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roll20-character-sheets/GURPS/translation.json
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Ken 2ca4a9ce97 update gurps
Issue #226 Add new extra effort options
2020-12-09 23:21:33 -08:00

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{
"sheet-roll-modifier-option": "Roll Modifier Option",
"sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.",
"sheet-chat-roll-display-option": "Chat Roll Display",
"sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. <b>Private Skill Levels <em>deprecated</em></b> will default to private, since it doesn't work with rolltemplates.",
"sheet-basic-speed-button-option": "Basic Speed Button Option",
"sheet-basic-speed-button-option-desc": "Select how the basic speed button is displayed in chat window.",
"sheet-enter-unspent-points": "Enter unspent points",
"sheet-enter-unspent-points-desc": "If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.",
"sheet-use-malfunction": "Use malfunction",
"sheet-use-malfunction-desc": "If checked, rolltable will check for malfunction.",
"sheet-damage-dice-icon": "Damage Dice Icon",
"sheet-damage-dice-icon-desc": "Select icon to use for damage dice.",
"sheet-attribute-mods-option": "Attribute Modifications",
"sheet-attribute-mods-option-desc": "Select option on how to apply modifications to attributes.",
"sheet-critical-successes-option": "Critical Successes",
"sheet-critical-successes-option-desc": "Select option to determine critical success on a skill roll on rolltemplates.",
"sheet-show-minimum-damage-type-notes": "Show Minimum Damage Type Notes",
"sheet-show-minimum-damage-type-notes-desc": "If checked, minimum damage type notes will be added to the damage roll table.",
"sheet-show-damage-type-notes": "Show Damage Type Notes",
"sheet-show-damage-type-notes-desc": "If checked, damage type notes will be added to the damage roll table.",
"sheet-damage-type-note-spec": "Damage Type Note Special",
"sheet-damage-type-note-spec-desc": "Enter notes for Special damage type.",
"sheet-penalty-per-spell-on": "Penalty for each spell ON",
"sheet-penalty-per-spell-on-desc": "Enter a negative integer for the penalty.",
"sheet-penalty-per-spell-maintained": "Penalty for each spell MAINTAINED",
"sheet-penalty-per-spell-maintained-desc": "Recoil for Fragmentation Damage.",
"sheet-show-casting-details": "Show casting details on roll template:",
"sheet-show-casting-details-desc": "If checked, detailed notes like casting time, duration, cost, maintain, resisted by, and class will be shown on the roll results template.",
"sheet-fragmentation-recoil": "Fragmentation Recoil",
"sheet-point-summary-layout-option": "Point Summary Layout",
"sheet-point-summary-layout-option-desc": "Select option on how to display the Point Summary Table.",
"sheet-show-old-techniques": "Show Original Techniques Table",
"sheet-show-old-techniques-desc": "If checked, original techniques table will be visible.",
"sheet-show-new-techniques": "Show Revised Techniques Table",
"sheet-show-new-techniques-desc": "If checked, revised techniques table will be visible.",
"sheet-show-raw-defense=notes": "Show Active Defense Notes",
"sheet-show-raw-defense=notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.",
"sheet-style-option": "Sheet Style",
"sheet-style-desc": "Select a visual style for the character sheet.",
"roll-modifiers-heading": "Roll Modifiers",
"total-roll-modifier-label": "Total Modifier",
"max-skill-9-label": "* Max skill of 9",
"max-skill-9-tooltip": "The effective skill cannot exceed 9. Such as a wild swing or not being able to see your target.",
"shock-label": "Shock",
"custom-modifier-label": "Custom Mod",
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"high-pain-threshold-label": "High Pain Thresh.",
"high-pain-threshold-tooltip": "If checked, High Pain Threshold negates all shock penalties and reduces pain penalties. See B59.",
"low-pain-threshold-label": "Low Pain Thresh.",
"low-pain-threshold-tooltip": "If checked, Low Pain Threshold doubles shock and pain penalties. See B142.",
"attack-type-label": "Attack Type",
"hit-location-type-tooltip": "Use the drop-downs to select a hit location or enter a value manually. See B552-555.<br />Humanoid Low Tech, see LT100-103.<br />Martial Arts, see MA137.",
"location-tooltip": "Select a location.",
"grapple-label": "Grapple",
"grapple-tooltip": "Grapple halves to-hit penalty. See B370 for more information.",
"has-shield-label": "Has Shield",
"has-shield-tooltip": "If limb is behind a sheild, double the hit location penalty. See B552.<br />Can be applied to arm, leg, foot, pincer, wing, or tail.",
"chinks-in-armor-label": "Chinks in armor",
"chinks-in-armor-tooltip": "Target chinks in the armor for the hit location. See B400.<br />-8 to torso, -10 to other locations. DR is halved.<br /><b>NOTE:</b> will not be applied if grappling.",
"light-cover-label": "Light Cover: -2",
"light-cover-tooltip": "Shooting through light cover is -2 to hit. See B548",
"target-prone-label": "Target Prone: -2",
"target-prone-tooltip": "If target is crouching, kneeling, sitting, or lying down, apply -2 to hit torso, groin, or legs. See B548",
"cover-title": "Cover",
"partly-exposed-label": "Partly Exposed: -2",
"partly-exposed-tooltip": "Target or hit location is partly exposed, add an additional -2 to hit. See B548",
"intervening-figures-label": "Intervening figures: -4 each",
"intervening-figures-tooltip": "Enter the number of intervening figures between you and your target, penalty is -4 per figure. See B548",
"maneuvers-posture-title": "Maneuvers and Posture",
"maneuver-title": "Maneuver",
"handedness-title": "Handedness",
"all-out-attack-title": "All-Out Attack",
"step-attack-label": "Step/Attack: +0",
"step-attack-tooltip": "Attack, see B365.<br />Movement: Step<br />Active Defense: Any",
"step-feint-label": "Step/Feint: +0",
"step-feint-tooltip": "Feint. Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!<br />Movement: Step<br />Active Defense: Any, but if you parry with unbalanced, you may not attack.<br />See B365",
"move-attack-label": "Move/Attack: -4 *",
"move-attack-tooltip": "During or after your move, make a single, poorly aimed attack either unarmed or with a ready weapon.<br />Max skill of 9.<br />Movement: normal, but -2 to avoid obstacles<br />Active Defense: Dodge or Block<br />See B365-366",
"move-wild-label": "Move/Wild: -5 *",
"move-wild-tooltip": "Move and Wild Swing! During or after your move, make a single, wild swing/thrust either unarmed or with a ready weapon.<br />Max skill of 9.<br />Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Roll hit location randomly! See B388-389<br />Movement: normal, but -2 to avoid obstacles<br />Active Defense: Dodge or Block<br />See B365-366",
"move-slam-label": "Move/Slam: +0",
"move-slam-tooltip": "End your move with a slam. If using shield, add your shield's Defense Bonus to your damage roll.<br />Movement: normal, but -2 to avoid obstacles<br />Active Defense: Dodge or Block<br />See B371-372",
"flying-tackle-label": "Tackle: +4",
"flying-tackle-tooltip": "End your move with a flying tackle, get 1 yard of extra movement and you become prone. At least two legs and one free arm. Can use Jumping to hit target.<br />Movement: normal, but -2 to avoid obstacles<br />Active Defense: Dodge or Block<br />See B371-372",
"pounce-label": "Pounce: +4",
"pounce-tooltip": "As slam, get 1 yard of extra movement. Roll DX, Acrobatics, or Jumping to avoid falling prone. Must have at least four legs.<br />If a mount, rider must roll Riding-4 or fall off!<br />Movement: normal, but -2 to avoid obstacles<br />Active Defense: Dodge or Block<br />See B371-372",
"none-label": "None",
"no-all-out-attack-tooltip": "No All-Out Attack, select this to clear all-out attack option.",
"all-out-attack-determined-label": "Determined: +4",
"all-out-attack-determined-tooltip": "Determined: Make a single attack at +4 to hit!<br />Movement: half-move, forward only<br />Defense: None. See B365",
"all-out-attack-double-label": "Double: +0",
"all-out-attack-double-tooltip": "Two attacks against a single foe! Two ready weapons or one weapon that doesn't need to be readied after an attack. Apply handedness for 2nd weapon.<br />Movement: half-move, forward only<br />Defense: None<br />See B365",
"all-out-attack-feint-label": "Feint: +0",
"all-out-attack-feint-tooltip": "Feint and attack a single foe! Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second!<br />Movement: half-move, forward only<br />Defense: None<br />See B365",
"all-out-attack-strong-label": "Strong: +0",
"all-out-attack-strong-tooltip": "Single ST-based attack for +2 to damage or +1 damage per die!<br />Movement: half-move, forward only<br />Defense: None<br />See B365",
"posture-label": "Posture",
"posture-tooltip": "Your posture when attack was made. See B547.",
"evaluate-label": "Evaluate",
"evaluate-tooltip": "Evaluate a visible target that you can melee attack.<br />+1 to hit per turn.<br />Movement: Any<br />Defense: Any, doesn't spoil evaluate<br />See B364-365.",
"deceptive-strike-label": "Deceptive Strike",
"deceptive-strike-tooltip": "Deceptive strike. Every -2 to hit defender is at -1 to active defenses.<br /><b>NOTE:</b> Effective skill can't go below <b>10</b>! See B369-370.",
"wild-swing-label": "Wild Swing: -5 *",
"wild-swing-tooltip": "Melee attack to your side, back, or unseen target. If visibility penalty is higher, use that penalty instead, do not use this one. Max skill of 9. Roll hit location randomly! See B388-389",
"rapid-strike-label": "Rapid Strike: -6",
"rapid-strike-tooltip": "Make two attacks at -6 each, you <b>may</b> attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace <b>one</b> of the attacks with rapid strike. See B370",
"rapid-strike-master-label": "Rapid Strike <i>Master</i>: -3",
"rapid-strike-master-tooltip": "Trained by a Master or Weapon Master. Make two attacks at -3 each, you <b>may</b> attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace <b>one</b> of the attacks with rapid strike. See B370 and B547",
"flurry-of-blows-label": "Flurry of Blows (1 FP): -3",
"flurry-of-blows-tooltip": "Flurry of Blows for 1 FP per attack. Similar to Rapid Strike, you make two attacks at -3 each, you <b>may</b> attack multiple opponents. You must have a ready weapon. If you have more than one attack, like all-out attack double, you can replace <b>one</b> of the attacks with rapid strike. <b>Can't</b> be combined with <b>Mighty Blow</b>. See B370",
"attack-from-above-label": "Attack from above: -2",
"attack-from-above-tooltip": "Roll contest of Stealth vs Vision (-2 if not looking up).<br />If you win, target is surprised and gets <b>No defense</b> and may <i>freeze</i>.<br />If you lose, target is at -2 defense.<br />If target is <i>aware</i> they could use <i>stop-thrust</i>.<br />You suffer falling damage, but can use skills to offset distance.<br /><b>Optional attack:</b> do falling damage to target.<br />See B400",
"mighty-blow-label": "Mighty Blow (1 FP)",
"mighty-blow-tooltip": "Mighty Blow does extra damage for 1 FP per attack. ST-based attack for +2 to damage or +1 damage per die! <b>Can't</b> be combined with <b>Flurry of Blows</b>. See B357.",
"height-difference-label": "Height Difference",
"height-difference-tooltip": "If you and your foe are at different levels, the vertical distance affects combat. See B402",
"improvised-weapon-label": "Improvised Weapon",
"improvised-weapon-tooltip": "Improvised weapon, See B404.",
"defense-improvised-abbreviate-weapon-label": "Improvised Wpn",
"defense-improvised-weapon-tooltip": "<b>NOTE:</b> <i>Dungeon Fantasy:</i> if parrying with an improvised weapon, apply a penalty. See DF Exploits-37",
"hidden-weapon-label": "Hidden Weapon: -2",
"defense-hidden-weapon-tooltip": "<b>NOTE:</b> From <i>Dungeon Fantasy</i>. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58",
"backstab-label": "Backstab: +4",
"backstab-tooltip": "<b>NOTE!</b> from Dungeon Fantasy. At start of combat, make Stealth roll. If successful, get backstab bonus. See DF Exploits 57-58",
"tactics-label": "Tactics",
"tactics-tooltip": "<b>NOTE!</b> from Dungeon Fantasy. A teammate spends turn to observe and advise you. If accepted, roll friends tactics.<br />Success: +1 hit<br />Critical Success: +2<br />Fail: -1 hit<br />Critical Fail: -2 hit<br />See DF Exploits 57.",
"single-dual-weapon-label": "Single/Dual Weapon",
"single-dual-weapon-tooltip": "Select your hand and if you're using a dual weapon attack (see B417).<br /><b>NOTE:</b> Don't use off-hand if you have ambidexterity.",
"off-hand-training-label": "Off-Hand training",
"abbreviated-off-hand-training-label": "Off-Hand train.",
"off-hand-training-tooltip": "Off-Hand weapon training. Negates the penalty for using an off-hand weapon.<br /><b>NOTE:</b> A better approach is adding off-hand attacks to your combat table.<br />See B232",
"dual-weapon-training-label": "Dual-Weapon training",
"dual-training-label": "Dual Training",
"dual-weapon-training-tooltip": "Dual-Weapon training. Negates the penalty for using a dual-weapon.<br /><b>NOTE:</b> A better approach is adding dual-weapon attacks to your combat table.<br />See B230",
"mounted-title": "Mounted",
"mounted-description": "When mounted, use lower value of Weapon or Riding Skill. See B397",
"skill-difference-label": "Skill Difference",
"riding-skill-difference-tooltip": "The difference between your riding skill and weapon skill.<br /><b>NOTE:</b> You could place an attack on the melee table and use riding skill instead of melee weapon skill.",
"mount-attacked-label": "Mount attacked: -2",
"mount-attacked-tooltip": "If mount attacked on its last turn, you're at -2 to hit. See B397",
"mount-velocity-label": "Mount Velocity 7+: -1",
"mount-velocity-tooltip": "If mount's relative velocity to target is 7, apply +1 damage, -1 to hit.<br /><b>NOTE:</b> Lances have special damage rules.<br />See B397",
"ranged-move-attack-label": "Move/Attack: -2 or bulk",
"ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, <b>aiming</b> is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366",
"ranged-all-out-attack-determined-label": "Determined: +1",
"ranged-all-out-attack-determined-tooltip": "All-Out Atttack <i>Determined</i>: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365",
"ranged-all-out-attack-suppression-fire-label": "Suppression Fire",
"ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire. Take entire turn to spray an area with automatic fire <b>RoF 5+</b>, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365",
"situation-title": "Situation",
"in-close-combat-label": "Close Combat",
"in-close-combat-tooltip": "If using ranged weapon in close combat, apply a penalty equal to the weapon's bulk rating. See B391",
"damaged-weapon-label": "Damaged",
"damaged-weapon-tooltip": "Penalty to hit based on amount of damage done to weapon last turn. See B548",
"strength-difference-label": "Strength Diff",
"strength-difference-tooltip": "Strength is below that required for weapon, -1 per point of deficit. See B548",
"moving-mount-vehicle-label": "Moving Mount/Vehicle",
"moving-mount-vehicle-tooltip": "Attacking from moving mount or vehicle.<br /><b>NOTE:</b>If <i>not</i> stabilized, the total of Accuracy, Aim, Bracing, and Targeting systems can't exceed vehicle's stability rating (SR). See B469 and B548",
"conditions-label": "Conditions",
"vehicle-conditions-tooltip": "What conditions is the vehicle experiencing. See B548.",
"over-under-mount-label": "Over/Under Mount: -6",
"over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.",
"vehicle-dodged-label": "Dodge: -2",
"air-vehicle-dodged-label": "Air Dodge: -4",
"vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're <b>not</b> the operator. See B548",
"failed-control-roll-label": "Fail Control Roll",
"failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548",
"other-actions-title": "Other Actions",
"check-target-label": "Check Target: -2",
"check-target-tooltip": "Opportunity Fire, check target before shooting. See B390.",
"watch-area-label": "Opportunity, Watch Area",
"watch-area-tooltip": "Oppurtunity fire, watch hexes in an area or line of hexes in your line of sight.<br />Watched area must be within your arc of vision.<br /><b>NOTE:</b> You can Aim and Wait on a single hex! Aiming is not allowed for more more than 1 hex watched.<br /> See B548",
"accuracy-bonus-label": "Accuracy Bonus",
"accuracy-bonus-tooltip": "Enter Accuracy Bonus of weapon. Only apply if aimed for 1 turn <b>OR</b> you're a <i>gunslinger (see B58)</i>. See B364.",
"aim-bonus-label": "Aim Bonus",
"aiming-bonus-tooltip": "<b>After</b> the initial aim, you can get an additional aim bonus. See B364",
"braced-label": "Braced: +1",
"braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.<br />Firearm/crossbow must rest on a sandbag, low wall, car, etc.<br />One-handed firearm is braced if using two hands.<br />Two-handed is braced if you're prone and using a bipod. See B364.",
"pop-up-label": "Pop-up: -2",
"pop-up-tooltip": "Allows you to emerge from cover, move no more than one hex, make a ranged attack, and return cover.<br />Possible with thrown weapon, firearm, or crossbow.<br />You are susceptible to opportunity fire, only dodge is allowed. See B390.",
"targeting-systems-title": "Targeting Systems",
"targeting-systems-description": "Combined totals from all targeting systems can't exceed weapon's base Accuracy. See B364<br />If an unstabilized weapon mount, max bonus can't exceed vehicle's Stability Rating. See B469.",
"laser-sight-label": "Laser: +1",
"laser-sight-tooltip": "Laser sight gives +1 to hit.<br /><b>NOTE:</b> If target can see aiming dot, they got +1 dodge! See B412",
"scope-label": "Scope",
"scope-bonus-tooltip": "If aiming, you get an additional hit bonus up to the scope's bonus level.<br />Fixed scopes, you must aim at least as many turns as the scope's bonus to get the bonus.<br />See B412",
"vehicle-targeting-label": "Vehicle Targeting",
"vehicle-targeting-tooltip": "Vehicle targeting system bonus if shooter took time to aim. See B469",
"abbreviation-stability-rating-label": "SR",
"stability-rating-tooltip": "Vehicle's stability rating. Affects Targeting Systems.",
"unstabilized-label": "Unstabilized",
"unstabilized-tooltip": "The vehicle's weapon is not stabilized. The max bonus from Targeting Systems can't exceed Stability Rating of the vehicle. See B469",
"aiming-stats-label": "Aiming Stats",
"range-speed-label": "Range/Speed",
"range-speed-tooltip": "Enter the range of target and factor in relative speed if target crosses path of shooter. See B372.",
"used-to-blindness-label": "Used to blindess",
"used-to-blindness-tooltip": "If used to blindess, the max Visibility penalty is -6. See B124 and B394.",
"normal-defense-label": "Normal Defense",
"normal-defense-tooltip": "Using a normal active defense.",
"all-out-defense-increased-label": "All-Out Defense: +2",
"all-out-defense-increased-tooltip": "On your turn, you chose to do an all-out defense. Get +2 <b>one</b> active defense. See B366",
"all-out-defense-double-label": "All-Out Defense: Double",
"all-out-defense-double-tooltip": "Apply <b>two</b> different active defenses against the same attack. If you fail your defense, you may try a second, different defense against that attack. See B366",
"moved-attacked-label": "Moved and Attacked",
"moved-attacked-tooltip": "If you moved and attacked on your last turn, you can only dodge or block, parry is not allowed. See B366",
"defense-crawling-label": "Crawling/Lying: -3",
"defense-crawling-tooltip": "If you're crawling or lying down, -3 to defense. See B549",
"defense-kneeling-label": "Kneeling/Sitting: -2",
"defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549",
"retreating-dodge-label": "Retreat Dodge: +3",
"retreating-dodge-tooltip": "Retreating defense, move away from attacker, at least one yard or up to your <b>step</b>. See B377",
"retreating-block-parry-label": "Retreat Blk/Prry: +1",
"retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your <b>step</b>. See B377",
"retreating-parry-label": "Retreating Parry: +3",
"retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.<br />Move away from attacker, at least one yard or up to your <b>step</b>. See B377",
"acrobatic-dodge-label": "Acrobatic Dodge",
"defense-nauseated-label": "Nauseated: -1",
"defense-nauseated-tooltip": "If nauseated, you're at -1 to defend. See B428",
"acrobatic-dodge-success-tooltip": "If you made a successful acrobatic/aerobatic roll, get +2 to dodge. See B375",
"acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375",
"dodge-drop-label": "Dodge & Drop: +3",
"dodge-drop-tooltip": "Only against <b>ranged attacks</b>, drop to the ground and become prone.<br />Any cover you get does <i>not</i> count against the initial attack.<br /><b>NOTE:</b> Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377",
"feverish-defense-label": "Feverish (1 FP): +2",
"feverish-defense-tooltip": "Feverish defense, spend <b>1 FP</b> to increase active defense by 2. See B357",
"offhand-parry-label": "Off-Hand Parry: -2",
"offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549",
"number-of-parries-label": "# of Parries",
"number-of-parries-tooltip": "You can more parry more than once per turn, but each additional parry is at a -4 penalty. See B376",
"number-of-parries-master-label": "Master Parries",
"number-of-parries-master-tooltip": "If you're <b>Trained by a Master</b> or a <b>Weapon Master</b>, penalties are halved. See B376",
"attack-from-behind-label": "Back <i>Peripheral</i>: -2",
"attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391",
"runaround-attack-label": "Runaround: -2",
"runaround-attack-tooltip": "Runaround Attack! Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391",
"grappled-dodge-label": "Grappled: -1 Dodge",
"grappled-dodge-tooltip": "<b>NOTE!</b> from Dungeon Fantasy. If grappled, you're at -1 to dodge. See DF Exploits 41",
"grappled-block-label": "Grappled: -2 Block/Parry",
"grappled-block-tooltip": "<b>NOTE!</b> from Dungeon Fantasy. If grappled, you're at -2 to block/parry. A grappled limb can't use block/parry. See DF Exploits 41",
"stunned-label": "Stunned: -4",
"stunned-tooltip": "If you're stunned, defend at -4. See B420",
"encumbered-label": "Encumbered",
"encumbered-tooltip": "Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549",
"skill-encumbered-tooltip": "Penalty equal to your encumbrance is applied to your skill.<br />Example: Climbing, Judo, Karate, Fencing Weapons, Stealth.",
"cant-see-attacker-label": "Can't See Attacker: -4",
"cant-see-attacker-tooltip": "If you can't see the attacker you're at -4 to defend. A <b>block</b> or <b>parry</b> requires Hearing-2. See B549",
"defenders-equipment-label": "Defender's Equipment",
"attackers-equipment-label": "Attacker's Equipment",
"trident-dodge-label": "Trident: -1 Dodge",
"trident-dodge-tooltip": "<b>NOTE:</b> From <i>Dungeon Fantasy</i>. -1 to dodge a trident. See DF Exploits-97",
"trident-block-label": "Trident: +1 Block/Parry",
"trident-block-tooltip": "<b>NOTE:</b> From <i>Dungeon Fantasy</i>. +1 to <b>block</b> or <b>parry</b> a trident. See DF Exploits-97",
"parrying-knife-label": "Parry with Knife: -1",
"parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548<br /><b>Suggestion:</b> Add the modifier to your defense skill instead of using this checkbox.",
"parrying-kusari-label": "Parry with Kusari: -2",
"parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548<br /><b>Suggestion:</b> Add the modifier to your defense skill instead of using this checkbox.",
"parrying-staff-label": "Parry with Staff: +2",
"parrying-staff-tooltip": "If parrying with a staff you get +2. See B548<br /><b>Suggestion:</b> Add the modifier to your defense skill instead of using this checkbox.",
"defense-bonus-label": "Defense Bonus",
"defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374<br /><b>Shield/Cloak:</b> Used against attacks from front or from your shield side. Can't be used against firearms <b>unless</b> you're using the <i>Damage to Shields</i> option.<br /><b>Shield Spell:</b> Protects from <i>frontal</i> attacks and is cumulative with a normal shield.",
"shield-abbreviate-defense-bonus-label": "Shield DB",
"shield-defense-bonus-tooltip": "Apply defense bonus for a shield if attack came the front or from your shield side. See B374.",
"magic-abbreviate-defense-bonus-label": "Magic DB",
"magic-defense-bonus-tooltip": "Magical Defense Bonus, such as the Shield spell, which protects from <i>frontal</i> attacks. See B252.",
"general-abbreviate-defense-bonus-label": "General DB",
"general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.",
"unarmed-parry-label": "Unarmed Parry: -3",
"unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548",
"defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to <b>Dodge</b>. See B548",
"against-deceptive-attack-label": "Deceptive",
"against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369",
"against-dual-weapon-label": "Dual-Weapon: -1",
"against-dual-weapon-tooltip": "If both attacks hit you, you're at -1 to defend. See B548.",
"parry-flail-label": "Parry Flail: -4",
"parry-flail-tooltip": "If parrying against a flail, you're at -4 to defend. See B405.<br /><b>NOTE:</b> You can't parry flails with a <i>fencing</i> weapon.",
"parry-nunchaku-label": "Parry Nunchaku: -2",
"parry-nunchaku-tooltip": "If parrying against a nunchaku, you're at -2 to defend. See B405.<br /><b>NOTE:</b> You can't parry flails with a <i>fencing</i> weapon.",
"block-flail-label": "Block Flail: -2",
"block-flail-tooltip": "If blocking against a flail, you're at -2 to defend. See B405. ",
"block-nunchaku-label": "Block Nunchaku: -1",
"block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.",
"parry-thrown-weapon-label": "Parry thrown: -1",
"parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549",
"parry-thrown-small-weapon-label": "Parry thrown, sm: -2",
"parry-thrown-small-weapon-tooltip": "If the thrown weapon is 1 pound or less, parry is -2. See B549",
"feint-attack-label": "Feint Attack",
"feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365",
"defenders-posture-title": "Defender's Posture",
"attackers-action-title": "Attacker's Action",
"afflictions-conditions-title": "Afflictions & Conditions",
"coughing-sneezing-iq-label": "Coughing/Sneezing: -1 IQ",
"coughing-sneezing-iq-tooltip": "-1 to IQ and IQ-based skills. Can't use Stealth. See B428.",
"coughing-sneezing-dx-label": "Coughing/Sneezing: -3 DX",
"coughing-sneezing-dx-tooltip": "-3 to DX and DX-based skills. Can't use Stealth. See B428.",
"drowzy-label": "Drowzy: -2",
"drowzy-tooltip": "-2 to DX, IQ, and self-control rolls. Make a Will roll every two hours you're inactive to avoid falling asleep. See B428.",
"tipsy-label": "Tipsy: -1",
"tipsy-tooltip": "-2 to DX and IQ and -2 self-control rolls except to resist Cowardice. Reduce Shyness by one level. See B428.",
"drunk-label": "Drunk: -2",
"drunk-tooltip": "-2 to DX and IQ and -4 self-control rolls except to resist Cowardice. Reduce Shyness by <i>two</i> levels. See B428.",
"euphoria-label": "Euphoria: -3",
"euphoria-tooltip": "-3 to DX, IQ, and self-control rolls. See B428.",
"pain-level-label": "Pain Level",
"pain-level-tooltip": "Penalty to DX, IQ, and self-control rolls. Hight Pain Threshold halves the penalty while Low Pain Threshold doubles the penalty. See B428.",
"distraction-label": "Distraction",
"distraction-tooltip": "-1 for Bees in your face, -2 for part clothes on fire, -3 all clothes on fire, etc. See B548.",
"bad-footing-label": "Bad Footing",
"bad-footing-tooltip": "Skill penalty for bad footing. See B547-B549.",
"defense-bad-footing-tooltip": "Defensive penalty for bad footing. See B547-B549.",
"mounted-label": "Mounted",
"defense-mounted-tooltip": "If mounted, defensive penalty is equal to difference between 12 and Riding skill. See B388",
"retreating-flight-label": "Retreating Flight",
"retreating-flight-tooltip": "If flyer can <b>hover</b>, add +1 to defense to retreating defense <i>if</i> you can move 1 hex up or down. See B398",
"grappled-label": "You're grappled: -4",
"grappled-tooltip": "See Actions after being grappled for more information. See B371.",
"holding-large-shield-label": "Holding Large Shield: -2",
"holding-large-shield-tooltip": "See B547.",
"shield-close-combat-penalty-label": "Close combat with shield: -1 per DB",
"shield-close-combat-penalty-tooltip": "See Shields in Close Combat B392.",
"roll-modifier-label": "Roll modifier",
"visibility-roll-modifier-tooltip": "Combined total can't exceed -10 or -6 if used to blindness.",
"no-visiblity-condition-label": "No special effect",
"no-visiblity-condition-tooltip": "Only affected by darkness, smoke, fog, blur, or other.",
"cannot-see-anything-label": "Can't see anything: -10 *",
"cannot-see-anything-tooltip": "If used to blindess, penalty is -6. Max skill is 9. See B124 and B394.",
"cannot-see-target-label": "Can't see target: -6 *",
"cannot-see-target-tooltip": "Max Skill is 9. B394.",
"darkness-label": "Darkness",
"darkness-tooltip": "-10 is considered total darkness, no light available. See B394.",
"smoke-label": "Smoke",
"obscure-vision-tooltip": "-10 totally obscures vision. See Obscure B72.",
"know-location-label": "Know location: -4 *",
"know-location-tooltip": "If the foe is in a single smoke-filled hex or the like, no Hearing roll is required and the attack penalty is only -4. Roll for random hit location. Max Skill is 9. B394.",
"fog-label": "Fog",
"blur-label": "Blur",
"task-modifiers-title": "Task Modifiers",
"task-difficulty-label": "Task Difficulty",
"task-difficulty-tooltip": "See B345 for full description.",
"extra-time-label": "Extra Time",
"extra-time-tooltip": "Working slowly and deliberately on a noncombat task. See B346.",
"haste-label": "Haste",
"haste-tooltip": "Hurrying the noncombat task. See B346.",
"unfamiliar-culture-label": "Unfamiliar Culture: -3",
"unfamiliar-culture-tooltip": "-3 to skill with a significant cultural component; Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, etc. See B23.",
"language-modifier-label": "Language Modifier",
"language-modifier-tooltip": "Based on comprehension, use Task Difficulty for additional modifiers like bad phone connection. See B24.<br />Language skills: Fast-Talk, Public Speaking, Research, Speed-Reading, teaching, and Writing.<br />Artistic Skills: Poetry, Singing, etc.",
"iq-tech-level-modifier-label": "IQ Tech Level Modifier",
"iq-tech-level-modifier-tooltip": "IQ-Based skills. When you work with equipment or concepts of a TL different from your own skill, you suffer a penalty. See B168.",
"non-iq-tech-level-modifier-label": "Non IQ TL Modifier",
"non-iq-tech-level-modifier-tooltip": "Non IQ-Based skills. Flat penalty of -1 per TL difference. See B168.",
"equipment-modifiers-title": "Equipment Modifiers",
"available-equipment-label": "Available Equipment",
"available-equipment-tooltip": "Equipment modifiers for skills. See B345.",
"missing-items-label": "Missing Items",
"missing-items-tooltip": "-1 per item missing. See B346.",
"damaged-equipment-label": "Damaged Equipment",
"damaged-equipment-tooltip": "Damaged equipment modifier, such as -1 for first-aid kit salvaged from a wreck. See B346.",
"unfamiliar-equipment-label": "Unfamiliar Equipment: -2",
"unfamiliar-equipment-tooltip": "Any skill used to operate equipment like Driving/TL7 (Autommobile) takes a penalty when faced with an unfamiliar type of item. For instance, you're used to a compact car but you need to drive a van. See B169.",
"spell-modifiers-title": "Spell Modifiers",
"low-mana-label": "Low Mana: -5",
"low-mana-tooltip": "Only <i>mages</i> can cast spells and all spells are at -5. Critical failures have mild effects or no effect at all. See B235.",
"burn-abbreviate-hit-points-label": "Burn HP",
"burn-hit-points-tooltip": "Burn Hit Points instead of FP, but you're -1 to skill per HP. <b>High Pain Threshold</b> has no effect. See B237.",
"ceremonial-bonus-label": "Ceremonial",
"ceremonial-bonus-tooltip": "Ceremonial Magic involves a group of <i>willing</i> assistants. Receive a skill bonus based on how much extra energy you receive.<ul><li>20% : +1 skill</li><li>40% : +2 skill</li><li>60% : +3 skill</li><li>100% : +4 skill</li></ul>Add another +1 per additional 100% of required energy.<br />See B238.",
"spell-range-label": "Regular Spell Range",
"regular-spell-range-tooltip": "For regular and area spells apply a penalty of -1 per yard of distance. See B239.",
"cant-see-touch-label": "Can't See/Touch: -5",
"spell-cant-see-touch-tooltip": "For regular spells, if you can't see or touch your subject, you're at -5 to skill. See B239.",
"long-distance-label": "Long-Distance",
"long-distance-tooltip": "Use these modifiers for <i>Information</i> spells that work over long distances, such as <b>Seek</b> spells. Certain advantages use these ranges. If the distance falls between two values, use the <i>higher</i> value. See B241.",
"spells-on-label": "Spells On",
"concentration-label": "Concentration",
"natures-strength-title": "Nature's Strength",
"natures-strength-description": "From Dungeon Fantasy Spells. Page 2.",
"primeval-wilderness-label": "Primeval Wilderness",
"primeval-wilderness-tooltip": "Primeveal Wilderness for druidic spells.",
"announcements": "Announcements",
"sheet-version-title": "GURPS Character Sheet Version:",
"hide-until-next-update": "Hide until next update",
"view-all-updates": "View All Updates",
"tab-general": "General",
"tab-traits": "Traits",
"tab-bio-misc": "Bio\\Misc",
"tab-skills": "Skills",
"tab-combat": "Combat",
"tab-inventory": "Inventory",
"tab-grimoire": "Grimoire",
"tab-updates": "Updates",
"attributes-label": "Attributes",
"abbreviation-modifier-label": "MOD",
"attributes-modifier-tooltip": "A modifier that will be applied to your <br>attribute. All derived attributes draw their<br>base from your unmodified attributes.<br>Therefore this MOD will generally only<br> affect direct attribute rolls and skill rolls.",
"abbreviation-character-points-label": "Pts",
"abbreviation-strength": "ST",
"attributes-strength-tooltip": "Strength 10pts/level - Unmodified <span name=\"attr_strength_base\"></span><br>Cost reduced by -10% (Max -80%) per SM+1 (B15)",
"abbreviation-dexterity": "DX",
"attributes-dexterity-tooltip": "Dexterity 20pts/level - Unmodified:",
"abbreviation-intelligence": "IQ",
"attributes-intelligence-tooltip": "Intelligence 20pts/level -Unmodified:",
"will-label": "WILL",
"abbreviation-health": "HT",
"attributes-health-tooltip": "Health 10pts/level - Unmodified:",
"abbreviation-perception": "Per",
"attributes-perception-tooltip": "Perception: Based on Intelligence<br>5pts/level<br>Check the box to whisper perception roll to GM.<br>Unmodified: <span name=\"attr_perception_base\"></span>",
"attribute-vision": "Vision",
"attributes-vision-tooltip": "Visual Perception<br>Based on Perception<br>2pts/level<br>Unmodified: <span name=\"attr_vision_base\"></span>",
"attribute-hearing": "Hearing",
"attribute-hearing-tooltip": "Audio Perception<br>Based on Perception<br>2pts/level<br>Unmodified: <span name=\"attr_hearing_base\"></span>",
"attribute-smell": "Smell",
"attribute-smell-tooltip": "Smell &amp; Taste Perception (B35)<br>Based on Perception<br>2pts/level<br>Unmodified: <span name=\"attr_taste_smell_base\"></span>",
"attribute-touch": "Touch",
"attribute-touch-tooltip": "Touch Perception<br>Based on Perception<br>2pts/level<br>Unmodified: <span name=\"attr_touch_base\"></span>",
"attribute-will": "Will",
"attribute-will-tooltip": "Willpower<br>Based on Intelligence<br>5pts/level<br>Unmodified: <span name=\"attr_willpower_base\"></span>",
"attribute-fright": "Fright",
"attribute-fright-tooltip": "Fright Check (B360)<br>Based on Willpower<br>2pts/level<br>Unmodified: <span name=\"attr_fear_check_base\"></span><br>See extensive list of Modifiers B360 &amp; GURPS Horror p139-142.",
"abbreviation-threshold": "Thresh",
"attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses <strong>Rule of 14</strong> (B360). By default this value is 13.<br>This means that a roll of 14 or more is automatically a failure.<br>This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15 <br>(Power Ups 2, p13).<br>Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this<br>to be useful, of course!<br>Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and<br>Confusion Check Table for failures. (Powers p85).",
"fright-check-label": "Fright Check",
"attribute-unstun": "Unstun",
"attribute-unstun-tooltip": "Recover from physical stun, based on Health.<br>Roll at the end of your turn after Do Nothing <br>High Pain Threshold +3 to check<br>Low Pain Threshold -3 to check",
"abbreviation-knock-down": "K Down",
"attribute-knock-down-tooltip": "Knockdown &amp; Stunning Check, based on Health.<br>Roll: <br>Whenever you suffer a major wound. B420<br>Whenever you are struck in the head (skull, face, or eye) or<br>vitals for enough injury to cause a shock penalty,<br>You must make an immediate HT roll to avoid knockdown and stunning. <br><i>&gt;Modifiers:</i> <br>-5 for a major wound to the face or vitals (or to the groin, on a humanoid male).<br>-10 for a major wound to the skull or eye. <br>+3 High Pain Threshold<br>-4 Low Pain Threshold",
"abbreviation-unconscious": "Unc.",
"attribute-unconscious-check-tooltip": "Unconscious Check, based on Health<br>If HP zero or less, roll per turn to take an Active Action.<br>-1 per full multiple of HP below zero.<br>Hard/Easy to Subdue: Gives +/- per level to Unconscious Check<br>Fit +1 to Unc. Check . Very Fit +2 to Unc. Check",
"abbreviation-death-check": "Death",
"attribute-death-check-tooltip": "Death Check, based on Health.<br>On damage taken: Immediately Roll a Death Check if you are<br>at-1xHP or more.<br>Roll again each time you suffer injury equal to a further<br>multiple of your HP. (-2xHP, -3xHP, -4xHP) <br>Immediate Death at -5xHP<br>Hard/Easy to Kill: Gives +/- per level to a Death Check<br>Fit +1 to Death Check . Very Fit +2 to Death Check",
"speed-label": "Speed",
"attribute-speed-tooltip": "Basic Speed<br>Based on Health and Dexterity<br>5pts/0.25<br>Unmodified: <span name=\"attr_basic_speed_base\"></span>",
"attribute-move": "Move",
"attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified: <span name=\"attr_basic_move_base\"></span><br>Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
"abbreviation-enhanced": "Enhncd",
"attribute-enhanced-ground-move-tooltip": "Enhanced ground move. <br>10pts per half level. Can use up|down arrow keys<br>Level: <span name=\"attr_enhanced_ground_move_multiple\"></span>",
"attribute-dodge": "Dodge",
"attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified: <span name=\"attr_dodge_base\"></span><br>Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)",
"abbreviation-lifting-strength": "Lift ST",
"attribute-lifting-strength-tooltip": "Lifting Strength (B65)<br>Based on Strength 3pts/level<br>Unmodified: <input class=\"sheet-inline\" type=\"number\" name=\"attr_lift_st_base\" readonly=\"readonly\">",
"attribute-lift": "Lift",
"attribute-basic-lift-tooltip": "Basic Lift Table B17, in pounds. (B15)",
"attribute-striking": "Striking",
"attribute-striking-strength-tooltip": "Striking Strength<br>Based on Strength<br>5pts/level<br>Unmodified: <input class=\"sheet-inline\" type=\"number\" name=\"attr_striking_st_base\" readonly=\"readonly\">",
"attribute-thrust": "Thrust",
"melee-thrust-tooltip": "Thrust damage based on Striking ST. You can use the macro name in a weapons damage column and apply basic math.<br /><b>Example:</b><br />Damage = @{thrust}+1",
"attribute-thrust-damage-table": "Thrust Damage<br><div>See B16 for the complete table.</div><table><thead><tr><th>Strength</th><th>Thrust</th></tr></thead><tbody><tr><td>1</td><td>1d6-6</td></tr><tr><td>2</td><td>1d6-6</td></tr><tr><td>3</td><td>1d6-5</td></tr><tr><td>4</td><td>1d6-5</td></tr><tr><td>5</td><td>1d6-4</td></tr><tr><td>6</td><td>1d6-4</td></tr><tr><td>7</td><td>1d6-3</td></tr><tr><td>8</td><td>1d6-3</td></tr><tr><td>9</td><td>1d6-2</td></tr><tr><td>10</td><td>1d6-2</td></tr><tr><td>11</td><td>1d6-1</td></tr><tr><td>12</td><td>1d6-1</td></tr><tr><td>13</td><td>1d6</td></tr></tbody></table><table><thead><tr><th>Strength</th><th>Thrust</th></tr></thead><tbody><tr><td>14</td><td>1d6</td></tr><tr><td>15</td><td>1d6+1</td></tr><tr><td>16</td><td>1d6+1</td></tr><tr><td>17</td><td>1d6+2</td></tr><tr><td>18</td><td>1d6+2</td></tr><tr><td>19</td><td>2d6-1</td></tr><tr><td>20</td><td>2d6-1</td></tr><tr><td>21</td><td>2d6</td></tr><tr><td>22</td><td>2d6</td></tr><tr><td>23</td><td>2d6+1</td></tr><tr><td>24</td><td>2d6+1</td></tr><tr><td>25</td><td>2d6+2</td></tr><tr><td>26</td><td>2d6+2</td></tr></tbody></table>",
"attribute-swing": "Swing",
"melee-swing-tooltip": "Swing damage based on Striking ST. You can use the macro name in a weapons damage column and apply basic math.<br /><b>Example:</b><br />Damage = @{swing}+1",
"attribute-swing-damage-table": "Swing Damage<br><div>See B16 for the complete table.</div><table><thead><tr><th>Strength</th><th>Swing</th></tr></thead><tbody><tr><td>1</td><td>1d6-5</td></tr><tr><td>2</td><td>1d6-5</td></tr><tr><td>3</td><td>1d6-4</td></tr><tr><td>4</td><td>1d6-4</td></tr><tr><td>5</td><td>1d6-3</td></tr><tr><td>6</td><td>1d6-3</td></tr><tr><td>7</td><td>1d6-2</td></tr><tr><td>8</td><td>1d6-2</td></tr><tr><td>9</td><td>1d6-1</td></tr><tr><td>10</td><td>1d6</td></tr><tr><td>11</td><td>1d6+1</td></tr><tr><td>12</td><td>1d6+2</td></tr><tr><td>13</td><td>2d6-1</td></tr></tbody></table><table><thead><tr><th>Strength</th><th>Swing</th></tr></thead><tbody><tr><td>14</td><td>2d6</td></tr><tr><td>15</td><td>2d6+1</td></tr><tr><td>16</td><td>2d6+2</td></tr><tr><td>17</td><td>3d6-1</td></tr><tr><td>18</td><td>3d6</td></tr><tr><td>19</td><td>3d6+1</td></tr><tr><td>20</td><td>3d6+2</td></tr><tr><td>21</td><td>4d6-1</td></tr><tr><td>22</td><td>4d6</td></tr><tr><td>23</td><td>4d6+1</td></tr><tr><td>24</td><td>4d6+2</td></tr><tr><td>25</td><td>5d6-1</td></tr><tr><td>26</td><td>5d6</td></tr></tbody></table>",
"stats-title": "Stats",
"value-title": "Value",
"abbreviation-maximum-hit-points": "Max HP",
"maximum-hit-poits-tooltip": "Hit Points - Based on Strength - 2pts/level<br>Cost reduced by -10% per SM+1 (B15)",
"abbreviation-current-hit-points": "Current HP",
"abbreviation-hit-points": "HP",
"hit-points-label": "Hit Points",
"current-hit-points-tooltip": "Current Hit Points<br>When your HP is low, you take penalties. (B419)",
"current-hit-points-reeling": "Reeling: If your HP is less than",
"current-hit-points-reeling-description": "- Halve Move and Dodge (round up) (B419)<br>- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7<br>- Note: This sheet automatically calculates that for you and adjusts those values.",
"current-hit-points-collapse": "Verge of Collapse",
"current-hit-points-collaps-description": "- Roll every turn @{VS} HT or fall unconscious.<br>- Your HT roll is at -1 for every 1xHP you are below 0.<br>- If you do nothing, and don't defend, you don't have to roll.",
"current-hit-points-verge-of-death": "Verge of Death",
"current-hit-points-verge-of-death-description": "- Roll once @{VS} HT to stay alive.<br>- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)<br>- Roll again every time you take injury that puts you below<br>another multiple of your max HP.",
"current-hit-points-death": "Death",
"current-hit-points-death-description": "- You are dead.",
"current-hit-points-total-destruction": "Total Destruction",
"current-hit-points-total-destruction-description": "- Your body has been destroyed beyond recognition or resurrection.",
"hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.",
"hit-points-fatigue-quartered-move": "Move and Dodge is quartered due to hit point and fatigue loss. See B419.",
"abbreviation-maximum-fatigue-points": "Max FP",
"maximum-fatigue-points-tooltip": "Fatigue Points<br>Based on Health<br>3pts/level",
"abbreviation-current-fatigue-points": "Current FP",
"current-fatigue-points-tool-tip": "Current Fatigue Points<br>When your FP is low you take penalties. (B426)",
"fatigue-points-tired-label": "Tired: If your FP is less than",
"fatigue-points-tired-description": "- Halve your Move, Dodge, and ST (round up) (B426)<br>- These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7<br>- Note: This sheet automatically calculates that for you and adjusts<br>those values This does not affect ST-based quantities,<br>such as HP and damage. (B426)",
"verge-of-collapse-label": "Verge of Collapse",
"verge-of-collapse-description": "- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426)<br>- Roll against Will to do anything besides rest or talk.<br>- If you fail your Will roll, you fall unconscious.<br>- On a critical failure, roll @{VS} HT or suffer a heart attack.",
"unconscious-label": "Unconscious: When your FP is",
"unconscious-description": "- Immediately fall unconscious<br>- FP can't drop any lower, but you still lose HP.<br>- You regain consciousness at 0 FP",
"abbreviation-move-strength": "MV/ST",
"half-move-strength-tooltip": "Move, Dodge, and ST are halved due to fatigue loss. See B426.<br>Affects ST roll and using weapons with minimum ST.",
"half-strength-tooltip": "ST is halved due to fatigue loss. See B426.<br>Affects ST roll and using weapons with minimum ST.",
"abbreviation-maximum-energy-reserve": "Max ER",
"maximum-energy-reserve-tooltip": "Energy Reserve<br>See Dungeon Fantasy 3, pg39 - Introduced<br>See Powers, pg119 More detailed<br>",
"abbreviation-current-energy-reserve": "Current ER",
"current-energy-reserve-tooltip": "Current Energy Reserve<br>See Dungeon Fantasy 3, pg39 - Introduced<br>See Powers, pg119 More detailed",
"custom-pools-heading": "Custom Pools",
"custom-pools-tooltip": "Add additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.<br>Examples include:<br><strong>RP</strong> (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.<br><strong>LFP</strong> (Long Term Fatigue Points), see After the End 1, p24.",
"custom-pool-current-points-label": "Current",
"lifting-moving-label": "Lifting &amp; Moving",
"lifting-moving-tooltip": "For more information see B14.",
"weight-label": "Weight",
"simple-lift-label": "Simple Lift",
"simple-lift-heading-tooltip": "The weight the character can lift overhead<br>with one hand in one second.",
"one-handed-lift-label": "One-Handed Lift",
"one-handed-lift-tooltip": "The weight the character can lift overhead<br>with one hand in two seconds.",
"two-handed-lift-label": "Two-Handed Lift",
"two-handed-lift-tooltip": "The weight the character can lift overhead<br>with both hands in four seconds.",
"shove-and-knock-over-label": "Shove &amp; Knock Over",
"shove-and-knock-over-tooltip": "The weight of an object the character can<br>shove and knock over.",
"abbreviation-running-shove-knock-over": "Running Shove &amp; KO",
"running-shove-knock-over-tooltip": "The weight of an object the character can<br>shove and knock over with a running start.",
"carry-on-back-label": "Carry On Back",
"carry-on-back-tooltip": "The weight the character can carry slung<br>over his/her back.",
"shift-slightly-label": "Shift Slightly",
"shift-slightly-tooltip": "The weight of an object that the character<br>can shift slightly on a floor.",
"notes-label": "Notes",
"encumbrance-label": "Encumbrance",
"apply-encumbrance-tooltip": "Apply encumbrance penalty.",
"show-defense-bonus-label": "Show DB Notes",
"show-defense-bonus-tooltip": "Show Defense Bonus Notes in roll results.",
"load-label": "Load",
"load-tooltip": "Amount of weight you're currently carrying.",
"encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance<br>and for HP and/or FP loss below 1/3. (B419, B426)<br /><b>STEP:</b> The number in parentheses is the step distance.",
"abbreviation-enhanced-move-label": "ENH MOVE",
"enhanced-move-tooltip": "Enhanced ground move.<br /><b>STEP:</b> The number in parentheses is the step distance.",
"air-label": "Air",
"air-tooltip": "Air/Flying move.<br /><b>STEP:</b> The number in parentheses is the step distance.",
"water-label": "Water",
"water-tooltip": "Water/Swimming move.<br /><b>STEP:</b> The number in parentheses is the step distance.",
"encumbrance-dodge-tooltip": "Note: The Dodge score automatically adjusts for Encumbrance<br>and for HP and/or FP loss below 1/3. (B419, B426)",
"encumbrance-none-0-label": "None (0)",
"encumbrance-light-1-label": "Light (1)",
"encumbrance-medium-2-label": "Medium (2)",
"encumbrance-heavy-3-label": "Heavy (3)",
"encumbrance-extra-heavy-4-label": "X-Heavy (4)",
"encumbrance-maximum-load-label": "MAX Load*",
"encumbrance-maximum-load-tooltip": "Carry on Back (B353) 15xBL. Thus, you can carry<br>more than you can lift by yourself . . . but<br>every second that your encumbrance is over 10xBL<br>(that is Extra-Heavy encumbrance), you lose 1 FP.<br>",
"current-label": "Current",
"turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers",
"movement-label": "Movement",
"turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.",
"abbreviation-start-velocity-label": "Start Vel.",
"start-velocity-tooltip": "Enter velocity (yards/second) for current turn.<br><b>Important:</b> Be sure to check your max allowed velocity based on movement type.",
"change-in-velocity-label": "Change",
"change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn. See B395.<br /><b>NOTE:</b> Max deceleration is 2 times your basic move.",
"abbreviation-final-velocity-label": "Final Vel.",
"final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.<br>The final velocity is how you start the turn and is used to<br>calculate the deceleration penalty, turn radius, and tight turn penalty.",
"abbreviation-deceleration-penalty-label": "Decel. Pen.",
"deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.<br><i>Example:</i> Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.<br> Can safely decelerate up to base move, no roll needed.<br>If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.<br>Apply the appropriate skill penalty from the input forms to the right.<br><b>How it works:</b> -1 per two full yards/second beyond Basic Move by which you cut your speed.<br><b>NOTE:</b> make an additional roll if you're also turning.<br><b>Example:</b> Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.<br>Driving Skill: 12, Handling: 0.<br>Total Deceleration = 16 - 6 = 10.<br>Can safely decelerate to 16 - 3 (base move) = 13.<br>Penalty = 13 - 6 (goal speed) / 2 = -3.<br>Making Driving Skill 12 - 3 to succeed.<br>see B395.",
"turn-radius-label": "Turn Radius",
"turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.<br>Turn Radius = (Final Velocity / Base Move Score) rounded down.<br>Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.<br>See B394.",
"tight-turn-label": "Tight Turn",
"tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.<br>120° facing change instead of 60°.<br>Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.<br>See B395.",
"movement-feats-label": "Movement Feats",
"flying-label": "Flying",
"flight-label": "Flight",
"flight-tooltip": "Check the box to add Flight (B56) to the character. <br>This will update the Air movement column for the encumbrance table.<br>Use the text box to enter the number of character points used for Flight",
"abbreviation-air-move-label": "Air Mv",
"air-move-tooltip": "Base Air Move = Basic Speed * 2 = <input class=\"sheet-inline\" type=\"number\" name=\"attr_basic_air_move_unmodified\" readonly=\"readonly\"><br>2pts/level, you can use up and down arrows",
"enhanced-air-move-tooltip": "Enhanced Air Move<br>Modifier box: steps of .5, you can use up and down arrows.<br>Points box: 10 points per half-level, you can use up and down arrows.<br>Each level doubles top air move. Half-level is a multiple of 1.5.<br>Level: <span name=\"attr_enhanced_air_move_level\"></span>",
"swimming-label": "Swimming",
"abbreviation-amphibious-label": "Amphib",
"amphibious-tooltip": "Amphibious: Check the box to apply Amphibious (B40) to character<br>This will update the swimming movement on the encumbrance table.",
"abbreviation-water-move-label": "Wtr Mv",
"water-move-tooltip": "Basic Move = <input class=\"sheet-inline\" type=\"number\" name=\"attr_basic_water_move_unmodified\" readonly=\"readonly\"><br>Formula = Basic Move / 5 or Basic Move if amphibious.<br>5pts/level, you can use up and down arrows.<br>NOTE: Max +2 water move if you have swimming skill.",
"enhanced-water-move-tooltip": "Enhanced Water Move<br>Modifier box: steps of .5, you can use up and down arrows.<br>Points box: 10 points per half-level, you can use up and down arrows.<br>Each level doubles top water move. Half-level is a multiple of 1.5.<br>Level: <span name=\"attr_enhanced_water_move_level\"></span>",
"jumping-label": "Jumping",
"skill-label": "Skill",
"jump-skill-tooltip": "Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)instead of Basic Move to calculate jumping distances. B352",
"abbreviation-use-strength": "Use ST",
"jumping-use-strength-tooltip": "Check this box if using this <strong>Optional Rule</strong> B352.<br>If Basic Lift (<input type=\"text\" name=\"attr_display_jump_basic_lift\" value=\"@{simple_lift}\" disabled=\"disabled\" class=\"sheet-textInline\">) &gt; body weight, use ST/4 instead of Move or Jump skill.",
"super-label": "Super",
"super-jump-tooltip": "Super Jump: use this if you have the Super Jump as an Advantage. B89<br><strong>1st column</strong> will show your modifier based on the entries for the 2nd and 3rd columns. <br><strong>2nd column</strong> is the Modifier box: steps of 1, you can use the up and down arrows to change the value. <br><strong>3rd column</strong> is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.",
"abbreviation-encumbrance-label": "Enc",
"encumbrance-tooltip": "Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549",
"jump-encumbrance-penalty-tooltip": "Apply encumbrance penalty. See B352<br>1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.",
"abbreviation-preparation": "Prep",
"jump-preparation-tooltip": "Check this box if you took 2 consecutive Concentration maneuvers to prepare. <br>Leave unchecked otherwise, in which case you will halve all jump distances. B352",
"feet-measurement-label": "feet",
"yards-measurement-label": "yards",
"standing-broad-jump-label": "Broad",
"standing-broad-jump-tooltip": "Standing Broad Jump Distance. B352<br><strong>1st column</strong> will either show be (2 x Stat to use) 3 feet or your Jump Skill/2 (rounded down). <br><strong>2nd column</strong> shows you how many feet you may jump. <br><strong>3rd column</strong> shows you how many yards you jump. <br>Formula = (2 x Stat To use) - 3 feet<br>Stat to use: <input type=\"text\" name=\"attr_standing_broad_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\">",
"running-broad-jump-label": "Run",
"running-broad-jump-tooltip": "Running Broad Jump Distance, under Broad Jump description. B352 <br><strong>1st column</strong> enter how may yards you ran this turn. <br><strong>2nd column</strong> shows you how many feet you may jump. <br><strong>3rd column</strong> shows you how many yard you jump. <br>Formula = (2 x Stat To use) - 3 feet<br>Stat to use: <input type=\"text\" name=\"attr_running_broad_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\"><br>Max running broad jump distance is twice standing broad jump distance.",
"high-jump-label": "High",
"high-jump-tooltip": "High Jump Distance. B352<br><strong>1st column</strong> will either be (6 x Stat to use) 10 inches or your Jump Skill/2 (rounded down). <br><strong>2nd column</strong> shows you how many feet you may jump. <br><strong>3rd column</strong> shows you how many yard you jump. <br>Formula = (6 x Stat To use) - 10 inches<br>Stat to use: <input type=\"text\" name=\"attr_standing_high_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\">",
"run-high-jump-label": "Run",
"running-high-jump-tooltip": "Running High Jump Distance, under High Jump. B352.<br><strong>1st column</strong> enter in your (6 x Stat To use) plus how may yards you ran this turn. <br><strong>2nd column</strong> shows how many feet you may jump straight up. <br><strong>3rd column</strong> shows how many yards you jump straight up. <br>Formula = (6 x Stat To use) - 10 inches<br>Stat to use: <input type=\"text\" name=\"attr_running_high_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\"><br>Max running high jump distance is twice standing high jump distance.",
"abbreviation-jump-move-label": "JMP MV",
"jump-move-tooltip": "Jump move. This is actually the Super Jump value for that Advantage. See B89<br>Greater of Broad Jump Yards / 5 OR Normal Ground Move.<br>",
"abbreviation-point-summary-label": "Point Sum",
"point-summary-tooltip": "<strong>Total</strong>: Manual input: Represents total value of the<br>PC in Character Points (spent &amp; unspent combined).<br><strong>Spent</strong>: Automatic total of Spent points: <br>Attributes + Traits + Skills + Other.<br><strong>Unspent</strong>: Has the option of being Manual or<br>Automatic, depending on an option selected on the<br>Settings page entitled Enter Unspent Points.<br>Manual Mode (Blue color): You manually enter your<br>Unspent points.<br>Automatic mode (Black color): It calculates the<br>point total difference between Total and Spent.",
"total-label": "Total",
"point-total-tooltip": "<strong>Total</strong>: Manual input: Represents total value of the<br>PC in Character Points (spent and unspent combined).",
"spent-label": "Spent",
"unspent-label": "Unspent",
"gca-format-label": "GCA Format",
"gca-format-tooltip": "GURPS Character Assistant (GCA) Format<br>To change to GCS or Detailed go to options tab<br>and change the radio button for <b>Point Summary Layout</b>",
"gcs-format-label": "GCS Format",
"gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format<br>To change to GCA or Detailed go to options tab<br>and change the radio button for <b>Point Summary Layout</b>",
"detailed-format-label": "Detailed Format",
"detailed-format-tooltip": "To change to GCA or GCS go to options tab<br>and change the radio button for <b>Point Summary Layout</b>",
"race-label": "Race",
"race-point-summary-tooltip": "Point Summary for Racial Traits.",
"points-summary-for-attributes-tooltip": "Point Summary for: <br>ST, DX, IQ, HT,<br>HP, FP, Energy Reserve One, Two, and Three,<br>Per, Vision, Hearing, Smell, Touch,<br>Will, Fright, Unconsciousness, Death,<br>Speed, Move, Lift ST, Striking ST,<br>Flying, Air Move, Enhanced Air Move, Super Jump",
"abbreviation-advantages-label": "Adv.",
"gca-point-summary-for-advantages-tooltip": "Point Summary for: <br>Languages, Tech Level, Cultural Familiarities,<br>Advantages, and Racial traits.",
"gcs-point-summary-for-advantages-tooltip": "Point Summary for: <br>Languages, Tech Level, Cultural Familiarities,<br>Advantages, and Perks.",
"detailed-point-summary-for-advantages-tooltip": "Point Summary for: <br>Languages, Tech Level, Cultural Familiarities,<br>and Advantages.",
"perks-label": "Perks",
"abbreviation-disadvantages-label": "Disadv.",
"point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages",
"quirks-label": "Quirks",
"skills-label": "Skills",
"abbreviation-techniques-label": "Tech.",
"point-summary-techniques-tooltip": "Techniques",
"abbreviation-techniques-revised-label": "Tech. (r)",
"point-summary-for-techniques-revised-tooltip": "Techniques Revised",
"spells-label": "Spells",
"other-label": "Other",
"native-language-label": "Native Language",
"spoken-label": "Spoken",
"written-label": "Written",
"learned-language-label": "Learned Languages",
"miscellaneous-label": "Miscellaneous",
"technology-level-label": "Tech Level",
"technology-level-tooltip": "This is the technology level that your character is familiar with.<br>It costs 5 points to raise this above or below the campaign's<br>normal TL.<div class=\"sheet-clearfix\"></div><table style=\"text-align: left\"><tbody><tr><td>TL0</td><td>Stone Age (Prehistory and later). </td></tr><tr><td>TL1</td><td>Bronze Age (3500 B.C.+).</td></tr><tr><td>TL2</td><td>Iron Age (1200 B.C.+).</td></tr><tr><td>TL3</td><td>Medieval (600 A.D.+).</td></tr><tr><td>TL4</td><td>Age of Sail (1450+).</td></tr><tr><td>TL5</td><td>Industrial Revolution (1730+).</td></tr><tr><td>TL6</td><td>Mechanized Age (1880+).</td></tr><tr><td>TL7</td><td>Nuclear Age (1940+).</td></tr><tr><td>TL8</td><td>Digital Age (1980+).</td></tr><tr><td>TL9</td><td>Microtech Age (2025+?).</td></tr><tr><td>TL10</td><td>Robotic Age (2070+?).</td></tr><tr><td>TL11</td><td>Age of Exotic Matter.</td></tr><tr><td>TL12+</td><td>Whatever the GM likes!</td></tr></tbody></table>",
"cultural-familiarities-label": "Cultural Familiarities",
"advantages-label": "Advantages",
"abbreviation-frequency-of-appearance-label": "FOA",
"frequency-of-appearance-tooltip": "Frequency of Appearance<br><table><tbody><tr><td>15 or less&gt;</td><td></td></tr><tr><td>12 or less&gt;</td><td></td></tr><tr><td>9 or less&gt;</td><td></td></tr><tr><td>6 or less&gt;</td><td></td></tr></tbody></table>",
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "Reference to book and page numbers.<br>Examples:<br>B238 = GURPS Basic, Page 238<br>PU2:126 = Power-Ups 2. Page 126<br>",
"modifier-label": "Modifier:",
"modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.<br />Use the pencil/paper icon to select modifiers.<br /><b>NOTE:</b> Changing the modifier or check status of <i>Max skill of 9</i> will clear modifiers used by dialog box.",
"select-skill-modifiers-button": "Select Skill Modifiers",
"show-notes-below-label": "Show notes below in roll template",
"show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "Self-control Number OR<br>Frequency of Appearance<br><table><tbody><tr><td>15 or less</td></tr><tr><td>12 or less</td></tr><tr><td>9 or less</td></tr><tr><td>6 or less</td></tr></tbody></table>",
"disadvantages-label": "Disadvantages",
"racial-traits-label": "Racial Traits",
"general-information-label": "General Information",
"full-name-label": "Full name",
"nickname-label": "Nickname",
"gender-label": "Gender",
"size-modifier-label": "Size Modifier",
"size-modifier-tooltip": "This sheet does <strong>NOT</strong> auto adjust the cost values for STand Extra HP for a SM<br>that is greater than 0. To do that you can use a combination of Points and<br>MOD entries to get the desired value. (B15, B16, <strong>B19</strong>)",
"reach-modifier-label": "Reach Mod",
"reach-modifier-tooltip": "Reach Modifier.<br />See Size Modifier and Reach, B402<br />When grappling, you get +1 To Hit per size modifier difference.",
"main-hand-label": "Main Hand",
"reactions-label": "Reactions",
"physical-description-label": "Physical Description",
"age-label": "Age",
"height-label": "Height",
"weight-heading": "Weight",
"character-weight-tooltip": "Enter a <strong>Numerical Value</strong> only.<br>Do not enter any type of indicator like lbs, pounds, kilos, etc.<br>This is because the weight is added to your Inventorys Grand Total<br>Weight and thus needs to be numerical.",
"eyes-label": "Eyes",
"build-label": "Build",
"hair-label": "Hair",
"physical-appearance-label": "Appearance",
"physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost onthe Traits tab under Advantages or Disadvantages.",
"tattoos-scars-etc-label": "Tattoos, scars, etc.",
"scars-tattooe-etc-tooltip": "Scars, tattoos, distinguishing marks or features.",
"background-information-label": "Background Information",
"birth-date-label": "Birth Date",
"birth-place-label": "Birth Place",
"status-label": "Status",
"wealth-label": "Wealth",
"income-label": "Income",
"cost-of-living": "Cost of Living",
"stash-money-location-label": "Stash",
"stash-money-location-tooltip": "Total available cash stashed in banks, vaults, mattresses, etc.",
"affiliations": "Affiliations",
"home-base-label": "Home Base",
"family-label": "Family",
"background-history-label": "Background History &amp; Notes",
"training-label": "Training",
"training-tooltip": "Training rules can be found at Improvement <br>Through Study B292.<br>Advanced rules can be found in Social<br>Engineering: Back to School.",
"abbreviation-technology-level-label": "TL",
"skill-level-label": "Level",
"talent-level-label": "Talent Level:",
"formula-level-label": "Formula Level:",
"formula-label": "Formula:",
"active-defense-formula-tooltip": "Formula is based upon the active defense type.",
"formula-as-is-description": "Enter a value or use the linked item value as is.",
"formula-parry-description": "3 + (Skill or DX)/2, rounded down.",
"formula-block-description": "3 + (Shield or Cloak skill)/2, rounded down.",
"power-dodge-description": "Basic Speed + 3 + Talent/2, rounded down.",
"power-parry-description": "3 + (Innate Attack Skill + Talent)/2, rounded down.",
"power-block-physical-description": "3 + (HT + Talent)/2, rounded down.",
"power-block-mental-description": "3 + (WILL + Talent)/2, rounded down.",
"abbreviation-attribute-label": "Attr",
"abbreviation-difficulty-label": "Diff",
"skill-difficulty-tooltip": "WC = Wildcard Skill.<br>PTS = 3, 6, 12, 24, 36, etc.",
"skill-modifier-tooltip": "Modifier applied to skill level.<br>Can be a positive or a negative number.<br>Examples include a bonus from a Talent,<br>default from another Skill or Technique,<br>a piece of equipment, or a Perk.",
"row-id-label": "Row ID:",
"row-id-tooltip": "The row id can be used with macros.<br>Example field name: repeating_skills_[the row id]_level<br>This example would represent the skill level on that row.",
"melee-row-id-tooltip": "Use the melee row id to link an active defense to this melee attack.<br />This allows you to use your enhanced skill with this weapon for parries.",
"abbrevation-miscellaneous-label": "Misc:",
"reason-for-modifier-label": "Reason for MOD (Modifier):",
"reason-for-modifiers-skills-tooltip": "Examples:<br>+1 from Talent...<br>+1 from Default Skill...<br>+1 from Enchanted Item with...",
"custom-success-fail-notes-tooltip": "Success, critical success, fail, and critical fail<br>notes will be added to roll results.<br>You can add macros to these notes.<br>The width of these note boxes are set to help you<br>visualize what it will look like in chat.",
"success-note-label": "Success Note:",
"critical-success-note-label": "Critical Success Note:",
"fail-note-label": "Fail Note:",
"critical-fail-note-label": "Critical Fail Note:",
"techniques-legacy-label": "TECHNIQUES (LEGACY).",
"techniques-legacy-tooltip": "<b>New Optional Feature Available.</b><br> A revised techniques table is available by setting the options on the character sheet.<br>This revised techniques is not final, we'll make adjustments based upon feedback.<br><b>New Legacy and Revised Technique Tables.</b> Options to show/hide the Legacy<br>Techniques table and the new Revised Techniques table.<br>Show both tables if you want to transfer your current techniques to the new table.<br>If old technique table has no rows, then hide old table, show new table.<br>",
"parent-label": "Parent",
"abbreviation-minimum-label": "Min",
"abbreviation-maximum-label": "Max",
"cost-label": "Cost",
"techniques-revised-label": "Techniques (Revised)",
"base-level-label": "Base",
"base-skill-level-tooltip": "Base skill level of technique, usually<br>based on Parent Skill.<br>see Techniques B229",
"abbreviation-default-label": "DFLT",
"techniques-revised-default-tooltip": "Default modifier to apply to the base skill.<br>For example, Kicking is -2 from Brawling or Karate Skill.<br>Enter 0 if there is no modifier.<br>see Techniques B229",
"techniques-revised-maximum-modifier-tooltip": "Maximum modifier allowed for the technique.<br>This is relative to the parent skill.<br>For example, Kicking cannot exceed Brawling + 0<br>or Karate + 0.<br>see Techniques B229",
"technique-difficulty-tooltip": "Difficulty of technique.<br>Feats with severe consequences on a failure<br>or allow only one attempt are Hard.<br>see Techniques B229",
"row-id-repeating-tooltip": "The row id can be used with macros.<br>Example field name: repeating_techniquesrevised_[the row id]_level<br>This example would represent the skill level on that row.",
"link-label": "Link:",
"link-to-row-id-tooltip": "Link this row to another row item.",
"copy-paste-row-id-tooltip": "Copy/paste the Skill or Spell Row ID to link that skill to this technique.<br>When the skill/spell is updated, the technique's parent name and base skill level<br>will be updated.<br />Once entered, this will change the Skill/Spell for this particular attack to match<br />the skill/spell level of the Base Skill. Do not change this skill Level number manually.",
"name-label": "Name:",
"hit-location-label": "Hit Location",
"hit-location-tooltip": "Basic Table B552.<br><strong>Optinal:</strong> Rules<br> New Hit Locations<br>LT100-103, MA137",
"where-label": "Where",
"penalty-label": "Pen",
"hit-location-penalty-tooltip": "This is the <strong>Penalty</strong> <br>applied to attack the <br>specific location.",
"abbreviation-damage-resistance-label": "DR",
"damage-resistance-tooltip": "<strong>Low-Tech</strong> #/# usually means All Attack Types / Except<br>this specific Type of attack.<br>Example: Enter as 3/2cr* means DR3 vs all attacks<br>except cr which uses DR2. * means it is Flexible<br>armor (B379).<br><strong>High-Tech and Ultra-Tech</strong> #/# usually mean against<br>these Type Attacks / All other Attack Types.<br>Example: Enter as 5imp, cr /2 means DR5 vs imp and<br>cr type of attacks and DR2 against all other types<br>of attacks.",
"user-created-label": "User Created",
"active-defenses-label": "Active Defenses",
"activate-custom-roll-modifier-tooltip": "You can turn on the <b>custom modifiers</b> by going to<br />Sheet Options Tab then to <b>Skill Modifier Tools</b><br />and checking the tools to use.",
"type-label": "Type",
"active-defense-type-tooltip": "Changing the Type will also update success/fail notes<br>for that active defense.<br>Parry, Block, and Block have default notes that can be<br>changed on the options page.<br><b>NOTE</b> Changing the Type will clear any previous notes<br>you entered.",
"abbreviation-information-label": "Info",
"active-defense-information-tooltip": "<strong>F</strong>: this is a fencing weapon.<br><strong>U</strong>: the weapon is unbalanced. You cannot use it to<br>parry if you've already attacked with it this turn<br>(and vice versa).",
"base-defense-skill-tooltip": "Base defense skill.",
"defense-modifiers-tooltip": "Modifiers to the defense skill.",
"half-dodge-tooltip": "Dodge is halved due to hit points or fatigue loss. See B418 or B426.",
"quarter-dodge-tooltip": "Dodge is quartered due to hit points and fatigue loss. See B418 or B426.",
"displayed-on-rolltemplate-tooltip": "Displayed on the rolltemplate.",
"custom-notes-label": "Custom Notes:",
"custom-notes-active-defense-tooltip": "Add custom notes for this active defense.",
"dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)",
"dodge-retreat-versus-melee-tooltip": "Against a <strong>Melee Attack</strong> ONLY. (B377). It cannot be used against Ranged Attacks.<br>Optional Rules for Retreat can be found in MA123.",
"dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)",
"dodge-drop-ranged-tooltip": "Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').<br>It is similar to a Dodge and Retreat, but only effective against <strong>Ranged Attacks</strong>. (B377)",
"knockback-label": "Knockback save vs crushing or cutting attacks",
"knockback-tooltip": "A <b>crushing</b> attack can cause knockback regardless of whether it penetrates DR.<br />A <b>cutting</b> attack can cause knockback only if it fails to penetrate DR.<br />For every full ST-2 damage (<b>BEFORE</b> subtracting DR) target is moved yard <i>away</i> from attacker.<br /><i>NOTE:</i> If target has no ST score (like a wall) or is not resisting, use HP instead.<br /><br /><b>If knocked back</b>, Roll against DX, Acrobatics, or Judo.<br />-1 per yard of knockback <b>AFTER</b> the first yard.<br />+4 for Perfect Balance. see B378.<br />If target collides with an object, use yards knocked back to calculate <i>Collisions and Falls</i> (see Combat Tools).",
"knockback-calculation-description": "1 yard per <b><span name=\"attr_knockback_points\"></span></b> points",
"knockback-hitpoints-modifier-label": "HP per yard Modifier: ",
"knockback-hitpoints-modifier-tooltip": "Modify the number of hit points required for knockback.<br />For skinny, special rules, etc.",
"abbreviation-information-notes": "INFO Notes",
"fencing-unbalanced-tooltip": "If you enter F or U under the <b>INFO</b> column, the notes <br>below will be <b>replaced</b> with appropriate notes. <br>Any other value, and the text box will get <b>cleared</b> out.<br>",
"apply-combat-reflexes-label": "Apply Combat Reflexes",
"apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43)",
"defense-bonus-notes-label": "Defense Bonus (DB) Notes",
"defense-bonus-notes-tooltip": "<strong>Examples:</strong><br>+2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.<br>+1 DB SHIELD SIDE (Left): from Small Shield.<br>+1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.",
"melee-attacks-label": "Melee Attacks",
"damage-label": "Damage",
"melee-attack-damage-tooltip": "For an <strong>Armor Divisor</strong>: A number in parenthesis after<br>the damage - eg. (2) - is an armor divisor.<br>Enter this number in the <strong>Damage Notes</strong> as AD(#) or as<br>Armor Divisor(#).<br><strong>ex</strong>: indicates the attack causes an explosion.<br>See B269. Enter in the <strong>Damage Notes</strong><br /><b>Tip:</b> You can enter <b>@{thrust}</b> or <b>@{swing}</b> into the damage field.<br />You can do simple math with this macro.<br />Example: <b>@{thrust}+1",
"damage-type-tooltip": "<table><thead><tr><th>Abbr</th><th>Name</th></tr></thead><tbody><tr><td>aff</td> <td>Affliction</td></tr><tr><td>burn</td><td>Burning</td></tr><tr><td>cor</td> <td>Corrosion</td></tr><tr><td>cr</td> <td>Crushing</td></tr><tr><td>cut</td> <td>Cutting</td></tr><tr><td>fat</td> <td>Fatigue</td></tr><tr><td>imp</td> <td>Impaling</td></tr><tr><td>pi-</td> <td>Small Piercing</td></tr><tr><td>pi</td> <td>Piercing</td></tr><tr><td>pi+</td> <td>Large Piercing</td></tr><tr><td>pi++</td><td>Huge Piercing</td></tr><tr><td>spec</td><td>Special</td></tr><tr><td>tox</td> <td>Toxic</td></tr></tbody> </table>",
"reach-label": "Reach",
"melee-reach-tooltip": "The distance in yards that the weapon can reach.<br><strong>C</strong>: this weapon can be used in close combat.<br><strong>*</strong>: the weapon is awkward, and requires a Ready<br>maneuver to switch between different reaches.",
"close-reach-label": "Has <span class=\"emphatic\">C</span> Reach",
"close-reach-tooltip": "A reach <span class=\"emphatic\">C</span> weapon increases to reach 1, but no other effects.<br />See Size Modifier and Reach, B402",
"modifier-tooltip": "Enter the net value of all modifiers combined.<br />Can be a positive or a negative number.<br />Example: Enter 2 for Weapons Bond (+1) plus Magic (Accuracy: +1).<br />Once entered, this will change the Skill/Spell Level for this <b>particular</b><br />weapon to match the Base Skill/Spell level plus this MOD (Modifier).<br />Do not change this level number manually.",
"weapon-notes-label": "Weapon Notes",
"melee-weapon-notes-tooltip": "<strong>Hint:</strong> Enter inline rolls for additional results. To show the selected arrow.<br>Example: Select Location: ?{Location|Head|Torso}",
"damage-notes-label": "Damage Notes",
"melee-damage-notes-tooltip": "<strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
"ranged-attacks-label": "Ranged Attacks",
"firing-upward-tooltip": "For firing Upward or Downward - See B407.",
"ranged-damage-tooltip": "For an <strong>Armor Divisor</strong>: A number in parenthesis after<br>the damage - eg. (2) - is an armor divisor.<br>Enter this number in the <strong>Damage Notes as AD(#)</strong> or as<br><strong>Armor Divisor(#)</strong>.<br><strong>ex</strong>: indicates the attack causes an explosion.<br><strong>[#d]</strong>: indicates the attack causes fragmentation.<br>See B269. Enter in the Damage Notes<br /><b>Tip:</b> You can enter <b>@{thrust}</b> or <b>@{swing}</b> into the damage field.<br />You can do simple math with this macro.<br />Example: <b>@{thrust}+1",
"abbreviation-accuracy-label": "Acc",
"abbreviation-range-label": "RNG",
"range-tooltip": "Range. See B269.",
"abbreviation-rate-of-fire-label": "RoF",
"rate-of-fire-tooltip": "Rate of Fire<br>The maximum number of shots that can be fired in <br>one turn (by a regular person).<br>The minimum number of shots is 1.<br><br><strong>!</strong>: minimum RoF is 1/4 of the maximum, rounded up.<br><strong>mxn</strong>: fires the first number of shots, which each then<br>split into the second number (eg. shotguns)<br><strong>Jet</strong>: shoots a continuous stream of fluid. See page 106.",
"shots-label": "Shots",
"shots-tooltip": "The number of shots that can be fired before the<br>weapon must be reloaded.<br>The parenthetical number indicates the number of 1<br>second ready maneuvers required to reload the<br>weapon.<br><strong>T</strong>: the weapon is thrown. To \"reload\" it, pick it up.<br><strong>i</strong>: you must load the shots individually. the listed<br>time is for each shot.",
"bulk-label": "Bulk",
"bulk-tooltip": "<strong>Move and Attack</strong>: If you are making a ranged attack,<br>you have a penalty of -2 or the weapons Bulk rating,<br>whichever is worse (B365, B469, B548).<br><strong>Close Combat</strong>: If using a ranged weapon, ignore the usual<br>speed/range penalty and apply the weapons Bulk<br>statistic as a penalty to hit. B391<br>It also serves as a penalty to <strong>Holdout</strong> skill when you<br>attempt to conceal the weapon. B370<br>",
"abbreviation-recoil-label": "RCL",
"recoil-tooltip": "When firing at RoF 2+, every full multiple of Rcl<br>by which you make your attack roll means you score<br>one extra hit, to a maximum number of hits equal<br>to total shots fired. See page 373.",
"malfunction-label": "Malfunction",
"malfunction-tooltip": "Malfunction is an <strong>Optional Rule</strong>. B278, <strong>B279</strong>, B382, tables <strong>B407</strong> &amp; HT179, with more detailed info HT79-81. If the option <i>Use Malfunction</i> is<br>checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.<br><b style=\"color: red\">Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.</b>",
"verify-label": "Verify",
"verify-malfunction-tooltip": "If Verify is checked, then roll again to verify the malfunction. see HT79",
"ranged-weapon-notes-tooltip": "<strong>Hint:</strong> Enter inline rolls for additional results. To show the selected arrow.<br>Example: Arrow: ?{Arrow Type|Bodkin|Normal}",
"ranged-damage-notes-tooltip": "<strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
"combat-tools-label": "Combat Tools",
"abbreviation-thrown-pounds-label": "Thrown (lbs)",
"thrown-strength-tooltip": "Based on Striking ST<br><i>Note:</i> future versions will add ability to choose ST source or enter ST.",
"thrown-modifier-tooltip": "Bonus or penalty per die<br>Throwing Art at DX Level = +1 per die<br>Throwing Art at DX+1 Level = +2 per die",
"thrown-super-tooltip": "Super Throw Level<br>Each level of Super Throw, double range.<br>Each level of Super Throw increases damage by +2 per die.",
"thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.",
"throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula",
"range-calculator-label": "Range Calculator",
"range-label": "Range",
"firing-up-down-range-tooltip": "Distance between shooter and target.<br>See B372-373",
"firing-up-down-speed-tooltip": "(2 mph = 1 yard/second).<br>Ignore if human like target moving 10 yards or less.<br>See B372-373",
"abbreviation-size-modifier-label": "Size Mod",
"two-letter-abbreviation-size-modifier-label": "SM",
"target-size-modifier-tooltip": "Size Modifier of target. The modifier is applied AFTER location, grapple, shield, chinks in armor have been applied.",
"position-label": "Position",
"firing-up-down-position-tooltipo": "Your vertical position relative to the target.<br>Ignore up/down for beam type weapons like lasers.<br>See <b>FIRING UPWARD AND DOWNWARD</b> B407.<br>Firing downward decreases distance.<br><i>For every 2 yards <b>above</b> your target, subtract 1 from distance.</i><br>Firing upward increases distance.<br><i>Example:</i> Distance 40 yards, you are 10 yards <b>above</b> the target, so <b>subtract</b> 5 yards. Final distance is 35 yards.<br><i>For every 1 yard <b>below</b>&gt; your target, add 1 to distance.</i><br><i>Example:</i> Distance 40 yards, you are 10 yards <b>below</b> the target, so <b>add</b> 10 yards. Final distance is 50 yards.<br>",
"elevation-label": "Elevation",
"abbreviation-elevation-label": "Elev",
"firing-up-down-elevation-tooltip": "The number of yards you are above or below the target.",
"ranged-elevation-label": "If you're above the target, enter a positive number of hexes.<br />If you're below the target, enter a negative number of hexes.<br />See B407.",
"speed-range-label": "Speed/Range",
"abbreviation-effective-label": "EFF",
"effective-speed-range-tooltip": "Effective speed/range based on range, speed, and elevation.",
"abbreviation-hit-modifier-label": "Hit Mod",
"reset-label": "Reset",
"help-label": "Help",
"skill-modifiers-reset-tooltip": "Reset skill modifiers.",
"apply-firing-tooltip": "Apply this modifier to the ranged <b>Modifier</b> box and <b>Roll Modifiers</b> tool.<br /><b>Important</b> This will <span style=\"color: red;\">replace</span> any current modifiers.",
"apply-label": "Apply",
"falling-collision-label": "Falling and Collision",
"abbreviation-yards-fallen-label": "Yds Fallen",
"gravity-label": "Gravity",
"abbreviation-atmosphere-label": "Atm.",
"atmosphere-tooltip": "Atmosphere",
"velocity-label": "Velocity",
"falling-velocity-tooltip": "If collision, use relative velocity.<br>Head-on collision = Add velocity of both objects<br>Rearend collision = Faster object - slower object<br>Side collision = Speed of object causing collision<br>",
"abbreviation-hit-points-label": "HP",
"falling-hit-points-tooltip": "Hit Points of falling object or object initiating <br>collision.<br>If hitting immovable object, use HP*2<br>NOTE: If collision, if the other object is moving<br>it will inflict its own damage to object that initiated<br>the collision.<br>See B430",
"falling-label": "Falling",
"collision-label": "Collision",
"demolition-label": "Demolition",
"select-label": "Select",
"select-token-tooltip": "Click the button to turn on <b>select a token</b> before a skill roll.<br />The token name will appear in the results.<br /><b>Note:</b> More advanced features will require using Roll20's API.",
"target-token-tooltip": "Click the button to turn on <b>target a token</b> before a skill roll.<br />The token name will appear in the results.<br /><b>Note:</b> More advanced features will require using Roll20's API.",
"demolition-select-tooltip": "Select an explosion type to use. This will populate Type and REF fields.",
"demolition-type-tooltip": "<strong>Type</strong><br>Refer to the REF table B415.",
"abbreviation-relative-explosive-force-label": "REF",
"relative-explosive-force-tooltip": "Relative Explosive Force, equivalence in pounds of TNT.<br>TNT = 1.0. See B415.",
"abbreviation-pounds-label": "lbs",
"demolition-pounds-tooltip": "Weight in pounds required by its REF.",
"demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.",
"abbreviation-multiplier-label": "Multi",
"damage-multiplier-tooltip": "<strong>Damage Multiplier:</strong><br>Enter the number to multiply 6d6 by.<br>An explosion doing 6dx<i>n</i> damage takes (<i>n</i>x<i>n</i>)/4 pounds of TNT.<br><b>NOTE:</b> Anyone caught in a blast may attempt an active defense<br>roll to dive for cover from the explosions collateral damage and<br>fragmentation; see Dodge and Drop B377.",
"abbreviation-radius-label": "Rad",
"radius-collateral-damage-tooltip": "Radius of collateral damage. See B414<br>For instance, if an explosion does 6dx2 damage,<br>everyone within 24 yards is vulnerable.<br><br>For fragmentation damage, the radius is<br>5 x dice of fragmentation damage.",
"abbreviation-divisor-label": "Div",
"demolition-armor-devisor-tooltip": "Divisor. Amount to divide damage by based on<br>distance from blast. See B414<br>You can enter: <b>3</b> (default), 2, or 1.<br>Default: Damage rolled / (3 x distance blast).<br>Damage Modifiers Explosion, see B104.<br>Exp. +100% = Damage rolled / (2 x distance from blast).<br>Exp. +150% = Damage rolled / (1 x distance from blast).<br>",
"abbreviation-target-label": "TGT",
"demolition-target-tooltip": "Target's distance from center of blast.<br>Damage / (3 x distance from blast). Round down.<br>See B414",
"how-much-label": "How Much?",
"demolition-how-much-tooltip": "Determine how much explosive to use based on damage. TNT = 1.0<br>See B415.",
"how-big-label": "How Big?",
"demolition-how-big-tooltip": "Determine how big the explosion is based on weight.<br>See B415.",
"fragmentation-label": "Fragmentation",
"fragmentation-damage-tooltip": "Fragmentation damage.<br>See B415.",
"fragmentation-skill-tooltip": "Base skill level for a fragmentation damage to hit a target.<br>A hit is <b>automatic</b> if the explosive attack actually strikes the target.<br>Only three modifiers apply: the <b>range modifier</b> for the distance from the center<br>of the blast to the target, the modifier for the <b>targets posture</b> (prone, etc.),<br>and the targets <b>Size Modifier</b>. It is possible for several fragments to hit! For<br>every <b>three points</b> by which the attack roll succeeds, one additional fragment<br>strikes the target.",
"close-range-shotgun-label": "Close Range Shotgun Damage Tool",
"abbreviation-damage-label": "DMG",
"shotgun-half-damage-tooltip": "Enter half-damage range of shotgun.",
"close-label": "Close",
"shotgun-close-range-tooltip": "Close range.",
"shotgun-new-rate-of-fire-tooltip": "New Rate of Fire",
"shotgun-new-damage-tooltip": "New Damage",
"abbreviation-damage-resistance-multiplier-label": "DR Mult.",
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "Enter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how close you need to be with the shotgun, the RoF, close range damage, and DR multiplier.For more information, see B409.",
"quick-inventory-label": "Quick Inventory",
"location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "Legality Class B267.",
"on-label": "On",
"inventory-carried-tooltip": "Carried<br>Is the item being carried at the moment?",
"gravity-tooltip": "Standard gravity is based on 1G, earth normal. See B350.<br />If gravity is over 1G, then add <i>your</i> weight and encumberance then multiply by Gravity - 1. Add this value to your encumbrance.<br />If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance.<br /><b>Important:</b> For accurate results please enter your weight on the Bio\\Misc tab.<br /><b>Note:</b> This modifier will be applied to the <i>Total Inventory Weight</i> which affects Encumbrance Level,<br />it will not be applied to <i>Grand Total Weight</i> since that weight is applied to another person/transport.",
"abbreviation-gravity-label": "Grav",
"gravity-thrown-tooltip": "Gravity, affects throwing distance. See B350.",
"jump-gravity-tooltip": "Affects jumping distance. See B350.",
"inventory-totals-label": "TOTALS:",
"inventory-totals-tooltip": "Totals for all fields.",
"total-inventory-value-label": "Total Inventory Value:",
"total-inventory-value-tooltip": "Total monetary value of all items (carried or not).",
"total-inventory-weight-label": "Total Inventory Weight:",
"total-inventory-weight-tooltip": "Total weight of all items carried.<br /><b>Note:</b> Gravity will be factored into final weight.",
"grand-total-weight-label": "Grand Total Weight:",
"grand-total-weight-tooltip": "Grand total of PC's weight: <span style=\"background-color: white ; font-weight: bold ; text-decoration: underline\" name=\"attr_weight\"></span>, and all items carried.<br /><b>Note:</b>Does not include gravity modifier.",
"spells-based-on-label": "Spells Based on:",
"magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:",
"cencentration-penalty-label": "Concentration Penalty",
"cocentration-penalty-tooltip": "<b>Concentration</br> spell penalty<br><input type=\"hidden\" name=\"attr_spell_maintained_count\" value=\"0\">Number of spells: <span name=\"attr_spell_maintained_count\"></span>.<br><i>NOTE:</i> Use options tab to adjust the penalty.",
"spell-label": "Spell",
"spell-tooltip": "Name of spell",
"abbreviation-level-label": "LVL",
"trait-level-tooltip": "Level of the trait.",
"spell-skill-level-tooltip": "Skill level with spell",
"spell-difficulty-tooltip": "Difficulty",
"spell-skill-level-modifier-tooltip": "Modifier applied to skill level.<br>Can be a positive or a negative number.<br>Examples include a bonus from a Talent,<br>default from another Skill or Technique,<br>a piece of equipment, or a Perk.",
"points-tooltip": "Points",
"spell-is-on-tooltip": "Enter a 1 or more to mark as <b>ON</b><br><b><span name=\"attr_penalty_per_spell_on\"></span></b> skill penalty for each spell that is <b>ON</b>.<br>See B238 or M10.<br>Click one at a time, wait until each penalty is applied before clicking the next one.",
"abbreviation-concentration-label": "CT",
"spell-concentration-tooltip": "Enter a 1 or more to mark the spell as <b>Under Concentration</b>.<br><b><span name=\"attr_penalty_per_spell_maintained\"></span></b> skill penalty for each spell.<br>See B238 or M10.<br>Click one at a time, wait until each penalty is applied before clicking the next one.",
"abbreviation-resisted-by-label": "RESIST",
"spell-resisted-by-tooltip": "Resisted By",
"duration-label": "Duration",
"spell-duration-tooltip": "Duration of Spell",
"spell-energy-cost-tooltip": "Energy cost for casting the spell.",
"time-label": "Time",
"spell-casting-time-tooltip": "Amount of time to cast the spell.",
"maintain-label": "Maintain",
"spell-cost-to-maintain-tooltip": "Energy cost to maintain the spell.",
"class-label": "Class",
"spell-class-tooltip": "Spell class; Area, Blocking, Information, Melee,<br>Missile, Regular, Regular (Jet), Resisted, Special",
"colleges-label": "Primary College:",
"colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
"user-rules-as-written-label": "Use rules as written",
"only-on-3-or-4-label": "Only on a 3 or 4",
"turn-off-label": "Turn Off",
"skill-modifier-options-label": "Skill Modifier Options",
"no-modifier-prompt-label": "No Modifier Prompt",
"no-modifier-prompt-tooltip": "Rolls will be made immediately with no prompt.",
"single-modifier-prompt-label": "Single Modifier Prompt",
"single-modifier-prompt-tooltip": "Ask for a bonus or penalty to be added to dice rolls.<br>This will not affect damage rolls.",
"extended-modifier-prompt-label": "Extended Modifier Prompts",
"extended-modifier-prompt-tooltip": "Instead of a single modifier, rolls will ask for a series of modifiers,<br>to remind you about potential bonuses/penalties.<br>This will not affect damage rolls.",
"skill-modifier-tools-label": "Skill Modifier Tools",
"use-skill-modifier-tool-label": "Use Skill Modifier Tool",
"use-skill-modifier-tool-tooltip": "Displays a modifier text box, a button to open a tool to modify effective skill, and to check off Max skill of 9.",
"use-technique-modifier-tool-label": "Use Technique Modifier Tool",
"use-defense-modifier-tool-label": "Use Defense Modifier Tool",
"use-melee-modifier-tool-label": "Use Melee Attack Modifier Tool",
"use-ranged-modifier-tool-label": "Use Ranged Attack Modifier Tool",
"use-spell-modifier-tool-label": "Use Spell Modifier Tool",
"public-or-private-rolls-label": "Public or Private Rolls",
"public-rolls-label": "Public Rolls",
"public-rolls-tooltip": "All players will be able to see<br>your skill level, roll and results.",
"private-skill-levels-label": "Private Skill Levels <em>deprecated</em>",
"private-skill-levels-tooltip": "Only the GM will be able to see<br>your skill level, but all players<br>will see the result.<br><b>NOTE:</b> This now behaves just like Private Rolls",
"private-rols-label": "Private Rolls",
"private-rolls-tooltip": "Only the GM will see your skill<br>level and the result.",
"repeating-technique-tables-label": "Repeating Technique Tables",
"show-original-label": "Show Original",
"show-original-tooltip": "Show the original techniques table.",
"show-revised-label": "Show Revised",
"show-revised-tooltip": "Show the revised techniques table.",
"point-summary-layout-label": "Point Summary Layout",
"abbreviation-gurps-character-assistant-label": "GCA",
"gurps-character-assistant-tooltip": "GURPS Character Assistant.",
"abbreviation-gurps-character-sheet-label": "GCS",
"gurps-character-sheet-tooltip": "GURPS Character Sheet.",
"detailed-label": "Detailed",
"point-summary-detailed-tooltip": "Custom view displaying each section total.<br>Including the deprecated Misc. Points box.",
"enter-unspent-points-label": "Enter Unspent Points",
"enter-unspent-points-tooltip": "Check if you would like to manually track your unspent points",
"add-to-combat-tracker-label": "Add to combat tracker",
"public-speed-tracker-label": "Public Speed Tracker",
"public-speed-tracker-tooltip": "Show basic speed and add to Chat message to public.",
"private-speed-tracker-label": "Private Speed Tracker",
"private-speed-tracker-tooltip": "Show basic speed and add to Chat message to GM.",
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "<table><tbody><tr><td>Penalty for each spell <b>ON:</b> </td><td><input type=\"number\" step=\"1\" value=\"-1\" name=\"attr_penalty_per_spell_on\"></td></tr><tr><td>Penalty for each spell <b>Concentrated On:</b> </td><td><input type=\"number\" step=\"1\" value=\"-3\" name=\"attr_penalty_per_spell_maintained\"></td></tr><tr><td>Show casting details on roll template:</td><td><input type=\"checkbox\" name=\"attr_show_casting_details\" checked /></td></tr></tbody></table>",
"abbreviation-show-rules-as-written-notes-label": "Show Active Defenses RAW Notes",
"abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "Show Rules as Written Success/Fail notes",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
"use-malfunction-tooltip": "If checked, roll results will check for malfunction.",
"stat-modifier-options-label": "Stat Modifier Options",
"modifiers-to-attributes-increase-all-label": "Mods to attributes increase all derived stats (including HP, FP)",
"modifiers-to-attributes-increase-most-label": "Mods to attributes increase most derived stats (not HP, FP)",
"modifiers-to-attributes-increase-none-label": "Mods to attributes do not increase derived stats",
"sheet-style-label": "Sheet Style",
"sheet-style-description": "Selects a visual style for the character sheet",
"falling-collision-damage-notes-label": "Falling &amp; Collision Damage Notes",
"demolition-damage-notes-label": "Demolition Damage Notes",
"fragmentation-skill-notes-label": "Fragmentation Skill Notes",
"fragmentation-damage-notes-label": "Fragmentation Damage Notes",
"fragmentation-recoil-label": "Fragmentation Recoil:",
"spell-critical-success-notes-label": "Spell Critical Success Notes",
"spell-fail-notes-label": "Spell Fail Notes",
"spell-critical-failure-notes-label": "Spell Critical Failure Notes",
"minimum-damage-notes-label": "Minimum Damage Notes",
"editable-wound-modifier-notes-label": "Editable Wound Modifier Notes",
"editable-wound-modifier-notes-description": "Initial wound modifier notes based on GURPS 4th Edition - Campaigns",
"show-notes-in-roll-template-label": "Show notes in roll template",
"cutting-label": "Cutting",
"impaling-label": "Impaling",
"crushing-label": "Crushing",
"abbreviation-piercing-label": "PI",
"afflication-label": "Affliction",
"burn-label": "Burn",
"corrosion-label": "Corrosion",
"fatigue-label": "Fatigue",
"toxic-label": "Toxic",
"special-label": "Special",
"gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page",
"gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1",
"abbreviation-book-reference-label": "Ref",
"minimum-label": "Minimum",
"rolltemplate-minimum-damage-description": "Applied to Target's DR<br>See B378 <b>Damage Roll</b>",
"roll-label": "Roll:",
"against-label": "Against",
"target-one-label": "Target 1",
"selected-label": "Selected",
"target-label": "Target",
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
"base-label": "BASE",
"ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
"rolltemplate-warning-less-than-three-description": "<b>WARNING:</b> You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)",
"rolltemplate-tool-modifiers-label": "Tool Modifiers",
"maneuver-label": "Maneuver",
"all-out-attack-label": "All-Out Attack",
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is <b>9</b>",
"traits-label": "Traits",
"summary-label": "Summary",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "<span style=\"color: red; font-weight:bold;\">Verify!</span> roll 3d6 again to verify the results. See HT79.<br />",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.<br /><b style=\"color:red;\">NOTE:</b> Malfunction has <i>priority</i> over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382.",
"defense-label": "Defense",
"attack-label": "Attack",
"melee-label": "Melee",
"ranged-label": "Ranged",
"tools-label": "Tools",
"hit-location-armor-title": "Hit Location & Armor Table",
"layers-label": "Layers",
"back-armor-label": "Back",
"back-armor-tooltip": "Show back armor for each layer.",
"layer-1-label": "Layer 1",
"layer-2-label": "Layer 2",
"layer-3-label": "Layer 3",
"layer-4-label": "Layer 4",
"abbreviation-penalty-label": "Pen",
"front-label": "Front",
"back-label": "Back",
"abbreviation-defense-bonus-label": "DB",
"abbreviation-crippled-label": "CRIP",
"abbreviation-disabled-label": "DIS",
"wounds-label": "Wounds",
"template-label": "Template",
"character-armor-type-tooltip": "Select the hit location template and click the <b>Apply</b> button.<br /><b>ALERT:</b> This will delete the current hit locations!",
"armor-layers-tooltip": "Select the number of armor layers to display.",
"armor-penalty-tooltip": "Penalty to hit this location.<br /><b>NOTE:</b> Size Modifier is factored in when <i>Applying</i> location type or changing <i>Size Modifier</i>.",
"armor-layor-tooltip": "Enter DR for this location.<br /><b>Pattern:</b> [H#] BASE-DR(/SPLIT-DR)* pi, cut<br />[H#] # is the hardened level of armor. This will <b>NOT</b> be placed on the summary tab.<br />BASE-DR is the primary DR of the armor, it should always be first.<br />SPLIT-DR is the armor that have different values based on damage type.<br />* = flexible armor<br /><b>Example:</b>[H1] 4/12* pi, cut<br />H1 = One level hardened. Flexible armor with base DR of 4, but DR 12 against piercing and cutting.<br />Damage Types: pi, burn, cor, cr, fat, toxic, cut, imp (see B379.)<br /><b>IMPORTANT:</b> To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.<br /><b>NOTE:</b> Only <b>one</b> layer per row may have split armor.",
"armor-layor1-tooltip": "Layer 1 <i>(Inner most)</i> is good for natural DR or concealable armor, such as cloth armor under a breastplate.",
"armor-layor2-tooltip": "Layer 2 is good for your primary armor, like helmet, leather armor, gloves, etc.",
"armor-layor3-tooltip": "Layer 3 is good for force shields, magic DR, etc.",
"armor-layor4-tooltip": "Layer 4 <i>(Outer most)</i> is also good for force shields, magic DR, etc.",
"armor-summary-tooltip": "This sums up each layer, from layer 1 <i>(inner)</i> to layer 4 <i>(outer)</i>.<br />* = flexible armor.<br /><b>Alert: </b> Only <b>one</b> layer per row may have split armor.",
"hitlocation-damage-tooltip": "Enter the amount of damage this location has taken.<br /><b>NOTE:</b> The damage will <i>note</i> affect the current Hit Points.",
"hitlocation-divisor-tooltip": "Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.",
"hitlocation-disabled-tooltip": "Disabled/Crippled Threshold.<br />If a <b>single</b> injury meets or exceeds this value, the extremity or structure is disabled.<br /><b>NOTE:</b> In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the <b>eyes.</b><br /><b>Dismemberment:</b> If injury is <i>twice</i> the threshold, then extremity is destroyed. <i>Cutting</i> or <i>Explosion</i> will sever the limb.<br />See B421",
"hitlocation-wounds-tooltip": "Enter individual wounds here, if limb is crippled, bleeding, etc.<br />Example: -6 pi (major wound), -2 burn.",
"abbreviation-major-label": "MAJ",
"major-wounds-tooltip": "Major wound threshold. <b>Any</b> single injury greater than 1/2 your HP.<br />If using hit location, any injury that disables a limb is a <b>Major Wound</b>.<br />Roll HT to avoid Knockdown and Stunning or use the <b>K Down</b> trait on the general tab. See B420.",
"hit-location-notes-tooltip": "Enter notes and traits here.<br />You could damage notes for <i>Unliving</i>, <i>Homogenous</i>, <i>Diffuse</i>, <i>Unbreakable Bones</i>, <i>Damage Reduction</i> see B380 and Powers 52."
}