diff --git a/Deathwatch/translations/fr.json b/Deathwatch/translations/fr.json index da43c500e3..4487525967 100644 --- a/Deathwatch/translations/fr.json +++ b/Deathwatch/translations/fr.json @@ -44,11 +44,11 @@ "abilitiesTankBusterTitle": "Free Action\nCost 1 Cohesion\nSustained: NO\n\nThe Battle Brother may nominate a member of the Kill-team armed with\neither a heavy weapon or an explosive (this could be himself)\n\nFor every Kill-Team member in support range the nominated\nBattle-Brother may add either +5 to his Ballistic Skill to the attack\nor move 2 metres closer to his target (This is considered an Attack Action)\n\nImprovement: At Rank 4\nThe Bonus increases to +10 BS or 5 metres\nper Kill-team member in Support Range.", "ability": "Ability", "Acrobatics": "Acrobatie", - "actionFree": "Free", - "actionFull": "Full", - "actionHalf": "Half", - "actionOther": "Other", - "actionReaction": "Reaction", + "actionFree": "Libre", + "actionFull": "Complète", + "actionHalf": "Demi", + "actionOther": "Autre", + "actionReaction": "Réaction", "advancementName": "Advancement Name", "advancementsChapterDeathwatch": "Chapter/Deathwatch Advancements", "advancementsGeneral": "General Advancements", @@ -909,23 +909,23 @@ "scatterRoll": "Scatter", "Scrutiny": "Observation", "Search": "Fouille", - "sectionAbilitiesName": "Abilities", - "sectionAbilitiesTitle": "Special Abilities, Talents, Traits and more", + "sectionAbilitiesName": "Capacités", + "sectionAbilitiesTitle": "Capacités spéciales, Talents et traits, et plus encore", "sectionCombatName": "Combat", - "sectionCombatTitle": "Armour, Weapons, Initiative and more", - "sectionExtras": "Extras", + "sectionCombatTitle": "Armes, armure, initiatives et autres", + "sectionExtras": "Extra", "sectionJournalName": "Journal", - "sectionJournalTitle": "Background, Chapter, and other details", - "sectionNPCName": "NPCs", - "sectionNPCTitle": "NPCs and Companions mini sheet", + "sectionJournalTitle": "Historique, chapitre, folie, et autres détails", + "sectionNPCName": "PNJ", + "sectionNPCTitle": "Feuilles pour PNJ et compagnons", "sectionPsykanaName": "Psykana", - "sectionPsykanaTitle": "Psychic Techniques", - "sectionSkillsName": "Skills", - "sectionSkillsTitle": "Basic, Advanced and Custom Skills", - "sectionVehiclesName": "Vehicles", - "sectionVehiclesTitle": "Vehicle Statistics and Macros", + "sectionPsykanaTitle": "Pouvoirs psychiques", + "sectionSkillsName": "Compétences", + "sectionSkillsTitle": "Compétences de base, avancées et personnalisées", + "sectionVehiclesName": "Véhicules", + "sectionVehiclesTitle": "Statistiques et macros pour les véhicules", "sectionXPName": "XP", - "sectionXPTitle": "Experience and Advancements", + "sectionXPTitle": "Expérience et Avancement", "Security": "Intrusion", "sendToChat": "Send to Chat", "Shadowing": "Filature", @@ -947,11 +947,11 @@ "sizeTitanic": "Titanic (+60) to Hit (+6) Movement", "sizeTitanicHorde": "Titanic (+60) to Hit (+6) Movement (Horde mag. 120)", "skillAcrobaticsInfo": "Acrobatics training supplements the character’s natural agility\nto perform feats the less athletic would not even consider.\n\n-Skill Use: Full Action unless otherwise noted.\n\n-Special Use: When taking the Disengage Action in combat,\nthe character may make an Acrobatics Test to reduce it to a Half Action.\n\n-Special Use: An Acrobatics Test may substitute for an Agility Test when\njumping or a Strength Test when leaping.\n\n-Category: Movement.", - "skillAdvancedHeader": "Advanced Skills", - "skillAdvancedList": "Acrobatics,ChemUse,Demolition,Interrogation,Invocation,Literacy,Medicae,Psyniscience,Security,Shadowing,SleightOfHand,Survival,TechUse,Tracking,Wrangling", + "skillAdvancedHeader": "Compétences avancées", + "skillAdvancedList": "Acrobatics,Literacy,ChemUse,Invocation,Demolition,Wrangling,SleightOfHand,Shadowing,Interrogation,Security,Medicae,Tracking,Psyniscience,Survival,TechUse", "skillAwarenessInfo": "Awareness encompasses the characters’s subconscious ability to\nreact to things his conscious mind may not perceive. He can use this Skill\nto notice threats, such as ambushes, traps, or cleverly\nhidden objects—or slight changes in the environment.\n\nWhen using Awareness against an opponent, the test is always Opposed.\nThis use includes noticing ambushes, spotting traps,\nand other things involving another’s actions.\n\n-Skill Use: Free Action made in reaction to something.\n-Category: Exploration.", - "skillBasicHeader": "Basic Skills", - "skillBasicList": "Awareness,Carouse,Charm,Climb,Command,Concealment,Contortionist,Deceive,Dodge,Evaluate,Gamble,Inquiry,Intimidate,Logic,Scrutiny,Search,SilentMove,Swim", + "skillBasicHeader": "Compétences de base", + "skillBasicList": "Charm,Command,Contortionist,SilentMove,Concealment,Deceive,Inquiry,Climb,Dodge,Evaluate,Search,Intimidate,Gamble,Logic,Swim,Scrutiny,Carouse,Awareness", "skillCarouseInfo": "The Carouse Skill is used to resist the effects of alcohol and narcotics.\nThe character makes a Skill Test whenever he suffers the effects\nof alcohol or similar intoxicants.\n\nEach time he would otherwise suffer from the effects of an\nintoxicant, make a Carouse Test. Failure indicates he has gained\na level of Fatigue or suffers the side effects of the substance.\nShould he lose conscious, the character will remain passed out for\na number of hours equal to 1d10 minus his Toughness Bonus (minimum 1 hour).\n\n-Skill Use: Free Action taken whenever the character imbibes.", "skillCharmInfo": "The character can use the Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he\nwishes to change the minds of an individual or small group.\nHe need not make a Charm Test each time he speaks with others\nin a pleasant manner, but only when he wishes to change their\nopinion, disposition, or convince them to do something.\n\nAll Charm Tests are Opposed by Willpower and can affect\na number of targets equal to the character’s Fellowship Bonus.\nHis targets must be able to see and hear clearly,\nand share a common language.\n\n-Skill Use: 1 minute.\n\n-Special Use: Inspire\nThose in positions of authority can use Charm to inspire a group.\nSuccess provides a +10 bonus to the next Skill Test of the motivated group.\nBattle-Brother might inspire lesser Imperial troopers to fight harder.\n\n-Category: Interaction.", "skillChemUseInfo": "The Chem-Use skill allows the character to safely identify, handle\nand prepare a variety of chemicals, toxins, poisons, and drugs.\nSuccess in a Chem-Use Test indicates it has been applied correctly\nfor the desired results.\n\nFailure indicates the dose was wasted without effect.\nWhen using a medicae injector or narthecium the Skill Test to\nadminister a drug or antidote is reduced to a Half Action.\n\nEmploying Chem-Use to apply particularly complex combinations\nof substances or toxins uses an Extended Test.\n\n-Skill Use: Full Action.\n-Category: Crafting, Investigation.", @@ -960,7 +960,7 @@ "skillCommandInfo": "The character utilizes the Command skill to both direct those under\nhis authority and establish actions for groups to execute on command.\nThis skill is only effective upon those under the character’s authority.\n\nA successful Command Test indicates that those whom he directs\nfollow his instructions in a timely manner. Failure on the Skill\nTest when used on an individual, means that he ignores the orders.\nAdditional Degrees of Failure indicate that the individual reject\nor intentionally contradicts the given commands.\n\nFor directing groups, Degrees of Success or Failure will increase\nor decrease the time necessary to execute the orders, with 3 or more\nDegrees of Failure subjecting them to confused inaction.\n\nA Command Test can affect a number of targets equal to the\ncharacter’s Fellowship Bonus. They must be able to see and hear him,\nthough this could be done remotely, and use speak a common language.\n\n-Skill Use: Half Action for simple commands, Full Action for more involved direction.\n\n-Category: Interaction.", "skillConcealmentInfo": "The Concealment Skill is used to hide things, from small\nobjects to vehicles to starships, or objects on the character’s person.\nUse of the Skill requires an appropriate environment\nto mask the item in question: buildings and trees for a small\nshuttle or an asteroid field and space anomaly for a starship.\n\nConcealment is always an Opposed Test, pitting the character’s\nConcealment against his opponent’s Awareness or Scrutiny.\nIf the character or the object being hidden remains\nperfectly still, he gains a +10 bonus to the Skill Test.\n\n-Skill Use: Half Action.", "skillContortionistInfo": "Characters with Contortionist Skill can use their innate flexibility to allow them to:\n\n-Escape Bonds:\nThe character can Test to slip free of bonds. This is an Opposed Test,\nagainst his opponent’s Intelligence Characteristic. The quality of the bonds and time\nto employ them will affect the difficulty of the Test. This requires 1 min.\nwith each Degree of Success reducing this time by 10 sec.\n\n-Escape Grapple:\nThe character may escape a grapple by making an Opposed Test against\nthe grappler’s Strength Characteristic.\nSuccess frees the character. Failure means he remains grappled.\n\n-Squeeze Through:\nThe character can Test to squeeze through a tight space or to cram himself into\na space too small to fit a human body. 4 or more Degrees of Failure mean\nhe has become stuck until he succeeds in another Contortionist Test or\nsomeone else pulls him free. This takes one minute, with each\nDegree of Success reducing this time by 10 sec.\n\n-Skill Use: Full Action unless otherwise noted.\n-Category: Movement, Combat.", - "skillCustom": "Custom Skills", + "skillCustom": "Compétences personnalisées", "skillCustomInfo": "Custom Skill Field:\nYou can add here Customs Skills not present in the Rules.\n\nRemember to select the appropriate Characteristic to be used for these Skills\n\n-Skill Use: Variable.\n-Category: Custom.", "skillDeceiveInfo": "The Deceive skill enables the character to mislead others as\nto his true intent. Any time he tells a lie, reveal only part\nof the truth or spin information to his advantage with the\nintent to mislead someone, the character must make a Deceive Test.\nHe need not make a Deceive Test for every lie, but only\nwhen that deception would change someone’s mind, opinion,\nor actions. Deceive is always an Opposed Test, using your\nDeceive Skill against the opponent’s Scrutiny.\n\nA Deceive Test affects a number of targets equal to the\ncharacter’s Fellowship Bonus.\nThey must also speak a common language.\n\n-Skill Use: 1 minute, or more for complex deceptions.\n\n-Category: Interaction.", "skillDemolitionInfo": "The character can use the Demolition Skill for several effects:\n-Manufacture Explosives (Extended Test unless otherwise noted):\nThe Demolition Skill allows the character to make explosive materials from basic components.\n\n-Place Explosives (Full Action unless otherwise noted):\nSuccess indicates the character has successfully planted the explosive charge.\nFailure indicates that the explosives will fail to go off when triggered,\nthough the character will not know this till the time of activation.\nFour or more Degrees of Failure indicates the character has detonated the device on himself!.\n\n-Defuse Explosives (Full Action unless otherwise noted):\nMake an Opposed Test against the Demolition Skill Test of the individual who set the explosives.\nWinning the Test indicates that the bomb has been defused.\nSimple failure means that the charge has not been disarmed.\nFour or more Degrees of Failure indicates the character has set off the device!\n\n-Category: Crafting.", @@ -968,7 +968,7 @@ "skillDriveInfo": "The Drive Skill allows the character to control land-based vehicles.\nNormal driving does not require a Skill Test, but one is required\nfor hazardous conditions, excessive speed, or dangerous manoeuvres.\n\nSkill Groups:\n-Ground Vehicle\n-Skimmer/Hover\n-Walker\n\n-Skill Use: Half Action.\n-Category: Operator.", "skillEvaluateInfo": "Use Evaluate to determine the approximate value, strength or manufacture\nof items or objects. Success reveals information such as its value, craftsmanship, integrity or model.\nDegrees of Success give additional information about the objects.\nFailure gives false information about the object, increasing with each Degree of Failure\n\nThe Test should be adjusted based on access to it, and any Lore or Trade Skills related.\nUsing Evaluate on large or numerous items requires an Extended Test,\nthough the character can appraise single items in about a minute.\n\n-Skill Use: 1 minute or more.\n\n-Special Use: Weakpoints\nWhen making an attack against a heavily armoured stationary target such as a bunker or\npillbox, a Success adds an additional +4 Pen\nfor his next attack against the target. Each Degree of Success adds +4 Pen each. This is a Full Action.\n-Special Use: Solid Cover\nWhen in cover, Success adds +4 AP to the cover\nwith each Degree of Success adding +4 AP each. This is Half Action.\n\n-Category: Investigation.", "skillGambleInfo": "The character uses Gamble when participating in games of chance.\nEach participant wagers an amount, though these are\ntypically the same, and makes an Opposed Test with the\nGamble Skill. The player with the most Degrees of Success\nor fewest Degrees of Failure wins the pot. The character may\nchoose to lose against any player with a worse result as part\nof a Deceive attempt.\n\nThose with both Skills may use Sleight of Hand instead\nof Gamble to hide cards or alter dice rolls. Success gives the\ncharacter a +20 bonus to his tests, but four or more Degrees\nof Failure indicates he has been caught in the act.\n\n-Skill Use: Full Action for an entire day of gaming.", - "skillGroupHeader": "Skill Groups", + "skillGroupHeader": "Compétences groupées", "skillInfoHeader": "Info", "skillInquiryInfo": "The character can use Inquiry to gain information by asking\nquestions, through conversation or simple eavesdropping.\nInquiry allows him to pick up general information about an\narea: its news, recent events, and more. Additional Degrees of\nSuccess reveal more detailed or more secretive tidings.\n\nInquiry can also be used as an Investigation Skill, allowing\nthe character to hunt after a particular item of information\nfrom either individuals or resources, such as the chapter’s\nlibrarium. This use is virtually always an Extended Test, with\nDifficulty and Duration set by the GM.\n\n-Skill Use: 1 hour or more.\n\n-Category: Interaction, Investigation", "skillInterrogationInfo": "Interrogation allows the character to extract information from an unwilling subject.\nMake an Opposed Test, pitting the character’s Interrogation Skill against an opponent’s Willpower.\n\nIf he wins, the character gets one answer, plus one answer for each Degree of Success.\nIf the opponent wins, the character gets nothing of worth.\nTwo or more Degrees of Failure inflict 1d10 plus the character’s Willpower Bonus in Damage\nto the target, and prevents any further interrogation for 1d5 days.\n\nIf the character suffers four or more Degrees of Failure, he deals 1d10 Damage and his\nsubject gains a +30 bonus to Willpower Tests made to resist Interrogation at the hands of the character\nor his allies. Each Interrogation Test inflicts one level of Fatigue on the target.\n\n-Skill Use: 1d5 hours.\n-Category: Investigation.",