": "objectives", + "off": "Off", + "on": "On", + "passiveawareness": "passive awareness", + "persuasion": "persuasion", + "pilot": "pilot", + "pool": "pool", + "psychic": "psychic mastery", + "public": "Public", + "range": "range", + "rank": "Rank:", + "rankbonus": "Rank Bonus:", + "rating": "Rating", + "reloads": "reloads", + "resilience": "resilience", + "resolve": "resolve", + "salvo": "salvo", + "scholar": "scholar", + "selected": "selected:", + "sheetdescription": "Set the default sheet type between PC & NPC.", + "shock": "shock", + "size": "size", + "skill": "skill", + "skills": "skills", + "soak": "soak", + "socialtraits": "social traits", + "specialabilities": "special abilities", + "species": "species:", + "speciesability": "species ability:", + "speed": "speed", + "stealth": "stealth", + "strength": "strength", + "survival": "survival", + "talents": "talents", + "tech": "tech", + "threatclassification": "threat classification:", + "tier": "Tier:", + "total": "total", + "toughness": "toughness", + "trait": "trait", + "traits": "traits", + "wealth": "wealth", + "weapon": "weapon skill", + "weapons": "weapons", + "whisper": "whisper", + "whisperdescription": "Set the default for rolling in public or to gm.", + "willpower": "willpower", + "wounds": "wounds", + "wrath": "Wrath", + "wrath-add1": "Add +1 to a Defiance check", + "wrath-immediately": "Immediately restore 1d3+1 Shock", + "wrath-make": "Make a narrative declaration", + "wrath-reroll": "Re-roll failures once on a test", + "wrath-spendone": "Spend one Wrath to:", + "wrathdice": "wrath dice", + "wrathpoints": "Wrath Points" +} diff --git a/Warhammer40k-WrathandGlory/translations/hu.json b/Warhammer40k-WrathandGlory/translations/hu.json new file mode 100644 index 0000000000..1d06b838a9 --- /dev/null +++ b/Warhammer40k-WrathandGlory/translations/hu.json @@ -0,0 +1,115 @@ +{ + "adjustedrating": "Adjusted Rating", + "agility": "agility", + "ap": "ap", + "archtype": "archtype:", + "archtypeability": "archtype ability:", + "armorvalue": "Armor value", + "ascensionnotes": "Ascension Notes", + "athletics": "athletics", + "attacks": "Attacks", + "attribute": "attribute", + "attributes": "attributes", + "awareness": "awareness", + "background-img": "Background image", + "background": "background", + "backgrounddescription": "Toggle the background image on or off.", + "ballistic": "ballistic skill", + "combattraits": "combat traits", + "conviction": "conviction", + "core": "Core", + "corruption": "corruption", + "cunning": "cunning", + "current": "current", + "damage": "damage", + "deception": "deception", + "default": "default", + "defence": "defence", + "defiance": "defiance", + "defiancetracker": "defiance tracker", + "diceroller": "dice roller", + "disclaimer": "Wrath & Glory, logos, & rules belong to Ulisses North America © 2019.", + "fellowship": "fellowship", + "framework": "framework:", + "gear": "gear", + "glory-add1": "Add +1 damage to a successful attack", + "glory-add1d": "Add +1d to a test after any re-rolls", + "glory-increase": "Increase the severity of a Critical Hit", + "glory-seize": "Seize the Initiative", + "glory-spendone": "Spend one Glory to:", + "gm-whisper": "GM Whisper", + "heavilywounded": "Heavily wounded at", + "influence": "influence", + "info": "Info", + "initiative": "initiative", + "insight": "insight", + "intellect": "intellect", + "intimidation": "intimidation", + "investigation": "investigation", + "keywords": "keywords", + "leadership": "leadership", + "linkedattribute": "linked attribute", + "malignancies": "malignancies", + "medicae": "medicae", + "mentaltraits": "mental traits", + "modifier": "modifier", + "name": "Name", + "name-c": "Name:", + "npc": "NPC", + "objectives": "objectives", + "off": "Off", + "on": "On", + "passiveawareness": "passive awareness", + "persuasion": "persuasion", + "pilot": "pilot", + "pool": "pool", + "psychic": "psychic mastery", + "public": "Public", + "range": "range", + "rank": "Rank:", + "rankbonus": "Rank Bonus:", + "rating": "Rating", + "reloads": "reloads", + "resilience": "resilience", + "resolve": "resolve", + "salvo": "salvo", + "scholar": "scholar", + "selected": "selected:", + "sheetdescription": "Set the default sheet type between PC & NPC.", + "shock": "shock", + "size": "size", + "skill": "skill", + "skills": "skills", + "soak": "soak", + "socialtraits": "social traits", + "specialabilities": "special abilities", + "species": "species:", + "speciesability": "species ability:", + "speed": "speed", + "stealth": "stealth", + "strength": "strength", + "survival": "survival", + "talents": "talents", + "tech": "tech", + "threatclassification": "threat classification:", + "tier": "Tier:", + "total": "total", + "toughness": "toughness", + "trait": "trait", + "traits": "traits", + "wealth": "wealth", + "weapon": "weapon skill", + "weapons": "weapons", + "whisper": "whisper", + "whisperdescription": "Set the default for rolling in public or to gm.", + "willpower": "willpower", + "wounds": "wounds", + "wrath": "Wrath", + "wrath-add1": "Add +1 to a Defiance check", + "wrath-immediately": "Immediately restore 1d3+1 Shock", + "wrath-make": "Make a narrative declaration", + "wrath-reroll": "Re-roll failures once on a test", + "wrath-spendone": "Spend one Wrath to:", + "wrathdice": "wrath dice", + "wrathpoints": "Wrath Points" +} diff --git a/WhiteLies/translations/ca.json b/WhiteLies/translations/ca.json new file mode 100644 index 0000000000..f2803ff5a3 --- /dev/null +++ b/WhiteLies/translations/ca.json @@ -0,0 +1,81 @@ +{ + "agentdetails-u": "agent details", + "name-u": "name", + "character-name-ph": "Character name", + "languages-u": "languages", + "class-u": "class", + "class-ph": "Class", + "abilities-u": "abilities / notes", + "xp-u": "xp", + "title-xp": "Current experience points", + "level-u": "level", + "title-level": "Level", + "xp-bonus-u": "xp bonus", + "title-xp-bonus": "XP Bonus", + "supp-training-u": "supplemental training", + "strength-ph": "Strength", + "str-roll-ph": "Strength check", + "str-u": "STR", + "str-ph": "Strength modifier", + "intelligence-ph": "Intelligence", + "int-roll-ph": "Intelligence check", + "int-u": "INT", + "int-ph": "Intelligence modifier", + "wisdom-ph": "Wisdom", + "wis-roll-ph": "Wisdom check", + "wis-u": "WIS", + "wis-ph": "Wisdom modifier", + "dexterity-ph": "Dexterity", + "dex-roll-ph": "Dexterity check", + "dex-u": "DEX", + "dex-ph": "Dexterity modifier", + "constitution-ph": "Constitution", + "con-roll-ph": "Constitution check", + "con-u": "CON", + "con-ph": "Charisma modifier", + "charisma-ph": "Charisma", + "cha-roll-ph": "Charisma check", + "cha-u": "CHA", + "initiative-ph": "Roll Initiative", + "initiative-u": "INITIATIVE", + "equipment-u": "equipment", + "item-name-ph": "Item name and description", + "item-quantity-ph": "Quantity", + "hit-points-u": "hit points", + "hit-points-current-ph": "Current Hit Points", + "hit-points-max-ph": "Maximum Hit Points", + "hitdice-u": "hit dice", + "hitdice-nb-ph": "Number of Hit Dice", + "hitdice-bonus-ph": "Hit Dice Bonus", + "hitdice-roll-ph": "Hit Dice roll", + "hitpoints-notes-ph": "Conditions, health notes...", + "saving-throws-u": "saving throws", + "saving-throws-ph": "Saving Throw number", + "saving-throw-u": "ST", + "saving-throws-saves-ph": "Saving throws bonuses", + "armor-u": "armor", + "armor-class-ph": "Armor Class", + "armor-class-desc-ph": "Standard descending Armor Class", + "armor-class-u": "AC", + "armor-class-asc-ph": "Ascending Armor Class", + "armors-ph": "Armors, protections...", + "armor-class-bonus-ph": "Total AC improvements from armors and protections", + "weapons-u": "weapons", + "bhb-ph": "Base Hit Bonus", + "bhb-u": "BHB", + "weapon-roll-ph": "Roll attack", + "weapon-ph": "Weapon", + "to-hit-u": "TO-HIT", + "weapon-tohitmod-ph": "Attack Mod", + "weapon-tohitbonus-ph": "To-Hit bonus (except BHB)", + "dmg-u": "DMG", + "weapon-damage-ph": "Weapon damage", + "weapon-damagemod-ph": "Attribute mod to damage", + "rof-u": "ROF", + "weapon-rof-ph": "Rate Of Fire", + "range-u": "RANGE", + "weapon-range-ph": "Range", + "notes-u": "NOTES", + "weapon-props-ph": "Properties, notes, upgrades...", + "damage-u": "damage" +} diff --git a/WhiteLies/translations/hu.json b/WhiteLies/translations/hu.json new file mode 100644 index 0000000000..f2803ff5a3 --- /dev/null +++ b/WhiteLies/translations/hu.json @@ -0,0 +1,81 @@ +{ + "agentdetails-u": "agent details", + "name-u": "name", + "character-name-ph": "Character name", + "languages-u": "languages", + "class-u": "class", + "class-ph": "Class", + "abilities-u": "abilities / notes", + "xp-u": "xp", + "title-xp": "Current experience points", + "level-u": "level", + "title-level": "Level", + "xp-bonus-u": "xp bonus", + "title-xp-bonus": "XP Bonus", + "supp-training-u": "supplemental training", + "strength-ph": "Strength", + "str-roll-ph": "Strength check", + "str-u": "STR", + "str-ph": "Strength modifier", + "intelligence-ph": "Intelligence", + "int-roll-ph": "Intelligence check", + "int-u": "INT", + "int-ph": "Intelligence modifier", + "wisdom-ph": "Wisdom", + "wis-roll-ph": "Wisdom check", + "wis-u": "WIS", + "wis-ph": "Wisdom modifier", + "dexterity-ph": "Dexterity", + "dex-roll-ph": "Dexterity check", + "dex-u": "DEX", + "dex-ph": "Dexterity modifier", + "constitution-ph": "Constitution", + "con-roll-ph": "Constitution check", + "con-u": "CON", + "con-ph": "Charisma modifier", + "charisma-ph": "Charisma", + "cha-roll-ph": "Charisma check", + "cha-u": "CHA", + "initiative-ph": "Roll Initiative", + "initiative-u": "INITIATIVE", + "equipment-u": "equipment", + "item-name-ph": "Item name and description", + "item-quantity-ph": "Quantity", + "hit-points-u": "hit points", + "hit-points-current-ph": "Current Hit Points", + "hit-points-max-ph": "Maximum Hit Points", + "hitdice-u": "hit dice", + "hitdice-nb-ph": "Number of Hit Dice", + "hitdice-bonus-ph": "Hit Dice Bonus", + "hitdice-roll-ph": "Hit Dice roll", + "hitpoints-notes-ph": "Conditions, health notes...", + "saving-throws-u": "saving throws", + "saving-throws-ph": "Saving Throw number", + "saving-throw-u": "ST", + "saving-throws-saves-ph": "Saving throws bonuses", + "armor-u": "armor", + "armor-class-ph": "Armor Class", + "armor-class-desc-ph": "Standard descending Armor Class", + "armor-class-u": "AC", + "armor-class-asc-ph": "Ascending Armor Class", + "armors-ph": "Armors, protections...", + "armor-class-bonus-ph": "Total AC improvements from armors and protections", + "weapons-u": "weapons", + "bhb-ph": "Base Hit Bonus", + "bhb-u": "BHB", + "weapon-roll-ph": "Roll attack", + "weapon-ph": "Weapon", + "to-hit-u": "TO-HIT", + "weapon-tohitmod-ph": "Attack Mod", + "weapon-tohitbonus-ph": "To-Hit bonus (except BHB)", + "dmg-u": "DMG", + "weapon-damage-ph": "Weapon damage", + "weapon-damagemod-ph": "Attribute mod to damage", + "rof-u": "ROF", + "weapon-rof-ph": "Rate Of Fire", + "range-u": "RANGE", + "weapon-range-ph": "Range", + "notes-u": "NOTES", + "weapon-props-ph": "Properties, notes, upgrades...", + "damage-u": "damage" +} diff --git a/Worlds in Peril/translations/ca.json b/Worlds in Peril/translations/ca.json new file mode 100644 index 0000000000..70e1fc0f22 --- /dev/null +++ b/Worlds in Peril/translations/ca.json @@ -0,0 +1,75 @@ +{ + "chief": "Editor in Chief", + "mastermind": "Mastermind", + "organizations": "Organizations", + "instinct": "Instinct", + "master-plan": "Master Plan End Goal", + "step-1": "Step 1", + "fail-1": "Failure 1", + "step-2": "Step 2", + "fail-2": "Failure 2", + "mob": "Mobs", + "mob-name": "Mob Name", + "size": "Size", + "motivat-ties": "Motivations/Ties", + "move-power": "Moves/Powers", + "punching-bags": "Punching Bags", + "punching-bag-name": "Punching Bag Name", + "condition-threshold": "Condition Threshold", + "codename": "CODENAME", + "maneuver-u": "MANEUVER", + "investigate-u": "INVESTIGATE", + "protect-u": "PROTECT", + "influence-u": "INFLUENCE", + "smash-u": "SMASH", + "push-u": "PUSH", + "moves": "Moves", + "note": "Note:", + "note_move": "Selecting Prompt in the Modifier dropdown on a Move will enable you to manually enter the roll modifier when rolling that Move. For positive modifiers, do not include the plus (+) sign, but for negative modifiers, be sure to include the minus (-) sign.", + "move-name": "Move Name", + "modifier": "Modifier", + "prompt": "Prompt", + "maneuver": "Maneuver", + "investigater": "Investigate", + "protect": "Protect", + "influence": "Influence", + "smash": "Smash", + "description": "Description", + "hold": "Hold", + "conditions": "Conditions", + "minor": "Minor", + "minor-desc": "Could be dangerous if ignored", + "moderate": "Moderate", + "moderate-desc": "Take a -1 if I do anything involving this", + "critical": "Critical", + "critical-desc": "Take a -1 to everything (Maximum -4)", + "power-profile": "Power Profile", + "simple": "Simple", + "difficult": "Difficult", + "borderline": "Borderline", + "possible": "Possible", + "impossible": "Impossible", + "bonds": "Bonds", + "threshold": "Threshold", + "bonds-desc": "Burn a bond to ensure success on a roll. A 6- becomes a 7-9, a 7-9 becomes a 10+, and a 10+ becomes a 12+.", + "city": "City", + "value": "Value", + "law-enforcement": "Law Enforcement", + "name": "Name", + "origin": "Origin", + "nemesis": "Nemesis", + "working-towards": "Working Towards", + "achievements": "Achievements", + "hero-profile": "Hero Profile", + "team-profile": "Team Profile", + "powers": "Powers", + "limitations": "Limitations", + "advantages": "Advantages", + "psychological-profile": "Psychological Profile", + "drive": "Drive", + "unlocks-when": "Unlocks When", + "success": "Success", + "partial-success": "Partial Success", + "miss": "Miss", + "current-hold": "Current Hold" +} \ No newline at end of file diff --git a/Worlds in Peril/translations/hu.json b/Worlds in Peril/translations/hu.json new file mode 100644 index 0000000000..70e1fc0f22 --- /dev/null +++ b/Worlds in Peril/translations/hu.json @@ -0,0 +1,75 @@ +{ + "chief": "Editor in Chief", + "mastermind": "Mastermind", + "organizations": "Organizations", + "instinct": "Instinct", + "master-plan": "Master Plan End Goal", + "step-1": "Step 1", + "fail-1": "Failure 1", + "step-2": "Step 2", + "fail-2": "Failure 2", + "mob": "Mobs", + "mob-name": "Mob Name", + "size": "Size", + "motivat-ties": "Motivations/Ties", + "move-power": "Moves/Powers", + "punching-bags": "Punching Bags", + "punching-bag-name": "Punching Bag Name", + "condition-threshold": "Condition Threshold", + "codename": "CODENAME", + "maneuver-u": "MANEUVER", + "investigate-u": "INVESTIGATE", + "protect-u": "PROTECT", + "influence-u": "INFLUENCE", + "smash-u": "SMASH", + "push-u": "PUSH", + "moves": "Moves", + "note": "Note:", + "note_move": "Selecting Prompt in the Modifier dropdown on a Move will enable you to manually enter the roll modifier when rolling that Move. For positive modifiers, do not include the plus (+) sign, but for negative modifiers, be sure to include the minus (-) sign.", + "move-name": "Move Name", + "modifier": "Modifier", + "prompt": "Prompt", + "maneuver": "Maneuver", + "investigater": "Investigate", + "protect": "Protect", + "influence": "Influence", + "smash": "Smash", + "description": "Description", + "hold": "Hold", + "conditions": "Conditions", + "minor": "Minor", + "minor-desc": "Could be dangerous if ignored", + "moderate": "Moderate", + "moderate-desc": "Take a -1 if I do anything involving this", + "critical": "Critical", + "critical-desc": "Take a -1 to everything (Maximum -4)", + "power-profile": "Power Profile", + "simple": "Simple", + "difficult": "Difficult", + "borderline": "Borderline", + "possible": "Possible", + "impossible": "Impossible", + "bonds": "Bonds", + "threshold": "Threshold", + "bonds-desc": "Burn a bond to ensure success on a roll. A 6- becomes a 7-9, a 7-9 becomes a 10+, and a 10+ becomes a 12+.", + "city": "City", + "value": "Value", + "law-enforcement": "Law Enforcement", + "name": "Name", + "origin": "Origin", + "nemesis": "Nemesis", + "working-towards": "Working Towards", + "achievements": "Achievements", + "hero-profile": "Hero Profile", + "team-profile": "Team Profile", + "powers": "Powers", + "limitations": "Limitations", + "advantages": "Advantages", + "psychological-profile": "Psychological Profile", + "drive": "Drive", + "unlocks-when": "Unlocks When", + "success": "Success", + "partial-success": "Partial Success", + "miss": "Miss", + "current-hold": "Current Hold" +} \ No newline at end of file diff --git a/Wurm/translations/ca.json b/Wurm/translations/ca.json new file mode 100644 index 0000000000..1ee59d5144 --- /dev/null +++ b/Wurm/translations/ca.json @@ -0,0 +1,66 @@ +{ + "character-name": "Character's Name", + "people": "People", + "age-and-sex": "Age & Sex", + "age": "Age", + "sex-ph": "Sex", + "prestige-and-status": "Prestige & Status", + "tribe": "Tribe", + "clan": "Clan", + "status": "Status", + "experience": "Experience", + "experience-current": "Current experience points", + "experience-max": "Maximum experience points", + "prestige": "Prestige", + "bravery": "Bravery", + "generosity": "Generosity", + "wisdom": "Wisdom", + "stamina": "Stamina", + "stamina-current": "Current Stamina", + "stamina-max": "Maximum Stamina", + "stunned": "Stunned", + "rolls": "Rolls", + "serious-wounds": "Serious wounds", + "strengths-weaknesses": "Strengths & Weaknesses", + "strengths": "Strengths", + "strengthname-ph": "Strength", + "showinchat-button-title": "Show in chat", + "showhide-desc-title": "Show/Hide description", + "description": "Description", + "weaknesses": "Weaknesses", + "weaknessname-ph": "Weakness", + "talents-secrets-skills": "Talents & Secrets Skills", + "talents": "Talents", + "talentname-ph": "Talent", + "secrets-skills": "Secrets Skills", + "skillname-ph": "Secret skill", + "favors-spirits-curses": "Favors of the Spirits & Curses", + "favorname-ph": "Favor or Curse name", + "difficulty-threshold": "Difficulty Threshold", + "weapons": "Weapons", + "type": "Type", + "damage": "Damage", + "range": "Range", + "resistance": "Resistance", + "damage-example": "Ex: 1d6+1", + "lesser": "Lesser", + "normal": "Normal", + "greater": "Greater", + "magical": "Magical", + "special-rules": "Special rules", + "equipment-and-charms": "Equipment & Charms", + "food-supplies": "Food supplies", + "food-supplies-current": "Current food supplies", + "food-supplies-max": "Maximum food supplies", + "protection": "Protection", + "misc-equipment-ph": "Misc. equipment", + "charms": "Charms", + "charmname1-ph": "1st Charm", + "charmname2-ph": "2nd Charm", + "charmname3-ph": "3rd Charm", + "consumables": "Consumables", + "equipment-ph": "Equipment", + "quantity": "Quantity", + "roll": "Roll", + "charm": "Charm" +} diff --git a/Wurm/translations/hu.json b/Wurm/translations/hu.json new file mode 100644 index 0000000000..1ee59d5144 --- /dev/null +++ b/Wurm/translations/hu.json @@ -0,0 +1,66 @@ +{ + "character-name": "Character's Name", + "people": "People", + "age-and-sex": "Age & Sex", + "age": "Age", + "sex-ph": "Sex", + "prestige-and-status": "Prestige & Status", + "tribe": "Tribe", + "clan": "Clan", + "status": "Status", + "experience": "Experience", + "experience-current": "Current experience points", + "experience-max": "Maximum experience points", + "prestige": "Prestige", + "bravery": "Bravery", + "generosity": "Generosity", + "wisdom": "Wisdom", + "stamina": "Stamina", + "stamina-current": "Current Stamina", + "stamina-max": "Maximum Stamina", + "stunned": "Stunned", + "rolls": "Rolls", + "serious-wounds": "Serious wounds", + "strengths-weaknesses": "Strengths & Weaknesses", + "strengths": "Strengths", + "strengthname-ph": "Strength", + "showinchat-button-title": "Show in chat", + "showhide-desc-title": "Show/Hide description", + "description": "Description", + "weaknesses": "Weaknesses", + "weaknessname-ph": "Weakness", + "talents-secrets-skills": "Talents & Secrets Skills", + "talents": "Talents", + "talentname-ph": "Talent", + "secrets-skills": "Secrets Skills", + "skillname-ph": "Secret skill", + "favors-spirits-curses": "Favors of the Spirits & Curses", + "favorname-ph": "Favor or Curse name", + "difficulty-threshold": "Difficulty Threshold", + "weapons": "Weapons", + "type": "Type", + "damage": "Damage", + "range": "Range", + "resistance": "Resistance", + "damage-example": "Ex: 1d6+1", + "lesser": "Lesser", + "normal": "Normal", + "greater": "Greater", + "magical": "Magical", + "special-rules": "Special rules", + "equipment-and-charms": "Equipment & Charms", + "food-supplies": "Food supplies", + "food-supplies-current": "Current food supplies", + "food-supplies-max": "Maximum food supplies", + "protection": "Protection", + "misc-equipment-ph": "Misc. equipment", + "charms": "Charms", + "charmname1-ph": "1st Charm", + "charmname2-ph": "2nd Charm", + "charmname3-ph": "3rd Charm", + "consumables": "Consumables", + "equipment-ph": "Equipment", + "quantity": "Quantity", + "roll": "Roll", + "charm": "Charm" +} diff --git a/Zafir/translations/ca.json b/Zafir/translations/ca.json new file mode 100644 index 0000000000..a5bf1a09e9 --- /dev/null +++ b/Zafir/translations/ca.json @@ -0,0 +1,285 @@ +{ + "Name:": "Name:", + "Pronouns:": "Pronouns:", + "Origin:": "Origin:", + "Class:": "Class:", + "Level:": "Level:", + "XP:": "XP:", + "Base Attributes": "Base Attributes", + "Toughness:": "Toughness:", + "Agility:": "Agility:", + "Accuracy:": "Accuracy:", + "Discipline:": "Discipline:", + "Combat Attributes": "Combat Attributes", + "Max HP:": "Max HP:", + "Base HP Tooltip": "Base HP: 2", + "Half Level Tooltip": "Half Level", + "Toughness": "Toughness", + "Body Armor Tooltip": "Body Armor: HP", + "Other": "Other", + "Speed:": "Speed:", + "Base Speed Tooltip": "Base Speed: 6", + "Double Agility Tooltip": "Agility × 2", + "Aim:": "Aim:", + "Accuracy": "Accuracy", + "Will:": "Will:", + "Discipline": "Discipline", + "Status": "Status", + "Hit Points": "HP", + "Armor Points": "AP", + "Shield Points": "SP", + "Focus:": "Focus:", + "Level": "Level", + "Combat": "Combat", + "Abilities": "Abilities", + "Equipment": "Equipment", + "Responsibilities": "Responsibilities", + "Inventory": "Inventory", + "Misc": "Misc", + "Weapon Attack": "Weapon Attack", + "Will Attack": "Will Attack", + "Target Cover:": "Target Cover:", + "Full Cover Option": "Full Cover (+0)", + "Half Cover Option": "Half Cover (+1 aim)", + "No Cover Option": "No Cover (+2 aim/+2 crit)", + "Elevation:": "Elevation:", + "No Elevation Option": "None (+0)", + "Elevation Option": "Elevation (+1 aim)", + "Range:": "Range:", + "Optimal Range Option": "Optimal Range (+0)", + "Out Of Range Option": "Too Close/Too Far (-1 aim)", + "Overwatch:": "Overwatch:", + "Normal Attack Option": "Normal Attack (+0)", + "Overwatch Attack Option": "Overwatch Reaction Attack (-1 aim)", + "Bonus Aim:": "Bonus Aim:", + "Bonus Crit:": "Bonus Crit:", + "Attack": "Attack", + "aim": "aim", + "crit": "crit", + "damage:": "damage:", + "Crit Damage": "Crit Damage", + "Wounded:": "Wounded:", + "Full Health Option": "Target at Full Health (+0)", + "Wounded Option": "Target Wounded (+1 will)", + "Conditions:": "Conditions:", + "No Conditions Option": "None (+0)", + "Some Conditions Option": "Target has Negative Condition (+1 will)", + "Isolated:": "Isolated:", + "Not Isolated Option": "No (+0)", + "Isolated Option": "Target is Isolated (no allies within 4 tiles) (+1 will)", + "Panic:": "Panic:", + "Not Panicked Option": "No (+0)", + "Ally Panicked Option": "Target's Ally Panicked (+1 will)", + "Target Panicked Option": "Target is Panicked (+1 will, +2 crit)", + "Bonus Will:": "Bonus Will:", + "Enemy Will:": "Enemy Will:", + "will": "will", + "resist": "resist", + "Ammo Tracker": "Ammo Tracker", + "Reload": "Reload", + "Dodge Roller": "Dodge Roller", + "Dodge": "Dodge", + "Dodge Dice:": "Dodge Dice:", + "Condition Tracker": "Condition Tracker", + "Cooldown Tracker": "Cooldown Tracker", + "Charges Tracker": "Charges Tracker", + "Active Abilities": "Active Abilities", + "Passive Abilities": "Passive Abilities", + "Activation:": "Activation:", + "Free Action Option": "Free Action (-)", + "Action Option": "Action (>)", + "Action End Turn Option": "Action + Ends Turn (>|)", + "Self Range Option": "Self", + "Weapon Range Option": "Weapon", + "Adjacent Range Option": "Adjacent", + "Short Range Option": "Short", + "Medium Range Option": "Medium", + "Long Range Option": "Long", + "None Range Option": "-", + "Cooldown:": "Cooldown:", + "Charges:": "Charges:", + "Effect:": "Effect:", + "Primary Weapon": "Primary Weapon", + "Secondary Weapon": "Secondary Weapon", + "Body Armor": "Body Armor", + "Headgear": "Headgear", + "Aim Dice:": "Aim Dice:", + "Crit Dice:": "Crit Dice:", + "Damage:": "Damage:", + "Crit Dmg:": "Crit Dmg:", + "Max Ammo:": "Max Ammo:", + "Notes:": "Notes:", + "Mod Slots:": "Mod Slots:", + "Mods:": "Mods:", + "Hit Points:": "HP:", + "Armor Points:": "AP:", + "Shield Points:": "SP:", + "Pockets": "Pockets", + "Utility Item Option": "Utility Item", + "Grenade Item Option": "Grenade", + "Special Ammo Item Option": "Special Ammo", + "Heavy Weapon Item Option": "Heavy Weapon", + "Effects:": "Effects:", + "Acquisition:": "Acquisition:", + "Use": "Use", + "Arcana:": "Arcana:", + "Engineering:": "Engineering:", + "Entertainment:": "Entertainment:", + "Leadership:": "Leadership:", + "Medicine:": "Medicine:", + "Navigation:": "Navigation:", + "Security:": "Security:", + "Spirituality:": "Spirituality:", + "Sustenance:": "Sustenance:", + "Skill Action": "Skill Action", + "Difficulty:": "Difficulty:", + "Easy Difficulty Option": "Easy (+2 skill)", + "Average Difficulty Option": "Average (+1 skill)", + "Difficult Difficulty Option": "Difficult (+0)", + "Responsibility:": "Responsibility:", + "Acquisition Option": "Acquisition", + "Arcana Option": "Arcana", + "Engineering Option": "Engineering", + "Entertainment Option": "Entertainment", + "Leadership Option": "Leadership", + "Medicine Option": "Medicine", + "Navigation Option": "Navigation", + "Security Option": "Security", + "Spirituality Option": "Spirituality", + "Sustenance Option": "Sustenance", + "Assist:": "Assist:", + "No Assist Option": "No (+0)", + "Assist Option": "Assisted By Another Character (+1 skill)", + "Equipment:": "Equipment:", + "No Equipment Option": "None (+0)", + "Equipment Option": "Using a Useful Item or Piece of Equipment (+1 skill)", + "Bonus Skill:": "Bonus Skill:", + "Skill Roll": "Skill Roll", + "Coerce Skill Option": "Coerce", + "Deceive Skill Option": "Deceive", + "Persuade Skill Option": "Persuade", + "Intuit Skill Option": "Intuit", + "Investigate Skill Option": "Investigate", + "Notice Skill Option": "Notice", + "Pilot Skill Option": "Pilot", + "Stunts Skill Option": "Stunts", + "Tinker Skill Option": "Tinker", + "skill": "skill", + "Money": "Money", + "Proficiencies": "Proficiencies", + "Z-mail Address": "Z-mail Address", + "Languages": "Languages", + "Fluent": "Fluent", + "Conversational": "Conversational", + "Settings": "Settings", + "General Sheet Options": "General Sheet Options", + "Condense Upper Sheet:": "Condense Upper Sheet:", + "Show Focus:": "Show Focus:", + "Combat Tab Options": "Combat Tab Options", + "Show Ammo Tracker:": "Show Ammo Tracker:", + "Show Dodge Roller:": "Show Dodge Roller:", + "Show Condition Tracker:": "Show Condition Tracker:", + "Show Cooldown Tracker:": "Show Cooldown Tracker:", + "Show Charges Tracker:": "Show Charges Tracker:", + "Game Master Options": "Game Master Options", + "Switch to Game Master's Toolkit": "Switch to Game Master's Toolkit", + "Switch to Character Sheet": "Switch to Character Sheet", + "Game Master's Toolkit": "Game Master's Toolkit", + "Enemy Units": "Enemy Units", + "Crit:": "Crit:", + "Dmg:": "Dmg:", + "Enemy Unit Selector": "Enemy Unit Selector", + "Unit Display Options": "Unit Display Options", + "Show Attack Info:": "Show Attack Info:", + "New Enemy Unit": "New Enemy Unit", + "Unit Name:": "Unit Name:", + "Dodge:": "Dodge:", + "Atk Name:": "Atk Name:", + "Atk Notes:": "Atk Notes:", + "Attack:": "Attack:", + "Attacks:": "Attacks:", + "CRITICAL HIT!": "CRITICAL HIT!", + "Critical Damage:": "Critical Damage:", + "HIT!": "HIT!", + "Dodge!": "Dodge!", + "SUCCESS!": "SUCCESS!", + "SUCCESS": "SUCCESS", + "CRITICAL EFFECT!": "CRITICAL EFFECT!", + "RESISTED!": "RESISTED!", + "MISS!": "MISS!", + "Action": "Action", + "Using": "Using", + "FAILED!": "FAILED!", + "Grenade Attack": "Grenade Attack", + "Targets:": "Targets:", + "Test For Panic": "Test For Panic", + "PANIC!": "PANIC!", + "Plus Add": "+Add", + "Remove": "Remove", + "Unit Notes:": "Unit Notes:", + "Attacks": "Attacks", + "Type:": "Type:", + "Weapon": "Weapon", + "Special Equipment": "Special Equipment", + "Large Origin Textbox:": "Large Origin Textbox:", + "Area of Effect": "Area of Effect", + "Standard Ability": "Usable Ability", + "Area of Effect Attack": "Area of Effect Attack", + "Weapon Attack Tooltip": "Attack
    This ability appears as an Attack on the Combat panel.", + "Area Attack Tooltip": "Area of Effect
    This ability appears as an Area of Effect on the Combat panel.", + "Will Attack Tooltip": "Will Attack
    This ability appears as a Will Attack on the Combat panel.", + "Weapon:": "Weapon:", + "Does Not Use Weapon": "Does Not Use Weapon", + "Bonus Dmg:": "Extra Dmg:", + "Concealment Tracker": "Concealment Tracker", + "Conceal": "Conceal", + "Reveal": "Reveal", + "Concealed": "Concealed", + "Revealed": "Revealed", + "Show Concealment:": "Show Concealment:", + "Round Start": "Round Start", + "Mission Start": "Mission Start", + "Out of Charges!": "Out of Charges!", + "Ability On Cooldown!": "Ability On Cooldown!", + "Out of Ammo!": "Out of Ammo!", + "Cooldown Tooltip": "Set Cooldown
    Put this ability on cooldown", + "Charges Tooltip": "Use Charge
    Expend one of this ability's charges", + "Ammo Tooltip": "Use Ammo
    Decrement the ammo counter for this weapon", + "Focus Points:": "FP:", + "Hit Points Tooltip": "Hit Points", + "Armor Points Tooltip": "Armor Points", + "Shield Points Tooltip": "Shield Points", + "Focus Points Tooltip": "Focus Points", + "Zmail Tooltip": "Z-mail Address
    Your character's personal address for Nexus messages. Formatted like: \"my_zmail_addres.zmail\"", + "Pockets Tooltip": "Pockets:
    A single item can be equipped in each pocket. Utility can hold Utility Items or Grenades.", + "Items": "Items", + "Equipped Items": "Equipped Items", + "Passive Usage Option": "Passive/Reactive", + "Usable Usage Option": "Usable", + "Usage:": "Usage:", + "Radius:": "Radius:", + "Breaking:": "Breaking:", + "Reloads:": "Reloads:", + "Usable": "Usable", + "Usable Items": "Usable Items", + "Usable Abilities": "Usable Abilities", + "Usable Ability Tooltip": "Usable Ability
    This ability appears as an Ability in Usable tab of the Combat panel.", + "Area Attack": "Area Attack", + "Charges Item Tooltip": "Use Charge
    Expend item charge", + "Throw Grenade": "Throw Grenade", + "Use Heavy Weapon": "Use Heavy Weapon", + "reloads": "reloads", + "Abilities:": "Abilities:", + "Obfuscate Attacks:": "Obfuscate Attacks:", + "Obfuscate Abilities:": "Obfuscate Abilities:", + "Passive Option": "Passive", + "Reaction Option": "Reaction", + "Show Ability Info:": "Show Ability Info:", + "Items and Abilities": "Items & Abilities", + "Use Ability:": "Use Ability:", + "Use Item:": "Use Item:", + "Use Ability": "Use Ability", + "Use Item": "Use Item", + "Notes": "Notes", + "CRITICAL SUCCESS!": "CRITICAL SUCCESS!" +} diff --git a/Zafir/translations/hu.json b/Zafir/translations/hu.json new file mode 100644 index 0000000000..a5bf1a09e9 --- /dev/null +++ b/Zafir/translations/hu.json @@ -0,0 +1,285 @@ +{ + "Name:": "Name:", + "Pronouns:": "Pronouns:", + "Origin:": "Origin:", + "Class:": "Class:", + "Level:": "Level:", + "XP:": "XP:", + "Base Attributes": "Base Attributes", + "Toughness:": "Toughness:", + "Agility:": "Agility:", + "Accuracy:": "Accuracy:", + "Discipline:": "Discipline:", + "Combat Attributes": "Combat Attributes", + "Max HP:": "Max HP:", + "Base HP Tooltip": "Base HP: 2", + "Half Level Tooltip": "Half Level", + "Toughness": "Toughness", + "Body Armor Tooltip": "Body Armor: HP", + "Other": "Other", + "Speed:": "Speed:", + "Base Speed Tooltip": "Base Speed: 6", + "Double Agility Tooltip": "Agility × 2", + "Aim:": "Aim:", + "Accuracy": "Accuracy", + "Will:": "Will:", + "Discipline": "Discipline", + "Status": "Status", + "Hit Points": "HP", + "Armor Points": "AP", + "Shield Points": "SP", + "Focus:": "Focus:", + "Level": "Level", + "Combat": "Combat", + "Abilities": "Abilities", + "Equipment": "Equipment", + "Responsibilities": "Responsibilities", + "Inventory": "Inventory", + "Misc": "Misc", + "Weapon Attack": "Weapon Attack", + "Will Attack": "Will Attack", + "Target Cover:": "Target Cover:", + "Full Cover Option": "Full Cover (+0)", + "Half Cover Option": "Half Cover (+1 aim)", + "No Cover Option": "No Cover (+2 aim/+2 crit)", + "Elevation:": "Elevation:", + "No Elevation Option": "None (+0)", + "Elevation Option": "Elevation (+1 aim)", + "Range:": "Range:", + "Optimal Range Option": "Optimal Range (+0)", + "Out Of Range Option": "Too Close/Too Far (-1 aim)", + "Overwatch:": "Overwatch:", + "Normal Attack Option": "Normal Attack (+0)", + "Overwatch Attack Option": "Overwatch Reaction Attack (-1 aim)", + "Bonus Aim:": "Bonus Aim:", + "Bonus Crit:": "Bonus Crit:", + "Attack": "Attack", + "aim": "aim", + "crit": "crit", + "damage:": "damage:", + "Crit Damage": "Crit Damage", + "Wounded:": "Wounded:", + "Full Health Option": "Target at Full Health (+0)", + "Wounded Option": "Target Wounded (+1 will)", + "Conditions:": "Conditions:", + "No Conditions Option": "None (+0)", + "Some Conditions Option": "Target has Negative Condition (+1 will)", + "Isolated:": "Isolated:", + "Not Isolated Option": "No (+0)", + "Isolated Option": "Target is Isolated (no allies within 4 tiles) (+1 will)", + "Panic:": "Panic:", + "Not Panicked Option": "No (+0)", + "Ally Panicked Option": "Target's Ally Panicked (+1 will)", + "Target Panicked Option": "Target is Panicked (+1 will, +2 crit)", + "Bonus Will:": "Bonus Will:", + "Enemy Will:": "Enemy Will:", + "will": "will", + "resist": "resist", + "Ammo Tracker": "Ammo Tracker", + "Reload": "Reload", + "Dodge Roller": "Dodge Roller", + "Dodge": "Dodge", + "Dodge Dice:": "Dodge Dice:", + "Condition Tracker": "Condition Tracker", + "Cooldown Tracker": "Cooldown Tracker", + "Charges Tracker": "Charges Tracker", + "Active Abilities": "Active Abilities", + "Passive Abilities": "Passive Abilities", + "Activation:": "Activation:", + "Free Action Option": "Free Action (-)", + "Action Option": "Action (>)", + "Action End Turn Option": "Action + Ends Turn (>|)", + "Self Range Option": "Self", + "Weapon Range Option": "Weapon", + "Adjacent Range Option": "Adjacent", + "Short Range Option": "Short", + "Medium Range Option": "Medium", + "Long Range Option": "Long", + "None Range Option": "-", + "Cooldown:": "Cooldown:", + "Charges:": "Charges:", + "Effect:": "Effect:", + "Primary Weapon": "Primary Weapon", + "Secondary Weapon": "Secondary Weapon", + "Body Armor": "Body Armor", + "Headgear": "Headgear", + "Aim Dice:": "Aim Dice:", + "Crit Dice:": "Crit Dice:", + "Damage:": "Damage:", + "Crit Dmg:": "Crit Dmg:", + "Max Ammo:": "Max Ammo:", + "Notes:": "Notes:", + "Mod Slots:": "Mod Slots:", + "Mods:": "Mods:", + "Hit Points:": "HP:", + "Armor Points:": "AP:", + "Shield Points:": "SP:", + "Pockets": "Pockets", + "Utility Item Option": "Utility Item", + "Grenade Item Option": "Grenade", + "Special Ammo Item Option": "Special Ammo", + "Heavy Weapon Item Option": "Heavy Weapon", + "Effects:": "Effects:", + "Acquisition:": "Acquisition:", + "Use": "Use", + "Arcana:": "Arcana:", + "Engineering:": "Engineering:", + "Entertainment:": "Entertainment:", + "Leadership:": "Leadership:", + "Medicine:": "Medicine:", + "Navigation:": "Navigation:", + "Security:": "Security:", + "Spirituality:": "Spirituality:", + "Sustenance:": "Sustenance:", + "Skill Action": "Skill Action", + "Difficulty:": "Difficulty:", + "Easy Difficulty Option": "Easy (+2 skill)", + "Average Difficulty Option": "Average (+1 skill)", + "Difficult Difficulty Option": "Difficult (+0)", + "Responsibility:": "Responsibility:", + "Acquisition Option": "Acquisition", + "Arcana Option": "Arcana", + "Engineering Option": "Engineering", + "Entertainment Option": "Entertainment", + "Leadership Option": "Leadership", + "Medicine Option": "Medicine", + "Navigation Option": "Navigation", + "Security Option": "Security", + "Spirituality Option": "Spirituality", + "Sustenance Option": "Sustenance", + "Assist:": "Assist:", + "No Assist Option": "No (+0)", + "Assist Option": "Assisted By Another Character (+1 skill)", + "Equipment:": "Equipment:", + "No Equipment Option": "None (+0)", + "Equipment Option": "Using a Useful Item or Piece of Equipment (+1 skill)", + "Bonus Skill:": "Bonus Skill:", + "Skill Roll": "Skill Roll", + "Coerce Skill Option": "Coerce", + "Deceive Skill Option": "Deceive", + "Persuade Skill Option": "Persuade", + "Intuit Skill Option": "Intuit", + "Investigate Skill Option": "Investigate", + "Notice Skill Option": "Notice", + "Pilot Skill Option": "Pilot", + "Stunts Skill Option": "Stunts", + "Tinker Skill Option": "Tinker", + "skill": "skill", + "Money": "Money", + "Proficiencies": "Proficiencies", + "Z-mail Address": "Z-mail Address", + "Languages": "Languages", + "Fluent": "Fluent", + "Conversational": "Conversational", + "Settings": "Settings", + "General Sheet Options": "General Sheet Options", + "Condense Upper Sheet:": "Condense Upper Sheet:", + "Show Focus:": "Show Focus:", + "Combat Tab Options": "Combat Tab Options", + "Show Ammo Tracker:": "Show Ammo Tracker:", + "Show Dodge Roller:": "Show Dodge Roller:", + "Show Condition Tracker:": "Show Condition Tracker:", + "Show Cooldown Tracker:": "Show Cooldown Tracker:", + "Show Charges Tracker:": "Show Charges Tracker:", + "Game Master Options": "Game Master Options", + "Switch to Game Master's Toolkit": "Switch to Game Master's Toolkit", + "Switch to Character Sheet": "Switch to Character Sheet", + "Game Master's Toolkit": "Game Master's Toolkit", + "Enemy Units": "Enemy Units", + "Crit:": "Crit:", + "Dmg:": "Dmg:", + "Enemy Unit Selector": "Enemy Unit Selector", + "Unit Display Options": "Unit Display Options", + "Show Attack Info:": "Show Attack Info:", + "New Enemy Unit": "New Enemy Unit", + "Unit Name:": "Unit Name:", + "Dodge:": "Dodge:", + "Atk Name:": "Atk Name:", + "Atk Notes:": "Atk Notes:", + "Attack:": "Attack:", + "Attacks:": "Attacks:", + "CRITICAL HIT!": "CRITICAL HIT!", + "Critical Damage:": "Critical Damage:", + "HIT!": "HIT!", + "Dodge!": "Dodge!", + "SUCCESS!": "SUCCESS!", + "SUCCESS": "SUCCESS", + "CRITICAL EFFECT!": "CRITICAL EFFECT!", + "RESISTED!": "RESISTED!", + "MISS!": "MISS!", + "Action": "Action", + "Using": "Using", + "FAILED!": "FAILED!", + "Grenade Attack": "Grenade Attack", + "Targets:": "Targets:", + "Test For Panic": "Test For Panic", + "PANIC!": "PANIC!", + "Plus Add": "+Add", + "Remove": "Remove", + "Unit Notes:": "Unit Notes:", + "Attacks": "Attacks", + "Type:": "Type:", + "Weapon": "Weapon", + "Special Equipment": "Special Equipment", + "Large Origin Textbox:": "Large Origin Textbox:", + "Area of Effect": "Area of Effect", + "Standard Ability": "Usable Ability", + "Area of Effect Attack": "Area of Effect Attack", + "Weapon Attack Tooltip": "Attack
    This ability appears as an Attack on the Combat panel.", + "Area Attack Tooltip": "Area of Effect
    This ability appears as an Area of Effect on the Combat panel.", + "Will Attack Tooltip": "Will Attack
    This ability appears as a Will Attack on the Combat panel.", + "Weapon:": "Weapon:", + "Does Not Use Weapon": "Does Not Use Weapon", + "Bonus Dmg:": "Extra Dmg:", + "Concealment Tracker": "Concealment Tracker", + "Conceal": "Conceal", + "Reveal": "Reveal", + "Concealed": "Concealed", + "Revealed": "Revealed", + "Show Concealment:": "Show Concealment:", + "Round Start": "Round Start", + "Mission Start": "Mission Start", + "Out of Charges!": "Out of Charges!", + "Ability On Cooldown!": "Ability On Cooldown!", + "Out of Ammo!": "Out of Ammo!", + "Cooldown Tooltip": "Set Cooldown
    Put this ability on cooldown", + "Charges Tooltip": "Use Charge
    Expend one of this ability's charges", + "Ammo Tooltip": "Use Ammo
    Decrement the ammo counter for this weapon", + "Focus Points:": "FP:", + "Hit Points Tooltip": "Hit Points", + "Armor Points Tooltip": "Armor Points", + "Shield Points Tooltip": "Shield Points", + "Focus Points Tooltip": "Focus Points", + "Zmail Tooltip": "Z-mail Address
    Your character's personal address for Nexus messages. Formatted like: \"my_zmail_addres.zmail\"", + "Pockets Tooltip": "Pockets:
    A single item can be equipped in each pocket. Utility can hold Utility Items or Grenades.", + "Items": "Items", + "Equipped Items": "Equipped Items", + "Passive Usage Option": "Passive/Reactive", + "Usable Usage Option": "Usable", + "Usage:": "Usage:", + "Radius:": "Radius:", + "Breaking:": "Breaking:", + "Reloads:": "Reloads:", + "Usable": "Usable", + "Usable Items": "Usable Items", + "Usable Abilities": "Usable Abilities", + "Usable Ability Tooltip": "Usable Ability
    This ability appears as an Ability in Usable tab of the Combat panel.", + "Area Attack": "Area Attack", + "Charges Item Tooltip": "Use Charge
    Expend item charge", + "Throw Grenade": "Throw Grenade", + "Use Heavy Weapon": "Use Heavy Weapon", + "reloads": "reloads", + "Abilities:": "Abilities:", + "Obfuscate Attacks:": "Obfuscate Attacks:", + "Obfuscate Abilities:": "Obfuscate Abilities:", + "Passive Option": "Passive", + "Reaction Option": "Reaction", + "Show Ability Info:": "Show Ability Info:", + "Items and Abilities": "Items & Abilities", + "Use Ability:": "Use Ability:", + "Use Item:": "Use Item:", + "Use Ability": "Use Ability", + "Use Item": "Use Item", + "Notes": "Notes", + "CRITICAL SUCCESS!": "CRITICAL SUCCESS!" +} diff --git a/Zweihänder Grim & Perilous/translations/ca.json b/Zweihänder Grim & Perilous/translations/ca.json new file mode 100644 index 0000000000..de8407a3ee --- /dev/null +++ b/Zweihänder Grim & Perilous/translations/ca.json @@ -0,0 +1,184 @@ +{ + "name": "Name", + "age": "Age", + "social-class": "Social Class", + "sex": "Sex", + "ancestry": "Ancestry", + "profession": "Profession", + "order-alignment": "Order Alignment", + "order-ranks": "Order Ranks", + "corruption": "Corruption", + "chaos-ranks": "Chaos Ranks", + "chaos-alignment": "Chaos Alignment", + "fate-points": "Fate Points", + "background": "Background", + "disorders": "Disorders", + "reputation-points": "Reputation Points", + "difficulty-rating-chart": "Difficulty Rating Chart", + "trivial": "Trivial", + "easy": "Easy", + "routine": "Routine", + "standard": "Standard", + "challenging": "Challenging", + "hard": "Hard", + "arduous": "Arduous", + "primary-attributes": "Focuses", + "skill-ranks": "Skill Ranks", + "tier": "Tier", + "combat": "Combat", + "special-skills-indicated-with-*": "Special Skills Indicated With *", + "peril-threshhold": "Peril Threshold", + "advance": "Advance", + "martial-melee*": "Martial Melee*", + "Martial Melee": "Martial Melee", + "will-bonus-u": "WB", + "martial-ranged*": "Martial Ranged*", + "Martial Ranged": "Martial Ranged", + "peril-threshold-u": "PT", + "simple-melee": "Simple Melee", + "Simple Melee": "Simple Melee", + "peril-modifier": "Peril Modifier", + "simple-ranged": "Simple Ranged", + "Simple Ranged": "Simple Ranged", + "peril-condition-track": "Peril Condition Track", + "brawn": "Brawn", + "unhindered": "Unhindered", + "athletics": "Athletics", + "imperiled": "Imperiled", + "drive*": "Drive*", + "ignore-1-skill-rank": "Ignore 1 Skill Rank", + "intimidate": "Intimidate", + "ignore-2-skill-ranks": "Ignore 2 Skill Ranks", + "toughness": "Toughness", + "ignore-3-skill-ranks": "Ignore 3 Skill Ranks", + "agility": "Agility", + "incapacitated": "Incapacitated!", + "coordination": "Coordination", + "traits": "Traits", + "pilot*": "Pilot*", + "ride*": "Ride*", + "skulduggery*": "Skulduggery*", + "stealth": "Stealth", + "perception": "Perception", + "awareness": "Awareness", + "eavesdrop": "Eavesdrop", + "scrutinize": "Scrutinize", + "survival": "Survival", + "intelligence": "Intelligence", + "alchemy*": "Alchemy*", + "counterfeit*": "Counterfeit*", + "education*": "Education*", + "folklore": "Folklore", + "gamble": "Gamble", + "heal*": "Heal*", + "navigation*": "Navigation*", + "warfare*": "Warfare*", + "willpower": "Willpower", + "incantation*": "Incantation*", + "Incantation": "Incantation", + "interrogation*": "Interrogation*", + "resolve": "Resolve", + "tradecraft*": "Tradecraft*", + "fellowship": "Fellowship", + "bargain": "Bargain", + "charm": "Charm", + "disguise*": "Disguise*", + "guile": "Guile", + "handle-animal*": "Handle Animal*", + "leadership*": "Leadership*", + "rumor": "Rumor", + "encumbrance-limit": "Encumbrance Limit", + "initiative": "Initiative", + "movement": "Movement", + "brawn-bonus-u": "BB", + "current": "Current", + "overage": "Overage", + "perception-bonus-u": "PB", + "agility-bonus-u": "AB", + "weapons-&-attacks": "Weapons & Attacks", + "roll": "Roll", + "weapon": "Weapon", + "skill": "Skill", + "None": "None", + "load": "Load", + "handling": "Handling", + "short": "Short", + "medium": "Medium", + "long": "Long", + "qualities": "Qualities", + "encumbrance": "Encumbrance", + "damage-bonus": "Damage Bonus", + "damage": "Damage", + "damage-modifier": "Damage Modifier", + "details": "Details", + "armor": "Armor", + "shield": "Shield", + "armor-name": "Armor Name", + "damage-threshold-modifier-u": "DTM*", + "shield-name": "Shield Name", + "parry-modifier": "Parry Modifier", + "talents": "Talents", + "trappings": "Trappings", + "defenses": "Defenses", + "show": "Show", + "talent-name": "Talent Name", + "trapping-name": "Trapping Name", + "coinage": "Coinage", + "gold-crown": "Gold Crown", + "silver-shilling": "Silver Shilling", + "brass-penny": "Brass Penny", + "1-gold-crown-=-20-silver-shilling-or-240-brass-penny": "1 Gold Crown = 20 Silver Shilling or 240 Brass Penny", + "dodge": "Dodge", + "parry": "Parry", + "damage-threshold": "Damage Threshold", + "brawn-bonus-+-damage-threshold-modifier-u": "BB + DTM*", + "damage-threshold-+-6-u": "DT + 6", + "damage-threshold-+-12-u": "DT + 12", + "damage-threshold-+-18-u": "DT + 18", + "damage-threshold-modifier": "Damage Threshold Modifier", + "damage-condition-track": "Damage Condition Track", + "unharmed": "Unharmed", + "lightly-wounded": "Lightly Wounded", + "moderately-wounded": "Moderately Wounded", + "seriously-wounded": "Seriously Wounded", + "grievously-wounded": "Grievously Wounded", + "slain!": "Slain!", + "injuries": "Injuries", + "intelligence-bonus": "Intelligence Bonus", + "willpower-bonus": "Willpower Bonus", + "incantation-skill": "Incantation Skill", + "magic-&-rituals": "Magic & Rituals", + "cast": "Cast", + "spell-name": "Spell Name", + "spell-distance": "Spell Distance", + "spell-duration": "Spell Duration", + "spell-channel": "Spell Channel", + "spell-reagents": "Spell Reagents", + "spell-effect": "Spell Effect", + "critical-success": "Critical Success", + "critical-failure": "Critical Failure", + "current-reward-points": "Current Reward Points", + "total-reward-points": "Total Reward Points", + "basic-tier": "Basic Tier", + "trait": "Trait", + "bonus-advance": "Bonus Advance", + "talent": "Talent", + "intermediate-tier": "Intermediate Tier", + "advanced-tier": "Advanced Tier", + "unique-advances": "Unique Advances", + "roll20-wiki-link": "Roll20 Wiki Link", + "situational-modifier": "Situational Modifier", + "difficulty:": "Difficulty:", + "modifier:": "Modifier:", + "rating": "Rating", + "range:": "Range: ", + "damage:": "Damage:$[[6]] ", + "CRITICAL-SUCCESS-u": "CRITICAL SUCCESS", + "chaos:": "Chaos:$[[4]] ", + "corruption:": "Corruption:$[[5]] ", + "distance:": "Distance: ", + "duration:": "Duration: ", + "MATCH-u": "MATCH", + "reagents:": "Reagents: ", + "CRITICAL-FAILURE-u": "CRITICAL FAILURE" +} \ No newline at end of file diff --git a/Zweihänder Grim & Perilous/translations/hu.json b/Zweihänder Grim & Perilous/translations/hu.json new file mode 100644 index 0000000000..de8407a3ee --- /dev/null +++ b/Zweihänder Grim & Perilous/translations/hu.json @@ -0,0 +1,184 @@ +{ + "name": "Name", + "age": "Age", + "social-class": "Social Class", + "sex": "Sex", + "ancestry": "Ancestry", + "profession": "Profession", + "order-alignment": "Order Alignment", + "order-ranks": "Order Ranks", + "corruption": "Corruption", + "chaos-ranks": "Chaos Ranks", + "chaos-alignment": "Chaos Alignment", + "fate-points": "Fate Points", + "background": "Background", + "disorders": "Disorders", + "reputation-points": "Reputation Points", + "difficulty-rating-chart": "Difficulty Rating Chart", + "trivial": "Trivial", + "easy": "Easy", + "routine": "Routine", + "standard": "Standard", + "challenging": "Challenging", + "hard": "Hard", + "arduous": "Arduous", + "primary-attributes": "Focuses", + "skill-ranks": "Skill Ranks", + "tier": "Tier", + "combat": "Combat", + "special-skills-indicated-with-*": "Special Skills Indicated With *", + "peril-threshhold": "Peril Threshold", + "advance": "Advance", + "martial-melee*": "Martial Melee*", + "Martial Melee": "Martial Melee", + "will-bonus-u": "WB", + "martial-ranged*": "Martial Ranged*", + "Martial Ranged": "Martial Ranged", + "peril-threshold-u": "PT", + "simple-melee": "Simple Melee", + "Simple Melee": "Simple Melee", + "peril-modifier": "Peril Modifier", + "simple-ranged": "Simple Ranged", + "Simple Ranged": "Simple Ranged", + "peril-condition-track": "Peril Condition Track", + "brawn": "Brawn", + "unhindered": "Unhindered", + "athletics": "Athletics", + "imperiled": "Imperiled", + "drive*": "Drive*", + "ignore-1-skill-rank": "Ignore 1 Skill Rank", + "intimidate": "Intimidate", + "ignore-2-skill-ranks": "Ignore 2 Skill Ranks", + "toughness": "Toughness", + "ignore-3-skill-ranks": "Ignore 3 Skill Ranks", + "agility": "Agility", + "incapacitated": "Incapacitated!", + "coordination": "Coordination", + "traits": "Traits", + "pilot*": "Pilot*", + "ride*": "Ride*", + "skulduggery*": "Skulduggery*", + "stealth": "Stealth", + "perception": "Perception", + "awareness": "Awareness", + "eavesdrop": "Eavesdrop", + "scrutinize": "Scrutinize", + "survival": "Survival", + "intelligence": "Intelligence", + "alchemy*": "Alchemy*", + "counterfeit*": "Counterfeit*", + "education*": "Education*", + "folklore": "Folklore", + "gamble": "Gamble", + "heal*": "Heal*", + "navigation*": "Navigation*", + "warfare*": "Warfare*", + "willpower": "Willpower", + "incantation*": "Incantation*", + "Incantation": "Incantation", + "interrogation*": "Interrogation*", + "resolve": "Resolve", + "tradecraft*": "Tradecraft*", + "fellowship": "Fellowship", + "bargain": "Bargain", + "charm": "Charm", + "disguise*": "Disguise*", + "guile": "Guile", + "handle-animal*": "Handle Animal*", + "leadership*": "Leadership*", + "rumor": "Rumor", + "encumbrance-limit": "Encumbrance Limit", + "initiative": "Initiative", + "movement": "Movement", + "brawn-bonus-u": "BB", + "current": "Current", + "overage": "Overage", + "perception-bonus-u": "PB", + "agility-bonus-u": "AB", + "weapons-&-attacks": "Weapons & Attacks", + "roll": "Roll", + "weapon": "Weapon", + "skill": "Skill", + "None": "None", + "load": "Load", + "handling": "Handling", + "short": "Short", + "medium": "Medium", + "long": "Long", + "qualities": "Qualities", + "encumbrance": "Encumbrance", + "damage-bonus": "Damage Bonus", + "damage": "Damage", + "damage-modifier": "Damage Modifier", + "details": "Details", + "armor": "Armor", + "shield": "Shield", + "armor-name": "Armor Name", + "damage-threshold-modifier-u": "DTM*", + "shield-name": "Shield Name", + "parry-modifier": "Parry Modifier", + "talents": "Talents", + "trappings": "Trappings", + "defenses": "Defenses", + "show": "Show", + "talent-name": "Talent Name", + "trapping-name": "Trapping Name", + "coinage": "Coinage", + "gold-crown": "Gold Crown", + "silver-shilling": "Silver Shilling", + "brass-penny": "Brass Penny", + "1-gold-crown-=-20-silver-shilling-or-240-brass-penny": "1 Gold Crown = 20 Silver Shilling or 240 Brass Penny", + "dodge": "Dodge", + "parry": "Parry", + "damage-threshold": "Damage Threshold", + "brawn-bonus-+-damage-threshold-modifier-u": "BB + DTM*", + "damage-threshold-+-6-u": "DT + 6", + "damage-threshold-+-12-u": "DT + 12", + "damage-threshold-+-18-u": "DT + 18", + "damage-threshold-modifier": "Damage Threshold Modifier", + "damage-condition-track": "Damage Condition Track", + "unharmed": "Unharmed", + "lightly-wounded": "Lightly Wounded", + "moderately-wounded": "Moderately Wounded", + "seriously-wounded": "Seriously Wounded", + "grievously-wounded": "Grievously Wounded", + "slain!": "Slain!", + "injuries": "Injuries", + "intelligence-bonus": "Intelligence Bonus", + "willpower-bonus": "Willpower Bonus", + "incantation-skill": "Incantation Skill", + "magic-&-rituals": "Magic & Rituals", + "cast": "Cast", + "spell-name": "Spell Name", + "spell-distance": "Spell Distance", + "spell-duration": "Spell Duration", + "spell-channel": "Spell Channel", + "spell-reagents": "Spell Reagents", + "spell-effect": "Spell Effect", + "critical-success": "Critical Success", + "critical-failure": "Critical Failure", + "current-reward-points": "Current Reward Points", + "total-reward-points": "Total Reward Points", + "basic-tier": "Basic Tier", + "trait": "Trait", + "bonus-advance": "Bonus Advance", + "talent": "Talent", + "intermediate-tier": "Intermediate Tier", + "advanced-tier": "Advanced Tier", + "unique-advances": "Unique Advances", + "roll20-wiki-link": "Roll20 Wiki Link", + "situational-modifier": "Situational Modifier", + "difficulty:": "Difficulty:", + "modifier:": "Modifier:", + "rating": "Rating", + "range:": "Range: ", + "damage:": "Damage:$[[6]] ", + "CRITICAL-SUCCESS-u": "CRITICAL SUCCESS", + "chaos:": "Chaos:$[[4]] ", + "corruption:": "Corruption:$[[5]] ", + "distance:": "Distance: ", + "duration:": "Duration: ", + "MATCH-u": "MATCH", + "reagents:": "Reagents: ", + "CRITICAL-FAILURE-u": "CRITICAL FAILURE" +} \ No newline at end of file diff --git a/fate_core_with_rolls/translations/ca.json b/fate_core_with_rolls/translations/ca.json new file mode 100644 index 0000000000..b5a0d731e3 --- /dev/null +++ b/fate_core_with_rolls/translations/ca.json @@ -0,0 +1,48 @@ +{ + "roll-u": "Roll", + "roll-action-u": "Roll", + "roll4only-u": "Roll 4dF+Skill only", + "roll4and-u": "Roll 4dF+Skill+Modifiers", + "id-u": "ID", + "refresh-u": "Refresh", + "fate-points-u": "Fate Points", + "description-u": "Description", + "aspects-u": "Aspects", + "high-concept-u": "High Concept Aspect", + "trouble-u": "Trouble Aspect", + "skills-u": "Skills", + "skill-only-u": "Skill only", + "skill-u": "Skill", + "modifiers-u": "Modifiers", + "alt-disp-u": "Alternate display", + "classic-disp-u": "Classic display", + "legendary-u": "Legendary (+8)", + "epic-u": "Epic (+7)", + "fantastic-u": "Fantastic (+6)", + "superb-u": "Superb (+5)", + "great-u": "Great (+4)", + "good-u": "Good (+3)", + "fair-u": "Fair (+2)", + "avg-u": "Average (+1)", + "mediocre-u": "Mediocre (+0)", + "poor-u": "Poor (-1)", + "terrible-u": "Terrible (-2)", + "consequences-u": "Consequences", + "stress-u": "Stress", + "mild-u": "Mild", + "moderate-u": "Moderate", + "severe-u": "Severe", + "physical-u": "Physical", + "extra-u": "Extra", + "physique-u": "Physique", + "physical-sboxes-u": "Number of Physical Stress Box owned by the character", + "mental-u": "Mental", + "will-u": "Will", + "mental-sboxes-u": "Number of Mental Stress Box owned by the character", + "add-stress-u": "Additional Stress", + "extra-sboxes-u": "Number of Stress Box owned by the character in that extra stress", + "old-setting-u": "Old setting", + "new-setting-u": "New setting", + "stunts-u": "Stunts", + "extras-u": "Extras" +} diff --git a/fate_core_with_rolls/translations/hu.json b/fate_core_with_rolls/translations/hu.json new file mode 100644 index 0000000000..b5a0d731e3 --- /dev/null +++ b/fate_core_with_rolls/translations/hu.json @@ -0,0 +1,48 @@ +{ + "roll-u": "Roll", + "roll-action-u": "Roll", + "roll4only-u": "Roll 4dF+Skill only", + "roll4and-u": "Roll 4dF+Skill+Modifiers", + "id-u": "ID", + "refresh-u": "Refresh", + "fate-points-u": "Fate Points", + "description-u": "Description", + "aspects-u": "Aspects", + "high-concept-u": "High Concept Aspect", + "trouble-u": "Trouble Aspect", + "skills-u": "Skills", + "skill-only-u": "Skill only", + "skill-u": "Skill", + "modifiers-u": "Modifiers", + "alt-disp-u": "Alternate display", + "classic-disp-u": "Classic display", + "legendary-u": "Legendary (+8)", + "epic-u": "Epic (+7)", + "fantastic-u": "Fantastic (+6)", + "superb-u": "Superb (+5)", + "great-u": "Great (+4)", + "good-u": "Good (+3)", + "fair-u": "Fair (+2)", + "avg-u": "Average (+1)", + "mediocre-u": "Mediocre (+0)", + "poor-u": "Poor (-1)", + "terrible-u": "Terrible (-2)", + "consequences-u": "Consequences", + "stress-u": "Stress", + "mild-u": "Mild", + "moderate-u": "Moderate", + "severe-u": "Severe", + "physical-u": "Physical", + "extra-u": "Extra", + "physique-u": "Physique", + "physical-sboxes-u": "Number of Physical Stress Box owned by the character", + "mental-u": "Mental", + "will-u": "Will", + "mental-sboxes-u": "Number of Mental Stress Box owned by the character", + "add-stress-u": "Additional Stress", + "extra-sboxes-u": "Number of Stress Box owned by the character in that extra stress", + "old-setting-u": "Old setting", + "new-setting-u": "New setting", + "stunts-u": "Stunts", + "extras-u": "Extras" +} diff --git a/inSANe auto cal/translations/ca.json b/inSANe auto cal/translations/ca.json new file mode 100644 index 0000000000..0f13b35084 --- /dev/null +++ b/inSANe auto cal/translations/ca.json @@ -0,0 +1,200 @@ +{ + "list_emotion": "Emotion table", + "list_place1": "scene table", + "list_badending": "BadEnding table", + "list_place2": "japan scene table", + "list_place3": "1920 scene table", + "list_place4": "dark age scene table", + "list_emotion01": "Common sense (positive) / unbelief (negative)", + "list_emotion02": "Friendship (positive) / anger (negative)", + "list_emotion03": "Love (positive) / jealous (negative)", + "list_emotion04": "Loyalty (positive) / insult (negative)", + "list_emotion05": "yearn (positive) / inferior (negative)", + "list_emotion06": "Frenzy (positive) / killing (negative)", + "list_place1_02": "There is a smell of blood around. Is it a case? An accident? Is it that this is now continuing?", + "list_place1_03": "This is...dreaming? The past that has ended is awakened from memory.", + "list_place1_04": "The vast streets that are unfolding at the moment. Why are you in such a high place...?", + "list_place1_05": "Like the darkness of the end of the world. In the dark, there is a breath of people.", + "list_place1_06": "It took a smooth time. It's as if none of them happened.", + "list_place1_07": "Wet soil. In the forest full of dense atmosphere. The sound of birds and insects, the sound of the wind through the woods.", + "list_place1_08": "There is no residential street for passers-by. From the people who don't know, there is an undetermined sound...", + "list_place1_09": "Suddenly the sky is covered with clouds. It rains heavily. People look for shelter and run in panic.", + "list_place1_10": "The ridiculous ruins, the decaying dwellings. The slightest sound is the sound of the wind, the sound of the water or the tinnitus.", + "list_place1_11": "Crowd. Noisy. The lively store is accompanied by BGM, proud laughter. Is it the corner of the bustling street...?", + "list_place1_12": "It’s been a moment when it is illuminated by bright light. But as the light gets stronger, the shadow becomes thicker...", + "list_badending_02": "There are dark dark, shaped forefoot and countless tentacles around you. They are blessing the birth of a new companion. You are no longer scared of weirdness. The reason is that you have become weird. You Then appeared as a weird NPC.", + "list_badending_03": "I was imprisoned in a dimly lit scene like a prison or an operating room. Then I was severely tortured every day. How do I figure out how to escape? Randomly choose a stunt, this stunt becomes a horror heart.", + "list_badending_04": "When the crisis started, the agents who were stunned by the organization saved.You look good, how ? ? Do you want to come with us ? If you want, you can be a ninja/magic/ Hunters and weird battles. On this occasion, you can reincarnate the role of other scorpio novels. ", + "list_badending_05": "Wake up in the ward of the ward. It feels like a long nightmare. The sequela of this game is a correction of minus 1, and the big failure value increases by 1.", + "list_badending_06": "Wake up in a private home. Being rescued by a great person, being well cared for, there is no special punishment.", + "list_badending_07": "Danger!You were attacked by great desperation and suffered 1 D6 - 1 damage.Therefore, when[Life Force] becomes 0 or less, you are dead.But if you have an NPC with positive[feelings], this NPC can invalidate this damage.", + "list_badending_08": "It was involved in other new incidents. Although it was hard but it was safely resolved! There are no special penalties.", + "list_badending_09": "Severe injury, on the edge of life and death. Determine any stunt. If it fails, die. At this time, the reduced [vitality] value is reduced.", + "list_badending_10": "When you wake up in a strange place. Where is this? Who am I? Lost memory because I am too scared. If there is a merit point, reduce it by 1 point.", + "list_badending_11": "When you wake up, you are still in the original place. But you feel the sense of disobedience. People outside of you don't know the incident. The dead character is still alive. Time travel, here is the other world line... • Perform a random stunt decision, this stunt becomes [horror heart].", + "list_badending_12": "Looking back, the overwhelming that is waiting. A cold blow hit you and you died. ", + "list_place2_02": "Suddenly the surrounding area is darkened. Is it a power outage? In the dark, you can hear someone calling you.", + "list_place2_03": "Tick. Tick. Tick. I can hear where the drop of water is coming from.", + "list_place2_04": "When you pass by the glass window, it reflects something that is uncomfortable. Is it an illusion...?", + "list_place2_05": "The voice of the news was heard from the TV. It seems that something unstable has happened nearby.", + "list_place2_06": "A person walks on a dim road. The sound that makes people feel uncomfortable is approaching from behind...", + "list_place2_07": "Who is it? I always feel the line of sight. Looking back is just a weekday scene.", + "list_place2_08": "Suddenly, the phone rang. It has been muted... in the end, who?", + "list_place2_09": "The red sunset. The sun sinks, the sky is red like blood. The feeling of discomfort spreads...", + "list_place2_10": "There is a wonderful aroma, suddenly I feel hungry. What are you eating today?", + "list_place2_11": "The sharp crying is loud. Is the cat or the child crying? Or...", + "list_place2_12": "I don't sleep well, I open my eyes. It seems like I have a nightmare... Hey? Regain consciousness but the body can't move!", + "list_place3_02": "The islands of moss-covered giant stones lined up from the river. There is an altar that can't tell what is being sacrificed, surrounded by an atmosphere that is hard to tell.", + "list_place3_03": "Secret bar. Underground shops that are not listed, the men in the city and the women in the city are very noisy.", + "list_place3_04": "In the ruins. I don't know who built the building, non-European geometry will slowly erode the reason of the people walking in it.", + "list_place3_05": "University Library. In the collection of more than 400,000 books, it also contains a sly book.", + "list_place3_06": "In the strong wind, the atmosphere of the tide is floating. It is far from the sea...", + "list_place3_07": "The street corner where people are moving. If you are here, you won't notice even if you mix in.", + "list_place3_08": "In the deep darkness. There are indescribable things lurking on the other side.", + "list_place3_09": "The historic newspaper. The distribution has never stopped, and old newspapers with more than one hundred years are kept.", + "list_place3_10": "An ancient cemetery. Between the twisted trees, there are ancient tombstones that are indistinguishable from the inscription. There are several tombstones that don't know why it is awkward.", + "list_place3_11": "The site of the factory built by the river. It became an empty house long ago, and the building is gradually breaking down. It seems to have become a home for the tramp.", + "list_place3_12": "Quiet room. I always feel an uncomfortable atmosphere... what is it, outside the window, outside the window!", + "list_place4_02": "People who sit around the round table centered on the spirit media master are doing the spirits. In the dimly lit room, they begin to float suspicious substances.", + "list_place4_03": "The bar where the laborers gather. The men with red faces will drink the malt and gin from the hostess.", + "list_place4_04": "A place where bloody smells. What happened here...", + "list_place4_05": "The slums built by the squatters. The wives at the door are waiting for the guests.", + "list_place4_06": "On the way of crowds and riots. Various rumors are intertwined. The first-time Dongyang people are very eye-catching as foreigners.", + "list_place4_07": "The street corner under the thick fog. Although only the gas light illuminates the stone road.", + "list_place4_08": "Quiet indoors. If you do anything here, you won't ask for extra questions.", + "list_place4_09": "The port that whispers the whistle. Is the ship ready to go abroad?", + "list_place4_10": "It is the place of the file. Because it has something to investigate, it is brought.", + "list_place4_11": "The party where the nobility and the bourgeoisie gather. Under the elegant smile, what kind of planning is going on?", + "list_place4_12": "On the quiet lake. There are wild rabbits in the grass to skip.", + "character_name": "Character name", + "player": "Player", + "job": "Job", + "heart": "Heart", + "fear": "Fear", + "age": "Age", + "gender": "Gender", + "score": "Score", + "hp": "Hp", + "san": "San", + "backstory": "Backstory", + "skill": "Skill", + "whisper": "Whisper", + "whisper_all": "Whisper all", + "whisper_token": "Whisper token", + "no_whisper": "No whisper", + "tell_all_whisper": "Tell all whisper", + "tell_whisper": "Tell whisper", + "no_tell_whisper": "No tell whisper", + "whisper_GM": "Whisper GM", + "whisper_gm_value": "Whisper gm", + "auto_skill_list": "Auto skill list", + "violence": "Violence", + "violence(lost)": "Violence(lost)", + "emotion_z": "emotion", + "emotion": "Emotion", + "perception": "Perception", + "perception(lost)": "Perception(lost)", + "technology": "Technology", + "technology(lost)": "Technology(lost)", + "knowledge": "Knowledge", + "knowledge(lost)": "Knowledge(lost)", + "strangeness": "Strangeness", + "strangeness(lost)": "Strangeness(lost)", + "incineration": "Incineration", + "love": "Love", + "pain": "Pain", + "analysis": "Analysis", + "physics": "Physics", + "time": "Time", + "torture": "Torture", + "joy": "Joy", + "senses": "Senses", + "electron": "Electron", + "mathematics": "Mathematics", + "chaos": "Chaos", + "binding": "Binding", + "melancholy": "Melancholy", + "touching": "Touching", + "arrange": "Arrange", + "chemical": "Chemical", + "deep_sea": "Deep sea", + "threat": "Threat", + "shame": "Shame", + "smell": "Smell", + "drug": "Drug", + "biological": "Biological", + "death": "Death", + "destroy": "Destroy", + "smile": "Smile", + "taste": "Taste", + "efficiency": "Efficiency", + "medicine": "Medicine", + "soul": "Soul", + "beaten": "Beaten", + "patience": "Patience", + "phonetic_sound": "Phonetic sound", + "medium": "Medium", + "self_discipline": "Self discipline", + "magic": "Magic", + "cut_off": "Cut off", + "shocked": "Shocked", + "scene": "Scene", + "photography": "Photography", + "humanity": "Humanity", + "dark": "Dark", + "puncture": "Puncture", + "anger": "Anger", + "pursuit": "Pursuit", + "drive": "Drive", + "history": "History", + "the_end": "The end", + "shoot": "Shoot", + "hate": "Hate", + "art": "Art", + "mechanical": "Mechanical", + "folkways": "Folkways", + "dream": "Dream", + "war": "War", + "sad": "Sad", + "sixth_sense": "Sixth sense", + "trap": "Trap", + "archeology": "Archeology", + "underground": "Underground", + "bury": "Bury", + "affection": "Affection", + "shadow": "Shadow", + "weapon": "Weapon", + "astronomical": "Astronomical", + "universe": "Universe", + "skill_list": "Skill list", + "types": "Types", + "assigned_skill": "Assigned Skill", + "correction": "Correction", + "name": "Name", + "location": "Location", + "secret": "Secret", + "attack": "Attack", + "support": "Support", + "equip": "Equip", + "roll": "roll", + "plot": "'s plot is ", + "assigned-skill-z": "Assigned skill: ", + "target-z": "Target: ", + "correction-z": "Correction: ", + "mission": "Mission", + "Other": "Other", + "baseAttack": "Base Attack", + "baseAttack_effect": "Select one target and attempt an Attack Resolution. When your Attack Resolution has succeeded and your opponent has failed their Dodge Resolution, your attack may deal [[1d6]] point(s) of damage.", + "battlefield_movement": "Battlefield Movement", + "battlefield_movement_effect": "The next round of the begins, and all the players participating in the battle are plot again.", + "items": "items", + "items_name": "Name", + "items_effect": "Effect", + "items_count": "Count", + "items_painkiller": "Painkiller", + "items_weapon": "Weapon", + "items_talisman": "Talisman", + "items_painkiller_comment": "Can be used at any time. If you use this Item, you can restore your [HP] or [SAN] by one point.", + "items_weapon_comment": "It can be used during a battle when you roll the die to make an action. You can roll your dice again regardless of the result of the roll.", + "items_talisman_comment": "You can use it when someone other than yourself rolls a die to make an action. Regardless of the roll result, you can roll the dice again." +} \ No newline at end of file diff --git a/inSANe auto cal/translations/hu.json b/inSANe auto cal/translations/hu.json new file mode 100644 index 0000000000..0f13b35084 --- /dev/null +++ b/inSANe auto cal/translations/hu.json @@ -0,0 +1,200 @@ +{ + "list_emotion": "Emotion table", + "list_place1": "scene table", + "list_badending": "BadEnding table", + "list_place2": "japan scene table", + "list_place3": "1920 scene table", + "list_place4": "dark age scene table", + "list_emotion01": "Common sense (positive) / unbelief (negative)", + "list_emotion02": "Friendship (positive) / anger (negative)", + "list_emotion03": "Love (positive) / jealous (negative)", + "list_emotion04": "Loyalty (positive) / insult (negative)", + "list_emotion05": "yearn (positive) / inferior (negative)", + "list_emotion06": "Frenzy (positive) / killing (negative)", + "list_place1_02": "There is a smell of blood around. Is it a case? An accident? Is it that this is now continuing?", + "list_place1_03": "This is...dreaming? The past that has ended is awakened from memory.", + "list_place1_04": "The vast streets that are unfolding at the moment. Why are you in such a high place...?", + "list_place1_05": "Like the darkness of the end of the world. In the dark, there is a breath of people.", + "list_place1_06": "It took a smooth time. It's as if none of them happened.", + "list_place1_07": "Wet soil. In the forest full of dense atmosphere. The sound of birds and insects, the sound of the wind through the woods.", + "list_place1_08": "There is no residential street for passers-by. From the people who don't know, there is an undetermined sound...", + "list_place1_09": "Suddenly the sky is covered with clouds. It rains heavily. People look for shelter and run in panic.", + "list_place1_10": "The ridiculous ruins, the decaying dwellings. The slightest sound is the sound of the wind, the sound of the water or the tinnitus.", + "list_place1_11": "Crowd. Noisy. The lively store is accompanied by BGM, proud laughter. Is it the corner of the bustling street...?", + "list_place1_12": "It’s been a moment when it is illuminated by bright light. But as the light gets stronger, the shadow becomes thicker...", + "list_badending_02": "There are dark dark, shaped forefoot and countless tentacles around you. They are blessing the birth of a new companion. You are no longer scared of weirdness. The reason is that you have become weird. You Then appeared as a weird NPC.", + "list_badending_03": "I was imprisoned in a dimly lit scene like a prison or an operating room. Then I was severely tortured every day. How do I figure out how to escape? Randomly choose a stunt, this stunt becomes a horror heart.", + "list_badending_04": "When the crisis started, the agents who were stunned by the organization saved.You look good, how ? ? Do you want to come with us ? If you want, you can be a ninja/magic/ Hunters and weird battles. On this occasion, you can reincarnate the role of other scorpio novels. ", + "list_badending_05": "Wake up in the ward of the ward. It feels like a long nightmare. The sequela of this game is a correction of minus 1, and the big failure value increases by 1.", + "list_badending_06": "Wake up in a private home. Being rescued by a great person, being well cared for, there is no special punishment.", + "list_badending_07": "Danger!You were attacked by great desperation and suffered 1 D6 - 1 damage.Therefore, when[Life Force] becomes 0 or less, you are dead.But if you have an NPC with positive[feelings], this NPC can invalidate this damage.", + "list_badending_08": "It was involved in other new incidents. Although it was hard but it was safely resolved! There are no special penalties.", + "list_badending_09": "Severe injury, on the edge of life and death. Determine any stunt. If it fails, die. At this time, the reduced [vitality] value is reduced.", + "list_badending_10": "When you wake up in a strange place. Where is this? Who am I? Lost memory because I am too scared. If there is a merit point, reduce it by 1 point.", + "list_badending_11": "When you wake up, you are still in the original place. But you feel the sense of disobedience. People outside of you don't know the incident. The dead character is still alive. Time travel, here is the other world line... • Perform a random stunt decision, this stunt becomes [horror heart].", + "list_badending_12": "Looking back, the overwhelming that is waiting. A cold blow hit you and you died. ", + "list_place2_02": "Suddenly the surrounding area is darkened. Is it a power outage? In the dark, you can hear someone calling you.", + "list_place2_03": "Tick. Tick. Tick. I can hear where the drop of water is coming from.", + "list_place2_04": "When you pass by the glass window, it reflects something that is uncomfortable. Is it an illusion...?", + "list_place2_05": "The voice of the news was heard from the TV. It seems that something unstable has happened nearby.", + "list_place2_06": "A person walks on a dim road. The sound that makes people feel uncomfortable is approaching from behind...", + "list_place2_07": "Who is it? I always feel the line of sight. Looking back is just a weekday scene.", + "list_place2_08": "Suddenly, the phone rang. It has been muted... in the end, who?", + "list_place2_09": "The red sunset. The sun sinks, the sky is red like blood. The feeling of discomfort spreads...", + "list_place2_10": "There is a wonderful aroma, suddenly I feel hungry. What are you eating today?", + "list_place2_11": "The sharp crying is loud. Is the cat or the child crying? Or...", + "list_place2_12": "I don't sleep well, I open my eyes. It seems like I have a nightmare... Hey? Regain consciousness but the body can't move!", + "list_place3_02": "The islands of moss-covered giant stones lined up from the river. There is an altar that can't tell what is being sacrificed, surrounded by an atmosphere that is hard to tell.", + "list_place3_03": "Secret bar. Underground shops that are not listed, the men in the city and the women in the city are very noisy.", + "list_place3_04": "In the ruins. I don't know who built the building, non-European geometry will slowly erode the reason of the people walking in it.", + "list_place3_05": "University Library. In the collection of more than 400,000 books, it also contains a sly book.", + "list_place3_06": "In the strong wind, the atmosphere of the tide is floating. It is far from the sea...", + "list_place3_07": "The street corner where people are moving. If you are here, you won't notice even if you mix in.", + "list_place3_08": "In the deep darkness. There are indescribable things lurking on the other side.", + "list_place3_09": "The historic newspaper. The distribution has never stopped, and old newspapers with more than one hundred years are kept.", + "list_place3_10": "An ancient cemetery. Between the twisted trees, there are ancient tombstones that are indistinguishable from the inscription. There are several tombstones that don't know why it is awkward.", + "list_place3_11": "The site of the factory built by the river. It became an empty house long ago, and the building is gradually breaking down. It seems to have become a home for the tramp.", + "list_place3_12": "Quiet room. I always feel an uncomfortable atmosphere... what is it, outside the window, outside the window!", + "list_place4_02": "People who sit around the round table centered on the spirit media master are doing the spirits. In the dimly lit room, they begin to float suspicious substances.", + "list_place4_03": "The bar where the laborers gather. The men with red faces will drink the malt and gin from the hostess.", + "list_place4_04": "A place where bloody smells. What happened here...", + "list_place4_05": "The slums built by the squatters. The wives at the door are waiting for the guests.", + "list_place4_06": "On the way of crowds and riots. Various rumors are intertwined. The first-time Dongyang people are very eye-catching as foreigners.", + "list_place4_07": "The street corner under the thick fog. Although only the gas light illuminates the stone road.", + "list_place4_08": "Quiet indoors. If you do anything here, you won't ask for extra questions.", + "list_place4_09": "The port that whispers the whistle. Is the ship ready to go abroad?", + "list_place4_10": "It is the place of the file. Because it has something to investigate, it is brought.", + "list_place4_11": "The party where the nobility and the bourgeoisie gather. Under the elegant smile, what kind of planning is going on?", + "list_place4_12": "On the quiet lake. There are wild rabbits in the grass to skip.", + "character_name": "Character name", + "player": "Player", + "job": "Job", + "heart": "Heart", + "fear": "Fear", + "age": "Age", + "gender": "Gender", + "score": "Score", + "hp": "Hp", + "san": "San", + "backstory": "Backstory", + "skill": "Skill", + "whisper": "Whisper", + "whisper_all": "Whisper all", + "whisper_token": "Whisper token", + "no_whisper": "No whisper", + "tell_all_whisper": "Tell all whisper", + "tell_whisper": "Tell whisper", + "no_tell_whisper": "No tell whisper", + "whisper_GM": "Whisper GM", + "whisper_gm_value": "Whisper gm", + "auto_skill_list": "Auto skill list", + "violence": "Violence", + "violence(lost)": "Violence(lost)", + "emotion_z": "emotion", + "emotion": "Emotion", + "perception": "Perception", + "perception(lost)": "Perception(lost)", + "technology": "Technology", + "technology(lost)": "Technology(lost)", + "knowledge": "Knowledge", + "knowledge(lost)": "Knowledge(lost)", + "strangeness": "Strangeness", + "strangeness(lost)": "Strangeness(lost)", + "incineration": "Incineration", + "love": "Love", + "pain": "Pain", + "analysis": "Analysis", + "physics": "Physics", + "time": "Time", + "torture": "Torture", + "joy": "Joy", + "senses": "Senses", + "electron": "Electron", + "mathematics": "Mathematics", + "chaos": "Chaos", + "binding": "Binding", + "melancholy": "Melancholy", + "touching": "Touching", + "arrange": "Arrange", + "chemical": "Chemical", + "deep_sea": "Deep sea", + "threat": "Threat", + "shame": "Shame", + "smell": "Smell", + "drug": "Drug", + "biological": "Biological", + "death": "Death", + "destroy": "Destroy", + "smile": "Smile", + "taste": "Taste", + "efficiency": "Efficiency", + "medicine": "Medicine", + "soul": "Soul", + "beaten": "Beaten", + "patience": "Patience", + "phonetic_sound": "Phonetic sound", + "medium": "Medium", + "self_discipline": "Self discipline", + "magic": "Magic", + "cut_off": "Cut off", + "shocked": "Shocked", + "scene": "Scene", + "photography": "Photography", + "humanity": "Humanity", + "dark": "Dark", + "puncture": "Puncture", + "anger": "Anger", + "pursuit": "Pursuit", + "drive": "Drive", + "history": "History", + "the_end": "The end", + "shoot": "Shoot", + "hate": "Hate", + "art": "Art", + "mechanical": "Mechanical", + "folkways": "Folkways", + "dream": "Dream", + "war": "War", + "sad": "Sad", + "sixth_sense": "Sixth sense", + "trap": "Trap", + "archeology": "Archeology", + "underground": "Underground", + "bury": "Bury", + "affection": "Affection", + "shadow": "Shadow", + "weapon": "Weapon", + "astronomical": "Astronomical", + "universe": "Universe", + "skill_list": "Skill list", + "types": "Types", + "assigned_skill": "Assigned Skill", + "correction": "Correction", + "name": "Name", + "location": "Location", + "secret": "Secret", + "attack": "Attack", + "support": "Support", + "equip": "Equip", + "roll": "roll", + "plot": "'s plot is ", + "assigned-skill-z": "Assigned skill: ", + "target-z": "Target: ", + "correction-z": "Correction: ", + "mission": "Mission", + "Other": "Other", + "baseAttack": "Base Attack", + "baseAttack_effect": "Select one target and attempt an Attack Resolution. When your Attack Resolution has succeeded and your opponent has failed their Dodge Resolution, your attack may deal [[1d6]] point(s) of damage.", + "battlefield_movement": "Battlefield Movement", + "battlefield_movement_effect": "The next round of the begins, and all the players participating in the battle are plot again.", + "items": "items", + "items_name": "Name", + "items_effect": "Effect", + "items_count": "Count", + "items_painkiller": "Painkiller", + "items_weapon": "Weapon", + "items_talisman": "Talisman", + "items_painkiller_comment": "Can be used at any time. If you use this Item, you can restore your [HP] or [SAN] by one point.", + "items_weapon_comment": "It can be used during a battle when you roll the die to make an action. You can roll your dice again regardless of the result of the roll.", + "items_talisman_comment": "You can use it when someone other than yourself rolls a die to make an action. Regardless of the roll result, you can roll the dice again." +} \ No newline at end of file diff --git a/swords-and-wizardry/translations/ca.json b/swords-and-wizardry/translations/ca.json new file mode 100644 index 0000000000..a8ba520d0a --- /dev/null +++ b/swords-and-wizardry/translations/ca.json @@ -0,0 +1,127 @@ +{ + "0-75-lbs": "0-75 lbs", + "1-sqr": "1 sqr", + "101-150-lbs": "101-150 lbs", + "151-300-lbs": "151-300 lbs", + "2-sqrs": "2 sqrs", + "3-sqrs": "3 sqrs", + "4-sqrs": "4 sqrs", + "76-100-lbs": "76-100 lbs", + "AC+": "AC+", + "CHA": "CHA", + "CON": "CON", + "DEX": "DEX", + "HD": "HD", + "HP": "HP", + "INT": "INT", + "STR": "STR", + "WIS": "WIS", + "XP": "XP", + "abilities": "Abilities", + "ability-names": "Ability Names", + "age": "Age", + "alignment": "Alignment", + "armor": "Armor", + "armor-ac-effect": "Armor effect on AC. Use either a positive or negative value, as the total AC will be calculted using an absolute value, depending on the Ascending or Descending AC choice.", + "armor-name": "Armor name", + "asc-ac": "Asc.", + "ascending-ac": "Ascending AC System", + "attribute": "Attribute", + "attributes": "Attributes", + "base-ac": "Base AC", + "biographical-and-physical": "Biographical & Physical", + "bonus-xp-percent": "Bonus XP%", + "bonus-xp-tooltip": "To calculate XP Bonus: Add 5% for each CHA, WIS and Char's Primary Attribute that is >=13", + "bonuses": "Bonuses", + "carry": "Carry", + "carry-modifier": "Carry Modifier. Automatically calculted when STR is modified. Can be overriden.", + "chance-new-spell": "Chance to Understand New Spell. Automatically calculted when INT is modified. Can be overriden.", + "charheight": "Height", + "charweight": "Weight", + "class": "Class", + "cleric-spells+": "Cleric Spells+", + "cleric-spells-plus": "Additional first-level Cleric spell. Automatically calculted when WIS is modified. Can be overriden.", + "current-hp": "Current HP", + "current-xp": "Current XP", + "damage": "Damage", + "defense": "Defense", + "deity": "Deity", + "desc-ac": "Desc.", + "descending-ac": "Descending AC System", + "dex-mod": "DEX mod.", + "dmg-roll": "Dmg Roll", + "doors": "Doors", + "effect-on-ac": "Effect on Armor Class. If DEX is modified, will be automatically calculted, depending on the Ascending or Descending AC choice. Can be overriden.", + "equipment": "Equipment", + "extra-hirelings": "Maximum Number of Special Hirelings. Automatically calculted when CHA is modified. Can be overriden.", + "failure": "Failure", + "gear": "Gear", + "gear-wt": "Gear Wt.", + "gear-wt-title": "Total gear weight. Automatically calculted based on (quantity * weight) of each item in the gear list. Can be overriden.", + "gender": "Gender", + "hd-example": "Ex:5d6+5", + "health": "Health", + "hirelings": "Hirelings", + "hit-dice+": "Hit Dice+", + "hit-points": "Hit Points", + "hit-roll": "Hit Roll", + "hp-mod": "Hit Point Modifier (per hit die). Automatically calculted when CON is modified. Can be overriden.", + "item-name": "Item name", + "key-items": "Key Items", + "languages": "Languages", + "level": "Level", + "magic": "Magic", + "maximum-additional-languages": "Maximum Additional Languages. Automatically calculted when INT is modified. Can be overriden.", + "maximum-hp": "Current HP", + "maximum-spell-level": "Maximum Spell Level. Automatically calculted when INT is modified. Can be overriden.", + "melee-damage-modifier": "Melee Damage Modifier. Automatically calculted when STR is modified. Can be overriden.", + "melee-to-hit-mod": "Melee To-Hit Modifier. Automatically calculted when STR is modified. Can be overriden.", + "min-max-spells": "Min/Max Spells", + "min-max-spells-title": "Min/Max Spells. Automatically calculted when INT is modified. Can be overriden.", + "missile-to-hit-mod": "Missile Weapon To-Hit Bonus/Penalty. Automatically calculted when DEX is modified. Can be overriden.", + "move-squares": "Move Squares", + "movement": "Movement", + "movesquares-title": "Base movement. Not calculted automatically. Has to be input manually, depending on the house rules and distance measurement used in the game.", + "name": "Name", + "new-spell%": "New Spell%", + "next-level": "Next Level", + "note": "Note", + "number-of-spells-by-level": "Number of Spells by Level", + "open-doors": "Open Doors", + "open-doors-title": "Open Doors. Automatically calculted when STR is modified. Can be overriden.", + "other": "Other", + "other-ac-effect": "Other effect on AC. The value will be used (added) as written, NOT depending on the Ascending or Descending AC choice, so that malus can be set.", + "primary": "Primary", + "primary-attribute": "Primary Attribute", + "qty": "Qty", + "race": "Race", + "raise-dead%": "Raise Dead%", + "raise-dead-survival": "Raise Dead Survival. Automatically calculted when CON is modified. Can be overriden.", + "roll-attack": "Roll attack (to hit and damage rolls)", + "roll-base-saving-throw": "Roll base Saving Throw", + "roll-bonus-saving-throw": "Roll bonus Saving Throw", + "roll-hd": "Roll HD", + "roll-magic": "Roll (ex:1d100)", + "saving-throw": "Saving Throw", + "saving-throw-bonus-note": "Ex: against being paralyzed or poisoned", + "shield": "Shield", + "shield-ac-effect": "Shield effect on AC. Use either a positive or negative value, as the total AC will be calculted using an absolute value, depending on the Ascending or Descending AC choice.", + "shield-name": "Shield name", + "spell": "Spell", + "spell-level": "Spell level", + "spell-or-ability-name": "Spell or Ability name", + "success": "Success", + "to-hit": "To-Hit", + "total-ac": "Total AC", + "total-ac-title": "Final AC. Automatically calculted from the DEX, Armor, Shield, Other AC modifiers and the Ascending or Descending choice, but can be overriden.", + "total-wealth-in-gp": "Total Wealth in GP", + "total-weight": "Total Wt.", + "totalweight-title": "Total weight. Automatically calculted based on the treasure and gear weights. Can be overriden.", + "treasure": "Treasure", + "treasure-wt": "Treasure Wt.", + "treasurewt-title": "Total weight of treasures. Automatically calculted based on the weight of each item in the treasure list. Can be overriden.", + "value": "Value", + "weapon-name": "Weapon name", + "weapons": "Weapons", + "wt": "Wt" +} diff --git a/swords-and-wizardry/translations/hu.json b/swords-and-wizardry/translations/hu.json new file mode 100644 index 0000000000..a8ba520d0a --- /dev/null +++ b/swords-and-wizardry/translations/hu.json @@ -0,0 +1,127 @@ +{ + "0-75-lbs": "0-75 lbs", + "1-sqr": "1 sqr", + "101-150-lbs": "101-150 lbs", + "151-300-lbs": "151-300 lbs", + "2-sqrs": "2 sqrs", + "3-sqrs": "3 sqrs", + "4-sqrs": "4 sqrs", + "76-100-lbs": "76-100 lbs", + "AC+": "AC+", + "CHA": "CHA", + "CON": "CON", + "DEX": "DEX", + "HD": "HD", + "HP": "HP", + "INT": "INT", + "STR": "STR", + "WIS": "WIS", + "XP": "XP", + "abilities": "Abilities", + "ability-names": "Ability Names", + "age": "Age", + "alignment": "Alignment", + "armor": "Armor", + "armor-ac-effect": "Armor effect on AC. Use either a positive or negative value, as the total AC will be calculted using an absolute value, depending on the Ascending or Descending AC choice.", + "armor-name": "Armor name", + "asc-ac": "Asc.", + "ascending-ac": "Ascending AC System", + "attribute": "Attribute", + "attributes": "Attributes", + "base-ac": "Base AC", + "biographical-and-physical": "Biographical & Physical", + "bonus-xp-percent": "Bonus XP%", + "bonus-xp-tooltip": "To calculate XP Bonus: Add 5% for each CHA, WIS and Char's Primary Attribute that is >=13", + "bonuses": "Bonuses", + "carry": "Carry", + "carry-modifier": "Carry Modifier. Automatically calculted when STR is modified. Can be overriden.", + "chance-new-spell": "Chance to Understand New Spell. Automatically calculted when INT is modified. Can be overriden.", + "charheight": "Height", + "charweight": "Weight", + "class": "Class", + "cleric-spells+": "Cleric Spells+", + "cleric-spells-plus": "Additional first-level Cleric spell. Automatically calculted when WIS is modified. Can be overriden.", + "current-hp": "Current HP", + "current-xp": "Current XP", + "damage": "Damage", + "defense": "Defense", + "deity": "Deity", + "desc-ac": "Desc.", + "descending-ac": "Descending AC System", + "dex-mod": "DEX mod.", + "dmg-roll": "Dmg Roll", + "doors": "Doors", + "effect-on-ac": "Effect on Armor Class. If DEX is modified, will be automatically calculted, depending on the Ascending or Descending AC choice. Can be overriden.", + "equipment": "Equipment", + "extra-hirelings": "Maximum Number of Special Hirelings. Automatically calculted when CHA is modified. Can be overriden.", + "failure": "Failure", + "gear": "Gear", + "gear-wt": "Gear Wt.", + "gear-wt-title": "Total gear weight. Automatically calculted based on (quantity * weight) of each item in the gear list. Can be overriden.", + "gender": "Gender", + "hd-example": "Ex:5d6+5", + "health": "Health", + "hirelings": "Hirelings", + "hit-dice+": "Hit Dice+", + "hit-points": "Hit Points", + "hit-roll": "Hit Roll", + "hp-mod": "Hit Point Modifier (per hit die). Automatically calculted when CON is modified. Can be overriden.", + "item-name": "Item name", + "key-items": "Key Items", + "languages": "Languages", + "level": "Level", + "magic": "Magic", + "maximum-additional-languages": "Maximum Additional Languages. Automatically calculted when INT is modified. Can be overriden.", + "maximum-hp": "Current HP", + "maximum-spell-level": "Maximum Spell Level. Automatically calculted when INT is modified. Can be overriden.", + "melee-damage-modifier": "Melee Damage Modifier. Automatically calculted when STR is modified. Can be overriden.", + "melee-to-hit-mod": "Melee To-Hit Modifier. Automatically calculted when STR is modified. Can be overriden.", + "min-max-spells": "Min/Max Spells", + "min-max-spells-title": "Min/Max Spells. Automatically calculted when INT is modified. Can be overriden.", + "missile-to-hit-mod": "Missile Weapon To-Hit Bonus/Penalty. Automatically calculted when DEX is modified. Can be overriden.", + "move-squares": "Move Squares", + "movement": "Movement", + "movesquares-title": "Base movement. Not calculted automatically. Has to be input manually, depending on the house rules and distance measurement used in the game.", + "name": "Name", + "new-spell%": "New Spell%", + "next-level": "Next Level", + "note": "Note", + "number-of-spells-by-level": "Number of Spells by Level", + "open-doors": "Open Doors", + "open-doors-title": "Open Doors. Automatically calculted when STR is modified. Can be overriden.", + "other": "Other", + "other-ac-effect": "Other effect on AC. The value will be used (added) as written, NOT depending on the Ascending or Descending AC choice, so that malus can be set.", + "primary": "Primary", + "primary-attribute": "Primary Attribute", + "qty": "Qty", + "race": "Race", + "raise-dead%": "Raise Dead%", + "raise-dead-survival": "Raise Dead Survival. Automatically calculted when CON is modified. Can be overriden.", + "roll-attack": "Roll attack (to hit and damage rolls)", + "roll-base-saving-throw": "Roll base Saving Throw", + "roll-bonus-saving-throw": "Roll bonus Saving Throw", + "roll-hd": "Roll HD", + "roll-magic": "Roll (ex:1d100)", + "saving-throw": "Saving Throw", + "saving-throw-bonus-note": "Ex: against being paralyzed or poisoned", + "shield": "Shield", + "shield-ac-effect": "Shield effect on AC. Use either a positive or negative value, as the total AC will be calculted using an absolute value, depending on the Ascending or Descending AC choice.", + "shield-name": "Shield name", + "spell": "Spell", + "spell-level": "Spell level", + "spell-or-ability-name": "Spell or Ability name", + "success": "Success", + "to-hit": "To-Hit", + "total-ac": "Total AC", + "total-ac-title": "Final AC. Automatically calculted from the DEX, Armor, Shield, Other AC modifiers and the Ascending or Descending choice, but can be overriden.", + "total-wealth-in-gp": "Total Wealth in GP", + "total-weight": "Total Wt.", + "totalweight-title": "Total weight. Automatically calculted based on the treasure and gear weights. Can be overriden.", + "treasure": "Treasure", + "treasure-wt": "Treasure Wt.", + "treasurewt-title": "Total weight of treasures. Automatically calculted based on the weight of each item in the treasure list. Can be overriden.", + "value": "Value", + "weapon-name": "Weapon name", + "weapons": "Weapons", + "wt": "Wt" +} diff --git a/vampire-v5/translations/ca.json b/vampire-v5/translations/ca.json new file mode 100644 index 0000000000..86296ab850 --- /dev/null +++ b/vampire-v5/translations/ca.json @@ -0,0 +1,70 @@ +{ + "name-u": "Name:", + "chronicle-u": "Chronicle:", + "concept-u": "Concept:", + "clan-u": "Clan:", + "generation-u": "Generation:", + "sire-u": "Sire:", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "skills-u": "SKILLS", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "intimidation-u": "Intimidation", + "leadership-u": "Leadership", + "subterfuge-u": "Subterfuge", + "streetwise-u": "Streetwise", + "animalken-u": "Animal Ken", + "craft-u": "Craft", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "survival-u": "Survival", + "academics-u": "Academics", + "finance-u": "Finance", + "investigation-u": "Investigation", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "technology-u": "Technology", + "willpower-u": "Willpower", + "health-u": "Health", + "experience-u": "Experience To Spend", + "ambition-u": "Ambition:", + "desire-u": "Desire:", + "predator-u": "Predator:", + "composure-u": "Composure", + "resolve-u": "Resolve", + "insight-u": "Insight", + "persuasion-u": "Persuasion", + "resonance-u": "Resonance", + "notes-u": "Notes", + "hunger-u": "Hunger", + "humanity-u": "Humanity", + "bloodpotency-u": "Blood Potency", + "totalexperience-u": "Total Experience", + "clanbane-u": "Clan Bane", + "touchstone-u": "Touchstones & Convictions", + "chronicletenets-u": "Chronicle Tenets", + "history-u": "History", + "distinguishingfeatures-u": "Distinguishing features", + "frenzy-u": "Frenzy", + "rouse-u": "Rouse", + "coterie-u": "Coterie", + "traits-u": "TRAITS" +} \ No newline at end of file diff --git a/vampire-v5/translations/hu.json b/vampire-v5/translations/hu.json new file mode 100644 index 0000000000..86296ab850 --- /dev/null +++ b/vampire-v5/translations/hu.json @@ -0,0 +1,70 @@ +{ + "name-u": "Name:", + "chronicle-u": "Chronicle:", + "concept-u": "Concept:", + "clan-u": "Clan:", + "generation-u": "Generation:", + "sire-u": "Sire:", + "physical-u": "Physical", + "social-u": "Social", + "mental-u": "Mental", + "strength-u": "Strength", + "dexterity-u": "Dexterity", + "stamina-u": "Stamina", + "charisma-u": "Charisma", + "manipulation-u": "Manipulation", + "appearance-u": "Appearance", + "intelligence-u": "Intelligence", + "wits-u": "Wits", + "skills-u": "SKILLS", + "athletics-u": "Athletics", + "awareness-u": "Awareness", + "brawl-u": "Brawl", + "intimidation-u": "Intimidation", + "leadership-u": "Leadership", + "subterfuge-u": "Subterfuge", + "streetwise-u": "Streetwise", + "animalken-u": "Animal Ken", + "craft-u": "Craft", + "drive-u": "Drive", + "etiquette-u": "Etiquette", + "firearms-u": "Firearms", + "larceny-u": "Larceny", + "melee-u": "Melee", + "performance-u": "Performance", + "stealth-u": "Stealth", + "survival-u": "Survival", + "academics-u": "Academics", + "finance-u": "Finance", + "investigation-u": "Investigation", + "medicine-u": "Medicine", + "occult-u": "Occult", + "politics-u": "Politics", + "science-u": "Science", + "technology-u": "Technology", + "willpower-u": "Willpower", + "health-u": "Health", + "experience-u": "Experience To Spend", + "ambition-u": "Ambition:", + "desire-u": "Desire:", + "predator-u": "Predator:", + "composure-u": "Composure", + "resolve-u": "Resolve", + "insight-u": "Insight", + "persuasion-u": "Persuasion", + "resonance-u": "Resonance", + "notes-u": "Notes", + "hunger-u": "Hunger", + "humanity-u": "Humanity", + "bloodpotency-u": "Blood Potency", + "totalexperience-u": "Total Experience", + "clanbane-u": "Clan Bane", + "touchstone-u": "Touchstones & Convictions", + "chronicletenets-u": "Chronicle Tenets", + "history-u": "History", + "distinguishingfeatures-u": "Distinguishing features", + "frenzy-u": "Frenzy", + "rouse-u": "Rouse", + "coterie-u": "Coterie", + "traits-u": "TRAITS" +} \ No newline at end of file