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2213 lines
227 KiB
JSON
2213 lines
227 KiB
JSON
{
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"sheet-roll-modifier-option": "Roll Modifier Legacy",
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"sheet-roll-modifier-option-desc": "캐릭터 시트에서 주사위 아이콘을 눌렀을 때 사용할 수정치 옵션을 고릅니다.",
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"sheet-chat-roll-display-option": "Chat Roll Display",
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"sheet-chat-roll-dislpay-option-desc": "굴림 결과가 채팅창에 어떻게 보일지 선택합니다. 롤템플릿이 작동하지 않기 때문에 <b>개인 기능 실력 <em>해제</em></b>는 개인에게만 보이는 것이 기본으로 설정되어있습니다.",
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"sheet-basic-speed-button-option": "기본 속력 버튼 옵션",
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"sheet-basic-speed-button-option-desc": "기본 속력 버튼이 채팅창에 어떻게 보일지 선택합니다.",
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"sheet-enter-unspent-points": "미사용 CP 입력",
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"sheet-enter-unspent-points-desc": "체크시, 미사용 CP를 보여주는 텍스트 창을 보여줍니다. 체크하지 않으면 미사용 CP는 총 CP 창에서 확인할 수 있습니다.",
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"sheet-use-malfunction": "고장 규칙 사용",
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"sheet-use-malfunction-desc": "체크시, 고장 규칙에 대한 롤테이블이 체크됩니다.",
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"sheet-damage-dice-icon": "대미지 주사위 아이콘",
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"sheet-damage-dice-icon-desc": "대미지 주사위로 사용할 아이콘을 고릅니다.",
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"sheet-attribute-mods-option": "특성치 수정치",
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"sheet-attribute-mods-option-desc": "특성치에 수정치를 어떻게 적용할지 선택합니다.",
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"sheet-critical-successes-option": "대성공",
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"sheet-critical-successes-option-desc": "기능 판정에서 대성공을 판별하는 옵션을 고릅니다.",
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"sheet-show-minimum-damage-type-notes": "최소 대미지 타입 노트 보이기",
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"sheet-show-minimum-damage-type-notes-desc": "체크시, 최소 대미지 타입 메모가 피해 굴림에 추가됩니다",
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"sheet-show-damage-type-notes": "피해 유형 노트 보이기",
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"sheet-show-damage-type-notes-desc": "체크시, 피해 유형 노트가 피해 굴림에 추가됩니다",
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"sheet-damage-type-note-spec": "피해 유형 노트 특수",
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"sheet-damage-type-note-spec-desc": "특수 피해 유형의 노트를 입력합니다.",
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"sheet-penalty-per-spell-on": "작동 중인 주문별 페널티",
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"sheet-penalty-per-spell-on-desc": "페널티에 대응하는 음수 수정치를 입력하십시오.",
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"sheet-penalty-per-spell-maintained": "유지 중인 주문 페널티",
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"sheet-penalty-per-spell-maintained-desc": "Enter a negative integer for the penalty.",
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"sheet-show-casting-details": "굴림 템플릿에 시전 세부사항 보이기:",
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"sheet-show-casting-details-desc": "체크시, 주문의 시전 시간, 지속 시간, 에너지, 저항, 등급같은 자세한 내용이 판정 결과 템플릿에 표시됩니다.",
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"sheet-fragmentation-recoil": "파편 반동",
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"sheet-fragmentation-recoil-desc": "Recoil for Fragmentation Damage.",
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"sheet-point-summary-layout-option": "포인트 총합 레이아웃",
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"sheet-point-summary-layout-option-desc": "포인트 총합 표를 어떻게 보여줄지에 대한 옵션을 고릅니다.",
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"sheet-show-old-techniques": "기존 테크닉 표 보이기",
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"sheet-show-old-techniques-desc": "체크시 기존의 테크닉 표를 볼 수 있습니다.",
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"sheet-show-new-techniques": "개정 테크닉 표 보이기",
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"sheet-show-new-techniques-desc": "체크시 개정 테크닉 표를 볼 수 있습니다.",
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"sheet-show-raw-defense-notes": "Show Active Defense Notes",
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"sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.",
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"sheet-style-option": "시트 스타일",
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"sheet-style-desc": "캐릭터 시트 스타일을 선택합니다.",
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"roll-modifiers-heading": "Roll Modifiers Toolbox",
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"total-roll-modifier-label": "총 수정치",
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"shock-label": "쇼크",
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"active-defense-modifiers-label": "Active Defense Modifiers",
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"active-defense-modifiers-tooltip": "These modifiers affect all active defense rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.",
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"melee-attack-modifiers-label": "Melee Attack Modifiers",
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"melee-attack-modifiers-tooltip": "These modifiers affect all melee attack rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.",
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"ranged-attack-modifiers-label": "Ranged Attack Modifiers",
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"ranged-attack-modifiers-tooltip": "These modifiers affect all ranged attack rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.",
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"skill-modifiers-label": "Skill Roll Modifiers",
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"skill-modifiers-tooltip": "These modifiers affect all skill rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.",
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"spell-modifiers-label": "Spell Roll Modifiers",
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"spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.",
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"max-skill-9-label": "Max skill of 9",
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"max-skill-9-tooltip": "The effective skill cannot exceed 9.",
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"rule-of-16-label": "Rule of 16",
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"rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.",
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"target-resistance-label": "Target Resistance",
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"rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with <b>Rule of 16</b> B349.<br />To use <b>Rule of 16</b>, the option needs to be turned on and the spell must have a value for the resistance column.",
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"custom-modifier-label": "Custom Modifier",
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"reason-label": "Reason",
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"roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.",
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"reason-for-mod-label": "수정 사유",
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"description-label": "Description",
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"night-vision-label": "밤눈",
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"night-vision-tooltip": "이 값은 빛이 전혀 없는 상황을 제외한 어둠 패널티를 무효화합니다. 기본 p.51 참조.",
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"temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
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"dark-vision-label": "암흑 시각",
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"dark-vision-tooltip": "활성 시, 암흑 시각은 모든 어둠 페널티를 무효화합니다. 레이더나 소나 등 빛 외의 방법으로 앞을 볼 수 있습니다. 기본 p.47 참조.",
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"used-to-blindness-label": "실명에 익숙",
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"used-to-blindness-tooltip": "실명 상태에 익숙할 경우 최대 가시성 페널티는 -6입니다. 기본 p.124, 394 참조",
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"high-pain-threshold-label": "High Pain Threshold",
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"high-pain-threshold-tooltip": "활성 시, 고통에 강함은 모든 쇼크 페널티를 무효화하고 고통으로 인한 패널티를 줄여줍니다. 기본 p.40 참조.",
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"low-pain-threshold-label": "Low Pain Threshold",
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"low-pain-threshold-tooltip": "활성 시, 고통에 약함은 쇼크 패널티와 고통 패널티를 2배로 늘립니다. 기본 p.122 참조.",
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"aiming-stats-label": "조준 상태",
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"targeting-systems-title": "조준 시스템",
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"abbreviation-accuracy-label": "정확도",
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"accuracy-tooltip": "Accuracy B260. Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see <b>Aim</b> B364.",
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"accuracy-bonus-tooltip": "Accuracy",
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"elevation-label": "고저차",
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"ranged-elevation-label": "Elevation. If you're above the target, enter a positive number of hexes. If you're below the target, enter a negative number of hexes. See B407.",
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"range-speed-label": "거리/속도",
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"range-speed-tooltip": "Enter the range of target and factor in relative speed if target crosses path of shooter. See B372.",
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"aim-bonus-label": "조준 보너스",
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"aiming-bonus-tooltip": "Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see <b>Aim</b> B364. The sum of Acc and all extra aimed-fire bonuses can never exceed twice the base Acc of the attack, see <b>Accuracy and Aimed Fire</b> B372.",
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"abbreviation-rate-of-fire-label": "연사율",
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"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 /><b>Note:</b> To view the Shots Fired popup box, please enter an integer of 2 or highter.<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.",
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"shots-fired-label": "Fired",
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"shots-fired-tooltip": "Shots Fired<br>The number of shots fired in a single round. This should not exceed the <b>RoF</b> for the weapon.",
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"scope-label": "조준경",
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"scope-bonus-tooltip": "Each turn <b>after</b> the initial aim, you get an additional bonus up to the scope's bonus.<br>Fixed scopes, aim at least as many turns as the scope's bonus.<br>See B412",
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"vehicle-targeting-label": "차량 조준기",
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"vehicle-targeting-tooltip": "차량 조준 시스템의 조준 보너스입니다. 기본 p.469 참조.",
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"laser-sight-label": "Laser Sight: +1",
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"laser-sight-tooltip": "Laser sight gives +1 to hit.<b>NOTE:</b> If target can see aiming dot, they got +1 dodge! See B412",
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"total-label": "총계",
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"targeting-systems-description": "Combined totals from all targeting systems can't exceed weapon's base Accuracy. See B364",
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"hit-location-label": "명중 부위",
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"braced-title": "Braced",
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"braced-title-tooltip": "If you brace a firearm or crossbow, you get an extra +1 to Acc. See B364.",
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"two-letter-abbreviation-size-modifier-label": "크기",
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"target-ranged-size-modifier-tooltip": "목표의 크기 수정치입니다. 공격 부위, 붙잡기, 방패, 갑옷 틈새 등의 수정치를 적용한 이후에 적용됩니다.",
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"target-melee-size-modifier-tooltip": "Size Modifier of target, which will then be substracted by your size modifier to get a final <b>Relative Size Modifier</b>.<br>The modifier is applied AFTER location, grapple, shield, chinks in armor have been applied.<br>For information on Relative SM see http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.2.23",
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"type-label": "유형",
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"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",
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"location-label": "Location",
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"hit-location-header-tooltip": "Hit location; torso, arm, head, etc.",
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"location-tooltip": "부위를 선택합니다.",
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"inventory-location-tooltip": "Where is the item located? If you entered a Parent ID in the expanded notes area, this field will be updated with the name of the parent inventory item.<br />",
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"grapple-label": "붙잡기",
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"grapple-tooltip": "붙잡기는 명중 부위 페널티를 반감합니다. 기본 p.370 참조.",
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"has-shield-label": "방패 있음",
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"has-shield-tooltip": "Apply additional penalty to limb for carrying a shield. Can be applied to arm, leg, foot, pincer, wing, or tail.",
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"chinks-in-armor-label": "갑옷 틈새",
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"chinks-in-armor-tooltip": "Target chinks in the armor for the hit location. -8 to torso, -10 to other locations. DR is halved. See B400.",
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"cover-title": "엄폐",
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"light-cover-label": "경엄폐물: -2",
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"light-cover-tooltip": "가벼운 엄폐물을 뚫고 사격하는 경우 명중 판정에 -2를 받습니다. 기본 p.548 참조",
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"target-prone-label": "Target Prone: -2",
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"target-prone-tooltip": "If target is crouching, kneeling, sitting, or lying down, apply -2 to hit torso, groin, or legs.",
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"partly-exposed-label": "일부만 노출: -2",
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"partly-exposed-tooltip": "대상이나 공격부위가 일부만 노출되어있을 경우, 명중 판정에 -2의 페널티를 추가로 받습니다. 기본 p.548 참조.",
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"intervening-figures-label": "가로막는 대상: 1개당 -4",
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"intervening-figures-tooltip": "자신과 상대 사이에 끼어있는 대상의 수를 적습니다. 대상 하나당 -4의 페널티를 받습니다. 기본 p.548 참조.",
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"maneuvers-posture-title": "행동과 자세",
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"maneuver-title": "행동",
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"step-attack-label": "한걸음 공격: +0",
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"step-attack-tooltip": "Melee Attack. Movement: Step. Active Defense: Any. See B365",
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"step-feint-label": "Feint: +0",
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"step-feint-tooltip": "Feint. Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second! Movement: Step. Active Defense: Any, but if you parry with unbalanced, you may not attack. See B365",
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"move-attack-label": "이동공격: -4*",
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"move-attack-tooltip": "During or after your move, make a single, poorly aimed attack – either unarmed or with a ready weapon. Max skill of 9. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366",
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"move-wild-label": "이동/마구잡이 공격: -5 *",
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"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",
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"move-slam-label": "Move and Slam: +0",
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"move-slam-tooltip": "End your move with a slam. If using shield, add your shield's Defense Bonus to your damage roll. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. B371-372",
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"flying-tackle-label": "Flying Tackle: +4",
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"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. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B371-372",
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"slam-label": "Slam",
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"pounce-label": "덮치기: +4",
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"pounce-tooltip": "As slam, get 1 yard of extra movement. Roll DX, Acrobatics, or Jumping to avoid falling prone. If a mount, rider must roll Riding-4 or fall off! Must have four or more legs. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B371-372",
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"all-out-attack-title": "전력공격",
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"none-label": "없음",
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"no-all-out-attack-tooltip": "전력 공격 안 함, 전력 공격을 취소할 때 선택하십시오.",
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"all-out-attack-determined-label": "정확: +4",
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"all-out-attack-determined-tooltip": "Determined: Make a single attack at +4 to hit! Movement: half-move, forward only. Defense: None. See B365",
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"all-out-attack-double-label": "추가타: +0",
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"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. Movement: half-move, forward only. Defense: None. See B365",
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"all-out-attack-feint-label": "페인트: +0",
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"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! Movement: half-move, forward only. Defense: None. See B365",
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"all-out-attack-strong-label": "강공: +0",
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"all-out-attack-strong-tooltip": "Single attack with +2 to damage or +1 damage per die for ST-based weapons! Movement: half-move, forward only. Defense: None. See B365",
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"deceptive-strike-label": "교란공격",
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"deceptive-strike-tooltip": "Deceptive strike, effective skill can't go below <b>10</b>! See B369-370.",
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"evaluate-label": "짐작",
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"evaluate-tooltip": "Evaluate a visible target that you can melee attack. Movement: Any. Defense: Any, doesn't spoil evaluate. See B364-365.",
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"wild-swing-label": "마구잡이: -5 *",
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"wild-swing-tooltip": "옆, 뒤, 혹은 보이지 않는 대상에게 근거리 공격을 합니다. 가시성 페널티가 더 크다면 그 페널티를 대신 사용하고, 이 페널티는 사용하지 마십시오. 결과 실력이 9를 넘을 수 없습니다. 명중 부위는 무작위로 굴립니다! 기본 p.388-389 참조",
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"rapid-strike-label": "연속공격: -6",
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"rapid-strike-tooltip": "각 공격에 -6의 페널티를 받고 2번 공격합니다. <b>여러</b> 적을 공격할 수도 있습니다. 준비된 무기가 있어야 합니다. 공격 횟수가 1번보다 많을 경우(추가타라든지, 추가 공격 장점이라든지), 그중 <b>하나</b>의 공격만 연속공격으로 바꿀 수 있습니다. 기본 p.370 참조.",
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"flurry-of-blows-label": "Flurry of Blows (1 FP/attack): -3",
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"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 B357",
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"rapid-strike-master-label": "연속공격 <i>달인</i>: -3",
|
||
"rapid-strike-master-tooltip": "고수의 제자 혹은 무기의 달인 장점이 있습니다. 두 공격에 각각 -3의 페널티를 받고, <b>여러</b> 적을 공격할 수 있습니다. 준비된 무기가 있어야 합니다. 공격 횟수가 1번보다 많을 경우(추가타라든지, 추가 공격 장점이라든지), 그중 <b>하나</b>의 공격만 연속공격으로 바꿀 수 있습니다. 기본 p.370, 547 참조.",
|
||
"attack-from-above-label": "위로부터의 공격: -2",
|
||
"attack-from-above-tooltip": "Roll contest of Stealth vs Vision (-2 if not looking up). If you win, target is surprised and gets <b>No defense</b> and may <i>freeze</i>. If you lose, target is at -2 defense. If target is <i>aware</i> they could use <i>stop-thrust</i>. You suffer falling damage. <b>Optional</b> do falling damage to target. See B400",
|
||
"mighty-blow-label": "파괴적 일격(1FP)",
|
||
"mighty-blow-tooltip": "Mighty Blow does extra damage for 1 FP per attack. <b>Can't</b> be combined with <b>Flurry of Blows</b>. See B357.",
|
||
"posture-label": "자세",
|
||
"posture-tooltip": "공격할 당시의 자세입니다. 기본 p.547 참조.",
|
||
"height-difference-label": "고저차",
|
||
"height-difference-tooltip": "공격자와 방어자가 서로 다른 높이에 있을 경우, 수직 높이 차이가 전투에 영향을 줍니다. 기본 p.402 참조",
|
||
"improvised-weapon-label": "무기 대용품",
|
||
"improvised-weapon-tooltip": "무기 대용품입니다. 기본 p.404 참조",
|
||
"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. Success: +1 hit. Critical Success: +2. Fail: -1 hit. Critical Fail: -2 hit. See DF Exploits 57.",
|
||
"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",
|
||
"unfriendly-hex-label": "Unfriendly Hex: -4",
|
||
"unfriendly-hex-tooltip": "Attacking through an unfriendly hex is -4. B388",
|
||
"attack-from-side-label": "Attack from side: -2",
|
||
"attack-from-side-tooltip": "Attacks from your side hex defend at -2, unless you have <i>Peripheral Vision</i> or <i>360° Vision</i>. If you have a shield, you can't block amn that comes from your weapon side. One-handed melee can't parry an attack from the opposite side. B390.",
|
||
"handedness-title": "오른손잡이와 왼손잡이",
|
||
"single-dual-weapon-label": "한손/양손 무기",
|
||
"single-dual-weapon-tooltip": "Select your hand and if you're using a dual weapon attack. <b>NOTE:</b> Don't use off-hand of you have ambidexterity.",
|
||
"off-hand-training-label": "왼손훈련",
|
||
"off-hand-training-tooltip": "Off-Hand weapon training. Negates the penalty for using an off-hand weapon. <b>NOTE:</b> A better approach is adding an off-hand attack to your combat table. See B232",
|
||
"dual-weapon-training-label": "양손공격 훈련",
|
||
"dual-weapon-training-tooltip": "Dual-Weapon training. Negates the penalty for using a dual-weapon. <b>NOTE:</b> A better approach is adding an dual-weapon attacks to your combat table. See B230",
|
||
"mounted-title": "승용동물",
|
||
"mounted-description": "승용동물을 타고 있을 땐 무기 기능과 기수 기능 중 더 낮은 쪽을 사용합니다. 기본 p.397 참조",
|
||
"skill-difference-label": "기능 차이",
|
||
"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": "승용동물 피격: -2",
|
||
"mount-attacked-tooltip": "지난 턴에 승용동물이 공격받았다면 다음 내 명중 굴림에 -2를 받습니다. 기본 p.397 참조",
|
||
"mount-velocity-label": "Mount Velocity 7+, +1 damage: -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": "이동 중 장거리 무기 공격을 하면, <b>조준</b>이 불가능하고 기존의 조준 보너스를 모두 잃습니다. 명중 굴림에 -2 또는 덩치 패널티 중 더 낮은 쪽을 사용합니다. 이동: 제한 없음, 장애물 피하기에 -2. 능동방어: 피하기 또는 막기. 기본 p.365-366 참조",
|
||
"bulk-label": "덩치",
|
||
"ranged-all-out-attack-determined-label": "All-Out Determined: +1",
|
||
"ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365",
|
||
"ranged-all-out-attack-suppression-fire-label": "All-Out 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",
|
||
"other-actions-title": "다른 액션",
|
||
"braced-label": "받침: +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": "반짝공격: -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 oppertunity fire, only dodge is allowed. See B390.",
|
||
"in-close-combat-label": "육박전",
|
||
"in-close-combat-tooltip": "육박전에서 장거리 무기를 사용중일 경우 무기의 덩치만큼의 페널티를 받습니다. 기본 p.391 참조.",
|
||
"damaged-weapon-label": "Damaged Weapon",
|
||
"damaged-weapon-tooltip": "-HP of damage done to weapon last turn. See B548",
|
||
"strength-difference-label": "Strength Difference",
|
||
"strength-difference-tooltip": "사용자 ST가 무기 최소 ST보다 낮을 경우, 모자라는 ST만큼이 페널티로 붙습니다. 기본 p.548 참조.",
|
||
"watch-area-label": "Watch Area",
|
||
"watch-area-tooltip": "Area or line being covered that is within your arc of vision.<br><b>NOTE:</b> You only Aim and wait on a single hex!<br> See B548",
|
||
"check-target-label": "목표 확인: -2",
|
||
"check-target-tooltip": "Opportunity Fire check target before shooting. See B390.",
|
||
"abbreviated-off-hand-training-label": "왼손 훈련",
|
||
"dual-training-label": "Dual training",
|
||
"moving-mount-vehicle-label": "차량이나 동물 위",
|
||
"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",
|
||
"abbreviation-stability-rating-label": "안정성",
|
||
"stability-rating-tooltip": "Vehicle's stability rating. Affects Targeting systems.",
|
||
"unstabilized-label": "받침 없음",
|
||
"unstabilized-tooltip": "받침이 없는 무기입니다. 조준 시스템의 최대 보너스가 차량의 안정성을 넘을 수 없습니다. 기본 p.469 참조.",
|
||
"conditions-label": "상태",
|
||
"vehicle-conditions-tooltip": "차량의 상태입니다. 기본 p.548 참조.",
|
||
"failed-control-roll-label": "Failed Control Roll",
|
||
"failed-control-roll-tooltip": "지난 턴 차량/동물 조종 판정이 실패했습니다. 실패 차이만큼의 페널티를 받습니다. 기본 p.548 참조",
|
||
"over-under-mount-label": "위/아래 사격: -6",
|
||
"over-under-mount-tooltip": "몸을 노출시키고 차량이나 동물의 옆에 매달려 그 위나 아래로 사격하는 경우 명중 굴림에 -6의 페널티를 받습니다.",
|
||
"vehicle-dodged-label": "Vehicle Dodged: -2",
|
||
"vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're <b>not</b> the operator.",
|
||
"air-vehicle-dodged-label": "Air Vehicle Dodged: -4",
|
||
"normal-defense-label": "일반 방어",
|
||
"normal-defense-tooltip": "일반적인 능동방어입니다.",
|
||
"all-out-defense-increased-label": "전력방어: +2",
|
||
"all-out-defense-increased-tooltip": "On your turn, you chose to do an all-out defense. Get +2 <b>one</b> active defense.",
|
||
"all-out-defense-double-label": "전력방어: 이중방어",
|
||
"all-out-defense-double-tooltip": "한 공격에 <b>두 개의</b> 서로 다른 능동방어를 할 수 있습니다. 첫 방어에 실패할 경우 같은 공격에 대해 다른 능동방어로 한 번 더 판정할 수 있습니다. 기본 p.366 참조",
|
||
"moved-attacked-label": "이동공격함",
|
||
"moved-attacked-tooltip": "지난 턴에 이동공격을 했을 경우, 피하기와 막기만 할 수 있습니다. 받아내기는 할 수 없습니다. 기본 p.366 참조",
|
||
"defenders-posture-title": "Defender's Posture",
|
||
"defense-crawling-label": "엎드림/누움: -3",
|
||
"defense-crawling-tooltip": "엎드리거나 누워있는 상태라면 방어에 -3 페널티를 받습니다. 기본 p.549 참조",
|
||
"defense-kneeling-label": "무릎 꿇음/앉음: -2",
|
||
"defense-kneeling-tooltip": "무릎을 꿇거나 앉은 상태라면 방어에 -2 페널티를 받습니다. 기본 p.549 참조",
|
||
"attackers-action-title": "Attacker's Action",
|
||
"attack-from-behind-label": "From Behind <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 Attack: -2",
|
||
"runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391",
|
||
"defense-bonus-label": "방어 보너스",
|
||
"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.",
|
||
"retreating-dodge-label": "Retreating Dodge: +3",
|
||
"retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your <b>step</b>. See B377",
|
||
"retreating-block-parry-label": "Retreat Block/Parry: +1",
|
||
"retreating-block-parry-tooltip": "공격자에게서 1m내지 <b>한걸음</b> 만큼 물러나며 막기나 받아내기를 합니다. 기본 p.377 참조",
|
||
"retreating-parry-label": "후퇴 받아내기: +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",
|
||
"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",
|
||
"acrobatic-dodge-label": "곡예 피하기",
|
||
"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 Def (1 FP): +2",
|
||
"feverish-defense-tooltip": "Feverish Defense. Spend <b>1 FP</b> to increase active defense by 2.",
|
||
"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": "# of Parries <i>Master</i>",
|
||
"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",
|
||
"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",
|
||
"situation-title": "상황",
|
||
"defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to <b>Dodge</b>. See B548",
|
||
"against-deceptive-attack-label": "VS Deceptive Attack",
|
||
"against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369",
|
||
"feint-attack-label": "Feint Attack",
|
||
"feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365",
|
||
"mounted-label": "Mounted",
|
||
"defense-mounted-tooltip": "If mounted, defensive penalty is equal to difference between 12 and Riding skill. See B388",
|
||
"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",
|
||
"defenders-equipment-label": "Defender's Equipment",
|
||
"parrying-knife-label": "Parry with Knife/Dagger: -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 checkbox.",
|
||
"parrying-kusari-label": "Parry with Kusari/Whip: -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 checkbox.",
|
||
"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",
|
||
"attackers-equipment-label": "Attacker's Equipment",
|
||
"against-dual-weapon-label": "Against Dual-Weapon: -1",
|
||
"against-dual-weapon-tooltip": "If both attacks hit you, you're at -1 to defend. See B548.",
|
||
"parry-flail-label": "Parry against 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 against 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 nunchaku with a <i>fencing</i> weapon.",
|
||
"block-flail-label": "Block against Flail: -2",
|
||
"block-flail-tooltip": "If blocking against a flail, you're at -2 to defend. See B405.",
|
||
"block-nunchaku-label": "Block against Nunchaku: -2",
|
||
"block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.",
|
||
"parry-thrown-weapon-label": "Parry thrown weapon: -1",
|
||
"parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549",
|
||
"parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2",
|
||
"parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549",
|
||
"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",
|
||
"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",
|
||
"spell-modifiers-title": "Spell Modifiers",
|
||
"concentration-label": "집중",
|
||
"on-penalty-label": "On Penalty",
|
||
"spell-on-penalty-tooltip": "Total Spell Skill Penalty based on number of <b>ON</b> spells.<br />Penalty will automatically be applied to the spell skill level.<br /> <input type=\"hidden\" name=\"attr_spell_on_count\" value\"0\" />Number of spells <b>ON:</b> <span name=\"attr_spell_on_count\"></span>.<br /><i>NOTE:</i> Use the options tab to adjust the penalty per spell <b>ON</b>.",
|
||
"cocentration-penalty-tooltip": "Total <b>Concentration</b> spell penalty<br>Penalty will automatically be applied to the spell skill level.<br /><input type=\"hidden\" name=\"attr_spell_maintained_count\" value=\"0\">Number of spells: <span name=\"attr_spell_maintained_count\">0</span>.<br><i>NOTE:</i> Use options tab to adjust the penalty.",
|
||
"spell-modifification-tooltip": "Enter a positive or negative value that affects the Effective Spell level of all spells. For example, you are wearing an enchanted item with Wisdom of 1 level - M135. This increases your IQ by 1. Spell levels are based on IQ, HOWEVER, that particular spell states \"Raises the subject's IQ temporarily. This raises his ability with skills, <b>but not with spells!</b>\"<br />Use the <i>notes</i> box above to keep track of the reason why there is a modifier.",
|
||
"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 Bonus",
|
||
"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": "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": "원거리",
|
||
"long-distance-tooltip": "<i>정보</i> 주문이 원거리에서 작동하는 경우 <b>탐색</b> 주문과 같이 이 수정치를 적용하십시오. 일부 장점은 이와 같은 수정치를 사용합니다. 거리값이 두 수정치 사이에 있는 경우 더 <i>높은</i> 값을 적용하십시오. 기본 p.241참조.",
|
||
"natures-strength-title": "Nature's Strength",
|
||
"natures-strength-description": "<b>NOTE:</b> From Dungeon Fantasy. Modifiers to <b>druidic</b> spells. See 2.",
|
||
"afflictions-conditions-title": "Afflictions & Conditions",
|
||
"stunned-label": "Stunned: -4",
|
||
"stunned-tooltip": "If you're stunned, defend at -4. See B420",
|
||
"defense-nauseated-label": "Nauseated: -1",
|
||
"defense-nauseated-tooltip": "If nauseated, you're at -1 to defend. See B428",
|
||
"encumbered-label": "Encumbered",
|
||
"encumbered-tooltip": "Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549",
|
||
"cant-see-attacker-label": "Can't See Attacker: -4",
|
||
"cant-see-attacker-tooltip": "If you can't see the target you're at -4. A <b>block</b> or <b>parry</b> requires Hearing-2. See B549",
|
||
"bad-footing-label": "Bad Footing",
|
||
"defense-bad-footing-tooltip": "Defensive penalty for bad footing. See B547-B549.",
|
||
"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.",
|
||
"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",
|
||
"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 or -6 *",
|
||
"cannot-see-anything-tooltip": "If used to blindess, penalty is -6 and Max Skill is 9. See B124 and B394.",
|
||
"cannot-see-target-label": "Cannot see target: -6 *",
|
||
"cannot-see-target-tooltip": "Max Skill is 9. B394.",
|
||
"know-location-label": "Know location in 1 yard: -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.",
|
||
"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.",
|
||
"fog-label": "안개",
|
||
"blur-label": "Blur",
|
||
"other-label": "기타",
|
||
"coughing-sneezing-iq-label": "기침/재채기: -1 IQ",
|
||
"coughing-sneezing-iq-tooltip": "IQ와 IQ 기반 기능에 -1의 페널티를 받습니다. 은밀행동을 사용할 수 없습니다. 기본 p.436 참조.",
|
||
"coughing-sneezing-dx-label": "기침/재채기: -3 DX",
|
||
"coughing-sneezing-dx-tooltip": "DX와 DX 기반 기능에 -3의 페널티를 받습니다. 은밀행동을 사용할 수 없습니다. 기본 p.436 참조.",
|
||
"drowsy-label": "졸림: -2",
|
||
"drowsy-tooltip": "DX, IQ, 자제 판정에 -2를 받습니다. 잠들지 않으려면 2시간마다 의지력 판정을 성공해야 합니다. 기본 p.436 참조.",
|
||
"tipsy-label": "취기: -1",
|
||
"tipsy-tooltip": "DX, IQ, 겁쟁이 단점을 제외한 자제 판정에 -2를 받습니다. 수줍음 단점은 한 단계 낮아집니다. 기본 p.436 참조.",
|
||
"drunk-label": "만취: -2",
|
||
"drunk-tooltip": "DX, IQ에 -2 페널티, 겁쟁이 단점을 제외한 자제 판정에 -4 페널티를 받습니다. 수줍음 단점은 <i>두</i> 단계 낮아집니다. 기본 p.436 참조.",
|
||
"euphoria-label": "도취감: -3",
|
||
"euphoria-tooltip": "DX, IQ, 자제 판정에 -3의 페널티를 받습니다. 기본 p.436 참조.",
|
||
"pain-level-label": "Pain Level",
|
||
"pain-level-tooltip": "Penalty to DX, IQ, and self-control rolls. Hight Pain Threshold halves penalty while Low Pain Threshold doubles the penalty. See B428.",
|
||
"skill-encumbered-tooltip": "Penalty equal to your encumbrance is applied to your skill.<br>Example: Climbing, Judo, Karate, Fencing Weapons, Stealth.",
|
||
"bad-footing-tooltip": "If defense, -1 or more. If attacking/skill, -2 or more. See B547-B549.",
|
||
"shield-close-combat-penalty-label": "Close combat with shield: -1 per DB",
|
||
"shield-close-combat-penalty-tooltip": "See B547.",
|
||
"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.",
|
||
"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": "익숙하지 않은 문화 : -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": "언어 수정치",
|
||
"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",
|
||
"apply-label": "적용",
|
||
"reset-label": "초기화",
|
||
"no-prompt-label": "No Prompt",
|
||
"single-prompt-label": "Single Prompt",
|
||
"extended-prompt-label": "Extended Prompts",
|
||
"public-rolls-label": "공개 굴림",
|
||
"private-rolls-label": "비밀 굴림",
|
||
"announcements": "공지사항",
|
||
"sheet-version-title": "GURPS 캐릭터 시트 버전:",
|
||
"hide-until-next-update": "다음 업데이트 때까지 숨기기",
|
||
"view-all-updates": "모든 업데이트 보기",
|
||
"tab-general": "일반",
|
||
"tab-traits": "특성",
|
||
"tab-bio-misc": "바이오/기타",
|
||
"tab-skills": "기능",
|
||
"tab-combat": "전투",
|
||
"tab-inventory": "소지품",
|
||
"tab-grimoire": "마법",
|
||
"tab-chase": "Chase",
|
||
"tab-vehicle": "Vehicle",
|
||
"tab-locations": "Locations",
|
||
"tab-crew": "Crew",
|
||
"tab-loadout": "Loadout",
|
||
"tab-updates": "업데이트",
|
||
"tab-help": "Help",
|
||
"gear-tab-label": "Gear Tab",
|
||
"support-tabs-label": "Support Tabs",
|
||
"size-modifier-strength-warning-message": "<b style=\"color: red;\">Warning!</b> Due to your Size Modifier <span name=\"attr_size\"></span> you only need to spend <span name=\"attr_size_modifier_cp_strength_adjustment\"></span> character points (<span name=\"attr_strength_points_per_level\"></span> pts/level) for Strength <span name=\"attr_strength_display\"></span>.",
|
||
"size-modifier-hit-point-warning-message": "<b style=\"color: red;\">Warning!</b> Due to your Size Modifier <span name=\"attr_size\"></span> you only need to spend <span name=\"attr_size_modifier_cp_hit_point_adjustment\"></span> character points (<span name=\"attr_extra_hit_points_per_level\"></span> pts/level) for Hit Points <span name=\"attr_hit_points_max\"></span>.",
|
||
"size-modifier-striking-st-warning-message": "<b style=\"color: red;\">Warning!</b> Due to your Size Modifier <span name=\"attr_size\"></span> you only need to spend <span name=\"attr_size_modifier_cp_striking_st_adjustment\"></span> character points (<span name=\"attr_striking_points_per_level\"></span> pts/level) for Striking ST <span name=\"attr_striking_st\"></span>.",
|
||
"size-modifier-lifting-st-warning-message": "<b style=\"color: red;\">Warning!</b> Due to your Size Modifier <span name=\"attr_size\"></span> you only need to spend <span name=\"attr_size_modifier_cp_lifting_st_adjustment\"></span> character points (<span name=\"attr_lifting_points_per_level\"></span> pts/level) for Lifting ST <span name=\"attr_lift_st\"></span>.",
|
||
"attributes-label": "특성치",
|
||
"abbreviation-modifier-label": "Mod",
|
||
"attributes-modifier-tooltip": "\n수정치는 특성치에 적용됩니다.<br>\n수정된 특성치는 기본 수치를<br>\n수정되지 않은 특성치에서 가져옵니다.<br>\n따라서 수정치는 대개<br> \n특성치나 기능 판정을 직접 할 때 영향을 줍니다.\n\t\t\t\t\t\t\t",
|
||
"abbreviation-character-points-label": "CP",
|
||
"abbreviation-strength": "ST",
|
||
"attributes-strength-tooltip": "Strength <span name=\"attr_strength_points_per_level\"></span> pts/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": "민첩 레벨당 20CP - 변형 없음:",
|
||
"abbreviation-intelligence": "IQ",
|
||
"attributes-intelligence-tooltip": "지능 레벨당 20CP - 변형 없음",
|
||
"abbreviation-health": "HT",
|
||
"attributes-health-tooltip": "건강 레벨당 10CP - 변형 없음",
|
||
"attributes-health-detailed-tooltip": "With the advent of the new Success/Fail results for the sections of <b>Unstun</b>, (Roll to check if recovering from a Stun result from the previous tun), <b>K Down</b> (Knockdown and Stunning), <b>Unconsciousness</b>, and <b>Death</b>, the HT roll should not be used for these. Instead, you should be using those specific sections as these rolls will have specific Success/Fail results associated with said topics.",
|
||
"abbreviation-perception": "지각력",
|
||
"attributes-perception-tooltip": "Perception: Based on Intelligence<br>5pts/level.<br>Unmodified: <span name=\"attr_perception_base\"></span>",
|
||
"attribute-vision": "시각",
|
||
"attributes-vision-tooltip": "\n시각 지각력<br>\n지각력 기반<br>\n단계당 2CP<br>\n변형 없음: <span name=\"attr_vision_base\"></span>\n\t\t\t\t\t\t\t",
|
||
"attribute-hearing": "청각",
|
||
"attribute-hearing-tooltip": "\n청각 지각력<br>\n지각력 기반<br>\n레벨당 2CP<br>\n변형 없음: <span name=\"attr_hearing_base\"></span>\n\t\t\t\t\t\t\t",
|
||
"attribute-smell": "후각",
|
||
"attribute-smell-tooltip": "\n후각 & 미각 지각력 (기본 p.35)<br>\n지각력 기반<br>\n레벨당 2CP<br>\n변형 없음: <span name=\"attr_taste_smell_base\"></span>\n\t\t\t\t\t\t\t",
|
||
"attribute-touch": "촉각",
|
||
"attribute-touch-tooltip": "\n촉각 지각력<br>\n지각력 기반<br>\n레벨당 2CP<br>\n변형 없음: <span name=\"attr_touch_base\"></span>\n\t\t\t\t\t\t\t",
|
||
"attribute-will": "의지력",
|
||
"attribute-will-tooltip": "\nWillpower<br>\nBased on Intelligence<br>\n5pts/level<br>\nUnmodified: <span name=\"attr_willpower_base\"></span>\n\t\t\t\t\t\t\t",
|
||
"attribute-fright": "공포",
|
||
"attribute-fright-tooltip": "Fright Check (B360)<br>Based on Willpower<br>2pts/level<br>Unmodified: <span name=\"attr_fear_check_base\"></span><br />Combat Reflexes Modifier: <span name=\"attr_combat_reflexes_fear_check_mod\"></span><br />Stress and Derangement Modifier: <span name=\"attr_stress_derangement_fright_check_penalty\"></span><br /><br>See extensive list of Modifiers B360 & GURPS Horror p139-142.<br />If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)",
|
||
"abbreviation-threshold": "한계치",
|
||
"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 modified by the Perks of Brave (Dungeon Fantasy 11, p11, OR Monster Hunters 1 , p25) or Rule of 15 (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": "공포 판정",
|
||
"attribute-unstun": "충격",
|
||
"attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)<br />Roll at the end of your turn after you Do Nothing.<br /><i>Notes:</i> (These should be entered as a MOD)<br />● Fit +1 to Unstun, Very Fit +2 to Unstun.<br />-1 for Unfit, -2 for Very Unfit.",
|
||
"abbreviation-knock-down": "녹다운",
|
||
"attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).<br />Roll <span style=\"font-style: italic; font-weight: bold; text-decoration: underline;\">immediately</span> whenever the following happens:<br /><ul><li>You suffer a Major Wound (B420) - This is any <span style=\"font-style: italic; font-weight: bold; text-decoration: underline;\">single injury</span> that inflicts a wound in excess of ½ your HP.</li><li>You suffer any Crippling Injury (B420-421).</li><li>Whenever you are struck in the Head (Skull, Face, or Eye) or Vitals for enough injury to cause a Shock (B419) penalty.</li></ul><span style=\"font-style: italic;\">Modifiers:</span><br /><ul><li>- 5 for a Major Wound (B420) to the Face or Vitals (or to the Groin on a humanoid male).</li><li>- 10 for a Major Wound (B420) to the Skull or Eye.</li><li><i>Notes:</i> (These should be entered as a MOD)</li><li>High Pain Threshold adds +3 to Knockdown (Enter as a MOD with a value of 3)</li><li>Low Pain Threshold as -4 for Knockdown.</li><li>Fit +1 to Knockdown and Stunning, Very Fit +2 to Knockdown and Stunning.</li><li>-1 for Unfit, -2 for Very Unfit.</li><li>Those with Injury Tolerance (B60) may suffer reduced effects. (B420)</li></ul>",
|
||
"abbreviation-unconscious": "의식",
|
||
"attribute-unconscious-check-tooltip": "Unconsciousness Check based on HT (Health).<br/><b>During combat:</b><br/>if you reach 0 HP or less, you <b>immediately</b> make a Consciousness Check using the modifiers below. This is a Kromm clarification 02-23-2011. http://forums.sjgames.com/showpost.php?p=1127962&postcount=92<b><br/>At the beginning of your turn:</b><br/>If HP is zero or less and you choose to <b>Do Nothing</b> (B364) then no roll is needed (B419). <b>However</b>, if later in the turn sequence you wish to attempt a defense roll, then you first must roll as per below.<br/>If HP is zero or less and you <b>wish to take an action or maneuver</b>, roll at the beginning of your turn to stay conscious. If you succeed, you may act normally. If you fail, then you fall unconscious; See Recovering from <i>Unconsciousness</i> (B423).<br/><b>Modifiers:</b><br/>-1 per full multiple of HP below zero.<br/>Hard/Easy to Subdue. Gives +/- 1 per level to the Unconsciousness Check.<br/>Fit and Very Fit give a +1/+2 to the Unconsciousness Check.",
|
||
"abbreviation-death-check": "죽음",
|
||
"attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).<br>On damage taken: <span style=\"font-style: italic; font-weight: bold; text-decoration: underline;\">Immediately Roll</span> 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 /><i>Notes:</i> (These should be entered as a MOD)<br />Hard/Easy to Kill: Gives +/- per level to a Death Check<br>Fit +1 to Death Check . Very Fit +2 to Death Check<br />-1 for Unfit, -2 for Very Unfit.",
|
||
"speed-label": "속력",
|
||
"attribute-speed-tooltip": "Basic Speed<br>Based on Health and Dexterity<br>5pts/0.25<br>Unmodified: <span name=\"attr_basic_speed_base\" value=\"10\"></span>",
|
||
"attribute-move": "이동력",
|
||
"attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified: <span name=\"attr_basic_move_base\" value=\"0\"></span><br>Note: The Move score, under Encumbrance and Current, automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
|
||
"abbreviation-enhanced": "고속",
|
||
"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\" value=\"0\"></span>",
|
||
"attribute-dodge": "피하기",
|
||
"attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified: <span name=\"attr_dodge_base\" value=\"0\"></span><br>Combat Reflexes Modifier: <span name=\"attr_combat_reflexes_dodge_mod\"></span><br />Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
|
||
"abbreviation-lifting-strength": "기중 ST",
|
||
"attribute-lifting-strength-tooltip": "Lifting Strength (B65)<br>Based on Strength <span name=\"attr_lifting_points_per_level\"></span> pts/level<br>Unmodified: <input class=\"sheet-inline\" type=\"number\" name=\"attr_lift_st_base\" readonly=\"readonly\">",
|
||
"attribute-lift": "기중력",
|
||
"attribute-basic-lift-tooltip": "Basic Lift Table B17, in <span name=\"attr_weight_system\"></span>. (B15)",
|
||
"attribute-striking": "타격 ST",
|
||
"attribute-striking-strength-tooltip": "Striking Strength<br>Based on Strength<br><span name=\"attr_striking_points_per_level\"></span> pts/level<br>Unmodified: <input class=\"sheet-inline\" type=\"number\" name=\"attr_striking_st_base\" readonly=\"readonly\">",
|
||
"attribute-thrust": "찌르기",
|
||
"attribute-thrust-damage-table": "\n\t\t\t\t\t\t\t\t찌르기 피해<br>\n\t\t\t\t\t\t\t\t<div>전체 표를 보려면 기본 p.16을 참조.</div>\n\t\t\t\t\t\t\t\t<table>\n\t\t\t\t\t\t\t\t\t<thead><tr><th>ST</th><th>찌르기</th></tr></thead>\n\t\t\t\t\t\t\t\t\t<tbody>\n\t\t\t\t\t\t\t\t\t\t<tr><td>1</td><td>1d6-6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>2</td><td>1d6-6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>3</td><td>1d6-5</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>4</td><td>1d6-5</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>5</td><td>1d6-4</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>6</td><td>1d6-4</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>7</td><td>1d6-3</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>8</td><td>1d6-3</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>9</td><td>1d6-2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>10</td><td>1d6-2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>11</td><td>1d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>12</td><td>1d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>13</td><td>1d6</td></tr>\n\t\t\t\t\t\t\t\t\t</tbody>\n\t\t\t\t\t\t\t\t</table>\n\t\t\t\t\t\t\t\t<table>\n\t\t\t\t\t\t\t\t\t<thead><tr><th>ST</th><th>찌르기</th></tr></thead>\n\t\t\t\t\t\t\t\t\t<tbody>\n\t\t\t\t\t\t\t\t\t\t<tr><td>14</td><td>1d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>15</td><td>1d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>16</td><td>1d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>17</td><td>1d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>18</td><td>1d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>19</td><td>2d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>20</td><td>2d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>21</td><td>2d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>22</td><td>2d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>23</td><td>2d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>24</td><td>2d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>25</td><td>2d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>26</td><td>2d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t</tbody>\n\t\t\t\t\t\t\t\t</table>\n\t\t\t\t\t\t\t",
|
||
"attribute-swing": "휘두르기",
|
||
"attribute-swing-damage-table": "\n\t\t\t\t\t\t\t\t휘두르기 피해<br>\n\t\t\t\t\t\t\t\t<div>전체 표를 보려면 기본p.16을 참조.</div>\n\t\t\t\t\t\t\t\t<table>\n\t\t\t\t\t\t\t\t\t<thead><tr><th>힘</th><th>휘두르기</th></tr></thead>\n\t\t\t\t\t\t\t\t\t<tbody>\n\t\t\t\t\t\t\t\t\t\t<tr><td>1</td><td>1d6-5</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>2</td><td>1d6-5</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>3</td><td>1d6-4</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>4</td><td>1d6-4</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>5</td><td>1d6-3</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>6</td><td>1d6-3</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>7</td><td>1d6-2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>8</td><td>1d6-2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>9</td><td>1d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>10</td><td>1d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>11</td><td>1d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>12</td><td>1d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>13</td><td>2d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t</tbody>\n\t\t\t\t\t\t\t\t</table>\n\t\t\t\t\t\t\t\t<table>\n\t\t\t\t\t\t\t\t\t<thead><tr><th>힘</th><th>휘두르기</th></tr></thead>\n\t\t\t\t\t\t\t\t\t<tbody>\n\t\t\t\t\t\t\t\t\t\t<tr><td>14</td><td>2d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>15</td><td>2d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>16</td><td>2d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>17</td><td>3d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>18</td><td>3d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>19</td><td>3d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>20</td><td>3d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>21</td><td>4d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>22</td><td>4d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>23</td><td>4d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>24</td><td>4d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>25</td><td>5d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>26</td><td>5d6</td></tr>\n\t\t\t\t\t\t\t\t\t</tbody>\n\t\t\t\t\t\t\t\t</table>\n\t\t\t\t\t\t\t",
|
||
"stats-title": "특성치",
|
||
"value-title": "수치",
|
||
"abbreviation-maximum-hit-points": "최대 HP",
|
||
"maximum-hit-poits-tooltip": "Hit Points - Based on Strength - <span name=\"attr_extra_hit_points_per_level\"></span> pts/level<br>Cost reduced by -10% per SM+1 (B15)",
|
||
"abbreviation-current-hit-points": "현재 HP",
|
||
"current-hit-points-tooltip": "\n현재 체력<br>\nHP가 낮을 경우 페널티를 받습니다. (기본p.419)\n\t\t\t\t\t\t\t\t\t",
|
||
"current-hit-points-reeling": "비틀거림: 체력이 이보다 낮을 경우",
|
||
"current-hit-points-reeling-description": "\n- 이동력과 피하기 절반(소수점 올림) (기본p.419)<br>\n- 이 효과는 FP손실과 중첩됩니다. GURPS FAQ: 3.4.5.7 참조<br>\t\t\t\t\t\t\t\t\t\t\t\t\n- 참고: 이 시트는 해당 효과를 자동 계산하여 적용합니다.",
|
||
"current-hit-points-collapse": "쓰러지기 직전",
|
||
"current-hit-points-collaps-description": "\n- 매 턴 @{VS} HT로 판정하여 실패하면 의식을 잃습니다.<br>\n- HP가 0 이하일 경우 -1xHP마다 -1의 페널티를 받습니다.<br>\n- 아무 것도 하지 않거나 방어도 하지 않을 경우 판정하지 않아도 됩니다.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
|
||
"current-hit-points-verge-of-death": "죽음 직전",
|
||
"current-hit-points-verge-of-death-description": "\n- 목숨을 유지하려면 HT로 @{VS} 1번 판정합니다.<br>\n- 1이나 2 차이로 실패하면 치명상을 입은 것이고, 죽지는 않습니다. (기본p.423)<br>\n- 누적된 부상이 <br>최대 HP의 배수에 달할 때마다 판정합니다.",
|
||
"current-hit-points-death": "죽음",
|
||
"current-hit-points-death-description": "- 당신은 죽었습니다.",
|
||
"current-hit-points-total-destruction": "완전 파괴",
|
||
"current-hit-points-total-destruction-description": "- 몸이 완전히 파괴되어 알아보거나 되살릴 수도 없습니다.",
|
||
"hit-points-half-move-tooltip": "이동력과 피하기가 HP 손실로 인해 반감됩니다. 기본 p.419 참조.",
|
||
"hit-points-fatigue-quartered-move": "이동력과 피하기가 HP와 FP 손실로 인해 1/4로 감소합니다. 기본 p.419 참조.",
|
||
"abbreviation-maximum-fatigue-points": "최대 FP",
|
||
"maximum-fatigue-points-tooltip": "피로도<br>HT 기반<br>레벨당 3CP",
|
||
"abbreviation-current-fatigue-points": "현재 FP",
|
||
"current-fatigue-points-tool-tip": "현재 피로도<br>피로도가 낮으면 페널티를 받습니다. (기본 p.426)",
|
||
"fatigue-points-tired-label": "피로함: FP가 이보다 낮음",
|
||
"fatigue-points-tired-description": "- 이동력, 피하기, ST를 반감합니다(소수점 올림, 기본 p.426). <br>- 이 효과는 HP 손실과 중첩됩니다. GURPS FAQ: 3.4.5.7 참조. <br>- 참고: 이 시트는 해당 효과를 자동 계산하여 적용합니다.<br>이 값은 ST에 기반한 다른 수치,<br> HP나 피해량같은 수치에 영향이 없습니다(기본 p.426).",
|
||
"verge-of-collapse-label": "쓰러지기 직전",
|
||
"verge-of-collapse-description": "- 피로가 더 쌓이면 잃은 FP마다 1HP의 부상을 입습니다(기본 p.426). <br>- 말이나 휴식을 제외한 다른 행동을 하려면 의지력 판정을 해야 합니다.<br>- 의지력 판정에 실패하면 의식을 잃습니다.<br>- 대실패 시 @{VS} HT 판정을 하여 실패하면 심장마비가 옵니다.",
|
||
"unconscious-label": "의식 없음: FP가 이 수치임",
|
||
"unconscious-description": "- 즉시 의식을 잃습니다. <br>- FP는 이보다 낮아지지 않지만, HP는 여전히 잃습니다.<br>- 0FP에서 의식을 회복합니다.",
|
||
"abbreviation-move-strength": "이동/ST",
|
||
"half-move-strength-tooltip": "FP 손실로 인해 이동력, 피하기, ST가 반감됩니다. 기본 p.426 참조.<br>ST 판정과 무기 최소 ST에 영향을 줍니다.",
|
||
"half-strength-tooltip": "FP 손실로 인해 ST가 반감됩니다. 기본 p.426 참조.<br>ST 판정과 무기 최소 ST에 영향을 줍니다.",
|
||
"abbreviation-maximum-energy-reserve": "Max ER",
|
||
"maximum-energy-reserve-tooltip": "\n비축 에너지<br>\n던전 판타지 p.60 소개<br>\n초상능력 p.119에서 세부사항 참조.<br>\n\t\t\t\t\t\t\t\t\t",
|
||
"abbreviation-current-energy-reserve": "Current ER",
|
||
"current-energy-reserve-tooltip": "\n현재 비축 에너지량<br>\n던전 판타지 p.60 소개<br>\n초상능력 p.119에서 세부사항 참조.<br>\n\t\t\t\t\t\t\t\t\t",
|
||
"custom-pools-heading": "Custom Pools",
|
||
"custom-pools-tooltip": "\nAdd additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.<br>\nExamples include:<br>\n<strong>RP</strong> (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.<br>\n<strong>LFP</strong> (Long Term Fatigue Points), see After the End 1, p24.\n\t\t\t\t\t\t\t\t\t",
|
||
"custom-pool-current-points-label": "Current",
|
||
"lifting-moving-label": "기중 & 이동",
|
||
"lifting-moving-tooltip": "더 많은 정보는 기본 p.14 참조.",
|
||
"weight-label": "무게",
|
||
"simple-lift-label": "단순 기중",
|
||
"simple-lift-heading-tooltip": "캐릭터가 머리 위로 <br>한손을 써서 1초만에 들 수 있는 중량입니다.",
|
||
"one-handed-lift-label": "한손 기중력",
|
||
"one-handed-lift-tooltip": "캐릭터가 머리 위로 <br>한손을 써서 2초만에 들 수 있는 중량입니다.",
|
||
"two-handed-lift-label": "양손 기중력",
|
||
"two-handed-lift-tooltip": "캐릭터가 머리 위로 <br>양손을 써서 4초만에 들 수 있는 중량입니다.",
|
||
"shove-and-knock-over-label": "밀기 & 넘기기",
|
||
"shove-and-knock-over-tooltip": "캐릭터가 <br>물체를 밀거나 넘어트릴 수 있는 중량입니다.",
|
||
"abbreviation-running-shove-knock-over": "달려 밀기 & 넘기기",
|
||
"running-shove-knock-over-tooltip": "\n캐릭터가 <br>물건을 달려가서 밀거나 넘어트릴 수 있는 중량입니다.\n\t\t\t\t\t\t\t\t\t",
|
||
"carry-on-back-label": "등짐지기",
|
||
"carry-on-back-tooltip": "캐릭터가 <br>등에 멜 수 있는 중량입니다.",
|
||
"shift-slightly-label": "살짝 밀기",
|
||
"shift-slightly-tooltip": "캐릭터가<br>바닥에서 물건을 조금 움직일 수 있는 중량입니다.",
|
||
"notes-label": "메모",
|
||
"notes-custom-macro-label": "Notes & Custom Macro",
|
||
"custom-macro-skills-label": "Custom Macro for Skills",
|
||
"custom-macro-skills-tooltip": "Enter a custom macro to apply to all skill rolls.",
|
||
"custom-macro-defense-label": "Custom Macro for Defense",
|
||
"custom-macro-defense-tooltip": "Enter a custom macro to apply to all defense rolls.",
|
||
"custom-macro-melee-label": "Custom Macro for Melee",
|
||
"custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.",
|
||
"custom-macro-ranged-label": "Custom Macro for Ranged",
|
||
"custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.",
|
||
"custom-macro-spells-label": "Custom Macro for Spells",
|
||
"custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.",
|
||
"encumbrance-label": "하중",
|
||
"load-label": "무게",
|
||
"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": "고속 이동",
|
||
"enhanced-move-tooltip": "Enhanced ground move.<br><b>STEP:</b> The number in parentheses is the step distance.<br />If you don't have Enhanced Move, then the current enhanced move will show your sprinting speed, see see B394 and B354.",
|
||
"air-label": "공중",
|
||
"air-tooltip": "Air/Flying move.<br><b>STEP:</b> The number in parentheses is the step distance.",
|
||
"water-label": "수중",
|
||
"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 and for HP and/or FP loss below 1/3. (B419, B426)",
|
||
"encumbrance-none-0-label": "없음 (0)",
|
||
"encumbrance-light-1-label": "가벼움 (1)",
|
||
"encumbrance-medium-2-label": "중간 (2)",
|
||
"encumbrance-heavy-3-label": "무거움 (3)",
|
||
"encumbrance-extra-heavy-4-label": "매우 무거움 (4)",
|
||
"encumbrance-maximum-load-label": "최대 하중*",
|
||
"encumbrance-maximum-load-tooltip": "\nCarry on Back (B353) 15xBL. Thus, you can carry<br>\nmore than you can lift by yourself . . . but<br>\nevery second that your encumbrance is over 10xBL<br>\n(that is Extra-Heavy encumbrance), you lose 1 FP.<br>\n\t\t\t\t\t\t\t\t\t\t",
|
||
"current-label": "현재",
|
||
"turning-and-velocity-modifiers-label": "회전 및 속력 수정치",
|
||
"movement-label": "이동",
|
||
"turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.<br /><b>Important:</b> If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.",
|
||
"abbreviation-start-velocity-label": "시작속력",
|
||
"start-velocity-tooltip": "Enter velocity (yards/second) for current turn.<br><b>Rule:</b> You must move at your current start velocity, then at the <i>end</i> of your turn, you can increase or decrease the velocity. B394<br/><b>Important:</b> Be sure to check your max allowed velocity based on movement type.",
|
||
"change-in-velocity-label": "변속",
|
||
"change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.",
|
||
"abbreviation-final-velocity-label": "최종속력",
|
||
"final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].<br>The final velocity is how you start the next turn and you <b>must</b> move that full velocity for that next turn.<br />In addition, it is used to<br>calculate the deceleration penalty, turn radius, and tight turn penalty.",
|
||
"abbreviation-deceleration-penalty-label": "감속 페널티",
|
||
"deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.<br>\n<i>Example:</i> Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.<br> \nCan safely decelerate up to base move, no roll needed.<br>\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.<br>\nApply the appropriate skill penalty from the input forms to the right.<br>\n<b>How it works:</b> -1 per two full yards/second beyond Basic Move by which you cut your speed.<br>\n<b>NOTE:</b> make an additional roll if you're also turning.<br>\n<b>Example:</b> Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.<br>\nDriving Skill: 12, Handling: 0.<br>\nTotal Deceleration = 16 - 6 = 10.<br>\nCan safely decelerate to 16 - 3 (base move) = 13.<br>\nPenalty = 13 - 6 (goal speed) / 2 = -3.<br>\nMaking Driving Skill 12 - 3 to succeed.<br>\nsee B395.\n\t\t\t\t\t\t\t\t\t\t",
|
||
"turn-radius-label": "선회 반경",
|
||
"turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.<br>Turn Radius = (Start Velocity / Base Move Score) rounded down.<br>Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.<br>See B394.",
|
||
"tight-turn-label": "무리한 동작",
|
||
"tight-turn-tooltip": "무리한 동작 페널티입니다. 추가적으로 선회할 수 있습니다.<br> 기존 60도에서 120도만큼 선회할 수 있습니다.<br>페널티 = (기본 이동력 - 현재 속도)/기본 이동력 (나머지 버림)<br>기본p.395 참조.",
|
||
"option-select": "--Select--",
|
||
"option-ground": "Ground",
|
||
"option-air": "Air",
|
||
"option-water": "Water",
|
||
"movement-feats-label": "이동 활동",
|
||
"flying-label": "비행중",
|
||
"flight-label": "비행",
|
||
"flight-tooltip": "\n캐릭터에게 비행(기본 p.59) 장점이 있을 시 선택하십시오.<br>\n하중 표에 공중 이동력 행이 업데이트 됩니다.<br>\n입력 창에는 비행에 투자한 CP값을 입력하십시오.",
|
||
"abbreviation-air-move-label": "공중이동",
|
||
"air-move-tooltip": "\n기본 공중 이동력 = 기본 속력 * 2 = <input class=\"sheet-inline\" type=\"number\" name=\"attr_basic_air_move_unmodified\" readonly=\"readonly\"><br>\n레벨당 2CP, 위 아래 방향키로 조정할 수 있습니다.",
|
||
"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\" value=\"0\"></span>",
|
||
"swimming-label": "수영",
|
||
"abbreviation-amphibious-label": "수륙양서",
|
||
"amphibious-tooltip": "\n수륙양서: 캐릭터에 수륙양서 장점(기본 p.63)이 있을 경우 체크합니다.<br>\n하중 표의 수영 이동력을 적용합니다.\t",
|
||
"abbreviation-water-move-label": "수중이동",
|
||
"water-move-tooltip": "\n기본 이동력 = <input class=\"sheet-inline\" type=\"number\" name=\"attr_basic_water_move_unmodified\" readonly=\"readonly\"><br>\n계산식 = 기본 이동력 / 5 또는 수륙양서 장점이 있을 시 기본 이동력.<br>\n레벨당 5CP, 위아래 방향키로 조정 가능.<br>\n참고: 수영 기능이 있을 시 최대 수영 이동력 +2",
|
||
"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\" value=\"0\"></span>",
|
||
"jumping-label": "도약",
|
||
"skill-label": "기능",
|
||
"select-skill-tooltip": "Select Skill or Attribute",
|
||
"jump-skill-tooltip": "\n도약 기능: 입력 시 도약 거리를 기본 이동력이 아닌 도약 실력/2(소수점 버림)만큼 자동으로 계산합니다.\n\t\t\t\t\t\t\t\t\t\t",
|
||
"gravity-label": "중력",
|
||
"jump-gravity-tooltip": "도약 거리에 영향을 줍니다. 기본 p.350 참조",
|
||
"abbreviation-use-strength": "ST 사용",
|
||
"jumping-use-strength-tooltip": "\n기본 p.352의 <strong>옵션 규칙</strong>을 사용시 체크하십시오.<br>기본 기중력(<input type=\"text\" name=\"attr_display_jump_basic_lift\" value=\"@{simple_lift}\" disabled=\"disabled\" class=\"sheet-textInline\">) > 이 체중보다 높을 경우, 이동력이나 도약 기능이 아닌 ST/4로 판정합니다.\t\t\t\t\t\t\t\t\t\t",
|
||
"super-label": "초도약",
|
||
"super-jump-tooltip": "\n초도약: 초도약 장점(기본 p.89)을 가지고 있을 때 사용하십시오.<br>\n<strong>1열</strong>은 2열과 2열의 값에 기반한 수정치를 알려줍니다. <br>\n<strong>2열</strong>은 수정치 칸입니다. 단계당 1씩 위 아래 방향키로 조정할 수 있습니다.<br>\n<strong>3열</strong>은 CP 칸입니다. 단계당 10CP씩 위 아래 방향키로 조정할 수 있습니다. 각 단계당 도약 거리가 2배씩 늘어납니다.\n\t\t\t\t\t\t\t\t\t\t",
|
||
"abbreviation-encumbrance-label": "하중",
|
||
"jump-encumbrance-penalty-tooltip": "\n하중 수정치를 적용합니다. 기본 p.352 참조<br>\n없음 시 1, 가벼움 0.8, 중간 0.6, 무거움 0.4, 매우 무거움 0.2",
|
||
"abbreviation-preparation": "준비",
|
||
"jump-preparation-tooltip": "\n2번 이상 준비 행동을 취했다면 이 상자에 체크하십시오.<br>\n그 외에는 체크를 해제하시고, 그에 따라 도약 거리가 반감됩니다. 기본 p.352 참조\n\t\t\t\t\t\t\t\t\t\t",
|
||
"feet-measurement-label": "피트",
|
||
"yards-measurement-label": "야드",
|
||
"standing-broad-jump-label": "멀리뛰기",
|
||
"standing-broad-jump-tooltip": "\n제자리 멀리 뛰기입니다. 기본 p.352 참조<br>\n<strong>1번 행</strong> (2 x 사용할 기능) - 3피트 또는 도약 기능/2(소수점 버림).<br>\n<strong>2번 행</strong> 도약할 수 있는 피트를 나타냅니다.<br>\n<strong>3번 행</strong> 도약할 수 있는 야드를 나타냅니다. <br>\n공식 = (2 x 사용할 기능) - 3 피트<br>\n사용할 기능: <input type=\"text\" name=\"attr_standing_broad_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\"><br>\n역주: 원문에서는 피트와 야드를 사용하며,<br>\n국문 2판에서는 센티미터와 미터를 단위로 사용합니다.<br>\n캐릭터 시트는 피트와 야드로 계산되므로, 피트 값에는 65를,<br>\n야드 값에는 2를 곱해서 사용해주시기 바랍니다. \t",
|
||
"running-broad-jump-label": "도움닫기",
|
||
"running-broad-jump-tooltip": "Running Broad Jump Distance, under Broad Jump decryption. B352 <br><strong>1st column</strong> entery 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": "높이뛰기",
|
||
"high-jump-tooltip": "높이 뛰기입니다. 기본 p.352 참조<br>\n<strong>1번 행</strong> (6 x 사용할 기능) – 10 인치 혹은 도약 기능/2(소수점 버림). <br>\n<strong>2번 행</strong> 몇 피트까지 뛸 수 있는지 보여줍니다. <br>\n<strong>3번 행</strong> 몇 야드까지 뛸 수 있는지 보여줍니다. <br>\n공식 = (6 x 사용할 기능) - 10인치<br>\n사용할 기능: <input type=\"text\" name=\"attr_standing_high_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\"><br>\n역주: 원문에서는 피트와 야드를 사용하며,<br>\n국문 2판에서는 센티미터와 미터를 단위로 사용합니다.<br>\n캐릭터 시트는 피트와 야드로 계산되므로, 피트 값에는 65를,<br>\n야드 값에는 2를 곱해서 사용해주시기 바랍니다. ",
|
||
"run-high-jump-label": "도움닫기",
|
||
"running-high-jump-tooltip": "\n도움닫기 높이 뛰기입니다. 기본 p.352 참조<br>\n<strong>1번 행</strong> (6 x 사용할 기능)에 이번 턴에 이동한 거리를 입력하십시오.<br>\n<strong>2번 행</strong> 도약할 수 있는 피트를 나타냅니다.<br>\n<strong>3번 행</strong> 도약할 수 있는 야드를 나타냅니다. <br>\n공식 = (6 x 사용할 기능) - 10 인치<br>\n사용할 기능: <input type=\"text\" name=\"attr_running_high_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\"><br>\n도움닫기 높이 뛰기의 최대 거리는 제자리 높이 뛰기 거리의 2배입니다.<br>\n역주: 원문에서는 피트와 야드를 사용하며,<br>\n국문 2판에서는 센티미터와 미터를 단위로 사용합니다.<br>\n캐릭터 시트는 피트와 야드로 계산되므로, 피트 값에는 65를,<br>\n야드 값에는 2를 곱해서 사용해주시기 바랍니다. ",
|
||
"abbreviation-jump-move-label": "도약이동",
|
||
"jump-move-tooltip": "도약 이동력입니다. 초도약 장점이 있을 때 사용합니다. 기본 p.86 참조.<br>\n멀리 뛰기 거리/5 혹은 기본 지상 이동력 중 더 높은 쪽 사용.<br>",
|
||
"abbreviation-point-summary-label": "CP 총합",
|
||
"point-summary-tooltip": "\n<strong>총계</strong>: 직접 입력합니다. 캐릭터가 <br>사용한 CP와 사용하지 않은 CP를 합산한 값을 나타냅니다.<br>\n<strong>사용</strong>: <br>특성치, 장단점, 기능, 기타 등등 사용한 CP<br>를 자동으로 계산합니다.<br>\n<strong>미사용</strong>: 수동입력 또는 자동입력 옵션이 있습니다.<br>설정 페이지의 '미사용 CP 입력'에서 확인할 수 있습니다.<br>\n수동 모드(파란색): 미사용 CP를 직접 입력합니다.<br>\n자동 모드(검은색): 총계와 사용 CP의 차이를<br>자동 계산합니다.\n\t\t\t\t\t\t",
|
||
"point-total-tooltip": "\n<strong>총계</strong>: 직접 입력합니다. 캐릭터가 <br>사용한 CP와 사용하지 않은 CP를 합산한 값을 나타냅니다.<br>",
|
||
"spent-label": "사용",
|
||
"unspent-label": "미사용",
|
||
"gca-format-label": "GCA4 Format",
|
||
"gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format<br>To change to GCA5, GCS or Detailed go to options tab<br>and change the radio button for <b>Point Summary Layout</b>",
|
||
"gca5-format-label": "GCA5 Format",
|
||
"gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format<br>To change to GCA4, GCS or Detailed go to options tab<br>and change the radio button for <b>Point Summary Layout</b>",
|
||
"gcs-format-label": "GCS 포맷",
|
||
"gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format<br>To change to GCA5, GCA4 or Detailed go to options tab<br>and change the radio button for <b>Point Summary Layout</b>",
|
||
"detailed-format-label": "Detailed",
|
||
"detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab<br>and change the radio button for <b>Point Summary Layout</b>",
|
||
"race-label": "종족",
|
||
"race-point-summary-tooltip": "종족 장단점의 포인트 총합입니다.",
|
||
"points-summary-for-attributes-tooltip": "Point Summary for the following attributes with <b style='color:blue;'>positive</b> values:<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-languages-label": "Lang.",
|
||
"point-summary-for-languages-tooltip": "Languages Point Summary",
|
||
"abbreviation-advantages-label": "장점",
|
||
"gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with <b style='color:blue;'>positive</b> values:<br>Languages, Tech Level, Cultural Familiarities,<br>Advantages, and Racial traits.",
|
||
"gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with <b style='color:blue;'>positive</b> values:<br>Tech Level, Advantages, and Racial traits.",
|
||
"gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with <b style='color:blue;'>positive</b> values: <br>Languages, Tech Level, Cultural Familiarities,<br>Advantages, and Perks.",
|
||
"detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with <b style='color:blue;'>positive</b> values:<br>Languages, Tech Level, Cultural Familiarities,<br>and Advantages.",
|
||
"perks-label": "미점",
|
||
"abbreviation-disadvantages-label": "단점",
|
||
"point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a <b style='color:red;'>negative</b> value, <b style='color:blue;'>including</b> attributes with negative values, negative language value, and negative tech level value.",
|
||
"point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a <b style='color:red;'>negative</b> value, <b style='color:blue;'>including</b> attributes with negative values, and negative tech level value.<br />Language points with a <b style='color:red;'>negative</b> value are <b>NOT</b> included.",
|
||
"point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, <b style='color:blue;'>including</b> attributes with negative values, negative language value, and negative tech level value.<br />Racial templates with a <b style='color:red;'>negative</b> value are <b>NOT</b> included.",
|
||
"quirks-label": "버릇",
|
||
"skills-label": "기능",
|
||
"skill-roll-modifier-tooltip": "You can use the <b>Roll Modifiers Toolbar</b> or the <b>Roll Modifiers Toolbox</b> to modifier the effective skill.",
|
||
"abbreviation-techniques-label": "테크닉",
|
||
"point-summary-techniques-tooltip": "테크닉",
|
||
"abbreviation-techniques-revised-label": "테크닉(개정)",
|
||
"point-summary-for-techniques-revised-tooltip": "테크닉 개정본",
|
||
"spells-label": "주문",
|
||
"native-language-label": "모국어",
|
||
"spoken-label": "말하기",
|
||
"written-label": "쓰기",
|
||
"option-native": "Native",
|
||
"option-accented": "Accented",
|
||
"option-broken": "Broken",
|
||
"option-none": "None",
|
||
"option-literate": "Literate",
|
||
"option-semi-literate": "Semi-literate",
|
||
"learned-language-label": "배운 언어",
|
||
"miscellaneous-label": "기타",
|
||
"technology-level-label": "테크 레벨",
|
||
"technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)",
|
||
"campaign-technology-level-label": "Campaign Tech Level",
|
||
"your-technology-level-label": "Your Tech Level",
|
||
"abbreviation-cultural-familiarity": "Culture",
|
||
"cultural-familiarities-label": "문화 친숙",
|
||
"cultural-familiarities-tooltip": "When dealing with an <i>unfamiliar</i> culture, you may suffer <b style=\"color:red;\">-3</b> to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).",
|
||
"cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)",
|
||
"advantages-label": "장점",
|
||
"abbreviation-level-label": "단계",
|
||
"trait-level-tooltip": "특성의 단계입니다.",
|
||
"abbreviation-frequency-of-appearance-label": "발생 빈도",
|
||
"frequency-of-appearance-tooltip": "\n발생 빈도<br>\n<table>\n\t<tbody>\n\t\t<tr><td>15 이하></td><td></td>\n\t\t</tr><tr><td>12 이하></td><td></td>\n\t\t</tr><tr><td>9 이하></td><td></td>\n\t\t</tr><tr><td>6 이하></td><td></td>\n\t</tr></tbody>\n</table>\n\t\t\t\t\t\t\t",
|
||
"abbreviation-book-reference-label": "참고",
|
||
"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",
|
||
"show-notes-below-label": "굴림 템플릿에 노트 보이기",
|
||
"whisper-mode-label": "Check to make the results a whisper to GM only.",
|
||
"abbreviation-self-control-number-label": "자제",
|
||
"self-control-number-tooltip": "\n자제판정 혹은 발생빈도<br>\n<table>\n\t<tbody>\n\t\t<tr><td>15 이하</td><td></td>\n\t\t</tr><tr><td>12 이하</td><td></td>\n\t\t</tr><tr><td>9 이하</td><td></td>\n\t\t</tr><tr><td>6 이하</td><td></td>\n\t</tr></tbody>\n</table>\n\t\t\t\t\t\t\t",
|
||
"disadvantages-label": "단점",
|
||
"racial-traits-label": "종족 특성",
|
||
"templates-label": "템플릿",
|
||
"general-information-label": "일반 정보",
|
||
"abbrevation-biography-label": "Bio",
|
||
"campaign-label": "Campaign",
|
||
"full-name-label": "본명",
|
||
"player-name-label": "플레이어명",
|
||
"nickname-label": "별명",
|
||
"gender-label": "성별",
|
||
"size-modifier-label": "크기 수정치",
|
||
"size-modifier-tooltip": "Your Size Modifier. For more information see B15, B16, <strong>B19</strong>. <b>Note:</b> use the <i>Apply</i> checkbox to use Size Modify limitations to Strength and Extra Hit Points.",
|
||
"apply-size-modifier-tooltip": "If checked, character point costs for Strength and Hit Points will be modified.<br>See B15, B16, <strong>B19</strong>",
|
||
"reach-modifier-label": "리치 수정",
|
||
"reach-modifier-tooltip": "Reach Modifier.<br>See Size Modifier and Reach, B402<br>When grappling, you get +1 To Hit per size modifier difference.",
|
||
"close-reach-label": "Has <span class=\"sheet-emphatic\">C</span> Reach",
|
||
"close-reach-tooltip": "If checked, a reach <span class=\"sheet-emphatic\">C</span> weapon increases to reach 1, but no other effects.<br>See Size Modifier and Reach, B402",
|
||
"main-hand-label": "주 사용손",
|
||
"reactions-label": "반응 수정치",
|
||
"reaction-notes-label": "Reaction Notes",
|
||
"reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.",
|
||
"physical-description-label": "신체적 특징",
|
||
"age-label": "나이",
|
||
"height-label": "키",
|
||
"weight-heading": "체중",
|
||
"character-weight-tooltip": "Weight in <span name=\"attr_weight_system\"></span>.<br />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 Inventory’s Grand Total<br>Weight and thus needs to be numerical.",
|
||
"eyes-label": "눈색",
|
||
"build-label": "체격",
|
||
"hair-label": "머리칼",
|
||
"skin-label": "Skin",
|
||
"physical-color-tooltip": "Enter the Color(s)",
|
||
"physical-appearance-label": "외모",
|
||
"physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.",
|
||
"option-horrific": "Horrific (-6)",
|
||
"option-monstrous": "Monstrous (-5)",
|
||
"option-hideous": "Hideous (-4)",
|
||
"option-ugly": "Ugly (-2)",
|
||
"option-unattractive": "Unattractive (-1)",
|
||
"option-average": "Average",
|
||
"option-attractive": "Attractive (+1)",
|
||
"option-handsome-beautiful": "Handsome/Beautiful (+4/2)",
|
||
"option-very-handsome-beautiful": "Very Handsome/Beautiful (+6/2)",
|
||
"option-transcendent": "Transcendent (+8/2)",
|
||
"tattoos-scars-etc-label": "문신, 흉터, 기타 등등.",
|
||
"scars-tattooe-etc-tooltip": "흉터, 문신, 특유의 문장이나 특징.",
|
||
"background-information-label": "배경 정보",
|
||
"birth-date-label": "생일",
|
||
"birth-place-label": "태어난 곳",
|
||
"homeworld-label": "Homeworld",
|
||
"gravity-rating-label": "G Rating",
|
||
"gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.",
|
||
"status-label": "지위",
|
||
"wealth-label": "재산",
|
||
"income-label": "소득",
|
||
"cost-of-living": "생활비",
|
||
"stash-money-location-label": "저축",
|
||
"stash-money-location-tooltip": "은행, 금고, 침대 밑 등등 사용할 수 있는 총 금액",
|
||
"affiliations": "소속",
|
||
"home-base-label": "거주지",
|
||
"family-label": "가족",
|
||
"background-history-label": "배경 이야기 & 기타",
|
||
"training-label": "훈련",
|
||
"training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.",
|
||
"abbreviation-technology-level-label": "TL",
|
||
"skill-level-label": "실력",
|
||
"abbreviation-attribute-label": "특성치",
|
||
"skill-attribute-tooltip": "If the <b>10</b> was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen <i>Character Creation App</i> to see if the attribute exists on Roll20.",
|
||
"abbreviation-difficulty-label": "난이도",
|
||
"skill-difficulty-tooltip": "Difficulty of Skill<br />WC = Wildcard Skill. (B175)",
|
||
"skill-modifier-tooltip": "\n수정치는 기능 실력에 적용됩니다.<br>\n양수와 음수 모두 입력할 수 있습니다.<br>\n재능 수정치, 다른 기능이나 테크닉,<br>\n장비, 미점에 따른 디폴트를 포함합니다.\n\t\t\t\t\t\t\t",
|
||
"modifier-label": "수정치:$[[3]] ",
|
||
"my-modifier-label": "My Mod",
|
||
"my-modifier-tooltip": "Value entered in pop-up box.",
|
||
"roll-modifier-tooltip": "From tools/range calculator.",
|
||
"modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.<br /><b>Suggestion: </b> Use this modifier instead of the popup window when clicking the roll button.<br />You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to <br /><b>Options</b> -> <b>Skill Modifier Options</b> and select <b>No Modifier Prompt</b>.",
|
||
"final-modifier-label": "Final Modifier",
|
||
"final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.",
|
||
"select-skill-modifiers-button": "기능 수정치 선택",
|
||
"apply-encumbrance-tooltip": "하중 페널티를 적용합니다.",
|
||
"link-to-label": "Link To",
|
||
"option-nothing": "Nothing",
|
||
"option-strength": "ST",
|
||
"option-dexterity": "DX",
|
||
"option-intelligence": "IQ",
|
||
"option-health": "HT",
|
||
"option-will": "Will",
|
||
"option-perception": "Per",
|
||
"abbreviation-option-easy": "E",
|
||
"abbreviation-option-average": "A",
|
||
"abbreviation-option-hard": "H",
|
||
"abbreviation-option-very-hard": "VH",
|
||
"abbreviation-option-wildcard": "WC",
|
||
"row-id-label": "Row ID:",
|
||
"row-id-tooltip": "The row id can be used with macros.<br>NOTE: Future use for linking to techniques<br>and combat skills.<br>Example field name: repeating_skills_[the row id]_level<br>This example would represent the skill level on that row.",
|
||
"inventory-row-id-tooltip": "For inventory, the row id can used to link an inventory item to a parent item.<br /> That means, if you uncheck the <b>ON</b> checkbox, all the child inventory items will also become unchecked.<br />You can use the row id with macros.",
|
||
"indent-label": "Indent",
|
||
"inventory-indent-tooltip": "Select the indent level of the inventory item. This is handy to help show the item belongs to a parent item.",
|
||
"abbrevation-miscellaneous-label": "기타:",
|
||
"familiarities-label": "Familiarities",
|
||
"skill-familiarities-tooltip": "Any skill used to operate equipment, for example - Guns (Pistol), Driving (Automobile), and Electronics Operation (Communications), take a penalty when you are faced with an unfamiliar type of item. Starting characters may specify two familiarities per point spent on a skill. For instance, if you have four points in Guns (Pistol), you can be familiar with up to eight handguns. List all equipment Familiarities below. (See Familiarity B169)",
|
||
"reason-for-modifier-label": "Reason for MOD (Modifier):",
|
||
"reason-for-modifiers-skills-tooltip": "\n예시:<br>\n재능에서 +1<br>\n디폴트에서 +1<br>\n마법 장비에서 +1...\n\t\t\t\t\t\t\t\t\t",
|
||
"show-skill-mod-notes-below-label": "수정치 노트 보이기(실제 기능 설명을 참조)",
|
||
"show-skill-mod-notes-below-tooltip": "Only modifiers entered in the Text Box below will show up in the Roll Template when this checkbox is checked. Familiarity modifiers, if any, not embedded in this sheet and should be manually entered as a Modifier when the skill is rolled.",
|
||
"show-skill-conditional-below-label": "Show Skill Conditionals notes",
|
||
"custom-success-fail-notes-tooltip": "성공, 대성공, 실패, 대실패 결과가 굴림 결가에 표시됩니다.<br>이 노트에 매크로를 적용할 수도 있습니다.<br>이 노트박스의 크기는 노트가 채팅에서 어떻게 보일지<br>참조용으로 설정되어있습니다.",
|
||
"success-note-label": "성공 메모:",
|
||
"critical-success-note-label": "대성공 메모:",
|
||
"fail-note-label": "실패 메모",
|
||
"critical-fail-note-label": "대실패 메모:",
|
||
"hit-note-label": "Hit Note:",
|
||
"critical-hit-note-label": "Critical Hit Note:",
|
||
"miss-note-label": "Miss Note:",
|
||
"critical-miss-note-label": "Critical Miss Note:",
|
||
"techniques-legacy-label": "테크닉(이전)",
|
||
"techniques-legacy-tooltip": "\n<b>옵션 기능이 추가되었습니다.</b><br> \n캐릭터 시트에 적용할 수 있는 개정 테크닉 표가 추가되었습니다.<br>\n개정 테크닉은 최종판이 아니며, 피드백을 통한 조정사항이 있을 예정입니다.<br>\n<b>구판과 개정판 테크닉 표.</b> 구판과 개정판 테크닉 표를<br>\n보이거나 숨기는 옵션입니다.<br>\n지금의 테크닉을 새 표로 옮기고 싶을 때 두 표를 모두 보이도록 하는 옵션입니다.<br>\n구 테크닉 표에 줄이 없을 경우, 구 표는 숨기고 새 표를 보여주십시오.<br>\n\t\t\t\t\t\t\t",
|
||
"parent-label": "선결조건",
|
||
"parent-id-label": "Parent ID",
|
||
"inventory-parent-id-tooltip": "If you enter a Row ID of an inventory item, you will create a parent/child relationship.<br />When you change the <b>ON</b> checkbox for the parent, the child will be updated at the same time.<br /><b>Example:</b><br />You have a backpack, and its Row ID is <i>-mtz5wtyl7cnlrk17p82</i>.<br />You also have a rope in your inventory. You can set the location field to <i>-mtz5wtyl7cnlrk17p82</i>.<br />That means the rope is now a child of the backpack.<br />If you uncheck the <b>ON</b> checkbox for the backpack, the rope's <b>ON</b> checkbox will also become unchecked.<br /><b>Note:</b> If you expand the notes, you can select the indent level, this will help show an item is a child of another item<br />In the example above, you can set the rope with indent level = 1, the name field for rope will be indented one step.<br />If you move the rope directly below the backpack, it will help show the rope is a child of the backpack.",
|
||
"abbreviation-minimum-label": "최소",
|
||
"abbreviation-maximum-label": "최대",
|
||
"cost-label": "에너지",
|
||
"techniques-revised-label": "Techniques",
|
||
"techniques-roll-modifier-tooltip": "You can use the <b>Roll Modifiers Toolbar</b> or the <b>Roll Modifiers Toolbox</b> to modifier the effective skill.",
|
||
"base-level-label": "주기능",
|
||
"base-skill-level-tooltip": "\n테크닉의 기본 실력입니다.<br>\n보통은 주 기능 실력에 기반합니다.<br>\n기본 p.229 테크닉 참조\n\t\t\t\t\t\t\t",
|
||
"abbreviation-default-label": "디폴트",
|
||
"techniques-revised-default-tooltip": "\n디폴트는 기본 실력에 적용됩니다..<br>\n예를 들어, 발차기는 격투나 가라테 기능에 -2로 디폴트합니다.<br>\n수정치가 없으면 0을 입력하십시오.<br>\n기본 p.229 테크닉 참조\t\t\t\t\t\t\t",
|
||
"techniques-revised-maximum-modifier-tooltip": "\n테크닉의 실력 상한치입니다.<br>\n이는 주 기능에 따라 다릅니다.<br>\n예를 들어, 발차기는 격투 실력 +0이나 가라테 실력 +0<br>\n보다 높아질 수 없습니다.<br>\n기본 p.230 테크닉 참조\n\t\t\t\t\t\t\t",
|
||
"technique-difficulty-tooltip": "\n테크닉의 난이도입니다.<br>\n실패 시 심각한 결과가 일어나거나<br>\n한 번만 시도할 수 있는 기능은 어려움입니다.<br>\n기본 p.230 테크닉 참조\n\t\t\t\t\t\t\t",
|
||
"option-hard": "Hard",
|
||
"row-id-repeating-tooltip": "\nThe row id can be used with macros.<br>\nExample field name: repeating_techniquesrevised_[the row id]_level<br>\nThis example would represent the skill level on that row.\n\t\t\t\t\t\t\t\t\t",
|
||
"link-label": "Link:",
|
||
"link-to-row-id-tooltip": "Link this row to another row item.",
|
||
"option-skill": "Skill",
|
||
"option-spell": "Spell",
|
||
"option-technique": "Technique",
|
||
"option-striking-strength": "Striking ST",
|
||
"option-enter-my-own": "Enter My Own",
|
||
"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": "이름:",
|
||
"name-label-no-colon": "Name",
|
||
"hit-locations-label": "Your Hit Locations",
|
||
"damage-label": "대미지",
|
||
"defense-label": "방어",
|
||
"melee-label": "근거리",
|
||
"ranged-label": "원거리",
|
||
"tools-label": "Tools",
|
||
"target-size-modifier-tooltip": "Size Modifier of target.",
|
||
"abbreviation-hit-points": "HP",
|
||
"abbreviation-major-label": "MW",
|
||
"major-wounds-tooltip": "Major wound threshold. <i>Any</i> single injury of greater than 1/2 your HP. 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.",
|
||
"encumbrance-tooltip": "Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549",
|
||
"load-tooltip": "현재 지니고 있는 무게입니다.",
|
||
"melee-thrust-tooltip": "Thrust damage based on Striking ST. You can use the macro name in a weapons damage column and apply basic math. <b>Example:</b> Damage = @{thrust}+1",
|
||
"melee-swing-tooltip": "Swing damage based on Striking ST. You can use the macro name in a weapons damage column and apply basic math. <b>Example:</b> Damage = @{swing}+1",
|
||
"hit-location-armor-title": "Hit Location & Armor Table",
|
||
"template-label": "템플릿",
|
||
"character-armor-type-tooltip": "Select the hit location type and click the <b>Apply</b> button.<br><b>ALERT:</b> This will delete the current hit locations!",
|
||
"layers-label": "Layers",
|
||
"flexible-armor-label": "Flexible Armor",
|
||
"flexible-armor-tooltip": "<b>Flexible Armor</b> If damage fails to penetrate DR, victim suffers <i>blunt trauma</i>.<br />Cutting, impaling, piercing does 1 HP per <i>full</i> 10 HP damage.<br />Crushing damage does 1 HP per <i>full</i> 5 HP damage.<br />If layered armor, only damage that penetrates outer layer inflicts blunt trauma. B379",
|
||
"armor-layers-tooltip": "Select the number of armor layers to display.",
|
||
"back-armor-label": "Back",
|
||
"back-armor-tooltip": "Show back armor for each layer.",
|
||
"hit-location-notes-tooltip": "Enter notes and traits here.<br>Example include adding damage ntoes for <i>Unliving</i>, <i>Homogenous</i>, <i>Diffuse</i>, <i>Unbreakable Bones (Powers 52)</i>, <i>Damage Reduction (Powers 52).</i> see B380.",
|
||
"abbreviation-penalty-label": "페널티",
|
||
"armor-penalty-tooltip": "Penalty to hit this location.",
|
||
"armor-modifier-tooltip": "The final <b>To Hit</b> modifier, the <b>Hit Location Penalty</b> plus the character's <b>Size Modifier</b>.",
|
||
"layer-1-label": "Layer 1",
|
||
"armor-layor-tooltip": "Enter DR for this location.<br>* = flexible<br>You can split the DR using with these suggested abbreviations.<br>cr = crush<br>pi = pierce<br>cut = cutting<br>imp = impaling<br>bu = burning<br><b>Alert:</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.",
|
||
"armor-layor1-tooltip": "\"Layer 1 <i>(Inner most)</i> is good for natural DR or concealable armor, such as cloth armor under a breastplate.",
|
||
"front-label": "전방",
|
||
"back-label": "후방",
|
||
"layer-2-label": "Layer 2",
|
||
"armor-layor2-tooltip": "Layer 2 is good for your primary armor, like helmet, leather armor, gloves, etc.",
|
||
"layer-3-label": "Layer 3",
|
||
"armor-layor3-tooltip": "Layer 3 is good for force shields, magic DR, etc.",
|
||
"layer-4-label": "Layer 4",
|
||
"armor-layor4-tooltip": "Layer 4 <i>(Outer most)</i> is also good for force shields, magic DR, etc.",
|
||
"summary-label": "총합",
|
||
"roll-modifier-summary-label": "Modifier Summary",
|
||
"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.<br /><b>Warning:</b> If you enter your own content, it will be overwritten if you change values for any of the layers.",
|
||
"abbreviation-defense-bonus-label": "DB",
|
||
"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.",
|
||
"abbreviation-damage-label": "파괴력",
|
||
"hitlocation-damage-tooltip": "Enter the amount of damage this location has taken.<br><b>NOTE:</b> If you want this column to affect the current Hit Points,<br />click the option (gear) icon then click <b>SHEET OPTIONS</b> tab.<br />Check the box labeled <b>Update Hit Points</b>",
|
||
"abbreviation-divisor-label": "관통",
|
||
"hitlocation-divisor-tooltip": "HP 관통력입니다. 수가 1보다 높을 경우, 그 부위가 불구가 되고 다음 행에 수치가 업데이트 됩니다. 기본 p.421 참조.",
|
||
"abbreviation-disabled-label": "망가짐",
|
||
"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.",
|
||
"wounds-label": "부상",
|
||
"hitlocation-wounds-tooltip": "Enter individual wounds here, if limb is crippled, bleeding, etc.<br>Example: -6 pi (major wound), -2 burn.",
|
||
"hitlocation-notes-tooltip": "Notes that could apply to the hit location armor, damage, or other effects.",
|
||
"hit-location-tooltip": "\n기본 p.552.<br>\n<strong>옵션:</strong> 규칙<br> \n새 명중 부위<br>\nGURPS Low-Tech p.100-103, 무예 p.143\n\t\t\t\t\t\t\t",
|
||
"where-label": "부위",
|
||
"penalty-label": "페널티",
|
||
"hit-location-penalty-tooltip": "\n특정 부위를 공격할 때 <br>\n부과되는 <strong>페널티</strong> 입니다.\n\t\t\t\t\t\t\t",
|
||
"abbreviation-damage-resistance-label": "DR",
|
||
"damage-resistance-tooltip": "\n<strong>로우 테크</strong>에서 #/#는<br>\n대개 모든 공격 유형 / 특정 공격 유형으로 표기됩니다.<br>\n예시: 3/2 때리기*는 모든 공격에는 DR 3을 적용하고<br>\n때리기 유형에는 DR 2를 적용합니다. 별표는 옷의 유연성을 나타냅니다.<br>\n(기본 p.379).<br>\n<strong>하이 테크와 울트라 테크</strong>에서 #/#는<br>\n특정 공격 유형/다른 모든 공격 유형으로 표기됩니다.<br>\n예시: 5뚫기, 때리기/2는 뚫기와 때리기 유형 피해에 5 DR을 적용하고<br>\n그 외 공격에는 DR 2를 적용합니다.\t\t\t\t\t\t\t",
|
||
"user-created-label": "플레이어 고유",
|
||
"active-defenses-label": "능동방어",
|
||
"active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to apply a modifier to the effective skill. Postures affect Active Defenses (B551). <b>Kromm</b> has clarified computing all Active Defense penalties: http://forums.sjgames.com/showpost.php?p=341673&postcount=4.",
|
||
"rules-as-written-label": "Rules As Written",
|
||
"active-defense-type-tooltip": "\n유형을 변경하면 능동방어의 성공/실패 노트에도<br>\n똑같이 적용됩니다.<br>\n받아내기, 피하기, 막기에는 기본 노트가 있으며<br>\n이는 옵션 페이지에서 변경할 수 있습니다.<br>\n<b>참고</b> 유형을 변경하면 기존에 입력했던 노트가<br>\n전부 지워집니다.\n\t\t\t\t\t\t\t",
|
||
"abbreviation-information-label": "정보",
|
||
"active-defense-information-tooltip": "\n<strong>F</strong>: 펜싱 무기입니다.<br>\n<strong>U</strong>: 균형이 맞지 않는 무기입니다.<br>\n이 무기로 공격한 턴에는 받아내기를 할 수 없습니다.<br>\n(마찬가지로 받아내기한 턴에도 공격할 수 없습니다).\n\t\t\t\t\t\t\t",
|
||
"base-defense-skill-tooltip": "기본 방어 실력입니다.",
|
||
"defense-modifiers-tooltip": "방어 실력 수정치입니다.",
|
||
"apply-encumbrance-dodge-note-tooltip": "<b>NOTE:</b> Requires at least one level of encumbrance in order to work.<br />The predefined <i>dodges</i> already have encumbrance applied!",
|
||
"half-dodge-tooltip": "HP나 FP 손실로 인해 피하기가 반감됩니다. 기본 p.418, 426 참조.",
|
||
"quarter-dodge-tooltip": "피하기가 HP와 FP 손실로 인해 1/4로 감소합니다. 기본 p.418, 426 참조.",
|
||
"displayed-on-rolltemplate-tooltip": "굴림 결과에 표시합니다.",
|
||
"custom-notes-label": "커스텀 메모:",
|
||
"custom-notes-active-defense-tooltip": "이 능동방어의 특기사항을 적습니다.",
|
||
"dodge-retreat-versus-melee-label": "후퇴 피하기 (근거리 공격에만 적용)",
|
||
"dodge-retreat-versus-melee-tooltip": "A Retreat is also as per Step (B368) and you can change facing by one hex-side if you wish(B391). You cannot retreat while in a sitting or kneeling posture, or while stunned. You also cannot retreat if you moved faster than your Basic Move on your last turn (that is if you were sprinting or using Enhanced Move) (B377). Optional Rules for Retreat can be found in MA123.",
|
||
"dodge-drop-ranged-label": "엎드려 피하기(장거리 공격에만 적용)",
|
||
"dodge-drop-ranged-tooltip": "Dodge and Drop - Also for 'Sacrificial Dodge and Drop'. It is similar to 'Dodge and Retreat' but only for <b>Ranged Attacks</b> (B377). Can also be used for 'Dodge for Cover' vs. the area of effect of an <b>Explosion, Cone, or Area-Effect Attacks</b> (B377).",
|
||
"knockback-save-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": "<b><span name=\"attr_knockback_points\"></span></b> 피해당 1m",
|
||
"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.",
|
||
"option-dodge": "Dodge",
|
||
"option-parry": "Parry",
|
||
"option-unarmed-parry": "Unarmed Parry",
|
||
"option-block": "Block",
|
||
"option-magic": "Magic",
|
||
"option-power-dodge": "Power Dodge",
|
||
"option-power-parry": "Power Parry",
|
||
"option-power-block-physical": "Power Block - Physical",
|
||
"option-power-block-mental": "Power Block - Mental",
|
||
"option-other": "Other",
|
||
"formula-label": "Formula:",
|
||
"active-defense-formula-tooltip": "Formula is based upon the active defense type.<br /><b>NOTE:</b> The formula only applies to a linked trait.</b><br />If <b>Apply Combat Reflexes</b> is checked, a bonus wil be applied to the Formula Level.",
|
||
"formula-as-is-description": "Enter a value or use the linked item value as is.",
|
||
"formula-parry-description": "(근거리 무기 실력 혹은 DX)/2+3, 소수점 버림.",
|
||
"formula-block-description": "(방패나 망토 실력)/2+3, 소수점 버림.",
|
||
"power-dodge-description": "기본 속력 + 3 + 재능/2, 소수점 버림.",
|
||
"power-parry-description": "3 + (고유공격 기능+재능)/2, 소수점 버림.",
|
||
"power-block-physical-description": "3 + (HT+재능)/2, 소수점 버림.",
|
||
"power-block-mental-description": "3 + (의지력+재능)/2, 소수점 버림.",
|
||
"formula-base-dodge-description": "Base Dodge attribute affected by Combat Reflexes.",
|
||
"formula-current-dodge-description": "Current Dodge affected by current conditions. Checkbox not used →",
|
||
"option-melee-weapon": "Melee Weapon",
|
||
"option-basic-speed": "Basic Speed",
|
||
"option-current-dodge": "Current Dodge",
|
||
"talent-level-label": "재능 단계:",
|
||
"talent-level-tooltip": "For use with Power Dodge, Power Parry, and Power Blocks formulas. See P167",
|
||
"formula-level-label": "Formula Level:",
|
||
"abbreviation-information-notes": "정보 메모",
|
||
"fencing-unbalanced-tooltip": "\n<b>INFO</b>행에 F나 U를 입력하면 아래 노트가<br>\n적절한 노트로 <b>대체됩니다</b>.<br>\n그외 값이 입력되면 텍스트 창이 <b>비워집니다</b>.<br>\n\t\t\t\t\t\t\t\t\t\t",
|
||
"apply-combat-reflexes-label": "전투 반사 신경 적용",
|
||
"combat-reflexes-label": "Combat Reflexes:",
|
||
"apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43).<br />This will also check the <b>Combat Reflexes</b> boxes for the custom <b>Active Defenses</b>, which will apply a bonus to the final <b>Defensive Skill Level</b>.<br /><b>Note:</b> On older sheets, you may have to uncheck/check in order to apply combat reflexes to all active defenses.",
|
||
"apply-combat-reflexes-mod-label": "Apply Combat Reflexes to mod column.",
|
||
"apply-combat-reflexes-mod-tooltip": "If checked, the combat reflex bonus will be applied to the active defenses modifier column listed below <b>Knockback save vs crushing or cutting attacks</b>.",
|
||
"show-defense-bonus-label": "방어 보너스 보이기",
|
||
"show-defense-bonus-tooltip": "굴림 결과에 방어 보너스를 보여줍니다.",
|
||
"defense-bonus-notes-label": "방어 보너스 (DB) 메모",
|
||
"defense-bonus-notes-tooltip": "\n<strong>예시</strong><br>\n반사마법 장비 갑옷: 몸통 (전방에만), 두개골, 목, 손, 머리(1/6 얼굴), 발에 DB +2.<br>\n소형 방패: 방패를 든 손(왼쪽)에 +1 DB<br>\n중형 망토: 머리를 제외한 후방 전체에 +1 DB, 후드까지 쓰면 머리도 보호.\n\t\t\t\t\t\t\t",
|
||
"select-token-tooltip": "If on, you must select your character token <b>before</b> clicking the Roll button. The token name will show in the roll results.<br /><b>Note</b> This option is most useful when writing your own Roll20 API code.",
|
||
"target-token-tooltip": "Click the button to turn on <b>target a token</b> before the skill roll.<br>The token name will appear in the results.",
|
||
"melee-attacks-label": "근거리 공격",
|
||
"melee-roll-modifier-tooltip": "You can use the <b>Roll Modifiers Toolbar</b> or the <b>Roll Modifiers Toolbox</b> to modifier the effective skill.",
|
||
"attacks-label": "Attacks",
|
||
"targets-label": "Targets",
|
||
"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>Macros</b> You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.<br/><br/><b>NOTE:</b> If you want to cause 0 damage, you have to use <b>0d6</b>.",
|
||
"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": "리치",
|
||
"melee-reach-tooltip": "\nThe distance in yards that the weapon can reach.<br>\n<strong>C</strong>: this weapon can be used in close combat.<br>\n<strong>*</strong>: the weapon is awkward, and requires a Ready<br>\nmaneuver to switch between different reaches.\n\t\t\t\t\t\t\t",
|
||
"abbreviation-option-affliction": "aff",
|
||
"abbreviation-option-burning": "burn",
|
||
"abbreviation-option-corrosion": "cor",
|
||
"abbreviation-option-crushing": "cr",
|
||
"abbreviation-option-cutting": "cut",
|
||
"abbreviation-option-fatigue": "fat",
|
||
"abbreviation-option-impaling": "imp",
|
||
"abbreviation-option-piercing-minus": "pi-",
|
||
"abbreviation-option-piercing": "pi",
|
||
"abbreviation-option-piercing-plus": "pi+",
|
||
"abbreviation-option-piercing-plus-plus": "pi++",
|
||
"abbreviation-option-special": "spec",
|
||
"abbreviation-option-knockback": "knock",
|
||
"abbreviation-option-toxic": "tox",
|
||
"melee-row-id-tooltip": "Use the melee row id to link an active defense to this skill.<br>This allows you to use your enhanced skill with this weapon for parries.",
|
||
"modifier-tooltip": "Enter the net value of all modifiers combined.<br>Can be a positive or a negative number.<br>Example: Enter 2 for Weapon’s 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.",
|
||
"armor-divisor-label": "Armor Divisor",
|
||
"armor-divisor-tooltip": "Divide the target's DR by this number before subtracting it from your damage. (B268). and round DOWN – Minimum 0 (B378).<br />For example, a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2<br /><b>Explosive</b> attacks (optional house rule: area effect attacks) only apply to the target of a direct hit. (B269)<br /><b>Afflictions: </b>divide the DR before determining modifiers to the HT roll. (B269)",
|
||
"divide-by-label": "Divide target DR by",
|
||
"round-down-note": "Round Down (B378)",
|
||
"weapon-notes-label": "무기 메모",
|
||
"melee-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results. To select a targeted Hit Location, use this example:<br /><pre>***Selected Location:*** **?{Location|Head|Torso}**</pre><i>Note:</i> You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.",
|
||
"private-notes-label": "Private Notes",
|
||
"private-notes-tooltip": "These notes do not appear in any Roll Template; they are just here for your reference.",
|
||
"damage-notes-label": "피해 노트",
|
||
"weapon-weight-label": "Weapon Weight",
|
||
"weapon-weight-tooltip": "Enter the weight of the weapon. Used to calculate the maximum weight the weapon can parry before it must check for breakage. B376.",
|
||
"parry-heavy-weapon-label": "Parry Heavy Weapon",
|
||
"parry-heavy-weapon-tooltip": "If the attacking weapon is three times heavier or more, your weapon may break.<br /> If weapon breaks, parry <i>counts</i> <b>unless</b> the odds of breakage exceeds 6 in 6. B376.<br />Modifiers: <ul><li>+2 cheap weapon</li><li>-1 fine weapon</li><li>-2 very fine weapon</li></ul>",
|
||
"melee-weapon-weight-tooltip": "Enter the weight of the weapon. If the parrying weapon's weight is one third of this weapon, then parrying weapon must check for breakage. B376.<br /><b>Note:</b> The effective weight of an unarmed strike is ST/10. For a slam, flying tackle, pounce, and shield rush, the effective weight is the full ST value.",
|
||
"parrying-weapon-weight-label": "Parrying Weapon Weight",
|
||
"parrying-melee-weapon-weight-tooltip": "If the parrying weapon's weight is equal to or less than this value, then check for breakage. B376.",
|
||
"parrying-weapon-weight-tooltip": "If the parrying weapon's weight is equal to or less than this value, then check for breakage. B376.",
|
||
"rolltemplate-parrying-weapon-notes": "If parrying weapon is {{parryingWeaponWeight}} lbs or less, check for breakage. B376.",
|
||
"advantage-success-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"advantage-critical-success-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"advantage-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"advantage-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"melee-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"melee-success-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"melee-critical-success-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"melee-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"melee-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"ranged-success-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"ranged-critical-success-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"ranged-attacks-label": "Ranged Attacks",
|
||
"ranged-attack-tooltip": "Please use either the <b>Range Calculator</b> or the <b>Roll Modifiers</b> dialog tool to enter at least the range of the attack.",
|
||
"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</strong> as AD(#) or as<br>Armor Divisor(#).<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 <strong>Damage Notes</strong>.<br /><b>Macros</b> You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.<br/><br/><b>NOTE:</b> If you want to cause 0 damage, you have to use <b>0d6</b>.",
|
||
"abbreviation-range-label": "사거리",
|
||
"range-tooltip": "사거리입니다. 기본 p.269 참조.",
|
||
"shots-label": "장탄수",
|
||
"shots-tooltip": "무기를 장전하기 전까지 사격할 수 있는<br>탄의 수입니다.<br>괄호 안의 숫자 1당 무기를 장전하는 데<br>필요한 준비 행동 수를 나타냅니다.<br><strong>T</strong>: 투척 무기입니다. 재장전하려면 다시 주워야 합니다.<br><strong>i</strong>: 각 탄을 한 발씩 장전해야 합니다.<br>표시된 시간은 각 탄을 장전하는 데 필요한 시간입니다.",
|
||
"bulk-tooltip": "<strong>이동공격</strong>: 장거리 공격을 할 때,<br>-2 혹은 덩치 만큼의 페널티를 받습니다.<br>더 낮은 쪽의 수치를 적용합니다(기본 p.365, 469, 548).<br><strong>육박전</strong>: 장거리 무기를 사용 중일 때,<br>기존의 속력/거리 페널티 대신 무기의<br>덩치 페널티를 명중 판정에 적용합니다. 기본 p.391 참조.<br><strong>은닉</strong> 판정으로 무기를 숨길 때의<br>페널티로도 적용됩니다. 기본 p.270 참조.<br>",
|
||
"abbreviation-recoil-label": "반동",
|
||
"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.<br />In order for the # of shots popup to appear, you must enter a number of 0 or more, it will not recognize string values. If the value is negative, it will be assumed you're using the 3rd edition rules and the # of shots popup will not appear.",
|
||
"malfunction-label": "고장",
|
||
"malfunction-tooltip": "Malfunction is an <strong>Optional Rule</strong>. B278, <strong>B279</strong>, B382, tables <strong>B407</strong> & 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",
|
||
"very-reliable-label": "Very Reliable",
|
||
"very-reliable-tooltip": "Some weapons, according to High Tech (HT101, 121, 157) are Very Reliable. Check this box if this weapon is.",
|
||
"optional-malfunction-description": "(Optional: See Settings TAB, <i>Use Malfunction</i>)",
|
||
"label-enabled": "Enabled",
|
||
"label-disabled": "Disabled",
|
||
"ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results. <strong>Hint:</strong> Enter inline rolls for additional results. To select a targeted Hit Location, use this example:<br /><pre>***Selected Location:*** **?{Location|Head|Torso}**</pre><i>Note:</i> You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.",
|
||
"ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||
"abbreviation-thrown-pounds-label": "Thrown (<span name=\"attr_weight_system\"></span>)",
|
||
"abbrevation-pounds-label": "lbs",
|
||
"abbrevation-kilagrams-label": "kg",
|
||
"thrown-tooltip": "This is the ability to throw any small, relatively smooth object<br />that fits in the palm of your hand.<br />See the Throwing skill (B226). Also see Throwing rules (B355).",
|
||
"thrown-strength-tooltip": "\nBased on Striking ST<br>\n<i>Note:</i> future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t",
|
||
"thrown-strength-modifier-tooltip": "Strength Modifier to distance only<br>Throwing or Throwing Art at DX Level = +1 ST<br>Throwing or Throwing Art at DX+1 Level = +2 ST",
|
||
"thrown-super-tooltip": "\nSuper Throw Level<br>\nEach level of Super Throw, double range.<br>\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t",
|
||
"thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.",
|
||
"thrown-damage-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-link-to-note": "Throwing uses DX-3 to hit a specific target, DX to lob something into a general area, or you can use the Throwing skill (B226). Also see Throwing rules (B355).",
|
||
"thrown-reason-for-modifiers-label": "Reason for all modifiers (ST, Damage, Skill)",
|
||
"abbreviation-gravity-label": "GRAV",
|
||
"gravity-thrown-tooltip": "Gravity, affects throwing distance. See B350.<br>",
|
||
"throwing-range-tooltip": "GURPS 캠페인북 p.355 참조",
|
||
"range-calculator-label": "장거리 공격에만 적용되는 사거리 계산기",
|
||
"range-label": "사거리",
|
||
"firing-up-down-range-tooltip": "\n공격자와 목표 사이의 거리입니다.<br>\n기본 p.372-373 참조\t\t",
|
||
"firing-up-down-speed-tooltip": "\n(2 mph = 1 yard/second).<br>\nIgnore if human like target moving 10 yards or less.<br>\nSee B372-373\n\t\t\t\t\t\t\t",
|
||
"abbreviation-elevation-label": "고저",
|
||
"abbreviation-effective-label": "결",
|
||
"effective-speed-range-tooltip": "거리, 속도, 고저차에 따른 결과 속도/거리입니다.",
|
||
"abbreviation-hit-modifier-label": "부위",
|
||
"help-label": "도움말",
|
||
"apply-firing-tooltip": "Apply this modifier to the ranged <b>Modifier</b> box and <b>Roll Modifiers</b> tool.",
|
||
"close-range-shotgun-label": "근거리 산탄총 파괴력 도구",
|
||
"close-range-shotgun-label-tooltip": "Used for extremely close combat at a range of 10% of the ½D Range or less.<br />See Shotguns and Multiple Projectiles for more details.",
|
||
"shotgun-half-damage-tooltip": "산탄총의 반감거리를 입력합니다.",
|
||
"close-label": "근접",
|
||
"shotgun-close-range-tooltip": "근접 거리",
|
||
"shotgun-new-rate-of-fire-tooltip": "새 연사율",
|
||
"shotgun-new-damage-tooltip": "새 피해량",
|
||
"abbreviation-damage-resistance-multiplier-label": "DR 배수",
|
||
"shotgun-damage-resistance-multiplier-tooltip": "DR을 배로 곱합니다.",
|
||
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
|
||
"falling-collision-label": "추락과 충돌",
|
||
"slam-attack-label": "Slam Attack",
|
||
"slam-attack-notes": "Foe may block, dodge, or parry (but your body counts as a heavy weapon; see Parrying Heavy Weapons B376). If your foe dodges, you must move at least two yards past him if you have enough movement. If you would hit someone else, see Hitting the Wrong Target (B389).",
|
||
"slam-damage-notes": "<b>Damage Contest:</b> You and your foe each inflict dice of crushing damage on the other. If your damage roll equals or exceeds that of your foe, they must make a DX roll or fall down.<br /><br />You knock him down <b>automatically</b> if you roll twice their damage or more. If they rolls twice your damage or more, though, you fall down instead!",
|
||
"slam-attack-tooltip": "Slam requires an Attack, All-out Attack, or Move and Attack maneuver. Your foe may block, dodge, or parry (but your body counts as a heavy weapon; see Parrying Heavy Weapons B376). If your foe dodges, you must move at least two yards past them if you have enough movement. If you would hit someone else, see Hitting the Wrong Target (B389). You can use All-Out Attack (Strong), +2 to Damage (B365), to increase your damage! (B371)",
|
||
"slam-hit-points-tooltip": "Your Hit Points",
|
||
"slam-velocity-tooltip": "Relative velocity is Yards/Meters/Hexes Per Second (1 Yard Per Second is about 2 MPH B430) and is applied to both objects!<br />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> B432",
|
||
"slam-link-to-note": "Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and effective skill cap of 9 for a Move and Attack do not apply to slams. (B371)",
|
||
"slam-flying-tackle-tooltip": "+4 to hit and +1 to Reach, may use Jumping Skill for attack. You end up lying prone in the same hex as target. B372",
|
||
"slam-flying-tackle-label": "Flying Tackle",
|
||
"slam-pounce-label": "Pounce",
|
||
"slam-pounce-tooltip": "If you have four or more legs, you may pounce. +4 to hit and +1 to Reach, may use Jumping Skill for attack. After you attack, make a DX, Acrobatics, or Jumping roll. On a success, you stay on your feet! If a mount tries this, the rider must roll vs. Riding-4 or fall off! B372",
|
||
"slam-shield-rush-label": "Shield Rush",
|
||
"slam-shield-rush-tooltip": "Roll against Shield skill to hit, and add your shield's Defense Bonus to your damage roll. Your shield takes damage instead of you. B372",
|
||
"slam-shield-rush-db-label": "DB (added to damage!)",
|
||
"slam-overrun-label": "Overrun",
|
||
"slam-overrun-tooltip": "If your SM is 2 or more than the target, apply overrun damage. This inflicts additional crushing damage based on ST = Your HP/2. B432",
|
||
"extra-effort-label": "Extra Effort",
|
||
"slam-extra-effort-tooltip": "+2 damage and costs 1 FP.",
|
||
"abbreviation-yards-fallen-label": "추락한 거리",
|
||
"yards-fallen-tooltip": "<i>Controlled Fall</i> Acrobatics skill to land properly can reduce fall by 5 yards.<br />If falling into water, you can attempt an Acrobatic skill or proper dive/ditch.<br /><b>Dive/Ditch</b> Swimming or Vehicle skill minus the speed penalty from <i>Size and Speed/Range Table</i> B550.<br />On a successful roll, you take no damage. B431",
|
||
"abbreviation-atmosphere-label": "대기",
|
||
"atmosphere-tooltip": "Atmosphere is used to determine the Terminal Velocity Multiplier. (B431)",
|
||
"velocity-label": "속도",
|
||
"falling-velocity-tooltip": "Relative velocity is Yards/Meters/Hexes Per Second (1 Yard Per Second is about 2 MPH B430) and is applied to both objects!<br />See Velocity Table and Formula on B430.<br />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> B432",
|
||
"terminal-label": "Terminal",
|
||
"terminal-velocity-tooltip": "<b>Terminal Velocity Multiplier</b><br /><i>Terminal Velocity</i> On Earth, human-shaped 60 (spread-eagle) to 100 (dive) yards/second. Dense objects can be up to 200 yards/second or more. (B431).<br />Use the <b>multiplier</b> below to determine the new terminal velocity.",
|
||
"abbreviation-hit-points-label": "HP",
|
||
"falling-hit-points-tooltip": "Hit Points of falling object or object initiating <br>collision.<br>NOTE: If collision and if the target object is moving<br>it will inflict its own damage to object that initiated<br>the collision.<br>See B430",
|
||
"falling-label": "추락",
|
||
"hard-label": "Hard",
|
||
"hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431",
|
||
"falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430",
|
||
"collision-label": "충돌",
|
||
"demolition-label": "폭발",
|
||
"select-label": "선택",
|
||
"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": "참고",
|
||
"relative-explosive-force-tooltip": "\nRelative Explosive Force, equivalence in pounds of TNT.<br>\nTNT = 1.0. See B415.\n\t\t\t\t\t\t\t",
|
||
"abbreviation-pounds-label": "lbs",
|
||
"demolition-pounds-tooltip": "Weight in <span name=\"attr_weight_system\"></span> required by its REF.",
|
||
"demolition-base-damage-tooltip": "기본 파괴력입니다. 기본 규칙은 6d6입니다.",
|
||
"abbreviation-multiplier-label": "배수",
|
||
"damage-multiplier-tooltip": "<strong>피해 배수:</strong><br>6d6 옆에 곱할 숫자를 입력하십시오.<br>6dx<i>n</i> 파괴력의 폭발을 내려면(<i>n</i>x<i>n</i>)/TNT 4파운드만큼이 필요합니다.<br><b>참고:</b> 폭발에 휘말린 사람은 엎드려 피하기<br>능동방어로 엄폐물에 뛰어들어 폭발이나 파편 피해를 입지 않을 수 있습니다.<br>엎드려 피하기 기본 p.377 참조.",
|
||
"abbreviation-radius-label": "반경",
|
||
"radius-collateral-damage-tooltip": "파괴 반경입니다. 기본 p.414 참조.<br>예를 들어 폭발이 6dx2짜리 파괴력이라면,<br>24m 안의 모든 사람이 영향을 받습니다.<br><br>파편 피해의 반경은 5x파편피해입니다.",
|
||
"demolition-armor-devisor-tooltip": "관통력입니다. 관통력은 폭심지로부터의 거리만큼 영향을 받습니다.<br>기본 p.414 참조.<br>입력 수치: <b>3</b> (디폴트), 2, or 1.<br>디폴트: 파괴력 / (3 x 폭심지 거리).<br>폭발 변형, 기본 p.107 참조.<br>폭발 +100% = 파괴력 / (2 x 폭심지 거리).<br>폭발 +150% = 파괴력 / (1 x 폭심지 거리).<br>",
|
||
"abbreviation-target-label": "목표",
|
||
"demolition-target-tooltip": "폭심지와 목표 사이의 거리입니다.<br>파괴력 / (3 x 폭심지 거리), 소수점은 버립니다. <br>기본 p.414 참조.",
|
||
"how-much-label": "얼마나 많이?",
|
||
"demolition-how-much-tooltip": "폭발물을 얼마나 썼는지 피해량에 기반해 정합니다. TNT = 1.0<br>기본 p.415 참조.",
|
||
"how-big-label": "얼마나 크게?",
|
||
"demolition-how-big-tooltip": "폭발이 얼마나 큰지 중량에 따라 정합니다.<br>기본 p.415 참조.",
|
||
"fragmentation-label": "파편",
|
||
"fragmentation-damage-tooltip": "\nFragmentation damage.<br>\nSee B415.\n\t\t\t\t\t\t\t\t",
|
||
"fragmentation-skill-tooltip": "\nBase skill level for a fragmentation damage to hit a target.<br>\nA hit is <b>automatic</b> if the explosive attack actually strikes the target.<br>\nOnly three modifiers apply: the <b>range modifier</b> for the distance from the center<br>\nof the blast to the target, the modifier for the <b>target’s posture</b> (prone, etc.),<br>\nand the target’s <b>Size Modifier</b>. It is possible for several fragments to hit! For<br>\nevery <b>three points</b> by which the attack roll succeeds, one additional fragment\n<br>strikes the target.\n\t\t\t\t\t\t\t\t",
|
||
"fragmentation-to-hit-modifiers-label": "Fragmentation To Hit Modifiers",
|
||
"base-skill-label": "Base Skill",
|
||
"fragmentation-range-tooltip": "Range modifier for the distance from the center of the blast to the target. B415",
|
||
"fragmentation-posture-tooltip": "Modifier for the target's posture (prone, etc.). B415",
|
||
"to-hit-modifiers-label": "To Hit Modifiers",
|
||
"quick-inventory-label": "Quick Inventory",
|
||
"inventory-label": "Inventory",
|
||
"abbreviation-legality-class-label": "적법성",
|
||
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
|
||
"on-label": "착용",
|
||
"inventory-carried-tooltip": "Carried<br>Check this box if the item is being carried.<br />This will also update the <b>ON</b> check state of any child inventory items.<br />Note: This may affect your Encumbrance Levels which may also affect Move and Dodge scores.",
|
||
"gravity-tooltip": "Standard gravity is based on 1G, earth normal.<br>If gravity is over 1G, then add <i>your</i> weight and encumbrance 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>See B350.",
|
||
"total-inventory-value-label": "총 소지품 가치:",
|
||
"total-inventory-value-tooltip": "(실제로 가지고 있든 아니든)소지중인 모든 물건의 금전적 가치입니다.",
|
||
"total-inventory-weight-label": "총 소지품 중량",
|
||
"total-inventory-weight-tooltip": "Total weight of all items carried in <span name=\"attr_weight_system\"></span>.",
|
||
"grand-total-weight-label": "최종 무게:",
|
||
"grand-total-weight-tooltip": "Grand total of PC's weight: <span style=\"background-color: white; font-weight: bold; text-decoration: underline;\" name=\"attr_weight\" value=\"0\"></span> <span name=\"attr_weight_system\"></span>, and all items carried.",
|
||
"spells-based-on-label": "주문 기반 특성치:",
|
||
"magery-power-investiture-bonus-label": "마법 재능/초상능력 보너스 단계:",
|
||
"cencentration-penalty-label": "집중 페널티",
|
||
"spell-label": "주문",
|
||
"spell-roll-modifier-tooltip": "You can use the <b>Roll Modifiers Toolbar</b> or the <b>Roll Modifiers Toolbox</b> to modifier the effective skill.",
|
||
"spell-skill-level-tooltip": "주문 기능 실력",
|
||
"spell-difficulty-tooltip": "Difficulty Level.<br /><b>Note:</b> <i>T/H</i> stands for Technique/Hard, which is used by ritual magic spells.<br /><b>Suggestion:</b> If using <i>T/H</i> set the points to zero, use mod to get the correct spell level,<br />then place the actual spell on the <b>Techniques</b> table.",
|
||
"spell-skill-level-modifier-tooltip": "기능 실력에 적용되는 수정치입니다.<br>음수나 양수를 기입할 수 있습니다.<br>재능, 다른 기능이나 테크닉의 디폴트, 장비,<br>미점에서 오는 수정치를 모두 포함합니다.<br>",
|
||
"points-tooltip": "CP",
|
||
"spell-is-on-tooltip": "Enter a 1 or more to mark the spell 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": "집중",
|
||
"spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under <b>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": "저항",
|
||
"spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a <b>critical success</b> automatically wins. See B241/M13 and the Rule of 16, B349.",
|
||
"duration-label": "지속 시간",
|
||
"duration-abbreviated-label": "Dur.",
|
||
"spell-duration-tooltip": "\n\t\t\t\t\t\t\t\t주문의 지속 시간\n\t\t\t\t\t\t\t",
|
||
"spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\t주문 시전에 필요한 에너지 비용.\n\t\t\t\t\t\t\t",
|
||
"time-label": "집중",
|
||
"spell-casting-time-tooltip": "\n\t\t\t\t\t\t\t\t주문을 시전하는 데 필요한 시간.\n\t\t\t\t\t\t\t",
|
||
"maintain-label": "유지",
|
||
"maintain-abbreviated-label": "Maint.",
|
||
"spell-cost-to-maintain-tooltip": "\n\t\t\t\t\t\t\t\t주문을 유지하는 데 필요한 에너지.\n\t\t\t\t\t\t\t",
|
||
"class-label": "유형",
|
||
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\t주문 유형: 영역, 방어, 정보, 근접,<br>\n\t\t\t\t\t\t\t\t\t\t발사, 일반, 일반(분사), 저항, 특수\n\t\t\t\t\t\t\t\t\t",
|
||
"colleges-label": "College(s):",
|
||
"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",
|
||
"sheet-options-label": "Sheet Options",
|
||
"rules-label": "Rules",
|
||
"import-label": "Import GCA4",
|
||
"import-json-label": "Import",
|
||
"critical-roll-options-label": "대성공 옵션",
|
||
"sheet-type-label": "Sheet Type",
|
||
"standard-character-sheet-label": "Standard Character Sheet",
|
||
"standard-character-sheet-tooltip": "The standard character sheet will display the following tabs: General, Traits, Bio\\Misc, Skills, Combat, Inventory, Grimoire, Updates, Help, and Options Icon.",
|
||
"chase-sheet-label": "Chase Sheet",
|
||
"chase-sheet-tooltip": "A custom control sheet for managing chases scenes using the Rules from GURPS Action 2 Exploits, pages 31-39. If selected the following tabs will display: Chase, Help, and Options Icon",
|
||
"user-rules-as-written-label": "규칙대로 사용",
|
||
"critical-miss-notes": "Roll on the appropriate Critical Miss Table (B556).",
|
||
"only-on-3-or-4-label": "3과 4만 사용함",
|
||
"turn-off-label": "끔",
|
||
"skill-modifier-options-label": "기능 수정치 옵션",
|
||
"display-modifier-in-header-label": "Display Roll Modifier Options in Header",
|
||
"display-modifier-in-header-tooltip": "If checked, the options for <b>No Modifier Prompt</b>, <b>Single Modifier Prompt</b> and <b>Extended Modifier Prompts</b> will be displayed to the right of the character name above the tabs.",
|
||
"no-modifier-prompt-label": "수정치 입력창 없음",
|
||
"no-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\t수정치 입력 없이 즉각 판정합니다.\n\t\t\t\t\t\t",
|
||
"single-modifier-prompt-label": "단일 수정치 입력창",
|
||
"single-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\t실력에 적용할 보너스나 페널티를 한 번 입력합니다.<br>\n\t\t\t\t\t\t\t피해 굴림에는 적용되지 않습니다.\n\t\t\t\t\t\t",
|
||
"extended-modifier-prompt-label": "확장 수정치 입력창",
|
||
"extended-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\t단일 수정치 대신 여러 종류의 수정치를 입력합니다.<br>\n\t\t\t\t\t\t\t잠재 보너스/페널티를 기억하기 용이합니다.<br>\n\t\t\t\t\t\t\t피해 굴림에는 적용되지 않습니다.\t\t\t\t\t",
|
||
"skill-modifier-tools-label": "기능 수정치 도구",
|
||
"use-skill-modifier-tool-label": "기능 수정치 도구를 사용합니다",
|
||
"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": "테크닉 수정치 도구 사용",
|
||
"use-defense-modifier-tool-label": "방어 수정치 도구 사용",
|
||
"use-melee-modifier-tool-label": "근거리 공격 수정치 도구 사용",
|
||
"use-ranged-modifier-tool-label": "장거리 공격 수정치 도구 사용",
|
||
"use-spell-modifier-tool-label": "주문 수정치 도구 사용",
|
||
"public-or-private-rolls-label": "공개 혹은 비밀 굴림",
|
||
"display-in-header-label": "Display Roll Options in Header",
|
||
"display-in-header-tooltip": "If checked, the options for <b>Public Rolls</b> and <b>Private Rolls</b> will be displayed to the right of the character name above the tabs.",
|
||
"display-custom-in-header-label": "Display Custom Option in Header",
|
||
"display-custom-in-header-tooltip": "If checked, button name for <b>Custom Rolls</b> will be displayed to the right of the character name above the tabs.",
|
||
"public-rolls-tooltip": "\n\t\t\t\t\t\t\tAll players will be able to see<br>\n\t\t\t\t\t\t\tyour skill level, roll and results.\n\t\t\t\t\t\t",
|
||
"private-skill-levels-label": "Private Skill Levels <em>deprecated</em>",
|
||
"private-skill-levels-tooltip": "GM만 당신의 실력을 볼 수 있고,<br>다른 플레이어들은 결과만<br>볼 수 있습니다.<br><b>참고:</b> 이제 비밀 굴림과 똑같이 작동합니다.",
|
||
"private-rolls-tooltip": "GM만 당신의 기능 실력과<br>결과를 볼 수 있습니다.",
|
||
"custom-rolls-label": "Custom Rolls",
|
||
"custom-rolls-tooltip": "Use this option to use a custom macro with the Roll Template.<br><br><b style=\"color:red;\">Important:</b> When entering the macro, be sure to add a <i>space</i> character to the end!<br><br>Add a <b>Button Label</b> to display a button in the header.<br><br>For example, the Private Rolls option adds <i style=\"color:gray;\">/w gm</i> to the beginning of the roll, which means whisper to GM.<br><br>Another example is adding a blind roll option, where <b>only</b> the GM sees the roll. This example uses the <i>Blind Roll</i> API script, see https://app.roll20.net/forum/permalink/5064809/.<br>Set Label = <b>Blind Roll</b>, set Macro = <b>!broll</b>",
|
||
"button-label": "Button Name",
|
||
"macro-label": "매크로",
|
||
"macro-label-tooltip": "<b>NOTE:</b> In order to use this option, you will need an API script that can intercept the data for the roll and then send a message to the GM.<br><br>For an example, see the <b>Blind Roll</b> API script, https://app.roll20.net/forum/permalink/5064809/",
|
||
"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": "포인트 총합 레이아웃",
|
||
"abbreviation-gurps-character-assistant5-label": "GCA5",
|
||
"abbreviation-gurps-character-assistant-label": "GCA4",
|
||
"gurps-character-assistant-tooltip": "GURPS Character Assistant 4.",
|
||
"gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.",
|
||
"abbreviation-gurps-character-sheet-label": "GCS",
|
||
"gurps-character-sheet-tooltip": "GURPS Character Sheet.",
|
||
"detailed-label": "상세",
|
||
"point-summary-detailed-tooltip": "\n\t\t\t\t\t\t\t\tCustom view displaying each section total.<br>\n\t\t\t\t\t\t\t\tIncluding the deprecated Misc. Points box.\n\t\t\t\t\t\t\t",
|
||
"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": "주문 옵션(기본 p.238, 마법 p.10 참조)",
|
||
"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\" value=\"1\" checked=\"checked\"></td></tr></tbody></table>",
|
||
"abbreviation-show-rules-as-written-notes-label": "Show RAW Notes",
|
||
"abbreviation-show-rules-as-written-notes-tooltip": "Show <b>Rules as Written</b> Success/Fail notes in roll results template. Such as notes for active defenses and attacks.",
|
||
"damage-table-label": "Damage Table",
|
||
"update-hit-points-label": "Update Hit Points",
|
||
"update-hit-points-tooltip": "If checked, when applying damage to a location, current <b>Hit Points</b> is updated.",
|
||
"damage-dice-icon": "대미지 주사위 아이콘",
|
||
"use-malfunction-label": "고장 규칙 사용",
|
||
"use-malfunction-tooltip": "체크시, 고장 규칙에 대한 롤테이블이 체크됩니다.",
|
||
"use-metric-label": "Use Metric Weights",
|
||
"use-metric-tooltip": "If checked, labels will be changed from LBS (pounds) to KG (kilograms) and encumbrance formula will use metric weights.",
|
||
"use-metric-distances-label": "Use Metric Distances and Volumes",
|
||
"use-metric-distances-tooltip": "If checked, the following tools use metric.<ul><li>Travel Time and Distances</li><li>Climbing</li><li>Digging</li></ul>",
|
||
"stat-modifier-options-label": "상태 수정치 옵션",
|
||
"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": "캐릭터 시트 스타일을 선택합니다",
|
||
"sheet-style-green-option": "Green",
|
||
"sheet-style-blue-option": "Blue",
|
||
"sheet-style-beige-option": "Beige",
|
||
"sheet-style-gray-option": "Gray",
|
||
"sheet-style-pastel-pink-option": "Pastel Pink",
|
||
"sheet-style-pastel-earth": "Pastel Earth",
|
||
"sheet-style-purple-option": "Purple",
|
||
"sheet-style-fabric-option": "Fabric",
|
||
"sheet-style-classic-white-option": "Classic White",
|
||
"falling-damage-notes-label": "Falling Damage Notes B430-431",
|
||
"collision-damage-notes-label": "Collision Damage Notes B430-431",
|
||
"demolition-damage-notes-label": "폭발 피해 노트",
|
||
"fragmentation-skill-notes-label": "파편 실력 노트",
|
||
"fragmentation-damage-notes-label": "파편 피해 노트",
|
||
"fragmentation-recoil-label": "파편 반동:",
|
||
"spell-critical-success-notes-label": "주문 대성공 노트",
|
||
"spell-fail-notes-label": "주문 실패 노트",
|
||
"spell-critical-failure-notes-label": "주문 대실패 노트",
|
||
"minimum-damage-notes-label": "최소 피해 노트",
|
||
"show-notes-in-roll-template-label": "굴림 템플릿에 노트 보이기",
|
||
"editable-wound-modifier-notes-label": "편집 가능한 부상 배수 노트",
|
||
"editable-wound-modifier-notes-description": "겁스 국문 2판 캠페인북에 따른 수정치 노트입니다.",
|
||
"reset-button-label": "Reset",
|
||
"wound-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. <b>NOTE:</b> this will replace any notes you made.",
|
||
"reset-spell-notes-button-label": "Reset Spell Notes",
|
||
"spell-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. <b>NOTE:</b> this will replace any notes you made.",
|
||
"reset-fright-check-button-label": "Reset Fright Check Notes",
|
||
"fright-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. <b>NOTE:</b> this will replace any notes you made.",
|
||
"fright-check-success-notes-label": "Fright Check Success Notes",
|
||
"fright-check-critical-success-notes-label": "Fright Check Critical Success Notes",
|
||
"fright-check-fail-notes-label": "Fright Check Fail Notes",
|
||
"fright-check-critical-failure-notes-label": "Fright Check Critical Failure Notes",
|
||
"reset-unstun-check-button-label": "Reset Unstun Check Notes",
|
||
"unstun-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. <b>NOTE:</b> this will replace any notes you made.",
|
||
"unstun-check-success-notes-label": "Unstun Check Success Notes",
|
||
"unstun-check-critical-success-notes-label": "Unstun Check Critical Success Notes",
|
||
"unstun-check-fail-notes-label": "Unstun Check Fail Notes",
|
||
"unstun-check-critical-failure-notes-label": "Unstun Check Critical Failure Notes",
|
||
"reset-knockdown-check-button-label": "Reset Knockdown Check Notes",
|
||
"knockdown-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. <b>NOTE:</b> this will replace any notes you made.",
|
||
"knockdown-check-success-notes-label": "Knockdown Check Success Notes",
|
||
"knockdown-check-critical-success-notes-label": "Knockdown Check Critical Success Notes",
|
||
"knockdown-check-fail-notes-label": "Knockdown Check Fail Notes",
|
||
"knockdown-check-critical-failure-notes-label": "Knockdown Check Critical Failure Notes",
|
||
"reset-unconscious-check-button-label": "Reset Unconscious Check Notes",
|
||
"unconscious-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. <b>NOTE:</b> this will replace any notes you made.",
|
||
"unconscious-check-success-notes-label": "Unconscious Check Success Notes",
|
||
"unconscious-check-critical-success-notes-label": "Unconscious Check Critical Success Notes",
|
||
"unconscious-check-fail-notes-label": "Unconscious Check Fail Notes",
|
||
"unconscious-check-critical-failure-notes-label": "Unconscious Check Critical Failure Notes",
|
||
"reset-death-check-button-label": "Reset Death Check Notes",
|
||
"death-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. <b>NOTE:</b> this will replace any notes you made.",
|
||
"death-check-success-notes-label": "Death Check Success Notes",
|
||
"death-check-critical-success-notes-label": "Death Check Critical Success Notes",
|
||
"death-check-fail-notes-label": "Death Check Fail Notes",
|
||
"death-check-critical-failure-notes-label": "Death Check Critical Failure Notes",
|
||
"cutting-label": "베기",
|
||
"impaling-label": "꿰기",
|
||
"crushing-label": "때리기",
|
||
"abbreviation-piercing-label": "뚫기",
|
||
"afflication-label": "해악",
|
||
"burn-label": "열",
|
||
"corrosion-label": "산",
|
||
"fatigue-label": "피로도",
|
||
"toxic-label": "독",
|
||
"special-label": "Special",
|
||
"knockback-label": "Knockback",
|
||
"import-notes-label": "Import Notes",
|
||
"import-notes-tooltip": "Import notes into <i>Bio\\Misc</i> fields and into <i>Notes</i> textboxes for repeating tables.",
|
||
"gurps-4th-edition-wiki-button": "겁스 4판(국문 2판) 롤 20 위키페이지",
|
||
"gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 2",
|
||
"gurps-4th-edition-roll-template-button": "Roll20 GURPS 4E Roll Template",
|
||
"base-label": "BASE",
|
||
"speed-ties-description": "DX has been added to Speed to help break ties. (B363)",
|
||
"selected-label": "Selected",
|
||
"target-one-label": "Target 1",
|
||
"roll-label": "굴림:",
|
||
"ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
|
||
"target-label": "목표 실력",
|
||
"rolltemplate-warning-less-than-one-description": "<b>WARNING:</b> You may not attempt a success roll if your effective defense score is less than 1. (See B374)",
|
||
"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",
|
||
"defense-modifiers-label": "Predefined Defense 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",
|
||
"roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
|
||
"temporary-traits-label": "Temporary Traits",
|
||
"roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
|
||
"rolltemplate-malfunction-label": "Malfunction!",
|
||
"rolltemplate-verify-malfunction-description": "<span style=\"color: red; font-weight:bold;\">Verify:</span> roll 3d6 again to verify the results. (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 \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
|
||
"rolltemplate-very-reliable-description": "<span style=\"color: red; font-weight:bold;\">Very Reliable:</span> Won't malfunction unless lack of maintenance lowers Malf. (HT101, 121, 157)<br />",
|
||
"minimum-label": "Minimum",
|
||
"rolltemplate-minimum-damage-description": "Applied to Target's DR<br>See B378 <b>Damage Roll</b>",
|
||
"resisted-by-label": "Resisted by",
|
||
"rule-of-16-applied": "Rule of 16 Applied",
|
||
"recoil-label": "Recoil",
|
||
"abbreviation-malfunction-label": "Malf",
|
||
"default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)",
|
||
"default-repeating-skill-crit-fail-message": "The GM may determine what happens to you. (B348)",
|
||
"made-by-label": "Made By",
|
||
"missed-by-label": "Missed By",
|
||
"rapid-fire-hits-label": "RoF Hits",
|
||
"rapid-fire-hits-note": "Max: (shots fired/recoil)",
|
||
"defense-encumbrance-notes": "Dodge was reduced due to encumbrance.",
|
||
"resync-character-label": "Resync Character Sheet",
|
||
"resync-label": "Resync",
|
||
"traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)",
|
||
"traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)",
|
||
"reference-abbreviation-label": "Reference",
|
||
"reference-label-tooltip": "Book abbreviation and page reference or any other appropriate reference.",
|
||
"modifier-abbreviation-label": "Mod",
|
||
"skill-modifier-label": "Skill Mod",
|
||
"language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.",
|
||
"language-talent-label": "Language Talent",
|
||
"language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.",
|
||
"tips-label": "Tips",
|
||
"import-tips-description": "<p>After importing, compare your Roll20 sheet to the original application character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p>",
|
||
"delete-repeating-tables-question": "Delete tables?",
|
||
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
|
||
"stress-derangement-label": "Stress & Derangement",
|
||
"stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
|
||
"attribute-stress": "Stress",
|
||
"maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
|
||
"current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
|
||
"attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
|
||
"abbreviation-derangement": "Derange",
|
||
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
|
||
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
|
||
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
|
||
"getting-started-label": "Getting Started",
|
||
"display-modifier-summary-in-chat-label": "Display Roll Modifier Summary in Chat Window",
|
||
"display-modifier-summary-in-chat-tooltip": "If checked, the summary of all the modifiers for a roll will be display in the chat window.",
|
||
"spell-summary-label": "Spell Summary",
|
||
"chase-control-sheet-description": "Use this sheet to help run chase scenes from GURPS Action 2 Exploits, please refer to pages 31-34.",
|
||
"chase-wipeouts-description": "<b>Wipeouts:</b> If relevant roll fails by <b>Stability Rating</b> or less, but if on foot, on a regular failure, the result is a <b>Close Call</b>. If roll is over <b>Stability Rating</b>, then result is a <b>Wreck</b>. See GURPS Action 2 page 35.",
|
||
"chase-collateral-damage-description": "<b>Collateral Damage:</b> On crowded streets, any wipeout causes an accident. If the quarry causes an accident, pursuer has -(1d6-1) to their next chase roll. See GURPS Action 2 page 35.",
|
||
"chase-lucky-break-description": "<b>Lucky Break:</b> The use of luck advantages or character points to manipulate the chase to help you perform a maneuver that normally can't. See GURPS Action 2 page 41.",
|
||
"round-label": "Round",
|
||
"get-results-label": "Get Results",
|
||
"chase-get-results-help-tooltip": "Press this button to Get the Results of the chase.<br /><br />Make sure have selected a maneuver, entered Chase Modifiers, and entered the <b>Roll made by</b> fields.",
|
||
"current-sequence-label": "Current Sequence",
|
||
"current-sequence-tooltip": "Use the drop-down to keep track of the current sequence, some options will update the Chase Control Sheet.<br /><br />If it's the quarry's turn, the title will be turned red, same with the pursuer's turn.<br /><br />Selecting <b>Proceed to next round</b> will start the sequence over, increment the round counter, clear some of the fields to prep for the next round.",
|
||
"range-band-label": "Range Band",
|
||
"chase-maneuver-tooltip": "Select a maneuver and use the notes box to explain the chase roll modifier you're using.<br /><br />For example, you selected <b>Stunt</b>, in the notes you could enter, \"+3 chase roll for -6 to stunt skill.\"",
|
||
"chase-sequence-option-quarry-chooses": "Quarry chooses maneuver",
|
||
"chase-sequence-option-pursuer-chooses": "Pursuer chooses maneuver",
|
||
"chase-sequence-option-pursuer-rolls": "Pursuer resolves all rolls",
|
||
"chase-sequence-option-quarry-rolls": "Quarry resolves all rolls",
|
||
"chase-sequence-option-quick-contest": "Quick Contest of Chase Rolls",
|
||
"chase-sequence-option-range-band": "Adjust range band",
|
||
"chase-sequence-option-next-round": "Proceed to next round",
|
||
"chase-range-band-option-close": "Close (0 to 5 hexes)",
|
||
"chase-range-band-option-short": "Short (6 to 20 hexes)",
|
||
"chase-range-band-option-medium": "Medium (21 to 100 hexes)",
|
||
"chase-range-band-option-long": "Long (101 to 500 hexes)",
|
||
"chase-range-band-option-extreme": "Extreme (501+ hexes)",
|
||
"chase-range-band-option-escape": "Escape!",
|
||
"quarry-label": "Quarry",
|
||
"chase-modifier-label": "Chase Modifier",
|
||
"handling-modifier-label": "Handling Modifier",
|
||
"speed-modifier-label": "Speed Modifier",
|
||
"chase-modifier-table-label": "Chase Modifier Table",
|
||
"chase-modifier-tooltip": "After selecting a maneuver, enter the chase modifier based on the suggestions under the <b>Chase Rolls</b> column.",
|
||
"roll-missed-by-label": "Roll missed by",
|
||
"roll-made-by-label": "Roll made by",
|
||
"roll-made-by-tooltip": "Enter how much you missed or made your roll by, negative value means you rolled too high, positive value is a successful roll. You can have the player roll against their appropriate skill or use the skill roll button below.",
|
||
"attack-label": "Attack",
|
||
"disembark-embark-label": "Disemberk/Embark",
|
||
"take-control-label": "Take Control",
|
||
"emergency-action-label": "Emergency Action",
|
||
"force-label": "Force",
|
||
"hide-label": "Hide",
|
||
"mobility-escape-label": "Mobility Escape",
|
||
"mobiliy-pursuit-label": "Mobility Pursuit",
|
||
"move-label": "Move",
|
||
"move-and-attack-label": "Move and Attack",
|
||
"ram-label": "ram",
|
||
"reverse-label": "Reverse",
|
||
"stop-label": "Stop",
|
||
"stunt-label": "Stunt",
|
||
"stunt-escape-label": "Stunt Escape",
|
||
"pursuer-label": "Pursuer",
|
||
"leader-label": "Leader",
|
||
"chase-leader-tooltip": "If it's just one person, enter that character's name. If there's a group of people, select a <b>leader</b> that will make the chase skill roll.",
|
||
"mode-label": "Mode",
|
||
"chase-mode-tooltip": "A brief description of the mode of travel; land, water, air. You could enter land/water for a hovercraft.",
|
||
"chase-stability-rating-tooltip": "Stability Rating of vehicle, if applicable. Used when checking for Wipeouts.",
|
||
"abbreviation-handling-label": "Hnd",
|
||
"chase-handling-tooltip": "Handling of vehicle, if applicable. This value is applied to the Chase's <b>Final Modifier</b>.",
|
||
"chase-speed-tooltip": "Speed in yards per second, which is used to get a Chase Speed Modifier and applied to the Chase's <b>Final Modifier</b>.",
|
||
"static-label": "Static",
|
||
"chase-static-tooltip": "Check if you selected a static maneuver or you forced into a static state.<br />If static...<ul><li>No speed bonus</li><li>If opponent is non-static they get an extra range shift, no matter who wins the contest.</li><li>If both of you are static, the range band doesn't change. </li><li>To remove <b>static</b> you must change your mobility (if possible) or perform a stunt.</li></ul>",
|
||
"chase-notes-tooltip": "You could use the notes field to show what skill you're using for the Chase Quick Contest and additional remember notes.",
|
||
"chase-skill-label": "Chase Skill",
|
||
"chase-skill-tooltip": "Enter the level of the skill chosen for the chase. You can either have the player roll their own skill applying the <b>Final Modifier</b> or use the provided skill button.",
|
||
"support-actions-label": "Support Actions",
|
||
"support-actions-tooltip": "Support actions can be used to list passengers, characters in other vehicles, and then detailing actions and how it can impact the chase rolls.",
|
||
"chase-support-actions-notes-tooltip": "Useful for entering information of a how Chase Maneuver may affect an action.<br />For example, you could enter \"-2 or weapon's Bulk with ranged attacks.\"",
|
||
"chase-modifiers-label": "Chase Modifiers",
|
||
"chase-modifiers-table-tooltip": "Use this table to track various modifiers to the Final Chase Modifier.<br />Examples include Higher Purpose for a +1 to chase rolls, results of a complementary skill, shock and stun penalties.",
|
||
"action-label": "Action",
|
||
"chase-support-actions-tooltip": "Typical passenger actions are Attack, Board, Seize Control, and noncombat tasks like disarming a bomb.<br />Boarding: Round starts at Close Range, roll contest of Acrobatics or Jumping vs opponents operatoring skill. See book for info.<br />Seize Control: Take control of an unmanned vehicle or seize control from a driver. See book for info.<br />GURPS Action 2 page 33.",
|
||
"general-label": "General",
|
||
"macros-label": "Macros",
|
||
"structural-label": "Structural",
|
||
"hit-points-label": "Hit Points",
|
||
"object-hit-points-tooltip": "GM may alter HP for unusually frail or tough objects. B483, B558.",
|
||
"object-hit-points-label": "Object Hit Points",
|
||
"injury-tolerance-label": "Injury Tolerance",
|
||
"damage-to-objects-label": "Damage to Objects",
|
||
"damage-to-objects-tooltip": "This tool is based on the rules starting at B483.",
|
||
"unliving-machine-option": "Unliving/Machine",
|
||
"homogenous-diffuse-option": "Homogenous/Diffuse",
|
||
"measure-label": "Measure",
|
||
"damage-to-objects-measure-tooltip": "Enter the largest linear measurement of the object. For example, a 2x4 is 4 feet long, so enter 4.",
|
||
"inches-option": "Inches",
|
||
"feet-option": "Feet",
|
||
"yards-option": "Yards",
|
||
"meters-option": "Meters",
|
||
"damage-to-objects-size-modifier-tooltip": "Size Modifier based on the largest linear measurement of the object. B550.",
|
||
"material-label": "Material",
|
||
"damage-to-objects-material-tooltip": "The material determines the Damage Resistance. B483.",
|
||
"wooden-plastic-option": "Wooden/Plastic",
|
||
"small-metal-option": "Small Metal",
|
||
"metal-wood-option": "Metal/Wood (gun)",
|
||
"composite-option": "Composite (axe)",
|
||
"solid-metal-option": "Solid Metal (sword/crowbar)",
|
||
"quarter-inch-armor-option": "1/4\" mild steel armor",
|
||
"damage-to-objects-size-damage-resistance-tooltip": "Modify as needed, see HP and DR of structures on B558 for additional options.",
|
||
"tolerance-label": "Tolerance",
|
||
"damage-to-objects-injury-tolerance-tooltip": "Injury Tolerance of the object. B483.",
|
||
"unliving-option": "Unliving (complex machine)",
|
||
"homogenous-option": "Homogenous (weapons, tools)",
|
||
"diffuse-option": "Diffuse (nets, mattresses)",
|
||
"health-label": "Health",
|
||
"damage-to-objects-health-tooltip": "Health of the object. B483.<ul><li>HT 10, most machines</li><li>HT 12, homogenous objects.</li></ul>",
|
||
"damage-to-objects-health-mod-tooltip": "Enter the modifier to the base health. B483.<ul><li>Cheap, temperamental, or poorly maintained items are -1 to -3</li><li>Well-made or rugged objects get +1 or +2.</li></ul>",
|
||
"abbreviation-base-hit-points-label": "Base HP",
|
||
"damage-to-objects-base-hit-points-tooltip": "The calculated base hit points. B483.",
|
||
"damage-to-objects-weight-tooltip": "The weight of the object in pounds (kg if metric), which is used to determine the base Hit Points. B483.",
|
||
"pounds-option": "LBS",
|
||
"kilograms-option": "KG",
|
||
"abbreviation-max-hit-points-label": "Max HP",
|
||
"damage-to-objects-max-hit-points-tooltip": "Base Hit Points plus modifier.",
|
||
"damage-to-objects-max-hit-points-mod-tooltip": "Modifier to the base hit points.",
|
||
"current-hit-points-label": "Current HP",
|
||
"damage-to-objects-current-hit-points-tooltip": "Current Hit Points of the object.",
|
||
"damage-to-objects-major-wound-tooltip": "Major Wound Threshold of the object. B483. If object suffers a major wound, roll vs HT. On a failure, one or more subsystems are disabled. B483.",
|
||
"team-effort-label": "Team Effort",
|
||
"team-effort-tooltip": "Group effort where skilled characters cover for unskilled characters, such as climbing, hiking, and group stealth. One roll is used for the entire team. B185.",
|
||
"team-effort-skill-tooltip": "The name of the skill.",
|
||
"size-label": "Size",
|
||
"has-skill-label": "Has Skill",
|
||
"team-effort-has-skill-tooltip": "The number of characters that have at least 1 CP into the skill. B185.",
|
||
"team-effort-highest-skill-tooltip": "Use the person with the highest skill level, they will be the leader.<br/>They should usually lead from the front and are able to communicate with others, at least using gestures. B185",
|
||
"final-skill-level-label": "Final Level",
|
||
"team-effort-final-skill-level-tooltip": "The final skill level based on group size, number of characters that know the skill, and starting skill level.",
|
||
"team-effort-size-tooltip": "The total number of characters participating in the team effort.",
|
||
"extra-effort-will-modifier-tooltip": "To perform extra effort, as described on B356-357, requires a will roll at -1 per 5% increase to an attribute.<br />For specific physical tasks,use the relavant skill as a Will-based roll, if that would be better. Example; Jumping (Will instead of DX).",
|
||
"fatigued-modifier-label": "Fatigued Modifier",
|
||
"extra-effort-fatigued-tooltip": "If your character is less than one third of your Fatigue Points, then you are fatigued. Apply a penalty of your Max Fatigue - Current Fatigue as a negative penalty.",
|
||
"motivated-label": "Motivated",
|
||
"extra-effort-motivated-tooltip": "+5 to Will if Motivated! Fear, anger, concern for loved one, etc. Usually requires a failed Fright Check, failed self-control roll, victim of a successful intimidation. GM decision, see B357.",
|
||
"extra-effort-final-modifier-tooltip": "The final modifier for the Will Roll.<br />For specific physical tasks,use the relavant skill as a Will-based roll, if that would be better. Example; Jumping (Will instead of DX).<br/> Fatigue Point Cost see B357. <ul><li>1 FP per instantaneous action.</li><li>1 FP per hour for digging.</li><li>1 FP per day for hiking.</li><li>1 FP per minute for lifting/moving and swimming.</li><li>1 FP per 15 seconds for running.</li></ul>",
|
||
"attribute-label": "Attribute",
|
||
"extra-effort-attribute-tooltip": "The attribute that you're trying to improve upon.<br /><b>Throwing:</b> Can increase ST for both damage and distance, but it does NOT impact Basic Lift. You will need to make a separate extra-effort lifting roll to increase basic lift.",
|
||
"adjusted-attribute-label": "Adjusted Attribute",
|
||
"extra-effort-adjusted-attribute-tooltip": "Adjusted Attributed based on the initial Will Modifier, +5% per -1 to Will Modifier.",
|
||
"custom-skill-macro-one-label": "Custom Skill Macro 1",
|
||
"custom-skill-macro-two-label": "Custom Skill Macro 2",
|
||
"custom-skill-macro-three-label": "Custom Skill Macro 3",
|
||
"custom-skill-macro-four-label": "Custom Skill Macro 4",
|
||
"custom-skill-macro-five-label": "Custom Skill Macro 5",
|
||
"custom-skill-macro-six-label": "Custom Skill Macro 6",
|
||
"macro-name-tooltip": "Enter a useful name, it will displayed to you when selecting macros to apply to a skill.",
|
||
"custom-macro-tooltip": "Enter the code for your macro.",
|
||
"custom-macros-label": "Custom Macros",
|
||
"custom-macros-tooltip": "Select the custom macros that you would like to use with this skill.",
|
||
"macro-one-label": "Macro One",
|
||
"macro-two-label": "Macro Two",
|
||
"macro-three-label": "Macro Three",
|
||
"macro-four-label": "Macro Four",
|
||
"macro-five-label": "Macro Five",
|
||
"macro-six-label": "Macro Six",
|
||
"senses-label": "Senses",
|
||
"hearing-distance-label": "Hearing Distance",
|
||
"hearing-tool-tooltip": "Based on Hearing rules on B358 and GURPS Powers Enhanced Senses p21.",
|
||
"sound-label": "Sound",
|
||
"hearing-sound-tooltip": "Select the cause of the sound.",
|
||
"quiet-breathing-option": "Quiet breathing (10 dB)",
|
||
"critical-success-stealth-option": "Stealth, critical success (10 dB)",
|
||
"very-quiet-room-option": "Very quiet room (20 dB)",
|
||
"whisper-option": "Whisper (30 dB)",
|
||
"leaves-rustling-option": "Leaves rustling (40 dB)",
|
||
"success-stealth-option": "Stealth, success (40 dB)",
|
||
"quiet-conversation-option": "Quiet conversation (50 dB)",
|
||
"conversation-cocking-pistol-option": "Normal conversation, cocking pistol (60 dB)",
|
||
"fail-stealth-option": "Stealth, failure (60 dB)",
|
||
"light-traffic-vacuum-option": "Light traffic, vacuum cleaner (70 dB)",
|
||
"loud-conversation-option": "Loud conversation (80 dB)",
|
||
"shout-gas-engine-option": "Noisy office, shout, gasoline engine (90 dB)",
|
||
"critical-failure-stealth-option": "Stealth, critical failure (90 dB)",
|
||
"silenced-pistol-orchestra-option": "Normal traffic, silenced pistol, orchastra (100 dB)",
|
||
"chainsaw-horn-concert-option": "`Quiet` rock band, Chainsaw, car horn (110 dB)",
|
||
"jackhammer-option": "Heavy traffic, jackhammer (120 dB)",
|
||
"applause-siren-option": "Jet takeoff, loud hand clapping, siren (130 dB)",
|
||
"light-pistol-option": "Light pistol, bat sonar (140 dB)",
|
||
"smithy-option": "Smithy, heavy pistol (150 dB)",
|
||
"stun-grenade-option": "Stun grenade (160 dB)",
|
||
"jet-engine-option": "Jet engine (170 dB)",
|
||
"tank-gun-option": "Tank gun (180 dB)",
|
||
"step-eighteen-option": "Step 18 (180 dB)",
|
||
"step-nineteen-option": "Step 19 (190 dB)",
|
||
"explosive-shockwave-option": "Explosive shockwave (200 dB)",
|
||
"artillery-option": "Artillery (210 dB)",
|
||
"dolphin-sonar-option": "Dolphin sonar (220 dB)",
|
||
"air-gun-alpha-option": "Air gun (100 db)",
|
||
"artillery-alpha-option": "Artillery (210 db)",
|
||
"attaching-bayonet-alpha-option": "Attaching bayonet (60 db)",
|
||
"bat-sonar-alpha-option": "Bat sonar (140 db)",
|
||
"bow-alpha-option": "Bow (80 db)",
|
||
"chainsaw-alpha-option": "Chainsaw (110 db)",
|
||
"conversation-loud-alpha-option": "Conversation, loud (80 db)",
|
||
"conversation-normal-alpha-option": "Conversation, normal (60 db)",
|
||
"conversation-quiet-alpha-option": "Conversation, quiet (50 db)",
|
||
"crossbow-alpha-option": "Crossbow (90 db)",
|
||
"dolphin-sonar-alpha-option": "Dolphin sonar (220 db)",
|
||
"engine-diesel-alpha-option": "Engine, diesel (110 db)",
|
||
"engine-gasoline-alpha-option": "Engine, gasoline (90 db)",
|
||
"engine-jet-alpha-option": "Engine, jet (170 db)",
|
||
"engine-revving-gas-alpha-option": "Engine, revving gas (100 db)",
|
||
"explosion-large-alpha-option": "Explosion, large (180 db)",
|
||
"explosion-small-alpha-option": "Explosion, small (170 db)",
|
||
"explosive-shockwave-alpha-option": "Explosive shockwave (200 db)",
|
||
"firearm-silent-ammo-alpha-option": "Firearm, \"silent\" ammo (100 db)",
|
||
"firearm-cocking-or-reloading-alpha-option": "Firearm, cocking or reloading (60 db)",
|
||
"grenade-launcher-alpha-option": "Grenade launcher (140 db)",
|
||
"grenade-stun-alpha-option": "Grenade, stun (160 db)",
|
||
"heavy-machine-gun-alpha-option": "Heavy machine gun (160 db)",
|
||
"horn-car-auto-alpha-option": "Horn, car/auto (110 db)",
|
||
"jackhammer-alpha-option": "Jackhammer (120 db)",
|
||
"jet-takeoff-alpha-option": "Jet takeoff (130 db)",
|
||
"leaves-rustling-alpha-option": "Leaves Rustling (40 db)",
|
||
"library-alpha-option": "Library (40 db)",
|
||
"loud-hand-clapping-alpha-option": "Loud hand clapping (130 db)",
|
||
"motorcycle-alpha-option": "Motorcycle (110 db)",
|
||
"office-noisy-alpha-option": "Office, noisy (90 db)",
|
||
"orchastra-alpha-option": "Orchastra (100 db)",
|
||
"oxygen-torch-alpha-option": "Oxygen torch (120 db)",
|
||
"person-stalking-alpha-option": "Person, stalking (40 db)",
|
||
"person-walking-alpha-option": "Person, walking (50 db)",
|
||
"pistol-heavy-x-mm-acp-alpha-option": "Pistol, heavy (9x19mm, .45 ACP) (150 db)",
|
||
"pistol-light-alpha-option": "Pistol, light (140 db)",
|
||
"pistol-silenced-alpha-option": "Pistol, silenced (130 db)",
|
||
"pistol-very-light-lr-alpha-option": "Pistol, very light (.22 LR) (120 db)",
|
||
"quiet-breathing-db-alpha-option": "Quiet Breathing (10 db)",
|
||
"rifle-alpha-option": "Rifle (150 db)",
|
||
"rifle-magnum-wm-h&h-alpha-option": "Rifle, magnum (.300 WM, .600 H&H) (170 db)",
|
||
"rifle-very-ligh-lr-alpha-option": "Rifle, very ligh (.22 LR) (120 db)",
|
||
"rock-band-`quiet`-alpha-option": "Rock band, `Quiet` (90 db)",
|
||
"rock-band-metallica-alpha-option": "Rock band, Metallica (110 db)",
|
||
"rock-band-very-loud-alpha-option": "Rock band, very loud (120 db)",
|
||
"rock-concert-alpha-option": "Rock concert (130 db)",
|
||
"room-very-quiet-alpha-option": "Room, very quiet (30 db)",
|
||
"shotgun-alpha-option": "Shotgun (160 db)",
|
||
"shouting-alpha-option": "Conversation, shouting (80 db)",
|
||
"siren-alpha-option": "Siren (120 db)",
|
||
"smithy-alpha-option": "Smithy (110 db)",
|
||
"decibel-option": "Decibel",
|
||
"alphabetical-option": "Alphabetical",
|
||
"hearing-base-range-tooltip": "The range at which you can hear the sound with no penalties. For each 'step' difference to the base range, apply +1/-1 to the hearing roll based on listener's position. B358 and GURPS Powers Enhanced Senses p21.",
|
||
"effects-label": "Effects",
|
||
"hearing-effects-tooltip": "As described in GURPS Powers Enhanced Senses p21.",
|
||
"distance-label": "Distance",
|
||
"sort-by-label": "Sort by",
|
||
"hearing-distance-tooltip": "Enter the number of yards the listener is away from the source.<ul><li>1 inch = 0.028 yards</li><li>2 inches = 0.055 yards</li><li>4.5 inches = 0.125 yards</li><li>9 inches = .25 yards</li><li>1.5 feet = .5 yards</li><li>1 mile = 1,760 yards</li></ul>",
|
||
"tunnel-width-label": "Tunnel Width",
|
||
"hearing-tunnel-width-tooltip": "Width of the tunnel or corridor in yards. If the base range of the sound exceeds the width of the tunnel, the penalty to Hearing rolls is -1 for each <i>two</i> steps. GURPS Powers Enhanced Senses p21.",
|
||
"hearing-modifier-label": "Hearing Mod",
|
||
"hearing-modifier-tooltip": "The hearing modifier to apply to the sense roll. If you're <i>actively</i> listening, GM may allow you to use the Observation skill.<br /><br /><b>Important</b> If there's a quick contest of Stealth vs Hearing, the modifier is in addition to the contest.",
|
||
"step-difference-label": "Step Diff",
|
||
"step-difference-tooltip": "The step difference is based on the listener's distance and the base range of the sound.<br />Example: Normal conversation has a range of 1 yard (step value of 6). The listener is at eight yards away, the sound that matches 8 yards is a <b>Shout (step value of 9)</b>. Steps away is 6 - 9 = -3 steps away. Which is -3 to Hearing rolls.",
|
||
"protected-hearing-label": "Protected",
|
||
"protected-hearing-tooltip": "Check if the character has Protected Hearing. +5 to appropriate health rolls.",
|
||
"hits-label": "Hits",
|
||
"feats-label": "Feats",
|
||
"travel-time-distances-heading": "Travel Time and Distances",
|
||
"travel-time-distances-tooltip": "This tool uses the rules from <b>Dungeon Fantasy 16 Wilderness Adventures</b> p20-24.",
|
||
"travel-move-tooltip": "Enter the move of the slowest person or vehicle in the group.",
|
||
"terrain-label": "Terrain",
|
||
"travel-terrain-tooltip": "Select the predominant terrain for the area being traveled upon. Use the description shown below to determine the <b>Speed Modifier</b>.<br /><b>Mixed Terrain:</b> If there's mixed terrain, <i>all</i> applicable <b>Survival</b> specialties work that day.",
|
||
"travel-terrain-modifier-tooltip": "Enter the terrain modifier based on the description.",
|
||
"terrain-option-arctic": "Arctic",
|
||
"terrain-option-arctic-skating": "Arctic, skating",
|
||
"terrain-option-arctic-skiing": "Arctic, skiing",
|
||
"terrain-option-arctic-snowshoeing": "Arctic, snowshoeing",
|
||
"terrain-option-desert": "Desert",
|
||
"terrain-option-desert-sandshoeing": "Desert, sandshoeing",
|
||
"terrain-option-island-beach": "Island/Beach",
|
||
"terrain-option-jungle": "Jungle",
|
||
"terrain-option-mountain": "Mountain",
|
||
"terrain-option-plains": "Plains",
|
||
"terrain-option-swampland": "Swampland",
|
||
"terrain-option-woodlands": "Woodlands",
|
||
"foraging-label": "Foraging",
|
||
"tracking-label": "Tracking",
|
||
"travel-speed-modifier-label": "Travel Speed Modifier",
|
||
"weather-label": "Weather",
|
||
"travel-weather-tooltip": "Select the predominant weather during the travel period. GURPS Dungeon Fantasy 16 Wilderness Adventures, Nasty Weather page 30.<ul><li><b>Perfect:</b> the \"wind\" is at the traveler's back or sails.</li><li><b>Passable:</b> Normal/typical weather for terrain.</li><li><b>Bad:</b> Harsh conditions, such as snow or rain in most terrains. Well lit, maintained roads may not be effected by rain, GM fiat.</li><li><b>Dire:</b> Typhoon type condtions.",
|
||
"weather-option-perfect": "Perfect, +10%",
|
||
"weather-option-passable": "Passable",
|
||
"weather-option-bad": "Bad, -50%",
|
||
"weather-option-dire": "Dire, -75%",
|
||
"base-speed-label": "Base Speed",
|
||
"travel-base-speed-tooltip": "Base speed is determined by move, terrain, and weather.",
|
||
"mitigators-label": "Mitigators",
|
||
"travel-mitigators-tooltip": "This value is calculated using the <b>Mitigating Circumstances</b> tabel below.",
|
||
"travel-speed-label": "Travel Speed",
|
||
"travel-travel-speed-tooltip": "The final travel speed.",
|
||
"miles-per-hour-abbreviation-label": "MPH",
|
||
"travel-miles-per-hour-tooltip": "Average miles per hour.",
|
||
"kilometers-per-hour-abbreviation-label": "KPH",
|
||
"travel-kilometers-per-hour-tooltip": "Average kilometers per hour.",
|
||
"hours-per-day-label": "Hours per day",
|
||
"travel-hours-per-day-tooltip": "Enter the number of hours per day spent on traveling, see GUPRS Dungeon Fantasy 16 page 23.<br /><b>Muscle-Powered travel.</b><ul><li>No one with <b>Survival</b> skill, 8 hours per day.</li><li>One or more persons with the <b>Survival</b> skill, 12 hours/day.</li><li>If not sleeping (lose 3 FP per day if not aided) and no one has <b>Survival</b>, 14 hours/day.</li><li>If not sleeping (lose 3 FP per day if not aided) and someone has <b>Survival</b>, 19 hours/day.</li></ul>",
|
||
"total-miles-label": "Total Miles",
|
||
"travel-total-miles-tooltip": "Total miles traveled in the day.",
|
||
"total-kilometers-label": "Total Kilometers",
|
||
"travel-total-kilometers-tooltip": "Total kilometers traveled in the day.",
|
||
"mitigating-circumstances-heading": "Mitigating Circumstances",
|
||
"travel-mitigating-circumstances-tooltip": "Use the table below to enter in <b>mitigating circumstances</b> such as using the <b>Hiking</b> skill to improve speed. If you're actively tracking or maybe \"patrolling\" while traveling.<br />It's also useful if you want to enter a \"fudge\" factor based on your campaign style.",
|
||
"mitigator-label": "Mitigator",
|
||
"travel-mitigator-name-tooltip": "Enter a memorable name for the mitigating circumstance, use the notes box to provide additional details.",
|
||
"percent-label": "Percent",
|
||
"travel-mitigator-percent-tooltip": "Enter a percent value that will be used to modify the travel speed. <b>NOTE:</b> Use only number, don't add the percent sign.",
|
||
"add-items-button-label": "Add Items",
|
||
"climbing-label": "Climbing",
|
||
"climbing-tool-tooltip": "Climbing tool is based on rules from B349.",
|
||
"type-of-climb-label": "Type of Climb",
|
||
"modifier-no-colon-label": "Modifier",
|
||
"climbing-tool-modifier-tooltip": "Be sure to subtract encumbrance penalties.<br />Make one roll to start and another every 5 minutes. Any failure results in a fall.<br />If you're secured to a rope, you only fall to the end of the rope, unless you rolled a critical failure.",
|
||
"in-combat-label": "In Combat",
|
||
"climbing-tool-in-combat-tooltip": "Climbs in combat require a Move maneuver. B349.<br />For climbs inspired by rage or terror, with a cost of 1FP, doubled in an adventure or assessed by the GM.",
|
||
"climbing-tool-speed-tooltip": "The tool assumes the distance between rungs is one foot or 0.3 meters.",
|
||
"regular-label": "Regular",
|
||
"ladder-up-option": "Ladder up",
|
||
"ladder-down-option": "Ladder down",
|
||
"ordindary-tree-option": "Ordindary tree",
|
||
"ordinary-mountain-option": "Ordinary mountain",
|
||
"vertical-stone-wall-option": "Vertical stone wall",
|
||
"modern-building-option": "Modern building",
|
||
"rope-up-option": "Rope up",
|
||
"rope-down-no-equipment-option": "Rope-down w/o equipment",
|
||
"rope-down-with-equipment-option": "Rope-down w/ equipment",
|
||
"no-roll-label": "no roll",
|
||
"three-rungs-label": "3 rungs/sec",
|
||
"two-rungs-label": "2 rungs/sec",
|
||
"one-rung-label": "1 rung/sec",
|
||
"ordinary-tree-label": "Ordinary tree",
|
||
"one-foot-second-label": "1 ft/sec",
|
||
"one-foot-three-second-label": "1 ft/3 sec",
|
||
"climbing-tool-encumbrance-tooltip": "Enter the character's encumbrance level.",
|
||
"height-in-feet-label": "Height in feet",
|
||
"climbing-tool-height-in-feet-tooltip": "Enter the height in feet that the character is climbing.",
|
||
"height-in-meters-label": "Height in meters",
|
||
"climbing-tool-height-in-meters-tooltip": "Enter the height in meters that the character is climbing.",
|
||
"travel-time-label": "Travel Time",
|
||
"number-of-rolls-label": "# of Rolls",
|
||
"climbing-tool-number-of-rolls-tooltip": "The number of rolls required to climb the entered height, including the initial roll to get started.",
|
||
"digging-label": "Digging",
|
||
"digging-tool-tooltip": "Digging tool is based on rules from B350-351.",
|
||
"basic-lift-label": "Basic Lift",
|
||
"digging-tool-basic-lift-tooltip": "Enter the basic lift of the character doing the digging, (ST * ST)/5.",
|
||
"digging-tool-tools-tooltip": "Select the type of tools being used or you can enter a custom modifier. Digging Tools B350.",
|
||
"iron-steel-tools-option": "Iron or steel tools",
|
||
"wooden-tools-option": "Wooden tools",
|
||
"improvised-tools-option": "Improvised tools",
|
||
"custom-tools-option": "Custom modifier",
|
||
"digging-tool-action-tooltip": "Select an action and the digging and fatigue rate will automatically update. Digging Rate = Basic Lift * quality of tools modifier * action/soil type.",
|
||
"shovel-loose-soil-action-option": "Dig loose soil, sand, etc",
|
||
"shovel-ordinary-soil-action-option": "Dig ordinary soil",
|
||
"pick-ordinary-soil-action-option": "Pick ordinary soil > loose",
|
||
"pick-hard-soil-action-option": "Pick hard soil, clay, etc",
|
||
"shovel-hard-soil-action-option": "Dig hard soil, clay, etc",
|
||
"pick-shovel-hard-soil-action-option": "Pick & shovel hard soil",
|
||
"pick-hard-rock-action-option": "Pick hard rock",
|
||
"shovel-hard-rock-action-option": "Dig hard rock",
|
||
"hours-label": "Hours",
|
||
"digging-tool-hours-tooltip": "Enter the number of hours to determine total volume and fatigue cost.",
|
||
"dimensions-label": "Dimensions",
|
||
"area-label": "Area",
|
||
"digging-tool-dimensions-tooltip": "Enter the height, width, and depth of the area to get the total volume and number of hours based on the action/soil type.<br />If US Units use feet, if metric, enter meters",
|
||
"brittle-label": "Brittle",
|
||
"damage-to-objects-brittle-tooltip": "Check if the object is brittle, such as glass, ice, or ceramic. B136, B484.",
|
||
"combustible-label": "Combustible",
|
||
"damage-to-objects-combustible-tooltip": "Check if the object is combustible, such as wood, paper, or cloth. B136, B484.",
|
||
"explosive-label": "Explosive",
|
||
"damage-to-objects-explosive-tooltip": "Check if the object is explosive, such as a grenade or bomb. B136, B484.",
|
||
"flammable-label": "Flammable",
|
||
"damage-to-objects-flammable-tooltip": "Check if the object is flammable, such as gasoline, oil, or gunpowder. B136, B484.",
|
||
"unnatural-label": "Unnatural",
|
||
"damage-to-objects-unnatural-tooltip": "Check if the object is unnatural, such as a golem or undead. B136, B484.",
|
||
"effects-of-injury-label": "Effects of Injury",
|
||
"unliving-label": "Unliving",
|
||
"damage-to-objects-unliving-tooltip": "Machines and anything with Injury Tolerance (Unliving) such as corporeal undead.",
|
||
"injury-tolerance-unliving-description": "Unliving are less vulnerable to impaling and piercing damage. B380. Impaling and huge piercing modifiier x1; large piercing, x1/2; piercing, x1/3; and small piercing, x1/5.",
|
||
"homogenous-label": "Homogenous",
|
||
"damage-to-objects-homogenous-tooltip": "Things that lack vulnerable internal parts or mechanisms, such as solid or hollow objects., unpowered vehicles, trees, walls, etc. B380.",
|
||
"injury-tolerance-homogenous-description": "Impaling and huge piercing modifiier x1/2; large piercing, x1/3; piercing, x1/5; and small piercing, x1/10, B380.",
|
||
"diffuse-label": "Diffuse",
|
||
"damage-to-objects-diffuse-tooltip": "Swarms, air elementals, nets, etc. B380.",
|
||
"injury-tolerance-diffuse-description": "Impaling and piercing attacks never do more than 1 HP! Other attacks can't do more than 2 HP. <i>Exception:</i> Area-effect, cone, and explosion cause normal damage. B380.",
|
||
"fragile-object-brittle-description": "If limb/extremity is crippled, it breaks off! Roll vs HT, on success it is one piece, otherwise it shatters/liquefies. If HT roll to avoid death fails, object is instantly destroyed. B136.",
|
||
"fragile-object-combustible-description": "On a Major Wound from a burning or explosive attack, roll vs HT to avoid catching fire. If the burning/explosive attack does 10 + HP of object, object is on fire. Burning objects suffer 1d6-1 burn damage per second until extinguished. B136.",
|
||
"fragile-object-explosive-description": "On any critical failure HT roll due to a Major Wound, object explodes. If object fails HT roll vs Death, it explodes. Damage is 6dx(HP/10) crushing explosion. B136.",
|
||
"fragile-object-flammable-description": "On any Major Wound, roll vs HT; -3 if burning/explosive attack, -3 if vitals were struck, -6 if both. On failure start burning for 1d6-1 burn damage per second. If burning, any failed Death roll will cause an explosion, 6dx(HP/10) crushing explosion. If object is Combustible, any burning or explosive attack that inflicts either a major wound or 10 + HP will automatically set object ablaze. B136.",
|
||
"fragile-object-unnatural-description": "Automatically fail Death roll at -HP, that much damage severs object from the force that animates it. B136.",
|
||
"object-badly-damaged-description": "Artifact suffers halved effectiveness, at the GM's discretion. B483.",
|
||
"zero-less-hit-points-label": "0 or less HP",
|
||
"object-stressed-description": "Each second object is under stress, roll vs HT. On a failure, object suffers severe malfunction and is disabled. B483.",
|
||
"object-destroy-check-description": "At each HP level listed, roll vs HT, on a failure the object is destroyed. B483.",
|
||
"object-destroyed-description": "At the listed HP level, object is destroyed. B483.",
|
||
"destroy-check-label": "Destroy Check",
|
||
"object-shock-description": "Damage can disrupt functionality, apply usual shock damage to any use of the object, GM discretion. B483.",
|
||
"major-wound-label": "Major Wound",
|
||
"object-major-wound-description": "When a machine with many subsystems suffers a major wound, roll vs HT. On a failure, one or more systems fail. B483.",
|
||
"repairs-label": "Repairs",
|
||
"repairs-tooltip": "Repairs objects based on rules from B484 to B485.",
|
||
"repair-type-label": "Repair Type",
|
||
"repair-type-tooltip": "Repair type.",
|
||
"minor-repair-option": "Minor Repair",
|
||
"major-repair-option": "Major Repair",
|
||
"minor-repair-description": "Object must have 1 or more hit points remaining. Each successful repair attempt restores 1 HP plus margin of success.",
|
||
"major-repair-description": "Object has zero or negative hit points. Requires spare parts at a cost 1d6 x 10% of the original price of the object. Each successful repair attempt restores 1 HP plus margin of success.",
|
||
"object-cost-label": "Object Cost",
|
||
"object-cost-tooltip": "Object cost.",
|
||
"cost-one-thousand-option": "$1,000 or less (+1)",
|
||
"cost-under-ten-thousand-option": "$1,001 to $10,000 (0)",
|
||
"cost-under-one-hundred-thousand-option": "$10,001 to $100,000 (-1)",
|
||
"cost-under-one-million-option": "$100,001 to $1,000,000 (-2)",
|
||
"cost-over-one-million-option": "$1,000,001 or more (-3)",
|
||
"equipment-label": "Equipment",
|
||
"repair-equipment-tooltip": "Select the quality of equipment used with the repair. B485. NOTE: Most skills require equipment.",
|
||
"repair-no-equipment-tech-option": "None, technical skill (-10)",
|
||
"repair-no-equipment-option": "None, non-technical skill (-5)",
|
||
"repair-improvised-tech-option": "Improvised, technical skill (-5)",
|
||
"repair-improvised-option": "Improvised, non-technical skill (-2)",
|
||
"repair-basic-option": "Basic equipment (0)",
|
||
"repair-good-option": "Good-quality equipment (+1)",
|
||
"repair-fine-option": "Fine-quality equipment (+2)",
|
||
"repair-best-option": "Best-quality equipment (+3)",
|
||
"missing-label": "Missing",
|
||
"repair-missing-equipment-tooltip": "Enter the number of missing equipment. Each missing item is -1 to repair skill.",
|
||
"damaged-label": "Damaged",
|
||
"repair-damaged-equipment-tooltip": "Damaged equipment modifiers. B345.",
|
||
"base-time-label": "Base Time",
|
||
"final-time-label": "Final Time",
|
||
"final-label": "Final",
|
||
"repair-extra-time-tooltip": "Extra time. B346.",
|
||
"repair-extra-time-normal-option": "Normal",
|
||
"repair-extra-time-twice-option": "2x (+1)",
|
||
"repair-extra-time-four-times-option": "4x (+2)",
|
||
"repair-extra-time-eight-times-option": "8x (+3)",
|
||
"repair-extra-time-fifteen-times-option": "15x (+4)",
|
||
"repair-extra-time-thirty-times-option": "30x (+5)",
|
||
"repair-haste-tooltip": "Decrease the amount of time at a penalty to skill. B346.",
|
||
"repair-haste-normal-option": "Normal",
|
||
"repair-haste-10-option": "10% (-1)",
|
||
"repair-haste-20-option": "20% (-2)",
|
||
"repair-haste-30-option": "30% (-3)",
|
||
"repair-haste-40-option": "40% (-4)",
|
||
"repair-haste-50-option": "50% (-5)",
|
||
"repair-haste-60-option": "60% (-6)",
|
||
"repair-haste-70-option": "70% (-7)",
|
||
"repair-haste-80-option": "80% (-8)",
|
||
"repair-haste-90-option": "90% (-9)",
|
||
"repair-skill-tooltip": "Enter the skill level for the repair. An NPC can be hired for about $20 per hour with a skill of 9 + 1d6. B485.",
|
||
"repair-skill-modifiers-tooltip": "The final modifier total based on Object Cost, Equipment quality, Missing equipment, Damaged equipment, Extra Time, and Haste.",
|
||
"custom-label": "Custom",
|
||
"repair-skill-custom-modifier-tooltip": "Enter a custom modifier.",
|
||
"final-skill-label": "Final Skill",
|
||
"minutes-label": "minutes",
|
||
"stealth-perception-label": "Stealth vs. Perception",
|
||
"stealth-perception-tooltip": "Stealth vs. Perception is based on rules from B222 and rule clarification from Kromm posted on Steve Jackson Games Forums.",
|
||
"quick-contest-label": "Quick Contest",
|
||
"sm-and-stealth-button": "Re: SM and stealth",
|
||
"stealth-label": "Stealth",
|
||
"stealth-vs-perception-stealth-skill-tooltip": "Enter the effective skill level, factoring in appropriate modifiers.",
|
||
"perception-label": "Perception",
|
||
"stealth-vs-perception-perception-skill-tooltip": "Enter the effective skill level. NOTE: You can replace this with the Observation skill, B211.",
|
||
"stealth-vs-perception-encumbrance-tooltip": "Select the encumbrance level of the character.",
|
||
"stealth-vs-perception-vision-tooltip": "This column will factor all the vision modifiers and then the tool will determine the best perception to use.",
|
||
"stealth-vs-perception-hearing-tooltip": "This column will factor all the hearing modifiers and then the tool will determine the best perception to use.",
|
||
"move-greater-one-label": "Move > 1 (-5)",
|
||
"stealth-vs-perception-move-greater-1-tooltip": "If the character's move is greater than 1, apply a -5 penalty.",
|
||
"abbreviation-acute-mod-label": "Acute Mod",
|
||
"acute-vision-label": "Acute Vision",
|
||
"stealth-vs-perception-acute-vision-tooltip": "Enter the character's Acute Vision modifier.",
|
||
"acute-hearing-label": "Acute Hearing",
|
||
"stealth-vs-perception-acute-hearing-tooltip": "Enter the character's Acute Hearing modifier.",
|
||
"versus-discriminatory-label": "vs. Disc Smell (-5)",
|
||
"stealth-vs-perception-versus-discriminatory-tooltip": "If the observer has Discriminatory smell, apply a -5 penalty.",
|
||
"abbreviation-concealment-modifier-label": "Conc Mod",
|
||
"stealth-vs-perception-concealment-vision-tooltip": "Enter a modifier if the target is concealed by high-tech camouflage or \"stealth technology\". B211.",
|
||
"stealth-vs-perception-concealment-hearing-tooltip": "Enter a modifier if the target is concealed by high-tech sound dampening or \"stealth technology\". B211.",
|
||
"abbreviation-surveillance-modifier-label": "Surv Mod",
|
||
"stealth-vs-perception-surveillance-tooltip": "Enter a modifier if the observer possesses suitable surveillance devices (thermograph to spot a concealed sniper, etc.) and had a successfull skill roll to use them. B211.",
|
||
"abbreviation-custom-modifier-label": "Cust Mod",
|
||
"stealth-vs-perception-custom-modifier-tooltip": "Enter a custom modifier that GM feels is appropriate.",
|
||
"stealth-vs-perception-distance-vision-tooltip": "Enter the distance in yards (meters or hexes) that the observer is from the target.",
|
||
"abbreviation-distance-modifier-label": "Dist Mod",
|
||
"stealth-vs-perception-distance-hearing-modifier-tooltip": "Enter the distance modifier, you can use the tool <b>Hearing Distance</b>.<br /><b>Suggestion:</b> If you are using the single roll button below, you can assume the sound level is equal to a succesful stealth roll.<br />Alternatively, perform the <b>Stealth</b> roll first, then use it with the Hearing Distance tool, then roll the appropriate perception.",
|
||
"stealth-vs-perception-distance-vision-modifier-tooltip": "Distance modifier is determined by the <b>Size and Speed/Range Table</b>, B550.",
|
||
"abbrevation-discriminatory-hearing-label": "Disc Hear (+4)",
|
||
"stealth-vs-perception-discriminatory-hearing-tooltip": "If the observer has Discriminatory Hearing, apply a +4 bonus. B358.",
|
||
"stealth-vs-perception-size-modifier-tooltip": "Size Modifier of the character performing the stealth roll.",
|
||
"hard-of-hearing-with-penalty-label": "Hard of hearing (-4)",
|
||
"stealth-vs-perception-hard-of-hearing-tooltip": "If the observer is hard of hearing, apply a -4 penalty. B358.",
|
||
"stealth-vs-perception-darkness-modifier-tooltip": "Enter the total darkness penalty, factoring in all modifiers.",
|
||
"hyperspectral-with-bonus-label": "Hyperspectral (+3)",
|
||
"stealth-vs-perception-hyperspectral-tooltip": "If the observer has Hyperspectral vision, apply a +3 bonus. B358.",
|
||
"in-plain-sight-with-bonus-label": "In plain sight (+10)",
|
||
"stealth-vs-perception-in-plain-sight-tooltip": "If the character performing the stealth is in plain sight, apply a +10 modifier.",
|
||
"stealth-vs-perception-stealth-custom-modifier-tooltip": "Enter the total of other modifiers. <ul><li>-5 to hide in an area without \"natural\" hiding places. B222</li><li>+3 or more if there are <i>many</i> hiding places. B222.</li></ul>",
|
||
"stealth-mod-label": "Stealth Mod",
|
||
"vision-mod-label": "Vision Mod",
|
||
"hearing-mod-label": "Hearing Mod",
|
||
"open-all-label": "Open All",
|
||
"close-all-label": "Close All",
|
||
"hit-location-options-label": "Hit Location Options",
|
||
"use-custom-layer-labels": "Use Custom Layer Labels",
|
||
"layer-one-label": "Layer One Label",
|
||
"layer-two-label": "Layer Two Label",
|
||
"layer-three-label": "Layer Three Label",
|
||
"layer-four-label": "Layer Four Label",
|
||
"quick-modifiers-label": "Quick Modifiers",
|
||
"quick-modifiers-tooltip": "Use the table below to create a set of custom modifiers that can be applied to your next roll. If the modifier is checked, it will automatically be applied to the roll, but you must remember to uncheck the quick modifier if you don't want to use it.<br /><br />Note, this is a separate set of modifiers from the ones you can add to the skill.",
|
||
"quick-mod-description-tooltip": "Enter a description for the quick modifier.",
|
||
"quick-mod-tooltip": "Enter the modifier value.",
|
||
"quick-modifier-options-label": "Quick Modifier Options",
|
||
"display-melee-quick-modifiers-label": "Display Melee Quick Modifiers",
|
||
"display-melee-quick-modifiers-tooltip": "Check to display the quick modifiers for melee combat. If unchecked, the table will be hidden, and modifiers will be cleared.<br /><br />You can also set this on the game settings level.",
|
||
"display-melee-quick-modifiers-setting": "Check to display the quick modifiers for melee combat. If unchecked, the table will be hidden.",
|
||
"display-range-quick-modifiers-label": "Display Range Quick Modifiers",
|
||
"display-range-quick-modifiers-tooltip": "Check to display the quick modifiers for ranged combat. If unchecked, the table will be hidden, and modifiers will be cleared.<br /><br />You can also set this on the game settings level.",
|
||
"display-range-quick-modifiers-setting": "Check to display the quick modifiers for ranged combat. If unchecked, the table will be hidden.",
|
||
"gcs-roll20-file-link-button": "Roll20.json",
|
||
"gcs-label": "GCS",
|
||
"gcs-template-readme-link-button": "GCS Template Readme",
|
||
"gcs-functions-link-button": "GCS Expression Functions",
|
||
"environmental-label": "Environmental",
|
||
"cold-exposure-label": "Cold Exposure",
|
||
"cold-exposure-tooltip": "Exposure to cold conditions and thermal shock, see B430.",
|
||
"temperature-label": "Temperature",
|
||
"cold-exposure-temperature-tooltip": "Enter the effective temperature in Fahrenheit or Celsius, accounting for \"wind chill\".",
|
||
"unit-type-fahrenheit": "°F",
|
||
"unit-type-celsius": "°C",
|
||
"wind-label": "Wind",
|
||
"frequency-label": "Frequency",
|
||
"wind-option-calm": "Calm",
|
||
"wind-option-light": "Light (10mph/16kmh+)",
|
||
"wind-option-strong": "Strong (30mph/48kmh+)",
|
||
"thermal-shock-label": "Thermal Shock",
|
||
"thermal-shock-tooltip": "Did the character suffer <i>sudden</i> immersion into icy waters? Impurities can bring the temperature below freezing! If wearing a \"dry suit\", suffer normal freezing. Otherwise, roll per minute, on success lose 1 FP, only failure, lose FP equal to the margin of failure. Also, check for drowning! Thermal shock is based on rules from B430.",
|
||
"clothing-label": "Clothing",
|
||
"clothing-option-light": "Light or no clothing, -5",
|
||
"clothing-option-winter": "Winter clothing, +0",
|
||
"clothing-option-arctic": "Arctic clothing, +5",
|
||
"clothing-option-heated": "Heated clothing, +10",
|
||
"wet-clothes-label": "Wet Clothes",
|
||
"lower-comfort-zone-label": "Lower Comfort Zone",
|
||
"lower-comfort-zone-tooltip": "Enter the lower temperature of the comfort zone. Humans have a comfort zone of 35 to 90°F (2 to 32°C). See Temperature Tolerance B93.",
|
||
"temperature-tolerance-label": "Temperature Tolerance",
|
||
"temperature-tolerance-tooltip": "Enter the character's temperature tolerance, B93. Each level will decrease the lower comfort zone by HT degrees fahrenheit. If the character has a negative temperature tolerance, the lower comfort zone will increase by HT degrees fahrenheit. ",
|
||
"temperature-tolerance-health-label": "Temperature Tolerance (Health)",
|
||
"temperature-tolerance-health-tooltip": "Enter the character's HT that will be used with Temperature Tolerance.",
|
||
"effective-comfort-zone-label": "Effective Comfort Zone",
|
||
"cold-exposure-health-tooltip": "Enter the character's HT or HT-based Survival (Arctic) skill level. B430.",
|
||
"cold-exposure-health-modifier-tooltip": "Enter an optional HT modifier.",
|
||
"cold-exposure-health-modifier-total-tooltip": "The total modifier that will be applied to the final roll.",
|
||
"effective-health-label": "Effective HT",
|
||
"cold-exposure-effective-health-tooltip": "The effective HT roll of the character.",
|
||
"to-roll-label": "To Roll",
|
||
"temperature-modifier-label": "Temperature Modifier",
|
||
"temperature-modifier-tooltip": "Effective temperature modifier, for every 10° below 0°F or 5° below -18°C, apply a -1 modifier.",
|
||
"heat-exposure-label": "Heat Exposure",
|
||
"heat-exposure-tooltip": "Exposure to heat conditions, see B434.",
|
||
"heat-exposure-temperature-tooltip": "Enter the effective temperature in Fahrenheit or Celsius, accounting for \"heat index\".",
|
||
"upper-comfort-zone-label": "Upper Comfort Zone",
|
||
"upper-comfort-zone-tooltip": "Enter the upper temperature of the comfort zone. Humans have a comfort zone of 35 to 90°F (2 to 32°C). See Temperature Tolerance B93.",
|
||
"heat-exposure-lower-comfort-zone-tooltip": "<b>Note:</b> Use the <b>Cold Exposure</b> tool to determine the effective lower comfort zone and enter the value here. The upper and lower comfort zones are used to determine the <b>Intense Heat Threshold</b>.",
|
||
"heat-temperature-modifier-tooltip": "Effective temperature modifier, for every 10° above <b>upper comfort zone minus 10°</b> or 5° above <b>upper comfort zone minus 10°</b>, apply a -1 modifier.<br />Example, normal humans comfort zone is 35 to 90°F, so the modifier would be applied for every 10° above 80°F.",
|
||
"encumberance-option-none": "None, +0",
|
||
"encumberance-option-light": "Light, -1",
|
||
"encumberance-option-medium": "Medium, -2",
|
||
"encumberance-option-heavy": "Heavy, -3",
|
||
"encumberance-option-x-heavy": "Extra Heavy, -4",
|
||
"encumberance-option-max": "Max Load, -5",
|
||
"heat-exposure-health-tooltip": "Enter the character's HT or HT-based Survival (Desert) skill level. B434.",
|
||
"heat-temperature-tolerance-tooltip": "Enter the character's temperature tolerance, B93. Each level will increase the upper comfort zone by HT degrees fahrenheit. If the character has a negative temperature tolerance, the upper comfort zone will decrease by HT degrees fahrenheit.",
|
||
"heat-exposure-health-modifier-total-tooltip": "The total modifier that will be applied to the final roll.",
|
||
"heat-exposure-effective-health-tooltip": "The effective HT roll of the character.",
|
||
"heat-exposure-health-modifier-tooltip": "Enter an optional HT modifier.",
|
||
"spell-parent-id-tooltip": "For spells, the row id can used to link a spell to a parent spell. <b>Tip:</b> You could name the parent a college name or some other group name.",
|
||
"spell-indent-tooltip": "Select the indent level of the spell. This is handy to help show the spell belongs to a parent spell.",
|
||
"intense-heat-threshold-label": "Intense Heat Threshold",
|
||
"intense-heat-threshold-tooltip": "The temperature at which the character will start to suffer from intense heat. B434.<br />Intense Heat is calculated as the difference between the lower comfort zone and the upper comfort zone, then multiply by 6. For humans, with tolerance of 35 to 90 °F, <b>Intense Heat</b> occurs at 330°F. (90 - 35) * 6 = 330. B434.",
|
||
"intense-heat-frequency-label": "second, armor protects DR x 3 seconds.",
|
||
"import-tool-label": "Import Tool",
|
||
"import-tool-tooltip": "Uses a standard json format to import a character. There are existing methods to export data for GCA5 and GCS.",
|
||
"json-data-label": "JSON Data",
|
||
"json-data-tooltip": "Copy/paste the json data here.",
|
||
"chat-style-label": "Chat Style",
|
||
"chat-style-tooltip": "Selects a visual style for the chat roll results.",
|
||
"breaking-bindings-label": "Breaking Bindings",
|
||
"breaking-bindings-tooltip": "Breaking bindings tool based on rules from GURPS Low Tech 130.",
|
||
"binding-strength-tooltip": "Effective ST of rope based on the amount of weight it supports and the number of coils. GURPS Low-Tech 130.<br />Math: ST = (square root of dynamic load limit /2) plus +1 ST per extra coil. Dynamic load limit = ropes support weight / 2.",
|
||
"supports-label": "Supports",
|
||
"breaking-bindings-supports-tooltip": "Enter the amount of weight the rope supports. For example, a 1\" hemp rope can support 2,000 pounds. See Rope, String, and Thread on GURPS Low-Tech 23 for more examples.",
|
||
"coils-label": "Coils",
|
||
"breaking-bindings-coils-tooltip": "Enter the number of coils the rope around the prisoner, about 2 yards of rope for a normal-sized human. Each coil after the first gives +1 ST to the rope.",
|
||
"breaking-bindings-contest-description": "Prisoner must <i>win</i> a Quick Contest of their ST versus rope's ST. Each attempt takes a minute and costs 1 FP; repeated attempts have a cumulative -1 ST to the prisoner's ST. If prisoner loses and bindings are thin wire, prisoner suffers 1 HP of cutting damage. Critical Failure means a temporarily crippled arm. GURPS Low Tech 130.",
|
||
"drinking-intoxication-label": "Drinking and Intoxication",
|
||
"drinking-intoxication-tooltip": "Drinking and intoxication tool based on rules from GURPS Basic Set 439.",
|
||
"drinks-label": "Drinks",
|
||
"drinking-intoxication-drinks-tooltip": "Enter the number of drinks consumed. B439.<br />One drink is equal to a...<ul><li>12 oz beer</li><li>5 oz glass of wine</li><li>1.5 oz shot of spirits</li></ul>",
|
||
"total-drinks-label": "Total Drinks",
|
||
"drinking-intoxication-total-drinks-tooltip": "Enter the total number of drinks consumed during this session, used with the sobering up rules. B439.",
|
||
"level-label": "Level",
|
||
"drinking-intoxication-base-skill-level-tooltip": "Enter the character's base skill level for drinking and intoxication checks. Either the Health (HT) score or Carousing skill level.",
|
||
"drinking-intoxication-base-skill-level-modifier-tooltip": "Enter an optional modifier to the base skill level.",
|
||
"has-eaten-label": "Has Eaten +0",
|
||
"drinking-intoxication-has-eaten-tooltip": "Check if the character has eaten a full meal within the last hour. B439.",
|
||
"recently-eaten-label": "Recently Eaten +1",
|
||
"drinking-intoxication-recently-eaten-tooltip": "Check if the character has eaten a full meal within the last 4 hours. B439.",
|
||
"empty-stomach-label": "Empty Stomach -2",
|
||
"drinking-intoxication-empty-stomach-tooltip": "Check if the character has an empty stomach. B439.",
|
||
"no-perk-label": "No Perk +0",
|
||
"drinking-intoxication-no-perk-tooltip": "Check if the character does not have the Alcohol Tolerance perk. B439.",
|
||
"alcohol-tolerance-label": "Alcohol Tolerance +2",
|
||
"drinking-intoxication-alcohol-tolerance-tooltip": "Enter the character's Alcohol Tolerance perk level. B439.",
|
||
"alchohol-intolerance-label": "Alcohol Intolerance -2",
|
||
"drinking-intoxication-alcohol-intolerance-tooltip": "Check if the character has the Alcohol Intolerance disadvantage. B439.",
|
||
"drinking-intoxication-roll-tooltip": "After every hour of drinking, roll the dice to check for drinking and intoxication results.",
|
||
"no-roll-needed-label": "No roll needed",
|
||
"per-hour-label": "Per Hour",
|
||
"sober-option": "Sober",
|
||
"tipsy-option": "Tipsy",
|
||
"drunk-option": "Drunk",
|
||
"unconscious-option": "Unconscious",
|
||
"coma-option": "Coma",
|
||
"stop-drinking-checks-label": "Stop Drinking Checks",
|
||
"drinking-intoxication-stop-drinking-checks-tooltip": "After you stop drinking, check for hangovers and recovery.",
|
||
"hangover-label": "Hangover",
|
||
"drinking-intoxication-hangover-roll-tooltip": "After you stop drinking, check to see if you will suffer a hangover. Use the text box to add a custom modifier.",
|
||
"tipsy-or-worse-label": "Tipsy or worse.",
|
||
"sober-up-label": "Sober Up",
|
||
"drinking-intoxication-sober-up-roll-tooltip": "After you stop drinking, check to see if you will sober up. Use the text box to add a custom modifier.",
|
||
"sober-after-label": "After",
|
||
"sober-hours-label": "hours",
|
||
"drinking-intoxication-strength-score-tooltip": "Enter the character's Strength (ST) score, this determines the modifier to the skill check. -1 skill per drink over ST/4. Basic 439.",
|
||
"sobriety-level-label": "Sobriety Level",
|
||
"drinking-intoxication-sobriety-level-tooltip": "The character's current sobriety level.",
|
||
"trauma-label": "Trauma",
|
||
"trauma-description": "Blunt Trauma B379.",
|
||
"large-area-injury-label": "Large-Area Injury",
|
||
"large-area-injury-tooltip": "<b>Large-Area Injury</b> Attacks that affect most of the body; dragon's breath, bomb blast, huge fire, acid pit, or attacker that has size modifier difference of 7 or higher compared to defender. If DR varies by hit location, determine <b>effective DR</b> using <i>average</i> of torso DR and the DR of <i>least protected</i> hit location <b>exposed</b> to the attack. If DR varies by damage type, use the <i>least protected</i> value. A location protected by cover or masked by the body does not count as <b>exposed to the attack.</b> For example, if you're back is turned to a cone attack by a dragon, your face is not exposed to the attack. Ignore special hit-location efects. B400.",
|
||
"method-label": "Method",
|
||
"damage-tool-method-tooltip": "Select a method to help calculate weapon damage. If you select Thrust or Swing, the tool will automatically update your damage with the weapon.",
|
||
"option-thrust": "Thrust",
|
||
"option-swing": "Swing",
|
||
"die-modifier-label": "Die Modifier",
|
||
"die-modifier-abbreviated-label": "Die Mod",
|
||
"die-modifier-tooltip": "Select a modifier to apply to each dice.<br />Examples: <ul><li>If you know Brawling at DX+2 or higher, you can add +1 damage per die.</li><li>If Boxing is DX+1, add +1 per die.</li><li>If Boxing is DX+2 or higher, add +2 per die.</li><li>If Karate is DX, add +1 per die.</li><li>If Boxing is DX+1 or higher, add +2 per die.</li><li>If Weapon Master and skill is DX+1, add +1 per die.</li><li>If Weapon Master and skill is DX+2 or higher, add +2 per die.</li><li>Mighty blow or All-Out Attack (Strong). +1 per die.</li><li>Shove is -1 per die.</li></ul>",
|
||
"option-negative-two": "-2",
|
||
"option-negative-one": "-1",
|
||
"option-zero": "0",
|
||
"option-one": "+1",
|
||
"option-two": "+2",
|
||
"option-three": "+3",
|
||
"option-four": "+4",
|
||
"option-five": "+5",
|
||
"damage-modifier-tooltip": "A flat modifier to the damage roll. Doesn't apply to each die. For example, Mighty Blow or All-Out Attack (Strong) add +2 damage if there's only one die.",
|
||
"apply-modifier-dice-plus-add-label": "Apply Modify Dice + Adds",
|
||
"apply-modifier-dice-plus-add-tooltip": "Apply the optional rule <b>Modify Dice + Adds</b>. Any +4 becomes +1d6, any +7 becomes +2d6. B269",
|
||
"calculated-roll-label": "Calculated Roll",
|
||
"modify-label": "Modify",
|
||
"on-value": "ON",
|
||
"armor-on-toggle-tooltip": "Toggle the layer DR on or off. This will update summary column.",
|
||
"vehicle-sheet-label": "Vehicle Sheet",
|
||
"vehicle-sheet-tooltip": "The vehicle sheet based on rules from GURPS Basic 462-470 and Damage to Objects 483.",
|
||
"vehicle-notes-tooltip": "Enter notes about the vehicle, such as modifiers to Health, Top Speed, and manuevering traits. A good example are vehicle options from GURPS Action 6 Tricked Out Rides.",
|
||
"vehicle-type-tooltip": "Enter a description for the type of vehicle. <ul><li>Ground</li><li>Ground/Road</li><li>Ground/Rail</li><li>Watercraft</li><li>Aircraft</li><li>Spacecraft</li><li>Amphibious</li><li>Etc.</li></ul>",
|
||
"vehicle-tech-level-tooltip": "Enter the tech level of the vehicle.",
|
||
"vehicle-strength-tooltip": "Enter the Strength of the Vehicle. An unpowered vehicle will have a Strength of zero. B462.",
|
||
"vehicle-hit-points-tooltip": "Enter the hit points of the vehicle. B462.",
|
||
"vehicle-handling-tooltip": "Vehicle Handling modifies Control Rolls, B466.",
|
||
"vehicle-stability-rating-tooltip": "Vehicle Stability Rating determines if the failed Control Roll is a minor or major failure, B466.",
|
||
"vehicle-health-tooltip": "Vehicle's Health. B466. Use the check-boxes to the right to identify fragile features of the vehicle. Unpowered vehicles are Homogenous with HT 12, while machines have HT 10, see Damage to Objects, B483.<br /><br />Modifiers: <ul><li>Cheap, temperamental, or poorly maintained, -1 to -3 HT.</li><li>Well-made or rugged, +1 or +2 HT.</li><li>Use the notes box for reasons why HT was modified.</ul>",
|
||
"machine-option": "Machine (HT 10)",
|
||
"unpowered-option": "Unpowered (HT 12)",
|
||
"vehicle-flammable-tooltip": "A flammable vehicle will catch fire if it suffers 3 Hit Points of burning damage. If exposed to a flame that can't do 3 or more hit points, roll 3d6 every 10 seconds, on a 6 or less, the vehicle catches fire. Once on fire, vehicle suffers 1d6-1 burning damage per second. B433.",
|
||
"vehicle-combustible-tooltip": "A combustible vehicle would be made of wood or paper. Make a HT roll to avoid catching fire whenever the vehicle suffers a major wound from a burning or explosive attack, on a failure the vehicle catches fire. If the damge is 10+ HP, the vehicle catches fire automatically. Once on fire, the vehicle suffers 1d6-1 bruning per second until extinguished. B136.",
|
||
"vehicle-explosive-tooltip": "The vehicle contains explosive fuel or ammunition. If the vehicle suffers a major wound from a burning or explosive attack, make a HT roll, on critical failure, the vehicle explodes! The vehicle will also explode on any failed death roll by 3 or more. The explosion is 6d6x(HP/10) crushing explosion. B137.",
|
||
"abbreviation-acceleration-label": "Accel",
|
||
"top-label": "Top",
|
||
"vehicle-top-tooltip": "Enter the top speed of the vehicle. B463.",
|
||
"abbreviation-loaded-weight-label": "Lwt",
|
||
"vehicle-loaded-weight-tooltip": "Enter the vehicle's loaded weight, in tons, of the vehicle. This is the maximum payload and a full load of fuel. B463.",
|
||
"vehicle-load-tooltip": "The weight, in tons, of occupants and cargo the vehicle can carry, including the operator. B463.",
|
||
"abbreviation-capacity-label": "Cap",
|
||
"vehicle-cargo-capacity-tooltip": "Vehicle's cargo capacity, uses the formula of Load subtract weight of occupants, where each person is .1 tons. B463.",
|
||
"curb-label": "Curb",
|
||
"vehicle-curb-weight-tooltip": "Vehicle's curb weight (with fuel but no other payload), which is Loaded Weight minus Load. B463.",
|
||
"vehicle-size-modifier-tooltip": "Vehicle's size modifier, B463. Will automatically be applied to the To Hit Modifier for each Hit Location.",
|
||
"crew-label": "Crew",
|
||
"vehicle-crew-tooltip": "Enter the number of crew members needed to operate the vehicle. B463.",
|
||
"passengers-label": "Passengers",
|
||
"vehicle-passengers-tooltip": "Enter the number of passengers, non-essential crew members, the vehicle can carry. B463.",
|
||
"a-indicator-long-term-label": "A: Long-term",
|
||
"vehicle-long-term-tooltip": "The letter \"A\" indicates the vehicle is built for long-term accommodation, with room to sleep, cook, etc. B463.",
|
||
"p-indicator-pressure-support-label": "P: Pressure Support",
|
||
"vehicle-pressure-support-tooltip": "The letter \"P\" indicates the vehicle is built to support pressure (B77), such as a submarine or spacecraft. B463.",
|
||
"s-indicator-sealed-label": "S: Sealed",
|
||
"vehicle-sealed-tooltip": "The letter \"S\" indicates the vehicle is sealed (B82) against the environment, such as a spacecraft or submarine. B463.",
|
||
"p-indicator-vacuum-support-label": "P: Vacuum Support",
|
||
"vehicle-vacuum-support-tooltip": "The letter \"P\" indicates the vehicle has vacuum support (B96), such as a spacecraft. B463.",
|
||
"vehicle-damage-resistance-tooltip": "Vehicle's Damage Resistance, this can be used as a reference when building hit locations. B463.",
|
||
"vehicle-range-tooltip": "The travel distance before the vehicle runs of out fuel or provisions. B463.",
|
||
"cruise-percent-label": "Cruise %",
|
||
"vehicle-cruise-percent-tooltip": "Enter a percentage to calculate the vehicle's Cruising speed, which is typically about 60 to 70 percent of the top speed. B463.",
|
||
"cruising-label": "Cruising",
|
||
"vehicle-cruising-speed-tooltip": "The vehicle cruising speed, which is Top Speed times Cruise %. B463.",
|
||
"abbreviation-endurance-label": "End",
|
||
"vehicle-endurance-tooltip": "Vehicle's endurance in hours is the Range divided by Cruising speed. For situations where \"Loiter\" capability matters more than range. Vehicle must carry provisions in order to take advantage of endurance in excess of one day. B463.",
|
||
"abbreviation-location-label": "Loc",
|
||
"vehicle-location-tooltip": "Vehicle's hit locations, this can be used to help build the hit locations table. B463. The quantity precedes the abbreviation; e.g., \"3M\" for a three-masted ship.",
|
||
"vehicle-hit-location-abbreviations-tooltip": "Hit Location Abbreviations. B463.<ul><li>A: arm</li><li>C: caterpillar tracks</li><li>D: draft animals</li><li>E: exposed rider</li><li>G: large glass windows</li><li>g: small glass windows</li><li>H: helicopter rotors</li><li>L: leg</li><li>M: mast and rigging</li><li>O: open cabin</li><li>R: runners or skids</li><li>r: retractable</li><li>S: large superstructure or gondola</li><li>s: small superstructure</li><li>T: main turret</li><li>t: independent turret</li><li>W: wheel</li><li>Wi: a pair of wings</li><li>X: exposed weapon mount</li>",
|
||
"draft-label": "Draft",
|
||
"vehicle-draft-tooltip": "For a watercraft, the minimum depth of water it can safely operate in. B463.",
|
||
"stall-label": "Stall",
|
||
"vehicle-stall-tooltip": "For an aircraft, the minimum speed, in yards/second, it must maint to take off and stay airborne. \"0\" means it can hover. B463.",
|
||
"light-speed-label": "Light Speed",
|
||
"vehicle-light-speed-tooltip": "The vehicle is capable of lightspeed. B463.",
|
||
"abbreviaion-earth-gravities-label": "G",
|
||
"vehicle-earth-gravities-tooltip": "The vehicle's acceleration due to gravity, in Earth gravities, calculated using vehicle Acceleration divided by 10. B463.",
|
||
"spacecraft-label": "Spacecraft",
|
||
"vehicle-spacecraft-tooltip": "The vehicle is a spacecraft. B463.",
|
||
"vehicle-cost-tooltip": "The cost of the vehicle. B463.",
|
||
"vehicle-acceleration-tooltip": "The vehicle's acceleration, in yards/second. B463.",
|
||
"maneuvering-label": "Maneuvering",
|
||
"top-percentage-label": "Top %",
|
||
"vehicle-top-speed-modification-percent-tooltip": "Enter a percentage to modify the vehicle's top speed.",
|
||
"abbreviation-location-percentage-label": "Loc %",
|
||
"vehicle-location-percent-tooltip": "The total modifier based on disabled hit locations.",
|
||
"fatigued-label": "Fatigued",
|
||
"vehicle-fatigued-tooltip": "Check this box if the power souce, such as horses, has become fatigued. This will affect the Top Speed.",
|
||
"vehicle-calculated-top-speed-tooltip": "The calculated top speed of the vehicle.",
|
||
"vehicle-maneuvering-status-interface-label": "Vehicle Maneuvering and Status Interface",
|
||
"vehicle-health-roll-tooltip": "Vehicle Health Roll. <ul><li>If suffering a Major Wound.</li><li>To avoid catching fire, exploding, etc.</li><li>When reduced to zero or less HP.</li><li>Being used if HP is less than zero.</li><li>If -1xHP or -5xHP, HT Roll to avoid being destroyed.</li></ul>",
|
||
"abbreviation-hit-points-scale-label": "HP Scale",
|
||
"vehicle-hit-points-scale-tooltip": "The scale of the vehicle's hit points. B470. This will update the Hit Points to the right and the hit location armor.",
|
||
"vehicle-current-hit-points-tooltip": "The current and maximum hit points of the vehicle.",
|
||
"vehicle-major-wound-tooltip": "Major Wound threshold of the vehicle. If the vehicle suffers a major wound, GM may call for a HT roll. On a failure, one or more systems fail. B484.",
|
||
"vehicle-current-velocity-tooltip": "The vehicle's current velocity.",
|
||
"altitude-label": "Altitude",
|
||
"vehicle-current-altitude-tooltip": "The vehicle's current altitude.",
|
||
"depth-label": "Depth",
|
||
"vehicle-current-depth-tooltip": "The vehicle's current depth.",
|
||
"hit-point-effects-label": "HP Effects",
|
||
"vehicle-hit-point-effects-tooltip": "Effects of the vehicle's hit points.",
|
||
"option-normal": "Normal",
|
||
"option-decade-scale": "Decade Scale",
|
||
"option-century-scale": "Century Scale",
|
||
"vehicle-location-notes-tooltip": "Enter notes about the vehicle's hit locations.",
|
||
"sync-hp-label": "Sync HP",
|
||
"vehicle-sync-hp-tooltip": "Check to sync the hit points with the vehicle's hit locations.",
|
||
"reset-hp-label": "Reset HP",
|
||
"option-automobile": "Automobile",
|
||
"option-aircraft": "Aircraft",
|
||
"option-row-boat": "Row Boat",
|
||
"option-speed-boat": "Speed Boat",
|
||
"option-sailboat": "Sailboat",
|
||
"option-submarine": "Submarine",
|
||
"option-hovercraft": "Hovercraft",
|
||
"option-motorcycle": "Motorcycle",
|
||
"option-biplane": "Biplane",
|
||
"option-monoplane": "Monoplane",
|
||
"option-helicopter": "Helicopter",
|
||
"option-tank": "Tank",
|
||
"vehicle-hit-location-tooltip": "Hit location name",
|
||
"vehicle-hit-location-modifier-tooltip": "To Hit modifier for the location.",
|
||
"to-hit-label": "To Hit",
|
||
"vehicle-hit-location-to-hit-tooltip": "The final To Hit modifier for the location, adds the Vehicle Size Modifier and the To Hit Modifier for the location.",
|
||
"vehicle-hit-location-defense-bonus-tooltip": "The Defense Bonus for the location.",
|
||
"vehicle-hit-location-damage-tooltip": "Enter the amount of damage this location has taken.<br><b>NOTE:</b> If you want this column to affect the current Vehicle Hit Points,<br />click the checkbox for Sync HP.",
|
||
"vehicle-hit-location-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.",
|
||
"vehicle-hit-location-disabled-tooltip": "Disabled/Crippled Threshold.<br>If a <b>single</b> attack 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.<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.",
|
||
"leak-label": "Leak",
|
||
"vehicle-hit-location-leak-tooltip": "Check if the location has a leak.",
|
||
"fire-label": "Fire",
|
||
"vehicle-hit-location-fire-tooltip": "Check if the location is on fire.",
|
||
"speed-percentage-label": "Speed %",
|
||
"vehicle-hit-location-reduced-tooltip": "Enter the percentage of change to the top speed when the location is disabled. This will automatically update the top speed. For example, if you enter 25, the top speed will be reduced by 25%. The total percentage can't exceed 100%.",
|
||
"vehicle-hit-location-damage-resistance-tooltip": "Enter the Damage Resistance for this hit location. Use the Notes text box to keep track of the original DR if armor is damaged.",
|
||
"scaled-label": "Scaled",
|
||
"vehicle-hit-location-scaled-tooltip": "The scaled value of the hit location's damage resistance. Will automatically update when the scale is selected.",
|
||
"hitlocation-hits-tooltip": "Enter individual hits here, if limb is crippled, burning, etc.<br />Example: -6 pi (major wound), -2 burn.",
|
||
"vehicle-crew-notes-tooltip": "Enter notes about the vehicle's crew.",
|
||
"vehicle-crew-name-tooltip": "Enter the name of the crew member.",
|
||
"role-label": "Role",
|
||
"vehicle-crew-role-tooltip": "Enter the role of the crew member.",
|
||
"vehicle-crew-location-tooltip": "Enter the location of the crew member.",
|
||
"abbreviation-fatigued-label": "Fat",
|
||
"vehicle-crew-fatigued-tooltip": "Check if the crew member is fatigued.",
|
||
"vehicle-crew-weight-tooltip": "Enter the weight of the crew member.",
|
||
"vehicle-crew-on-tooltip": "Check if the crew member is on or in the vehicle. If checked, the crew member weight will be added to the total weight of the crew.",
|
||
"vehicle-crew-skill-name-tooltip": "Enter the name of the skill that will be used for the roll, use a skill that is appropriate for the crew member's role on the vehicle. For example, if the person is a driver, enter Driving (automobile) as the skill name.",
|
||
"vehicle-crew-base-skill-level-tooltip": "Enter the base skill level of the crew member.",
|
||
"vehicle-crew-skill-modifier-tooltip": "Enter an optional long term skill modifier, this will be applied to the base skill level.",
|
||
"vehicle-crew-final-skill-level-tooltip": "The final skill level of the crew member that will be used for the roll.",
|
||
"control-label": "Control",
|
||
"vehicle-crew-control-roll-tooltip": "If checked, the skill roll is a vehicle control roll, the results will updated to reflect the roll type.",
|
||
"crew-member-notes-tooltip": "Enter notes about the crew member.",
|
||
"abbreviation-fatigued-current-max-label": "FP (Current/Max)",
|
||
"vehicle-loadout-notes-tooltip": "Enter notes about the vehicle's loadout."
|
||
} |