mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-09-05 06:32:31 +00:00
479 lines
36 KiB
JSON
479 lines
36 KiB
JSON
{
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"1920-skill-list": "Buchführung,Anthropologie,Werteschätzen,Archäologie,Charme,Klettern,Finanzkraft,Cthulhu-Mythos,Verkleiden,Ausweichen,Autofahren,ElektrischeReparaturen,Überreden,Nahkampf(Handgemenge),Fernkampf(Faustfeuerwaffe),Fernkampf(Gewehr/Flinte),ErsteHilfe,Geschichte,Einschüchtern,Springen,Muttersprache,Rechtswesen,Bibliotheksnutzung,Horchen,Schließtechnik,Mechanische Reparaturen,Medizin,Naturkunde,Orientierung,Okkultismus,SchweresGerät,Überzeugen,Psychoanaylse,Reiten,Kaschieren,Verborgeneserkennen,Verborgenbleiben,Schwimmen,Werfen,Spurensuche",
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"invictus-skill-list": "Buchführung,Tierdressur,Werte schätzen,Handwerk/Kunst1, Handwerk/Kunst2,Charme,Zivilrecht,Klettern,Cthulhu-Mythos,Verkleiden,Ausweichen,Gespannfahren,Röm.Reich,Überreden,Nahkampf(Handgemenge),Nahkampf(andere)1,Nahkampf(andere)2,Nahkampf(andere)3,ErsteHilfe,Durchschauen,Einschüchtern,Springen,Muttersprache,Bibliotheksnutzung,Horchen,Medizin,Naturkunde,Orientierung,Okkultismus,AnderesKönigreich1,AnderesKönigreich2,Fremdsprache1,Fremdsprache2,Überzeugen,Bootesteuern,Lesen&Schreiben1,Lesen&Schreiben2,Reparieren/Verbessern,Reiten,Schild,Kaschieren,Verborgeneserkennen,Status,Verborgenbleiben,Schwimmen,Werfen,Spurensuche",
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"modern-skill-list": "Buchführung,Anthropologie,Werteschätzen,Archäologie,Charme,Klettern,Computernutzung,Finanzkraft,Cthulhu-Mythos,Verkleiden,Ausweichen,Autofahren,ElektrischeReparaturen,Elektronik,Überreden,Nahkampf(Handgemenge),Fernkampf(Faustfeuerwaffe),Fernkampf(Gewehr/Flinte),Fernkampf(Maschinenpistole),ErsteHilfe,Geschichte,Einschüchtern,Springen,Muttersprache,Rechtswesen,Bibliotheksnutzung,Horchen,Schließtechnik,MechanischeReparaturen,Medizin,Naturkunde,Orientierung,Okkultismus,SchweresGerät,Überzeugen,Psychoanalyse,Psychologie,Reiten,Kaschieren,Verborgeneserkennen,Verborgenbleiben,Schwimmen,Werfen,Spurensuche",
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"dark-ages-skill-list": "Buchführung,Tierdressur,Werteschätzen,Handwerk/Kunst1,Handwerk/Kunst2,Charme,Klettern,Cthulhu-Mythos,Verkleiden,Ausweichen,Gespannfahren,Überreden,Nahkampf(Handgemenge),Nahkampf(andere)1,Nahkampf(andere)2,Nahkampf(andere)3,ErsteHilfe,Durchschauen,Einschüchtern,Springen,Muttersprache,Bibliotheksnutzung,Horchen,Schließtechnik,Medizin,Naturkunde,Orientierung,Okkultismus,AnderesKönigreich1,AnderesKönigreich2,Fremdsprache1,Fremdsprache2,Heimatkönigreich,Überzeugen,Bootesteuern,Lesen&Schreiben1,Lesen&Schreiben2,Religion,Reparieren/Verbessern,Reiten,Schild,Kaschieren,Verborgeneserkennen,Status,Verborgenbleiben,Schwimmen,Werfen,Spurensuche",
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"old-west-skill-list": "Buchführung,Tierdressur,Anthropologie,Werteschätzen,Archäologie,Handwerk/Kunst,Charme,Klettern,Finanzkraft,Cthulhu-Mythos,Verkleiden,Ausweichen,Gespannfahren,ElektrischeReparaturen,Überreden,Nahkampf(Handgemenge),Nahkampf(andere),Fernkampf(Faustfeuerwaffe),Fernkampf(Gewehr/Flinte),Fernkampf(andere),ErsteHilfe,Glücksspiel,Geschichte,Einschüchtern,Springen,Fremdsprache,Muttersprache,Rechtswesen,Bibliotheksnutzung,Horchen,Schließtechnik,MechanischeReparaturen,Medizin,Naturkunde,Orientierung,Okkultismus,SchweresGerät,Überzeugen,Psychologie,Reiten,Seile,Kaschieren,Verborgeneserkennen,Verborgenbleiben,Schwimmen,Werfen,Spurensuche,Fallenstellen",
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"icarus-skill-list": "Buchführung,Werteschätzen,Archäologie,Handwerk/Kunst,Charme,Klettern,Computernutzung,Finanzkraft,Cthulhu-Mythos,Sprengen,Ausweichen,Autofahren,ElektrischeReparaturen,Elektronik,Überreden,Nahkampf(Handgemenge),Fernkampf(Faustfeuerwaffe),Fernkampf(Gewehr/Flinte),Fernkampf(elektr.),ErsteHilfe,Geschichte,Einschüchtern,Springen,Muttersprache,Rechtswesen,Bibliotheksnutzung,Horchen,Schließtechnik,MechanischeReparaturen,Medizin,Naturkunde,Orientierung,Okkultismus,SchweresGerät,Überzeugen,Psychoanalyse,Psychologie,Lippenlesen,Kaschieren,Verborgeneserkennen,Verborgenbleiben,Systemebedienen,TechnischeReparaturen,Werfen,Spurensuche,Schwerelosigkeit",
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"end-of-times-skill-list": "Tierdressur,Werteschätzen,Handwerk/Kunst,Charme,Klettern,Computernutzung,Cthulhu-Mythos,Verkleiden,Ausweichen,Steuern,ElektrischeReparaturen,Überreden,Nahkampf(Handgemenge),Nahkampf(andere),Fernkampf(Faustfeuerwaffe),Fernkampf(Gewehr/Flinte,Fernkampf(Maschinenpistole),ErsteHilfe,Geschichte,Einschüchtern,Springen,Fremdsprache,Muttersprache,Bibliotheksnutzung,Horchen,Schließtechnik,MechanischeReparaturen,Medizin,Naturkunde,Orientierung,Okkultismus,SchweresGerät,Überzeugen,Psychologie,Reiten,Plündern,Kaschieren,Verborgeneserkennen,Status,Verborgenbleiben,Schwimmen,TechnischeReparaturen,Werfen,Spurensuche",
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"investigatorinfo-u": "Investigatoren-Info",
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"heroinfo-u": "Heldeninfo",
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"name-u": "Name",
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"player-u": "Gespielt von",
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"occupation-u": "Beruf",
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"archetype-u": "Archetyp",
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"age-u": "Alter",
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"sex-u": "Geschlecht",
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"residence-u": "Wohnort",
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"birthplace-u": "Geburtsort",
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"characteristics-u": "Attribute",
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"STR-u": "ST",
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"STR-r-txt": "ST-Probe",
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"DEX-u": "GE",
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"DEX-r-txt": "GE-Probe",
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"POW-u": "MA",
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"POW-r-txt": "MA-Probe",
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"CON-u": "KO",
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"CON-r-txt": "KO-Probe",
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"APP-u": "ER",
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"APP-r-txt": "ER-Probe",
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"EDU-u": "BI",
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"EDU-r-txt": "BI-Probe",
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"SIZ-u": "GR",
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"SIZ-r-txt": "GR-Probe",
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"INT-u": "IN",
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"INT-r-txt": "IN-Probe",
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"Move rate-u": "BW",
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"Move rate-r-txt": "BW-Probe",
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"HP-u": "Trefferpunkte",
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"HP-r-txt": "TP-Wurf",
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"majorwound-u": "Schwere Wunde",
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"hptemp-z": "HP Temporary",
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"pulphp-u": "Pulp TP",
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"luck-u": "Glück",
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"luck-r-txt": "Probe auf Glück",
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"init-r-txt": "Send Initiative to Turn Order",
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"init-uf": "Initiative (Fixed)",
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"init-ur": "Initiative (Rolled)",
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"init-set-txt": "ATTENTION: MANUALLY SET",
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"init-roll-p": "Previous Value",
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"init-roll-c": "Current Value",
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"init-roll-s": "Roll Sent",
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"damagebonus-u": "Schadensbonus",
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"None": "Keine",
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"build-u": "Statur",
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"sanity-u": "Stabilitätspunkte",
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"indins-tr1-u": "Attention:",
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"indins-tr2-u": "You are Becomes Indefinitely Insane",
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"pulp-z": "Pulp",
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"sanity-r-txt": "STA-Probe",
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"start": "Start",
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"current": "aktuell",
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"current-u": "aktuell",
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"tempinsane-u": "umnachtet",
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"indefinsane-u": "geistesgestört",
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"bouts-of-madness-u": "Anfälle von Wahnsinn",
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"mixed-bouts-of-madness-u": "Mixed Bouts of Madness (Normal+Pulp)",
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"pulp-bouts-of-madness-u": "Anfälle von Wahnsinn (Pulp)",
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"bom-real-time": "Echtzeit",
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"bom-summary": "Zusammenfassung",
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"stable": "stabil",
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"magicpoints-u": "Magiepunkte",
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"dicerolls-u": "Fertigkeitsproben",
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"custom-u": "Benutzerdef.",
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"investigatorskills-u": "Fertigkeiten",
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"accounting_da-u": "Buchführung (10%)",
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"animalhandling_da-u": "Tierdressur (15%)",
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"accounting-u": "Buchführung (05%)",
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"accounting-r-txt": "Probe auf Buchführung",
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"anthropology-u": "Anthropologie (01%)",
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"anthropology-r-txt": "Probe auf Anthropologie",
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"artandcraft-u": "Art and Craft(05%)",
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"artandcraft1": "Handwerk/Kunst 1",
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"artandcraft2": "Handwerk/Kunst 2",
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"appraise-u": "Werte schätzen (05%)",
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"appraise-r-txt": "Probe auf Werte schätzen",
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"appraise_et-u": "Werte schätzen (10%)",
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"appraise_ic-u": "Werte schätzen (15%)",
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"archaeology-u": "Archäologie (01%)",
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"archaeology-r-txt": "Probe auf Archäologie",
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"charm-u": "Charm (15%)",
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"charm-r-txt": "Probe auf Charme",
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"civics-u": "Zivilrecht(10%)",
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"climb-u": "Klettern (20%)",
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"climb-r-txt": "Probe auf Klettern",
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"status-u": "Status",
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"creditrating-u": "Finanzkraft (00%)",
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"creditrating-r-txt": "Probe auf Finanzkraft",
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"cthulhumythos-u": "Cthulhu Mythos (00%)",
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"cthulhumythos-r-txt": "Probe auf Cthulhu-Mythos",
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"disguise-u": "Verkleiden (05%)",
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"disguise-r-txt": "Probe auf Verkleiden",
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"dodge-u": "Ausweichen (halbe GE)",
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"dodge-r-txt": "Probe auf Ausweichen",
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"drivewagon-u": "Gespann fahren (20%)",
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"driveauto-u": "Autofahren (20%)",
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"driveauto-r-txt": "Probe auf Autofahren",
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"drive-u": "Steuern(20%)",
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"elecrepair-u": "Elektrische Reparaturen (10%)",
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"elecrepair-r-txt": "Probe auf Elektrische Reparaturen",
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"elecrepair_ow-u": "Elektrische Reparaturen (00%)",
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"empire-u": "Röm. Reich(25%)",
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"fasttalk-u": "Überreden (05%)",
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"fasttalk-r-txt": "Probe auf Überreden",
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"fighting(brawl)-u": "Nahkampf (Handgemenge) (25%)",
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"fighting_brawl-r-txt": "Probe auf Nahkampf (Handgemenge)",
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"fightspec1": "Nahkampf (andere) 1",
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"fightspec2": "Nahkampf (andere) 2",
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"fightspec3": "Nahkampf (andere) 3",
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"shield-u": "Schild(15%)",
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"fighting_other-u": "Nahkampf (andere)",
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"firearms(hg)-u": "Fernkampf (Faustfeuerwaffe) (20%)",
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"firearms_hg-r-txt": "Probe auf Fernkampf (Faustfeuerwaffe)",
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"firearms(r/s)-u": "Fernkampf (Gewehr/Flinte) (25%)",
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"firearms_rs-r-txt": "Probe auf Fernkampf (Gewehr/Flinte)",
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"firearms_s_m_g-u": "Fernkampf (Maschinenpistole) (15%)",
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"firearms_other-u": "Fernkampf (andere)",
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"firearms_electr-u": "Fernkampf (elektr.) (25%)",
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"firstaid-u": "Erste Hilfe (30%)",
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"firstaid-r-txt": "Probe auf Erste Hilfe",
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"gambling-u": "Glücksspiel(10%)",
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"history-u": "Geschichte (05%)",
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"history-r-txt": "Probe auf Geschichte",
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"insight-da": "Durchschauen(05%)",
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"intimidate-u": "Einschüchtern (15%)",
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"intimidate-r-txt": "Probe auf Einschüchtern",
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"jump_da-u": "Springen (25%)",
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"jump-u": "Springen (20%)",
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"jump-r-txt": "Probe auf Springen",
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"language(own)-u": "Muttersprache (BI)",
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"language_own-r-txt": "Probe auf Muttersprache",
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"otherlanguage1": "Other Language 1",
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"otherlanguage2": "Other Language 2",
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"law-u": "Rechtswesen (05%)",
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"law-r-txt": "Probe auf Rechtswesen",
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"libraryuse-u": "Bibliotheksnutzung (20%)",
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"libraryuse-r-txt": "Probe auf Bibliotheksnutzung",
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"libraryuse_da-u": "Bibliotheksnutzung (05%)",
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"listen_da-u": "Horchen (25%)",
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"listen-u": "Horchen (20%)",
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"listen-r-txt": "Probe auf Horchen",
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"listen_mdr-u": "Horchen (25%)",
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"locksmith-u": "Schließtechnik (01%)",
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"locksmith-r-txt": "Probe auf Schließtechnik",
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"mechrepair-u": "Mechanische Reparaturen (10%)",
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"mechrepair-r-txt": "Probe auf Mechanische Reparaturen",
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"medicine-u": "Medizin (01%)",
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"medicine-r-txt": "Probe auf Medizin",
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"naturalworld-u": "Naturkunde (10%)",
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"naturalworld-r-txt": "Probe auf Naturkunde",
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"naturalworld_da-u": "Naturkunde (20%)",
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"naturalworld_et-u": "Naturkunde (20%)",
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"navigate-u": "Orientierung (10%)",
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"navigate-r-txt": "Probe auf Orientierung",
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"occult-u": "Okkultismus (05%)",
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"occult-r-txt": "Probe auf Okkultismus",
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"ophvmachine-u": "Schweres Gerät (01%)",
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"ophvmachine-r-txt": "Probe auf Schweres Gerät",
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"ownkingdom_da-u": "Heimatkönigreich (20%)",
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"otherkingdom1": "Anderes Königreich(10%)",
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"otherkingdom2": "Anderes Königreich(10%)",
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"persuade-u": "Überzeugen (10%)",
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"persuade-r-txt": "Probe auf Überzeugen",
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"pilotboat-u": "Steuern (Boot) (01%)",
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"psychology-u": "Psychologie (10%)",
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"psychology-r-txt": "Probe auf Psychologie",
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"psychoanalysis-u": "Psychoanalyse (01%)",
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"psychoanalysis-r-txt": "Probe auf Psychoanalyse",
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"readandwritelang1": "Lesen & Schreiben (01%)",
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"readandwritelang2": "Lesen & Schreiben (01%)",
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"religion-u": "Religion (20%)",
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"repair/devise-u": "Reparieren/Verbessern(20%)",
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"ride-u": "Reiten (05%)",
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"ride-r-txt": "Probe auf Reiten",
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"ride_ow-u": "Reiten(15%)",
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"rope_use_ow-u": "Seile(05%)",
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"scavenge-u": "Plündern(15%)",
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"sleightofhand-u": "Kaschieren (10%)",
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"sleightofhand-r-txt": "Probe auf Kaschieren",
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"sleight_of_hand_da": "Kaschieren (25%)",
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"spothidden-u": "Verborgenes erkennen (25%)",
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"spothidden-r-txt": "Probe auf Verborgenes erkennen",
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"stealth-u": "Verborgen bleiben (20%)",
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"stealth-r-txt": "Probe auf Verbergen",
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"swim_da-u": "Schwimmen (25%)",
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"swim-u": "Schwimmen (20%)",
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"swim-r-txt": "Probe auf Schwimmen",
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"techrepair-u": "Mechanische Reparaturen (01%)",
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"throw-u": "Werfen (20%)",
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"throw-r-txt": "Probe auf Werfen",
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"throw_da-u": "Werfen (25%)",
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"track-u": "Spurensuche (10%)",
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"track-r-txt": "Probe auf Spurensuche",
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"trap-u": "Fallenstellen(10%)",
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"otherskills-u": "Andere Fertigkeiten:",
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"animalhandling-u": "Tierdressur (05%)",
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"firearms(varies)-u": "Fernkampf (versch.)",
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"art/craft-u": "Handwerk/Kunst (05%)",
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"hypnosis-u": "Hypnose (01%)",
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"artillery-u": "Artillerie (01%)",
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"language(other)-u": "Fremdsprache (01%)",
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"computeruse-u": "Computernutzung (05%)",
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"computermaint_ic-u": "Computernutzung (05%)",
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"pilot-u": "Pilot (01%)",
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"demolitions-u": "Sprengen (01%)",
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"demolitions-txt": "Probe auf Sprengen",
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"readlips-u": "Lippenlesen (01%)",
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"electronics-u": "Elektronik (01%)",
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"science-u": "Naturwissenschaften (01%)",
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"fighting(varies)-u": "Nahkampf (versch.)",
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"survival-u": "Überlebenskunst (10%)",
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"sysops-u": "Systeme bedienen(10%)",
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"zerog_ic-u": "Schwerelosigkeit(05%)",
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"talents-u": "Talente",
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"shield-z": "Schild",
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"head-u": "Kopf",
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"body-u": "Brustkorb",
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"l_arm-u": "Linker Arm",
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"chest-u": "Brust",
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"r_arm-u": "Rechter Arm",
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"l_leg-u": "Linkes Bein",
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"abdmn-u": "Bauch",
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"r_leg-u": "Rechtes Bein",
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"item-u": "Gegenstand",
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"defence-u": "Verteidigung",
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"weapons-u": "Kampf",
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"combat-u": "Kampf",
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"type-u": "Type of Weapons",
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"hth-u": "Hand-to-Hand",
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"hgun-u": "Handguns",
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"rifles-u": "Rifles",
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"shotgun-u": "Shotgun",
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"automatic-u": "Automatic",
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"explhv-u": "Explosives/Heavy",
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"misc-u": "Miscellaneous",
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"curr-u": "Curr.",
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"max-u": "Max",
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"mid-u": "Mid",
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"weaponname-u": "Waffe",
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"skill-u": "Fertigkeit",
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"damage-u": "Schaden",
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"conditions-u": "Conditions",
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"condition-u": "Conditions:",
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"noammo-tr1-u": "Ammo Depleted:",
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"noammo-tr2-u": "Recharge",
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"none-u": "None",
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"stun-u": "+Stun",
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"burn-u": "+Burn",
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"range-u": "Reichweite",
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"rangeunit-u": "Range (yd)",
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"radiusunit-u": "Radius (yd)",
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"attacks-u": "Angriffe (Anzahl der)",
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"uses-u": "Uses",
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"ammo-u": "Munition",
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"malf-u": "Fehlfunktion",
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"malf-t": "Malfunction",
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"yd-t": "yd",
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"Fighting(Brawl)": "Nahkampf (Handgemenge)",
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"Firarms(HG)": "Fernkampf (Faustfeuerwaffe)",
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"Firarms(SMG)": "Firarms(SMG)",
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"Firarms(R/S)": "Fernkampf (Gewehr/Flinte)",
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"Fighting(Other)": "Nahkampf (andere)",
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"Firarms(Electr.)": "Fernkampf (elektr.)",
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"Throw": "Werfen",
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"Other Skill #1": "Andere Fertigkeit #1",
|
||
"Other Skill #2": "Andere Fertigkeit #2",
|
||
"Other Skill #3": "Andere Fertigkeit #3",
|
||
"Other Skill #4": "Andere Fertigkeit #4",
|
||
"Other Skill #5": "Andere Fertigkeit #5",
|
||
"Other Skill #6": "Andere Fertigkeit #6",
|
||
"Other Skill #7": "Andere Fertigkeit #7",
|
||
"Other Skill #8": "Andere Fertigkeit #8",
|
||
"Other Skill #9": "Andere Fertigkeit #9",
|
||
"Other Skill #10": "Andere Fertigkeit #10",
|
||
"F.(Brawl)": "F.(Brawl)",
|
||
"F.a.(HG)": "F.a.(HG)",
|
||
"F.a.(R/S)": "F.a.(R/S)",
|
||
"O.S. #1": "O.S. #1",
|
||
"O.S. #2": "O.S. #2",
|
||
"O.S. #3": "O.S. #3",
|
||
"O.S. #4": "O.S. #4",
|
||
"O.S. #5": "O.S. #5",
|
||
"O.S. #6": "O.S. #6",
|
||
"O.S. #7": "O.S. #7",
|
||
"O.S. #8": "O.S. #8",
|
||
"O.S. #9": "O.S. #9",
|
||
"O.S. #10": "O.S. #10",
|
||
"spells-u": "Zauber",
|
||
"companions&mounts-u": "Companions & Mounts",
|
||
"vehicles-u": "Fahrzeuge",
|
||
"cap-u": "Kapazität",
|
||
"vehicleattack-u": "Fahrzeug-Angriff",
|
||
"operatorskill": "Fertigkeit des/der Bedienenden",
|
||
"MountedWeaponSkill": "Berittene Waffen-Fertigkeit",
|
||
"generalinfo-u": "Allgemeine Informationen",
|
||
"cargo-u": "Fracht",
|
||
"passengers-u": "Passagiere",
|
||
"san-u": "GS",
|
||
"HP-z": "TP",
|
||
"MP-z": "MP",
|
||
"armor-z": "Rüstung",
|
||
"db-z": "SB",
|
||
"bdb-u": "S/SB",
|
||
"damage&db-z": "Schaden+SB",
|
||
"dam-z": "Schaden",
|
||
"MOV-u": "BW",
|
||
"skill1": "Fertigkeit 1",
|
||
"skill2": "Fertigkeit 2",
|
||
"skill3": "Fertigkeit 3",
|
||
"skill4": "Fertigkeit 4",
|
||
"skill5": "Fertigkeit 5",
|
||
"skill6": "Fertigkeit 6",
|
||
"skill7": "Fertigkeit 7",
|
||
"skill8": "Fertigkeit 8",
|
||
"gearandpossessions-u": "Ausrüstung und Besitz",
|
||
"cashandassets-u": "Geld & Anlagenbesitz",
|
||
"spendinglevel-u": "finanzielle Schmerzgrenze",
|
||
"cash-u": "Barschaft",
|
||
"assets-u": "Geldanlagen",
|
||
"backstory-u": "Hintergrund",
|
||
"Personal Description": "Beschreibung",
|
||
"Ideology/Beliefs": "Weltsicht/Glaube",
|
||
"Significant People": "Wichtige Personen",
|
||
"Meaningful Locations": "Bedeutsame Orte",
|
||
"Treasured Possessions": "Gehüteter Besitz",
|
||
"Traits": "Wesenszüge",
|
||
"Injuries & Scars": "Verletzungen & Narben",
|
||
"Phobias/Manias": "Phobien/Verhaltensstörungen",
|
||
"Tomes, Spells and Artifacts": "Obskure Bücher, Zauber und magische Artefakte",
|
||
"Encounters with Strange Entities-z": "Begegnungen mit fremdartigen Wesen",
|
||
"majorwound-z": "Schwere Wunde",
|
||
"dying-z": "im Sterben",
|
||
"pulphp-z": "Pulp TP",
|
||
"unarmed-z": "Waffenlos",
|
||
"dodge-z": "Ausweichen",
|
||
"current-mental-condition": "Aktueller Geisteszustand",
|
||
"body-hit-location": "Trefferzone",
|
||
"rolled": "Gewürfelt:",
|
||
"right-leg": "Rechtes Bein",
|
||
"left-leg": "Linkes Bein",
|
||
"abdomen": "Unterleib",
|
||
"chest": "Brust",
|
||
"right-arm": "Rechter Arm",
|
||
"left-arm": "Linker Arm",
|
||
"head": "Kopf",
|
||
"downtime-u": "Zwischenzeit",
|
||
"scenarioname-u": "Name des Szenarios",
|
||
"scenarioinfo-u": "Abschluss & Infos",
|
||
"scenariorewards-u": "Belohnungen",
|
||
"spellname-u": "Name des Zauberspruchs",
|
||
"cost-u": "Kosten",
|
||
"castime-u": "Zauberzeit",
|
||
"description-u": "",
|
||
"amnesia": "Amnesie:",
|
||
"psychosomatic-disability": "Psychosomatisches Gebrechen:",
|
||
"significant-person": "Wichtige Person:",
|
||
"violence": "Raserei:",
|
||
"paranoia": "Verfolgungswahn:",
|
||
"faint": "Ohnmacht:",
|
||
"flee-in-panic": "Flee in panic:",
|
||
"physical-hysterics-or-emotional-outburst": "Hysterischer Anfall oder Gefühlsausbruch:",
|
||
"phobia": "Phobie:",
|
||
"mania": "Manie:",
|
||
"robbed": "Ausgeraubt:",
|
||
"battered": "Übel zugerichtet:",
|
||
"institutionalized": "In Verwahrung:",
|
||
"crazy-pan": "Irrer Plan:",
|
||
"rage": "Raserei:",
|
||
"ideology-beliefs": "Glaube/Weltsicht:",
|
||
"significant-people": "Wichtige Personen:",
|
||
"gloat": "Häme:",
|
||
"relax": "Entspannt:",
|
||
"show-off": "Angeber:",
|
||
"alter-ego": "Alter Ego:",
|
||
"institutionalized-or-apprehended": "Verhaftet oder eingewiesen:",
|
||
"bout-of-madness-u-time": "Anfall von Wahnsinn - Spielverlauf",
|
||
"amnesia-dec": "Du hast keine Erinnerung mehr an die Geschehnisse, die sich seit deinem letzten Aufenthalt an einem einigermaßen sicheren Ort zugetragen haben. ",
|
||
"psychosomatic-disability-dec": "The investigator suffers psychosomatic blindness, deafness, or loss of the use of a limb or limbs for 1D10 rounds.",
|
||
"violence-dec": "A red mist descends on the investigator and they explode in a spree of uncontrolled violence and destruction directed at their surroundings, allies or foes alike for 1D10 rounds.",
|
||
"paranoia-dec": "The investigator suffers severe paranoia for 1D10 rounds.",
|
||
"significant-person-dec": "The investigator mistakes another person in the scene for a Significant Person of theirs. This lasts 1D10 rounds.",
|
||
"faint-dec": "The investigator faints. They recover after 1D10 rounds.",
|
||
"flee-in-panic-dec": "The investigator is compelled to get as far away as possible by whatever means are available. They travel for 1D10 rounds.",
|
||
"physical-hysterics-or-emotional-outburst-dec": "The investigator is incapacitated from laughing, crying, screaming, etc. for 1D10 rounds.",
|
||
"phobia-dec": "The investigator gains a new phobia. Roll 1D100 on Sample Phobias Table or choose one (Pag.160 - Keeper Rulebook). Even if the source of the phobia is not present, the investigator imagines it is there.",
|
||
"mania-dec": "The investigator gains a new mania. Roll 1D100 on Sample Manias Table or choose one (Pag.161 - Keeper Rulebook). The investigator seeks to indulge in their new mania.",
|
||
"bout-of-madness-u-summary": "Anfall von Wahnsinn - Zusammenfassung",
|
||
"amnesia-dec2": "Ohne Erinnerung daran, wer du eigentlich bist, kommst du wieder zu Sinnen – an einem Ort, den du erst recht nicht kennst. Nur langsam wird die Erinnerung zurückkehren.",
|
||
"robbed-dec": "The investigator comes to their senses 1D10 hours later, having been robbed. They are unharmed. If they were carrying a Treasured Possession, make a Luck roll to see if it was stolen. Everything else of value is automatically missing.",
|
||
"battered-dec": "The investigator comes to their senses 1D10 hours later to find themselves battered and bruised. Hit points are reduced to half of what they were before going insane, though this does not cause a Major wound. They have not been robbed. How the damage was sustained is up to the Keeper.",
|
||
"violence-dec2": "Du verfällst für 1W10 Stunden in eine rasende Orgie der Gewalt und Zerstörung. Wenn du zu Sinnen kommst, kannst du dich vielleicht daran erinnern. Möglicherweise gibt es in deiner gegenwärtigen Umgebung Spuren davon. Die Spielleitung entscheidet, wer oder was das Ziel deiner Raserei war, ob es nur um Sachbeschädigung geht oder ob du Menschen verletzt oder getötet hast.",
|
||
"ideology-beliefs-dec": "Review the investigator's backstory entry for Ideology and Beliefs. The investigator manifests one of these in an extreme, crazed and demonstrative manner.",
|
||
"significant-people-dec": "Consult the investigator's backstory entry for Significant People and why the relationship is so important. In the time that passes (1D10 hours or more) the investigator has done their best to get close to that person and act upon their relationship in some way.",
|
||
"institutionalized-dec": "Als du nach 1W10 Stunden zu Sinnen kommst, befindest du dich in der Obhut entweder der Polizei oder einer Nervenheilanstalt. Ganz allmählich könntest du dich wieder daran erinnern, wie du dorthin kamst.",
|
||
"flee-in-panic-dec2": "Als du wieder zu Sinnen kommst, bist du irgendwo weit weg.",
|
||
"phobia-dec2": "The investigator gains a new phobia. Roll 1D100 on Phobias Table or choose one (Pag.160 - Keeper Rulebook). The investigator comes to their senses (1D10) hours later, having taken every precaution to avoid their new phobia.",
|
||
"mania-dec2": "The investigator gains a new mania. Roll 1D100 on Manias Table or choose one (Pag.161 - Keeper Rulebook). The investigator comes to their senses (1D10) hours later. During this bout of madness, the investigator will have been fully indulging in their new mania. Whether this is apparent to other people is up to the Keeper and player.",
|
||
"value": "Wert:",
|
||
"critical": "Kritisch",
|
||
"success": "Regular",
|
||
"hard": "Schwierig",
|
||
"extreme": "Extrem",
|
||
"fumble": "Patzer",
|
||
"fail": "Misserfolg",
|
||
"malf": "Fehlfunktion:",
|
||
"result": "Ergebnis:",
|
||
"dam": "Schaden:",
|
||
"recluck-u": "Luck Recovery",
|
||
"norluck-u": "You don't recover Luck",
|
||
"succ-u": "Success",
|
||
"mixed-bout-of-madness-u-time": "Bout of Madness (Normal+Pulp) - Real-Time",
|
||
"mixed-amnesia-rt": "The Investigator/Hero does not remember the Events that occurred since they were last in a safe place. For example, they may be having breakfast and suddenly find themselves facing a monster. Additionally, if they have Pulp Talents, they lose the ability to use them. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-psychosomatic-disability-rt": "The Investigator/Hero suffers from Psychosomatic Loss of use of a Limb, Blindness, or Deafness. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-crazy-plan-rt": "The Investigator/Hero pursues an Irrational and Poorly Conceived Plan. The plan must benefit the Enemy or increase the danger to the Investigator/Hero and their Allies. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-rage-rt": "The Investigator/Hero explodes into an Uncontrolled Fit of Rage and Destruction, directed indiscriminately at those around them, whether allies or enemies. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-paranoia-rt": "The Investigator/Hero suffers a Severe Paranoia Attack: Everyone wants to Capture them, they can't trust anyone, they are being watched, someone has betrayed them, what they see is a Deception. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-gloat-rt": "The Investigator/Hero is Driven to Boast, Gloat, or Announce their plans aloud: "So, before my friends and I proceed to eliminate all the Ghouls in this Den, know that...". Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-significant-person-rt": "The Investigator/Hero mistakes another Person for one of their Significant People. The Investigator/Hero will act based on the nature of their relationship with this person. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-relax-rt": "The Investigator/Hero is Convinced the Threat is Negligible, so they sit and relax. They might light a cigar or toast with a flask of alcohol. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-faint-rt": "The Investigator/Hero Faints and regains consciousness only after 1D10 rounds, that is at the End of the Bout of Madness.",
|
||
"mixed-pulp-flee-in-panic-rt": "The Investigator/Hero is Forced to Flee as far as possible by any means available, even if it means taking the only vehicle and leaving everyone else behind. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-show-off-rt": "The Investigator/Hero desperately wants to capture attention by performing Reckless Acts. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-physical-hysterics-or-emotional-outburst-rt": "The Investigator/Hero is Immobilized by Laughing, Crying, Screaming, etc. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-alter-ego-rt": "The Investigator/Hero's Personality undergoes a complete transformation and is replaced by a Completely Different one. The Alter Ego is the Exact Opposite of the Investigator/Hero. Where one is Kind, the Other is Ruthless; where one is Selfish, the Other is Altruistic. The Alter Ego should also Foreshadow the Monster the Investigator/Hero would become if they succumbed to Permanent Insanity. Lasts for 1D10 rounds. The Investigator/Hero returns to normal at the end of the Bout of Madness.",
|
||
"mixed-phobia-rt": "The Investigator/Hero develops a New Phobia. Roll 1D100 on the Phobia Table or choose one (Pag. 160 - Keeper Rulebook). If the Source of the Phobia is not Present, the Investigator/Hero will imagine it is for 1D10 rounds, that is until the Bout of Madness ends.",
|
||
"mixed-mania-rt": "The Investigator/Hero develops a New Mania. Roll 1D100 on the Mania Table or choose one (Pag. 161 - Keeper Rulebook). The Hero will then Indulge in their New Mania for 1D10 rounds, that is until the Bout of Madness ends.",
|
||
"mixed-bout-of-madness-u-summary": "Bout of Madness (Normal+Pulp) - Summary",
|
||
"mixed-amnesia-summ": "The Investigator/Hero comes to in some Unknown Location with no memory of who they are, and if they have any, without their Pulp Talents. Memories will gradually return over time. Their Pulp Talents return only when Someone's Life is in Danger. When Someone's Life is Threatened (and at the beginning of Each Subsequent Turn of the Investigator/Hero as long as the Threat Persists), the Investigator/Hero should perform a combined INT and Luck roll: On Success, their Pulp Talents Immediately Return; On Partial Success, their Pulp Talents will return at the End of their Next Turn; On Failure, their Pulp Talents do not Return. | (Alternatively, the Hero must roll Luck; on Success, their Talents return. On Failure, they can retry after 1D10 Rounds).",
|
||
"mixed-robbed-summ": "The Investigator/Hero regains consciousness 1D10 Hours Later and Discovers they have been Robbed. They are Unarmed, and if they carried a Treasured Possessions (Part of their Backstory), they must roll Luck to Determine if the Item was Stolen. Everything else of value has been Taken.",
|
||
"mixed-battered-summ": "The Investigator/Hero regains consciousness 1D10 Hours later and discovers they have been Beaten and Wounded. HP is Reduced to Half of what it was before the Hero went Insane. If the Major Wound Rule is in use, it does not apply in this case. The way they were Wounded is up to the Keeper.",
|
||
"mixed-violence-summ": "The Investigator/Hero goes on a rampage of Violence and Destruction. When they regain consciousness, they may or may not remember their Actions. Who or what the Investigator/Hero inflicted Violence upon, and whether they Killed or merely Damaged, is up to the Keeper to decide.",
|
||
"mixed-ideology-beliefs-summ": "The Investigator/Hero expresses one of their "Ideology/Beliefs" in an Extreme, Mad, and Spectacular way. For instance, a Religious Person might be found in the Middle of the Street on a Platform Preaching the Gospel loudly. Alternatively, a common result is some variant of Megalomania, where the Investigator/Hero's Talents and Ideologies begin to Corrupt their Humanity and Sense of Right and Wrong.",
|
||
"mixed-significant-people-summ": "For 1D10 Hours or more, the Investigator/Hero has done their best to get closer to one of their "Significant People" and act in some way to influence their relationship.",
|
||
"mixed-institutionalized-or-apprehended-summ": "The Investigator/Hero regains consciousness in a Psychiatric Ward or a Cell. They might Slowly Recover the Memory of the Events that brought them there.",
|
||
"mixed-flee-in-panic-summ": "When the Investigator/Hero regains consciousness, they find themselves far away, possibly lost in a Desolate Wasteland or on a Long-Distance Train or Bus. Alternatively, they might find themselves in a noteworthy and appropriate place, perhaps on top of the Empire State Building, at the White House, or within a Military Headquarters. How they got there is unknown to them.",
|
||
"mixed-phobia-summ": "The Investigator/Hero acquires a New Phobia. Roll 1D100 on the Phobia Table or choose one (Pag. 160 - Keeper Rulebook). The Investigator/Hero regains consciousness 1D10 Hours later. During the Bout of Madness, they took every precaution possible to Avoid their New Phobia.",
|
||
"mixed-mania-summ": "The Investigator/Hero acquires a New Mania. Roll 1D100 on the Mania Table or choose one (Pag. 161 - Keeper Rulebook). The Investigator/Hero regains consciousness 1D10 Hours later. During the Bout of Madness, they were Fully Engaged in their New Mania. The Keeper and Player decide if others noticed.",
|
||
"phobia-number": "Phobia Number:",
|
||
"mania-number": "Mania Number:",
|
||
"hours": "Hours:",
|
||
"underlying-duration": "Underlying Insanity Duration (Hours):",
|
||
"pulp-bout-of-madness-u-time": "Anfall von Wahnsinn im Spielverlauf (Pulp)",
|
||
"pulp-amnesia-dec": "Der Held nimmt sich selbst nicht mehr als Held wahr und kann dadurch seine Pulp-Talente nicht mehr einsetzen.",
|
||
"pulp-crazy-plan-dec": "The hero pursues an irrational or ill-conceived plan. The plan must either benefit the enemy's situation or increase the danger for the hero or his or her allies.",
|
||
"pulp-rage-dec": "Ein roter Nebel senkt sich vor den Blick des Helden, er verfällt in unkontrollierte, gewalttätige Raserei, in der er ringsum alles kurz und klein zu schlagen sucht, ob Freund oder Feind.",
|
||
"pulp-gloat-dec": "Der Held wird von dem Drang überwältigt, große Töne zu spucken, hämische Schadenfreude zu äußern oder lautstark seine weiteren Vorhaben zu erläutern.",
|
||
"pulp-relax-dec": "Der Held ist überzeugt, dass die Gefahr vollkommen unerheblich ist, lehnt sich zurück und dreht Däumchen.",
|
||
"pulp-flee-in-panic-dec": "Der Held will so schnell wie möglich so weit weg wie möglich gelangen, selbst wenn das bedeutet, dass er sich das einzige Fahrzeug der Gruppe schnappt und alle andern schnöde im Stich lässt.",
|
||
"pulp-show-off-dec": "Der Held leidet unter einem extremen Aufmerksamkeitsbedürfnis und ist zu allem bereit, was dieses möglichst rasch zu befriedigen verspricht, ganz gleich, wie verwegen und tollkühn es sein mag.",
|
||
"pulp-alter-ego-dec": "The hero's personality undergoes a complete transformation and is replaced by one completely different. The alter ego is a mirror opposite of the hero.",
|
||
"pulp-phobia-dec": "The hero gains a new phobia. Roll 1D100 on Sample Phobias Table or choose one (Pag.160 - Keeper Rulebook). Even if the source of the phobia is not present, the hero imagines it is there.",
|
||
"pulp-mania-dec": "The hero gains a new mania. Roll 1D100 on Sample Manias Table or choose one (Pag.161 - Keeper Rulebook). The hero seeks to indulge in their new mania.",
|
||
"pulp-bout-of-madness-u-summary": "Anfall von Wahnsinn als Zusammenfassung (Pulp)",
|
||
"pulp-amnesia-dec2": "The hero comes to their senses in some unfamiliar place, with no memory of who they are and lacking any of their pulp talents. Their memories slowly return to them over time. Their pulp talents only return in a time of crisis. In this case, a crisis is defined as someone's life being endangered. When someone's life is threatened, the hero should make a Luck roll; if successful, their talents return. If unsuccessful they may try again in 1D10 rounds.",
|
||
"pulp-robbed-dec": "1W10 Stunden später kommt der Held wieder zu Sinnen und muss feststellen, dass er zwar unverletzt ist, aber beraubt wurde. Wenn er einen Gegenstand mit sich führte, der in seinem Hintergrund als Gehüteter Besitz genannt wird, würfelt er Glück, um zu sehen, ob ihm dieser geblieben ist. Alle anderen Wertgegenstände sind automatisch verloren.",
|
||
"pulp-battered-dec": "Der Held kommt nach 1W10 Stunden wieder zu sich und ist körperlich übel zugerichtet. Er hat nur noch die Hälfte der Trefferpunkte, die er hatte, als der Anfall ihn ereilte. Ausgeraubt wurde er nicht. Wie genau der Held den Schaden erlitten hat, bestimmt die Spielleitung.",
|
||
"pulp-violence-dec2": "Der Held verfällt in gewalttätige Raserei. Ob er sich daran erinnert oder ob auch nur in seiner Umgebung irgendwelche Spuren davon zu erkennen sind, liegt ebenso in der Hand des Spielleiters wie die Antwort auf die Frage, woran er sich abreagiert, was er zerstört, wen er verletzt, verwundet oder gar getötet hat.",
|
||
"pulp-ideology-beliefs-dec": "Review the hero's backstory entry for Ideology and Beliefs. The hero manifests one of these in an extreme, crazed, and demonstrative manner. A common outcome is some variant of megalomania, whereby the hero's talents and beliefs begin to corrupt their humanity and sense of right and wrong.",
|
||
"pulp-significant-people-dec": "Consult the hero's backstory entry for Significant People and why the relationship is so important. In the time that passes (1D10 hours or more) the hero has done their best to get close to that person and act upon their relationship in some way.",
|
||
"pulp-institutionalized-or-apprehended-dec": "Als der Held wieder zu Sinnen kommt, befindet er sich in einer geschlossenen Anstalt oder in der Arrestzelle eines Polizeireviers. Die Erinnerung daran, wie er dorthin gelangt ist, kehrt nur ganz langsam zurück.",
|
||
"pulp-flee-in-panic-dec2": "Als der Held wieder zu Sinnen kommt, ist er irgendwo weit weg, an einem plausiblen und bemerkenswerten Ort – etwa an einem bekannten oder gänzlich verlassenen Ort. Wie er dorthin gelangen konnte, ist ihm vollkommen schleierhaft.",
|
||
"pulp-phobia-dec2": "The hero gains a new phobia. Roll 1D100 on Phobias Table or choose one (Pag.160 - Keeper Rulebook). The hero comes to their senses (1D10) hours later, having taken every precaution to avoid their new phobia.",
|
||
"pulp-mania-dec2": "The hero gains a new mania. Roll 1D100 on Manias Table or choose one (Pag.161 - Keeper Rulebook). The hero comes to their senses (1D10) hours later. During this bout of madness, they will have been fully indulging in their new mania. Whether this is apparent to other people is up to the Keeper and player.",
|
||
"delusion-da": "Halluzination:",
|
||
"shackled-da": "In Fesseln:",
|
||
"delusion-da-dec": "Du siehst Dinge, die nicht existieren, kannst die Realität aber nicht von Halluzinationen unterscheiden.",
|
||
"delusion-da-dec2": "Du hast so schwere Halluzinationen erlitten, dass du dich dazu gezwungen gesehen hast, eine Art Schutz zu errichten. Womöglich hast du ein tiefes Loch gegraben, in dem du dich nun versteckst, oder dich in einer Hütte verbarrikadiert.",
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"flee-in-panic-da-dec2": "Wenn du wieder zu Sinnen kommst, bist du weit von deinem letzten Aufenthaltsort entfernt, läufst womöglich verloren durch die Wildnis oder hämmerst gegen eine Tür und verlangst, dass man dich hereinlässt.",
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"shackled-da-dec": "Du wurdest schimpfend und unter unverständlichem Gefasel gefangen genommen, in Fesseln gelegt oder auf irgendeine Weise eingesperrt."
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} |