diff --git a/Household/translations/sl.json b/Household/translations/sl.json new file mode 100644 index 0000000000..0661f6dfcf --- /dev/null +++ b/Household/translations/sl.json @@ -0,0 +1,66 @@ +{ + "tooltips-u": "TOOLTIPS ", + "roll-u": "ROLL", + "reroll-u": "RE-ROLL", + "freereroll-u": "FREE RE-ROLL", + "allin-u": "ALL IN", + "society-u": "SocietyYou are in the Field of Society when\nyou talk to other people to convince or deceive them.", + "art-u": "ARTPerforming, creating or analyzing a piece of art.", + "charme-u": "CHARMESeducing someone or making a good impression.", + "eloquence-u": "ELOQUENCESpeaking, convincing, or deceiving.", + "etiquette-u": "ETIQUETTEKnowing and showing good manners, interacting with polite society.", + "grace-u": "GRACEMoving or acting gracefully, balancing, or performing acrobatics.", + "academia-u": "AcademiaYou are in the Field of Academia when you rely on practical or theoretical knowledge gained through study or experience.", + "care-u": "CAREProviding medical, psychological, or emotional support.", + "craft-u": "CRAFTBuilding, using, or repairing something.", + "culture-u": "CULTUREGeneral knowledge and education level.", + "insight-u": "INSIGHTUnderstanding the situation you’re in and others’ intentions, detecting lies.", + "investigation-u": "INVESTIGATIONFinding clues or hidden objects, searching a place, gathering information.", + "war-u": "WarYou are in the Field of War when you have to rely on your muscles, when you fight or when you try to impose yourself on others.", + "athletics-u": "ATHLETICSRunning, jumping, climbing, swimming, or riding.", + "authority-u": "AUTHORITYCommanding, inspiring, intimidating.", + "fight-u": "FIGHTFighting in melee or taking part in a brawl.", + "strength-u": "STRENGTHPushing, pulling, lifting, or breaking something.", + "will-u": "WILLEnduring stress or physical pain, resisting temptation.", + "street-u": "StreetYou are in the Field of Street when you try to act stealthily or face a hostile environment, such as the sketchiest part of a city or an impenetrable mushroom forest.", + "caution-u": "CAUTIONBeing alert, anticipating or avoiding dangers.", + "dexterity-u": "DEXTERITYUsing sleight of hand, picking locks, pickpocketing.", + "elusion-u": "ELUSIONMoving stealthily, hiding, evading, escaping.", + "exploration-u": "EXPLORATIONWalking through wild lands, orienteering, knowing about nature.", + "shoot-u": "SHOOTUsing ranged or thrown weapons.", + "acesupthesleeve-u": "Aces Up The SleeveAces are special resources you can spend to obtain Advantages or other benefits. There are four Aces, one for each card suit, plus a Joker. When you gain an Ace, fill in its symbol. You can only have one Ace per suit at a time.

You may play an Ace to:

\n • GAIN +1: Adding one die to your pool when rolling a Skill
\n • RE-USE A MOVE: Repeat a Move you have already used.
\n • CHANGE THE APPROACH: Change your approach after failing an action and try again using a different Skill and/or Field

You may play a Joker to:

GET AN EXTREME SUCCESS: Forgo rolling the dice and automatically get an Extreme Success.
SAVE A FRIEND: Help a friend who is about to Bow Out.
REPLACE AN ACE: Play the Joker like an Ace of any suit you need.
", + "decorum-u": "DecorumDecorum indicates your hygiene and elegance level. It ranges from Uncouth to Pompous.

\nYou clearly can’t make an entrance to the Great Yule Ball in the Piano dressed in rags but, at the same time, people in the worst dens of Utu Dasewer won't take you seriously if you’re wearing a powdered wig.

\nWhat I mean is, either way, the Decorum of a littling always matters, and it will drastically influence the opinion others have of you.
", + "uncouth-u": "UNCOUTH", + "shabby-u": "SHABBY", + "decent-u": "DECENT", + "elegant-u": "ELEGANT", + "pompous-u": "POMPOUS", + "traits-u": "TraitsA Trait gives you an Advantage in specific circumstances or grants access to exclusive knowledge.", + "stress-u": "StressStress allows you to keep track of your current physical and emotional conditions.
The scrapes and bruises, the exhaustion, the tension and fear you accumulate on your adventure, these will all be represented by Stress.
", + "name-u": "NAME:", + "folk-u": "FOLK:", + "homeland-u": "HOMELAND:", + "profession-u": "PROFESSION:", + "vocation-u": "VOCATION:", + "languages-u": "LANGUAGES:", + "moves-u": "MovesA Move is a special ability you can normally activate only once per gaming Session.", + "conditions-u": "ConditionsConditions represent serious injuries, stinging humiliations, illnesses, and other noteworthy statuses.

The four main Conditions are tied to a specific Field each and, when active, inflict a -1 to all rolls in that Field. For example, when Scared you always have a -1 to all rolls made in the Street Field.

Other Conditions impose different disadvantages. For example, the Poisoned Condition prevents you from removing any other Conditions unless you remove it first.
", + "embarrassed-u": "EMBARRASSED", + "confused-u": "CONFUSED", + "hurt-u": "HURT", + "frightened-u": "FRIGHTENED", + "tired-u": "TIRED", + "sick-u": "SICK", + "poisoned-u": "POISONED", + "broken-u": "BROKEN", + "memories-u": "MemoriesAt the end of the Chapter, the most important Experiences becomes a Memory that will follow you throughout the Saga, while all others are erased by time.", + "contracts-u": "ContractsThis is the section where you can note your Hereditary Contract as well as any other Contracts you may strike on your adventures.", + "poor-u": "POOR", + "middleclass-u": "MIDDLE CLASS", + "welloff-u": "WELL-OFF", + "rich-u": "RICH", + "coins-u": "COINS", + "equipment-u": "Equipment", + "experience-u": "ExperiencesThe Achievements, Scars, Bonds, and Reputations you may gain in game should all be noted among the Experiences.

\nYou or the Narrator may call into play these Experiences when they could grant you important Advantages or impose dangerous Disadvantages.
", + "notes-u": "Notes" +} \ No newline at end of file